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The Fast Carriers: Air-Sea Operations, 1941-77 thumbnail

The Fast Carriers: Air-Sea Operations, 1941-77

The Fast Carriers: Air-Sea Operations, 1941-77 Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 General Course of Play
  • 3.0 Game Equipment
    • 3.1 The Game Map
    • 3.2 The Playing Pieces
    • 3.21 Sample Units
    • 3.22 Summary of Unit Types
    • 3.3 Definition of Terms
    • 3.4 Game Charts and Tables
    • 3.5 Game Scale
    • 3.6 Game Equipment Inventory
  • 4.0 Sequence of Play
    • 4.1 Game-Turn Sequence Outline
  • 5.0 The Strategic Stage
    • 5.1 Deploying Task Forces
    • 5.2 Task Force Display
    • 5.3 Strategic Plotting
    • 5.4 Strategic Movement
    • 5.5 Task Force Regrouping
  • 6.0 Surface-to-Surface Combat
    • 6.1 Pairing and Contact
    • 6.2 Surface-to-Surface Combat
    • 6.3 Retirement
    • 6.4 Shore Bombardment
    • 6.5 Scuttling and Ditching
    • 6.6 Towing
  • 7.0 Search
    • 7.1 How to Plot and Resolve Search
    • 7.2 Area Covered by a Search Pattern
    • 7.3 Search Effectiveness Chits
    • 7.4 Restrictions on Search
  • 8.0 Strategic-Operational Interface
  • 9.0 The Operational Stage
    • 9.1 The Carrier Status Display
    • 9.2 Carrier Operation Restrictions
    • 9.3 Take-Off
    • 9.4 Landing
    • 9.5 CAP [Combat Air Patrol]
  • 10.0 Air Strikes
    • 10.1 The Strike Display
    • 10.2 Forming Air Strikes
    • 10.3 Air Strike Plot
    • 10.4 Return Base
    • 10.5 Air Strike Movement
    • 10.6 Endurance
    • 10.7 Changing an Air Strike Plot
    • 10.8 Air Unit Transfer
    • 10.9 Strike Contact
  • 11.0 Tactical Stage
    • 11.1 Initial Set-Up
    • 11.2 Defending Player Set-Up
    • 11.3 Attacking Player Set-Up: Wave Arrival
    • 11.4 Successive Tactical Routines
  • 12.0 Tactical Movement
    • 12.1 Restrictions on Movement
    • 12.2 Stacking
    • 12.3 Altitude
    • 12.4 Diving
    • 12.5 Climbing
    • 12.6 Ship Unit Facing and Movement
  • 13.0 Tactical Combat
    • 13.1 Air-to-Air Combat
    • 13.2 Surface-to-Air Combat
    • 13.3 Air-to-Surface Combat
    • 13.4 Dive Bombing
    • 13.5 Torpedo Bombing
    • 13.6 Level Bombing
    • 13.7 Modifications of Carrier Defense Strength
    • 13.8 Other Restrictions and Effects
    • 13.9 Damage to Air Units
  • 14.0 Tables
  • 15.0 Land Airbases [Airfields]
    • 15.1 Airbase Representation and Profile
    • 15.2 Disposition of Air Units Grounded on Base
    • 15.3 Airbase CAP and Flak
    • 15.4 Air Attack on Airbase Complexes
    • 15.5 Surface Bombardment
    • 15.6 Concealed Ground Air Units
    • 15.7 Special Airbase Rules

1.0 Introduction

Fast Carriers is an historical simulation of naval air combat during the period from 1941 through the present. The game is played by Scenario. Historical and semi-historical Scenarios are presented. Playing pieces representing actual ships and aircraft are maneuvered on the game maps and on the Task Force Displays.

2.0 General Course of Play

Fast Carriers is a two-Player game. Each Player assumes the role of commander of a force of air units based either on carrier Task Forces or on airbases. During play, he maneuvers his units in order to attack and destroy his opponent's units. Many of a Player's actions are executed secretly, and simultaneously with those of his opponent. The interaction between opposing naval and air units is regulated on a Strategic Map or on a Tactical Display. Play is divided into Game-Turns. Each Game-Turn is composed of a Strategic Stage, an Operational Stage and a number of Tactical Stages. During each Game-Turn a Player may move Task Force Markers on the Strategic Map, shift air units on his Task Force Operations Displays, and move air units on the Tactical Display to attack naval units. Ships can bombard shore targets, air units can attack air units, ships can attack air units, and air units can bomb or torpedo ships. Each type of combat is handled separately and in sequence.

3.0 Game Equipment

3.1 The Game Map

The five Strategic Maps and the Tactical Display are included on one sheet. The Strategic Maps (of the Sea of Japan, the Tonkin Gulf, the Central Pacific, the South Pacific and the Norwegian Sea) are used to locate and move Task Forces. The Tactical Display is used to resolve the opposing Task Forces (see 5.1) and air strikes. A hexagonal grid is superimposed over each of the maps to regulate position and determine distance.

3.2 The Playing Pieces

Two sheets of die-cut playing pieces are provided; one sheet of pieces represents air units, and the other represents ship units. Note that the air units (only) are printed on both sides. Players will be assigned a number of units which must be chosen according to the Scenario being played. Each unit has an identification number, and several values which give the strength, movement ability and other characteristics of the unit.

3.21 Sample Units

Carrier Unit, WWII (example: Akagi, CV, ID 503): Anti-Aircraft Strength is printed at three indicated ranges (0 to 2, 3 to 4, 5 to 6); also shown are Surface Attack Strength, Defense Strength, Ship Type, ID Number and Name.

Non-Carrier Ship Unit, WWII (example: Helena, CL, ID 044): the same fields as the WWII carrier unit: Anti-Aircraft Strength at the three indicated ranges, Surface Attack Strength, Defense Strength, Ship Type, ID Number and Name.

Carrier Unit, Modern (example: Triumph, CVL, ID 402): Anti-Aircraft Strength, Surface Attack Strength, Defense Strength, Ship Type, ID Number and Name.

Non-Carrier Ship Unit, Modern (example: Belknap, DLG, ID 143): Anti-Aircraft Strength, Surface Attack Strength, Defense Strength, Ship Type, ID Number and Name.

Aircraft Unit, WWII, Front (example: P39, ID 212): Function Code, Anti-Air Combat Strength, Endurance, Aircraft Type, ID Number, Anti-Ship Combat Strength, Combat Strength and Tactical Movement Allowance.

Aircraft Unit, WWII, Back: Function Code, Anti-Air Combat Strength, Endurance, ID Number, Anti-Ship Combat Strength, Combat Strength and Tactical Movement Allowance.

Aircraft Unit, Modern, Front (example: M21, ID 933): Function Code, Anti-Air Combat Strength, Endurance, Aircraft Type, ID Number, Anti-Ship Combat Strength, Combat Strength and Propulsion.

Aircraft Unit, Modern, Back: Function Code, Anti-Air Combat Strength, Endurance, ID Number, Anti-Ship Combat Strength, Combat Strength and Propulsion.

Carrier Capacity Marker (example: Wasp, ID 008): Name, ID Number, Flight Deck Capacity, Arm and Fuel Capacity, and Total Capacity.

3.22 Summary of Unit Types

Ships

  • Aircraft Carrier (CV)
  • Battleship (BB)
  • Heavy Cruiser (CA)
  • Light Cruiser (CL)
  • Anti-Aircraft Cruiser (CAAA)
  • Destroyer (DD)
  • Nuclear Attack Carrier (CVAN)
  • Nuclear Guided Missile Destroyer (DLGN)
  • Nuclear Guided Missile Cruiser (CGN)
  • Nuclear Carrier (CVN)
  • Guided Missile Destroyer (DDG)
  • Nuclear Submarine (SSN)
  • Light Carrier (CVL)
  • Battlecruiser (BC)
  • Seaplane Carrier (CVS)
  • Oiler (OILER)
  • Transports (TRANS)
  • Minelayer (MNLY)
  • Minesweeper (MNSW)

Aircraft

  • Fighter Aircraft (F)
  • Fighter-Bomber Aircraft (FB)
  • Bomber Aircraft (B)
  • Torpedo Aircraft (T)
  • Anti-Submarine Aircraft (AS)
  • Anti-Submarine Helicopter (ASH)
  • Search Planes (PBY Search Planes)

Markers

  • Airbase Capacity Marker
  • Carrier Capacity Marker
  • Task Force Marker
  • Strike Endurance Marker
  • Search Effectiveness Chit (six, four and two versions)
  • Report True, Report approx +1, Report approx +2, Report Error +1, Report Error +2, Report False
  • One, Two, Three and Four Damage Point markers (D-1 to D-4)
  • High Altitude Marker
  • Ordinance Expended Marker (OE)

3.3 Definition of Terms

Surface Attack Strength is the fire-power effectiveness of a ship, when firing at other ships, quantified in terms of Surface Attack Strength Points. If this is followed by an "s" this strength is doubled when attacking submarines.

Defense Strength is the ability of a ship to resist damage from attack (either by aircraft or ships) quantified in terms of Defense Strength Points.

Anti-Aircraft Strength is the fire-power effectiveness of a ship, when firing at aircraft, quantified in terms of Anti-Aircraft (Flak) Strength Points.

Anti-Air Combat Strength is the effectiveness of an aircraft unit when attacking or defending against enemy aircraft units, quantified in terms of Anti-Air Combat Strength Points. Aircraft units with parenthesized Anti-Air Combat Strengths may not attack Enemy aircraft.

Anti-Ship Combat Strength is the effectiveness of an aircraft unit when attacking Enemy ships, quantified in terms of Anti-Ship Combat Strength Points. Aircraft units with bracketed Anti-Ship Combat Strengths are equipped with missiles.

Endurance Rating is the maximum number of Operational-Turns which the aircraft can remain in the air at one time before it must land.

Tactical Movement Allowance is the maximum number of Tactical Display hexes which the aircraft can traverse in a single Tactical-Turn.

Propulsion (Jet or Propeller) determines the rate at which aircraft may move across the Strategic Map. Aircraft with a propulsion listing have no Tactical Movement Allowance and do not move on the Tactical Display.

Function Code classifies the aircraft according to its Movement and Combat characteristics. F = Fighter, FB = Fighter-Bomber, B = Bomber, T = Torpedo Plane, AS = Anti-Submarine Aircraft, ASH = Anti-Submarine Helicopter.

3.4 Game Charts and Tables

Various visual aids are provided to simplify and illustrate certain game functions. These are the Surface-to-Surface Probability Table, Strategic Air Search Table, Strike Contact Probability Table, Wave Arrival Table, Anti-Air Combat Results Table, Anti-Ship Combat Results Table, Anti-Submarine Contact Table, Jet Age Strike Contact Table and the Game-Turn Record Track and Sequence of Play Diagram. These visual aids are to be found on pages 23 and 24 of this folder, or on the Game Map.

3.5 Game Scale

Each Strategic Game-Turn represents four hours of real time. Each Operational-Turn represents one hour, and each Tactical-Turn represents forty seconds of real elapsed time. Each hex on the Strategic Map represents 90 Nautical Miles from side to parallel side; each hex on the Tactical Display represents 1000 yards (one-half Nautical Mile) from side to parallel side. Each ship unit represents one and only one ship, and each aircraft unit represents six aircraft.

3.6 Game Equipment Inventory

  • One 22" x 34" Playing Map
  • One Ship Counter Sheet (400 pieces)
  • One Aircraft Counter Sheet (400 pieces)
  • Eight 7½ x 11½ U.S. Display Charts
  • Eight 7½ x 11½ Jpn. Display Charts
  • Two (identical) Search Templates
  • One Rules Booklet
  • One Plastic Die
  • One Box and Lid Assembly
  • One Cover Sheet

4.0 Sequence of Play

Fast Carriers is played in successive Game-Turns. Each Game-Turn represents four hours of real time. What actions the Players may take and the order in which they may take these actions is governed by the Game-Turn Sequence of Play. This sequence is identical for each Game-Turn, and is divided into three tiers or Stages. These are the Strategic Stage, the Operational Stage, and the Tactical Stage.

During the Strategic Stage, actions take place which occur over the entire four hours of the Game-Turn, though, for purposes of simplicity and playability, these actions are taken at the very beginning of the Game-Turn. These actions are: surface combat, strategic naval movement, and strategic search. Next comes the Operational Stage, which covers various air operations. It is subdivided into four Operational-Turns. Each Op-Turn represents one hour of real time. During each Op-Turn, a Player could, for example, have air units take-off, land or reorganize on his carriers, and could record the movement of air strikes and determine if an air strike contacts Enemy targets. Last comes the Tactical Stage, during which air vs. air, and air vs. surface combat is resolved. Each Tactical Stage is played in Tactical-Turns and each Tac-Turn represents forty seconds of real time.

