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East Wind Rain: The War in the Pacific 1941-1945 thumbnail

East Wind Rain: The War in the Pacific 1941-1945

East Wind Rain: The War in the Pacific 1941-1945 Rulebook

Table of Contents

Table of Contents

  • 2.0 Game Equipment
  • 3.0 Sample Playing Pieces
    • 3.1 Named Ships
      • 3.1.1 Capital Ships
      • 3.1.2 Light Cruisers
      • Glossary of Ship Types
      • National Colors (Ships)
    • 3.2 Fleet Units
    • 3.3 Aircraft
    • 3.4 Ground Units
      • National Colors (Ground Units)
      • Unit Size
    • 3.5 Bases
    • 3.6 Information Markers
      • Flag Codes
    • 3.7 Number Markers Note
  • 4.0 Turn Sequence Summary
    • 4.1 Economic Phase
    • 4.2 Intelligence Phase
    • 4.3 Strategic Deployment Phase
      • 4.3.1 Air Staging
      • 4.3.2 Naval Staging
    • 4.4 Operations
    • 4.5 Zone Combat
    • 4.6 Supply Phase
    • 4.7 Task Force Redeployment Stage
  • 5.0 Economics
    • 5.1 Summary
    • 5.2 Economic Resources (ERs)
      • 5.2.1 Home Country Resources
      • 5.2.2 Economic Markers
      • 5.2.3 Transporting Economic Markers
      • 5.2.4 Effect of Economic Markers
      • 5.2.5 Australian and Chinese ER: General
      • 5.2.6 Australian Economics
      • 5.2.7 Nationalist Chinese Economics
      • 5.2.8 Manchukuo
      • 5.2.9 India
      • 5.2.10 Damaged Resources
  • 6.0 Intelligence
    • 6.1 General
    • 6.2 MK Ultra: General Rule
    • 6.3 MK Ultra Effect on Air Staging
    • 6.4 MK Ultra Effect on Naval Staging
    • 6.5 MK Ultra Effect on Operations
    • 6.6 MK Ultra Effect on the Fog of War
    • 6.7 MK Ultra Effect on Sighting
  • 7.0 Air Staging
    • 7.1 Range
    • 7.2 Base Capacity
    • 7.3 Staging
      • 7.3.1 General Rule
      • 7.3.2 Staging into/out of Zones
      • 7.3.3 Staging from Specific Areas or Zones
      • 7.3.4 Aircraft in Excess of Stacking Limits
  • 8.0 Naval Staging
    • 8.1 TF Marker and Stacking Limits
    • 8.2 Movement Points
      • 8.2.1 Fast Ships
      • 8.2.2 Medium Speed Ships
      • 8.2.3 Slow Ships
    • 8.3 Movement Costs
      • 8.3.1 General Rule
      • 8.3.2 Area Movement Costs
      • 8.3.3 Procedure
    • 8.4 Limitations on Strategic Movement
  • 9.0 Operations
    • 9.1 Definitions
    • 9.2 Order of Play
  • 10.0 Naval Operations
    • 10.1 General
    • 10.2 How to Conduct an Operation
    • 10.3 Patrol
    • 10.4 Transports
      • 10.4.1 Transport Capabilities
      • 10.4.2 Initiatives
      • 10.4.3 Effects of Sunk Transports
    • 10.5 Destroyer-Light Cruiser Transport
    • 10.6 Amphibious Landings
    • 10.7 Amphibious Assault
    • 10.8 Task Force Combat
  • 11.0 Air Operations
    • 11.1 General
    • 11.2 Air Bases
    • 11.3 Base Air Capacity
    • 11.4 Destroyed Bases
    • 11.5 Unsupplied Bases
    • 11.6 Shuttle Movement (Operational Staging)
    • 11.7 Air Strikes
    • 11.8 Air Strike Sequence
    • 11.9 Fighters
    • 11.10 Sighting the Target
    • 11.11 Sighting Results
    • 11.12 Multiple Targets
  • 12.0 Carrier Air Operations
    • 12.1 General
    • 12.2 Sighting
    • 12.3 Waves
    • 12.4 On Deck Aircraft
    • 12.5 Carrier TF Combat Costs
  • 13.0 Surface Naval Combat
    • 13.1 General
    • 13.2 Sighting
    • 13.3 Time
    • 13.4 Range
    • 13.5 Tactical Setup
    • 13.6 Sequence of Combat
    • 13.7 Firing: Range and Eligibility
    • 13.8 Firing: Target and Effect
    • 13.9 Torpedoes
    • 13.10 Maneuver
    • 13.11 Maneuver and Fire
    • 13.12 Night
  • 14.0 Submarines
    • 14.1 Submarine TFs
    • 14.2 Submarine Sighting
    • 14.3 Sequence of Submarine-ASW Combat
    • 14.4 Submarine Combat
    • 14.5 Antisubmarine Combat (ASW)
    • 14.6 Sub-to-Sub Combat
    • 14.7 Post-Submarine Combat
    • 14.8 TF Costs
  • 15.0 Bombardment
    • 15.1 General Rule
    • 15.2 Combat Procedure
    • 15.3 Coastal Batteries
  • 16.0 Bases
    • 16.1 Defense
    • 16.2 Garrisons
    • 16.3 Damage and Repair
      • 16.3.1 Major Bases
      • 16.3.2 Air Bases
      • 16.3.3 Cities
      • 16.3.4 Economic Markers
  • 17.0 Ground Movement
    • 17.1 General Rule
    • 17.2 Enemy-Held Hexes
    • 17.3 Movement Restrictions
  • 18.0 Ground Combat
    • 18.1 General Rule
    • 18.2 Stacking Limits
    • 18.3 Combat Resolution
    • 18.4 Air Support
    • 18.5 Morale
    • 18.6 Withdrawal and Retreat
    • 18.7 Post-Combat Movement
    • 18.8 Base Capture
    • 18.9 ER Cost and Committed Troops
  • 19.0 Amphibious Assaults
    • 19.1 General Rule
    • 19.2 Carrier Air Strikes
    • 19.3 Defense Tactics
    • 19.4 Naval Gunfire
    • 19.5 Ground Assault
    • 19.6 Assault Failure
    • 19.7 Assault Victory
    • 19.8 ER Costs
  • 20.0 Paratroops
    • 20.1 General Rule
    • 20.2 Range
    • 20.3 Vulnerability to CAP
    • 20.4 Combined Operation
    • 20.5 ER Costs
  • 21.0 Kamikazes
  • 22.0 Zone Combat
    • 22.1 General Rule
    • 22.2 Entering Land Zones
      • 22.2.1 Ground Units
      • 22.2.2 Air Units
    • 22.3 Zone Control
    • 22.4 Combat Procedure
      • 22.4.1 Enemy-Controlled Zone
      • 22.4.2 Uncontrolled Zone
    • 22.5 Japanese Withdrawal from China
  • 23.0 Indian Ocean Areas
    • 23.1 General Rule
    • 23.2 Kenya
    • 23.3 Maldives
    • 23.4 Ceylon
  • 24.0 Midway-Wake Overlap; Australia
    • 24.1 Midway-Wake Overlap
    • 24.2 Australia and New Hebrides
  • 25.0 Supply
    • 25.1 General Rule
      • 25.1.1 Ground Units and Bases
      • 25.1.2 Task Forces
    • 25.2 Out of Supply
      • 25.2.1 Task Forces
      • 25.2.2 Ground Units
      • 25.2.3 Air Units
  • 26.0 Fleet Train
    • 26.1 General Rule
    • 26.2 Movement and Defense
    • 26.3 Effects
    • 26.4 Removal and Replacement
  • 27.0 TF Redeployment
    • 27.1 General Rule
      • 27.1.1 Allies
      • 27.1.2 Japan
    • 27.2 Procedure
  • 28.0 Strategic Bombing
    • 28.1 General Rule
    • 28.2 Procedure
  • 29.0 The Doolittle Raid
    • 29.1 General Rule
    • 29.2 Procedure
  • 30.0 The Bomb
    • 30.1 General Rule
    • 30.2 Procedure
  • 31.0 Soviet Entry
    • 31.1 General Rule
    • 31.2 Procedure
    • 31.3 Japanese Incentive to Attack the USSR
    • 31.4 Allied Limitations
  • 32.0 Victory
    • 32.1 General Rule
    • 32.2 Japanese VPs
    • 32.3 Reduction of VPs
    • 32.4 Invasion of Japanese Home Islands
    • 32.5 Automatic Victory
      • 32.5.1 General Rule
      • 32.5.2 Japan
      • 32.5.3 Allies
    • 32.6 Victory Levels
  • 33.0 December 1941 Turn
    • 33.1 General Rule
    • 33.2 Setup and Deployment
      • 33.2.1 Special Turn Rules
      • 33.2.2 Allied Setup
      • 33.2.3 Japanese Setup
    • 33.5.4 Japanese Special Operations Phase
    • 33.5.5 Surprise Attack
    • 33.5.6 Allied Reinforcements
    • 33.5.7 Allied Operations
    • 33.5.8 Supply and Redeployment
    • 33.5.9 Zone Combat
  • 34.0 Short Game Scenario
    • 34.1 Procedure
    • 34.2 Victory Points
    • 34.3 Victory Level
  • 35.0 Optional Rules
    • 35.1 General Rules
    • 35.2 Allied Options
      • 35.2.1 Allied Alert
      • 35.2.2 Torpedo Breakthrough
      • 35.2.3 Sonar
      • 35.2.4 Ground Unit Training
      • 35.2.5 Australia First
      • 35.2.6 US Island Defense
      • 35.2.7 Billy Mitchell
      • 35.2.8 Aid to China
    • 35.3 Japanese Options
      • 35.3.1 Saboteurs
  • 36.0 Introductory Scenario: Midway
    • 36.1 Turn Sequence
    • 36.2 Initial US Forces
      • 36.2.1 Bases
      • 36.2.2 Ground Units
      • 36.2.3 Army Air SPs
      • 36.2.4 Naval Units at Pearl Harbor
      • 36.2.5 West Coast Naval Units
      • 36.2.6 Commonwealth Naval Units in Australia
    • 36.3 Initial Japanese Forces
      • 36.3.1 Bases
      • 36.3.2 Air Units

2.0 Game Equipment

East Wind Rain comes with:

A. One 22 x 34 mapboard;

B. 200 oblong counters representing capital ships (heavy cruiser and above) and major bases;

C. 600 smaller, square counters, including individual light cruisers and formations of ground, air and other sea forces, as well as air bases, economic, task force, combat, numerical and information markers;

D. Two Task Force Cards;

E. Two Player Aid Cards;

F. Rules; and

G. Two dice.

3.0 Sample Playing Pieces

3.1 Named Ships

3.1.1 Capital Ships

Front of the counter: ship name, Type, Main Gun, Antiaircraft, Torpedo, Speed, and Armor. The counter diagrams label these fields and show a Turn of Arrival box, a Battleline Position box, and Air Strength Point Capacity for carriers.

Reverse of the counter: Battleline Position (M - Main Line of Battle; R - Reserve) and Turn of Arrival.

  • † After main gun number indicates one (secondary) factor.
  • † After antiaircraft number indicates one long-range factor.

3.1.2 Light Cruisers

Light cruiser counters carry the ship's name, Type (CL), Main Gun, Antiaircraft, Torpedo, Speed, Armor, and a Turn of Arrival box.

  • White with red symbol: Japan
  • White with blue symbol: Allies

All Light Cruisers are placed in the Screen section.

Glossary of Ship Types

SymbolTypePosition
CVCarrierR
CVLLight CarrierR
CVEEscort CarrierR
BBNew (Modern) BattleshipM
BOld BattleshipM
BCBattlecruiserM
CAHeavy CruiserM
CLLight CruiserS

Position means section where ship is placed.

National Colors (Ships)

ColorNationality
BlueUS Navy
RedImperial Japanese Navy
GrayCommonwealth and Dutch Navies

3.2 Fleet Units

Fleet unit counters are shown for Destroyers, Escort Carriers, Transports, and Submarines.

Color Note: Fleet markers are the same color and may be used interchangeably between Allied and Japanese navies. Only Allied navies, however, may use escort carriers.

3.3 Aircraft

Aircraft counters are shown for Army (Land), Bombers, Naval, and Super-Bombers.

Quality/Special Code: Counters marked with an asterisk (*) are average crews. No asterisk indicates green crews.

Color Code: (The printed heading "Color Code:" has no legend beneath it in the source.)

3.4 Ground Units

Ground unit counters are shown for Marine, Infantry, Ranger, and Airborne.

National Colors (Ground Units)

ColorNationality
BlueUnited States
GrayCommonwealth
White (black numbers)Nationalist China
RedJapan

Unit Size

SymbolUnit Size
XBrigade (1 SP)
XXDivision (5 SPs)
XXXCorps (10 SPs)
XXXXArmy (20 SPs)

3.5 Bases

Base counters are shown as Major (anchor) and Air.

Color CodeNationality
Blue (Front)Allied base
Red (Reverse)Japanese Base

3.6 Information Markers

Information markers are shown for Economic Site, Zone Control, Economic Record, and Task Force, along with Naval Battle Section (RESERVE), Naval Tactics (AHEAD 1), and Numerical (strength point) markers.

Flag Codes

Flag codes are shown for United States, Commonwealth, Japan, China, Australia, and USSR.

  • A. The USSR is neutral unless attacked by Japan.
  • B. The United States, Commonwealth, China, and Australia constitute the Allies.

3.7 Number Markers Note

  • A. Numbers represent damage if placed under damage markers or numbers of SPs for some naval (i.e., destroyers, transports, submarines, and escort carriers), ground, and air units.
  • B. All air and naval unit counters are considered to represent 5 SPs unless otherwise marked with a number counter.
  • C. Unless marked with a number counter, a ground unit has the number of SPs which corresponds to the organizational symbol. A player may put any number marker(s) beneath a ground unit counter for deception purposes. Thus an army might be composed of only one SP, and a brigade might have seven SPs.
  • D. To use number markers to represent SPs in a unit, place the number marker beneath the unit counter so that the side with the correct number is aligned with the top of the unit counter.
  • E. See Examples in Appendix A (separate document).

4.0 Turn Sequence Summary

A. These rules are not written in modular form. In many cases a rule will refer to a point clarified later in the rules. Players are encouraged to read the rules completely twice and to play through the examples of combat in Appendix A. Players should not attempt to play the campaign game until they have played the Midway scenarios, in order to familiarize themselves with the sequence and nuances of play.

B. After setting up the game according to the Starting Forces section, play commences and follows the sequence outlined below, except for the first turn (4/41) of the campaign game, which has a modified sequence of play.

4.1 Economic Phase

Both players simultaneously receive income, place reinforcements and build and place new units.

4.2 Intelligence Phase

A. The Allies consult the MK ULTRA Record on the map sheet, and may attempt to read the Japanese codes.

B. This determines the sequence of staging air and naval forces. If used successfully, the Allies must immediately specify the order of movement in the strategic and operational phases.

4.3 Strategic Deployment Phase

This phase represents high-level decisions to commit forces to various regional commands and consists of air staging and naval staging segments. Naval staging begins after air staging has been completed.

4.3.1 Air Staging

All aircraft are staged to bases or carriers.

4.3.2 Naval Staging

A. All naval units are assigned secretly to bases or task forces (TFs).

B. All TFs are deployed.

C. TFs that complete the naval staging segment in the same hex may exchange ships among themselves.

D. TFs may be dissolved but new TFs may not be created.

4.4 Operations

During this phase, the both sides move units and engage in combat. TFs, stacks of ground units, or the air SPs (ASP) at a base are considered to be "units" for operational purposes. Certain combined operations are allowed in which two or more bases or TFs may join in conducting the same operation.

4.5 Zone Combat

Ground and air units deployed in the various Chinese, Australian, Indian, and USSR zones may engage in combat.

4.6 Supply Phase

Each side determines the supply status of its bases and Task Forces. Mark unsupplied units with an unsupplied marker.

4.7 Task Force Redeployment Stage

Each side redeploys all supplied task forces up to six movement points back to friendly supplied major bases.

5.0 Economics

5.1 Summary

Both players simultaneously carry out economic tasks in the following order:

A. Increase the Economic Record:

  1. The Allies add double the face value of all economic markers transported to the home country (West Coast or Panama for the United States, Australia for the Allied forces and Kenya for the Commonwealth).
  2. Japan adds triple the face value of all economic markers transported to the Japanese home islands (Honshu, Hokkaido, Kyushu, and Shikoku).
  3. Both sides add in the economic reserve noted on the Reinforcement Track.
  4. Add in double the face value of the Australian marker to the Australian ER reserve and add in the doubled, face, or halved value of the Chinese markers, as appropriate, to their Economic Reserve (5.2.5).
  5. The Allies assign economic aid.

B. Place reinforcements and units built in previous turns that are due to arrive.

C. Repair ships at supplied major installations.

D. Build ships in the home country.

E. Repair cities.

F. Build bases.

G. Build aircraft and ground units.

5.2 Economic Resources (ERs)

5.2.1 Home Country Resources

Japan, the United States, and the United Kingdom begin each scenario with a specified ER reserve and receive additional ERs per the Reinforcement Chart.

5.2.2 Economic Markers

A. Home country ERs can be supplemented by transporting economic markers via transports to the home countries.

B. There are 21 transportable economic markers on the map. The location and value of each, printed on the counter, is also listed below:

LocationValueType
India5Zone
Australia3Zone
Manchukuo5Zone
Sian1Zone
Nanking3Zone
Kunming3Zone
Chunking3Zone
Djakarta5City
Brunei5

C. If hexes with economic markers are either occupied by friendly units or bases or are in a friendly zone during the operations phase, they are worth the number of ERs equal to the printed value on the counter.

D. An economic marker either may be transported to the home country or used to pay for one initiative, including an immediate second strike, originating from that area. The friendly economic marker must be in the area in which a base, TF, or ground force sights and launches an attack. In the case of an airstrike, the target may be in another area.

E. Unused ERs may not be saved.

5.2.3 Transporting Economic Markers

A. Economic markers may be carried back to the home countries. One transport SP can carry one such marker (regardless of face value).

B. The transport must begin its move in or move to the hex containing the marker to pick it up.

Exception: Economic markers for Zones-India, USSR, Australia and the various Chinese zones- may be picked up in any port city/base adjacent to that zone.

C. A transport SP cannot carry any other cargo while carrying an economic marker.

D. Place the economic marker on the Task Force Card in the box that corresponds to the Task Force Marker for the transport.

Example: If TF B picked up the Manila marker, the Manila marker would be placed in the B box on the Task Force Card.

E. If the transport carrying the economic marker is sunk, the marker is inverted and placed on its original hex and may not be used or moved that turn. If there are several transports designated to be carrying the economic marker and any are sunk, a proportional amount of the economic marker (or other cargo, if any) is lost. (Fractions are rounded up). Place a number counter beneath the economic marker to show its reduced value.

F. The marker may be unloaded only when the transport reaches a home country zone, a Chinese zone, or an Australian, Indian, or Japanese city or base.

G. Once unloaded, the marker can only be used to augment the ER total of the home country (for Australia, India, or Nationalist China) in the following Economic Phase.

H. At the start of any Economic Phase in which economic marker counters are aboard transports that have not yet returned to a home country (India, Australia or Nationalist China) the marker is returned to its map location (number and symbol side up) and a note is made of the ER value carried by the transports. Those transports must unload in a home country (India, Australia, or Nationalist China) before carrying out any other function.

5.2.4 Effect of Economic Markers

A. At the start of the Economic Phase, economic markers in Japan augment the Japanese ER chart by triple their face (or reduced) value.

B. Economic markers in the West Coast or Kenya increase the United States or Commonwealth ER chart, respectively, by double their face (or reduced) value.

C. Japan adds the printed (or reduced) value of each marker unloaded in Japan to its victory point total.

D. The markers are then returned, name side up, to their map location, ready to be picked up in the current turn.

5.2.5 Australian and Chinese ER: General

A. The Australian economic marker is worth double its face value to the Allies.

B. The Chinese economic markers vary in value according to the status of the link between China and the other Allies.

C. These markers are of value to the Allies as long as the zones containing those markers are not Japanese controlled. The Allies must use these ERs in Australia and China, respectively. Australian and Chinese economic record markers are provided.

D. Japan treats Australian and Chinese economic markers as any other economic markers, but must control the zones to use their points either in the zone (for operations) or to transport back to the home country.

E. For economic marker transport purposes, all Chinese zones are considered to be served by any coastal city or base on the Asian mainland from the Hanoi/Haiphong to the Vladivostok hexes, inclusive.

F. The Australian marker may be picked up from a base, Darwin or Cape York, or by transports in the Australian off-board zone.

5.2.6 Australian Economics

A. Australian ERs may be used to purchase only army air SPs or Commonwealth infantry units (no naval or other types of air or ground units) or to build or repair bases and cities in Australia or in any adjacent area.

B. Australian ERs may also be used to pay the operational costs of Allied units operating in the Australian zone or area or in any adjacent area.

5.2.7 Nationalist Chinese Economics

A. Nationalist Chinese economic markers (i.e., Chungking, Kunming, Nanking, and Sian) vary in value to the Allies.

B. If the Allies control any supplied coastal city adjacent to a non-Japanese controlled Chinese zone, all Chinese economic markers yield double their printed value to the Nationalist Chinese.

C. Even if there are no supplied coastal cities, if the Kunming zone and all railroad hexes between Rangoon and that zone are not Japanese controlled, and the Allies control Rangoon, undamaged and in supply, all Chinese economic markers yield double their face value to the Nationalist Chinese.

D. The Chinese economic markers can still yield their face value to the Nationalist Chinese if the Rangoon-Kunming link is not available, as long as the Kunming and India zones are not Japanese controlled and Calcutta is Allied controlled, in supply and undamaged,

E. If none of the above links are open, all Chinese economic markers yield only half their value (total all markers, then halve and round fractions up) to the Nationalist Chinese.

F. Chinese ERs and any ERs sent to China by the Allies may only be used to build Nationalist Chinese infantry armies, or to pay for operations costs for Chinese forces outside of the China zones. The Allies may not use these ERs for any other purpose.

5.2.8 Manchukuo

A. Japan starts the game in control of Manchukuo.

B. Manchukuo is treated the same as any other Chinese zone except that Japan receives its income as long as the zone is not Allied controlled.

C. Any ERs not used in or transported from Manchukuo are lost.

D. If controlled by the Allies, Manchukuo is considered to belong to the Nationalist Chinese and all rules applying to Nationalist Chinese economic markers apply.

5.2.9 India

A. The Allies may transport the Indian economic marker to Kenya (the Commonwealth home country) and receive double the face (or reduced) value.

B. The India marker may be picked up at Calcutta, Madras, or at any supplied base on an Indian coastal hex, as long as the city/base at which the economic marker being picked up is neither damaged nor controlled by Japan.

C. The Allies may instead use the face value of the Indian economic marker in India for base or infantry construction, base/city repair, or to pay for operations conducted by Commonwealth units in the India or Ceylon areas.

D. The Allies can use the Indian economic marker as long as India is not Japanese controlled.

E. Japan treats the India marker as any other economic marker. It may only use or transport it if the Indian zone is Japanese controlled.

5.2.10 Damaged Resources

A. Economic markers cannot be picked up or unloaded in damaged cities (cities with a damage marker placed because of air or naval bombardment).

B. If an economic marker is on a hex when that hex is damaged, the marker is inverted and may not be picked up or utilized until the hex is repaired.

5.2.11 Economic Aid

A. Countries may only use their own ERs, except for Allied grants to Australia and China, which are direct transfers on the Economic Record.

B. Land Transfer:

  1. China may receive Allied (US or UK) ERs during the Economic Phase provided that either Calcutta or Rangoon, and the rail hexes leading from those cities to Kunming, are supplied, undamaged and not occupied by Japan, and Kunming is not Japanese controlled.

