RulesPal
Chat
Rulebook
Guadalcanal (Avalon Hill, 1992) thumbnail

Guadalcanal (Avalon Hill, 1992)

Guadalcanal (Avalon Hill, 1992) Rulebook

Table of Contents

Table of Contents

  • [1] Game Equipment
  • [2] General Game Rules
  • [3] The Action Phase
  • [4] The Combat Phase
  • [5] The Air Return Phase
  • [6] The Turn Record Phase
  • Battle Manual Introduction
  • [7] The Scenarios
  • [8] Background on the Battles Around Guadalcanal
  • [9] Hints on Play
  • [10] Examples of Play
  • Optional Rules
  • [11] Combat Options
  • [12] Movement Options
  • [13] Wave Attacks
  • [14] Fighters and Air Combats
  • [15] Expanded Search Rules
  • [16] Surface Combats
  • [17] Multi-Player Rules
  • [18] Umpired Games
  • Unit Information Reference

[1] Game Equipment

Please examine the game's components while reading this section of the rules.

1a) Gameboards: There are three gameboards. Two are "Searchboards" showing the area in which the Guadalcanal campaign was fought. Searchboard edge colors and titles indicate which side uses each. Islands are indicated in green, and various setup areas are outlined and identified by Roman numerals. There is also a "Battleboard", which shows blank ocean and is used to resolve battles. On all gameboards, individual hexagons, each identified by a letter-number code, are called "hexes", and this grid regulates movement and positioning.

1b) Playing Pieces: The die-cut playing counters must be carefully punched out to provide the playing pieces. The numbers, symbols and colors (Allied dark blue and Japanese red print) on the counters provide game information, as shown below:

1b1) Units: The "units" represent the ships and aircraft present at the actual battle, plus the major Allied and Japanese bases. Important game information is printed on the units. Most are printed on both sides (back or "reduced strength" sides have a white stripe on the unit).

Ship Unit (printed labels: Name, Defense Factor, Picture or Symbol, Type, Front Facing, Rear Facing, Surface Factor*, Movement Factor*, Torpedo Factor*, Anti-Aircraft Factor*).

Base Units (Japanese and Allied examples shown on the counter sheet).

Air Unit (printed labels: Name, Front Facing, Defense Factor, Type, Picture, Basing Color, Air Combat Factor*, Movement Factor, Bombing Factor).

The letter part of Ship/Base defense factors are not used in the Basic Game.

(*) This information is not used in the Basic Game. See the back page of the Battle Manual for additional explanations.

1b2) Markers: "Markers" are used to record game information. The marker types are:

Marker NameFront SideBack Side
Enemy Task Force"3?""3 Exact"
Free Roll (*)"FREE ROLL""FREE ROLL"
Hit"1 Hit""2 Hits"
Surface Turn (*)"Side A Surface TURN""Side B Surface TURN"
Task Force"Task Force 16"(blank)
Torpedo (*)"Allied" with "2""IJN" with "5"
Turn"Side A TURN""Side B TURN"
Date"DATE""DATE"

1c) Searchboard Screen: This is placed between the two Searchboards so that each side can move in secret.

1d) Operations Cards: These cards, one for each side, are used to organize units off the gameboards.

1e) Rules: This sheet contains the Basic Game rules of play.

1f) Dice: There are two "decimal" dice, numbered from "1" to "0". Always read the "0" as "10", the highest possible roll.

1g) Battle Manual: The booklet contains examples of play for rules clarification, scenarios, optional rules, and other material of interest.

[2] General Game Rules

2a) Setting Up the Game: Decide, in any mutually agreeable manner, the sides to command and scenario to play. Then, follow the directions in the General Scenario Setup Information section (7a in the Battle Manual), and the individual scenario setup information (7b, 7c, 7d, or 7e).

2b) Turns: A game starts when all setup is complete, and is played in "Turns". A game ends when a scenario's required number of Turns has been played. Every Basic Game Turn is played in the following order:

2b1) The Action Phase: Use competitive die rolls to determine Sides A and B. For the Turn, Side B performs each step or phase, then Side A does so. Perform the Action Phase in this order:

  • 2b1.1) The Assembly Step: Assemble air units to "take off" and "fly".
  • 2b1.2) The Ready Step: Shift air units from "Arming" to "Ready" boxes or vice-versa on the Operations Cards.
  • 2b1.3) The Sea Movement Step: Secretly move task force markers.
  • 2b1.4) The Air Movement and Search Step: All "flying" air units are moved on the Searchboards, and all searches conducted.

2b2) The Combat Phase: Individual battles are conducted in any order desired and determined by the Side A player. Individual battle combats are resolved on the Battleboard, in the following order:

  • Setup the defending base and/or ship units, then, the opposing combat air units.
  • Resolve all anti-aircraft combats, then all bombing combats.

2b3) The Air Return Phase: Air units are returned to friendly task force markers and/or base units for "landing".

2b4) The Turn Record Phase: Advance the Turn markers.

2c) Using the Operations Cards: Ship and air units are placed in the various "areas" and "boxes" of the sides' Operations Cards to record their locations and situations. Players are permitted to watch everything done on the opposing Operations Card. NOTE: In the Basic Game, the "Max. Strike", "High CAP" and "Low CAP" boxes are not used.

2c1) TASK FORCE AREAS: "Task force areas" are identified by names corresponding to those on a side's task force markers. Any units placed in a task force's boxes are considered to be located in the Searchboard hex occupied by the task force's marker. Ship units are kept in an area's "Ships" box, and "flying" air units are kept in the other boxes.

2c2) BASE AREAS: "Base areas" are identified by names corresponding to those on a side's base units. Air units placed in the boxes of a base are considered to be located in the Searchboard hex occupied by the base's unit. Base areas combine features of both the task force and named ship areas.

2c3) NAMED SHIP AREAS: Ship units that carry aircraft have "ship areas" with their names. Air units placed in a ship area's "Arming" and "Ready" boxes are considered to be located "On Board" the corresponding ship unit. Their ship unit is located in a "Ships" box in a task force area, so that its air units are also located in the Searchboard hex containing that task force marker.

2c4) CAPACITY AND LAUNCH FACTORS: Base and ship areas also contain printed game data. The "capacity" is the maximum number of air units that can be placed in the "On Board" or "On Ground" boxes at any one time. For example, the "Enterprise", with a capacity of "8", may never have more than eight air units located in its "Ready" and/or "Arming" boxes. The "launch factor" is the maximum number (front/back) of air units that can "take off" from a ship or base during a single Turn. For example, the "Enterprise" launch factor is "4/2" this means a "4" launch factor when the ship unit's front side is up, and a "2" launch factor when its back side is up.

2d) Multiple Units Together—Stacking: Except where otherwise noted (ie., see 2c4, 4a2), there are no limits on the number of units and/or markers that can be placed in the same hex or Operations Card box. Simply stack the counters in (or very crowded) near their locations.

2e) General Movement Rules: Dice do not determine movement—they resolve combats. Players may move any or all of their units as desired, in any order, subject to any limitations found elsewhere in the rules (ie., see 3c, 3d1, 3d2). A counter may be moved from hex-to-hex in any direction or combinations permitted by the counter's movement capabilities. Hexes may not be skipped or jumped. Movement may not be transferred from unit to unit or accumulated from Turn to Turn. Units that exit the Searchboards in the Basic Game are considered to be eliminated.

[3] The Action Phase

Competitively roll one die each and compare the results. Roll again to break ties. The high roll side is Side A for the Turn, and the low roll side is Side B for the Turn. During the Turn, Side B performs a step or phase, then Side A. Both sides should adjust their Turn marker to show their appropriate side (A or B). Then, perform the phase in this order:

3a) THE ASSEMBLY STEP: Any desired and available air units may "take off" now in order to "fly" during the Turn.

  • 3a1) No air units may "fly" during night Turns (the dark-shaded Turns on the TIME RECORD TRACKS).
  • 3a2) Only air units located in "Ready" boxes may "take off".
  • 3a3) To show a "flying" air unit, move it from a "Ready" box to the appropriate "Normal Strike" box. At a base, shift an air unit from the base area's "Ready" to its "Normal Strike" boxes. For a ship, shift an air unit from the ship area's "Ready" box to the "Normal Strike" box of the task force area in which the ship unit is located.
  • 3a4) The number of air units that may be shifted from a "Ready" box may not exceed its launch number (see 2c4).

3b) THE READY STEP: Any desired air units in an area's "Arming" box may now be shifted to that same area's "Ready" box, or vice-versa.

3c) THE SEA MOVEMENT STEP: The opposing player is not informed of this movement, which is secret on a side's own Searchboard. All desired task force markers are moved no more than one Searchboard hex per Turn. A task force marker may not be moved through a hexside that is completely green (ie., it is dry land). A counter that "enters" on a particular Turn is placed in a designated hex (see the scenarios) on that Turn, and that counts as its movement for the entry Turn.

3d) THE AIR MOVEMENT AND SEARCH STEP: All "flying" air units are now moved on the Searchboard. Although air units may be moved in any desired order, a player will normally wish to first move the scout air units, which are useful for searching, but not for combat. To move, an air unit(s) is placed on the Searchboard and moved from the location of its task force marker or base unit.