4.1 Game-Turn Sequence Outline

A. STRATEGIC STAGE

The game consists of the number of Strategic Game-Turns specified in the Scenario being played. Each Scenario begins with the Game-Turn Marker in space number one on the Game-Turn Record Track. For Scenarios which last more than one day (six Game-Turns), the Game-Turn Marker is returned to space number one at the beginning of the next day. Each Game-Turn is composed of three Phases and one Interface, as follows:

  1. Surface-to-Surface Combat Phase. Players resolve any and all surface to surface combat between opposing naval Task Forces which are in the same hex on the Strategic Map.

  2. Strategic Naval Movement Plot and Execution Phase. Both Players simultaneously plot and then execute movement of naval Task Forces on the Strategic Map.

  3. Strategic Search Phase. Both Players execute search upon Enemy Task Forces.

Strategic-Operational Interface: Play now moves to the Operational Stage if desired by either Player. If neither Player desires to conduct air operations, play immediately proceeds to the next Game-Turn.

B. OPERATIONAL STAGE

The Operational Stage is composed of no more than four Operational-Turns, during which the Players may conduct air operations. These operations are represented on the Operational Displays, each consisting of a Search Display, Carrier Display and Strike Displays. The Players conduct air operations by shifting air units between the several boxes on the various displays. As a product of air operations, the Players establish when and if an air strike contacts its target. Each Operational-Turn is composed of five Phases and one Interface, as follows:

  1. Take-Off Phase. Both Players may secretly and simultaneously take air units from the Flight Deck boxes of their Carrier (Base) Displays and place them on the Search, CAP and/or Strike Display, in one or more Wave boxes, to signify that these units have been launched on these missions. Players must set the endurance clock for air units placed in a Strike display, and record an Air Strike Plot.

  2. Carrier Status Display Phase. Both Players may secretly and simultaneously change the status of their air units by changing the location of the air units between the status boxes of each display.

  3. Landing Phase. Both Players may recover air units from Search, CAP and Strike Displays by placing them on the Carrier Displays.

  4. Air Movement Phase. Both Players secretly and simultaneously record on their air strike plots the movement of their air strikes, and move the Endurance Markers one space to the right on the Endurance Clocks.

  5. Strike Contact Phase. Both Players announce whether they have an air strike which is in the same Strategic hex as its plotted target. They then determine (in any order they wish) whether or not each strike finds its target using Strike Contact Procedure.

Operational-Tactical Interface: When all possible contacts have been resolved so that both Players know which targets have been found by air strikes, they each decide the order in which they will execute the resulting Strike situations.

C. TACTICAL STAGE

The Players resolve each Strike situation separately in any order they wish. If two or more air strikes are attacking the same target, the attack must be resolved one after the other. When all attacks of air strikes have been resolved, play reverts back to the Operational Stage and a new Op-Turn is begun (or, after the fourth Operational-Turn of a Strategic Game-Turn, play would revert to the next Strategic-Turn). Each Strike situation is resolved in the following manner:

Defending Player Initial Set-Up

The defending Player places the units composing the target on the Tactical Map. If the target is a Task Force, these units will be the naval units (ships) corresponding to the Task Force Composition Display. (If the target is a land base airfield complex, the units will be Air Base Markers placed in hex 000 of the Tactical Display.) These naval units may be placed anywhere on the Tactical Map so long as no unit is adjacent to any other. If there is a carrier (or carriers) present it should be placed in (or adjacent to) hex 000 of the Tactical Map. The defending Player then places his CAP air units anywhere on the Tactical Map. These CAP units are taken from the CAP Display of the Operational Display for the Task Force under attack and are placed accordingly.

Tactical (Wave) Routine

The attacking Player executes the wave arrival procedure, which determines how many waves of the air strike are to be used in the first Wave Routine, and where on the perimeter of the Tactical Map they are placed. He then places the air units accordingly.

The Wave Routine consists of six Tactical-Turns. The conclusion of the Sixth Tac-Turn marks the end of the First Wave Routine. Play now reverts to the Attacking Player Initial Set-Up, wherein the attacking Player determines the arrival of the remaining waves in his air strike. Then Wave Routine Nr. 2 (another six successive Tac-Turns) is played, followed by another Attacking Player Set-Up for any remaining uncommitted waves, and a third Wave Routine ensues, followed by successive Wave Routines as necessary, until finally the last attacking air unit has either exited the map or has been eliminated. The Strike Situation is then concluded. The surviving naval units are removed from the Tactical Display and are placed back in the appropriate Task Force Display Box (with any necessary notation being made as to their damage state). Surviving CAP units are placed back into their appropriate CAP Display. (Surviving Air Strike units are returned to their Air Strike Display as they exit from the Tactical Map.)

TACTICAL-TURN SEQUENCE

The Tactical Turn consists of seven separate Phases. The Player who owns the air strike is the attacking Player; the target owner is the defending Player. The Player whose Phase is currently in progress is the Phasing Player; only the Phasing Player is allowed to move or attack.

  1. Defending Player Air Movement Phase: The defending Player may move his air units and place Altitude Markers as permitted.

  2. Carrier Facing and Displacement: The defending Player may change the facing of any carriers present and execute any necessary ship displacements.

  3. CAP Attack Phase: Defending air units may attack Enemy air units with results being applied immediately.

  4. FLAK Attack Phase: Ship and Air Base units may be used to attack Enemy air units with results being applied immediately.

  5. Attacking Player Air Movement Phase: The attacking Player may move his air units and place Altitude Markers as permitted.

  6. Attacking Player Air Attack Phase: The attacking air units may attack Enemy air units (CAP) with results being applied immediately.

  7. Air-to-Surface Attack Phase: The attacking air units may attack ship and air base units with the results being applied immediately.

NOTE: Turn Markers are provided to be placed in and moved through the Game-Turn, Op-Turn and Tac-Turn spaces on the Sequence of Play Record Track as play progresses.

5.0 The Strategic Stage

GENERAL RULE: The Strategic Stage is played on a Strategic Map as detailed in the Scenario instructions. On this map, the Players plot and move Task Force Markers. Actual ship and air units are not deployed on the Strategic Map.

CASES:

5.1 Deploying Task Forces

The Scenario instructions will state the Order of Battle for each Player, listing ship units, assigned to carriers and air bases, and Flak units assigned to air bases. The Players will then divide their ship units into one or more groups (called Task Forces) by placing the ships in the space marked "Units in Task Force" on the Task Force Display. [Sometimes the Scenario instructions will regulate the compositions of Task Forces.] One Task Force Marker will be placed on the Display to identify the Task Force. This Task Force Marker will correspond to a Task Force Marker on the Strategic Map with the same number.

[5.11] Each Player has eight Task Force Markers, numbered one through eight. No Player may use more than eight Task Forces.

[5.12] The initial composition of Task Forces is secret. Players should not reveal which Task Force Markers represent which groups of ships, except as the search procedure and the execution of combat eventually require.

[5.13] A Player may deploy dummy Task Force Markers. A dummy is a Task Force which has no ships in its corresponding Task Force Display. He may never deploy more dummy Task Forces than he has "real" Task Forces (those with ships in the Display).

[5.14] A dummy Task Force exists to confuse the Enemy Player. So long as its identity as a dummy is not revealed it remains in existence and may be moved on the Strategic Map as though it were a "real" Task Force.

5.2 Task Force Display

[5.21] Each Player will require one Task Force Operations Display for each Task Force. The Display is used to record the make-up and air activity of the Task Force. The Display provides a location to place, and to keep track of which naval units belong to which numbered Task Force. There is no limit to the number or type of naval units that may be a part of one Task Force.

[5.22] Once placed on the appropriate Task Force Display, naval units must remain in their Task Force Box, unless there is a decision to shift them (see 5.5), or until a Tactical Stage (see 11.0), or if there is a Surface-to-Surface Combat (see 6.0).

[5.23] During a Tactical Stage, if the Task Force is being attacked, then the naval units which make up that Task Force are removed from their Task Force Display and are placed on the Tactical Display.

[5.24] After the Tactical Stage is finished, any remaining naval units, in whatever condition, are placed back on their original Task Force Display.

[5.25] If there is Surface-to-Surface Combat (which occurs during the Surface-to-Surface Combat Phase), and if the Task Force is involved, then the naval units which make up that Task Force are removed from their Task Force Display and are placed on one side of the Tactical Display.

[5.26] After the Surface-to-Surface Combat Phase is finished, any remaining naval units, in whatever condition, are placed back on their original Task Force Display.

5.3 Strategic Plotting

During the Strategic Naval Movement Plot and Execution Phase, both Players first plot and then execute movement of their Task Forces. Movement is plotted simultaneously and secretly. The plots are then executed in any order that the Players desire.

[5.31] Both Players plot movement for all the Task Forces they wish to move during the Strategic Naval Movement Plot and Execution Phase.

[5.32] Each Player plots movement on a piece of scratch paper, noting the Task Force number and the hex he wishes the Task Force to move into.

[5.33] Plotting and movement are voluntary. But if a Player does plot movement, he must execute it, and if he does not plot movement, he may not move.

[Players' Note:] The use of Task Force Markers serves two purposes. First, it eliminates unwieldy stacks of ship units from the Strategic Map. Second, both Players can see at any point the relative positions of their forces. They will know exactly where the Enemy units may be, but because of the use of dummy Task Force Markers, they will neither know which Task Forces contain ships nor how many ships belong to each Task Force.]

5.4 Strategic Movement

Strategic movement consists of each Player physically moving his Task Force Markers from one hex to an adjacent hex on the Strategic Map.

[5.41] During the Strategic Movement Phase, each Task Force may move only one hex in any direction, within the restrictions below.

[5.42] A Task Force may move one hex per Strategic Game-Turn (movement capability may not be "loaned" from one Task Force to another, nor "saved" from one Game-Turn to another).

[5.43] The actual movement of Task Force Markers may be executed by the Players in any order they desire. Each Player simply refers to his Movement Plot and moves each of his Task Forces accordingly. There are no restrictions on the number of Task Forces which may exist in a single hex on the Strategic Map. Task Forces may freely enter and exit hexes containing any number of Task Forces, both Friendly and Enemy. Thus, theoretically there could be up to sixteen Task Forces in a single Strategic Map hex.

[5.44] There is no "Zone of Control" in this game. The presence of an Enemy Task Force in no way inhibits or restricts the movement of Friendly Task Forces.

[5.45] Task Forces may not cross prohibited hexsides. If a Player inadvertently plots a move which would require a Task Force to cross such a hexside, the move is considered void and is not executed [the Task Force loses a move].

The pictured outline of land masses on the map has no direct bearing on movement. The Players are to be guided in movement plotting solely by the presence or absence of prohibited hexsides.

[5.46] "Coastal" hexes, containing both land and sea, may be entered and exited freely by Task Forces (within the restrictions of 5.45). [However, air operations from a carrier belonging to a Task Force in a coastal hex are severely restricted.]

[5.47] Task Forces containing transports may only move on an even numbered Game-Turn. In effect, they move at half the speed of Task Forces containing no transports.

5.5 Task Force Regrouping

[5.51] A Player may change the composition of his Task Forces by transferring ship units from one Task Force to another.

[5.52] To transfer ship units, the Player must obey all the following criteria:

  1. The Task Force units between which the transfer is to take place must be on the same Strategic Map hex. A Player may not transfer ship units from one Task Force to another Task Force if the Task Forces are in different Strategic Map hexes.

  2. The transfer may only be accomplished during a night Game-Turn, at the beginning of the Strategic Movement Plot and Execution Phase. To transfer the ship units, a Player takes those ship unit markers from one Task Force Display and places them in the other Task Force Display.

[5.53] Any ship unit may transfer to any Friendly Task Force, even a dummy Task Force. If a Player transfers ship units to a dummy Task Force, the Task Force is no longer a dummy Task Force. If all the ship units from a Task Force transfer to another Task Force, then the Task Force now becomes a dummy Task Force.

[5.54] After Players have finished transferring their ship units, the Task Forces may now be plotted to move.

[5.55] A Player may declare that a given Task Force is a dummy. Removing the Task Force Marker from the Strategic Map, he may then redeploy the marker, placing it in any other Task Force's hex, and assigning ship units to it. A Player may also deploy unused Task Force Markers from the counter mix and may place them in any Task Force Marker hex on the map.

[5.56] A Task Force containing two (or more) ship units may be divided into two (or more) Task Forces. The Player physically divides his units onto two (or more) Task Force Displays.

6.0 Surface-to-Surface Combat

GENERAL RULE: Surface-to-surface combat between opposing ship units, and surface bombardment, are executed in the Surface-to-Surface Combat Phase of the Strategic Game-Turn. They can occur whenever two (or more) opposing Task Forces are found to exist in the same hex on the Strategic Map, or whenever an Enemy Task Force is in a coastal hex containing a Friendly shore target (usually an airbase).