  2. For every 10 ERs or fraction thereof sent through Calcutta or Rangoon, the Allies must pay two additional ERs for land transportation costs.

C. Air Transfer:

  1. If unable to transfer via land and the India zone is not Japanese controlled, aid can be flown over the hump into China by bombers or army aircraft based in India (area or zone).

  2. For every two air SPs allocated, one ER may be flown to China.

  3. Aid is flown to China during the Economic Phase, but after the construction of new units. Thus the Allies cannot use the aid in China until the next Economic Phase.

  4. It costs one additional ER for every two air SP flying the hump to China. Aircraft so designated may not be used for any other purpose that turn, not even for interception, CAP, or return strikes.

  5. Aircraft flying aid to China may not be intercepted.

D. Aid to Australia:

  1. Australia can receive Allied aid from the Commonwealth (Kenya) or the United States (West Coast/ Panama) aboard transports. The Allies spend the ERs being sent during the Economic Phase. Record this total and assign it to a TF that includes transports.

  2. One transport SP can carry five ERs. If they reach Australia, the face or reduced value of the ERs are added to the Australian ER chart at the start of the next Economic Phase.

5.2.12 Economic Aid Limit

Total Allied aid to China and Australia may not exceed 10 ERs to each recipient in a single turn.

5.3 Repair and Construction

5.3.1 General

A. A home country, Australia, China, and India may spend any amount of its current ER total on construction and repair each turn. As ERs are expended, reduce the appropriate country's ER track total.

B. India cannot accumulate ERs. Whatever is not spent is lost at the end of the turn.

5.3.2 Naval Limits

5.3.2.1 General

A. Named ship counters (all carriers, battleships, battlecruisers, cruisers, and light cruisers) may only be repaired, not reconstructed.

B. Players may build SPs of destroyers, transports, and submarines.

C. The United States and the Commonwealth may build escort carrier SPs.

D. There is a limit to the number of ships (SPs or individual capital ships) that may be in repair or built in any one turn. This is expressed in terms of Naval Construction Factors (NCF), as listed below:

Naval Construction Limits

HOME COUNTRY1941-431944-45
Japan88
UK (Kenya)6*10*
US (West Coast)1020
US (Panama)6*10*
US (Hawaii)6**10**
Major Bases1**1**

* = one additional turn delay for arrival of new units

** = repair only

(The legend's first symbol prints as a bullet in the source; it refers to the single asterisks in the table.)

5.3.2.2 Naval Construction

A. To build a ship SP, spend the appropriate ERs and allocate two NCFs to that ship SP.

B. Escort carriers and destroyers are available on the turn they are built.

C. Submarines are available on the turn after they are built.

D. If built in areas marked with a * on the chart above, an additional turn is required.

E. Ships may only be built in Japan, Kenya, the West Coast, and Panama (which represents the US East Coast shipyards that produced vessels for the Pacific Theater).

5.3.2.3 Naval Repair

A. To repair a ship, the damaged ship must be moved to Kenya, the West Coast, Panama, a major base in Honolulu, an undamaged port city in Japan, or any friendly, supplied major base.

B. Spend one ER and allocate one NCF per damage point, up to a maximum of two ERs and two NCFs per ship per turn to repair.

Exception: At Pearl, the West Coast, or Japan, a player may repair up to three damage points on one ship, but at double the NCF and ER costs.

C. The total damage to be repaired is equal to the ship's armor factor for each damage marker on the ship.

D. The areas marked with a ** in the chart above may only use their NCFs to repair ships, not to construct new ones.

E. All repairs are immediate in the Economic Phase.

5.3.2.4 Effects of Repair

A. If a ship is fully repaired (no damage points remaining) it is free to join/form a TF and move and conduct operations.

B. Ships that are not completely repaired may move at slow speed as long as no NCFs have been applied to them this turn.

C. Ships that have not been completely repaired and have had NCFs applied to them this turn may not move.

D. Bottomed ships may not be moved until they have been repaired at least to the damaged stage.

E. Ships that have not been completely repaired may not fire guns or torpedoes, even in self-defense, nor may they carry or launch aircraft or transport troops. Any additional damage inflicted upon them is added to that already sustained by the ship to determine damaged, bottomed, or sunk status.

5.3.3 Naval Limit Reduction

A. The NCFs for Japan and Hawaii may be temporarily lost if certain cities are damaged by air or sea bombardment.

B. Reduce the Japanese NCF by one for each of the eight Japanese home island cities (on Kyushu, Honshu, and Hokkaido) that are damaged at the start of the Economic Phase.

C. All NCFs for Hawaii are temporarily lost if there is no supplied major base at Honolulu at the start of the Economic Phase.

D. Ships under repair at damaged cities may not have any damage repaired while the city is damaged.

E. Once a damaged city is repaired (and in the case of Honolulu, the major base is rebuilt), the NCF total is returned to normal.

F. If a major base is built from an air base it may not repair a ship until the next Economic Phase.

G. Repair and construction of ships occur before cities and bases are built or repaired.

5.3.4 Air Limits

A. The total ERs spent on naval air SPs in one turn may not exceed the total spent on army and bomber aircraft.

B. The United States and the Commonwealth must each meet this requirement separately.

C. Ignore aircraft built by Australia when determining these limits.

5.3.5 Base Construction Limits

Bases may be built in any supplied hex containing a friendly ground unit.

Minor islands and atolls (those colored in brown on the map, e.g., Tarawa or Midway) may contain either a major base or an air base.

A. All other hexes may contain both an air and a major base or double air base.

B. Major bases may be built only in hexes that already contain an air base. The air base is replaced by the major base.

C. Air bases cost three ERs to build (or two ERs in a hex containing an undamaged city) and are available immediately.

D. Major bases cost 12 ERs to build and must be built in hexes that contained an air base at the start of the turn. Air bases cannot be built then upgraded to a major base in the same turn.

E. Supplied air bases that are destroyed during an opponent's operation may be rebuilt at a cost of two ERs, provided the ERs are spent immediately following the end of the opponent's operation (after all second strikes/second initiatives against that target have been concluded).

F. A major base that is destroyed is immediately replaced by an air base. Major bases may only be reconstructed during the economic phase, and only if a supplied air base is in the hex at the start of the turn.

G. Damaged cities cost 2 ERs to repair.

H. Due to limited engineering resources, each side is limited in the number of ERs it may spend to build bases in one turn.

I. There is no limit to ERs spent on repairing damaged air bases during the turn, and there is no limit to the amount of ERs spent on repairing damaged cities during the economic phase.

J. If no base markers are available, remove one in play and use it, but all costs must be paid for at full rate for a new base. No ERs are received for the base being removed.

ER Limits (per turn on bases)

Country1941-431944-45
Japan2025
US1525
UK1220
Australia33
India33

5.3.6 Delay and Placement of Units; Construction Costs

A. Unless otherwise specified, the costs below are per SP. All units are available immediately where built unless marked with an asterisk (*), which means that the unit is not available until the following Economic Phase.

B. Japanese forces are built in Japan or Manchukuo.

C. US forces are built in the West Coast or Panama. Reinforcement ships and new construction ships due to arrive on the West Coast or Panama may arrive at Pearl Harbor if it has a friendly supplied major base.

D. Commonwealth forces are built in Kenya, India, or Australia depending upon the location of the ERs spent. All units constructed in Kenya are delayed in arrival for one turn.

E. Chinese units are built in non-Japanese controlled Chinese zones.

F. The available ERs are the only limits on construction, except for base construction (5.3.5). If the counter mix does not permit the building of another base or unit of the type a side wishes to build, remove another unit of the same type on the board and build it elsewhere, at the normal cost.

Unit TypeCost per SP
Army Air2
Naval Air2
Bomber4
Superbomber**5
Transport2
Destroyer3*
Submarine3*
Escort Carrier***5*
Infantry2
Marine3*
Airborne/Chindit5*

* Not available until following Economic Phase.

** US only may build.

*** Only the US and Commonwealth may build.

Air unit cost is separate.

BaseCost per Facility
Air Base3 (or 2 + City)
Repair Air Base2
Major Base12 + Air Base

6.0 Intelligence

6.1 General

A. Players have a limited ability to see what air and naval units they must face in a battle; this represents the fog of war.

B. To represent the Allied code-breaking project known as MK Ultra, the Allies can see the general deployment of some or all of the Japanese forces prior to making their own deployment.

C. A side cannot examine its opponent's Task Force card nor may units in an enemy occupied hex.

D. In combat, a side need only show the reverse side of its capital ship counters to the opponent, unless the ships are in port or being attacked by submarines which have gained an exclusive sighting of the target TF, in which case the fronts of the counters must be shown.

6.2 MK Ultra: General Rule

A. Each turn the Allies must decide whether or not to use their intelligence advantage. The Allies could not always use this advantage for fear of tipping their hand to the Axis. In addition, changes in Japanese codes often took time to be broken, despite previous intelligence operations.

B. If the Allies decide to try to use their intelligence advantage, moves the Magic marker to the next higher number on the MK ULTRA RECORD and roll two dice. If the number rolled is less than that shown on the track, the Japanese codes have changed and the Allies may not use their advantage. Place the marker on the Code Changed box.

C. If the code was changed the previous turn, the Allies may roll a die to break it on a die roll of 6. If successful, the marker is moved to the 2 Box. The Allies may use MK ULTRA freely this turn, but next turn it is placed on the 3 box if the Allied player decides to use it.

D. The Allies may elect not to use their advantage, and the marker is not advanced nor are the dice rolled.

E. The Magic chit begins the long and short games off the chart. The first time it is used, place the chit on the 2 Box.

6.3 MK Ultra Effect on Air Staging

A. The Allied intelligence advantage allows the Allies to force Japan to deploy it air units before the Allied air units are deployed.

B. If the Allies do not have the intelligence advantage, then the Allies must deploy their aircraft before the Japanese air units are deployed.

6.4 MK Ultra Effect on Naval Staging

A. If the Allies have the intelligence advantage, they may chose to do one of the following:

  1. Allies stage all TFs first,
  2. Japanese stage all TFs first, or
  3. Allies stage as many TFs as they wish first, then the Japanese stage all of their TFs, then the Allies deploy their remaining TFs.

B. If there is no Allied intelligence advantage, Japan may chose to do one of the following:

  1. Japan stages all TFs first,
  2. Allies stage all TFs first, or
  3. Japan stages as many TFs as it wishes first, then the Allies stage all of their TFs, then Japan deploys its remaining TFs.

6.5 MK Ultra Effect on Operations

A. If the Allies have the intelligence advantage, they may elect to conduct the first operation.

B. If the Allies do not have or choose not to use the intelligence advantage, Japan may elect to conduct the first operation or to force the Allies to do so.

6.6 MK Ultra Effect on the Fog of War

A. If the Allies have the intelligence advantage, they may use it to spy on one Japanese TF or occupied hex.

B. If spying on a TF, Japan must reveal what sections (Main, Screen, and/or Reserve) of ships are in the TF. Japan need not reveal the type (battleship, carrier, etc.) or number of ships, only whether it contains Main, Screen, and Reserve types of ships. If the TF contains submarines, Japan must reveal that the TF contains submarines, but not the number of factors. This activity occurs at the end of the Naval Staging phase.

C. If spying on a hex, the Allies may examine the numbers and types of troops and aircraft in the hex.

6.7 MK Ultra Effect on Sighting

A. If the Allies have the intelligence advantage, they may use it for a +1 DRM to their sighting die roll one time during that turn. They must state they are using the DRM prior to rolling.

B. In this case, and only in this case, a natural die roll of 1 is not an automatic miss and all modifiers may be applied in an attempt to sight.

C. If the Allies use the intelligence advantage for sighting, move the Magic marker to the next higher number on the MK Ultra Track, but they do not have to roll to see if the code is broken until the next turn in which they try to use the intelligence advantage.

7.0 Air Staging

7.1 Range

Range is the distance in hexes that aircraft fly from an installation or carrier to their target and back to an installation or carrier.

TypeRange (hexes)
Naval Air (from Carriers)3
Land Air (and Naval Air on Land)5
Bombers and Airborne Units10
Superbombers14

Add one to the range of naval and land (not bomber) aircraft in 1944-45.

7.2 Base Capacity

A. Each air base has the capacity of 10 air SPs.

B. A major base has a capacity of 20 air SPs.

C. Base capacities in a hex are cumulative.

D. Allied Superbombers may only fly from, stage through or land at major bases.

E. Only naval air SPs may base on carriers, and the number of SPs cannot exceed the capacity printed on the naval counter. (Each escort carrier SP has a capacity of one air SP.)

7.3 Staging

7.3.1 General Rule

During the Strategic Air Staging Phase, a side may move air SPs to any friendly base or carrier anywhere on the map provided that the units can reach it by hopping (or staging) via a chain of friendly bases (or carriers) each of which is within range of their present base/carrier.

7.3.2 Staging into/out of Zones

A. Aircraft are allowed to stage out of or into zones. Zones are the areas around the perimeter of the map. There are no hexes in zones. Zones abut areas, which have hexes.

B. Any aircraft in a zone may stage to an adjacent friendly or contested, but not enemy controlled, zone, or to an area adjacent to its zone, and vice versa.

7.3.3 Staging from Specific Areas or Zones

Allied bombers in the West Coast may stage to any base in Hawaii (and vice versa), and then on to other bases.

A. Bombers in Kenya may stage to Ceylon and vice versa.

B. Air units in Ceylon may stage to the Maldives or India (either the zone or the area), and vice versa, and then continue to stage on to other bases.

C. Bombers in Australia may stage to the Surabaya or New Hebrides areas, or vice versa, and then on to other bases.

D. No combat or interception is allowed during the Air Staging Phase.

E. There is no limit to the number of air SPs that may stage through a supplied base. There is no penalty for overstacking during the Air Staging Phase.

F. Air SPs beginning the staging phase at an unsupplied base may stage out of it, but air units which stage into it must immediately cease staging and will begin the Operations Phase in that unsupplied hex.

7.3.4 Aircraft in Excess of Stacking Limits

A. After air staging is complete, any aircraft in excess of the hex capacity are placed adjacent to (not under or on top of) the base.

B. These planes may not fly at all during the turn and are not counted for purposes of determining Combat Air patrol (CAP).

C. They may not fly until the next Strategic Air Staging phase.

D. If all of the bases in the hex are destroyed, any surviving air units (other than those that are unable to fly due to overstacking) may fly to any other base in range.

E. If no such base is available, the planes are immobilized (even for staging) until such time as the base is rebuilt.

8.0 Naval Staging

8.1 TF Marker and Stacking Limits

A. There are a limited number of markers: 20 Japanese, 20 US, and 10 Commonwealth.

B. Ships must be of the same nationality as the TF marker. Dutch and Australian ships are treated as Commonwealth.

Exception: One US and one Commonwealth TF may include mixed nationalities.

C. The composition of TFs is secret. Place TF Cards in the box tops and set them aside out of the other player's sight.

D. The contents of a TF are only revealed during the Operations Phase, and then only during certain types of combat.

E. A TF may have a maximum of 20 ships or naval SPs.

Example: Two Battleships, three carriers, two light cruisers, 3 SPs of transports, and 10 SPs of destroyers may compose a single TF.

F. Each capital ship and each naval SP counts as one ship toward the twenty-ship maximum.

8.2 Movement Points

The speed of a TF, expressed in terms of movement points (MP), is that of the slowest vessel in the TF. All ships are Fast, Medium or Slow.

8.2.1 Fast Ships

Named ships marked with an F and all US and Japanese destroyers have 10 movement points (MPs).

8.2.2 Medium Speed Ships

Named ships marked with an M, Commonwealth destroyers, and all submarines have 8 MPs.

8.2.3 Slow Ships

Named ships marked with an S, escort carriers, transports, and damaged ships have 6 MPs.

8.3 Movement Costs

8.3.1 General Rule

During the Naval Staging Phase, a TF expends movement points for each area or zone that it enters. TFs must trace a path through contiguous hexes, to show their route, but the hexes have nothing to do with movement costs.

8.3.2 Area Movement Costs

A. Friendly (1 MP): Contains supplied friendly installations only. No supplied enemy installations are in the area.

B. Uncontested (2 MPs): No supplied installations of either player are in the area.

C. Contested (3 MPs): Each player has at least one supplied installation in the area. Submarine TFs pay 2 MPs for contested areas.

D. Hostile (4 MPs): Only the enemy has supplied installations in the area. Submarine TFs pay 2 MPs for hostile areas.

E. Zones (2 MPs): All board edge zones (West Coast, Kenya, Panama, Canada, and Australia) cost 2 MPs. Japan may not enter any board edge zone except the Australia zone. Unless it is Japanese controlled, a Japanese unit must immediately cease moving upon entering the Australia zone.

F. Red Line Penalty: The red line separating the Ceylon and Maldives areas from each other and all adjacent areas costs +1 MP to cross.

8.3.3 Procedure

A. TFs that begin the Strategic Deployment Phase at an installation or port must first pay to enter the area or zone in which the port is located.

Example: A TF that starts the Strategic Deployment Phase in Singapore must pay the cost to enter the Singapore area before moving any farther. If the Singapore and surrounding areas were friendly, the TF would expend 1 MP to enter the Singapore area, a second to enter the Indochina area, a third to enter the Formosa area and a fourth to enter the Japan area.

B. Once a TF has paid to enter an area, it may enter any number of hexes in that area at no extra movement cost and only pays additional movement points when it enters another area.

C. Units that start the Strategic Deployment Phase at sea in an area (i.e., not at a port or installation) pay no MPs to leave that area.

D. Units in the green portion of board edge zones are considered to be in port and must pay 1 MP to enter the blue portion of the sea zone before they move to an adjacent area or zone. Conversely, to enter the port from the zone costs 2 MPs.

8.4 Limitations on Strategic Movement

A. TFs may not stage to within two hexes of supplied enemy bases or within one hex of supplied enemy TFs unless:

  1. They began the turn at that range, in which case they may not move any closer to that enemy, or
  2. The TF being staged contains only submarines.

B. Submarines are prohibited from entering hexes containing enemy bases or TFs during staging.

C. No interception or combat occurs during the Staging Phase.

D. No more than three TFs may base at a major base except for Truk, Singapore, Honolulu, Sasebo, Kure, and Yokohama, and the board edge zones of Panama, West Coast, Kenya, and Australia. There is no limit to the number of TFs that may be based at those locations.

E. At the end of the Strategic Deployment Phase, no more than three TFs may occupy a single hex.

F. During the Naval Staging Phase, TFs that share the same hex may transfer ships among themselves. TFs may be combined (and excess TF markers removed) but no new TFs may be created during this segment.

G. Except for refueling TFs and TFs in port in the December 1941 turn, all TFs are always at sea. TFs and ships not in TFs in port cannot be engaged in surface or ASW warfare. Ship counters not assigned to a TF must be placed in a part box on the TF card. These are considered to be in port, cannot move or intercept and are attacked as for TFs in port.

9.0 Operations

9.1 Definitions

A. Operation: An operation is the movement of and possible combat by a TF, one stack of ground units, or the aircraft SPs at one or more bases. There are two types of operations:

  1. Offensive operations are all moves that cause or attempt to cause combat by moving friendly forces into or against enemy-occupied hexes. All TF movements are considered offensive operations. All offensive operations cost ERs and include:

a. Moving ground units into hexes containing enemy ground units/bases;

b. Moving air units to attack hexes containing opposing air, sea, ground, economic markers, city, railroad or base units;

c. Moving a TF in any manner, including picking up and carrying cargo of any type, moving into hexes containing enemy units for bombardment, invasion, or air attack purposes, moving to another hex on the map, or declaring a TF to be on patrol in the hex it occupies.

  1. Defensive operations are those moves that do not cause or attempt to cause combat, such as the movement of ground units to friendly or unoccupied hexes, the moving of air units to friendly or unoccupied hexes, or the moving of air units to friendly installations or cities. Defensive operations do not cost ERs.

B. Allied bases are considered to be US or Commonwealth depending on the majority of ground troops present or the majority of TFs based there if a major base. If no garrison or TF is there, or no clear majority, all bases west of and including New Guinea and Australia are Commonwealth for ER payment purposes.

9.2 Order of Play

A. After air and naval staging is complete, play proceeds to the Operations Phase. If the Allies use the intelligence advantage from MK ULTRA, they may elect to go first or force Japan to move first. Otherwise, Japan may choose to go first.

B. The Operations Phase is played in a series of alternating segments, beginning with the first player segment. Each side conducts and resolves operations in an alternating manner until all the units it wishes to move, can move, or can afford to move have been moved.

C. The first side must conduct an offensive operation. It may conduct any number of defensive operations before conducting an offensive operation, but must conclude its segment with an offensive operation.

D. The non-phasing side may elect to consider any opposing defensive operation as an offensive operation (although no offensive operation costs are incurred) and take the initiative at the completion of the opposing side's defensive move.

  1. A TF operation may be intercepted by enemy air units. Air interceptions are resolved immediately.
  2. TF operations may be intercepted by an enemy TF, and that interception itself may be intercepted, ad infinitum.
  3. If a TF survives its interception without being forced to retreat, it may elect to continue its operation, halt, or retreat, and the initiative shifts to the opposing side.
  4. Ground and air operations may not be intercepted.

E. When all interceptions and the original operation are completed or otherwise resolved, (including the refueling of a TF) that side's segment is complete and the opponent must conduct an offensive operation.

F. If a player no longer wishes to conduct any offensive or defensive operations, all air units are placed on top of their installations and all TFs not yet inverted are inverted in place at a cost of one ER per TF. This move may not be intercepted.

G. If either side is unable to conduct any operation (due to lack of ERs or available units), it must pass and allow the other side to conduct an operation. If neither side can conduct an operation, the Operations Phase ends.

H. If only one side can conduct an offensive operation, it may continue to do so as long as it has the units and ERs required.

I. A player who declines to conduct an offensive operation is limited to interceptions and defensive operations, and may not initiate an operation.

J. A player with no ERs left must immediately invert all face-up TFs. The ER cost (one ER per inverted TF) is deducted from the next turn's income.

K. That player may still conduct static TF and air interceptions. Those costs, too, are deducted from the next turn's income.

10.0 Naval Operations

10.1 General

A. Only TFs may conduct naval operations. Ships that are not allocated to TFs (such as individual ships placed in a port city box on the TF chart for repairs) may not conduct operations. An operation includes all activities of a TF from its initial move until it is either inverted (to show it has completed its operations), destroyed, or refueled.

B. A TF may only conduct operations in the area/zone where it began the Operations Phase and/or in one adjacent area/zone.

C. Each side may conduct only one naval operation with only one TF at a time. The non-phasing side may conduct interceptions during the phasing side's naval operation.

D. Other TFs of the phasing side may only conduct interceptions, and only against TFs of the non-phasing side attempting to intercept the TF conducting the operation.

E. Naval operations cost ERs. The type and size of an operation and the status (friendly, hostile, etc.) of the area in which it is being conducted determine the cost. A TF may conduct an operation only if the owning side can pay for it.

Exceptions: A player may still conduct static TF and air interceptions (9.2).

F. Once a TF has conducted an operation (including an interception operation) it is inverted. Inverted TFs may only conduct Static Interception Operations. Inverted TFs may be the targets of enemy operations.

10.2 How to Conduct an Operation

A. To conduct an operation, the phasing side specifies the TF conducting the operation. Move the TF hex by hex until it:

  1. Inverts (i.e., goes on patrol), or
  2. Conducts an offensive operation (such as shore bombardment, amphibious landing or assault, carrier air strike, or load/unload cargo)

B. Then the TF:

  1. Conducts a second initiative,
  2. Inverts,
  3. Returns to a major base or refuels, or
  4. Is intercepted and forced to retreat.

C. A TF may conduct a second initiative if it did not invert, retreat, or refuel. After conducting a second initiative, however, a TF must (a) invert in that area or (b) retreat to another area and invert or refuel.

10.3 Patrol

A. A TF may be assigned to patrol. Move the TF to a hex in the same or adjacent area without initiating combat. Such a move costs one ER.