  • 3d1) AIR MOVEMENT FACTORS: "Flying" units may be moved any number of Searchboard hexes equal to or less than their "movement factor".
  • 3d2) AIR MOVEMENT RESTRICTIONS: "Flying" scout air units may be moved individually, as desired. All "flying" combat air units originating from the same hex must be moved and kept together as far as their movement factors allow (drop off units with fewer movement factors as their last hex is entered—if empty, they cannot participate in a battle).
  • 3d3) AIR SEARCH: Air movement is made on a side's own Searchboard, and some or all of it may be kept secret, if desired.
    • 3d3.1) Air Search Procedure: To "search", the controlling player announces the hex identification as an air unit(s) enters it. A unit(s) may be used to search all, some, or none of the hexes it enters, as the player desires.
    • 3d3.2) Search Information: If there is nothing in an announced hex, the opposing player says so. If a task force marker(s) is in an announced hex, it is "spotted", and the opposing player must reveal that there is a task force marker(s) located in that hex, and the exact ship units present.
    • 3d3.3) Spotting Reference: The searching player must place an enemy task force marker(s) in that hex on his own Searchboard, with its "Exact" side(s) up, and, as a memory aid, the exact information may be written down. No information regarding air units in the hex is revealed.
  • 3d4) AIR STRIKES: "Air strikes" are represented by all air combat units that end their movement in a hex containing an opposing task force marker(s) or base unit, and these air combat units must fight for combat in that hex.
  • 3d5) SEA SEARCH: After moving "flying" air units, "sea searches" are conducted by calling out any desired hexes that contain one or more of the side's task force markers and/or a base unit. Search information for these hexes from the opposing player is handled the same as in rules 3d3.2 and 3d3.3.

[4] The Combat Phase

Each hex containing a task force marker(s) and/or a base unit where opposing combat air units ended movement is a "battle hex", and is resolved as a separate "battle" on the Battleboard. During a Turn with more than one battle to resolve, the Side A player determines the order of their resolution. Then each battle is handled, individually, in turn, as covered below:

4a) BATTLE SETUP: In the Basic Game, only combats involving bomber types of aircraft ("D", "H", "M" or "T") are considered; opposing ship units in the same Searchboard hex or opposing combat air units in the same Searchboard hex do not have combats with each other. The counters used for a battle must be placed on the Battleboard. NOTE: Scout air units in the hex are not used for combat and are left in the Searchboard battle hex.

  • 4a1) BASE SETUP: If only a base unit is in the hex, the controlling player removes the unit from his Searchboard (the base unit on the opposing Searchboard remains there, although any damage should be recorded on both identical base units), and places it in a hex near the center of the Battleboard. If there are also friendly ship units in the hex, a base unit is setup exactly the same as a ship unit (see below).
  • 4a2) SHIP SETUP: Ship units are removed from these task force's "Ships" boxes on the Operations Card. These ship units may be setup as desired anywhere on the Battleboard, even if they were in separate task forces, as long as all units fit on the Battleboard, there is only one unit per hex, all face in the same direction (the front facing to a hexside) and there is at least one empty hex around all units.
  • 4a3) AIR ATTACK SETUP: Now, all the opposing combat air units are removed from their Searchboard battle hex and setup. The air units are placed to show the enemy ship or base unit to be attacked:
    • 4a3.1) Dive bomber ("D" type), Heavy bomber ("H" type) and Medium bomber ("M" type) air units are stacked directly on top of their target unit.
    • 4a3.2) Torpedo bomber ("T" type) air units are placed adjacent to and with their front facings pointing at their target ship unit. If stacked, they must face the same direction. However, if attempting to attack a base unit, torpedo bombers are considered to be dropping bombs instead of torpedoes, and are placed directly on top of the base unit.

4b) GENERAL RULES FOR ALL COMBATS: All combats in GUADAL-CANAL are resolved similarly, as explained below:

  • 4b1) ATTACK ANNOUNCEMENT: The attacker announces, in any desired order, that a unit(s) is attacking a specific single enemy "target" unit for an "individual combat". Even when a hex contains a stack of units, only one unit in the stack is selected as the target unit.
  • 4b2) COMBAT MODIFIERS: "Combat modifiers" are added and/or subtracted to the numbers rolled on a die to resolve a combat. These modifiers come from involved units' factors (always positive) and/or their situations (see 4c2, 4d3, and 4d4). For example, an air combat unit with a bombing factor of "4" has a "+4 combat modifier for bombing combat. A "0" factor indicates that a unit can be used, but there is no modifier. A "—" factor indicates that there is no factor and the unit cannot participate in combats requiring the use of that factor. All of a side's combat modifiers in an individual combat are cumulative, and combined into a "total modifier".
  • 4b3) COMBAT NUMBERS: After the total modifiers for each side are determined and announced, both players roll a die and add their side's total modifier to their die roll. The die roll plus or minus the side's total modifier equals the side's "combat number". SPECIAL NOTE: If the combat number is modified to less than "1", consider it to be a "1" for resolution purposes.
  • 4b4) COMBAT RESOLUTION: Compare the combat numbers to resolve the combat and find the results, as follows:
    • Defender Is Equal or More: If the defender's combat number equals or exceeds the attacker's combat number, there is no damage. A "miss"!
    • Attacker Is More: If the attacker's combat number exceeds the defender's combat number, but not two times as much, one hit is scored.
    • Attacker Is Two Times As Much: If the attacker's combat number exceeds the defender's combat number by two times, but not by three times, the defending unit is flipped over.
    • Attacker Is Three Times As Much: If the attacker's combat number exceeds the defender's combat number by three times or more, the defending unit is eliminated.

4c) ANTI-AIRCRAFT COMBAT: "Anti-aircraft combat" represents firing anti-aircraft guns at enemy aircraft. During anti-aircraft combat, the side with the base and/or ship unit(s) is the "attacker", and makes the decisions (subject to limitations found below) as to which friendly unit(s) to use against which enemy unit(s).

  • 4c1) RANGE: Anti-aircraft combat can be directed at an enemy air unit up to three Battleboard hexes from the ship or base unit. This three hex "range" can be counted through hexes containing ship, air or base units.
  • 4c2) ATTACKER'S MODIFIERS: Anti-aircraft factors are a combat modifier for the attacking side, and each unit may have its anti-aircraft factor used only once per Combat Phase. If two or more units are used against the same enemy air unit, their anti-aircraft factors must be added together as a combat modifier. Other possible attacker combat modifiers are as follows:
    • 4c2.1) A "-2" combat modifier applies if the target air unit is using high level bombing (see 4d1.2).
    • 4c2.2) A "-1" combat modifier applies if the target air unit is using medium level bombing (see 4d1.3 and 4d1.4).
  • 4c3) DEFENDER'S MODIFIER: The defending side's only combat modifier is the target air unit's defense factor.

4d) BOMBING COMBAT: Bombing combat represents aircraft dropping bombs or torpedoes on an enemy base or ship. It always takes place after anti-aircraft combat. During bombing combat, the side with the air units is the "attacker". The decision as to which friendly unit(s) to use against which target unit(s) was already made during air attack battle setup (see 4a3).

  • 4d1) BOMBING COMBAT CATEGORIES: There are a number of "categories" of bombing combat, as follows:
    • 4d1.1) "Dive bombing" must be the category used by dive ("D" type) bomber units (also see 4a3.1).
    • 4d1.2) "High level bombing" must be the category used by heavy ("H" type) bomber units (also see 4a3.1).
    • 4d1.3) "Medium level bombing" must be the category used by medium ("M" type) bomber units (also see 4a3.1).
    • 4d1.4) "Medium level bombing" must be the category used by torpedo ("T" type) bomber units when attacking the base unit. When attacking a ship unit, "torpedo bombing" must be the category used (also see 4a3.2).
  • 4d2) COMBAT BY CATEGORY: Each category of bombing is handled as a separate combat, in any order desired by the attacker. For example, a torpedo bomber unit and a dive bomber unit are both attacking the same enemy ship unit. The torpedo bombing combat is resolved first, then the dive bombing combat is resolved (or the order of resolution could be reversed, if desired).
  • 4d3) ATTACKER'S MODIFIERS: Bombing factors are a combat modifier for the attacking side, and each unit may have its bombing factor used only once per Combat Phase. If two or more units are making the same bombing category combat against the same enemy unit, their bombing factors must be added together as a combat modifier. Other possible attacker combat modifiers (also see the Battleboard's COMBAT DIE MODIFIERS CHART) are as follows:
    • 4d3.1) A "+3" combat modifier applies for a torpedo bombing combat if any or all of the torpedo bomber units' front facings are coming in on sides of a target ship's front facing (an "anvil" attack).

4e) BATTLE'S END: At the end of each battle, all units are returned to their Searchboards and/or Operations Cards.