PROCEDURE: The Players first determine whether or not they will fight. Assuming that a combat occurs, the ship units of the Task Forces concerned are placed on the Tactical Display. The combat is resolved and then the surviving units are returned to their respective Task Force boxes.

CASES:

6.1 Pairing and Contact

[6.11] When opposing Task Forces are on the same Strategic Map hex, they must be "paired" on a one to one basis in order to determine the order of surface contact and surface combat.

[6.12] To "pair," the following procedure is used:

  1. Each Player secretly assigns a sequence number to each Friendly Task Force in the hex. This number represents the order in which a Task Force of one Player will become paired with a Task Force of the opposing Player. The numbers must be whole numbers starting with one and proceeding consecutively. Players may not "skip" numbers, nor may two Task Forces be assigned the same number.

  2. In addition, each Task Force's intention is indicated either "yes" or "no." "No" signifies a Task Force which the Player prefers not to engage in combat. "Yes" means that he prefers to engage that Task Force in combat. Players must assign only one intent, either yes or no.

[6.13] When both Players have finished pairing, they reveal their ordered lists of Task Forces with their intent. Players then compare their lists and pair off their Task Forces. The Task Forces which are listed first in sequence on either side are paired. In certain cases, a Task Force can not be paired. Example: If one Player had two Task Forces, and the other Player had three Task Forces, the third Task Force of the Player may not be paired, nor may it engage in surface combat. However, the third Task Force may engage in shore bombardment (see 13.12).

[6.14] Next, on the Surface Contact Table, the Players cross-index their intent with the time of day, to locate a set of numbers. Roll the die. If the die roll is among the set of numbers listed, then those two Task Forces engage in surface-to-surface combat. If the die roll falls outside the set of numbers, then those Task Forces do not engage in surface-to-surface combat. For example, if both Players have a "no" intention, and if it is a Night Game-Turn, a die roll of "one" is needed for surface-to-surface combat to occur. If a "one" is rolled then Players must have surface-to-surface combat.

[6.15] It may seem ludicrous that combat may ensue even if neither Player wants surface combat. But in actuality surface combat can be unavoidable. Hence, whenever surface combat is called for, each Player must attempt (if possible) at least one surface action — at least one ship unit from each side must fire upon an opposing ship unit to fulfill the mandatory surface-to-surface combat.

[6.16] Every combat between a pair of opposing Task Forces is resolved separately, in any order the Players desire. This may be accomplished in one, two or three combat segments.

6.2 Surface-to-Surface Combat

Surface combat between opposing Task Forces is resolved by placing the ship units of the Task Forces involved on the Tactical Display, and having the opposing ship units attack each other. Considerations of range, formation, etc., are immaterial. Basically, attacks are made by comparing a Friendly naval unit's Surface Attack Strength with an Enemy unit's Defense Strength and executing an attack using the Anti-Ship Combat Results Table. A surface Combat Segment consists of a single attack by each attacking ship of each Player. One Player is first considered the attacking Player, and he attacks using any or all of his ship units against one or more Enemy units. Then the other Player attacks using any or all of his ship units against one or more Enemy units. Any results (damage) inflicted are applied after both Players have executed all their attacks. The order in which Players attack is normally immaterial. Once both Players have attacked and the results are applied, the Surface Combat Segment is completed. Then the Players determine if the process is to be repeated or if the Surface-to-Surface Combat Phase is to be declared over, with ship units returning to their respective Task Force Displays. In other words, there may or may not be more than one Surface Combat Segment in each Surface-to-Surface Combat Phase.

[6.21] When opposing Task Forces engage in surface combat, each Player takes the naval units from the Task Force Display and places them in any fashion on the Tactical Map. Formation or orientation is of no consequence.

[6.22] A ship unit's Surface Attack Strength is used to attack an opposing ship unit. The Surface Attack Strength of a ship unit must be used as a whole number. Any single ship may not be divided among several targets.

[6.23] Each ship unit may only attack once per Surface Combat Segment. Ship units may add together their Surface Attack Strength to form one combined Surface Attack Strength and apply it against any one opposing ship unit. Any ship unit may be attacked only once during the Surface Combat Segment. Defending ship units' Strengths may never be combined. They are attacked as individual units.

[6.24] To resolve surface combat, subtract the Defense Strength of the defending ship unit from the Surface Attack Strength of the attacking ship unit to compute a differential.

[6.25] Roll the die. On the Anti-Ship Combat Results Table, cross-index the differential with the die roll. Apply the result immediately to the defending ship unit, before resolving any other attack. The effects of the results are not effective until the end of the Surface Combat Segment.

[6.26] After one Player has finished all his Surface-to-surface combat attacks, the other Player resolves his surface-to-surface attacks, using the same procedure as outlined above.

[6.27] When both Players have finished their surface-to-surface attacks, the Segment has ended and all Combat Results are in effect. Remove any ship units with a damage accumulation of D4.

[6.28] Air units may neither attack nor be attacked during the Surface-to-Surface Combat Phase. Any air units on a carrier unit which is eliminated due to surface-to-surface combat, are also eliminated.

6.3 Retirement

Retirement is defined as the cessation of surface combat between two opposing Task Forces.

[6.31] To allow retirement, one Player must roll the die for each pair of opposing Task Forces that engaged in surface-to-surface combat. The die is rolled at the end of each Surface Combat Segment, if either Player wishes to retire. If the die roll is a one, two or three, then that pair must engage in surface-to-surface combat again. If the die roll is a four, five or six, then that pair has retired. Thus, some pairs may continue surface-to-surface combat while other pairs retire.

[6.32] If there have been three Surface Combat Segments, then the pair of opposing Task Forces automatically retire.

[6.33] Whenever a Task Force pair retires, return all the ship units back to their original Task Force Display, reflecting their current damage status.

[6.34] After retirement of one Task Force pair Players may either

  1. initiate another Surface Combat Phase for another Task Force pair in the same or any other Strategic Map hex, or, with all combat concluded;
  2. proceed to the Strategic Naval Movement Phase in the Strategic Game-Turn.

6.4 Shore Bombardment

Shore bombardment consists of ship units attacking ground installations and grounded aircraft. Shore bombardment occurs in the Surface-to-Surface Combat Phase of the Strategic Game-Turn, after all surface-to-surface combat has been resolved.

[6.41] Ship units of a Task Force may attack an airfield belonging to the opposing Player by means of shore bombardment. Only ship units in undamaged or D1 status may participate in shore bombardment.

[6.42] In order to execute shore bombardment:

  1. the Task Force Marker must be in the same Strategic Map hex as the base unit which the ship units wish to bombard.
  2. the Task Force may not have engaged in surface-to-surface combat (whether or not it was intended that the Task Force engage).

[6.43] There is no contact procedure for shore bombardment. If a Task Force satisfies the conditions, then shore bombardment may be executed automatically, followed by automatic retirement.

[6.44] The Player owning the airfield and grounded air units must display the airfield counter with its damage status and grounded air units on the Tactical Display.

[6.45] When all grounded air units and airfield counters are displayed, the attacking Player may allocate his attacks. Any one hex may be chosen to be attacked by a ship unit. Each ship unit may attack all defending units in the hex by means of the ship unit's Surface Attack Strength. Ship units may make three consecutive attacks in one Phase. Ship units may add their Surface Attack Strengths together to form one Surface Attack Strength and apply it against a defending hex.

[6.46] On the Anti-Ship Combat Results Table, cross-index the Strength with a die roll. Apply the result to the defending unit immediately before resolving any other attack. The results are effective as soon as they are applied. Each ship unit may make three such attacks during that Phase; but they may only conduct shore bombardment in one Surface-to-Surface Combat Phase per Scenario. Players must keep track on a piece of scratch paper which ship units participated in shore bombardment.

[6.47] Airbase counters with their Flak Strength, grounded air units and CAP units may not attack ship units during the Surface-to-Surface Combat Phase. CAP units may not be attacked during the Surface-to-Surface Combat Phase.

6.5 Scuttling and Ditching

[6.51] Any unit at any time may be voluntarily eliminated by the owning Player if he so desires. Simply declare the unit eliminated and remove it from play.

[6.52] If a carrier unit is being eliminated, then any and all air units based on that carrier are also eliminated. If a Task Force is being eliminated, then any and all ship units belonging to that Task Force are also eliminated.

[6.53] When a unit is voluntarily eliminated, it counts toward Victory Conditions in the same manner as if it had been eliminated through combat.

6.6 Towing

[6.61] Any Task Force containing a ship unit at D3 status may not move on the Strategic Map unless either that ship unit is scuttled or is towed.

[6.62] A damage-free ship unit of the same or larger class may tow one ship unit in a D3 status (exception, see 6.63). For example, a CA may tow a CL or DD, but not a BB or BC or CV.

[6.63] Carrier units may never tow, but may be towed.

[6.64] A Player may decide whether or not to tow a ship unit at the end of a Tactical Stage or Surface-to-Surface Combat Phase. To assign a towing ship unit, stack the towing ship unit on top of the ship unit which is being towed on the Task Force Display.

[6.65] No matter how many ship units are being towed within a Task Force, and regardless of whether that Task Force contains transport units, that Task Force may only move one Strategic Map hex every even numbered Game-Turn.

7.0 Search

GENERAL RULE: Search is conducted by air units which are present on the Search Display. The act of placing air units on the Search Display occurs during any Operational Turn, and during the Take-off Phase. It is one of the permitted air operations by which a Player physically takes an air unit from his Carrier (Base) Status Display and places it on the Search Display. By the exact placement of the air unit on the Display he determines the search pattern of that air unit. Search is resolved during the Search Phase of each Strategic Game-Turn (except Night Game-Turns). Resolving search requires that a Player find the Strategic positions of his Task Force relative to the Enemy Task Forces, and then compare the search patterns of air units in the Task Force's Search Display with the Search Template, superimposing the pattern on the map to find if the Enemy Task Forces lie within the pattern. If an Enemy Task Force lies within a search pattern, the search contact procedure is used to determine whether or not the air units "find" the Enemy Task Force. If a contact is achieved, then the Enemy Player draws a chit which tells him how accurately he must describe the Task Force to the searching Player.

7.1 How to Plot and Resolve Search

[7.11] A search contact is a necessary prerequisite before a Player may send an air strike to attack an Enemy Task Force. You may not attack a Task Force you have not found.

[7.12] A Task Force containing a carrier unit which has air units, and an airfield which has air units and which commits at least one air unit to its Search Display is called a search base.

[7.13] Each search base uses its own Search Display; air units from a search base may go to that Search Display only. Air units may not go to the Search Display of another search base. Any number of air units from a search base may be used on the Search Display at any one time; however, the American Player may not conduct search with F and T coded air units, the Japanese Player may not conduct search with F coded units. Otherwise, any air unit may be used for search.

[7.14] The Search Display is divided into search patterns, each pattern identified by a letter or number corresponding to the area covered by that search.

[7.15] To establish a specific search pattern for an aircraft, simply place the air unit on the Search Display in any section. Each of the sections corresponds to a search pattern which can be found on the Search Template.

[7.16] To determine whether air units in a given search pattern establish search contact with an Enemy Task Force lying within that pattern, use the Strategic Air Search Table.

[7.17] The searching Player does not declare what the search base is or how many air units are being used. He merely states what Task Force is being searched, and rolls the die for that Task Force.

7.2 Area Covered by a Search Pattern

[7.21] The Search Template is used to visualize search patterns. When using the Search Template, the arrow pointing North on the Template must be aligned with the arrow pointing North on the Strategic Map.

[7.22] A circle search pattern covers a radius of five hexes from its search base on the Strategic Map, for a total coverage of ninety-one Strategic Map hexes. The entire area of the Search Template bounded by A-B-C-D-E-F represents the area covered by the circle search pattern. Any and all opposing Task Forces which lie in or on such a pattern may be searched.

[7.23] Example: The circle pattern has one air unit assigned. Near the upper right hand corner on the Strategic Air Search Table, find the proper row, "360° Circle," and then locate the total number of air units for that search pattern. In this case, use the column headed by "1" in the circle row. When an opposing Task Force is a distance of one hex from the search base, a die roll of one, two or three is needed for search contact, whereas when at a search distance of three hexes, the opposing Task Force unit cannot be search-contacted.

[7.24] There are six possible fan search patterns. A fan search pattern covers an arc of 120 degrees from the search base (point "Z") as the point or origin for a total of thirty-six Strategic Map hexes.

[7.25] Example: Fan A has one air unit. On the Strategic Air Search Table, find the proper row, "120° Fan" [all fan search patterns use the fan row] and locate the total number of air units in that search pattern. In this case, use the column headed by "1" in the fan row. When an opposing Task Force is a search distance of one hex from the search base, a die roll of one, two, three, four or five is needed for search contact, whereas at a search distance of four hexes, the opposing Task Force cannot be search-contacted.

[7.26] There are six possible wedge search patterns. A wedge pattern covers an arc of 60° from the search base for a total of twenty-one Strategic Map hexes.