B. All TFs that have completed operations are inverted and are assumed to be on patrol. No additional ERs are paid for placing on patrol a TF that has already paid ERs for an operation during the turn.

C. Once placed on patrol (inverted) a TF may conduct only static interceptions, and only against enemy TFs that come within two hexes of the inverted TF.

10.4 Transports

10.4.1 Transport Capabilities

A. Each transport SP in a TF counts as one ship toward the TF limit of 20 ships and/or SPs.

B. Each transport SP may carry five ground or air SPs (or combination thereof) or one economic marker or (Allied transports only) up to five ERs.

C. Transports may load or unload ERs, ground units or air factors in hexes containing undamaged port cities or bases or in board-edge zones.

D. Transports conducting amphibious landings or assaults may load/unload ground troops (only) in any coastal/island hex.

E. Transports beginning the Strategic Deployment Phase in a hex containing a coastal city or installation or in a friendly board-edge zone, may load any cargo available in that hex or zone (respectively). This does not count as an operation; it occurs free during the Strategic Deployment Phase.

Example: Transports in Saigon could load the economic marker, and/or troops or aircraft in that hex. Transports in a Japanese port city, or in the Kenya, Australia or West Coast zones could load any troops or aircraft produced by the home country during the Economic Phase.

F. Transports may conduct loadings, unloadings, and amphibious landings or assaults in the same area/zone during an operation.

10.4.2 Initiatives

A. Unlimited loadings and unloadings at friendly ports/bases in one or two areas are performed at a cost of one ER, count as one initiative, but not as combat initiating. Hence, a second initiative does not cost double ERs.

B. Multiple landings, though paid for separately, count as one initiative.

C. Each amphibious assault counts as a separate initiative.

D. Transports may both load and unload in the same hex (i.e., unload troops and pick up an economic marker). Transports may also load and unload at different ports/bases in an area, but the TF marker must move to each such hex, which gives the non-phasing side the opportunity to intercept the TF as it moves into each hex.

10.4.3 Effects of Sunk Transports

If transport SPs are sunk, the owning side must eliminate a portion of the TF cargo equal to the proportion of transports sunk. The owning side may select the type of cargo lost. All fractions of losses are rounded down.

10.5 Destroyer-Light Cruiser Transport

A. Destroyers (DDs) and Light Cruisers (CLs) may carry only ground SPs. They may not carry ERs or air units.

B. Two DD SPs or two CLs (or one of each) are required to transport a single ground SP.

C. DDs/CLs carrying ground SPs are subject to the same rules as transports.

10.6 Amphibious Landings

A. An amphibious landing initiative is the unlimited unloading of ground units in unoccupied coastal or island hexes in a single area. Each landing costs ERs, but all landings in a single area count as only one initiative.

B. An amphibious landing operation costs one ER per landing in a friendly or uncontested area, and two ERs per landing in a contested or hostile area, regardless of the number of ground SPs landed.

10.7 Amphibious Assault

A. An amphibious assault operation is the unloading of ground SPs by a TF in an enemy-occupied coastal or island hex.

B. All surface combat ships may use their primary and secondary gunfire factors to support the ground troops' assault against or to bombard the target hex prior to the assault of the ground troops.

C. An amphibious assault costs two ERs per division (five SPs or fraction thereof) involved in the assault in a friendly or uncontested area, three ERs per division in a contested area, and four ERs per division in a hostile area.

D. Following a successful assault, at least one assaulting ground SP must remain onshore. Additional SPs, including ground and air units aboard the attacking TF, may be landed. Conversely, surviving ground units that participated in the assault, except for the single SP that must be left ashore, may be reloaded onto the TF.

E. Each amphibious assault counts as one initiative of an operation.

10.8 Task Force Combat

A. A TF Combat operation is the movement of a TF to attack an enemy TF or to bombard or launch an air strike against an enemy-occupied hex.

B. A TF Combat initiative costs one ER per TF in a friendly area, two ERs in an uncontested area, three ERs in a contested area, and four ERs in a hostile area. Add one ER for each group of ten aircraft SPs (or fraction thereof) that is launched from any carriers in the TF.

C. The TF combat cost includes both the air and surface engagements that may occur because of the initiative.

D. If a TF attempts to conduct a combat initiative but is unsuccessful (for failure to sight the target), it pays no ERs.

E. When inverting, a TF pays one ER if it has failed to initiate combat at the end of the second initiative of the operation or if the owning side wishes to cease the operation at the end of the first initiative.

10.9 Second Initiatives

A. All offensive operations can include two initiatives to engage in activities. A TF that has conducted one initiative or attempted to sight its target once and has failed, may conduct a second initiative. The second initiative must be conducted immediately, otherwise the TF is inverted and loses the opportunity.

B. A TF may use both initiatives to combine two naval operations.

Example: A TF may conduct a TF combat to bombard/air strike a target on its first initiative and use its second initiative to launch an amphibious landing or assault against the same or another hex.

C. A second initiative may also be used to repeat the first initiative (such as a second TF combat to again bombard a target hex or launch a second amphibious assault).

D. If a TF has moved from the area where it began the Operations Phase to an adjacent area, its second initiative must occur in the area into which it has moved. It may not return to its original starting area or move to an adjacent area to conduct an operation. If it has not moved from its original area, it may move into an adjacent area to conduct its second initiative.

E. The costs for the second initiative are doubled if the first initiative resulted in at least one round of combat. If no ERs were expended by the moving TF in its first initiative, only normal costs for the second initiative are paid. Combat caused by an enemy interception is considered combat initiated by the moving TF.

Example: If the first initiative was a TF combat that resulted in the bombardment of a hex and the second initiative was an amphibious assault or landing, the costs for the second initiative would be doubled. On the other hand, if the first initiative was to be a TF combat but the target was not sighted thus no combat occurred, then the cost for the second initiative would be normal.

F. Ground units carried by a TF may be used in both initiatives.

10.10 Interception

10.10.1 General Rule

A. When moving, a TF must race a path of contiguous hexes from its initial position to its last position. The TF may be subject to interception by enemy air and naval units upon entering any hex. An interception cannot be made against a TF departing a hex.

B. To intercept an operation, the non-phasing side must announce its desire to intercept the moving TF as it enters the hex of attempted interception. Once the non-phasing side allows a TF to exit a hex, it gives up any chance to intercept it in that hex.

C. The non-phasing side then specifies a TF to intercept the phasing TF and begins moving it toward the phasing TF. When it enters the hex adjacent to the phasing TF, the non-phasing side attempts to sight the target TF. If successful, the target TF may attempt to sight the intercepting TF, then combat is resolved.

D. An intercepting TF, except for one conducting static interceptions, may itself be intercepted in the same manner as the phasing TF. Multiple interceptions by both sides are thus possible.

E. There are two types of naval interception operations: static and operational. Both phasing and non-phasing TFs can become involved in interception operations.

10.10.2 Static Interceptions

A. Any TF may conduct a static interception. TFs that are inverted (i.e., have already intercepted a TF or have conducted an operation) may conduct only static interceptions.

B. Static interceptions may be conducted only against opposing TFs that move within two hexes of the intercepting TF.

C. Static Interceptions are resolved immediately and are not themselves subject to interception by opposing TFs or land-based air. They are, however, subject to air/carrier aircraft interception from the target TF only. This is conducted prior to the static intercept.

D. In a static interception, the intercepting TF moves adjacent to the target TF and attempts to sight it. If successful, combat is joined and resolved. If unsuccessful, the intercepting TF must remain in the hex from which it tried to sight, and the moving TF continues its move.

10.10.3 Operational Interceptions

A. Operational interceptions may be carried out by TFs that have not yet inverted and may be conducted against any enemy TF that moves in the same or an adjacent area.

B. Operational intercepts may themselves be intercepted by enemy TFs and aircraft (static or operational).

C. When deciding to operationally intercept an opponent's TF, tell the opponent to temporarily stop the movement of the TF in the hex it has just entered

D. Place a 1 number marker on that TF.

E. The intercepting side then begins moving the TF to use for the interception.

F. The side whose TF is the target of the interception (with the TF marked 1) may try to operationally or statically intercept the enemy intercepting TF with another TF that is in the same area or in an area adjacent to the enemy interceptor.

G. Whenever the intercepting TF moves into a hex, the original phasing side may declare an interception by another of its TFs, in which case the intercepting TF is halted, a 2 number marker is placed on it, and the original moving side begins moving its intercepting TF. It, in turn, may be intercepted (placing a 3 on it), and its interceptor may also be intercepted (placing a 4 on it), ad infinitum.

H. As a result, several TFs from each side may be committed to a series of interceptions. Static interceptions of intercepting TFs are performed immediately. Each operational interception is resolved, beginning with the interception attempt against the TF marked with the highest numbers.

I. To resolve an operational interception, the intercepting TF is moved adjacent to its target TF and attempts to sight the target.

J. The target of an intercept and TF currently marked with an interception number marker may not make an interception.

K. If an intercepting TF fails to sight the target TF, invert the intercepting TF, which must retreat (10.14). The target TF continues moving on its original mission or interception.

L. If successful, the intercepting TF may either enter the target TF's hex (for a surface battle) or launch an air strike from its current hex.

M. If the target TF has carrier air and successfully countersights the intercepting TF, it may be able to launch an air strike at the intercepting TF (12.2).

N. Resolve combat. If the intercepting TF is victorious, it may remain in the hex from which it launched aircraft or fought the surface battle, it may move to any hex in the area, or it may retreat. The target TF must retreat.

O. If the intercepting TF loses the battle, it must retreat and the target TF may continue moving to conduct its interception or operation.

Example: A TF trying to intercept the TF marked with a 4 moves to a hex adjacent to TF 4 and tries to sight it. If successful, combat is resolved. If unsuccessful, the would be intercepting TF retreats. If the sighting was unsuccessful or if the intercepting TF was destroyed or forced to withdraw, TF 4 makes its interception attempt. It moves adjacent to its target (TF 3) and tries to sight. If it fails to sight or is destroyed/forced to withdraw, then TF 3 moves adjacent to TF 2 and tries to sight it. If TF 2 survives the interception attempt, it moves adjacent to TF 1, the original moving TF, and tries to sight it. If TF 1 is not sighted or wins the engagement, it may continue moving.

10.10.4 Retreat after Combat

A. A TF that engages in a combat, even if it wins, has the option to retreat after the combat.

B. A TF that fought a battle against an intercepting TF prior to intercepting its own target, may abort its own subsequent interception.

Example: In the example above, if TF 4 won its battle against the intercepting TF, it could have decided to retreat instead of continuing with its interception attempt of TF 3. TF 3 would have then be free to attempt its interception against TF 2.

C. Retreating TFs may not be intercepted.

10.10.5 Interceptions: Restrictions, Costs

A. A TF may initiate as many static interceptions in a single turn as a player wishes, but a TF may not attempt to intercept the same TF more than once during an operation.

B. A TF that attempts to but fails to conduct an operational interception must retreat from the area and invert as though on patrol, paying one ER for doing so. A TF may, however, choose to refuel after retreating.

C. A TF that successfully intercepts an enemy TF in a static interception pays only 1 ER, plus 1 ER for every group of 10 air SPs, or fraction thereof, that is launched from the TF.

D. A TF that successfully intercepts an enemy TF operationally, however, must pay the full cost of TF combat (including air strikes).

E. An intercepted TF does not pay any ERs (except those for launching air strikes) until it completes its own initiative/operation. If because of the interception the TF is eliminated, forced to retreat, decides to abort, or goes on patrol, the owning player must pay a cost of one ER.

Player's Note: Interception is the key to the naval operations in this game and should be studied carefully. It is suggested that players set up and play through the sample interception move and combat in the Examples section as a teaching aid.

10.11 Non-Operation Movement

A. A TF may, instead of conducting a patrol or other operation, advance into an adjacent area or zone, then immediately declare a retreat to another adjacent area or zone.

B. Once completed, invert the TF and pay one ER. The move into the adjacent area is subject to interception, but once the retreat is announced, the retreat move cannot be intercepted. It must, however, abide by all rules for retreating TFs.

10.12 Post-Operation Movement

A. When a TF completes its operation without being forced to withdraw, it may either refuel (10.13), end its move in a hex in the area in which it completed its operation, or retreat from the area (10.14).

B. When a TF completes it operation and final movement, it is inverted. Inverted TFs may still conduct static interceptions.

10.13 Refueling

A. When a TF completes its second initiative or completes an operational interception, it may refuel.

B. To refuel, a TF must retreat to a friendly major base in the same or an adjacent area or zone. A US FT may also retreat to a fleet train (26.0) in the same or an adjacent area or zone.

  1. Move the TF to the base or fleet train.
  2. Expend 10 ERs are expended.
  3. Then set the TF face up beneath the base or face up in the same hex as the fleet train.

C. Refueling completes the offensive operation of the phasing side, then the opposing side may conduct its offensive operation.

D. A refueled TF may conduct operations as if it had not yet moved that turn.

E. A TF may only refuel once per turn.

F. Once inverted, TFs may not be refueled.

G. The refueling decision must be taken immediately upon completion of the operation.

H. While refueling (the TF marker is beneath the installation marker and has not yet taken its next operation) a TF is considered to be in port for purposes of an air attack.

I. Refueled TFs may, of course, attempt an operational or static interception or conduct an operation (with up to two initiatives}.

10.14 Retreats

A. A TF which loses a combat (13.13, 13.14) must retreat.

B. A TF which won a combat may also retreat.

C. When a TF retreats it must move to an adjacent friendly area or zone, if any exist.

D. If no such area/zone exists, it must retreat to an adjacent uncontested area or zone.

E. If no such area exists it must retreat to an adjacent contested area.

F. If none of the above exist, it must retreat to the nearest supplied friendly base (major bases take priority over minor if any are available) in the same area.

G. The retreat path must be traversed along contiguous hexes. At no time during its retreat may a TF enter a hex within two hexes of a supplied enemy base or within one hex of a supplied enemy TF.

Exception 1: A retreating TF can always move into a hex that is farther away from the hex containing the enemy TF or base from which it is retreating, providing that hex is not within two hexes of another suppled enemy TF or supplied enemy base.

Exception 2: Submarines may retreat past but not through hexes containing enemy TFs or supplied enemy bases).

H. A retreating TF (other than submarines) may not enter a hostile area or zone. A TF already in a hostile area or zone or in a hex with enemy units may leave that area or zone provided it does not enter another hostile area or zone or hex containing supplied enemy TFs or installations.

I. If none of the above is possible, the TF is inverted in the hex, is considered to be out of supply for all combat purposes, and is ignored. It may not intercept. Indicate this by placing an unsupplied marker on the TF. Such a TF may be attacked.

J. Retreating TFs may not be intercepted. Once a TF begins to retreat, it cannot perform any operations unless it refuels.

K. When a TF completes its retreat, invert it unless it has retreated to a major supplied base and the player immediately announces that the TF will be refueled, at a cost of 10 ERs.

11.0 Air Operations

11.1 General

A. Air SPs may carry out defensive operations, such as moving aircraft from one carrier or installation to another, or offensive operations, such as striking enemy TFs, bases, cities, or ground units within range.

B. Air SPs may also be used to intercept enemy TFs or provide Combat Air Patrol (CAP) for adjacent friendly occupied hexes. Supplied air SPs may always attempt static interceptions or to provide CAP even if they have conducted an operation in the same turn.

C. The maximum number of operational air SPs in a hex depends on the combined capacity of the bases/carriers in that hex.

D. Air SPs begin the Operations Phase under base markers to show that they are free to conduct offensive operations. (This also conceals the type and strength of aircraft at the base from the opposing side).

E. Place carrier air SPs on the TF display card in the TF box holding the carrier counters.

F. All air SPs on all bases in a hex are considered to be a single unit (just like a TF) for purposes of conducting operations. If air SPs from a hex conduct an operation other than CAP, place all air SPs on top of the base markers in the hex.

G. Air operations may only be initiated using aircraft from under a base.

H. Air units on top of a base may not conduct operations, other than CAP, air cover, return strikes, and static interceptions.

11.2 Air Bases

A. Bombers and army (land-based) air SPs may only fly from and land in hexes containing friendly bases. They may not fly from or land on carriers.

B. Allied Superbombers may only fly from and land in hexes containing major bases.

C. Naval air SPs may land and take off from carriers or friendly bases. Naval aircraft may launch from carriers and land at bases or vice versa in the same operation.

11.3 Base Air Capacity

A. The capacity of each base is:

  1. Air Base: 10 air SPs
  2. Major Base: 20 air SPs

B. The capacity of all bases in a hex is cumulative.

Example: Japan could build an air base and a major base in the Hanoi-Haiphong hex, for a maximum capacity of 30 air SPs. (10 for the air and 20 for the major base).

C. Any number of aircraft may land in a hex containing a base, however, the maximum number of air SPs that may fly from a hex or be counted when determining aircraft for CAP (11.22) may not exceed the base capacity in the hex.

11.4 Destroyed Bases

A. If a base is destroyed, any air SPs in excess of the remaining capacity of bases in the hex may not fly for any purpose, including CAP, until the base is rebuilt.

B. If a base is captured by enemy ground units, any aircraft able to fly may do so to any friendly base within range. Place them on top of the base where the land.

C. If the aircraft are unable to fly (more aircraft then the capacity of the captured base) or there are no friendly bases within range, the aircraft are eliminated.

11.5 Unsupplied Bases

A. A base must be supplied for aircraft to conduct operations, interceptions, or to stage in.

B. Supply is determined only during the Supply Phase.

C. Unsupplied hexes are marked with an Unsupplied marker. That marker remains until the next Supply Phase, and the hex is considered unsupplied throughout all intervening phases.

D. Aircraft at unsupplied installations may only fly CAP. They may not conduct operations or interceptions.

11.6 Shuttle Movement (Operational Staging)

A. Aircraft may fly from a base to any other base in range and land at that base in a non-combat (defensive) operation known as shuttle movement. This shuttle is unlike strategic deployment in that the planes are limited to their operational range. This counts as an initiative and costs one ER per 10 air SPs. It is non-combat causing.

B. Air units making a shuttle move may immediately make an air strike (offensive initiative) against a target in range, if they have not already made an offensive initiative in the turn, or end their move.

C. If they do not make a strike, placed them on top of the base marker to show that they are not available for an offensive operation. They may still intercept and fly CAP and air cover.

D. When aircraft shuttle to a hex, they and all other aircraft in the hex, up to but not exceeding the capacity of the bases in the hex, may join together to launch the immediate strike mentioned above, provided the aircraft at the base have not already conducted operations this turn. All such aircraft may attempt to launch an immediate second strike (11.20). They may not attempt a second initiative, however, and are placed on top of the installation marker at the conclusion of the second strike.

E. Aircraft may never voluntarily shuttle twice in a turn.

11.7 Air Strikes

A. Air SPs at a supplied base and currently underneath the base marker may conduct an air strike.

B. Like TFs, air SPs at a base may attempt two initiatives within an operation.

C. To conduct an initiative, indicates the bases or TFs launching the air strike, a target hex, and the intended landing hex(es) after making the strike. The target and the landing hex must be within range. A strike may not be launched if there is insufficient range to land the aircraft at bases with sufficient capacity after the strike.

Exception: Kamikaze (21.0) and Doolittle Raids (29.0).

D. Aircraft that land at a base other than that from which they launched a strike may not attempt an immediate second strike, may not conduct a second initiative, nor shuttle to yet another base. They are placed on top of the base. They may fly CAP, launch static intercepts, fly air cover, or respond with return strikes if that base is attacked by enemy aircraft.

Example: Army/Naval aircraft based at Saigon could fly two hexes to Kuala Lumpur to bomb that hex and then fly the two hexes back to Saigon to land at the same base they took off from. They could also fly three hexes from the Kuala Lumpur target to a friendly installation at Bangkok, Cam Ranh, or Djakarta, for a total of five hexes: their maximum range. Army/Naval aircraft flying from Saigon could not bomb Singapore (three hexes distant) unless they had a friendly base within two hexes of Singapore on which they could land.

11.8 Air Strike Sequence

The sequence of events for any air strike is as follows:

A. Attacker identifies the hex(es) from which the strike is launching, the target in a specific hex, and the hex(es) to which the strike planes will return.

  1. Attacker rolls to sight the target. If unsuccessful, there is no strike, and one initiative is used up.
  2. If conducting an offensive operation with the base(s), the attacker may announce the use of the second initiative to try to sight the same or another target again.

B. If the sighting is successful, the defender must declare, if the target is a TF, whether the TF has main, screen, and/or reserve components (submarines must be identified as such), and the attacker secretly allocates forces to CAP, escort, and strike missions.

C. The defender rolls to counter-sight, then organizes CAP and, if allowed, any simultaneous strikes.

D. The attacker organizes the strike air SPs into waves.

E. If the strike is being launched from carriers against a TF target that is not in port (i.e., at sea), the attacker must roll on the Wave Table to determine the minimum number of waves to use.

  1. A wave must never exceed 10 air SPs.
  2. No wave may ever contain less than 25% of the aircraft participating in the strike.

F. The attacker's air SPs assigned to fighter escort and the target's CAP SPs fight. If the CAP inflicts more hits than it receives, the surviving CAP may attack the strike aircraft. The surviving CAP may be used together against a single incoming wave or split to fight two or more waves.

G. CAP attacks and antiaircraft fire are resolved before each wave of strike planes attack the target. Each wave takes antiaircraft fire separately, the strength of which depends on the units which survived the previous wave.

H. All damage inflicted by hits on a target by waves of aircraft in the same strike is cumulative. The damage is not cumulative from strike to strike.

I. At the end of a strike, before launching a second initiative or second operation, remove excess or incidental number markers. Remove bases, ships, ground troops, and air units that were destroyed.

  1. Indicate ships that were damaged (the damage number markers equaled or exceeded but did not double their armor) with damage (bomb) markers.
  2. Disperse TFs hit by a wave on the naval display.
  3. Carry out any simultaneous strikes allowed by the counter-sighting die roll (steps D through I).

J. All of the striking player's strike aircraft land (except CAP).

K. If the counter-sight was successful, carry out return strikes (repeat steps D through I).

L. All aircraft land and all ER costs are paid.

M. The attacker may attempt to sight the same target for an immediate second strike. If successful, repeat steps A-L.

N. Do not confuse the immediate second strike with a second initiative. The immediate second strike is a bonus attack for army and navy (not bomber or superbomber) aircraft.

O. The attacker may attempt a second initiative, including another immediate second strike. (Repeat all steps above.)

P. Double ER costs are paid both for second initiatives and for immediate second strikes that are part of a second initiative.

11.9 Fighters

A. When launching an airstrike, the attacker must secretly allocate which aircraft, by type, number, and quality are strike aircraft and which are fighters.

B. Up to 33% (round up fractions of ½ or more) of all army and navy air, but not bomber, in the hex that are available for operations may be allocated to fighter duties.

C. Allocate fighters to CAP (to protect the launch hex against return and counterstrikes) or fighter escort (to protect strike planes from enemy CAP).

D. All planes must be allocated to strike, escort, or CAP before the defender rolls to counter-sight.

E. Bombers and superbombers cannot act as fighters but may be accompanied by fighter escort.

F. Fighter escorts are used to engage enemy CAP in the target hex. They may not attack a target or accept antiaircraft fire hits if the enemy used CAP in the target hex.

G. If there in no enemy CAP in the target hex, escorts may accept some or all of any antiaircraft hits and surviving escorts may then strafe (11.18).

11.10 Sighting the Target

A. After announcing the target and attacking hexes and return landing hexes, the attacker must sight the target hex. Combat is conducted only if the target is sighted.