  • 4e1) SHIP UNITS AND TASK FORCE REORGANIZATION: At the end of a battle, after all combats are completed, all surviving ship units (with all damage recorded) are shifted to the "Ships" boxes of their task force markers in the battle hex, not necessarily the same ones they were in earlier if more than one task force marker is in the same hex. This "reorganization" may be performed both on units just in battle and, also, in other hexes that were uninvolved, and may not be performed at any other time during a Turn. If all ship units are eliminated or removed from a task force's "Ships" box, its task force marker must be removed from the Searchboard. Any extra task force marker (currently off the Searchboard, even if just removed) may be newly placed in a Searchboard hex containing a ship unit(s) if one or more of those ship units is placed in its "Ships" box on the Operations Card.
  • 4e2) BASE UNIT: If in a battle, a base unit is returned to its Searchboard hex with any damage recorded identically on both units on both Searchboards. If eliminated, both identical units are removed from play.
  • 4e3) AIR UNITS: Air units (with all damage recorded) are returned to the Searchboard's battle hex.

[5] The Air Return Phase

After all battles have been completed, all air units must return and "land" in available Searchboard hexes, if possible.

  • 5a) WHERE TO LAND: An air unit may "land" anywhere possible, given these restrictions:
    • 5a1) BASING: Air units with green basing dots must "land" in a hex containing a friendly base unit. Air units with yellow basing dots must "land" in a hex containing a friendly seaplane tender ("AV") ship unit or a friendly base unit. Air units with white basing dots must "land" in a hex containing a friendly aircraft carrier or light aircraft carrier unit, or a friendly base unit.
    • 5a2) MOVEMENT: An air unit must be able to reach a "landing" hex using its movement factor. No searching is done during this return movement.
    • 5a3) CAPACITY: The maximum "capacities" of ships and the base (see 2c4) must not be exceeded.
  • 5b) LANDING PROCEDURE: To "land" an air unit, simply place it in an appropriate Operations Card "Arming" box for the hex where it "lands". For example, an Allied air unit moved to hex "A6" could be placed in the Port Moresby base "Arming" box.
  • 5c) NO LANDING: Any air unit unable to "land" for any reason is eliminated. If there is a choice of air units to eliminate, that side's player makes the choice.

[6] The Turn Record Phase

Advance the Turn markers to point to the next box on both sides' Searchboard TIME RECORD tracks. If Turn 6 is over, shift Turn markers to point at Turn 1 and advance date markers to the next date. If the final Turn has been completed, count victory points (see 7a3 in the Battle Manual) to determine the game's winner.

See rule 10 in the Battle Manual for detailed examples of play.

Battle Manual Introduction

STOP!! This manual contains information that supplements the Basic Game rules. Please read the Basic Game rules before examining this manual.

SPECIAL NOTE: If you have already played the 1992 version of our MIDWAY game, you are already familiar with most of the rules (the historical commentary is, obviously, different) in this game, and can save time learning it by reading through only the GUADALCANAL rules that are different. This game, in addition to referring to an "Allied" instead of "American" side, includes new unit counters, Searchboards (with a different TIME RECORD TRACK—see rule 6) and Operations Cards whose uses are unchanged, a new ship type ("APD"—see the back page of this Battle Manual), new scenarios (see 7b through 7g), and multiple bases for both sides (the rules that apply specifically to only the Americans and Midway base in the other game apply to both sides and all bases here). The ability of task force markers to move is restricted by larger land masses (see rule 3c), air units with a yellow basing color may now also "land" at bases, exit edges are modified (see option 12a4.3), option 16k3 is expanded and option 12e is brand new. Although some ship and air units in both games are unavoidably identical, the transport, destroyer and scout units are all identified differently in the two games to permit the design of additional scenarios using them together, if desired (THE GENERAL, Vol. 28, #5 will contain new scenarios).

(The printed contents page of the Battle Manual, which lists the section numbers and page references of this manual, is not reproduced here; every section listed in it is transcribed below.)

[7] The Scenarios

Each "scenario" is a separate game with its own unique rules and victory conditions. To start a game, select one of the scenarios (see 7b, 7c, 7d, 7e, 7f and 7g) as the one to be played, and use any mutually agreeable method to determine which player will play which side. Scenario 7b is recommended for beginning players, Scenarios Two (7c), Three (7d) and Four (7e) can be played using only the Basic Game rules if the "F" type air units given are not used. Scenarios Five (7f) and Six (7g) require the use of option 16.

7a) GENERAL SCENARIO SETUP INFORMATION: The information found here, plus the specific information found in the individual scenarios is needed to setup a game.

7a1) PLAYING SURFACES: Lay out the Searchboards on a table between the players, so that one is directly in front of each player. Place the Searchboard Screen between the two Searchboards so that each player can see only his own Searchboard. The players should place their side's Operations Card conveniently beside the Searchboard. Then, lay out the Battleboard on the other side of the Searchboards.

[Diagram: Japanese Player at the top; Imperial Japanese Searchboard and Imperial Japanese Operations Card on the Japanese side; Battleboard at the left; the Screen between the two Searchboards; Allied Searchboard and Allied Operations Card on the Allied side; Allied Player at the bottom.]

7a2) COUNTER PLACEMENT:

  • 7a2.1) Time: Check the "Time" information in the individual scenario. Both sides should place Turn and Date markers on their Searchboard TIME RECORD TRACK pointing to the starting Turn. For example, when setting up Scenario One (see 7b), which starts on Turn 1 of October 27, the players' TIME RECORD TRACKS should both look as follows: [Figure: TIME RECORD TRACK strip showing Date boxes AUG 24, AUG 25, AUG 26, OCT 25, OCT 27 with Turn numbers 1 to 6 below, a "Side A TURN" arrow, a DATE marker over the OCT 25 box, and dark-shaded night Turns.]

    Printed-source note: the example sentence reads "Turn 1 of October 27", but the illustrated TIME RECORD TRACK starts at Turn 1 on AUG 24. The track, not the sentence, is shown as printed here; the date in the sentence is transcribed as it appears in the source.

  • 7a2.2) Searchboard Setups: The task forces and the base units needed are listed in the individual scenario's "Setup Information" sections. Place a side's needed task force markers and one each of both sides' base units on their Searchboards as indicated by the individual scenario. For example, when setting up Scenario One (see 7b), the Allied player would place the Task Force 16 and Task Force 17 markers in any hex or hexes (as desired by the Allied player) on the Allied Searchboard located in the "III" area (hexes "Q7", "Q8", "R6", "R7", "S7", or "T6"), a Henderson base unit (in hex "N6"), and (to mark the enemy bases) a Buka base unit (in hex "I3"), a Rabaul base unit (in hex "F1"), and a Shortland base unit (in hex "J4") on his Searchboard.

    NOTE: Any unit listed in the setup information with "(back)" next to the unit is setup with the unit already flipped over so that its back side is showing. Any unit listed in the setup information with "(1 hit)" next to the unit is setup with the unit already marked with a "1 hit" marker.

  • 7a2.3) Operations Card Setups: Most of the game's ship and air units are located on the Operations Cards in boxes that display their organization and status. Their locations are represented on the Searchboards by the task force markers.

    • Setting Up Ship Units: Place a side's needed ship units in the "Ships" areas of the appropriate task force boxes on their Operational Cards as indicated by the individual scenario's Setup Information sections. [Figure: Task Force 17 box of the Allied Operations Card showing Normal Strike, Max. Strike, High CAP and Low CAP areas with the ship counters placed in its Ships area.]

7a3) SPECIAL RULES/DETERMINING VICTORY: Read the "Special Rules" section of a scenario's instructions carefully, as it contains rules that apply only to that individual scenario. This section will also state what is required to win the scenario, which always depends on "victory points". A scenario's special rules may include special methods to obtain victory points. Victory points are counted after the last Turn of a scenario is completed, and victory points are always awarded for eliminating or seriously damaging enemy units. The VICTORY POINTS CHART on the Searchboard Screen lists the victory points awarded for each enemy unit that is eliminated/flipped to its back side at the end of the game. For example, a line on the chart reads, "+25/+10: Per CV (Aircraft Carrier) Eliminated/Flipped." At the end of a scenario, if an aircraft carrier unit is eliminated and another is flipped to its back side, the other side would be awarded "25" victory points for the eliminated ship unit and "10" victory points for the flipped ship unit.

  • 7a3.1) Air combat units are worth "2" victory points each, regardless of type, only if eliminated. Scout air units have no value.
  • 7a3.2) An eliminated air combat, destroyer or transport unit that started a scenario already flipped to its back side or which has the word "ELIM" on its back side is worth only one-half the normal victory points. For example, in the Introductory Scenario (see 7b), the Japanese #13 DD unit starts the scenario already flipped to its back side. If eliminated, it is worth only "7" victory points (half the normal "14" victory points awarded for the elimination of a destroyer ship unit). This does not apply to other types of units.
  • 7a3.3) Eliminating or flipping base units are worth no victory points. 1 hit or 2 hits markers on units are worth no victory points.

7b) SCENARIO ONE - INTRODUCTORY: This scenario has a reduced number of units and Turns. It covers only the most important forces and day of the carrier action during the Battle of Santa Cruz, is intended as an introduction to the game, and should be played using only the Basic Game Rules.