[7.27] Example: Wedge 1 has one air unit. On the Strategic Air Search Table, find the proper row, "60° Wedge" [all wedge search patterns use the wedge row] and locate the total number of air units for that search pattern. In this case, use the column headed by "1" in the wedge row. Notice that when an opposing Task Force is a distance of one hex from the search base, search contact is automatic, whereas at a distance of four or five hexes the opposing Task Force unit can be search-contacted only if the die roll is "one."

[7.28] To find out if air units in a search pattern are able to search for a particular Task Force unit, first find the boundaries of the air units' search pattern on the Search Template, such that the hex labeled Z corresponds to the hex of the search base. Be sure to align the Search Template such that the arrows pointing North on both the Search Template and the Strategic Map point in the same direction. Then examine the search pattern of each air unit on the Search Display. If any opposing Task Force unit lies within a search pattern, then roll the die for search contact, once for each Task Force. Repeat the procedure for every search pattern to which aircraft have been assigned.

[7.29] Airfields are always considered to be search contacted; there is no need to "search" for them.

7.3 Search Effectiveness Chits

Whenever a Task Force has been search-contacted through the procedure for the Strategic Air Search Table, the Owning Player must draw a search effectiveness chit. He must then verbally describe the composition of his Task Force within the guidelines of the chit. This description must state whether or not there are ships in the Task Force (but not how many), whether or not there are transports, and must state how many carriers are present (if any). Many of these chits require that the Friendly Player be absolutely honest in his statement. Other chits allow him to distort the truth a little with regard to the number of carriers present. A few chits allow him to be completely dishonest about the number of carriers, possibly to the point of saying there are no carriers when some are actually present. And finally, a few chits permit the Player to describe a Task Force that doesn't exist or to deny one that does.

[7.31] Before the start of a game, a Player should punch out all the search effectiveness chits, place them face down on a table, and mix them thoroughly while they are face down. Out of the thirty chits, twenty should be picked at random and placed into a wide mouthed cup, like a coffee cup. The remaining ten chits should be placed in another cup and placed to one side. The above procedure should be done in such a way that the exact composition of the chits is unknown to either Player. Whenever a search effectiveness chit must be drawn, it must be drawn from the pool, containing the twenty chits. If the search effectiveness chits from the pool of 20 are exhausted, then Players may draw chits from the ten chit pool. If this pool is also exhausted, then there is no more search until the following day Game-Turn.

[7.32] The term "ship" means any naval unit, destroyer, cruiser, transport, carrier, etc.

[7.33] Whenever a Task Force is search-contacted, the Player owning that Task Force must blindly draw one search effectiveness chit. The Player must draw a chit such that while he is picking a chit from the pool the other Player may not see which chit is being drawn.

[7.34] A search effectiveness chit provides a Player with the guidelines within which he must describe his Task Force to the opposing Player. See the Key to Search Effectiveness Chits.

[7.35] There are four types of search effectiveness chits: "Report True": The Player must state whether he has ships in the Task Force, whether he has transports in the Task Force, and exactly how many carriers are in the Task Force.

"Report Approx.": The Player must state whether he has transports in the Task Force, whether he has ships in the Task Force and whether he has carriers in the Task Force. In his report, he is allowed to add to or subtract from the number of carriers he has any number up to the number shown on the chit, but he may not report zero carriers if any carriers are present.

"Report Error": The Player must state whether he has ships in the Task Force and whether he has transports in the Task Force. If he has at least one ship (of any type) in the Task Force, he may now add to or subtract from the actual number of carriers, any number up to the number shown on the chit. He may state that there are no carriers, even if there are.

"Report False": The Player may state anything he wishes. He may deny that he has ships, transports, or carriers when he really does. He may state that he does have ships, transports and any number of carriers when he doesn't.

Example: The Task Force being searched is composed of 4 DD's, 3 CA's, 2 BB's and 2 CVs.

a) If the Player draws a "Report True" chit, he must state, "I have ships, no transports, and two carriers."

b) If he draws a "Report approx." chit, he must state, "I have ships and no transports." He may then report either one, two, three or four carriers. He may not say that he has no carriers, even though the chit would allow him to subtract two carriers from his actual count. He must be honest about the existence of carriers.

c) If he draws a "Report Error" +2 chit, he must state, "I have ships, and no transports." He may then report zero, one, two, three or four carriers. He is allowed to say he has no carriers when, in fact, there are carriers in the hex, so long as he does not subtract more than the number specified on the chit.

d) If he draws a "Report False" chit, he can state anything he wishes; for instance, "I have no ships."

[7.36] The Player should not reveal what type of chit he drew. He must only declare whether he has ships, whether he has transports, and a real or fictious number of carrier units in a Task Force.

[7.37] After the Player has described the Task Force which was search-contacted, he must then place the search effectiveness chit face down under the Task Force Marker which was search-contacted. It is conceivable for a Task Force to be search-contacted more than once in a Scenario. In each case, the search effectiveness chit must be placed face down under the Task Force Marker. If more than one Task Force unit should ever occupy the same Strategic Map hex, make sure that each Task Force unit retains its own search effectiveness chits. The only time either Player may see the search effectiveness chit under a Task Force Marker is when a strike contact is achieved. Until that time neither Player may refer to the search effectiveness chit(s) again during the course of the game.

[7.38] A Player may only draw one search effectiveness chit per Task Force per Strategic Search Phase, no matter how many times that Task Force is search-contacted. It is conceivable that a Task Force may exist in more than one search pattern. Each search pattern may search for a Task Force, but only one search effectiveness chit per Strategic Search Phase may be drawn for that Task Force.

7.4 Restrictions on Search

[7.41] Air units in a search pattern may search for any and all Task Forces of the opposing side.

[7.42] Any number of air units may exist on the same search pattern. In that case, the number of aircraft in that pattern is totalled together.

[7.43] Air units placed on a search pattern section of the Search Display may only be used for that search pattern.

[7.44] Air units on the Search Display are never affected by CAP, Endurance, Air Strike, Flak or surface-to-surface combat. Air units on the Search Display are affected by Weather and by Night.

[7.45] Air units may get to the Search Display from their search base in either of two ways:

  1. Air units may initially be placed on a Search Display at the beginning of any game, but must have originated from a search base.
  2. Air units may use take-off procedures to get on the Search Display from their search base.

[7.46] Air units may be removed from the Search Display in either of two ways:

  1. They may use landing procedures to get off the Search Display and to land on their base.
  2. Air units may be removed from the Display because of night.

[7.47] Air units may freely move from a search pattern to any other search pattern within the same Search Display, but only half of the total number of air units on a Search Display may move at any one time (round fractions up).

[7.48] This transfer may only be accomplished during the Take-off Phase of any Operational-Turn.

8.0 Strategic-Operational Interface

GENERAL RULE: At the conclusion of every Strategic Stage (after Surface-to-Surface Combat, Strategic Movement and Search are completed), the Players may elect to proceed to the Operational Stage. This Stage provides the means whereby the Players can launch air units, land air units, rearm air units, establish search patterns, deploy CAP, and strike at Enemy Task Forces and air bases with air units. Assuming that an air strike actually locates a target, the Operational Stage would lead to one or more Tactical Stages. The only way in which either Player can conduct his air operations is during the Operational Stage. Either Player simply states that he wishes to proceed to the Operational Stage. The Operational Stage consists of four successive Operational-Turns (with a possibility of intervening Tactical Stages).

PROCEDURE: For the most part, the physical actions involving the actual shifting of air units from one display or another are conducted simultaneously and secretly. The Players will move through the sequence of each Operational-Turn as they progress through it at the same pace. On some Op-Turns neither Player may desire to conduct air operations. On other Op-Turns only one Player will desire to conduct air operations. When playing the Operational Stage, the Players do not necessarily have to go through all four Operational-Turns; they proceed through as many as are needed, and then proceed immediately to the next Game-Turn.

Example: A Player may opt to proceed to the Operational Stage to land an air strike because of endurance considerations. Suppose that an air strike, which for clarity's sake is composed of all torpedo air units with an endurance of seven, has already used five Operational Turns. Since each Strategic Game-Turn equals four Operational Turns, if the Player does not opt for the Operational Stage, the consequence will be that the entire air strike will be eliminated because it will exceed its endurance.

9.0 The Operational Stage

GENERAL RULE: The Operational Stage, unlike the Strategic or Tactical Stages, is not played on a "map." The Operational Stage is played on the Task Force Operations Displays, which are comprised of the Search Display, the Strike Display and the Carrier Status Display. Players are expected to keep hidden their Task Force Operations Displays from the opposing Player. The following sections describe exactly how units are placed upon and moved among the Task Force Operations Displays during the Operational Stage.

CASES:

9.1 The Carrier Status Display

The Carrier (Base) Status Display is used to control and record the status of air units which are on-board a carrier or sitting on an airfield. The Player, by shifting his air units among the boxes of the Display, is changing the deployment of these air units. He may only shift air units within the Carrier Status Display during the Carrier Status Display Phase of each Operational-Turn. A Carrier (or Base) Capacity Marker must be placed in the top spaces of the Carrier Status Display for each carrier (or base) in play.

[9.11] The three Status Boxes in the Carrier Status Display represent three different functional areas of the carrier (or base). In these three Status Boxes, a Player places and moves Friendly air units.

Key to Search Effectiveness Chits (printed on page 7 of the rulebook)

If Chit ReadsAt least 4 Carriers, then reportAt least 3 Carriers, then reportAt least 2 Carriers, then reportAt least 1 Carrier, then reportZero Carriers, then report
Report TRUE4 Carriers3 Carriers2 Carriers1 Carrierthe absence of Carriers, and the presence or absence of other ships and/or transports. Do not indicate quantity of other ships and transports.
Report Approx +13, 4, or 5 Carriers2, 3, or 4 Carriers1, 2, or 3 Carriers1 or 2 Carriers(same as above)
Report Approx +22 to 6 Carriers1 to 5 Carriers1 to 4 Carriers1 to 3 Carriers(same as above)
Report Error +13, 4, or 5 Carriers

Report FALSE: the presence (or absence) of any number of Carriers and the presence (or absence) of ships and transports regardless of the actual situation. Note that this is the only instance where a Dummy Task Force can be reported as one containing ships or where a Task Force containing ships (of any type) can be reported as a Dummy containing no ships.

[9.12] The first Status Box is the Hangar Box. Air units in this box are in storage. They are not fueled, and are not armed. An air unit must be moved to the Ready Box before it can be placed in the Flight Deck Box.

[9.13] The second Status Box is the Arm & Fuel Box. Air units in this box are presumably being armed and fueled (or possibly being dearmed and defueled). Air units may move from this box to the Flight Deck Box or to the Hangar.

[9.14] The third Status Box is the Flight Deck Box. Air units in this box are in position to take-off. When a Player places air units in this box he has, in effect, readied them for launch. He may launch air units in this box during the Take-Off Phase of an Operational-Turn; or he may move them out of the Flight Deck Box back to the Arm & Fuel Box, during the Carrier Status Display Phase.

[9.15] Air units may only move from box to box during the Carrier Status Display Phase, and may only move one box at that time.

[9.16] A Player is never required to shift air units within the Carrier Status Display. When he does, he may shift some or all of the units, within the restrictions below.

[9.17] Every carrier has certain restrictions or limits on the number of air units which can be in the Flight Deck Box, in the Arms & Fuel Box, or in the total aboard the carrier (displayed in all boxes) at the end of any Operational Phase. These limits may not be exceeded.

[9.18] While fighters, dive bombers and torpedo planes have different movement and combat values, for purposes of occupying space aboard the Carrier Status Display, arming and fueling and storage, all air units are counted the same. A fighter unit takes no more or less time than a torpedo bomber unit to arm and fuel. If the capacity of a Flight Deck Box is six units, any six air units in any combination may occupy the box.

[9.19] Air units may operate from land air bases as well as carriers. The same Display is used to show which units are in storage, which are in the Arm & Fuel Box and which are positioned to take-off. The same rules for shifting between Status Boxes apply to land air bases.

9.2 Carrier Operation Restrictions

[9.21] Only certain air units may be placed on a carrier. Only the specific air units which are initially deployed (by the Scenario set-up) aboard a carrier may use a carrier as a base. For example, in the Midway Scenario, F4F fighter units are deployed aboard the U.S. carriers. F4F units are also deployed on Midway Island airbase. The F4F's deployed on Midway Island airbase may never deploy onto a carrier.

[9.22] Carrier air units may be placed on any carrier, with no penalty. That is, they may take-off from one carrier and eventually land on another. This will usually occur when the original carrier has been damaged or sunk.

[9.23] Carrier air units may use a land base with no penalty. If they do so on a base with similar units (the F4F example above), the Player must keep some record of which were initially carrier borne air units, and which are land air units.