B. Rolls one die and consult the Sighting Table.

C. Apply all of the appropriate DRMs:

DRMCondition/Event
-1Target is a submarine TF in a deep-water (dark blue) hex. A
+1Target is a TF in a coastal (light blue with land) hex.
+1Target is in the same hex from which the aircraft are being launched.
+2Target is on land or an island. (All bases are on land.)
-1Target is at sea or on land in the Indochina Area in the second and third quarters of the year. B
-2Target is within the two Aleutians areas C and the Kamchatka area at any time of the year
+1/+2There is a friendly supplied base in the area OR if there is a friendly supplied base within two hexes of the target hex (add the higher of the two, not both).
+1US Navy aircraft carriers with aircraft are participating in the operation. D
+1Allies in the Australia, Solomons, and New Guinea areas (representing the Allied coast watchers).
+1

A. The defender must specify that the target is a submarine TF, but only if the revelation would prevent a sighting result.

B. Includes all the coastal hexes from the hex northeast of Canton to the hex southeast of Bangkok and the surrounding sea areas.

C. Kiska and Dutch Harbor island chains.

D. This accounts for the USN practice of assigning Scout squadrons to carriers. Japanese and Commonwealth carriers did not employ such squadrons due to a different theory of aviation combat.

E. Allies may only use this once per turn, however, and must advance the Magic marker one box on the Code Track for doing so. A natural 1 does not automatically miss when using this advantage.

11.11 Sighting Results

A. A natural die roll of 1 always misses, regardless of modifiers (unless the Allies use their intelligence modifier). This represents bad weather and command, logistics, or intelligence foul ups.

B. A modified roll of 1-4 is also a miss.

  1. A miss uses up an initiative, although no ERs are expended.
  2. Another attempt may be made to sight the target again (assuming the aircraft were not shuttled to the launching base, in which case the turn ends) if only one initiative was used.
  3. If successful, the phasing side may attack the target.
  4. If the sighting attempt fails again, all aircraft at all bases involved in the attempted attack are placed on top of the bases. No ERs are expended, but it does count as an offensive operation.
  5. The opponent must make the next offensive operation.

C. A modified roll of 5 or higher sights the target. Players should compute the actual modified number, as it will be matched against the defender's counter-sight roll.

D. If the target is sighted, the opponent must also roll on the table, applying any applicable modifiers.

  1. An airstrike, for sighting purposes, is in the air and is not a land hex even if it was launched from a land hex.
  2. The airstrike is assumed to be over the target hex for purposes of friendly base modifiers to the die.

Example: If the target is an airbase, the defender receives a +2 to its counter-sight die roll as there is a friendly base within two hexes of the target).

  1. The defender does not receive the same hex DRM. The defender does not receive a +1 DRM to its counter-sight as the enemy is not launching aircraft from the same hex as the target.

Exception: If an enemy carrier TF launched planes in a hex containing the target base, or vice versa.

11.12 Multiple Targets

A. When attacking a land hex, the attacker may select a specific base, city or TF in port or the ground units in the hex. If selecting ground units, the defender chooses which units to eliminate in order to satisfy losses.

B. The attacker may also elect to divide its strike force (after CAP and antiaircraft combat) to attack several targets in the hex.

C. When attacking a port, all TFs in port are attacked as an entire stack, with all of their antiaircraft fire combined and then halved.

D. When attacking a hex containing two or three TFs at sea, the attacker specifies which TF to hit.

E. Roll a die.

  1. A 1-3 allows an attack on the selected TF.
  2. A 4-6 means roll again to determine which TF was actually sighted.

a. If there are two TFs, the first will be sighted on a 1-3; the second on a 4-6. b. If there are three TFs, the first will be sighted on a 1-2, the second on a 3-4, and the third on a 5-6.

F. The attacker may attack only the TF that was sighted. Other TFs in the hex may provide CAP and perform any air operations allowed by the counter-sight die roll.

11.13 Counter Sighting

A. If a target was sighted by enemy aircraft and the target (a) has carrier or land-based aircraft or (b) is within range of a friendly supplied carrier TF or supplied base that can provide CAP, the defender rolls to countersight the attacking force.

B. The defender rolls on the sighting table. All DRMs apply.

C. There are three possible counter-sighting results: exclusive, equal, and higher.

11.13.1 Exclusive

The defender fails to counter-sight the attacker. A maximum of 20% of the supplied, operational army/navy non-bomber aircraft in the hex may be used as CAP. All remaining aircraft remain on the ground or carrier. The defender may not launch a return strike.

11.13.2 Equal

A. The modified die rolls are equal. Up to 33% of the defender's supplied, operational army/navy non-bomber units may be used as CAP or fighter escort. The remaining aircraft may launch a return strike against the attacking base/carriers if they are within range, or they may elect to merely be in the air.

B. Aircraft in the air may not be attacked and, if their bases are damaged or destroyed, they may land at any base within range, although they are placed on top of any base other than their own on which they land. No ERs are paid for planes in the air unless they conduct a return strike.

C. If a return strike is made, those aircraft fight CAP over the attacker's base. Combat is considered simultaneous with the attack on their own base. The return strike is made before any of the opponent's aircraft land on their bases/carriers.

D. If the attacker flew to a base or TF other than the original launch point, the return strike may be against any base/TF involved in launching or landing.

11.13.3 Higher Sighting

A. If the defender has the higher sighting, the combat is resolved as if it were an equal sighting, with the addition that the defender has a +1 DRM for its CAP in fighter combat.

B. If the attacker has the higher sighting, and the defender does sight, the defender may put up 33% of its supplied, operational army/navy aircraft as fighters. The remainder are on the ground.

C. After the attack is resolved, any surviving defending aircraft may launch a return strike. Surviving CAP are not added to the surviving aircraft on the ground when forming a strike and fighter escort.

D. The return strike fights the initial attacker's CAP. Strike combat is resolved after the initial attacker's planes land. The attacker receives a +1 DRM for its CAP in fighter combat.

E. At the end of a return strike, all surviving aircraft engaged in the initial and return strike must return to a base/carrier within range. Units unable to land at a base or undamaged carrier within range are destroyed.

F. Return strikes cost 1 ER per 10 SPs or fraction thereof involved. No TF costs are paid if carrier planes launch a return strike.

G. Return strikes do not count as an offensive operation; thus the aircraft may be placed beneath the base (unless they were already on top of it). Air SPs on top of bases may participate in return strikes.

11.14 Air to Air Combat

A. When an air strike reaches its target, both players reveal the contents of their CAP, escort, and strike forces.

B. The defender may elect to abort its CAP or fight.

C. If CAP aborts, it is considered to be in the air and does not engage in combat. Escorts may not attack aborted CAP.

D. If the CAP fights, it first engages the escort aircraft in a single round of combat. If the CAP eliminates all of the escorts or inflicts more hits that it receives, the surviving CAP may attack the strike aircraft. If the escorts shoot down as many or more CAP then they lose, and are not eliminated, the CAP may not attack the strike aircraft.

E. If the CAP outnumber the escorts, and wish to fight, at least an equal number of CAP must fight the escorts. Excess CAP may either be assigned to the CAP-escort battle or may attack the waves of strike aircraft on their own, as if the strike aircraft were unescorted (+2 DRM to the Basic CRT die roll). These aircraft may not participate in any additional combat between victorious CAP and strike aircraft.

F. Each CAP or escort SP is worth five combat points. Multiply the player's air SPs by five and divide by 10. This is the basic number of hits that have been scored.

G. The basic number is modified by rolling a die and consulting the Air Value modifiers. The resulting die roll is matched with the Basic Combat Results Table (CRT), which determines the losses inflicted on the enemy.

H. Each side rolls one die, applying the DRMs below.

DRMCondition/Event
-1Any CAP or escort aircraft are Green
+1Remainder of 5 or more points after dividing combat value by 10 *
+1Higher sighting (for CAP only)
+1Allies for CAP or escort aircraft, 1941-42
-1Allies for CAP or escort aircraft, 1944-45
+2CAP die roll versus strike aircraft if the strike aircraft are unescorted or attacked by excess CAP.

* Example: 5 SP on CAP would be worth 25 points or 2 basic hits with a remainder of 5

I. The modified die roll is compared to the Basic CRT, which modifies the basic hits as follows:

DifferenceModify hits
≤02 fewer hits
1-21 fewer hit
3-4Basic hits apply
5-61 extra hit
≥72 extra hits

Example: Five green Allied aircraft are on CAP during a 1942 turn. The Allies have 25 points (5 aircraft x 5 points), for a basic hit total of 2, with a remainder of 5. They roll a 2, adding one for a remainder of 5 or more, subtracting one for green crews, and adding one for Allied aircraft in 1942 (2 - 1 + 1 - 1 = 1). A 1 on the Basic CRT is one less hit. Therefore, the Allies eliminate one SP of Japanese escort aircraft (two basic hits less one hit = one hit).

J. Combat between CAP and escorts is simultaneous.

K. After the CAP and escorting fighters have scored hits and taken their losses, and if the CAP have eliminated the escorts or inflicted more losses than they received, surviving CAP may attack the strike aircraft. Bombers and superbombers may return fire against CAP, but army and navy strike aircraft may not.

L. Combat is resolved against waves in the same manner as CAP vs escort Combat.

  1. Each CAP aircraft may attack only one wave and is worth 5 points.
  2. Each Japanese bomber is worth ½ point.
  3. Each Allied bomber is worth 1 point.
  4. Each superbomber is worth 2 points.
  5. All modifiers for crew quality and nationality/year apply.

M. The CAP is allowed one round of combat against the strike aircraft, even if there were no escorts.

N. CAP vs Strike aircraft combat is resolved simultaneously. Surviving strike aircraft may either continue to attack the target (facing any antiaircraft fire the target has) or abort and return to base.

O. Aborting aircraft still pay all ERs for operations.

11.15 Antiaircraft Fire: Land

A. Strike aircraft that survive air-to-air combat and do not abort must undergo antiaircraft fire in the target hex.

B. Units have the following antiaircraft values against army/navy aircraft:

PointsType
10Major Base
1Air Base
1Each 5 ground SPs

C. Only major bases may fire antiaircraft points against bombers. A major base has 1 point against bombers.

D. Superbombers are immune to antiaircraft fire.

E. Total all antiaircraft fire against the strike aircraft and divide by 10. The result is the basic hit number.

F. Roll a die and consult the Basic CRT to modify that basic number.

  1. Apply a +1 DRM if there was a remainder of 5 or more after figuring the basic hit number.
  2. Apply a +1 DRM for all sides to antiaircraft fire in 1944-45.
  3. There are no other modifiers.

11.16 Antiaircraft Fire: Sea

A. All named ships have anti-aircraft values printed on the counter.

  1. The second number from the left is the antiaircraft value.
  2. If there is a • next to the number, it means it has the ability to use one anti-aircraft point for long-range antiaircraft fire.
  3. A •• indicates two points of long-range antiaircraft fire. These are not additional antiaircraft points but antiaircraft points that can be used at long range to support ships in adjacent hexes on the tactical Naval-Air combat display.

B. All destroyers have a single point of anti-aircraft fire per SP, with no long-range fire.

C. Transport, escort carrier, and submarine SPs have no antiaircraft fire nor long-range fire.

D. Damaged ships have no antiaircraft fire.

E. If the target is a hex with a port city/coastal or island base, there may be ships in the port. Ships in port may add half of their total antiaircraft value to the total for all ground and base units in the hex.

F. When attacking ships in port, all naval units are displayed, face up, so the attacker may choose its target(s). After CAP/antiaircraft fire is resolved, the attacker allocates aircraft to any ships it is attacking and resolves the attack against each ship individually.

G. If the target is a TF at sea, the ships in the TF are placed on the Naval Air-Antiaircraft Combat Display. There are seven large hexagons in the display. The TF player may allocate a maximum of 10 ships or naval SPs per hex.

H. All named ships are stacked with their reverse (i.e., position in battle/date of arrival) side showing. The defender need only tell the attacker whether or not there are aircraft carriers in the stack, but need not reveal their number, names, or factors. Any damaged ships, however, must be indicated. The destroyer, escort carrier, submarine and transport markers, if any, are placed face up in the hex but the number beneath them is not revealed until after the attacker selects its target hex.

I. After ships have been allocated, the attacker specifies which first wave strike planes, by quality, type, and number, are attacking which hexes.

J. The TF side then totals the antiaircraft value (adding long-range values from ships in adjacent hexes if those hexes are not being attacked to the normal values of the ships in the hex under attack) of the ships in the hex under attack.

K. The attacking planes receive antiaircraft fire as they were attacking a land target. The TF side divides the total antiaircraft fire by 10 to get a basic hit number and rolls a die.

  1. Apply a +1 DRM if there was a remainder of 5 or more.
  2. Apply a +1 DRM for naval antiaircraft fire if the attack is occurring in 1944-1945.

L. The die roll is compared to the Basic CRT to modify the basic hit number.

M. Bombers and superbombers are immune to naval antiaircraft fire.

11.17 Antiaircraft Fire Results

A. Antiaircraft fire hits must be taken by the strike aircraft. Each hit either destroys one air SP or causes two air SP to abort.

B. The decision as to which aircraft are lost or aborted is made by the owning player, within the following parameters:

  1. If any of the strike planes have green crews, two SPs of aircraft must be aborted for every antiaircraft hit.
  2. If all of the strike planes have average crews, up to half of the antiaircraft hits may be taken as losses (fractions rounded up). The other half of the remaining antiaircraft hits must be taken as aborts. Average planes may always choose to abort two SPs per antiaircraft hit rather than take losses.

Example: A TF under attack causes three antiaircraft hits against the strike force. If the strike force consisted of seven planes, and any of them were green, six aircraft would be aborted and only one would complete the attack. If none of the strike planes were green but were all average, up to half of the hits (fractions rounded in the defender's favor, in this case 2) could be taken as losses. Thus two planes would be eliminated (one hit per plane), two would be aborted (to take care of the third hit), and three of the original planes would complete the strike.

C. If fighter escort do not engage CAP over the target, the escorts could be lost or aborted to satisfy some or even all of the antiaircraft hits (if there are enough escort planes to satisfy the losses). If any of the escort or strike planes are green, however, all would count as green.

D. Aborted aircraft are not destroyed but merely fly to the specified landing base/carrier within range. They are not eligible for promotion.

11.18 Strike Combat on Land (Strafing)

A. After antiaircraft fire has been resolved, surviving, nonaborted aircraft may attack the target.

B. The attacker must specify whether it is attacking ground units, bases, cities/economic markers, or TF/ships in port. Economic markers in zones cannot be attacked.

  1. The attacker may allocate aircraft to attack a single target or divide the planes among multiple targets.
  2. The attacker may not pick individual ground units but may only specify that it is attacking ground units.
  3. The attacker may not target the intrinsic garrison of a base, but may attack the base itself.
  4. The attacker may, however, specify individual ships in port, cities, economic markers, or bases.

C. Each type of aircraft has a different attack value against each type of target. Each air SP is worth the following attack point value per the chart below.

Aircraft TypeShipsGround UnitsCities, Bases, or Economic Markers
Army Air521
Naval Air1021
Japanese Bomber (B-JA)½12
Allied Bomber (B-ALLY)½13
Allied Superbomber (SB)½14
Fighter Escort (FS)01½

D. Total the point value of all waves of aircraft attacking a particular target in the same initiative. Divide the total by 10 to yield a basic hit number.

E. Roll a die and cross-reference with the Basic CRT after applying the DRMs below.

DRMCondition/Event
+2Target is ships in port.
+1Army/Navy air attacking bases or cities.
-1Green aircraft (any) attacking the target.
+1Remainder of points is 5 or more
-1Bombers or superbombers vs ships at sea.

F. The result is the number of hits scored on the target. The effect of the hits, however, depends on the target.

G. All hits against ground units must be confirmed. Roll one die for each hit. A 1-3 misses; a 4-6 eliminates one ground SP.

H. For each hit against a city or installation roll one die. Total the numbers from each die roll against the same target. If the result is greater than or equal to its defense value (armor), the target is destroyed. Whether or not the installation is destroyed, the defender loses a number of grounded air SPs equal to the total damage rolled on the hit dice.

Example: Two hits on a major installation means the attacker rolls two dice. If the result was a 3 the installation would not be damaged but three grounded air SPs would be eliminated).

I. Cities have a defense value (ARM on the table) of five points. If destroyed, place a damage marker (bomb) on the city and immediately invert any economic marker in the hex that has not been used or loaded on a TF. The marker remains inverted until the city damage is repaired.

J. An air base has an armor factor of five; if destroyed, remove the base marker.

K. A major base has an armor factor of ten; if destroyed, replace with an air base.

L. If the result of the damage dice is less than the defense value (armor) of the target, place a numbered marker on the base to show how much damage has been assessed against it. Succeeding waves of the same strike can increase the damage number until the base is destroyed. If the base is not destroyed after the last wave of the strike, remove the damage number marker.

11.19 Strike Combat at Sea

A. After surviving any antiaircraft fire, the attacker makes its strike against that hex on the naval display.

  1. The defender places its ships in that hex in a line, still inverted, so the attacker may see them.
  2. The attacker then allocates all the air SPs of the wave to attack individual ships.
  3. A single SP cannot divide its attack.
  4. More than one air SP can be assigned to a single ship target, in which case their values are combined.

B. Resolve attacks against each ship individually.

  1. Total the combat values for all aircraft attacking that ship, divide by 10 to get the basic hit number.
  2. Roll on the Basic CRT, modifying the die for pilot quality, point remainders of 5 or more points, and ship speed.
  3. When attacking TFs at sea, apply a -1 DRM when attacking fast ships, including US and Japanese destroyers, to compensate for their speed and maneuverability. Apply a +1 DRM when attacking slow or damaged ships.
  4. The result modifies the basic hit number to yield a total number of hits scored on the ship.

C. The number of hits determines the damage done to the ship. Roll one die for each hit, total the value of the dice, then the defender privately compares it to the armor factor of the stricken ship.

  1. Each named ship has an armor factor, printed on the counter (third number from the left).
  2. Each destroyer SP has an armor of one factor.
  3. Submarine, transport and escort carrier SPs have no armor. Each hit on these ships sinks one SP.

D. The damage done to a ship with armor is cumulative for all waves within a strike. After all waves of a strike have been executed, compare the value of the total damage to the printed armor value:

  1. If the number is equal to or greater than the armor value of the ship/SP under attack, the ship is at least damaged. Place a damage marker on the ship.
  2. If the number is double the armor value of the ship, the ship is sunk and eliminated from the game unless the ship is in port, in which case put two damage markers on it to show that it is bottomed. Bottomed ships may be repaired but may not move until at least one of the damage markers is removed by repairs.
  3. If the number is triple the armor value of the ship it is sunk, even if in port.
  4. If the number is less than the armor value, it has no effect and the number markers are removed.
  5. Remove all damage number markers after damage has been assessed. Sunk ships are eliminated, damaged ships will have a damage marker (only, no numbers) on them, bottomed ships will have two damage markers (only, no numbers) and all other ships will have no damage numbers on them.
  6. Damaged ships are sunk (at sea) or bottomed (in port) if damaged again. Bottomed ships are sunk if damaged again (i.e., they receive damage equal to their armor factor).

E. The identity of ships that have been attacked is not revealed unless both players agree to reveal such information. Ships that are eliminated or placed in a separate pile and may be examined after the game.

11.20 Immediate Second Strikes/Second Initiatives

A. Army and Navy aircraft (not bombers) that participate in an initiative and return to the same bases or carriers from which they launched the initiative may attempt an immediate second strike against the same target hex.

B. The attacker must try to sight the same target hex again, using the normal sighting rules, with a -1 DRM if the opposing target is a TF that is retreating from combat.

C. If sighting is successful, follow the air strike sequence (11.8). All appropriate ER costs must be paid.

D. If sighting fails, the aircraft have completed their initiative.

E. If any aircraft (including bombers) have not shuttle moved or conducted any other initiative this turn and they landed at the same bases from which they took off on the first operation, they may attempt a second initiative.

F. All rules that apply to a normal strike initiative apply to the second initiative, except that if the first initiative cost ERs, the ER costs for the second initiative are doubled.

11.21 Multiple Base Strikes

A. Normally, an initiative is launched from a single hex. A player may, however, elect to fly all aircraft from any and all land bases that are within range of a target together to form a single multiple base airstrike, rolling only once to sight. That roll applies to all bases participating in the strike.

B. The player may combine all aircraft at these hexes that are available for operations and are within range of the target into a single strike against that target.

  1. For purposes of determining CAP and fighter escort, all army/navy air at the bases involved are combined and 33% of the combined total are eligible for CAP/escort.
  2. CAP, however, must be designated for individual bases, and only aircraft in that hex and in adjacent hexes may be used for CAP over a particular base.
  3. The aircraft need not return to their own hexes at the end of the strike, but must land at a base within range of their take off hex.

C. Aircraft that make a multiple air strike are not eligible for an immediate second strike.

D. Aircraft that make a multiple air strike are eligible for a second initiative if they returned to their original bases at the completion of the strike.

E. The second initiative must also be a combined strike against a single hex, but it may be a different hex from the first initiative.

11.22 Air Cover/Combat Air Patrol (CAP)

A. Air cover and CAP are similar. The main distinction is that CAP is fighter cover over a side's target hex, while air cover is fighter cover over friendly hexes.

B. All carriers and air bases have the ability to provide air cover for their own and adjacent hexes.

C. If enemy aircraft attack (by air interception or air strike) a friendly occupied hex adjacent to a friendly carrier TF or base, the aircraft at those carriers and bases may provide CAP for the target.

D. When the defender rolls to counter-sight, for determining amounts of CAP, the result applies to the target hex and to adjacent friendly hexes containing supplied bases or carriers with aircraft.

  1. Each TF/base providing air cover separately calculates the percentage of fighter air SPs it may place on CAP over the target. The CAP over the target consists of the total of CAP air SPs from the target and the hexes providing air cover.
  2. Only aircraft in the target hex may participate in a return strike allowed by the counter-sight die roll. Aircraft from TF/bases providing air cover may not participate in return strikes allowed by the counter-sight die roll; they may only engage in CAP.

11.23 Air Interception

A. Aircraft at supplied bases or TFs (even if inverted) with carrier aircraft may always attempt to intercept enemy TFs that move within two hexes of the base or adjacent to a carrier TF.

B. In 1944-45, carrier TFs may use air interception against enemy TFs that move within two hexes.

C. The intercepting player orders the moving TF to temporarily halt and immediately attempts to sight the TF.

  1. If the sighting fails, the TF may continue on its move and may not be intercepted again during that operation by that base or TF.
  2. If the sighting is successful, the intercepting side immediately allocates its aircraft for a strike, and assigns CAP and escorts. The side commanding the intercepted TF rolls to counter-sight only if the TF has carrier aircraft or if it has friendly adjacent carriers or bases that can provide air cover.
  3. Combat is resolved as per a strike against a naval target, (CAP, antiaircraft fire, ship attacks, return strikes if any, etc.).

D. Intercepting aircraft are not eligible for an immediate second strike or second operation against that target.

E. Aircraft at supplied bases may always conduct interceptions, whether or not they have participated in a previous operation that turn.

F. Aircraft that have successfully conducted an interception (i.e., sighted and launched a strike at an enemy TF) return and are placed on top of their base (and are thus not eligible to conduct an offensive operation) even if they have not yet conducted an offensive operation of their own this turn.

11.24 Pilot Promotions

A. After an operation a player may be able to promote green pilots.

B. If green escorts or CAP eliminated any enemy aircraft, all surviving green fighters are promoted to average.

C. If green strike aircraft destroyed an enemy city, economic marker or base, or eliminated at least one ground SP, or damaged or sank any enemy naval SPs or ships, all surviving green strike air SPs that were not aborted are promoted to average.

D. Bombers and superbombers do not count enemy CAP shot down for promotion purposes.

E. Pilot promotions do not occur until after any immediate second strikes have been made. The promotions are in effect, however, for any second initiatives that are launched. Players may wish to record possible promotions on a sheet of paper if they are about to launch an immediate second strike.

11.25 ER Costs

A. One ER must be paid for every 10 air SPs, or fraction thereof, assigned to an initiative, including those participating in an interception, return strike or multiple base strike or providing air cover.