  • 7b1) TIME: Starts with October 27, Turn 1 and ends after October 27, Turn 5 (5 Turns).

  • 7b2) ALLIED SETUP INFORMATION:

    • Task Force 16: Place in any "III" area hex at the game's start.
      • 1 CV - Enterprise: B10, S10, T10, Scouts RR and UU.
      • 1 BB - S. Dakota.
      • 1 CA - Portland.
      • 1 CL - San Juan.
      • 2 DD - #9, #10.
    • Task Force 17: Place in any "III" area hex at the game's start.
      • 1 CV - Hornet: B8, S8, T6, Scouts SS and VV.
      • 2 CA - N'hampton, Pensacola.
      • 2 CL - Juneau, San Diego.
      • 1 DD - #6.
    • Henderson ("N6") Base: Place the Henderson base unit in hex "N6" at the game's start.
      • SB141 (back), S71 (back), B6 (back), T8 (back), Scouts AA, FF, and GG.
    • Enemy Bases: Place the respective enemy base units in their hexes, as follows: Buka ("I3"), Rabaul ("F1") and Shortland ("J4").

[The historical commentary block printed on the Scenario One page is omitted from this transcription; see the source note in the Table of Contents.]

[Historical commentary: the "Why Guadalcanal?" essay and the narrative on the printed pages 6 to 8 (which accompany portraits of the commanders) and the commentary that follows the Scenario Two special rules are omitted from this transcription; see the source note in the Table of Contents.] 7c) SCENARIO TWO - THE BATTLE OF THE EASTERN SOLOMONS: This scenario covers all the activities that centered on the major clash of carriers.

  • 7c1) TIME: Starts with August 24, Turn 1 and ends after August 26, Turn 5 (17 Turns).

  • 7c2) ALLIED SETUP INFORMATION:

    • Task Force 11: Place in any "II" area hex at the game's start.
      • 1 CV - Saratoga: 1F5, 2F5, T8, Scouts RR and UU.
      • 2 CA - Minn'polis, N. Orleans.
      • 1 DD - #8.
    • Task Force 16: Place in any "II" area hex at the game's start.
      • 1 CV - Enterprise: 1F6, 2F6, B6, S5, T3, Scouts SS and VV.
      • 1 BB - N. Carolina.
      • 1 CA - Portland.
      • 1 CL - Atlanta.
      • 1 DD - #6.
    • Task Force 18: Place in any "I" area hex at the game's start.
      • 1 CV - Wasp: 1F71, 2F71, S71, S72, T7, Scouts TT and WW.
      • 2 CA - S. Lake City, San Francisco.
      • 1 CL - San Juan.
      • 2 DD - #7 (back), #9.
    • E. Santo (back) ("T11") and Henderson (back) ("N6") Bases: Place the respective base units in their hexes. The air units may be spread between them in any desired manner.

7d) SCENARIO THREE - THE BATTLE OF SANTA CRUZ: October 25 - 27, 1942.

  • 7d1) TIME: Starts with October 25, Turn 1 and ends after October 27, Turn 5 (17 Turns).

  • 7d2) ALLIED SETUP INFORMATION:

    • Task Force 16: Place in any "III" area hex at the game's start.
      • 1 CV - Enterprise: 1F10, 2F10, B10, S10, T10, Scouts RR and UU.
      • 1 BB - S. Dakota.
      • 1 CA - Portland.
      • 1 CL - San Juan.
      • 2 DD - #9, #10.
    • Task Force 17: Place in any "III" area hex at the game's start.
      • 1 CV - Hornet: 1F72, 2F72, B8, S8, T6, Scouts SS and VV.
      • 2 CA - N'hampton, Pensacola.
      • 2 CL - Juneau, San Diego.
      • 1 DD - #6.
    • Task Force 64: Place in any "IV" area hex at the game's start.
      • 1 BB - Washington.
      • 1 CA - S. Francisco.
      • 2 CL - Atlanta, Helena.
      • 1 DD - #7.
    • E. Santo ("T11") and Henderson ("N6") Bases: Place the respective base units in their hexes. The air units may be spread between them in any desired manner.

[Historical commentary on the Battle of Santa Cruz, printed on the same page as the 7d4 rules, is omitted from this transcription (see the Table of Contents source note).]

7e) SCENARIO FOUR - THE BATTLE OF GUADALCANAL: November 12 - 15, 1942.

  • 7e1) TIME: Starts with November 12, Turn 2 and ends after November 15, Turn 3 (20 Turns).

  • 7e2) ALLIED SETUP INFORMATION:

    • Task Force 16: Enters at any "V" area hex on Turn 7.
      • 1 CV - Enterprise: 1F10, 2F10, B10, S10, T10, Scouts RR and UU.
      • 1 CA - N'hampton.
      • 1 CL - San Diego.
      • 1 DD - #6.
    • Task Force 64: Enters at any "V" area hex on Turn 7.
      • 2 BB - S. Dakota, Washington.
      • 1 DD - #9.
    • Task Force 67: Place in hex "N6" (Henderson Base) at the game's start.
      • 3 CA - Pensacola, Portland, S. Francisco.
      • 3 CL - Atlanta, Helena, Juneau.
      • 1 AP - I.
      • 3 DD - #7 (back), #8, #10.
    • E. Santo ("T11") and Henderson ("N6") Bases: Place the respective base units in their hexes. The air units may be spread between them in any desired manner.
      • BG5, 1BG11, 3BG11, BG42, F112, F121 (back), F212 (back), F251, SB131, SB132, SB141, SB142, 1FG347, T8 (back), Scouts AA, BB, FF, GG, HH, II, JJ, KK, LL, OO, and QQ.

[Printed-source note: the rule printed as "7c4.4" in the Scenario Four block is the Scenario Four special rule and is transcribed here as 7e4.4. Historical commentary on the Battle of Guadalcanal and the Japanese surface attempts that follows is omitted from this transcription.]

7f) SCENARIO FIVE - THE BATTLE OF FRIDAY THE THIRTEENTH: This is not an overall scenario as were scenarios One through Four. This scenario is designed to demonstrate how a surface combat is conducted, and covers only the one surface action as a complete scenario. It is recommended for players who have just read through option 16, which must be used, and wish to see how a surface combat works, or for players looking for a fast game. The Searchboards are not needed to setup this scenario, only the Battleboard, the two Surface Turn markers, and the ship units given below:

  • 7f1) TIME: Starts with Surface Turn 1, and ends when the surface combat ends. This combat takes place during a night Turn.
  • 7f2) ALLIED SETUP INFORMATION: Assume the Japanese are side B this Turn (and therefore setup first), and the opponents entered the hex from opposite hex sides.
    • 2 CA - Portland, S. Francisco.
    • 3 CL - Atlanta, Helena, Juneau.
    • 2 DD - #9, #10.
  • 7f3) JAPANESE SETUP INFORMATION: Assume the Japanese are side B this Turn (and therefore setup first), and the opponents entered the hex from opposite hex sides.
    • 2 BB - Hiei, Kirishima.
    • 1 CL - Nagara.
    • 3 DD - #11, #12 (back), #15.
  • 7f4) SPECIAL RULES:
    • 7f4.1) The Japanese side wins with 5 or more victory points more than the Allied side has. The Allied side wins with more victory points than the Japanese side has. Any other result is a "tie" game.
    • 7f4.2) Assume that the opposing task force units entered the battle hex through opposite hexsides, so the ship units setup facing in opposite directions (see option 16b2.2).
    • 7f4.3) Attempts to break contact may not begin before the end of Surface Turn 5.
    • 7f4.4) The Allied side holds the free roll marker (option 11a) at the game's start. The night fighting modifier to the Japanese side's roll is "+1" (option 16k3).

[The historical commentary on the Friday the Thirteenth action, printed on the same page, is omitted from this transcription.]

7g) SCENARIO SIX - BATTLESHIP ACTION: This is not an overall scenario as were scenarios One through Four. This scenario is designed to demonstrate how a surface combat is conducted, and covers only the one surface action as a complete scenario. It is recommended for players who have just read through option 16, which must be used, and wish to see how a surface combat works, or for players looking for a fast game. The Searchboards are not needed to setup this scenario, only the Battleboard, the two Surface Turn markers, and the ship units given below:

  • 7g1) TIME: Starts with Surface Turn 1, and ends when the surface combat ends. This combat takes place during a night Turn.
  • 7g2) ALLIED SETUP INFORMATION: Assume the Japanese are side B this Turn (and therefore setup first), and the opponents entered the hex from opposite hex sides.
    • 2 BB - S. Dakota (1 hit), Washington.
    • 1 DD - #9.
  • 7g3) JAPANESE SETUP INFORMATION: Assume the Japanese are side B this Turn (and therefore setup first), and the opponents entered the hex from opposite hex sides.
    • 1 BB - Kirishima.
    • 2 CA - Atago, Takao.
    • 2 CL - Nagara, Sendai.
    • 2 DD - #11, #12 (back).
  • 7g4) SPECIAL RULES:
    • 7g4.1) The Japanese side wins with 5 or more victory points more than the Allied side has. The Allied side wins with 15 or more victory points more than the Japanese side has. Any other result is a "tie" game.
    • 7g4.2) Assume that the opposing task force units entered the battle hex through adjacent hexsides, so the ship units setup facing in the same direction (see option 16b2.2).
    • 7g4.3) Attempts to break contact may not begin before the end of Surface Turn 4.
    • 7g4.4) The Allied side holds the free roll marker (option 11a) at the game's start. The night fighting modifier to the Japanese side's roll is "-1" (option 16k3).