9.3 Take-Off

During the Take-Off Phase of an Operational-Turn, both Players may secretly and simultaneously launch air units which are on the Deck Box of a carrier (or base). This involves physically removing the air units which are taking-off, and placing them in either the Search Display, the CAP Display or a Strike Display. Where the Player places them will determine what they do.

[9.31] Air units may only take-off from the Flight Deck Box of either a carrier unit or an airbase.

[9.32] During the Take-Off Phase only, any air units may take-off from their Flight Deck Box and may go to the Search Display, CAP or Strike Display.

[9.33] To launch air units, take them from the Flight Deck Box and place them on any of the Displays.

[9.34] At take-off, a Player may launch all, some or none of the air units in a Flight Deck Box. Air units which take-off together on the same Phase may be launched in separate Displays. For example, if a Player launches six air units from a carrier, he could place one unit in the CAP Display, one unit in the Search Display and four units in Strike Displays.

[9.35] There is no limit to the number of air units a Player may launch during a Take-Off Phase subject to the capacity of the Flight Deck.

[9.36] Air units on the Search Display and CAP Display may be considered to be in the same Strategic Map hex as the carrier unit or airfield from which they have taken-off; this is true even if air units come from a carrier unit which moves along with its Task Force; consider that the air units also move with the carrier unit.

[9.37] Air units on the Strike Display may or may not be considered to exist on the same Strategic Map hex as a carrier unit or an airbase.

9.4 Landing

To land an air unit, the Player removes it from the Search, CAP or Strike Display and places it on the Carrier (Base) Status Display. Landing may only take place during the Landing Phase of an Operational-Turn. Both Players may land air units secretly and simultaneously.

[9.41] A Player may not land air units on a Carrier Status Display if there are any air units located in the Flight Deck Box of that Display.

[9.42] When placing the landing air unit on the Carrier (Base) Status Display, the Player must place the unit on the Arm & Fuel Box or the Hangar Box. It may not be placed on the Flight Deck Box. [A landing air unit is presumed to be low on fuel and unarmed regardless of the number of turns it has been in the air, and regardless of whether or not it has participated in combat. Thus, it may not be placed on the Flight Deck Box when it lands.]

[9.43] To signify that an air unit is landing, take all air units which are to land, from any of the Displays and place them either on the Hangar Box or on the Arms & Fuel Box of a Carrier Status Display.

[9.44] The Player may land any number of air units from the respective Displays in any order he wishes. They may land on any eligible carrier.

[9.45] Air units on the Search Display have the one additional restriction with respect to landing. A Player may land only air units from the Search Display at the rate of half the total number of air units on his Search Display, or three air units per Landing Phase, whichever is greater. Round fractions up. Example: A Player has a total of fifteen air units on the Search Display [regardless of search pattern]. By the Third Game-Turn he feels that he has located the Enemy Task Force, and decides to land all air units from the Search Display. On the First Operational-Turn of the Third Game-Turn, he could land eight air units during the Landing Phase, thus leaving a new total of seven air units on the Search Display. On the Second Operational-Turn, he could land four more air units, leaving a new toal of three air units on the Search Display. On the Third Operational-Turn, he could land the remaining three air units.

[9.46] Air units in a Search Display or in a CAP Display may land during the Landing Phase of any Operational-Turn of a Day Game-Turn. Air units in a Strike Display may only land during an Operational-Turn in which they are found to be in the same Strategic Map hex as the base upon which they are to land. In other words, air units from a strike cannot land until they return from the strike.

[9.47] Air units may land on any Friendly carrier or airbase within the restrictions below:

  1. carrier-based air units may land on either carriers or airbases.
  2. land-based air units may land only on airbases. Any air units in violation of the above are eliminated.

[9.48] CAP and Search Return Base

If all the carriers in a Task Force have been incapacitated (D3 or D4), CAP and Search aircraft from that Task Force may land on any other Friendly carrier or base within one hex of their Task Force. Otherwise, the CAP and Search aircraft are eliminated at the beginning of the next Night Game-Turn.

9.5 CAP [Combat Air Patrol]

On each Task Force Display there is a Display labeled "Air Units on CAP." Air units placed in a CAP Box are presumed to be performing Combat Air Patrol over the Task Force to which they are assigned. Air units in the CAP Box are used in the Tactical Stage by the Player whose Task Force is being attacked.

[9.51] Air units, when placed on the CAP Display, are called CAP units. A Player may place any type of air units — fighters, dive bombers or torpedo — in the CAP Display, but it is recommended that fighters be placed in the CAP Display. There is no limit to the number or type of air units that may exist in a CAP Display.

[9.52] Air units may only perform CAP for a Task Force which contains the carrier from which they were launched.

[9.53] Once placed in a CAP Display, air units remain there until the Owning Player voluntarily lands them on a Carrier Status Display, or until a Tactical Stage or until a Night Game-Turn occurs (they must land before a Night Game-Turn). The Owning Player does not concern himself with the endurance of CAP air units. CAP units may remain in the CAP Display all day. [In reality, the CAP are not flying around for twenty hours or so. At any given moment a portion of the planes on CAP are landing and refueling. This constant recycling is taken care of and occurs even if the carrier has a strike on its Flight Deck.]

[9.54] CAP units may neither participate in search nor air strike unless those air units are transferred from CAP and reassigned to the Search Display or the Strike Display.

[9.55] If a Tactical Stage occurs, and if the Task Force which has air units in the CAP Display is being attacked, then those CAP units are removed from their CAP Display, and are placed on the Tactical Display (see 11.1).

[9.56] After the Tactical Stage is over, any remaining CAP units, in whatever damage status, are placed back on their original CAP Display.

[9.57] Any CAP unit which engaged in combat during either Air-to-Air Combat Phase of the Tactical Stage must land on a Carrier (Base) Status Display by the end of the first Operational-Turn following the conclusion of the Tactical Stage. Any CAP unit which has not landed is eliminated.

10.0 Air Strikes

GENERAL RULE: An air strike is a means by which a Player uses his air units to attack enemy targets. An air strike is a routine using the various procedures, displays and rules explained below to simulate the movement of a group of aircraft from a Friendly Task Force, or airbase, to an Enemy target and return. The actual attack on the Enemy target is accomplished during the Tactical Stage. An air strike is defined as any group of air units, all launched on the same Operational-Turn from a single Task Force, with a common target.

CASES:

10.1 The Strike Display

Each Task Force Operations Display contains two Strike Displays, labeled Strike Display Nrs. 1 and 2. [In playtesting it was found that two strikes were the maximum number that most Task Forces would ever have in the air at one time.]

[10.11] Each Strike Display consists of six Wave Boxes, sequentially numbered one through six, three letter-coded Endurance Tracks, and an Air Unit Return Box.

[10.12] The Strike Display is a playing aid to help organize the number of waves in each air strike, and to keep track of the air waves which missed their target, and the endurance of each air unit while flying.

[10.13] There is no limit to the number of air strikes that may be formed or used during the play of the game.

[10.14] Air units for an air strike are placed on the Strike Display; they are neither placed nor moved on the Strategic Map. Air units from the Strike Display may be placed on the Tactical Map during the Tactical Stage.

[10.15] Air units in an air strike may not be used for Search or CAP unless they are transferred to those Displays.

[10.16] Any and all air units, whenever they are on the Strike Display, have a limited endurance. [If a Player has occasion to operate more than two air strikes at one time from a single Task Force, he can take an unused Task Force Operations Display (presumably corresponding to a dummy Task Force) and use these additional Displays.]

10.2 Forming Air Strikes

[10.21] Only air units from carrier units and airbases may form air strikes. Air strikes are formed during the Take-Off Phase.

[10.22] To form an air strike, the following procedure is used:

  1. During the Take-Off Phase, take any or all air units which are on the Flight Deck Box of the Carrier Status Display and place them on a Strike Display.
  2. In placing the air units on the Strike Display, the Player may distribute the air units into one to six waves. Starting with Wave Nr. One, each wave organized must contain at least one air unit. Example: If a Player has three air units on the Flight Deck, he may place all three on Wave Nr. One, or one air unit each on Waves Nr. One, Two and Three. He may not place air units on Wave Nr. Two without having any air units on Wave Nr. One. He may not "skip" waves. All waves to the right of an occupied Wave Box must also be occupied.
  3. Start the air strike's Endurance Tracks.
  4. On a piece of scratch paper, identify this air strike, its target Task Force, list its estimated time of arrival, and its rendezvous base.
  5. On any subsequent Take-Off Phase, any more air strikes from the same carrier or airbase must be formed on different Strike Displays. Of course, two air strikes may have the same target Task Force, but each air strike must be kept separate record of.

[10.23] There are no restrictions upon the number or type of air units which may exist on a Strike Display or in a wave of that Strike Display.

[10.24] Once an air unit is placed on the Strike Display and in a wave, a Player may not move it at all, unless there is a specific decision to recall the air strike, or if there is a strike contact.

[10.25] A carrier or airbase may form as many or as few air strikes as its wants and whenever it wants. Example: Two air strikes may be formed by a carrier unit on sequential Operational-Turns or on the same Operational-Turn.

[10.26] It is permissable for an air strike to be formed by air units from two or more carrier units which belong to the same Task Force, as long as the air strike is completely formed during a single Take-Off Phase.

[10.27] It is prohibited for a single air strike to be formed by air units from two or more carrier units which belong to different Task Forces, whether or not the Task Forces are in the same Strategic Map hex.

[10.28] It is prohibited for a single air strike to be formed by air units from a carrier and an airbase, whether or not they are in the same Strategic Map hex.

[10.29] Once formed, an air strike may never be subdivided into further air strikes. Once formed, an air strike may never be combined with any other air strike.

10.3 Air Strike Plot

When a Player creates an air strike, he must immediately note on a piece of scratch paper the target of the strike [the Enemy Task Force number or Strategic Map hex containing the land target], and the base (Task Force or airbase) that the strike is to return to, if different from the originating base.

[10.31] An air strike may only be plotted against a Task Force on which some search-contact has been achieved, or against any Enemy land airbase. In other words, a Player may not plot a strike against an Enemy Task Force with which he has not made search-contact through the Search Procedure.

[10.32] An air strike may only be plotted to attack one target. If there are several Enemy Task Forces in a single Strategic Map hex, the Player must designate only one of these as the target.

10.4 Return Base

[10.41] As soon as an air strike is formed, the Player must record a return base for all air units in the air strike. Only one return base may be assigned to an air strike.

[10.42] The return base is any one Friendly Task Force or airbase to which air units of an air strike must return and land on, after either a Tactical Stage, a mission recall, or a wave miss.

[10.43] If a Task Force is designated as a return base, then air units of that air strike may land on any carrier in that Task Force.

[10.44] If an air strike may not land on any carrier or airbase of its return base because of D3 or D4 damage status, then the air strike must still proceed to the hex of its return base. Once in that hex, the air strike is reassigned another return base to which it must proceed directly. If, by chance, there exists no other return base and/or if endurance is exhausted, then those air units are eliminated. Example: Before an air strike had returned to its Task Force, the Task Force was attacked during Surface-to-Surface Combat. All ship units, including all carrier units, were eliminated; hence the air units may not land. The air strike must still proceed to the last hex where its return base was located. Once in that hex, another return base must be reassigned within the endurance of the planes in the strike.

[10.45] Reassigning a return base involves changing the strike plot. This change occurs on the Operational-Turn in which the strike returns to its original return base and finds it unusable.

10.5 Air Strike Movement

An air strike moves hex by hex on the Strategic Map from its base hex to the hex containing its target, and then back to its return base. This path is not traced on the Strategic Map. The Player does not physically move anything representing the air strike on the Strategic Map. Instead, he records the position of the strike at the end of each Air Strike Movement Phase of an Operational-Turn on his air strike plot. Naturally, to do this he must visually refer to the Strategic Map.

[10.51] The speed or rate of movement of an air strike is dependent upon the type of air units composing that strike. A strike composed of propeller driven aircraft may move a maximum of two Strategic Map hexes per Operational-Turn, while a strike composed of jet driven aircraft may move a maximum of four hexes per Op-Turn, and a strike composed of helicopters may move one hex per Op-Turn. Naturally, a strike composed of two or more different types, would move at the speed of the slowest component. Note that different tactical Movement Allowances have no bearing on the movement rate of the strike on the Strategic Map.

[10.52] Air strike movement is voluntary. A strike may move any number of Strategic Map hexes within the maximum per Op-Turn. A strike may never exceed its maximum movement rate per Op-Turn.

[10.53] An air strike may move through blocked Strategic Map hexsides, coastal and land hexes, and hexes containing Enemy and Friendly Task Forces. The path and pace of movement of an air strike is immaterial and no actual "path" of movement is traced. In other words, it doesn't matter what hexes a strike moves through in getting to and from its target. The Player is only concerned with recording where a strike is at the end of every Air Movement Phase.