B. Aircraft participating in an immediate second strike must pay one ER per 10 air SP again for that strike.

C. Aircraft participating in a second initiative strike must pay two ER per 10 air SP participating in the strike, if the first initiative cost ERs.

D. They must also pay two ER per 10 air SP participating in an immediate second strike of a second initiative, if the first initiative cost ERs.

E. Aircraft that have previously conducted an operation this turn and are conducting an interception, providing air cover, or putting up CAP/making a return strike in response to being attacked, pay only one ER per 10 air SP involved.

F. If an air strike or interception is launched from a carrier TF, the player must pay the TF Combat Costs in addition to air operations costs.

G. If a carrier TF is responding to an interception or attack, it only pays the air operations costs, not the TF combat costs.

H. The first 10 air SP of CAP are free. If more than 10 CAP are raised, the defender pays 1 ER for every 10 SP or fraction thereof over and above the first 10 SPs.

12.0 Carrier Air Operations

12.1 General

Carrier air operations follow all guidelines and rules of land-based air operations with these modifications: sighting, waves, grounded (on deck) aircraft, and TF Combat costs.

12.2 Sighting

A. When a TF sights an enemy TF, the opponent must declare whether the sighted TF contains main, screen, and/or reserve components, but need not reveal the numbers, types or names of ships.

B. If the sighting TF contains carriers, it may:

  1. Enter the enemy occupied hex to conduct a surface battle, or
  2. Remain in the adjacent hex and launch an air strike. It may also then elect to enter the hex and engage in a surface action all as part of the same initiative.

C. Carriers launch air strikes in the same manner as bases.

D. The sighted TF rolls to counter-sight after the sighting TF sets up any airstrikes.

  1. If the target TF's modified counter-sight die roll is greater than or equal to the sighting die roll, 33% of its air SPs may be assigned to CAP or escort and all remaining aircraft may launch a simultaneous strike against the sighting TF.
  2. If the counter-sight die is less than the sighting die, but still resulted in a sighting, 33% of the air SPs may be assigned to CAP. Any aircraft that survive the attack, including surviving CAP, may form a return strike; 33% of the surviving planes may fly escort. The return strike fights the initial attacker's CAP and is resolved after the initial attacker's aircraft land at their carrier(s).
  3. If the counter-sight die failed to sight, 20% of the carrier air may fly CAP. All other aircraft remain on deck and no return strike is allowed.

E. If the sighted TF contains carriers but the sighting TF does not, the sighted TF rolls to counter-sight.

  1. If it sights the attacking TF, the carrier TF may launch an air strike against the attacking TF before it enters the hex with the carrier TF.
  2. If the carrier TF fails to sight, the attacking TF enters the hex with the carriers and engages in either surface or submarine combat.
  3. Carrier TFs initiating an operation (not making a return strike) may attempt to launch an immediate second strike and/or second initiative against the target TF. If the target TF is trying to withdraw or is forced to retreat, however, the sighting die is reduced by one, and no second initiative is allowed against that TF.

F. Carrier TFs intercepting enemy TFs, or which are counter-sighting against non-carrier TFs, however, may not conduct an immediate second strike. At the end of the air strike, the TF initiating combat may enter the hex for surface or submarine combat or it may retreat.

G. If both TFs engaged in combat contain carriers, and the initiating TF declines to enter the sighted hex to engage in surface combat, either or both sides may attempt an immediate second strike.

12.3 Waves

A. Carriers that launch air strikes against enemy targets follow all normal land air strike rules. Roll a die to determine if the attacker strikes at the enemy in waves or in more concentrated strikes. This represents the additional time it takes for carriers to launch and to form up strikes.

B. After allocating aircraft and sighting and countersighting have been accomplished, the player initiating the carrier strike rolls on the Air Wave Table.

  1. Apply a +1 DRM if the target is an enemy port/base or ships in that port.
  2. Apply a -1 DRM if any strike or escort aircraft are green.
  3. The resulting number is compared to the chart to determine if there must be at least one, two, or three waves.

C. At least one-quarter of all aircraft assigned to an attack must participate in a wave. The attacker may determine any mix of green/average aircraft as desired.

  1. A wave may not exceed 10 air SPs.
  2. All fighter escorts come in as a single, separate wave and are not counted in determining aircraft for waves.
  3. The attacker may voluntarily divide its force into additional waves, as long as no wave exceeds 10 air SPs or contains less than 25% of the aircraft involved in the strike.
  4. In the obscure event of a massive strike of 41 or more air SPs, the 25% minimum requirement is waived. Instead, the attacker must assign 10 air SPs to each wave, with any remaining aircraft forming a final wave.

D. The attacker must always inform the defender how many waves are attacking the target, but needs only disclose the size and composition of the current wave attacking the target. If the defender's CAP won the fighter combat and are eligible to fight the strike aircraft, the defender then must decide whether or not to allocate all or only a portion of its CAP to fight the incoming wave.

  1. CAP that are used to fight one wave are not eligible to fight succeeding waves. They are considered in the air over the target.
  2. Each wave must separately face whatever CAP the defender allocates against it.

E. Each wave completes its air-to-air, antiaircraft, and strike combat before the succeeding wave begins its combat.

F. Each wave that attacks a TF at sea may choose any hex on the naval display currently occupied by enemy naval units, and must undergo all antiaircraft fire from the units in that hex, plus any long-range fire from adjacent hexes that are not under attack.

G. After a wave completes its attack against ships in a hex on the naval display, and if any ships were damaged or sunk, half the ships in that hex must be placed in another, previously unoccupied hex on the display, if any exists.

  1. If no unoccupied hexes exist, the ships must be allocated to adjacent hexes that contain fewer ships than the attacked hex or,
  2. If there are no unoccupied hexes, the ships must be dispersed to hexes that have fewer than the maximum 10-ship per hex limit.
  3. As a result, each attacking wave will probably meet less antiaircraft fire than the previous wave, which reflects the disorganization that occurs in a fleet under sustained air attack.

H. After all wave attacks have been resolved, return strikes are conducted, and aircraft land, reorganize TFs. (They are not required to remain scattered in several boxes on the naval display.) Players may attempt to launch immediate second strikes or second initiative strikes, if permitted.

12.4 On Deck Aircraft

A. Carriers that have failed to counter-sight or which have a lower counter-sight die roll than their attackers are caught with aircraft on deck (i.e., grounded).

B. If a carrier with on deck aircraft is hit, the opposing side receives a +1 DRM for each damage die roll.

C. If a carrier with an air capacity of four or five is sunk or damaged, two air SPs are eliminated. If a carrier with a 1-3 point air capacity is sunk or damaged, one air SP is eliminated.

12.5 Carrier TF Combat Costs

A. Carrier aircraft operations must be paid for in the same manner as land-based air operations (i.e., one ER per 10 air SP; two ER per 10 air SP in a second initiative strike).

B. If the carriers initiated the action (i.e., it is the carrier side's operation phase or its carriers have dynamically, not statically, intercepted an enemy TF), the TF combat costs must be paid.

C. Per the Operations Cost Table, a TF Combat costs 1 ER in a friendly area, 2 ERs in an uncontested area, 3 ERs in a contested area and 4 ERs in a hostile area. These costs are paid in addition to the air operations costs.

D. TF combat costs are doubled for second initiative strikes if the first initiative cost ERs.

E. TF combat costs are not incurred if a side is only providing CAP or air cover, or if the TF is being intercepted.

13.0 Surface Naval Combat

13.1 General

When a TF containing surface combat ships (those with gunnery and torpedo factors) successfully sights an enemy TF, and survives any or all air attacks, air interceptions or carrier counterstrikes, surface combat occurs.

13.2 Sighting

A. For a TF to intercept or attack an enemy TF in a surface or submarine engagement, the TF must move to a hex adjacent to its target. The TF then attempts to sight the target, and, if successful, the opponent attempts to counter-sight.

B. If the sighting is unsuccessful the TF may:

  1. Attempt to sight again or conduct another initiative (if it was conducting its first initiative and has a second remaining);
  2. Invert in the hex it tried to sight from (if it is conducting an operation and pay the patrol cost of 1 ER);
  3. Move to any other hex in the area, invert and pay the 1 ER patrol cost, (the TF is vulnerable to interception while conducting this move);
  4. Retreat from the area. A TF that conducts a dynamic interception and fails to sight MUST retreat from the area. TFs conducting operations may always retreat from the area if the player wishes. Once a retreat is declared, the TF may not be intercepted.

C. All sighting rules and modifiers apply.

D. The side with the higher sighting or counter-sighting die roll, he may choose any one of the following benefits:

  1. Affect the time of day (13.3) die roll,
  2. Affect the initial range (13.4) die roll,
  3. Fire first (13.7, 13.8) or
  4. Maneuver freely once (13.10)
  5. In all cases, the benefit must be declared before the relevant die roll begins.

13.3 Time

A. Each player rolls one die.

  1. Apply a +1 DRM for the side that initiated the combat (an intercepting TF is considered to have the initiative).
  2. Apply a +1 DRM if a side chose to affect the time of day because of a higher sighting die roll.

B. The side with the higher result decides whether to fight a daylight or a night action. If the dice are tied, reroll until one side has a higher result.

C. Players may also agree on time of day.

13.4 Range

A. The player initiating combat rolls a die on the Surface Range Chart.

B. Apply these modifiers:

DRMCondition/Event
-1Side with the higher sighting number chose to affect the range by closing.
+1Side with the higher sighting number chose to affect the range by opening.
+1/-1*Allies in 1943-45 (due to radar)
+1/-1*If carrier aircraft in the TF are engaged (could apply to both sides).
-1If either TF is in a coastal hex.
-2If the combat is taking place in the Kamchatka or Aleutians Zones (due to poorer weather).

* The side with this DRM may select +1 or -1, depending on whether it wants to narrow or open the distance.

C. Cross-index the result with to the Time (day or night) to find the range between the fleets.

13.5 Tactical Setup

A. Each side has three naval battle set up markers: Main, Screen, and Reserve.

B. The initiating side chooses a vacant portion of the board (such as the hex row near the Canada zone) and places all three markers together in a vacant hex on that row.

C. The other side places its markers in a hex in the same row.

D. The number of hexes between the markers corresponds to the range.

  1. If the range is point blank, set up the markers in the same hex.
  2. If the range is close, set up in an adjacent hex.
  3. If the range is medium, set up with one hex between them.
  4. If the range is long, set up with two hexes between them.
  5. If the range is extreme, set up with three hexes between them.

E. At a vacant spot off the board mutually accessible to both players, the naval units in the TFs are individually laid out in three sections: Main, Screen and Reserve.

  1. Place capital ships face down.
  2. Place destroyers, escort carriers, and transports face up, with any SP numbers concealed beneath them.
  3. Air units and cargo remain off the board on the TF card.

F. Sorting into sections:

  1. Screen section: Destroyers and any capital ships marked with an S on the inverted side.
  2. Main section: Capital ships marked with an M on the inverted side.
  3. Reserve section: Escort carriers, transports, capital ships marked with an R, and any damaged ships.

13.6 Sequence of Combat

A. Combat occurs in the following sequence:

  1. Fire gunnery and assess damage.
  2. Fire torpedoes and assess damage.
  3. Assess and change morale.
  4. Select and place maneuver markers.
  5. Execute maneuvers.
  6. Attempt withdrawals.
  7. Conduct withdrawals and retreats.
  8. Repeat steps 1-7 until one TF is eliminated, retreats, or withdraws.

B. All sections of combat are conducted simultaneously, except for the special first turn fire and maneuver options given to the TF with the higher sighting roll.

C. The Gunnery and Torpedo Phases are also simultaneous in that ships sunk/damaged in the Gunnery Phase may still fire their torpedoes before damage markers take effect or ships are removed from play. (The Gunnery and Torpedo Phases are separated simply for ease of computation and play).

13.7 Firing: Range and Eligibility

A. Check the range between the Battle Markers. If either side has a Battle Marker within range (See the Gun Range Effect chart.), it may fire. All fire is simultaneous, except for the possible "fire first" option during the first round of fire.

B. Ships in the Main section must fire their guns at the enemy main section if in range unless the enemy screen or reserve is closer.

C. Battleships (B and BB) and battlecruisers (BC)

  1. BB and B can fire at extreme range, but their factors are halved.
  2. BB and B use their normal factors at long and medium ranges.
  3. BB and B use double factors at close and point blank ranges.
  4. BB and B with an asterisk beside their gunnery factor have one additional gunfire factor of secondary batteries. Treat these secondary batteries as if they were light cruiser (CL) guns. A few battleships have two asterisks to indicate that they have two secondary gunnery factors.

D. Cruisers (CA)

  1. CA may not fire at extreme range.
  2. CA have their factors halved at long range.
  3. CA fire normally at medium and close ranges,
  4. CA are doubled at point blank range.
  5. CA with an asterisk beside their gunnery factor have secondary batteries. These secondary batteries are treated as if they were light cruiser (CL) guns.

E. Destroyers (DD) and Light Cruisers (CL)

  1. DD and CL may not fire their gunnery factors at extreme or long range.
  2. DD and CL are halved at medium range.
  3. DD and CL fire normally at close range.
  4. DD and CL are doubled at point blank range.

F. Other ships

  1. Transports, escort carriers, and damaged ships have no gunnery factors.
  2. Some carriers have gunnery and even secondary gunnery factors. The gunnery factors are treated as CA, and the secondary as CL.

G. All ships in the Screen must fire at the opposing Screen, unless the enemy Main or Reserve is closer. (See the explanation for distance above.)

H. Ships in the reserve may not fire unless the reserve is fired upon by an enemy screen or main and the enemy screen or main is in range of the guns of the reserve.

13.8 Firing: Target and Effect

A. All ships in the same section must fire at one enemy section, (i.e., all ships in the Main section must fire at either the enemy Main, the Screen, or the Reserve). They may not split their fire between sections.

B. Total all the gunnery factors for the section (as modified by the Gun Range Effect Chart) and divide by 10. The result is the Basic Hit Number.

C. Roll one die and consult the Basic Hit CRT.

D. Apply these DRMs:

DRMCondition/Event
+1There was a remainder of 5 or more factors after determining the basic hit number.
+1US Navy is firing guns in 1943-45 (radar).
+1Japan is firing in a night action.
-1Ships in screen or reserve are firing guns at enemy main section.

E. The modified number is the total hits scored on the opposing fleet.

F. The firing side then selects the ships or SPs it is firing on, and allocates the hits accordingly.

G. After allocating hits, assess damage separately against the ships that were hit.

H. Roll one die for each hit on a ship, totaling the dice for the total damage points inflicted on the ship.

I. Regardless of the amount of damage, place one or more number markers equivalent to the total damage on the ship, then compare that to the ship's armor on the chart below.

  1. Armor values are printed on all capital ships.
  2. Destroyers have one armor factor. Each destroyer SP must be fired at separately by allocating one or two hits to it and then rolling the damage dice.
  3. Transports and escort carriers have no armor. Each hit, regardless of damage, sinks one transport or escort carrier SP.
Damage to armor ratioResult
2:1 or greaterSunk
1:1 ≤ damage: armor < 2:1Damaged A
< 1:1Damaged B

A: Place a damage marker (bomb) with the damage number marker(s).

B: Damage markers (numbers) remain on the ship.

J. Damage numbers are cumulative from firing round to firing round. Thus a ship may be hit and take some slight damage on turn (indicated by a damage marker number), take another hit and have its numbers raised to the damage marker level on the next round and then take more hits until eventually sunk.

K. All gunfire is simultaneous, unless one side had a higher sighting die roll and chose to fire first, in which case it may fire either guns or torpedoes from either the screen or the main (but not both) before the opponent fires. The section firing must choose the target as per the eligibility rules. The fire is resolved and hits and damages are assessed. Sunk ships are eliminated. Those hits take effect and any surviving, undamaged ships (i.e., the damage numbers total less than the ship's armor) in the targeted section may return fire at the section which shot. The sections that did not fire now fire simultaneously.

L. Ships that began the firing round without a damage marker (even if they had damage numbers) and were damaged or sunk by fire may respond. Ships that began the firing round with a damage marker may not fire.

M. In simultaneous combat (i.e., combat other than the special first fire option above), ships that did not begin the round damaged may respond with both guns and torpedoes. After damaged ships respond, damaged ships are moved to the reserve if the reserve is in the same hex, otherwise they remain in their appropriate section.

N. In simultaneous combat (i.e., all combat other than the first fire) remove ships that were sunk after they fire both guns and torpedoes.

O. If the damage is less than the armor factor, the damage numbers remain on the ship.

13.9 Torpedoes

A. Cruisers and light cruisers with a torpedo factor (a T with a number) and all destroyers have torpedoes

  1. Named ships have a printed torpedo factor.
  2. Each destroyer SP has a torpedo factor of two.

B. The Allies may launch torpedoes only at point blank range.

C. Japan may launch torpedoes at either close or point blank range.

D. Torpedo fire is simultaneous with gunnery fire and between fleets. A side with the sighting advantage that chooses to fire first may fire either guns or torpedoes from either its main or screen sections.

E. Unlike gunfire, torpedoes may be fired at any portion of the enemy fleet within range, either screen or main. Reserve units may not be fired on if enemy screen or main ships are in the same hex as the reserve or the firing ships.

F. Total the torpedo factors of all firing ships. Divide the total by 10. The result is the basic hit number. Roll one die on the Basic CRT, applying the DRMs below:

DRMCondition/Event
+1There was a remainder of 5 or more factors after determining the basic hit number.
+2Japan firing torpedoes
+1Japan firing at night
-1US Navy firing torpedoes in 1941-43

G. All modifiers are cumulative and the result on the CRT yields the change to the basic hit number.

H. Roll for and allocate torpedo hits in the same manner as gunnery hits. Add the numbers resulting from the damage dice to any damage from gunnery hits.

I. Although gunnery and torpedo fire are simultaneous, resolve gunnery fire before torpedo fire, though gunnery fire has no effect on torpedo fire.

J. The Allies may fire torpedoes only one time each from the Main and Screen during a surface naval engagement.

K. Japan may fire torpedoes twice each from the Main and Screen during a surface naval engagement, but may not fire the torpedoes from the same section in consecutive fire rounds. Japan must wait at least one fire round (to reload). Thus, Japan can fire guns and torpedoes, maneuver, fire guns again, maneuver again, and then may fire both guns and torpedoes again.

13.10 Maneuver

A. Each side has with three sets of Tactical Maneuver Markers: Ahead (1 or 2), Back (1 or 2) and Line. The defender must place one of these markers, with the appropriate side up, beneath each of its three naval Battle Markers (Main, Screen, and Reserve).

B. After the defender places its markers, the attacker announces the maneuvers to be performed by each of its sections.

C. If one side has the sighting advantage and elects to Maneuver Freely, during the first maneuver phase of the combat, that side announces which maneuvers will be performed by which sections and completes the maneuvers. The opponent's sections may not move in the first maneuver phase. In all subsequent maneuver phases, both players choose maneuver tactics and conduct maneuvers as above in this section.

D. If a section contains slow or damaged ships, it may not use either the Ahead 2 or Back 2 maneuvers. It is limited to Ahead 1, Back 1, and Line.

E. The effect of the maneuvers are:

  1. Line: Means the ships are in line of battle and the Battle Marker remains in its current hex.
  2. Ahead: Means the ships are advancing and the Battle Marker is moved forward away from the marker's original hex and toward the enemy's original hex. Ahead 1 moves the marker one hex. Ahead 2 moves the marker two hexes.
  3. Back: Means the ships are trying to escape the enemy, or open the range, and the Battle Marker is moved away from the enemy's original hex. Back 1 moves the marker one hex. Back 2 moves the marker two hexes.

F. Battle line markers may enter the same hex with other friendly and enemy battle line markers and may even pass through opposing battle line markers during maneuver.

G. Battle line markers may only move up and down, (i.e., toward or away from the enemy). They may not move laterally.

13.11 Maneuver and Fire

A. If none of the ships in a section fired or launched torpedoes, and that section had a Back order, it may go back an additional hex after all fire has been completed.

B. If a section went Ahead 2, its gunnery factor is halved. Torpedo factors are not affected.

C. If a section went Back 2, its gunnery factor is halved and it may not fire torpedoes.

D. A section that used a Line, Ahead 1, or Back 1 may fire guns and torpedoes normally.

13.12 Night

13.12.1 Night Effects on Guns and Torpedoes

Ships may not fire their guns at extreme or long range at night.

Gunnery factors are halved at night. This is calculated after halving or doubling for range effect.

Torpedo factors are not affected by night.

13.12.2 Example of Night Effects

  1. The main section of a US TF engages in surface combat in 1944, consisting of a battleship with a fire factor of 7*, two battleships with fire factors of 5* each, and five cruisers with fire factors of 1* each. Each is firing at close range at night.

  2. At close range the battleships main guns are doubled: 7 + 5 + 5 = 17 x 2 = 34 factors. The main guns on the cruisers are normal at close range: 1 + 1 + 1 + 1 + 1 = 5 factors. The secondary guns on the three battleships fire like light cruisers, and are thus normal. Each * is treated as one factor, so 3 factors. The cruisers also have secondaries, which fire like light cruisers, and at close range these are also normal. Five cruisers thus have 5 factors.

  3. The total fire factor of the main section is 34 + 5 + 3 + 5 = 47. At night, however, the total is halved to 24 (fractions rounded up in firing player's favor). 24 ÷ 10 = 2 hits with a remainder of 4 factors.

  4. A 2 is rolled on the Basic CRT. The Gun Hit DRM Chart allows the USN to add 1 to the die (for a total of 3) because of radar. A 3 on the Basic CRT yields no change, and as a result there are two available hits to allocate against the target.

  5. The Allies select two of the enemy ships to each receive one hit (they could have put both hits on the same ship if desired). The targets are two cruisers, the Takao and the Nachi, each with an armor factor of 3. Rolling the damage die for the Nachi yields a 6, sinking it as the damage is twice the 3 factors of armor. Rolling for the Takao yields a 2, so a number two marker is placed on the Takao. Although not yet damaged (A 3-5 would have damaged the ship as it would have equaled or exceeded its armor.) the number marker remains on it. If a torpedo or gunnery hit later in the combat scores at least one more damage number on the Takao, it will become damaged.

13.13 Morale

A. Once ships have been sunk or damaged, determine the morale of a TF using the chart below.

MoraleCondition (use highest possible morale)
4TF contains at least one undamaged BB.
3TF contains at least one undamaged B or BC.
2TF contains at least one undamaged CA, CL, DD SP, or Submarine SP.
0TF is unsupplied or does not meet any condition above.

B. Morale can be raised or lowered by a die roll (to reflect command personalities and training).

C. Roll one die and apply the change to morale from the chart below.

ResultEffect
1-2Reduce morale by 1.
3-4No change in morale.
5-6Increase morale by 1.

D. Morale is lowered by casualties at the end of each firing round.

ChangeEvent
-1Capital ship* damaged.
-1Previously damaged capital ship* sunk in firing round.
-2Previously undamaged capital ship* sunk in firing round.
-½CA or SP** sunk in firing round.
-1TF has one or more ships in the Reserve.

* CV, CVL, B, BB, BC, or CA

** DD, Transport, Submarine, or Escort Carrier SP

E. If a TF's morale falls below zero, it must attempt to withdraw. It may only be issued Back 1 or Back 2 tactical orders.

F. Morale completely recovers at the end of TF combat.

13.14 Withdrawal

A. At the end of each firing round, either side may attempt to withdraw. A TF with a morale below zero must attempt to withdraw.