[The closing historical commentary on the November battles, printed after the Scenario Six rules, is omitted from this transcription.]

[8] Background on the Battles Around Guadalcanal

[Omitted from this transcription: section 8a (Training and Leadership), section 8b (Task Forces), section 8c (The Guadalcanal Perimeter) and the ship histories in section 8d2 (Specific Ship Data), with the United States Navy hull-number note that opens it. These are historical narrative and ship biographies, not rules. Section 8d1 (General Warship Discussion), which contains game notes on how ship and floatplane units are used, is transcribed below, and section 8e (The Aircraft) follows it.]

8d) THE WARSHIPS: All Pacific Ocean naval powers built somewhat similar warships that were designed to operate over the vast distances of the world's largest ocean, but their doctrines, traditions and training could be very different. The Japanese and United States navies followed very different training programs with their ships. The Japanese practiced torpedo attacks and night actions. The Allies emphasized gunnery and daylight actions. The Australian and New Zealand navies (which do not appear in any of this game's scenarios) were better drilled for night actions than the U. S. N., but still much inferior to the Japanese.

8d1) GENERAL WARSHIP DISCUSSION: Both sides used similar ship classifications.

  • Aircraft Carriers (AV, CV, and CVL): The Japanese and American carriers (CV) and (for the Japanese) light carriers (CVL) were all large floating airfields, loaded with flammables and explosives, and vulnerable to any hit. The American ship-board plane handling and damage control techniques were superior to those on the Japanese ships. The Japanese use of floatplanes for search purposes to save the carrier planes for strikes was sound in theory, but broke down due to the lack of sufficient numbers of modern ("Jake") floatplanes. The older biplane floatplanes lacked the range to be very useful. For the game, most Japanese floatplanes (ie., those carried on battleships and heavy cruisers, etc.) are ignored, as only the "Jake" floatplanes carried by the seaplane tenders (AV) were likely to do much long-range scouting. Allied floatplanes were not used in this manner, but were generally used for gunnery spotting and close-in anti-submarine patrols, so they are also ignored in the game.
  • Battleships (BB): The Japanese and American battleships were basically similar: large, heavily-armored ships with huge guns. The Japanese Kongo class were extensively modernized World War I battlecruisers of British design that could use their speed to accompany the fast carriers, but whose armor—thin to keep weight down and speed up—left something to be desired when faced by an enemy battleship. The Mutsu represented the older, World War I era tradition of the battleship as slow, but very heavily armed and armored. The powerful new classes of American fast battleships (the North Carolina, South Dakota, and Iowa classes) were just becoming available to the Pacific Fleet in the summer of 1942, and combined power and protection with (thanks to very powerful engines) speed.
  • Heavy and Light Cruisers (CA and CL): United States cruisers were intended as pure gunnery ships, designed (and their crews trained) for daylight surface actions. An exception was the Atlanta class, armed with twelve to sixteen dual-purpose five-inch guns and intended to provide powerful anti-aircraft protection. Although some American light cruiser (CL) classes carried torpedoes, the unreliability of the Allied torpedo made the risk of moving close enough to use them unprofitable. Japanese light and heavy cruisers carried their excellent "long lance" torpedoes, in addition to their main guns. The Japanese heavy cruisers (CA) were larger and more powerfully-armed than the same Allied classes, which had been built to conform to the 10,000 ton limits of pre-war naval treaties (the Japanese had cheated and exceeded the limitations), although in both navies they carried eight-inch guns. Australian cruisers carried torpedoes, but they were also short-ranged, so they depended on their gunnery as much as the U. S. N. Newer American light cruisers (CL) like the "Helena" were armed with awesome batteries of twelve to fifteen six-inch guns, and were equal or superior in tonnage to the Allied heavy cruisers.

[Section 8d2 ends here; section 8e follows.]

8e) THE AIRCRAFT:

8e1) JAPANESE AIRCRAFT: The game's Japanese air units reflect their wartime designations. Japanese carrier aircraft in 1942 were referred to by the name of their ship. For example, the aircraft assigned to the "Shokaku" were usually referred to as the "Shokaku Fighter Squadron", the "Shokaku Dive Bomber Squadron", and the "Shokaku Torpedo Bomber Squadron", or in the game, the "SF", "SD", and "ST" air units, respectively. The numbers before these letter designations simply show that the squadron was too large to be represented in the game by just one air unit. For example, the "1SF" and "2SF" air units are the two units that together represent the "Shokaku Fighter Squadron". Some smaller units were not included at all, their aircraft being designed into the strength of a longer, more important unit.

The land-based air units, all of which were part of the Navy (Army Air Force units served in other areas), are similarly identified. Japanese land-based naval air units were organized into "Air Groups" that were either named (abbreviations covered below) or numbered (ie., "AG3" = "Air Group 3") for most of 1942. In November, 1942, most Air Groups were renumbered with a three-digit number. This game keeps the earlier names and numbers, but in the explanatory list below, the new numbers are listed in parentheses:

  • AG2 = Air Group 2 (582)
  • AG3 = Air Group 3 (202)
  • AG4 = Air Group 4 (702)
  • AG6 = Air Group 6 (204)
  • AG 253 = Air Group 253 (orig. part of Kanoya)
  • KS = Kisarazu Air Group (707)
  • KY = Kanoya Air Group (751; bomber portion)
  • MS = Misawa Air Group (705)
  • TN = Tainan (or Tainang) Air Group (251)
  • YK = Yokohama Air Group (801)

Japanese planes were generally lighter, smaller and more lightly armored than Allied planes of the same types, the Japanese versions being designed for long range and/or high maneuverability. Japanese aircraft had a confusing number of different designations, but are best-known in the West by the code names assigned to them by the Allies during the war, such as "Kate", "Val", etc.

Japanese aircraft types (the designation in parentheses is the Allied code/letter designation as printed):

  • "BETTY" (G4M): This was a two-engine Japanese medium bomber used for search missions, bombing from medium to high altitudes, and, against ships, torpedo attacks. Virtually every unused space held gasoline to increase the aircraft's range, but this also meant that a "Betty" would burst into flame whenever hit. A "Betty" was carrying Admiral Yamamoto over Bougainville when he was shot down and killed by attacking United States P-38 "Lightning" fighter planes on April 18, 1943.

  • "EMILY" (H8K): This was a very long range Japanese flying boat, designed to replace the older "Mavis". Even more heavily armed and armored than the "Mavis", the "Emily" could also carry a heavy bomb load, or two torpedoes, and could carry them further and faster than a "Mavis" (and much further than any Allied flying boats). If necessary, an "Emily" could remain in the air for over 24 hours! Despite its armor and armament, an "Emily" was not too hard to shoot down, as they were also very large and clumsy.

  • "JAKE" (E13A): This was the latest and best Japanese ship-carried floatplane and featured a useful range. Japanese doctrine was to use these types of floatplanes to scout around a carrier task force, reserving the carrier planes for the attack, rather than using large numbers of carrier aircraft for scouting, as was the practice in American carrier task forces (remember, half of the "Dauntless" aircraft on an American carrier were organized into a "scouting" squadron). Few were available during 1942.

  • "KATE" (B5N): This was the standard Japanese carrier torpedo bomber. An excellent aircraft for its day, the "Kate" was generally inferior to the newer American "Avenger". It could carry bombs and serve as a level bomber from medium altitudes against land targets. Best of all, the "Kate" carried a reliable torpedo that could be released from a higher altitude and at a faster speed than any Allied torpedoes.

  • "MAVIS" (H6K): This was a long range Japanese flying boat. Heavily armed and armored for a Japanese plane, it was to be replaced by the improved "Emily", but the slow production of the newer model kept the "Mavis" in action right to the end of the war. The "Mavis" could carry a heavy bomb load, or two torpedoes.

8e2) ALLIED AIRCRAFT: The game's Allied air units reflect their wartime designations. The aircraft aboard an American carrier in 1942 were normally organized into four squadrons: one fighter (F), one (dive) bomber (B), one scout (S; these also contain dive bomber aircraft), and one torpedo bomber (T). These squadrons often all had the same number, which matched their ship's hull number (this was the pre-war custom, but broke down under wartime emergency conditions). For example, the squadrons assigned to the "Enterprise" (CV.6) at the Battle of the Eastern Solomons were "Fighter or Fighting 6" (or "VF-6"; the Navy always included the letter "V" in their heavier-than-air unit designations, but it is dropped in the game to save space on the unit counters), "Bomber or Bombing 6" ("VB-6"), "Scouting 5" ("VS-5") and "Torpedo 3" ("VT-3"), or in the game, the "F6", "B6", "S5" and "T3" air units, respectively. The numbers before these designations simply show that the squadron was too large to be represented by just one air unit. For example, the "1F6" and "2F6" air units are the two units that together represent the "Fighter 6" Squadron. As with the Japanese, some smaller units were not included.