[10.54] Different Friendly or Enemy air strikes do not interact with one another in any way while in transit. Each air strike has its own individual path and plot. The fact that these paths may coincide at some point is immaterial. [NOTE: A Player should never know of the existence or position of an Enemy air strike until the Enemy Player announces the presence of the strike, usually when he attempts strike-contact on a Friendly target.]

[10.55] On the Op-Turn in which a strike is launched, its maximum movement rate is reduced by one hex. For example, a strike composed of propeller driven aircraft is formed on Operational-Turn Two of Game-Turn Three during the Take-Off Phase. During the Air Movement Phase of that same Operational-Turn, it could only move one Strategic Map hex from the hex containing its base.

[10.56] When an air strike wants to land on its return base, it must move to the same Strategic Map hex as its return base. There is no movement penalty for landing; however, the air strike may only land during the Landing Phase. Hence, usually an air strike moves to its return base in one Op-Turn, and then lands in the following Operational-Turn.

[10.57] In order to be eligible to attack an Enemy target, an air strike must be in the same Strategic Map hex as the target at the end of the Air Movement Phase of the Operational-Turn.

10.6 Endurance

All air units have a given endurance which is the number of Operational-Turns they can remain in the air without landing. This endurance pertains only to air units which are used in an air strike. Units which are employed in Search or CAP are exempt from endurance considerations. Endurance is measured and controlled by use of the Endurance Track, which is part of each Strike Display. Whenever an air strike is formed, the Player sets the Endurance "clock" (by placing a marker) for each type of aircraft in the strike (usually the fighter, bomber and/or torpedo planes.) Thereafter, at the end of every Air Movement Phase, the Player sets the "clock" to reflect the passage of an Operational-Turn, moving the marker(s) along the Track. Eventually one of two events must occur: either the air units return and land on a base, or time runs out with the removal of the Endurance Marker at the end of the Track (in which case the air units are eliminated).

[10.61] On the Task Force Operations Display there are two Endurance Tracks — one for each Strike Display.

[10.62] Each air unit has a specific endurance rating printed on the air units marker.

[10.64] The endurance rating of an air unit is the maximum number of Operational-Turns that it may exist in the Strike Display. If an air unit has not landed by the end of its endurance limit, then that air unit is eliminated and removed from the game immediately.

[10.65] Each Endurance Track is divided into ten boxes labelled "0" to "9." Whenever an air unit (or group of air units possessing a common endurance rating) is formed into a strike, an Endurance Marker is placed on the appropriate Endurance Track for that type on a numbered box which corresponds to the endurance rating of the air unit. Thus, if the U.S. Player launched several F4F units into a strike, he would place a Marker on the nr. three box of the Track labelled "F." [Note: Each Strike Display has three Endurance Tracks associated with it, labeled fighters, bombers and torpedo bombers. These labels are for convenience — any aircraft type may be placed in any Endurance Track. Most strikes will be composed of several types of air units with differing endurance values. Rarely will a Player launch a single strike that contains four air unit types with unique endurance ratings. If he does so he must contrive a fourth Endurance Track.]

[10.66] If an air unit has an endurance greater than 9, the Endurance Marker is inverted, and is placed in the space on the track corresponding to the second digit (in the one's place) of the air unit's endurance rating. In the Operational-Turn following that in which the inverted Endurance Marker reaches zero, it is moved back to the "9" space on the track, and turned face-up.

[10.67] At the conclusion of every Air Movement Phase of every Operational-Turn, both Players must move all Endurance Markers on all Endurance Tracks one space to the right. Markers which already are on zero are removed from the Display; the endurance of any unit represented by that Marker is exhausted and the air units are eliminated.

Example: Three F4F's and two SBD's are launched in a strike on Operational-Turn One of Game-Turn Two. At launch, a Marker is placed in box three of the Fighter Endurance Track and box five of the Bomber. At the end of the Air Movement Phase of Operational-Turn One, the Fighter Track Marker is moved to box two, the Bomber Track Marker to box four. At the end of the Air Movement Phase of Turn Two, the Fighter Marker is moved to box one, the Bomber Marker to box three. At the end of the Air Movement Phase of Operational-Turn Three the Fighter Marker is moved to the zero box, and the Bomber Marker to box two. At the end of the Air Movement Phase of Operational-Turn Four the Fighter Marker is removed and the Bomber Marker moved to box one. Any F4F's which are still in the Strike Display are eliminated. [Note that the F4F's could land on Operational-Turn Four even though they had zero endurance showing, because the Landing Phase occurs prior to the Air Movement Phase in the Op-Turn sequence of play.] The Strategic Stage Game-Turn Three now intervenes. Then, at the end of the Air Movement Phase of Operational-Turn One of Game-Turn Three, the Bomber Marker is moved to box zero, and at the end of the Air Movement Phase of Op-Turn Two, it is removed.

[10.68] Obviously, if all air units of a given endurance rating land before their endurance is exhausted, the Endurance Marker tracing their flight is removed.

[10.69] Endurance applies only to air units engaged in air strikes. Units engaged in CAP or Search are not constrained by endurance considerations and no endurance record is kept of air units in CAP or Search. These units may be assigned to their Displays virtually indefinitely.

10.7 Changing an Air Strike Plot

[10.7] A Player may never alter the target designation of an air strike plot. He may, however, cancel the target designation of an air strike by removing the target designation from the strike plot. In effect, this aborts (recalls) the air strike. A Player may alter the return base on an air strike plot.

[10.71] A target designation may only be cancelled during the Air Movement Phase.

[10.72] An air strike whose target has been cancelled may not attack some other target. The aborted (recalled) strike must return and the air units must land at a base, cycle through the Arm & Fuel and Flight Deck Boxes and be launched on a new strike before they can again be used to attack a target.

[10.73] The return base of an air strike may be altered, but only during an Air Movement Phase, and only on the Phase that the air strike has moved to the same Strategic Map hex as its originally plotted return base.

Example: A Player launches a strike from one carrier in a Task Force which takes four Operational-Turns to reach the target and return. On the second Operational-Turn, the Friendly carrier is sunk or wrecked by Enemy action. The Player must still move the strike back to the Task Force which had contained the carrier before he can designate a new return base.

10.8 Air Unit Transfer

Air units may transfer from one carrier or airbase to another.

[10.81] To transfer air units between two carriers of the same Task Force, a Player need only launch the air units during the Take-Off Phase of an Operational-Turn, and then land them during the Landing Phase of that same Op-Turn on the other carrier. The normal prerequisites for taking-off and landing must be met. [Note there is no holding box to keep the air units in during the intervening Status Display Phase. Simply place them next to the receiving Carrier Status Display.]

[10.82] To transfer air units between different Task Forces or bases, simply requires a modification of the air strike procedures. In effect, the Player launches a strike at one of his own Task Forces or airbases, creating a strike plot, recording endurance, etc., with the target being the receiving Task Force or airbase. The air units move to the receiving base and land just as though they were a returning air strike.

[10.83] In either case, the transferring air units are deemed to land with armament and fuel exhausted. Thus they must proceed through the Arm & Fuel and Flight Deck cycle on their new base before taking-off again.

[10.84] Air units engaged in Search, CAP or Strike may not transfer between these Displays. That is, a Player may not, for instance, take an air unit which is in a Search Display and place it directly into a CAP or Strike Display. He must, instead, land the unit on board a carrier (or airbase), cycle it through the Arm & Fuel and Flight Deck Boxes and then launch it into a new Display.

10.9 Strike Contact

At the conclusion of each Air Movement Phase, both Players announce if they have any air strikes in the same Strategic Map hex as their targets. If there are any such, they then proceed to resolve, for each strike and its target, whether that strike contacts its target. If a strike does contact its target, then the Tactical Stage will later ensue to resolve the combat between the strike and the target. If the contact fails, then the strike may not attack its target. The question of whether or not a strike finds its target is resolved using the Strike Contact Table. To use this Table, the Player owning the strike calculates the distance in hexes between the target and the base from which the strike originated. This is always the smallest number of hexes between the two points, counting the hex the target is in, but not the hex the strike's base is in. He then cross-references the distance with the number of waves in the strike and, consulting the Table, rolls a die. If the number of the die roll is equal to or less than the number shown on the Table, the strike is considered to have contacted its target; otherwise, it has failed to contact the target.

[10.91] The distance between a target and the Task Force or airbase in which a strike originated is calculated by counting the shortest distance in terms of contiguous hexes between the Strategic Map hex containing the target (inclusive) and the Strategic Map hex containing the originating Task Force or airbase (exclusive). This distance is calculated at the moment the Player announces he has a strike in the target hex. It is not calculated on the basis of the distance at the time the strike was launched.

[10.92] All possible strike contacts should be resolved before proceeding to the Tactical Stage.

[10.93] Whenever contact is made, the Player owning the contacted Task Force must immediately state exactly how many carriers, battleships, cruisers, destroyers, etc., are contained in the Task Force. He must also reveal the Search Effectiveness Chits under the TF Marker and place them back into the chit pool. If the Task Force is a dummy, he must remove the Task Force Marker from the Strategic Map hex.

[10.94] A strike automatically contacts a land based target, or a Task Force target in a coastal hex, regardless of the distance or number of waves in the strike.

[10.95] A strike may only attempt to contact its designated target as per its strike plot. The presences of other Enemy Task Forces, both in the hex containing the designated target, and in any intervening hexes that the strike may pass through on its movement to and from the designated target are ignored (exception: 10.96).

[10.96] If a strike contacts its target and there are other Enemy Task Forces in the same hex, the Player owning the strike may cancel the attack of the strike and attempt to contact one of the other Task Forces. If he fails to contact one of the other Task Forces, he is considered to have cancelled his target and the strike is recalled. This alternative contact may be attempted even though the other Task Forces have never been successfully searched.

[10.97] Once a Task Force has been contacted, it is considered searched until the next Night Game-Turn. However, all strikes must complete the contact procedure successfully before attacking, regardless of whether some previous strike had successfully achieved contact. Every strike must resolve contact on its target separately.

[10.98] If a strike fails to contact a target, it may attempt to contact that same target on succeeding Operational-Turns until it achieves a contact, or until the air units composing the strike run out of endurance and are destroyed. A strike may never switch targets, except as permitted by (10.96).

11.0 Tactical Stage

GENERAL RULE: The Tactical Stage can occur at the conclusion of each Operational-Turn if an air strike makes contact with a target (Task Force or airbase). The rules which follow will describe how air strike attacks are made. If several strikes are to be made against several targets, then the procedures described must be repeated for each attack. The order in which several strike attacks are made is left to the discretion of the Players. It makes no difference which Player executes his strike attacks first.

CASES:

11.1 Initial Set-Up

The Tactical Display is used to play out the Tactical Stage. It regulates the positioning and movement of the attacking strike aircraft and the defending ship and CAP units. The defending Player (who owns the Task Force or airbase under attack) deploys his units on the Display first. Then the attacking Player (who owns the strike) determines which waves of his strike are initially deployed and where, which wave is considered to have missed the target, and which waves are delayed and might appear on later Tactical-Turns.

11.2 Defending Player Set-Up

The defending Player takes his ship units from the Task Force Operations Display and air units from the CAP Box of the same Operations Display, and places them on the Tactical Display, subject to the restrictions below.

[11.21] Ships must be placed in non-adjacent hexes, and ships must face the same direction. That is, the bow of all the ships must be aligned in the same compass direction. It is suggested (but not required) that carriers be deployed in the central hexes with other ships ringed around them. The bow of a ship is the top in relation to the printing on the counter.

[11.22] CAP units may be deployed in any hexes (subject to Stacking limitations). At least one-third of the CAP units must be deployed at low altitude, rounding any fraction up. If, for instance, a Player has four CAP units, he must deploy two of them at low altitude.

[11.23] No defending units may be deployed in outer-edge "entry" hexes.

11.3 Attacking Player Set-Up: Wave Arrival

The attacking Player determines which waves of his strike are deployed for use in the First Tactical Routine (i.e., the first six Tactical-Turns), which wave misses, and which waves are delayed for the second or possibly third Tactical Routine. This determination is called the Wave Arrival Procedure, and is resolved on the Wave Arrival Table. The attacking Player rolls the die. He cross-references the line of the die roll result with the column of the number of waves in the strike. The number or numbers shown at the intersection of line and column tell him exactly which of the numbered waves in the strike arrive. The wave which has the same number as the die roll is considered to have missed. All other waves are delayed. He now takes the air units comprising the wave which missed and places them in the Holding Area. These units may not attack and must return to their base. He removes the air units in the waves which arrive and places them adjacent to the Tactical Display, keeping them grouped according to their wave. [He will return to these shortly.] The remaining delayed waves on the Strike Display (which neither arrived nor missed) are then advanced to the right along the Wave Boxes to fill all the vacated spaces so that the remaining waves will again be numbered consecutively, beginning with nr.1. Returning to the arriving waves, he rolls the die once again for each wave and places the air units composing that wave on any of the outer edge "entry" hexes along the numbered edge of the Tactical Display corresponding to the die roll.