B. Roll a die against the Withdrawal Table.

C. Apply the following DRMs:

DRMCondition/Event
+1Withdrawing TF has more undamaged DDs than its opponent.
+1Withdrawing TF has greater strategic speed than opposing TF (e.g., DDs withdrawing from combat against slow battleships).
+1All sections of the fleets are at extreme range or farther.
+2Engagement is at night.
-1Any sections of the fleets are at point blank or close range

D. On a modified 5-6, the fleet withdraws.

E. Withdrawal is automatic if both sides wish to or are forced to withdraw, or if either side wishes to withdraw and:

  1. All sections of a TF are five or more hexes away from the nearest enemy section in a daylight action, or
  2. All sections of a TF are three or more hexes away from the nearest enemy section in a night action.

F. If a TF withdraws from a tactical battle, it must retreat according to the retreat rules.

G. If neither TF withdraws or is eliminated, combat continues for another round.

H. If a TF was intercepted en route to an operation and it withdraws, it may not complete that operation. Invert that TF. If it retreats to a major installation, however, it may be immediately refueled and turned face up.

13.15 Post-Combat Damage

A. After the TF combat is resolved and either or both TFs have withdrawn or been eliminated, each side inspects its damage number markers.

B. If a ship has damage number markers on it greater than or equal to its armor factor, place a damage marker (bomb) on the ship and remove the damage number marker(s).

C. Otherwise, remove the number markers and the ship may move and fight normally. (It is assumed damage was incidental and repairable at sea.)

D. If unused TF markers are available, a player may allocate damaged ships to a new TF.

  1. Place the new TF marker in the hex with the original TF and reallocate damaged and undamaged ships.
  2. This is the only time other than the Economic Phase that a player may create a new task force.
  3. The new TF must immediately retreat according to the retreat rules, but no ER costs are paid.

E. As with carrier combat, the names of the capital ships that were engaged in the battle are not revealed.

F. Capital ships that were sunk are placed in a pile with other eliminated capital ships for post-game inspection.

14.0 Submarines

14.1 Submarine TFs

A. Submarines must be deployed in all-submarine TFs. They may not be mixed with surface ships in the same TF. A submarine TF may be composed of no more than ten submarine SPs.

B. Submarines are subject to the same movement and operations rules as other TF, with the exception that during the strategic deployment phase they may be staged through hexes adjacent to enemy bases and TFs.

C. Submarines pay only 2 MPs for contested and hostile areas, unlike surface TFs, which pay 3 MPs and 4 MPs, respectively.

14.2 Submarine Sighting

A. Submarine TFs sight and are sighted in the same manner as other TFs, but have special sighting modifiers for trying to sight or counter-sight submarine TFs.

B. If the sighting is successful the TF moves into the hex containing the target. A submarine TF may only attack or fire at an enemy TF that is in its hex.

C. When trying to sight a submarine TF, apply a -1 DRM if the submarine is in deep water, and a +1 DRM if it is in shallow water.

D. The side with the submarine TF need not disclose the fact that it is composed of submarines until after the opponent rolls the sighting die, and then only if the DRM affects whether or not the sighting was successful. If the sighting is successful, the side with the submarine TF must inform its opponent of the TF's composition, providing the number of SPs.

14.3 Sequence of Submarine-ASW Combat

A. If both TFs involved (sub and surface or sub and sub) sighted each other, regardless of which had the higher sighting, combat is simultaneous.

B. If the attacking submarine TF sighted the target but the target failed to counter-sight, the submarine TF may examine the ships and naval SPs (but not the cargo aboard) and may refuse to fight (after which it must retreat) or it may fire first in combat.

C. All hits are resolved and surviving submarines, destroyers, or air SPs then return fire.

14.4 Submarine Combat

A. Submarine TFs are subject to interception by enemy air and naval units. A side may not conduct an immediate second strike, nor may a bomber or super bomber strike against submarines, however, as it is assumed the submarines would have time to dive.

B. Submarine combat is resolved in a manner similar to surface combat. After all air interceptions and air strikes have been completed, the submarine TF and the enemy TF engage in combat.

  1. Each submarine SP is worth four combat factors against surface (non-submarine) ships.
  2. Total all factors and divide by 10 to get the basic hit number.
  3. Roll one die on the Basic CRT to determine the number of hits inflicted on the target.
  4. Compare submarine combat factors (not SPs) to Antisubmarine Warfare (ASW) combat factors in the opposing surface TF.
  5. Surface TFs receive two ASW factors per destroyer SP and one ASW factor per carrier air SP. The surface TF totals all ASW factors and divides by 10 to get its basic hit number.
  6. Submarine-ASW warfare is resolved, with both sides modifying their Basic CRT die rolls as follows:
DRMCondition
+1TF has more combat factors.
+2TF has twice as many (or more) combat factors than other TF, or other TF has zero combat factors (not cumulative with +1 above).
-1TF has fewer combat factors.
-2TF has 50% or fewer combat factors than other TF (not cumulative with -1 above).
-1US submarine TF in 1941-43.
-1Japanese surface TF and air units in 1941-43.
+1US surface TFs and air units in 1944-45.
+1Surface TFs and air units if submarine TF in a coastal hex
-1Surface TFs and air units if submarine TF in a deep ocean hex.
+1If remainder was 5 or more factors after determining the basic hit number.

C. The submarine TF assigns its hits on the target TF in the same manner as gun hits are assigned in a surface engagement.

D. In addition, if the submarine TF had an exclusive sighting against the surface TF (i.e., the surface TF failed to counter-sight the submarines) the side controlling the submarines may examine the opposing ship counters before assigning hits, but may not pick individual transports to be hit (just the number of transports being hit).

E. The transporting side chooses the cargo to be lost when transports are sunk.

F. Roll one die for each hit assigned to a ship. The resulting number is the amount of damage taken by the ship.

14.5 Antisubmarine Combat (ASW)

A. Only destroyers and army and navy aircraft (not bombers) may fight submarines.

B. Each destroyer SP is worth two combat factors. Each air SP (including any aboard carriers and escort carriers in a TF) is worth one factor against submarines.

C. Roll on the Basic CRT. Each hit scored by a destroyer or aircraft sinks one submarine SP.

14.6 Sub-to-Sub Combat

A. Submarines may fight each other. If one side sights the other and is not in turn sighted, it may fire first, otherwise combat is simultaneous.

  1. Submarines are worth two factors in combat against other submarines.
  2. Total the number of factors and divide by 10 for the basic hit number.
  3. Roll one die on the Basic CRT.
  4. Apply the following DRMs:
DRMCondition
+1US in 1944-45.
+1Combat is taking place in a coastal hex.
-1US in 1941-43.
+1If remainder was 5 or more factors after determining the basic hit number.

B. Each hit sinks one submarine SP.

14.7 Post-Submarine Combat

A. Submarine combat (vs surface ships or other submarines) lasts only one round unless both sides agree to continue the combat.

B. If either side wishes to break off combat, combat ends. At least one of the TFs must leave the hex.

C. A TF that was intercepted by enemy submarines may either retreat or may continue moving. The submarine TF may either remain in the hex or retreat. Whether it remains in the hex or retreats, it must invert.

D. A submarine TF that was intercepted or attacked may either continue moving or retreat. The opposing TF may then either remain in the hex or retreat.

E. If aircraft initiate an operation (not an interception) against submarines, the submarines must either retreat (following all retreat rules) or face an immediate second strike and second initiative, if the aircraft can conduct such operations.

F. If aircraft intercept a submarine TF, only one strike is allowed, after which the submarines may either continue moving or retreat. In the case of interception, no immediate second strikes or second initiatives are allowed.

14.8 TF Costs

A. Submarine TFs pay the same TF combat costs as surface TFs.

B. When a submarine TF sights an opposing TF, is not itself sighted by that TF, and declines combat, may retreat and pays only 1 ER, as it did not engage in combat.

15.0 Bombardment

15.1 General Rule

A. Only surface TFs that include undamaged warships with gunnery factors may conduct bombardments.

B. A bombardment may be conducted either as part of an Amphibious Assault Operation (in which case the Amphibious Assault Costs are paid) or as a TF Combat Operation.

C. A TF may make only one bombardment per initiative. If the TF takes a second initiative as another bombardment, double the ER costs for the second bombardment.

D. Surface TFs may either sight from an adjacent hex or move into the target hex and sight their target before they conduct the bombardment.. (This results in a +1 DRM for sighting but gives the opponent a chance to intercept the TF as it is entering another hex before trying to sight. This represents giving up the element of surprise.)

E. A TF may bombard coastal and island hexes and may fire at installations, cities, or ground units in the hex.

F. Economic markers in zones cannot be attacked.

15.2 Combat Procedure

A. Determine number of hits:

  1. Total all the main and secondary gunnery factors of all warships in the TF, excluding carriers.
  2. Divide the total by 10 to get the basic hit number.
  3. Roll one die.
  4. Consult the Basic CRT to determine the number of hits.
  5. Apply a +1 DRM if the remainder was 5 or more factors. There are no other modifiers.

B. Determine damage:

  1. The attacker assigns hits to individual installations, cities, economic markers, or ground units.
  2. One die is rolled for each hit against a city, base, or economic marker to determine the amount of damage inflicted. If the total exceeds its armor factor, the city, economic marker, or base is damaged or destroyed.
  3. Economic markers are not permanently destroyed but are inverted to their blank side when the city in their hex is damaged. The marker is returned, face up, when the city is repaired.
  4. A number of aircraft SPs equal to the total amount of damage inflicted are also eliminated.
  5. One die is rolled for each hit on ground troops: a 1-3 has no effect; a 4-6 eliminates one ground SP.

15.3 Coastal Batteries

A. Major bases have coastal batteries that automatically fire on bombarding ships, whether that bombardment is part of a TF Combat or an Amphibious Operation.

B. Bases do not need to counter sight in order to return fire.

C. Fire between bases and bombarding ships is simultaneous.

D. A major base has 20 gunnery factors (i.e., two basic hits) when firing on enemy surface ships.

E. Roll one die on the Basic CRT to determine the total number of hits.

F. Hits are assigned to one or more ships. Hits may only be assigned to ships that are firing against the base, (not against ships in the Reserve (i.e., transports and carriers) of the bombarding TF.

G. If no ships fire against the base, the hits may be assessed against transports or destroyers/light cruisers that are attempting to land troops in an amphibious operation.

H. Roll one die for each hit on a particular ship, compare the total on the dice to the ship's armor, and consult the chart below.

Damage to armor ratioResult
2:1 or greaterSunk
1:1 ≤ damage:armor < 2:1Damaged
< 1:1No Effect

16.0 Bases

16.1 Defense

Bases have the intrinsic defenses below.

Defensive TypeMajor BasesAir BasesCities
Armor value *1055
Gunnery **2000
Antiaircraft (vs Army/Navy)1010
Antiaircraft (vs Bombers)100
Garrison310

* Against air strikes or naval bombardments

** Against bombarding/amphibious assault ships

A. Antiaircraft factors are cumulative among multiple bases in the same hex.

B. Economic markers have no special defenses.

16.2 Garrisons

A. A garrison may be used only if the hex is attacked by enemy ground troops in ground combat, amphibious assault, or airborne assault.

B. The garrison is in addition to any ground unit SPs in the hex.

C. All garrison and ground unit SPs are cumulative.

D. Intrinsic base garrisons may never leave the base or used to attack enemy units. They may not be targeted independently by enemy units. They are only eliminated if the base is eliminated.

E. If a base is captured or destroyed the garrison is eliminated.

F. If a base is not captured or destroyed after an attack operation against it is complete, ignore losses to the garrison. The base is considered to have its full garrison if attacked again that turn.

G. If all attackers are eliminated, or an assault is wiped off the beach, but the attackers did eliminate the garrison, the base is eliminated.

H. Base garrisons are never counted for antiaircraft fire. Only the installation antiaircraft fire value is used.

16.3 Damage and Repair

16.3.1 Major Bases

A. Major bases may only be reconstructed during the Economic Phase.

B. If destroyed they are replaced with an air base.

16.3.2 Air Bases

A. Destroyed air bases may be repaired if owning side does so immediately at the conclusion of all air, sea, and ground combat conducted against that hex during a single enemy initiative.

B. It costs two ERs to repair an air base.

C. If not immediately repaired, remove the base.

16.3.3 Cities

Cities may only be repaired during the Economic Phase.

16.3.4 Economic Markers

A. Economic markers are never destroyed by bombardment.

B. If their city is destroyed, invert the marker to its blank side. It remains inverted until the city is repaired. Once the city is repaired flip the marker to its front.

C. While inverted, an economic marker does not generate ERs or VPs.

17.0 Ground Movement

17.1 General Rule

A. Each stack of ground units moves separately. The movement of a stack of ground units that results in combat is an offensive operation. If no combat results, it is a defensive operation.

B. All supplied ground units have 4 MPs. Unsupplied ground units may not move. Ground units are not limited in initiatives like TFs, only by MPs.

C. A ground unit may only move in hexes that contain land.

D. Ground units may not cross all-water hexsides (i.e., they may not move from one island to another) unless the hex they are leaving or the one they are entering contains a friendly base. Otherwise, they must be transported by naval units.

Exception: Ground units may move freely between the islands of Hong Kong and Singapore and the adjacent land hexsides. Units attacking into or out of Singapore and Hong Kong by land are considered to be attacking from a river for combat purposes.

E. The type of terrain in the hex the unit wishes to enter determines the movement cost.

Terrain TypeMP Cost
Clear (yellow)1
Jungle2
Swamp2
Rough2
Atoll1

17.2 Enemy-Held Hexes

A. To enter a hex containing enemy ground units the moving ground units must first sight the enemy hex.

B. All sighting rules apply, although there is no need to counter-sight. If the moving side sights the defender then combat occurs simultaneously.

C. Failure to sight means that combat does not occur and the ground units do not enter the hex. The ground units may move elsewhere and attempt to sight other ground units.

D. If a TF conducting an amphibious operation has already sighted the target hex, the ground units aboard the TF are also considered to have sighted it.

E. Units must stop when they enter a hex containing enemy ground units or installations. They must attack all enemy ground unit SPs and garrisons in the hex.

17.3 Movement Restrictions

Units transported by naval units (as cargo, in an amphibious landing, or an amphibious assault) and airborne units making an airborne assault may not use ground movement in the same turn and vice-versa.

18.0 Ground Combat

18.1 General Rule

A. Ground combat occurs when ground units sight and enter a hex containing enemy ground units or garrisons.

B. Ground combat may be part of an amphibious or airborne operation or may be a land attack by ground units.

C. Land and amphibious attacks may not be combined against the same hex in the same operation.

D. Only units in a stack at the beginning of movement (the start of an operation) may move together.

E. Only one stack of ground units may enter an enemy hex to conduct a ground attack during a single operation.

18.2 Stacking Limits

There is no limit to the number of ground SPs that may occupy a hex.

18.3 Combat Resolution

A. Each ground unit SP and garrison SP in a hex is worth 5 combat factors.

B. Total all friendly combat factors and divide by 10 to yield the basic hit number.

C. Roll one die on the Basic CRT.

D. Apply the following DRMs:

DRMAffectsEvent/Condition
-1AlliesCommonwealth troops are combat participants in 1941-43.
+1JapanYears 1941-43
+1DefenderAll rolls
-2AttackerDefender has a major base in the hex.
-1AttackerDefender has an air base in the hex.
-1AttackerHex is jungle or rough terrain.
-1AttackerAttacker entered from mountain hex.
-1AttackerAttacker entered from river.

E. The modified die roll yields the final number of hits scored during the round of combat. Each hit eliminates one enemy SP.

F. Each side may allocate losses among its units as desired.

G. Garrison losses may only be taken after all other friendly ground units in the hex have been eliminated.

H. Combat continues for additional rounds until one side's forces are eliminated, withdrawn, or are forced to retreat or surrender.

18.4 Air Support

A. If there are supplied aircraft in the hex under attack, the defender may elect to fly them to another friendly base in range or use them for air support.

B. Air SPs have the same combat factors as they would have if they were making a strike (i.e., an army air SP is worth 2 points against ground units).

C. Add air combat factors to the total ground combat factors to determine the basic hit number.

D. Air SPs may be used in every round of combat and may not be taken as losses in lieu of ground SPs until all ground unit/base garrison factors have been eliminated.

E. Air factors cannot defend alone. They can only support ground troops or garrisons.

F. The defender pays no ERs to use air support.

G. If the hex is captured by enemy forces (i.e., all ground units and bases have been eliminated), the air SPs must fly to a friendly base within range. If no such base exists, the air SPs are eliminated.

18.5 Morale

MoraleUnit Type
4Marines (including SNLF)
4Airborne
4Rangers
3Japanese infantry and garrisons
3US and Commonwealth infantry and garrisons, 1944-45
2US and Commonwealth infantry and garrisons, 1941-43
1Chinese infantry
0Unsupplied troops and garrisons

A. The morale of the units in a hex is the morale of the lowest morale value unit in the hex at the start of the combat.

B. When a side has lost three ground or garrison SPs, roll one die to determine there is a change in morale for that battle. There are no DRMs for this roll.

ResultEffect
1-2Reduce morale by 1.
3-4No change in morale.
5-6Increase morale by 1.

C. At the end of each round of combat, reduce the morale value by one for every three ground SPs lost by a side during the combat.

Example: If six SPs were lost, the morale would be reduced by two.

D. Combat losses are cumulative for purposes of morale.

Example: If a side lost 4 SPs in the first round of combat, its morale would be reduced by one. If it lost 2 more SPs in the next round of combat, its morale would again be reduced by one (4 + 2 = 6 SP lost total, for a total morale drop of 2).

E. Players should use a number counter to keep track of morale.

F. If the morale of a force drops below zero at the end of any round of combat, that force must retreat.

G. If the morale of both sides falls below zero at the end of the same round of combat, only the attacker must retreat.

H. The attacker does not have to retreat if all defending ground and garrison SPs are eliminated in the same round that the attacking units' morale fell below zero.

18.6 Withdrawal and Retreat

A. Either side may withdraw from ground combat at the end of any round by leaving the hex.

B. The withdrawing force may leave the hex and move into any adjacent land hex unoccupied by enemy troops or bases.

C. If either side has naval units capable of transporting troops (i.e., transports, destroyers, and light cruisers that are not filled up with cargo) in the hex, its force may board those ships.

D. If either side boards ships (including an attacker withdrawing from an amphibious assault), that TF must retreat per naval retreat rules (10.10.4).

E. If there is insufficient capacity to board all ground units on ships, those which cannot load remain on the ground in the hex.

F. A force may not choose to withdraw from a hex if there is no adjacent hex free of enemy troops or bases or because there is no shipping available. It must continue to fight in the hex.

G. If units must withdraw but are unable to withdraw, they are eliminated.

18.7 Post-Combat Movement

A. Victorious ground units that initiated combat may continue movement after combat if their morale is zero or higher and if they have sufficient movement factors remaining to enter the next hex.

B. If a force wishes to enter a hex with enemy bases or ground units, the owning side must have sufficient ERs to pay to initiate combat in that hex.

C. If ground units advance after combat and enter a hex containing enemy ground or base units, they must initiate combat against those units or bases. The hex must be sighed for the units to enter.

18.8 Base Capture

A. If all ground units and garrison SPs in a hex with a base are eliminated or withdrawn, the base is captured by the enemy. Replace the base with one of the victor's installations of the same type.

B. If a base is captured, all air units at the base must fly out of the hex to a friendly base within range. If no friendly bases are in range, the air units are eliminated.

C. If a base is captured, TFs or ships in the port must retreat (10.10.4). Ships unable to retreat (i.e., bottomed ships) are destroyed.

18.9 ER Cost and Committed Troops

A. It costs 1 ER per division (i.e., group of 5 SPs) to attack a hex in a friendly or uncontested area, and 2 ERs per division in a contested or hostile area.

B. The attacker may elect not to commit all of its troops in a combat to save ERs.

C. Troops that are not committed, however, may not take losses nor engage in the combat in a second or later round unless sufficient ER costs are paid.

D. If all committed troops are eliminated, uncommitted troops must retreat if any enemy ground or garrison units remain in the hex.

E. The defender must always commit all of its troops in a hex.

F. The defender does not pay any ER cost to defend a hex.

G. Regardless of the number of times a stack of ground units initiates combat during its operation (due to advance after combat), combat costs remain as listed above. Unlike naval operations, costs for second combats, for example, are not doubled.

19.0 Amphibious Assaults

19.1 General Rule

A. An amphibious assault is a TF initiative in which a TF attempts to land ground units in a coastal or island hex containing enemy installations or ground units.

B. The TF must sight the enemy target hex per sighting rules. The TF may attempt to sight from the adjacent hex or it may enter the hex of the landing target and attempt to sight.

C. TFs in the same hex as the target receive a +1 DRM to the sighting die roll. The TF is also easier to sight for intercepting enemy units, however, as it is in a coastal hex.

D. A TF which sights from an adjacent hex does not receive the DRM for being in the hex, but it successfully sights the target, the TF then may freely move into the hex to launch the invasion/landing and cannot be intercepted while doing so.

19.2 Carrier Air Strikes

A. Carriers in the assaulting TF may launch an airstrike and attempt an immediate second strike against the target hex. All air strike and carrier operation rules apply. This activity, together with the assault, is combined in one initiative.

B. Surface ships with gunnery factors may use their gunfire to assist the assault, again as part of the same single initiative (19.4).

19.3 Defense Tactics

A. After the attacker announces an invasion, the defender announces its defense: inland or beach defense. All ground units and base garrisons in the hex must choose the same defense tactic.

B. Beach defenses make it more difficult for the attacker to get troops ashore but allow the attacker greater amounts of naval gunfire support.

C. Inland defenses allow the attacker to land but decrease its gunfire support value.

D. Defenders in brown island hexes must conduct a beach defense.

19.4 Naval Gunfire

A. The value of naval gunfire depends on the tactic used by the defender.

B. If the defender conducts a beach defense, the TF may use all its naval gunfire (including secondary guns) to:

  1. Bombard the hex (i.e., attempt to destroy troops/bases immediately prior to the landing),
  2. Support the assault (i.e., increase defender casualties), or
  3. Suppress enemy fire (i.e., decrease assault force casualties).

C. For purposes of determining bombardment combat factors (only, not for suppression or support), all bases are considered to be on the beach.

D. To provide support fire, the attacker does not bombard but instead applies a +1 DRM to the Basic CRT ground combat roll to determine hits for every 10 factors of naval gunnery in the TF, dropping all fractions.

E. If the attacker chooses suppression fire, the defender's applies a -1 DRM to its Basic CRT roll is for every 10 factors of naval gunnery in the TF, dropping all fractions.

F. If the defender conducts an inland defense, 20 Naval gunfire factors are required to receive the -1 DRM for either support or suppression fire, and the TF may not bombard the defending ground troops, though it may always bombard the base.

G. The TF may divide its gunfire among bombardment, support, and suppression missions.

H. If a TF chooses to bombard, the TF may only do so once per amphibious assault.

I. Ships that bombard may not provide support or suppression at any time during the ground combat of the assault initiative.

J. Support and suppression fire may be used in every round of combat.

19.5 Ground Assault

A. If the defender chooses an inland defense, all ground troops aboard the TF may land in the hex. Combat is resolved as per normal ground combat rules, with the addition of suppression and support fire. The attacker does not suffer any CRT penalties for making an amphibious assault.

B. If the defender chooses a beach defense, the attacker may bring ashore only 1 SP from each infantry or airborne division (group of 5 factors) and 2 SPs from each marine or ranger division (group of 5 factors). Total the SPs of ranger and marine units. For every 5 SPs or portion thereof, 2 SPs may be landed.

C. Only the SPs that have landed may be counted for determining hits on the enemy.

D. On the first round of combat in which attacking units encounter a beach defense, apply a -2 DRM to the attacker's CRT die roll if half or more of the attacking units that have landed are infantry. Apply a -1 DRM if more than half of the units that landed are marines, or rangers.

E. At the start of subsequent rounds of combat, if any assault SPs remain ashore, a number of SPs equal to those that remain ashore may be landed for the next round of combat. At a minimum, however, if any SPs remain ashore at the end of the first round of combat, the force ashore can always be reinforced up to the first round's total force, provided reserves of the same type and number are available onboard the TF.