U.S.M.C. squadrons in 1942 were all land based and designated similarly to naval squadrons, but also always included the letter "M" for "Marine". The two types of Marine squadrons on Guadalcanal were "VMF" ("F" = "Fighter") and "VMSB" (the "SB" means "Scout-Bomber", thus combining the functions of both bomber squadrons aboard an aircraft carrier), and their game designations are similar to those of the carrier units. United States Army Air Force aircraft were organized into "Groups"; eg., "1BG11" and "2BG11" are the units representing the "11th Bomber Group". "FG" = "Fighter Group". All Australian units have their squadron numbers followed by the letter "A". Although there are no New Zealand air combat units present, many of the "Hudson" scouts were in New Zealand units.

Allied aircraft types generally sacrificed range qualities for superior armor protection, survivability and firepower. Most American-designed aircraft had a letter or letter-number designation and a "popular name", while British-designed aircraft just had the name.

  • "AIRACOBRA" (P-39): Tough but not too maneuverable, the P-39 "Airacobra" was not suited for first-line fighter duties, but had to perform them for the lack of something better. With a powerful 37mm cannon in the nose, the aircraft was a powerful fighter-bomber against enemy ground forces. During the game's period, many of the "Airacobras" that were available on the Searchboard area were an inferior model originally produced for export called the "P-400".

  • "AVENGER" (TBF): Developed to replace the older "Devastator", the "Avenger" was superior to the Japanese "Kate", and proved to be one of the most versatile carrier aircraft of the war. Unfortunately, for all the aircraft's strong points, the Avenger was handicapped in 1942 by carrying an unreliable torpedo that required the aircraft to fly much lower and slower than was the case with the corresponding Japanese aerial torpedo. This type was flown later in WW II by future U. S. President George Bush.

  • "BEAUFIGHTER": This British-designed two-engine aircraft was developed from the earlier "Beaufort" torpedo bomber, and saw service as a night fighter and strike aircraft (its common use in the game). During the period covered by the game, most of these present would have been built in Great Britain and shipped to Australia, where domestic production of the type was just getting under way.

  • "BEAUFORT": This British-designed two-engine aircraft was designed as a land-based torpedo bomber and light attack bomber. Less capable than its more modern offspring, the "Beaufort", the was still a very useful aircraft, and like the "Beaufighter", was also gearing up for use and production in Australia during the period covered by the game. [Printed text as shown; the sentence reads "its more modern offspring, the 'Beaufort'" in the source, which appears to be a typographical error for the "Beaufighter".]

  • "CATALINA" (PBY): Inferior in range to the Japanese "Mavis" or "Emily", the "Catalina" was still an excellent and dependable long range search plane. Much cheaper to build and maintain than its Japanese counterparts, the "Catalina" could carry two torpedoes, and the planes were operated by some of the best aircrews in the United States Navy. On board radar and rigorous training gave these aircraft an effective night capability by late 1942.

[9] Hints on Play

GUADALCANAL duplicates the most important aspects of air and sea warfare in the Pacific in 1942. As such, the historically successful tactics are also those which will prove successful in the game. There are numerous possibilities regarding plans and tactics that may be tried, and this section can only provide a few general hints and observations.

First, pay close attention to observation, as this is the key to the game. Avoid wasting units searching areas where the enemy cannot be, or areas too distant to matter. If the enemy can be found, and fails to find you, the game is half won. Get maximum use from your long-range land-based scout plane units ("Catalina", "Hudson", "B-17", "Emily", "Mavis", and "Betty") in conducting searches. The Japanese player should try for maximum use of their "Jake" floatplane scout units, saving carrier aircraft for attacks. Make thorough searches by placing the scout units close enough together so that all necessary hexes in an area can be observed. Stagger the take off times for scout plane units, holding some in reserve for use during the next Turn. The reserve units can then be used to continue the search when the previous ones have to return.

Second, keep a "combat air patrol" ("CAP") of fighters over all important task forces and over threatened bases during all day Turns. Do not neglect to keep fighters over any transports, as these are especially vulnerable to enemy air strikes. If an attack threatens, get all planes into the air, and reinforce the CAP with every available plane. Do not waste fighter units flying CAP over non-essential or non-threatened bases or task forces—keep them where they are needed. There never seem to be enough fighters, so why waste the ones you have?

Third, organize your task forces very carefully. It may appear that the best strategy is to place multiple flattops in one Searchboard hex, and then surround them with the best anti-aircraft ship units to provide maximum protection at one point, but this is not necessarily true. A large, well-organized air attack can always get through and cause some damage, regardless of the anti-aircraft factors available around any one ship. An attack that got through, and scored some hits on each of two or more carriers would reduce their capabilities and effectively put these ships out of the game. If each carrier is provided with its own separate "ring" of escorting ships, a much larger total number of ship units could be used to protect the two, and more anti-aircraft factors would have to be faced to attack more than one carrier. Keep carriers and transports out of surface engagements. Form special task forces for surface missions, and keep the vulnerable, high-victory-point-value ships to the rear.

Last, remember that these hints are only suggestions, not rules. The game is very much a "player's game" and allows for experimentation and unorthodox plans. A plan that works perfectly in one game can fail miserably in the next. Surprise can be decisive!

[10] Examples of Play

These examples are intended to clarify the game's rules by showing them in use. Only the Basic Game Rules apply to these examples. This example follows the same forces through the steps and phases of a typical Turn. It may be helpful to take the components needed and "play along" while reading through this example. It is October 27, Turn 2 (a day Turn, so "flying" is possible—see 3a1) and the Task Force 17 marker is located in hex "Q5" on the Allied Searchboard. Task Force 17 has not yet been spotted by the Japanese side. The "Hornet" ship unit is located (with the "Juneau", "Pensacola" and DD #6 ship units) in the "Ships" box of the Task Force 17 area on the Allied Operations Card. The "B8", "T6", and "SS" air units are in the "Ready" box, and the "S8"and "VV" air units are in the "Arming" box of the "Hornet" area.

10a) ACTION PHASE (3): This phase consists of four distinct steps, after the "sides" for the Turn are determined. Comparative dice rolls of "4" for the Allies and "6" for the Japanese at the start of the Action Phase establish that the Japanese are Side "A", so the Allied side must go first during each of the following steps and phases.

  • Assembly Step (3a): Since "Hornet" has a launch number of "4" (see its area on the Allied Operations Card), any or all of the three units in the "Ready" box may "take off" to "fly" by being shifted to the Task Force 17 "Normal Strike" box. It is not necessary for any or all of these air units to "take off", only those desired by the Allied player. If a fourth air unit was also located in the "Ready" box, it could "take off", too, but the "S8" and "VV" air units, being in the "Arming" box, may not "take off". The Allied player shifts the three air units to the Task Force 17 "Normal Launch" box. [The source uses both "Normal Strike" and "Normal Launch" for this same box.] When the Allied side is finished, the Assembly Step is then performed on the Japanese Operations Card by the Japanese side.
  • Ready Step (3b): During the Ready Step (still on the Allied Operations Card) the "S8" and "VV" air units are shifted to the "Ready" box in the "Hornet" area, for possible "take off" on the next Turn. When the Allied side is finished, the Ready Step is then performed on the Japanese Operations Card by the Japanese side.
  • Sea Movement Step (3c): The Task Force 17 marker is moved to hex "P4" on the Allied Searchboard. When the Allied side is finished, the Sea Movement Step is then performed on the Japanese Searchboard by the Japanese side.
  • Air Movement and Search Step (3d): Scout SS is moved individually and first, successively into hexes "P3", "P2", "O2", "N1", "N2", and "M3" on the Allied Searchboard.

GAME HINT: If originating from a task force marker that has not yet been spotted, it is a good idea not to call out and search the first few hexes entered by an air unit to keep the opponent guessing as to where it came from.

Only the last four hexes entered are announced, and the Japanese player informed the Allied player that a task force marker (in fact, it is the Advance Force marker) is "spotted" in hex "N2", containing the undamaged ship units for carrier "Junyo", battleships "Haruna" and "Kongo", and light cruiser "Isuzu". An enemy task force marker is placed in hex "N2" on the Allied Searchboard to record this "spotting". Note that the Allied player did not stop searching in hex "N2", but kept moving after "spotting" into hex "M3". The "B8" and "T6" air units are removed from Task Force 17's "Normal Strike" box, placed on the Allied Searchboard, and moved together (3d2) as an air strike successively into hexes "O4", "N3", and "N2". Only "N3" is announced, and nothing new is "spotted".

GAME HINT: Normally, a player will not wish to call out the locations of unspotted task force markers, as this reveals their locations. However, it is a good idea to conduct sea search with all spotted task force markers, and,on every Turn, with the base units.