Example: Assume a given strike is composed of six waves. The attacking Player rolls a "one" on the Wave Arrival Table. This means that Wave Nr. 1 misses (its air units are placed in the Holding Area). Wave Nrs. 2, 3 and 4 arrive; Wave Nrs. 5 and 6 are delayed and advanced along the Wave Boxes so that Wave Nr. 5 becomes nr. 1, and Wave Nr. 6 becomes nr. 2.

[11.31] Once the attacking Player has determined the initial disposition of the strike, play commences with the First Tactical Routine, consisting of six consecutive Tactical-Turns. At the conclusion of the Sixth Tac-Turn, the attacking Player would repeat the wave arrival procedure for any delayed waves, deploying any arriving waves, placing the missing wave in the return box, and further displacing any still delayed waves. To continue the example given above, the Player would still have two waves [now numbered 1 and 2] left in the Strike Display. If he rolled a six, Wave Nr. 1 would arrive, and Wave Nr. 2 would be delayed and advanced to Wave nr. 1, necessitating at least a third Tactical Routine.

[11.32] If the Table calls for a wave number to miss and no such numbered wave exists, then the miss result is ignored for that Routine's deployment.

[11.33] It is possible for a one-wave strike (which was successful in contacting its target) to "miss" even though this may seem illogical.

[11.34] If a strike is attacking a land base, or a Task Force in a coastal hex, then the wave arrival procedures are totally ignored. The attacking Player simply takes the air units in the Strike Display and places them on any outer edge "entry" hexes on the Tactical Display.

[11.35] Deploying air units must obey Stacking restrictions.

11.4 Successive Tactical Routines

Once both Players have completed their initial deployment, play commences and proceeds through the end of the First Tactical Routine of six consecutive Tactical-Turns. There can be as many successive Routines as necessary for the attacking Player to dispose of all the waves in his strike and finally to exit his surviving air units from the Tactical Display. Each Routine occurs successively.

12.0 Tactical Movement

GENERAL RULE: Air units have a Tactical Movement Allowance expressed in Movement Points. During his Air Movement Phase, the Phasing Player may move his air units one at a time, hex by hex through the grid of hexagons on the Tactical Display, expending one Movement Point per hex entered. He may also cause the air units to change their altitude status by having them climb or dive.

PROCEDURE: To move a unit, the Player traces a path, hex by contiguous hex, through the hex grid. Each unit is moved individually until the Player has completed moving all the units he desires to move. To signify that a unit is climbing, the Player places a Climb Marker (see 12.5) on the unit and notes on a piece of scratch paper the Tactical-Turn in which the climb begins. To signify that a unit is diving, the Player removes the Altitude Marker from the unit. The Climbing and Diving procedures do not require the expenditure of Movement Points. However, a unit may not climb or dive and move during the same Air Movement Phase.

CASES:

12.1 Restrictions on Movement

[12.11] An air unit expends one Movement Point for each hex it enters. An air unit may not expend more Movement Points than its total Movement Allowance in a single Air Movement Phase. Movement Points may not be "saved" from Tac-Turn to Tac-Turn, nor "loaned" to other units.

[12.12] A Player may only move his air units during his own Air Movement Phase. During his opponent's Air Movement Phase, his units must remain stationary.

[12.13] A Player may move some, none or all of his air units as he sees fit. Movement is always voluntary.

[12.14] Air units may not dive or climb in an Air Movement Phase if they move during that Phase.

[12.15] Air units may enter any hex on the Tactical Display, except that units on CAP may not enter any of the outer edge "entry" hexes. Ship units do not interfere with air unit movement, nor do opposing air units interfere with each other's movement. Opposing air units may occupy the same hex.

12.2 Stacking

More than one air unit may occupy the same hex up to the Stacking limits.

[12.21] Stacking limits apply only at the end of a Movement Phase.

[12.22] A Player may have a maximum of three of his air units at a common Altitude Status in a single hex at the end of any given Air Movement Phase.

[12.23] The presence of Enemy air units has no effect on the stacking of Friendly units.

[12.24] Since there are three altitude-states (high, low and climbing) it is conceivable that up to 15 air units could be placed in the same hex, with both Players having three units in the high and low states, and one Player having three in the climbing state.

[12.25] Naval units do not affect air units stacking.

12.3 Altitude

When air units are on the Tactical Display, they are always considered to be at one of three altitude states.

[12.31] There are three modes of altitude — high, low and climbing. Units at high altitude are indicated by placing a "High" Marker. There are no other altitude markers.

[12.34] The Movement Allowance of an air unit remains the same, regardless of its altitude status.

12.4 Diving

To dive, a Player simply removes the high altitude marker from the air unit. He does this in lieu of moving the air unit hex by hex. The air unit begins the Air Movement Phase at high altitude or in a climb and completes the Phase at low altitude, in the same hex.

[12.41] Only a unit at high altitude, or a unit which was climbing in its previous Air Movement Phase may dive.

12.5 Climbing

To climb, a Player must make a note of the air unit which is to climb, and may not move the unit that Tac-Turn (as a reminder, the Player may use any ship marker of a side not in play as a "climb marker"). He records the Tactical-Turn number in which the climb begins. Ten Tac-Turns later, he places a "High" altitude Marker on the unit. During the intervening Tac-Turns, he may move the unit.

[12.51] Only CAP units may climb. Attacking air units may never climb.

[12.52] Climbing units may dive, but if they do they forfeit any credit for Tac-Turns spent climbing. Ten consecutive Tac-Turns are required for a climbing unit to reach high altitude.

[12.53] There is no Player aid to record climb progress. Players must use scratch paper.

[12.54] Obviously, a unit already at high altitude may not climb.

12.6 Ship Unit Facing and Movement

Once placed on the Tactical Display, ship units are never moved, except during the Carrier Facing and Display Phase, during which the defending Player may change the facing of any or all of the carriers present on the Tactical Display. When the facing change is executed, other ship units in close proximity to the carriers may then be required to displace one hex further away from the carrier.

[12.61] Each carrier unit marker has a facing symbol (a triangle). Each carrier unit marker must always face some adjacent hex; that is, the facing symbol must point at an adjacent hex, thus establishing adjacent bow hexes and adjacent stern hexes.

[Figure: a carrier counter (triangle) in the centre of a cluster of hexes, with the adjacent bow and stern hexes marked.]

[12.62] The defending Player may change a carrier's facing by rotating the unit marker 60° to either the left or right. (That is, it may be turned to face either adjacent hexside.) When he does so, he creates a new set of adjacent bow and stern hexes. He may change the facing of a carrier at the rate of 60° per Tactical-Turn.

[12.63] As the carrier unit is rotated, its facing sweeps an arc of 60°. Any ship unit on the Tactical Display which is within four hexes of the carrier and which is in the area described by the arc is required to displace one hex farther away from the carrier.

[Figure: a carrier being turned, with the ship units in the swept arc displaced one hex away from it.]

[12.64] If this displacement causes the displacing unit to move adjacent to some other ship unit, then the second ship unit must displace in turn in some direction away from the turning carrier, possibly causing a series of further displacements.

[12.65] Carrier units never displace nor may non-carrier ship units move adjacent to them.

[12.66] If a non-carrier unit is required to displace because of the facing of the carrier, and it cannot because to do so would require it to move adjacent to another carrier, it is sunk.

[12.67] If a series of displacements causes a ship unit to leave the area of numbered Tactical Display hexes, it may do so. However, it is considered out of play and may neither be attacked nor fire its Flak. It should be returned at once to the Task Force Display.

[12.68] Facing change is voluntary. A Player is never required to change a carrier's facing (though it is often tactically desirable).

[12.69] Non-carrier ships do not have a facing symbol. However, they all must face in the same direction as the carriers when the ships are initially deployed on the Tactical Display. Their facing may never be changed thereafter, regardless of the facing of the carriers (see 11.21).

13.0 Tactical Combat

GENERAL RULE: Tactical combat is divided into three types: air-to-air, surface-to-air and air-to-surface combat. Each type is resolved using a separate procedure and each occurs during a separate phase of each Tactical-Turn (see Sequence of Play).

CASES:

13.1 Air-to-Air Combat

[13.1] Air-to-air combat occurs only between opposing units in the same hex and at the same altitude. It occurs at the option and direction of the Phasing Player, during his Air-to-Air Combat Phase. Only the Phasing Player's units may attack. The Phasing Player states which air unit is attacking and which air units are being attacked. He totals the Anti-Air Combat Strength of his attacking units, and subtracts the Anti-Air Combat Strength of the unit being attacked to yield a Combat Differential. He rolls the die and consults the Anti-Air Combat Results Table, cross-referencing the Differential with the die roll to arrive at a result which immediately effects the non-Phasing Player's unit. Each attack is resolved separately.

[13.11] Air units may only attack opposing air units in the same hex and at the same altitude as themselves.

[13.12] Non-Phasing air units must be attacked individually as the objects of separate attacks. No unit may be attacked more than once in the same Combat Phase.

[13.13] Air units attack only once per Friendly Air-to-Air Combat Phase. They may not attack during the Enemy Air-to-Air Combat Phase.

[13.14] Two or three air units may combine their Anti-Air Combat Strengths into one Strength when attacking, but not when defending. Each individual unit which is attacked is resolved as a separate combat.

[13.15] Certain units have Parenthesized or Bracketed Anti-Air Combat Strengths. These units may never attack other air units. The value exists solely to determine the Combat Differential when they themselves are attacked.

[13.16] The Phasing Player is required to first attack any fighter air units which are stacked in the hex at the same altitude before attacking any non-fighter units. After he executes the attacks against the fighters, he may then resolve attacks against non-fighter units.

[13.17] An air unit may only attack an opposing air unit which is in the same hex and altitude state. When executing attacks on units in one altitude state, other units at other altitude states are ignored.

[13.18] No attack is allowed at less than +1 Differential.

[13.19] A unit's Strength may not be split and applied to several attacks against different units.

13.2 Surface-to-Air Combat

Each ship unit has an anti-aircraft (Flak) strength array which gives the Flak Strength of that ship at different ranges, expressed numerically in Anti-Aircraft (Flak) Strength Points. These ranges are 0-to-2 hexes, 3-to-4 hexes and 5-to-6 hexes (or short, medium and long range). Range is measured by counting the shortest path of hexes between the ship firing Flak (exclusive) and the hex containing the air units fired at (inclusive).

All air units in a given hex and at the same altitude mode within that hex comprise a Target Group. To use Flak, the Player states which ships are firing at which target group. He totals the Flak Strength of the firing ships. He then attacks each air unit in the target group separately by rolling the die, cross-referencing the roll with the totaled Flak Strength and applying the result given on the Anti-Air Combat Results Table immediately to each air unit. He repeats this process for each target group he attacks with Flak.

[13.21] A single ship unit may attack only one target group per Flak Attack Phase. It may fire at only one hex and at aircraft at only one altitude state within that hex.

[13.22] An air unit may be attacked only once per Flak Attack Phase.

[13.23] The order in which multiple Flak attacks are made is left to the discretion of the Defending Player.

[13.24] Friendly and Enemy air units are equally vulnerable to Flak. If the defender fires Flak at an air space containing both Friendly and Enemy air units, he must attack all the air units, including his own.

[13.25] When executing Flak attacks, ignore the presence of surface units. Flak may fire through or into hexes containing surface units. Ships and grounded air units are never affected by Flak.

[13.26] While ships have three different printed Anti-Aircraft Attack Strengths, corresponding to the three attack ranges, each ship may attack one target group using only one Anti-Aircraft Attack Strength appropriate to that range.

[13.27] Different ships may attack the same target group from different ranges, but all the ships attacking a target group must combine their Strengths together and make a single attack.

13.3 Air-to-Surface Combat

Every air unit which possesses an Anti-Ship Combat Strength may attack a ship unit. This case and the following cases will explain how air units attack ships. The method by which air units attack ships varies with the type of air unit (dive bomber, torpedo bomber and level bomber). In all cases, the attacking air unit must move in a required path (the "run in") in order to be eligible to attack a ship. Assuming that the "run in" requirement is met, the attack of an air unit on a ship is executed as follows:

The attacking Player states the Anti-Ship Strength of the attacking air units and subtracts the Defense Strength of the ship under attack, to arrive at an air-to-surface differential. He rolls the die, and, consulting the Air-to-Surface Combat Results Table, he cross-references the result with the differential, and immediately applies any damage result to the ship.

[13.31] An air unit may only attack once per strike. The Players may use OE (ordnance expended) Markers to identify which air units have attacked ships. Before attacking a ship again, the air unit must exit the Tactical Display, return to the Holding Area of the Strike Display, and, through the mechanisms of the Operational Stage, recycle through a Carrier Status Display.