Example: If 4 SPs landed in the first wave, and 2 SPs were eliminated,, the attacker could still reinforce its units ashore with 4 SPs on the second wave. If at the end of the second round of combat all 6 SPs were still ashore, however, the attacker could bring on an equal number of SPs, i.e., another 6 SPs.

19.6 Assault Failure

A. If at the end of a round all the units that landed are eliminated or if the attacker's morale falls below zero, the assault is pushed back into the sea and the amphibious assault is ended.

B. A TF that fails to make a successful amphibious assault may attempt a second initiative if it has a second initiative left. The second initiative may be an amphibious initiative against the same target.

19.7 Assault Victory

A. If all of the defender's ground SPs are eliminated or if the defender withdraws, the assault is victorious.

B. After victory, as many ground and air units as are aboard the TF may land in the hex at no additional cost. Any and all ground units involved in the invasion may reembark. One ground SP, however, in addition to any captured bases, must remain ashore.

C. Victorious TFs and the units aboard them may make a second initiative if they have a second initiative left.

19.8 ER Costs

A. The cost of an amphibious invasion depends on the status of the area where it is being carried out and the size of the invasion force.

B. For every division (i.e., 5 ground SPs or fraction thereof) that participates in the assault, the attacker must pay 2 ERs in a friendly or uncontested area, 3 ERs in a contested area, and 4 ERs in a hostile area. All SPs and divisions counted in order to determine how many SPs may land in the assaulting waves are considered to have participated in the amphibious attack for ER purposes.

C. TF bombardment and gunfire support are included in the amphibious assault costs.

D. Air strike costs must be paid separately (1 ER per 10 air SPs or fraction thereof used), although there is no additional TF combat costs for using carriers.

E. All ER costs for second initiatives including invading a hex a second time after an assault failure, are doubled.

20.0 Paratroops

20.1 General Rule

Airborne units may move and fight like other ground units or they may make paratroop attacks. Only airborne units may make paratroop attacks.

20.2 Range

A. Airborne units have a range of 10 hexes and may fly from any supplied base.

B. Although paratroopers are dropped into the hex they attack and do not actually return to their base, as with any air operation, paratroops must indicate the installation where they (in effect their aircraft) nominally would land after making the attack. That landing hex must be within the total 10 hex range. (i.e., treat an airborne drop like a bomber operation).

20.3 Vulnerability to CAP

A. Airborne units are subject to the same enemy antiaircraft fire and CAP would a low-level (i.e., army or navy air) strike.

B. Each hit on the airborne unit of any type eliminates one SP.

C. Airborne units may not fire back at enemy CAP.

20.4 Combined Operation

A. A paratroop operation may be an individual operation (i.e., with only the paratroops and/or their escort involved) or it may be part of a combined operation. This is the only time in which ground units that did not begin the move as part of the same stack and ground, land-based air and sea units that are not part of the same TF may participate in the same operation.

B. If it is an individual operation, it is treated as an air strike, although any paratroops that land in an enemy occupied hex must immediately fight a ground combat, in which case the ERs for a land attack must also be paid. If there are no enemy units in the hex, only the air strike costs are paid.

C. If part of a combined operation, the attacker must announce that the paratroop operation is in combination with either:

  1. An amphibious operation,
  2. A ground move and attack, or
  3. An airstrike.

D. If part of a ground or amphibious operation, conduct that operation. Before starting ground combat, move the paratroop unit to the hex. The paratroop unit undergoes any CAP and antiaircraft fire, then surviving SPs are dropped.

E. In the case of an air strike/paratroop drop, the paratroops are considered to be part of the strike. After all air-to-air and air-to-ground combat has been completed, drop the paratroopers into the target hex and conduct ground combat against any enemy units in the hex.

F. An air strike/paratroop drop may be made as a multiple base strike. Fighters from that or another base may be involved and may fly escort.

G. An air strike/paratroop drop, including one from multiple bases, may also be combined with an amphibious operation or ground attack.

H. All surviving airborne SPs count at 5 combat factors each for purposes of the ground combat resolution. Add the total to any other ground combat factors involved in the combat. Apply a +1 DRM to the attacker's CRT roll for the paradrop element of surprise.

I. If the defender is not eliminated and the attacker is forced to or elects to withdraw from the hex, eliminate all paratroops involved in the attack.

20.5 ER Costs

A. Airborne operations cost the same as air strikes. Each airborne SP counts as 1 air SP (for purposes of paying 1 ER per 10 air SP involved in a strike).

B. If part of a combined operation, all costs for all other operations involved must also be paid.

21.0 Kamikazes

A. Any time after the second quarter of 1944, Japan may declare that it will use Kamikazes.

B. Any aircraft being launched from a carrier or flying from a base may act as a Kamikaze.

C. Kamikazes do not have to have a carrier or base to return to, thus they may use their full range to reach and attack the target.

D. Kamikazes have no value in air-to-air combat or against ground units, cities, economic markers, or bases.

E. All Kamikazes (including bombers and army air) are worth 10 combat factors each against naval units.

F. Each antiaircraft hit on kamikazes, regardless of pilot quality, causes the loss of one kamikaze air SP.

G. Kamikazes never abort.

H. Unless escorted by aircraft that can return to a friendly base or carrier, kamikazes are unescorted strike planes for purposes of CAP and air-to-air combat. Air SPs acting as fighter escort may not conduct a Kamikaze attack.

I. All Kamikazes that participate in a strike are eliminated at the end of the round of combat. They do not get an immediate second strike.

22.0 Zone Combat

22.1 General Rule

A. Combat is not allowed in the West Coast, Kenya, Canada, or Panama sea zones.

B. Only land combat is allowed in the Australia, India, USSR, and five Chinese zones.

22.2 Entering Land Zones

22.2.1 Ground Units

A. Ground units may enter a land zone from an adjacent land zone or from a hex adjacent to the zone. (The brown portions of the map by the zones are part of the zones. The white lines specify the borders of the zones.)

B. It costs an entire move for a ground unit to enter or leave a zone.

C. Ground units may not move directly between the India and Kunming Zones.

22.2.2 Air Units

A. Air units may not fly into or out of enemy controlled zones. It costs 1 MP of an air unit's range to enter or leave a zone but it must cease all movement upon entering a zone.

B. Air units may base in a non-enemy controlled zone and may launch air strikes from the zone.

C. Air units may not intercept from a zone.

D. There are no bases in zones.

E. All zones have unlimited air base facilities.

22.3 Zone Control

A. A named marker is provided for each zone where combat may occur. The initial deployment rules on the Japanese order of battle specify where to place these markers.

B. If a marker is in the Japanese Control box, then Japan controls that zone.

C. If the marker is in the Allied Control box, then the Allies control that zone.

D. The intervening numbered boxes on the Zone Control Chart show the relative status of the zone.

  1. If the marker is in a negative number box, the zone is nearly Japanese controlled.
  2. If the marker is in a positive number box, the zone is nearly Allied controlled.
  3. A zero means neither side has an edge in the zone.

E. The numbers in the box are DRMs for the Japanese combat die roll. Japan receives a bonus as the Allies come closer to controlling the zone (because combat occurs closer to Japan and farther from Allied supply sources) and a penalty as Japan comes closer to controlling the zone.

22.4 Combat Procedure

A. All ground and air SPs that are in a zone at the start of the Zone Combat Phase are eligible for combat.

B. All units committed to the combat, regardless of who won, are eliminated. The purpose of combat is control of the zone.

C. No ER costs are assessed for zone combat.

22.4.1 Enemy-Controlled Zone

A. When an invader attacks an enemy controlled zone, the marker remains in the control box.

B. If the invader wins the combat with a higher die roll, the marker remains in the box.

C. If the invader wins with a die roll twice that of the defender, advance the marker one box (see below).

D. If the invader ties or loses, the marker remains in the box.

22.4.2 Uncontrolled Zone

A. The side which went first in the Operations Phase determines how many SPs to commit in each zone it occupies. To initiate combat, however, at least five air or ground SPs must be committed.

B. The other side must commit at least an equal number of SPs or all its forces in the zone if lower than the initiator's committed total. It may commit additional forces.

C. If the first side did not initiate combat in the zone, the other side may initiate combat by committing at least five air or ground SPs, plus any additional forces as desired, in which case the first side must at least match or commit all of its forces if lower than the initiator's committed total.

D. Each side rolls one die for being engaged in a battle initiated in the zone and one die for every five ground or air SPs committed to the zone. No additional dice are allotted for fractions of factors below five, even those units that may have been committed to the combat.

E. Each side totals its dice rolls.

  1. Japan applies as a DRM the number in the box with the marker. This may be a negative number.
  2. The modified totals are compared.
  3. If one side has a higher total, move the marker one box closer to its control box.
  4. If one side has twice its opponent's total, move the marker two boxes towards its control box.
  5. If the totals are tied, do not move the marker.

Player's Note: This procedure differs slightly from resolving an invasion of a controlled zone. (See above).

22.5 Japanese Withdrawal from China

A. Japan may voluntarily withdraw troops from China. During each Economic Phase, Japan may create one infantry division (5 SPs) in each China zone, except Manchukuo, unless the control marker for that zone is on the +3 or Allied Control boxes.

B. When a division is created, move the control marker two boxes toward Allied control.

C. These units must leave the zone that turn. They can be removed from China in the same manner as economic markers (by being picked up at a coastal city adjacent to the zone) or they may move on their own to an adjacent hex or friendly controlled zone.

23.0 Indian Ocean Areas

23.1 General Rule

A. The British bases in the Indian Ocean are represented by the Kenya zone, and the Ceylon and Maldives areas at the bottom left corner of the map.

B. The relationship between these areas and the rest of the map is not to scale. The red line between the Indian Ocean areas and the neighboring areas is a dividing line that separates these areas from the rest of the map.

C. Certain movement and combat restrictions are placed on units in these areas.

23.2 Kenya

A. Japan may never enter the Kenya zone.

B. Allied TFs that begin the operations phase in Kenya may conduct initiatives in Kenya, and the Ceylon or Maldives areas.

C. Allied bombers in Kenya may stage during the Strategic Deployment Phase to the India zone or to the Maldives, Ceylon (including Madras), or India (including Calcutta) areas.

D. Allied army/navy aircraft beginning any phase in Kenya may not stage out from or conduct operations outside of Kenya.

23.3 Maldives

A. Either side may enter the Maldives area.

B. During the Strategic Deployment Phase, TFs incur +1 MP for crossing the red line bordering the area.

C. TFs in the Maldives area may conduct operations in adjacent areas only if they move into those areas to do so.

D. TFs may not sight or launch aircraft against units in adjacent areas without entering those areas.

E. TFs in areas adjacent to the Maldives may not attack or sight targets in the Maldives unless they enter the Maldives area.

F. Bombers in the Maldives may stage to any adjacent zone or area. Bombers based in the Maldives may only attack targets in the Maldives and the Ceylon area.

G. Army/navy aircraft in the Maldives may stage to Ceylon (including Madras) and from there on to the India area or Zone.

H. Army/navy air units in the Maldives may only attack targets in the Maldives area.

23.4 Ceylon

A. All rules that apply to the Maldives also apply to Ceylon.

B. TFs in the Ceylon area may pick up the Indian zone economic marker at Madras.

C. Ground units unloaded at Madras may move to the India area or zone during their next Operations Phase. This move takes an entire turn.

D. Air units in the Ceylon area may stage to installations in the India area (such as Calcutta) or zone.

24.0 Midway-Wake Overlap; Australia

24.1 Midway-Wake Overlap

A. The Midway and Wake areas overlap at one point on the map in the hex identified by the partial border.

B. This hex is considered to be in both areas. Units are in either zone for strategic movement, sighting modifiers and ER costs for initiatives conducted in or against that hex.

Example: If Japan controlled Wake and the Americans controlled Midway, both could declare their TFs are in their own areas and thus both would receive all the bonuses of conducting combat in a friendly area.

24.2 Australia and New Hebrides

TFs may move directly between the Australia zone and the New Hebrides area at a cost of 2 MPs.

25.0 Supply

25.1 General Rule

A. Ignore the other side's TFs and bases that begin the Supply Phase unsupplied when determining supply, even though they may become supplied.

B. Home countries for supply purposes are:

  1. Commonwealth: Kenya and Australia;
  2. United States: the West Coast and Panama; and
  3. Japan: Japanese home islands.

25.1.1 Ground Units and Bases

A. Rangers and Chindits are always in supply.

B. Allied units in the Chinese, USSR, India, Kenya, West Coast, Panama, Canada, and Australia zones are always in supply.

C. Other ground units and bases must be able to trace a path of hexes back to their home country.

D. A supply line may combine land and water supply lines.

  1. The path may not pass through a hostile zone or area, although the path may exit a hostile zone or area.
  2. The path may not pass within two hexes of a supplied enemy base.
  3. The path may not pass within one hex of a supplied enemy TF if by water.
  4. The path may not pass through a hex containing a supplied enemy installation or ground unit if by land.

E. Friendly supplied installations and supplied TFs negate those restrictions in their own hexes, and the path may exit out of such hexes, as in the case of adjacent hostile bases, as long as the supply path increases in distance from the enemy base or TF.

F. Installations exert no influence on land supply lines other than their own hex.

G. Even if an enemy TF is in the same hex as a friendly base, a friendly TF in the adjacent hex can provide a line of supply for the base.

25.1.2 Task Forces

TFs are in supply if they can redeploy to a friendly, supplied major installation within 6 MPs. If they cannot, they are unsupplied.

25.2 Out of Supply

Units that cannot trace a line of supply are unsupplied. Place an unsupplied marker on them.

25.2.1 Task Forces

A. An unsupplied marker may be removed from a TF at a cost of 10 ER, paid during the next Economic Phase.

B. An unsupplied TF that manages to redeploy to a major base (because of enemy TF redeployment first) remains unsupplied unless 10 ERs are paid during the next Economic Phase to supply it.

C. TFs that are unsupplied at the start of the Strategic Deployment Phase may not recombine with other TFs, send ships to other TFs, or be disbanded. They may move in the Strategic Deployment Phase but may not conduct TF combat, amphibious operations, landing operations, or interceptions.

D. If attacked, the carriers of an unsupplied TF may only provide CAP.

E. TF morale for surface combat is reduced to zero. Do not roll the die to increase or decrease morale.

25.2.2 Ground Units

A. Ground units out of supply cannot move and have a morale of zero.

B. In combat, remove 2 SPs per hit of any type scored against them.

25.2.3 Air Units

A. Air units at unsupplied bases may stage out of the base during the Strategic Deployment Phase if there is a friendly, supplied base within range.

B. During operations, air units at unsupplied bases may provide CAP (20% or 33%, depending on the counter-sight die roll). All other air units remain on the ground.

C. Air units at unsupplied bases may not conduct regular or even return strikes, nor may they add to the defense of the hex in a ground combat.

D. Losses inflicted on unsupplied air and ground units due to bombardment or air strike are doubled.

26.0 Fleet Train

26.1 General Rule

A. Only the US Navy may build the fleet train. It becomes available for construction in the third quarter of 1943.

B. The fleet train costs 10 ERs to build. Place it at the West Coast or a major base in Hawaii when constructed. Its construction does not require the expenditure of NCFs.

26.2 Movement and Defense

A. The Fleet Train moves at a slow speed (like a transport).

B. It counts as 10 ship SPs for purposes of forming TFs.

C. It has an armor factor of five and does not have a gunnery factor or antiaircraft value.

D. For stacking purposes on the naval display, it counts as 10 ships.

E. Always station it in the reserve section of a TF engaged in a surface battle.

26.3 Effects

A. The fleet train has no cargo capacity. It is a floating resupply depot.

B. Any number of US TFs may resupply at the fleet train as if it were a friendly major base. TF resupply costs 10 ERs. Place a resupplied TF face up in the same hex with the fleet train. It is not considered to be in port.

C. US TFs may also use the fleet train as a source of supply during the Supply Phase.

26.4 Removal and Replacement

A. Remove a fleet train at the end of the Supply Phase if it is used to refuel a TF or as a source of supply for a TF.

B. The fleet train may be rebuilt at a cost of 10 ERs in the Economic Phase following the turn in which it is removed due to use.

C. When a fleet train is damaged, it must be repaired before it can be used again. After repair, it costs 10 ERs to reactivate it for use.

D. If a fleet train is destroyed, it costs 20 ERs to rebuild it and there is a delay of one turn before it can be used.

27.0 TF Redeployment

27.1 General Rule

A. At the end of the Supply Phase, all TFs must return to supplied friendly major bases.

B. Stacking limits must be adhered to.

27.1.1 Allies

C. Kenya and Australia are considered friendly major bases for the Commonwealth.

D. The West Coast, Panama, and Australia are considered to be friendly major bases for the US Navy.

27.1.2 Japan

A. Japanese coastal city hexes function as friendly major bases for Japanese ships for purposes of redeployment and supply even if there are no base markers present on those cities.

B. The cities may be used this way as long as they are not occupied by enemy ground units or bases.

C. They may not have a damage marker on them due to an attack by enemy bombers or naval bombardment.

27.2 Procedure

A. Redeployment is not simultaneous.

B. If the Allies have the intelligence advantage they may redeploy first or require Japan to redeploy first.

C. If the Allies do not have the intelligence advantage, Japan decides who redeploys first.

D. All TFs receive 6 MPs. Units pay the same MPs to enter areas and zones as they would were they using strategic deployment. The TFs must use this movement to return to friendly major bases or off-board zones and may not:

  1. Enter a hostile area (although they may leave one) or
  2. Move within two hexes of a supplied enemy base or pass adjacent to a supplied enemy TF.

Exception: Submarine TFs may pass through hexes adjacent to enemy TFs and bases, but may not enter hexes containing enemy TFs or bases. Submarines may redeploy through a hostile area.

E. If a TF is unable to redeploy to a friendly, supplied major base, place an unsupplied marker on it.

F. Combat and interception are not allowed during redeployment.

G. TFs that end the Redeployment Phase in a friendly major installation (supplied or not) may unload any cargo they are carrying, but they may not load new cargo.

28.0 Strategic Bombing

28.1 General Rule

The Allies may attempt to reduce Japan's ERs and VPs by bombing Japanese home island cities.

28.2 Procedure

A. Strategic bombing follows all air strike rules, and differs from an air strike only in its effect.

B. Only Allied bombers may conduct strategic bombing. The bombers may attack Japanese home island cities (Sasebo, Kure, Osaka, Tokyo, Yokohama, Sendai, Kushiro, and Hakodate).

C. Strategic bombers use the same factors as they would if attacking a base. They roll on the Basic CRT to modify the number of hits they score.

D. Strategic bombers do not damage cities nor do they destroy any units. They affect only Economic Resources.

E. Roll one die for each hit scored by a strategic bomber.

F. Reduce the Japanese player's ERs by a number equal to half the total (fractions dropped) rolled on all hit dice.

G. If Japan does not have sufficient ERs to satisfy the strategic bombing losses, it removes double the excess number of ERs during the next Economic Phase.

H. For each city the Allies succeed in strategically bombing during a turn, Japan loses VPs equal to the total of one die roll. A second raid against the same city in the same turn does not result in additional VP losses.

29.0 The Doolittle Raid

29.1 General Rule

The United States launched medium bombers from an aircraft carrier to bomb Tokyo for morale and propaganda purposes in 1942. The Allies may attempt to recreate the Doolittle Raid once during the game.

29.2 Procedure

A. During 1942 the Allies may assign 1 SP of average (not green) army air to one US aircraft carrier (CV only, not an escort or light carrier). That carrier may carry no other aircraft while the army air SP is aboard. Other carriers in the TF may carry their normal complement of aircraft.

B. The TF with the carrier must move to within three hexes of Tokyo in order to sight the target and to launch the strike.

C. The army air SP attacks alone, ignoring all CAP and antiaircraft fire. (It was a surprise low-level attack.)

D. Roll one die when the air SP reaches Tokyo. On a 4-6, the mission is a success.

E. If the mission is a success, no damage is done to Tokyo, but Japan loses a number of VPs equal to the successful die roll.

F. If the mission fails, it has no effect.

G. The attacking air SP is eliminated after bombing Tokyo, regardless of its success. It may not land on the carrier or any other friendly air installations.

H. The TF that launched the raid is considered to have performed a carrier air TF operation and initiated combat, regardless of the outcome of the raid.

I. The Allies must pay the costs of a TF combat operation and air strike for launching the Doolittle Raid.

30.0 The Bomb

30.1 General Rule

The Allies may attempt to drop the atomic bomb on Japan during the last turn (3rd quarter 1945) of the game.

30.2 Procedure

A. During the 3rd quarter turn of 1945 any single Allied superbomber SP within range of a Japanese home island city may drop the atomic bomb on any Japanese home island city except Tokyo.

B. The superbomber may not be part of a multi-SP bombing raid nor may it be escorted to the hex.

C. Sighting is automatic.

D. The superbomber may be intercepted by CAP but is not susceptible to antiaircraft fire.

E. If the superbomber reaches the hex and survives CAP, the bomb is dropped and any bases, aircraft, or ground troops in the hex and any ships in port (i.e., not a TF at sea) are eliminated.

F. Dropping the atomic bomb also reduces Japan's VPs by 50.

G. The Allies may attempt to drop the bomb twice in the final turn of the game, but may not drop the second bomb on the same city on which the first bomb was successfully dropped.

H. If the Allies succeed in dropping a second bomb, it has the same effect as the first, including the loss of another 50 VPs. The second bomb may be carried by a superbomber launched from the same or a different base than the first bomb.

I. An atom bomb mission costs the same and follows the rules of an air strike.

31.0 Soviet Entry

31.1 General Rule

Soviet Union entry into the war occurs on (whichever comes first):

A. The turn Japan attacks the USSR zone,

B. The turn Japan enters the Kamchatka area or the Asian land hexes bordering the USSR zone (Vladivostok and north), or

C. The 3rd quarter 1945 turn.

31.2 Procedure

A. If Japan attacks the USSR zone, the Allies defend that zone with three die rolls as per the rules of zone combat.

B. If the Soviet Union enters the war and completely controls the USSR zone, the Allies may assume the Soviet Union has invaded the Manchukuo zone and may initiate combat with three die rolls in that zone each turn that the USSR remains Allied controlled.

C. If the USSR enters the war and completely controls the USSR zone, the Allies receive two ground SPs of Chinese troops each turn.

D. If the Soviet Union enters the war and completely controls the USSR zone, Japan treats the Kamchatka area as hostile. The Japanese home island area becomes a contested area as long as the USSR zone remains completely Allied controlled.

31.3 Japanese Incentive to Attack the USSR

A. If Japan gains complete control of the USSR zone, (i.e., the Soviet Far East) it receives 10 ERs and 5 VPs each turn that it completely controls the USSR zone.

B. If Japan completely controls the USSR zone, the USSR does not enter the war in the 3rd quarter of 1945.

31.4 Allied Limitations

The Allies may not enter the USSR zone, the Kamchatka area, or the land hexes that border the USSR zone unless the USSR enters the war, and then only if the USSR was attacked by the Japanese.

32.0 Victory

32.1 General Rule

A. Victory is determined by the number of VPs Japan has at the end of the 3rd quarter 1945 turn.

B. VPs are awarded only for ER markers carried back to Japan, but can be lost through the Doolittle Raid, Strategic Bombing, the Atom Bomb rule, and through the occupation of Japanese home island cities.

32.2 Japanese VPs

A. Japan receives VPs equal to the printed value of all ER markers (minus any reduction in value due to transports being lost en route) unloaded in a Japanese home island city during any point in a game turn.

B. If Japan had ER markers on transports and those transports were unable to unload that turn, although the markers are physically replaced on the map, Japan may note that the ERs are still being carried by the transports. When those ERs are unloaded in Japan, it receives the VPs (as well as the economic points) for those ER markers.

C. Japanese victory points are kept track of on the Economic Record Chart using the VP markers. It is suggested, however, that players also keep track of the VPs with pen and paper as a duplicate record.