Unspotted, the Allied player does not announce a sea search with the Task Force 17 marker. However, this is one of the disadvantages of going first, and, when the Japanese player performs the same step, Task Force 17 is "spotted" by a Japanese scout air unit, and an air strike is moved to hex "P4" from an unknown (to the Allied player) location.

10b) COMBAT PHASE (4): Side A (the Japanese this Turn) decides the order in which combats are fought, and the Japanese player decides that the battle in hex "N2" will be resolved first, followed by the one in hex "P4".

[Diagram: the Battleboard hexes "G10" to "K14" showing the ship and air counters of the battle in hex "N2".]

The Battle in Hex "N2" (Anti-Aircraft Combats): The attacking Japanese player, faced with two air units both in range (4c1) of all ship units, decides to concentrate on the dive bomber, but to also take a shot at the torpedo bomber, hoping for some luck, in this desired order:

  • "Haruna" ship unit ("2" anti-aircraft factor), "Kongo" ship unit ("2" anti-aircraft factor), "Junyo" ship unit ("3" anti-aircraft factor) have a total modifier of "7" versus the "B8" air unit ("2" defense factors). No other combat modifiers apply. The Japanese attacker rolls a "6" ("+7" total modifier) = "13" combat number versus the Allied defender's roll of "5" ("+2" total modifier) = "7" combat number. The attacker is more (4b4), but not two times as much, so one hit is scored. Mark the "B8" air unit with a 1 hit marker.
  • "Isuzu" ship unit ("1" anti-aircraft factor) versus "T6" air unit ("2" defense factors). No other combat modifiers apply. The Japanese attacker rolls a "2" ("+1" total modifier) = "3" combat number versus the Allied defender's roll of "7" ("+2" total modifier) = "9" combat number. The attacker is less (4b4), so there is no damage.

Bombing Combat (Battle in Hex "N2"): The attacking Allied player has two different bombing categories, so there will be two separate attacks on the "Junyo" ship unit, resolved in this desired order:

  • Dive Bombing Category Attack: Air unit "B8" (the 1 hit marker placed due to the anti-aircraft combat reduces its "7" bombing factors to a "6"—see 4b5) versus the "Junyo" ship unit ("3c" defense factors; the letter has no meaning unless option 16 is used, so only the "3" is considered). No other combat modifiers apply. The Allied attacker rolls a "4" ("+6" total modifier) = "10" combat number versus the Japanese defender's roll of "6" ("+3" total modifier) = "9" combat number. The attacker is more (4b4), but not two times as much, so one hit is scored. Mark the "Junyo" ship unit with a 1 hit marker.
  • Torpedo Bombing Category Attack: Air unit "T6" ("6" bombing factors) versus "Junyo" ship unit (the 1 hit marker from the dive bombing attack reduces its "3c" defense factor to "2c"). No other combat modifiers apply. The Allied attacker rolls a "6" ("+6" total modifier) = "12" combat number versus the Japanese defender's roll of "3" ("+2" total modifier) = "5" combat number. The attacker is two times (4b4), but not three times as much, so the defending unit is flipped over. Turn over the "Junyo" ship unit so that its back side is face up, and remove its 1 hit marker.

Battle's End (Battle in Hex "N2"): The "Junyo" (now with its back side facing up) and other ship units are returned to the "Ships" box of the Advance Force area on the Japanese Operation Card. The two Allied air units (with "B8" now stacked with a 1 hit marker) are returned to Allied Searchboard hex "N2".

[Diagram: the Battleboard hexes "G10" to "K14" showing the ship and air counters of the battle in hex "P4".]

10b2) Battle Hex "P4": The Allied player empties the "Ships" box of Task Force 17 on the Allied Operations Card and sets up the ship units on the Battleboard as shown in the diagram. The Japanese player then takes all combat air units out of Japanese Searchboard hex "P4" and places them on the Battleboard as shown (4a3).

Anti-Aircraft Combats (Battle in Hex "P4"): Within the limitations of the particular type of combat's rules, the attacker always determines how the individual combats are resolved.

GAME HINT: The Allied player divides the combats as shown on the previous page in hopes of eliminating the "2ZT" air unit to avoid the "anvil" combat modifier (4d3.1) and also eliminating or at least reducing the "1SD" air unit to avoid the dive bomber combat modifier (4d3.3) during the later bombing combat.

The attacking Allied player chooses to resolve the following anti-aircraft combats in the following order:

  • The "Juneau", "Pensacola", and "DD #6" ship units ("7" total anti-aircraft factors) versus the "1ZT" air unit ("1" defense factor). No other combat modifiers apply. The Allied attacker rolls a "7" ("+7" total modifier) = "14" combat number versus the Japanese defender's roll of "4" ("+1" total modifier) = "5" combat number. The attacker is two times (4b4), but not three times as much, so the defending unit is flipped over. Turn over the "1ZT" air unit so that its back side is face up.
  • The "Hornet" ship unit ("4" anti-aircraft factor) versus the "2SD" air unit ("1" defense factor). No other combat modifiers apply. The Allied attacker rolls a "6" ("+4" total modifier) = "10" combat number versus the Japanese defender's roll of "6" ("+1" total modifier) = "7" combat number. The attacker is more (4b4), but not two times as much, so one hit is scored. Mark the "2SD" air unit with a 1 hit marker.

Bombing Combat (Battle in Hex "P4"): The attacking Japanese player chooses to resolve the following bombing combats in the following order:

  • Bombing Attacks On the "Hornet":
    • Torpedo Bombing Category Attack: Air units "1ZT" and "2ZT" ("6" bombing factors each, but being flipped due to the anti-aircraft combat gives "1ZT" only "3" bombing factors—see 4b5) are making an "anvil" attack ("+3" combat modifiers; see 4d3.1) and have a total modifier (4b2) of "+11" versus the Hornet ship unit ("3c" defense factors—the letter has no meaning unless option 16 is used, so only the "3" is considered). No other combat modifiers apply. The Japanese attacker rolls a "3" ("+11" total modifier) = "14" combat number versus the Allied defender's roll of "4" ("+3" total modifier) = "7" combat number. The attacker is two times as much (4b4), but not three times as much, so the defending unit is flipped over. Turn over the "Hornet" ship unit so that its back side is face up.
    • Dive Bombing Category Attack: Air unit "2SD" (the 1 hit marker placed due to the anti-aircraft combat reduces its "5" bombing factors to "4"; see 4b5) is making a dive bombing attack on a ship unit that has a combat air unit in its Operations Card "Ready" box (remember that the "S8" air unit was shifted to the "Ready" box during the Ready Step; if only the "VV" air unit—which is a scout, not a combat air unit—was in the "Ready" box there would be no effect; this adds a "+4" combat modifier—see 4d3.3) and has a total modifier (4b2) of "+8" versus the Hornet ship unit (now "2c" defense factors because that is the number on its back side). No other combat modifiers apply. The Japanese attacker rolls a "3" ("+8" total modifier) = "11" combat number versus the Allied defender's roll of "7" ("+2" total modifier) = "9" combat number. The attacker is more (4b4), but not two times as much, so one hit is scored. Mark the "Hornet" ship unit with a 1 hit marker.
  • Dive Bombing Category Attack On the "Pensacola": Air unit "1SD" ("5" bombing factors) versus the "Pensacola" ship unit ("3b" defense factors). No other combat modifiers apply. The Japanese attacker rolls a "3" ("+5" total modifier) = "8" combat number versus the Allied defender's roll of "5" ("+3" total modifier) = "8" combat number. The combat numbers are equal (4b4), so there is no damage.

Battle's End (Battle in Hex "P4"): The Allied ship units (with "Hornet" now flipped and with 1 hit marked) are returned to the "Ships" box of the Task Force 17 area on the Allied Operation Card. The Japanese air units (with "1ZT" flipped over and "2SD" marked with 1 hit) are returned to Japanese Searchboard hex "P4".

10c) AIR RETURN PHASE: This considers only the air units that "took off" from the "Hornet". Scout air unit "SS" (from Searchboard hex "M3"), the "B8" and "T6" air units (from Searchboard hex "N2") are moved to Searchboard hex "P4" (location of the Task Force 17 marker and the "Hornet" ship unit), and placed in the Hornet area's "Arming" box on the Allied Operations Card.

10d) TURN RECORD PHASE: Both players advance their turn markers on their own TIME RECORD TRACK. It is a good idea to check and make sure there is agreement as to the current Turn. If nothing else happens the rest of the game (highly unlikely!), victory points, based only on what was covered here, total as follows (see 7a3):

  • The Japanese side gets 10 victory points since "Hornet" (a CV) was flipped.
  • The Allied side gets 10 victory points since "Junyo" (also a CV) was flipped.

Optional Rules

The Basic Game rules and the various scenarios provide for a great variety of games, although more experienced players may wish to go for even more variety and more realism by using some or all of these additional optional game rules. These options are just that—optional—they may be added to the game singly or in just about any combinations to suit player's tastes. Each optional rule adds some additional scope and detail to the game, as well as some additional complexity and playing time. It is suggested that players master the Basic Game rules before trying any of the rules in this section. These options, in most cases, simply add to the Basic Game rules, all of which still apply. There are changes to the Basic Game Turn Sequence if some of these options are used (simply ignore the parts that apply only to options that are not used), and a COMPLETE SEQUENCE OF PLAY (incorporating all optional rules) is found on the Searchboard Screen.