[13.32] An air unit may combine with other air units with identical functional codes at the same altitude and in the same hex to execute a single attack. The Anti-Ship Combat Strengths of the units are combined into a single total Strength.

[13.33] A single ship may be attacked several times in one Air-to-Surface Phase, by as many air units as are eligible to attack it.

[13.34] The attacking Player may arrange the order and sequence of his attacks as he sees fit. He must, however, declare all attacks before executing any. Once declared, an attack must be executed, regardless of the target status. (He may be required to bomb an already destroyed ship.)

13.4 Dive Bombing

The following aircraft types are Dive Bombers: Val's, SBD's and SBU's. When attacking a ship, they must be guided by the following rules.

[13.41] They enter the hex containing the target ship (the target hex) at high altitude, and stop on that hex.

[13.42] They must enter the target hex from an adjacent stern hex of the target ship.

[13.43] During the Movement Phase of the Tactical-Turn following the Tac-Turn on which they entered the target hex, they must dive to low altitude.

[13.44] During the Air-to-Surface Phase of the Tac-Turn in which they dive, they must attack the target ship.

[13.45] On the Tac-Turns following an attack, they may move freely.

13.5 Torpedo Bombing

The following aircraft types are Torpedo Bombers: Kate's, Betty's, TBF's, TBD's, ALBA's and SWDF's. They must be guided by the following rules when attacking ships.

[13.51] They must move to a hex adjacent to the target hex and stop.

[13.52] To reach this adjacent hex, they must have previously moved three hexes in a straight path along the grain of the hexgrid. This path must intersect the target hex. In other words, they must move in a straight line (as though they were going to fly through the target hex), but they stop in a hex adjacent to the target, before flying through the target hex.

[Figure: a torpedo bomber's straight three-hex run-in, marked YES where it is adjacent to the target, and NO where the path does not intersect the target hex.]

[13.53] Torpedo Bombers must attack during the Air-to-Surface Attack Phase of the Tac-Turn in which they stopped adjacent to the target.

[13.54] If a Torpedo Bomber attacks from a bow hex of the target ship, it attacks with its printed Air-to-Surface Strength. If it attacks from a stern hex, it has two points subtracted from its printed Strength.

[13.55] Torpedo Bombers must attack at low altitude. They must enter the Tactical Display at low altitude. [Since they are forbidden to climb, they can never be at high altitude.]

[13.56] Torpedo Bombers in the same hex may combine their Anti-Ship Combat Strengths if they are attacking the same target. If they are not in the same hex, or are not attacking the same target, they may not combine their Strengths.

13.6 Level Bombing

B26's and B17's are the only level bombers. When attacking a ship they must obey the following rules.

[13.61] They must enter the hex containing the target at high altitude and then cease movement for that Air Movement Phase.

[13.62] The last six hexes moved through during that Phase must have been in a straight path.

[13.63] They must attack on the turn in which they reach the target.

[13.64] The facing of the target has no effect.

[13.65] A target may not be bombed by level bombers and by any other type of bomber in the same Air-to-Surface Attack Phase.

13.7 Modifications of Carrier Defense Strength

All ships have a Defense Strength. This Strength may be reduced because of damage, and in the case of carriers, by the status of air units based on the carrier.

[13.71] If a carrier has at least one air unit in the Flight Deck Box of its Status Display when attacked, its printed Defense Strength is reduced by one Strength Point.

[13.72] If a carrier has at least one air unit in the Arm & Fuel Box of its Status Display when attacked, its Defense Strength is reduced by one Point.

[13.73] These effects are cumulative and are in addition to any reduction caused by damage.

[13.74] A carrier's Defense Strength may be reduced to zero as a result of aircraft in its Status Display, but its Defense Strength may never be reduced below zero.

13.8 Other Restrictions and Effects

[13.81] Damage inflicted on a ship by one air attack takes effect immediately before any subsequent attack on that same ship. This includes any modifications to the ship's Defense Strength.

[13.82] The attacking Player's air units may only make attacks during the six turns of the Tactical Routine into which they were placed. For instance, air units which come into play on the First Tactical-Turn of the First Tactical Routine may not make any attacks against either opposing air units or ships after the Sixth Tactical-Turn. Nor may they add their strength to attacks made on Friendly units in other waves. They may, however, be attacked at the option of the defending Player.

[13.83] The attacking Player may not voluntarily delay the entry of air units. If the Wave Arrival procedure specifies that certain air units are placed in entry hexes, then the attacking Player must do so, and he must move them all onto the Tactical Display during the First Tactical-Turn of the Tactical Routine.

[13.84] CAP units may be used on any number of Tactical-Turns to face and intercept any number of successive waves and successive strikes which a Task Force may endure in a single Tactical Stage. They are never forced to land.

13.9 Damage to Air Units

Air units are printed on both sides. The front side reflects the values of the air unit at full strength, and the reverse side reflects the values of the air unit after receiving one damage point (approximately half strength). Whenever a full strength air unit receives one damage point, it is flipped over. If a full strength unit receives two damage points, or if a half strength unit receives one or two damage points, then the unit is eliminated from play.

[13.91] For purposes of search, carrier capacity, Strike Display and stacking, etc., a unit is a unit, whether it is at full strength or half strength. A half strength unit always counts as a unit when calculating search, or figuring carrier capacity, or for stacking limitations.

[13.92] A Player may not break up a full strength unit and create two half strength units.

[13.93] A Player may create a full strength unit from two identical half strength units. He may only do this during the Carrier Status Display Phase, with two identical units, in the Hangar Box. Simply flip one of the half strength units over and eliminate the other.

14.0 Tables

[See pages 23 and 24, the Search Template, and the Map.]

15.0 Land Airbases [Airfields]

GENERAL RULE: With certain exceptions described below, an airbase performs as though it were a carrier Task Force. The Player owning the airbase uses a Task Force (Base) Operations Display to control and regulate air operations from an airbase. Every airbase may be the subject of shore bombardment by Enemy ship units whose Task Force is in the same Strategic Map hex as the airbase. Every airbase may be the subject of an air strike conducted just as though the airbase were a carrier Task Force. In each case, both the airbase and the air units based on it are subject to damage.

CASES:

15.1 Airbase Representation and Profile

Airbase locations are shown and numbered on each Strategic Map. There are numbered airbase markers provided, showing the operational capacity of a base.

[15.11] Airbases are not represented on the Strategic Map by a Task Force Marker. Their name and location are printed on the map. Their location is known to both Players.

[15.12] Airbases are considered automatically search-contacted. A strike dispatched at an Enemy airbase automatically contacts the airbase regardless of the distance or number of waves.

[15.13] When attacked by either surface bombardment or air strike, the airbase is represented by the center hex (hex 000) of the Tactical Display. There is no unit-counter representing an airbase similar to the ship unit representing a carrier. This center hex becomes the target for bombarding ships and bombing air units.

15.2 Disposition of Air Units Grounded on Base

When an airbase is attacked, the air units based on the airbase are also subject individually to attack and damage (unlike air units based on a carrier).

[15.21] In setting up the air units for a Tactical Stage, the defending Player takes air units from the Flight Deck Box of the Status Display and places them on the center hex of the Tactical Display. They may stack in excess of three high. He places air units from the Arm & Fuel Box in any hexes adjacent to the center hex. He places air units from the Hangar Box on any hexes he wishes. The attacking Player is not to know which units are placed in each hex.

[15.22] The defending Player then places any unused counters or markers on top of the grounded air units so that the striking Player can see the location, but not the type or value of the grounded air units.

[15.23] Players will note how the above disposition differs from the attack on a carrier. Air units grounded on the carrier are not exposed to "damage" except when their carrier is wrecked or sunk.

15.3 Airbase CAP and Flak

Airbase CAP units are deployed exactly as those for a Task Force. That is, anyplace on the Tactical Display with one-third at low level. Airbase Anti-Aircraft (Flak) Strength is not represented by a counter or marker. Instead, the Scenario instructions will describe for each airbase a Flak Strength. This will be given in multiples of ten Flak Points. For example, Rabaul (Eastern Solomons, 1942) is given a Flak Strength of 4 x 10 Flak Points. Each multiple is located in the center hex and has a range of six hexes. There is no range differentiation. Each multiple has a strength of ten whether firing at ranges of six hexes, three hexes or zero hexes.

[15.31] CAP units are used by the defending Player to attack and damage Enemy air units.

[15.32] Airbase Flak Strength may be used to attack air units within six hexes of the center hex of the Tactical Display. The defending Player, in allocating the airbase's Flak Strength, allocates the multiples as he sees fit. He may combine the available multiples to attack one target group, or he may distribute them as he sees fit. No multiple may attack more than once per Tactical-Turn.

[15.33] When Flak Strength is halved due to damage, the number of multiples is halved. Example: half of 4x10 is 2x10, not 4x5.

15.4 Air Attack on Airbase Complexes

Striking air units may attack an airbase and grounded air units. This may be accomplished by either bombing or strafing. Bombing is the same as air-to-surface combat: the attacking Player uses the procedure for either Dive Bombing or Level Bombing to attack the target. Strafing is a variant of air-to-air combat: the attacking Player uses his fighter units to attack grounded air units.

[15.41] Only Level Bombing or Dive Bombing may be used to attack the airbase itself (hex 000). The attacking Player must total the Anti-Ship Combat Strengths of the attacking air units. Using the "Ship-to-Base" line of the Anti-Ship CRT, he finds the proper column and rolls the die and applies any damage to the airbase.

[15.42] Grounded air units in a bombed hex are attacked in a similar fashion, separately from the resolution of the attack on the airbase itself. Each air unit in a bombed hex is attacked separately and successively by the total bomb strength.

[15.43] A Player strafes by moving his fighter units (at low altitude only) into a hex containing grounded air units and stopping. Then he may attack one grounded air unit in the hex with the fighters' Anti-Air Combat Strength just as though the grounded air unit was in the air. A grounded air unit's Defense Strength is always three, regardless of the unit's printed Anti-Air Combat Strength. A single strafing unit may attack only one grounded air unit per strafing attack. Two or more strafing units may combine their Strengths into one strafing attack or make separate attacks against separate grounded units in the same hex.

[15.44] A hex, and the grounded air units in a hex may only be attacked once per Tactical-Turn by strafing or Level Bombing or Dive Bombing.

[15.45] Strafing does not damage airbases. Strafing against grounded air units in hex 000 does not damage the airbase.

[15.46] Torpedo bombers must use Level Bombing when attacking airbase complexes. The printed Anti-Ship Combat Strength of a torpedo bomber is halved (rounding fractions down) when Level Bombing. A B-17 unit's Anti-Ship Combat Strength is doubled when bombing an airbase complex.

[15.47] The attacking Player is permitted to initially deploy his attacking waves as he sees fit around the Tactical Display outer edge "entry" hexes. He may stagger their arrival as he choses. But an attacking air unit must make its attack within the six Turns of the Tactical Routine.

[15.48] Attacking aircraft may only bomb once per Tactical Routine. Attacking fighters may strafe once per Tactical-Turn and may strafe on every Tactical-Turn within the six-Turn Routine.

[15.49] Damage sustained by an airbase does not affect air units currently on CAP.

15.5 Surface Bombardment

Assuming that preconditions outlined in Case 6.4 are met, the ships of a Task Force may bombard an airbase complex. The defending Player deploys just as though the airbase was to be air attacked. Once again, the grounded air units and the center hex representing the airbase are subject to attack and damage. The attacking Player uses the Surface Attack Strength of his ships to bombard. The attacking Player states that he is bombarding a given hex with a given ship or ships. He applies the totalled Surface Attack Strength of those ships against each grounded air unit in the hex individually, one at a time (using the Anti-Ship Combat Results Table), and against the center hex, applying any damage immediately (see 6.4).

15.6 Concealed Ground Air Units

In deploying his grounded air units, the defending Player is allowed to conceal their type and value with an unused counter so that the attacking Player knows only the amount of air units in a given grounded stack, but not what kind. The intent is to force the attacking Player to allocate his bombing, strafing and bombardment without knowledge of where the best target lies. Both Players should keep this intent in mind when actually executing each attack.

15.7 Special Airbase Rules

[15.71] Air units may always land without penalty or restrictions on an airbase, regardless of the damage state of the airbase. Air units may land on an airbase which is in a D4 damage state.

[15.72] "Zeke" fighters based on Rabaul (hex 0603 of the Strategic Map of the South Pacific) may extend their endurance by two Operational-Turns when sent on a strike to hex 1107 (containing Henderson Field) or hex 1206 (containing Tulagi). In this case, the Anti-Air Combat Strength of the Zeke is reduced by one. (This rule reflects the historical use of Zekes with non-jettisonable auxilliary gas tanks.)

2, 3, or 4 Carriers
1, 2, or 3 Carriers
0, 1, or 2 Carriers
(same as above)
Report Error +22 to 6 Carriers1 to 5 Carriers0 to 4 Carriers0 to 3 Carriers(same as above)