32.3 Reduction of VPs

A. Japan loses VPs (3-8) equal to two plus the number rolled on one die for each Japanese home island city successfully attacked by strategic bombing in a turn (28.0).

B. Japan loses 50 VPs for each of up to two atomic bombs that are dropped on a Japanese home island city (30.0).

C. Japan loses 25 VPs for each Japanese home island city occupied by supplied Allied ground units or installations at the end of a turn. This loss in points is assessed every turn in which it applies.

32.4 Invasion of Japanese Home Islands

If the Japanese home islands are invaded, Japan receives immediately before combat is resolved 20 free factors of infantry SPs in a single Japanese city during each subsequent Economic Phase that Allied troops or bases are supplied and in the home islands

32.5 Automatic Victory

32.5.1 General Rule

Either side may win an automatic victory at the end of any turn beginning with the 1st quarter of 1943.

32.5.2 Japan

A. Japan wins an automatic victory if at the end of the Redeployment Phase it controls Economic Markers with a printed value of 50 or more for two consecutive turns.

B. Japan controls the ER marker for a zone if it controls the zone for that marker.

Exception: Japan receives the marker for Manchukuo by preventing the Allies from controlling the zone.

C. Japan controls the ER marker for a city if it occupies the city with a supplied installation or ground SP, even if the city itself has been damaged.

D. Control of the USSR zone is worth 5 ERs toward that 50 ER marker requirement.

E. There are only a total of 56 ER marker points on the board (not including the five possible points for the USSR). If the Allies can prevent Japan from controlling India (5 ERs) and Australia, (3 ERs) for example, Japan cannot win an automatic victory without controlling the USSR zone.

32.5.3 Allies

The Allies win an automatic victory if the Japanese victory point total is reduced to 100 or less at the end of any Redeployment Phase, beginning with the 1st quarter of 1943.

32.6 Victory Levels

If neither side achieves an automatic victory, the game continues until the end of the 3rd quarter of 1945. Victory is assessed by the number of VPs Japan has at the end of the game.

VPsLevelResult
400+Japanese decisive victoryThe exhausted Allies acknowledge the new Japanese Empire rather than face several years of warfare against a strong Japanese Empire.
350-399Japanese strategic victoryThe Allies agree to negotiate a Japanese Co-Prosperity Sphere rather than waste a million lives in several more years of warfare.
300-349Japanese moral victoryNegotiated settlement to the war allows Japan to retain some of its pre-war possessions. In effect this is a defeat for the Japanese player, but is still better than the historical result.
250-299Allied marginal victoryJapan surrenders but only after an expensive amphibious invasion of the home islands or several years of naval blockade.
200-249Allied strategic victoryJapan surrenders.
<200Allied Decisive VictoryJapan is conquered.

33.0 December 1941 Turn

33.1 General Rule

A. The sequence of play for the first turn is altered to reflect the Japanese surprise attacks that began World War II in the Pacific and the shortness (in time) of the period represented by the turn.

B. Unless otherwise noted below, all rules apply.

33.2 Setup and Deployment

33.2.1 Special Turn Rules

A. Omit the Economic and Intelligence Phases in the December (4th Quarter) 1941 game turn.

B. Omit the Allied Strategic Deployment Phase in the December (4th Quarter) 1941 game turn.

33.2.2 Allied Setup

A. Allied units begin as specified in the Starting Forces list, although the Allies may assign their ships to any number of TFs.

B. Allied TFs except those placed in Samoa and Espiritu Santo and the two variable US TFs begin the turn in port.

33.2.3 Japanese Setup

A. After Allied setup is complete, Japan sets up all its forces as specified in the Starting Forces list.

B. Japan then forms its TFs.

C. All fast capital ships (including fast carriers and their air units) and destroyers that begin the game in Japan may be formed into Strike Task Forces and may be placed in the Japanese home islands sea area or the Kurile Islands sea area, at sea.

D. A maximum of one marine SP (and no infantry or airborne SPs) may be loaded onto the destroyers/light cruisers of one of the Strike TFs.

E. All ships that begin the game in the Indochina and Carolines/Marianas areas may begin the turn at sea. Transports in those areas may begin the game with any ground units in the area already aboard the TFs.

F. All other Japanese ships are assigned to TFs begin the game in port, although they may be loaded with ground troops or other cargo.

G. Japan conducts its Strategic Deployment Phase with the following provisions:

  1. Air SPs stage normally.
  2. The strike TFs that begin the phase in the Japanese and Kurile sea areas may take a full 10 MP deployment move.
  3. All other Japanese TFs, including those that begin at sea in the Carolines/Marianas and Indochina areas, may also be strategically deployed but are limited to 5 MPs.
  4. All strategic deployment moves must abide by the normal restrictions.

Source note: in the printed document, the 33.2.3 items above are followed directly by 33.5.4. Headings 33.3, 33.4, 33.5 and 33.5.1 through 33.5.3 do not appear in the source text, so they are not supplied here.

33.5.4 Japanese Special Operations Phase

A. After Japan completes its strategic deployment, it conducts all of its initiatives before the Allies conduct any operations other than interceptions.

B. The Allied TFs and air units in Hawaii may only conduct an interception if Japanese TFs enter a Hawaiian Islands land hex.

C. All other Allied units may make normal interception moves.

33.5.5 Surprise Attack

A. Japan receives a special automatic and exclusive sighting against the Hawaiian Islands area. This must be the first Japanese operation unless Japan chooses not to attack Pearl Harbor.

B. All US aircraft are on the ground during the first air strike. No CAP is allowed.

C. All US ships are considered in port during the initiative. They have no antiaircraft fire and are spread out, face up, allowing Japan to examine them and choose its targets.

D. There is no antiaircraft fire during the first initiative.

E. Japan receives a +1 DRM to the Basic CRT die roll for all types of air attacks during the first initiative against the Hawaiian Islands.

F. Japan may automatically make an immediate second strike against the Hawaiian Islands. The following rules apply during the immediate second strike:

  1. All remaining US aircraft are considered in the air, with up to 33% on CAP. They may not, however, make a return strike against the Japanese fleet.
  2. All US bases and ground units have their full antiaircraft value.
  3. All US ships remain in port and may combine their antiaircraft fire against the attacking aircraft. Ships in port have their antiaircraft factors halved.
  4. Long-range fire is ignored.
  5. Any base/ground unit antiaircraft fire in the hex may be added to the fleet total.

G. At the conclusion of the Japanese immediate second strike, Japan must withdraw to an adjacent uncontested area.

H. For all other initiatives during the first turn, Japan receives a special +2 DRM to its sighting roll.

I. All other Allied ships (except those in the Samoa and Espiritu Santu areas and the variable TFs) are considered in port in their hexes.

J. All allied aircraft are allowed to counter-sight normally (including CAP and return strikes).

K. All allied bases, naval and ground units have their full antiaircraft values, except ships in port (which are halved).

33.5.6 Allied Reinforcements

After Japan has completed all of its initiatives, the Allies roll for the variable deployment of the two US carrier task forces. Consult the US Starting Forces Card.

33.5.7 Allied Operations

A. All Allied air and TF units that have not conducted an interception or withdrawn/retreated from combat (i.e. all Allied air units that are still beneath their bases and all TFs, that are face up including the reinforcing variable TFs, may conduct operations if the Allies desire.

B. All Allied ground units may move and conduct operations normally.

C. During Allied operations, Japanese TFs are limited to static interceptions. Japanese air units may intercept normally.

33.5.8 Supply and Redeployment

A. Supply is determined normally for all units.

B. Japan decides which side redeploys first.

33.5.9 Zone Combat

A. Japan commits units to zone combat as desired, after which the Allies commit units, then combat is resolved.

B. There are no Chinese units in China at start.

33.5.10 Subsequent Turns

All subsequent turns proceed according to the normal turn sequence and all normal rules apply.

34.0 Short Game Scenario

The short game covers the period from Pearl Harbor through the end of the active phase of the Guadalcanal campaign (December 1941-December 1942).

34.1 Procedure

A. Set up and begin a normal game, including the special 1941 turn.

B. All rules apply.

C. The game concludes at the end of the December (4th quarter) 1942 turn.

34.2 Victory Points

A. VPs are awarded as per the Campaign Game (32.0) with the following additions:

B. Japanese receives VPs for:

  1. The gunnery value of all Allied capital ships (except carriers) sunk or damaged at the end of the game.
  2. Ten times the air capacity of all Allied carriers sunk or damaged at the end of the game.
  3. 10 VPs per friendly area and Chinese zone completely controlled by Japan.
  4. 25 VPs each for the India and Australia zones if totally controlled by Japan.

C. Japan loses VPs for:

  1. The gunnery value of all Japanese capital ships (except carriers) sunk or damaged at the end of the game.
  2. Ten times the air capacity of all Japanese carriers sunk or damaged at the end of the game.
  3. 10 VPs for every area (not zone) on the map that is hostile to Japan (i.e., friendly to the Allies).
  4. 5 VPs for every contested area (not zone) on the map.
  5. 50 VPs for each supplied Allied base within five hexes of a Japanese home island city.
  6. 25 VPs for each supplied allied base within seven hexes of a Japanese home island city.

34.3 Victory Level

Victory in the short scenario is determined by totaling the Japanese victory points and comparing them to the numbers below.

VPsLevelResult
200+Strategic Japanese VictoryJapanese expansion continues. Allied offensives postponed.
150-199Marginal Japanese VictoryJapan establishes defense perimeter prior to Allied offensives. Japanese fleet still intact.
100-149Allied Marginal VictoryJapanese expansion has been stopped and the Allied offensive has begun.
<100Allied Strategic VictoryThe tide has turned.

35.0 Optional Rules

35.1 General Rules

A. The following rules are optional rules that reflect several possible events of the Pacific war.

B. Players may mutually agree to play with the optional rules they select.

C. Players may also mutually agree to randomly choose some or all of the optional rules. If so, use eight blank counters and number them one through eight and place them in a cup. Each player randomly selects one marker and reveals it. The rule corresponding to the number that is picked by that player is immediately applied.

D. Players are warned that these variables may radically alter the balance of the game, and that they should be used sparingly.

35.2 Allied Options

35.2.1 Allied Alert

US forces in Hawaii are on alert for possible attacks by Japan and elsewhere.

A. The US TFs at Hawaii may attempt to intercept the Japanese TFs as they move into the Hawaiian area.

B. Even if unsuccessful, all Allied ships are considered at sea, and all aircraft are eligible for counter-sighting.

C. All antiaircraft values apply. Japan does not receive a +1 DRM Basic CRT modifier for surprise attacks.

D. Japan does not receive the special +2 sighting bonus against any Allied targets.

35.2.2 Torpedo Breakthrough

US torpedoes are no longer defective. There are no negative DRMs for US torpedoes (launched from submarines or surface ships).

35.2.3 Sonar

Allied sonar and ASW tactics improve quickly after experience in the Atlantic.

Apply the Allied +1 DRM for ASW immediately.

35.2.4 Ground Unit Training

The Allies learn the lessons of the war in China.

Commonwealth ground units are no longer have a -1 DRM on the Basic CRT. All Allied ground units use their 1944 morale.

35.2.5 Australia First

Australia withholds troops from the Desert Campaign.

A. Add two Commonwealth divisions (10 SPs) to Allied set up. They may be placed in Australia, Rabaul, or Port Moresby.

B. Add the light cruiser Sydney (which was sunk by the Germans in November 1941) to Allied forces in Australia.

C. Add 5 ERs to the Australian ER Record.

D. Reduce the Commonwealth income by the number rolled on one die during each 1942 turn to represent losses in North Africa.

35.2.6 US Island Defense

Prewar Pacific island defense budgets are not slashed.

A. Wake and Midway become major installations with 5 naval air SPs each.

B. Add another major installation in any Hawaiian Island land hex and add one infantry division, two bombers, 2 naval air SPs, and 4 army air SPs to Hawaii.

35.2.7 Billy Mitchell

The Allies pay attention to the lessons of air warfare experts.

A. Allied ships improve their antiaircraft fire. Add +1 to Allied naval antiaircraft Basic CRT die rolls.

B. Eliminate the -1 DRM for Allied aircraft in 1941-43.

35.2.8 Aid to China

The Allies increase pre-war aid to China.

Please 10 Chinese infantry SPs anywhere in China, except Manchukuo.

35.3 Japanese Options

35.3.1 Saboteurs

Japan's efforts at sabotage yield some success. Japan may sink one US ship that begins the game in Hawaii or may blow up a number of air SPs equal to one die roll at one Allied installation.

35.3.2 Radar

Japan begins the game with radar. Apply a +1 DRM to all Japanese naval gunnery Basic CRT die rolls in surface combat.

35.3.3 Civil Unrest in India

The British face general uprisings against colonial rule in India.

A. Indian divisions may not leave India until 1943.

B. The INDIA ER marker may not be transported from India to Kenya until 1943.

C. Indian resources may only be used in India and only to build infantry SPs or to pay for initiatives.

35.3.4 Thailand Hostile to Allies

Thai nationalism is hostile to the Allies.

A. Japan may deploy up to two divisions from the Indochina zone anywhere in Thailand during game setup.

B. Japan may place an air base in Bangkok during setup.

35.3.5 War Economy

Japan's economy is on a better war footing. Quadruple (instead of triple) the face value of all ER markers brought back to Japan. (This should only be used as a handicap for a less experienced Japanese player, as it makes the Japanese economy nearly as strong as the US economy.)

35.3.6 Heavy Bombers

Japan builds heavy bombers. Japanese bombers have the same combat factors as Allied bombers.

35.3.7 Codes

Japan changes codes. The Allies must first break the Japanese code before they may use their intelligence advantage.

35.3.8 No Axis Alliance

Japan does not join the Axis and thus Britain is caught completely off guard in the Far East.

A. British naval units beginning at Singapore instead enter in the 2nd quarter of 1942 as reinforcements.

B. Remove the British division in Malaya along with 2 air SPs of the Allies' choice.

C. Remove all aircraft from the Maldives and Ceylon.

D. Remove one division from India.

36.0 Introductory Scenario: Midway

This scenario is designed as a learning game to teach players the mechanics of interception, combat, and operations. Only a portion of the map and counters are used and the turn sequence has been abbreviated. This scenario should require less than one hour to set up and play.

An optional extension is presented to allow players to continue past the period when the battle of Midway occurred and to represent the campaigns for the Solomons and Marshals. This adds another four turns, but again uses only a portion of the map and counters. Another four-five hours should be allotted if the optional turns are used.

36.1 Turn Sequence

A. This scenario begins and ends with the 2nd quarter of 1942. (April-May-June) turn.

B. The economic phase is omitted. Japan and the United States have 50 ERs each.

C. Place the Magic Marker in the 4 box. The Allies have the intelligence advantage and thus decide the order of naval staging and operations.

D. All other phases of the turn are played as per the normal rules, except there is no Zone Combat phase.

36.2 Initial US Forces

36.2.1 Bases

A. Place major bases at Honolulu and Darwin.

B. Place air bases at Midway, Johnston Island, Cape York, Palmyra, Dutch Harbor, Port Moresby, Espiritu Santo, Fiji, Efate, Samoa, and Umnak.

36.2.2 Ground Units

A. US: 1 marine SP at Midway, 5 infantry SPs at Honolulu, and 1 infantry SP each at Dutch Harbor and Fiji.

B. Commonwealth: 10 infantry SPs in Australia and 2 infantry SPs at Port Moresby.

36.2.3 Army Air SPs

A. At one or more of Midway, Honolulu, Johnston Island, and Palmyra: 5 (green) bomber SPs, 7 (green) army air SPs, and 2 (average) navy air SPs.

B. At Unmak/Dutch Harbor: 4 army air SPs (green).

C. Anywhere in Australia, Fiji, Samoa. or Port Moresby: 20 (green) army, 5 (green) bomber and 2 (green) navy SPs.

36.2.4 Naval Units at Pearl Harbor

A. Carriers: Enterprise, Hornet, and Yorktown with 12 average naval air SPs.

B. Battleships: none.

C. Cruisers: New Orleans, Minneapolis, Vincennes, Northampton, Louisville, Indianapolis, Pensacola, Astoria, and Portland.

D. Light Cruisers: Atlanta, Nashville, Honolulu, and St. Louis.

E. Destroyers: 16 SPs.

F. Submarines: 16 SPs.

G. Transports: none.

36.2.5 West Coast Naval Units

A. Carriers: One escort carrier SP with one (green) naval air SP.

B. Battleships: Pennsylvania, New Mexico, Mississippi, Idaho, Tennessee, Colorado, and Maryland.

C. Cruisers: Salt Lake City.

D. Light Cruisers: San Diego.

E. Destroyers: 5 SPs.

F. Transports: 5 SPs.

36.2.6 Commonwealth Naval Units in Australia

A. Cruisers: Canberra and Australia.

B. Light Cruiser: Caledon.

C. Submarines: 1 SP.

D. Transports: 2 SPs.

36.3 Initial Japanese Forces

36.3.1 Bases

A. Place major bases at Yokohama, Sasebo, Kure, Truk, and Rabaul.

B. Place air bases at Wake, Saipan, Guam, Tori Shima, Paramushiro, Kwajalein, and Wotje.

36.3.2 Air Units

30 (average) army air and 5 (average) bomber air SPs at or among any Japanese bases.

36.3.3 Ground Units

A. Five marine and five infantry SPs in Japan.

B. One Infantry SP each at Rabaul, Saipan, Wake, Lae, Truk, and Guadalcanal.

36.3.4 Naval Units

All Japanese Naval Units begin in Japan.

A. Carriers: Akagi, Kaga, Hiryu, Soryu, Zuiho, Hosho, and Ryujo, with 20 (average) naval air SPs.

B. Battleships: Fuso, Yamashiro Ise, Hyuga, Nagato, Mutsu, Yamato, Kongo, Hiei, Kirishima, and Haruna.

C. Cruisers: Mogami, Mikuma, Suzuya, Nachi, Furutaka, Kako, Aoba, Kumano, Haguro, Myoko, Chokai, Atago, Tone, and Chikuma.

D. Light Cruisers: Kitikama, Oi, Nagara, Abukama, Tama, Kiso, Tatsuta, Tenryu, Kashima, Yubari, Yura, Sendai, and Jintsu.

E. Destroyers: 27 SPs.

F. Submarines: 6 SPs.

G. Transports: 5 SPs.

36.4 Map Limitations

Neither side may enter the Kamchatka, Korean, Okinawan, Philippine, Celebes, or Timor Sea areas.

36.5 Victory Conditions

A. VPs are assessed at the end of the turn.

B. VPs are awarded in the same manner as in the Short Game Scenario (34.2), except that the off-limits areas and all areas to the west of that are not counted for victory points.

C. Economic Markers are not used.

D. Japan receives 25 VPs for occupying Midway and 50 VPs for occupying Honolulu, in supply at the end of the turn.

E. Japan begins with 75 VPs.

F. Victory is assessed as per the Short Game Scenario (34.3).

36.6 Optional Turns

A. If both sides agree, this scenario can be extended through the Solomons and Marshals Campaigns.

B. If so, the game continues until the end of the 2nd quarter of 1943.

C. All rules and turn phases apply, beginning with the 3rd quarter 1943 turn.

D. The map limitation rules, however, still apply.

E. The following additions are made beginning with the 3rd quarter 1942 turn:

36.6.1 Economic Phase

A. Both the U.S. and Japan receive all ERs listed on the Reinforcement Track.

B. Japan also receives 60 ERs a turn (for possessions in the Far East, minus the cost of sending forces to that theater). Australia receives its 6 ERs and forces in this scenario. Australian naval units may freely form US TFs. All Australian operations are paid for by Australian or US economic points.

C. All reinforcements listed on the Reinforcement Card (except Commonwealth reinforcements, which are not used) arrive as scheduled. The reinforcements listed as arriving in the 2nd Quarter of 1942 (April-June) arrive in the 3rd Quarter of 1942.

36.6.2 Intelligence Phase

Place the Magic Marker in the 4 box.

36.6.3 Additional Units

A. Japan: Place 10 army SPs, 10 naval SPs, and 10 bomber SPs (all average), 5 merchant ship SPs, 2 Infantry divisions and the following capital ships in Japan: Carriers Hiyo, Zuikaku, and Shokaku, with 11 average naval air SPs.

B. US: Place 1 Marine Division, the aircraft carrier Saratoga, 4 average naval air SPs, 5 destroyer SPs, and 5 transport SPs in the West Coast.

36.6.4 Optional Turn Victory Points

A. VPs are assessed at the end of the 2nd Quarter of 1943 as per the Short Game Scenario.

B. Japan receives the same initial advantage (75 VPs) as in the Midway one turn scenario.

C. Japan receives 25 VPs if at the end of any turn it he holds Midway in supply.

D. Japan receives 50 VPs for holding Honolulu in supply at the end of any turn.

E. Victory is assessed as per the Short Game Scenario.

  • 5.2.11 Economic Aid
  • 5.2.12 Economic Aid Limit
  • 5.3 Repair and Construction
    • 5.3.1 General
    • 5.3.2 Naval Limits
      • 5.3.2.1 General
      • 5.3.2.2 Naval Construction
      • 5.3.2.3 Naval Repair
      • 5.3.2.4 Effects of Repair
    • 5.3.3 Naval Limit Reduction
    • 5.3.4 Air Limits
    • 5.3.5 Base Construction Limits
    • 5.3.6 Delay and Placement of Units; Construction Costs
  • 10.9 Second Initiatives
  • 10.10 Interception
    • 10.10.1 General Rule
    • 10.10.2 Static Interceptions
    • 10.10.3 Operational Interceptions
    • 10.10.4 Retreat after Combat
    • 10.10.5 Interceptions: Restrictions, Costs
  • 10.11 Non-Operation Movement
  • 10.12 Post-Operation Movement
  • 10.13 Refueling
  • 10.14 Retreats
  • 11.13 Counter Sighting
    • 11.13.1 Exclusive
    • 11.13.2 Equal
    • 11.13.3 Higher Sighting
  • 11.14 Air to Air Combat
  • 11.15 Antiaircraft Fire: Land
  • 11.16 Antiaircraft Fire: Sea
  • 11.17 Antiaircraft Fire Results
  • 11.18 Strike Combat on Land (Strafing)
  • 11.19 Strike Combat at Sea
  • 11.20 Immediate Second Strikes/Second Initiatives
  • 11.21 Multiple Base Strikes
  • 11.22 Air Cover/Combat Air Patrol (CAP)
  • 11.23 Air Interception
  • 11.24 Pilot Promotions
  • 11.25 ER Costs
    • 13.12.1 Night Effects on Guns and Torpedoes
    • 13.12.2 Example of Night Effects
  • 13.13 Morale
  • 13.14 Withdrawal
  • 13.15 Post-Combat Damage
  • 33.5.10 Subsequent Turns
  • 35.3.2 Radar
  • 35.3.3 Civil Unrest in India
  • 35.3.4 Thailand Hostile to Allies
  • 35.3.5 War Economy
  • 35.3.6 Heavy Bombers
  • 35.3.7 Codes
  • 35.3.8 No Axis Alliance
  • 36.3.3 Ground Units
  • 36.3.4 Naval Units
  • 36.4 Map Limitations
  • 36.5 Victory Conditions
  • 36.6 Optional Turns
    • 36.6.1 Economic Phase
    • 36.6.2 Intelligence Phase
    • 36.6.3 Additional Units
    • 36.6.4 Optional Turn Victory Points
  • City
    Saigon3City
    Kuala Lumpur3City
    Kondari3City
    Rangoon2City
    Hong Kong2City
    Padang2City
    Seoul2City
    Surabaya2City
    Rabaul1City
    Manila1City
    Shanghai1City
    Saipan1City
    Allies have the intelligence advantage. E
    -1AttackerAttacker crossed water barrier.
    +1AllThere was a remainder of 5 or more factors after determining the basic hit number.