[11] Combat Options

  • 11a) THE FREE ROLL MARKER: If this option is used, every scenario starts with one given side holding the free roll marker, that side being given in the scenario's Special Rules section. The free roll marker can be used whenever the holding player desires to re-roll the dice once for any one combat (rolls for purposes other than combat are not allowed). Obviously, this should be used only in a case where the holding player is very unhappy with the original rolls! After the dice are rolled for a combat, the player holding the free roll marker announces that it is to be used. The original rolls are then ignored, and both dice are rolled again to resolve the combat. The new rolls resolve the combat. After use of the free roll marker, it is then passed to the other player, who can then hold it until he desires a re-roll on any later combat, after which it is passed to the other player, etc.

  • 11b) AIRCRAFT DAMAGE ON DAMAGED BASE AND SHIP UNITS: When a base or ship unit is damaged, this may mean that the air units "On Ground" or "On Board" these units are also damaged. When a base or ship unit takes a hit or hits and/or is flipped over (ie., this is handled the same, regardless of the severity of the damage) during a Combat Phase, any air units in its "Arming" and/or "Ready" boxes must, in any order, be checked for damage at the end of the Combat Phase. This is done by both sides competitively rolling a die once per air unit involved, and marking damage the same as in a combat. For each roll, the player controlling the air unit is the defender, and the opponent is the attacker.

    • 11b1) If the air unit is "On Board" a ship, there is a "+2" modifier to the defending die roll, and no modifier to the attacking die roll.
    • 11b2) If the air unit is "On Ground" at a base, there is a "+3" modifier to the defending die roll, and no modifier to the attacking die roll.
    • 11b3) A "1 hit" result is not marked and has no effects on a scout air unit. However, if the attacker's combat number is at least two times more than the defender's combat number, a scout air unit is eliminated.
    • 11b4) If a base or ship unit is eliminated, all air units "On Ground" or "On Board" are still also eliminated, as in Basic Game rule 4b5.

[Printed-source note: sections 11d1 and 11d2 refer to "option 15d", but section 15 of the printed contents lists only 15a through 15c. The reference is transcribed as printed.]

  • 11e) SUBMARINE ATTACKS: There were numerous submarines for both sides operating in the waters covered by the game's Searchboards. These are not represented in the game, but their effects are abstracted here. At the conclusion of an Air Return Phase (including during night Turns), after all air units have been landed and/or marked to patrol (see option 12d) there may be a submarine attack:

    • 11e1) WHO ATTACKS: Both sides roll one die and compare the numbers. There are no modifiers for this roll. If one side's number exceeds the other side's number by three times or more, the side with the larger number may make a "submarine attack". Otherwise, neither side gets a submarine attack.
    • 11e2) WHAT CAN BE ATTACKED: A side getting a submarine attack may only use it against any opposing task force marker on which there is "exact" information (this is the Basic Game information or as covered in 15a1.2). If there is no such task force marker, there is no submarine attack. After choosing a task force, the attacking side selects a specific ship unit in the task force as the target unit.
    • 11e3) SUBMARINE ATTACK PROCEDURE: Both sides roll a die and combat is resolved and marked normally, using the following combat modifiers (for easy reference, these are also printed on the Searchboard Screen):
      • 11e3.1) ATTACKER MODIFIERS:
        • "+3": The attack comes during a night Turn.
        • "-1": Attacking a destroyer ("DD") ship unit.
        • "+4": Attacking a "dead in the water" ship unit.
      • 11e3.2) DEFENDER MODIFIER:
        • "+1": Per destroyer (this is for individual destroyers, of which there may be three to six per destroyer ship unit) in the task force marker (this is just in the individual task force marker, not those in other task force markers in the same hex).

[12] Movement Options

These rules expand on the players' abilities to realistically use and maneuver their units.

  • 12a) VARIABLE SEA MOVEMENT: Instead of all desired task force markers being moved one Searchboard hex per Turn, as in Basic Game rule 3c, this movement rate varies, depending on the movement factor of the slowest ship unit in a task force.

    • 12a1) ONE MOVEMENT FACTOR: A task force marker whose slowest ship unit has a movement factor of "1" is moved one hex every Sea Movement Step (same as in the Basic Game).
    • 12a2) TWO MOVEMENT FACTORS (▲): A task force marker whose slowest ship unit has a movement factor of "2" is moved one hex during most Sea Movement Steps, but can be moved one or two hexes during the Sea Movement Steps of every Turn "3" [as printed; these are the Turns marked with the triangle]. These Turns are marked with a solid triangle (▲) on the TIME RECORD TRACKS on the Searchboards.
    • 12a3) THREE MOVEMENT FACTORS (●): A task force marker whose slowest ship unit has a movement factor of "3" is moved one hex during the Sea Movement Steps of even-numbered Turns, but can be moved one or two hexes during the Sea Movement Steps of odd-numbered Turns. These Turns are marked with a solid circle (●) on the TIME RECORD TRACKS on the Searchboards.
    • 12a4) TOWING: A ship unit that is "dead in the water" (see option 11c) can be considered to be "towed" if there is another ship unit in the task force that is not dead in the water and available to do the "towing".
      • 12a4.1) Each "dead in the water" ship unit requires one and only one ship unit that is not "dead in the water" to "tow" it. No ship unit may be used to "tow" more than one other ship unit. BB, CV, and CVL class ship units may not be used to "tow" other ship units.
      • 12a4.2) A "towed" ship unit is considered to have a movement factor of "1" for use during Sea Movement Steps only (ie., move as in rule 12a1). A task force marker containing a "dead in the water" ship unit(s) that is not "towed", may not be moved during a Sea Movement Step.

[13] Wave Attacks

Historically, it was difficult to coordinate large air strikes against a common target area, especially if the range was long. Usually, air strikes from different locations would arrive over the same target area at different times.

  • 13a) COMBINING AND SEPARATING AIR STRIKES: This option modifies Basic Game rule 3d.
    • 13a1) SEPARATIONS: "Flying" scout air units may still be moved individually, but "flying" combat air units must be moved and kept together only if they originate from the same task force marker or base unit and start from the same strike box. For example, under this modification, air units originating from different task force markers in the same hex can, if desired, be moved to different destinations. Also, air units from a "Normal Strike" box may, if desired, be moved to a different destination than those from a "Max. Strike" box in the same Operations Card area. Under this option, a separate "air strike" (unlike Basic Game rule 3d4, where an "air strike" is always all of the combat air units in a hex) is any stack of combat air units ("air strike") that had to be or was combined to be moved together.
    • 13a2) COMBINATIONS: To put together powerful forces, separate "air strikes" can be combined into larger "air strikes". Separate "air strikes" may, if desired, be combined if they originate in the same hex. Separate "air strikes" may also be combined by moving an "air strike(s)" through a hex where one or more other "air strikes" originate, and combining all into one "air strike" before moving out of that Searchboard hex.
  • 13b) "WAVE" ATTACK RESOLUTION: Separate "air strikes" that have not combined and end movement in the same hex with an opposing task force marker(s) or base unit should be kept distinct (one way to do this is to face the air units of each "wave" in different directions while they are stacked together in the Searchboard battle hex), as each separate "air strike" constitutes a different "wave" of attacking air units.
    • 13b1) ORDER OF WAVE USE: When the time comes to resolve the battle, place each "wave" in a separate stack near the Battleboard. Then, the controlling player rolls a die once for each "wave". The "wave" for which the highest number was rolled must resolve combats first (the first "wave"), then the next highest, etc. If die rolls were tied, those "air strikes", by sheer luck, arrived at the same time, and are combined to form one "wave".

[14] Fighters and Air Combats

Fighter air units are not used in the Basic Game, so to use this option the Fighter units must be setup at the start of a game. Fighters are used as "escorts" for bombers and as "combat air patrols" ("CAP") to defend friendly targets. The are used to engage in "air combats" with other air units. Air combats are resolved before resolving anti-aircraft combats.

  • 14a) AIR COMBAT SETUP: This section can be skipped if no CAP fighter units are present in the hex. If there are no CAP fighter units, any escort fighter units in the hex may be kept out of combat, or some or all may be setup to strafe (see option 14f). Battle setup is handled normally (see 4a), except that, after setting up the other units normally, the fighter units are setup for air combats, as follows:

    • 14a1) ESCORT SETUP: Pick a corner or edge of the Battleboard with some empty hexes to setup an air combat between fighter units. Place all of the escorting fighter units in a line, one per hex.
    • 14a2) CAP SETUP: All fighter units in both the "High CAP" and "Low CAP" boxes in the battle hex must be used in the air combat with the escort fighter units. Keep fighter units shifted from the two boxes separated, or (if necessary) make notes as to which is which.
      • 14a2.1) To mark individual combats, place each CAP fighter unit with its front facing at one desired opposing escorting fighter unit.
      • 14a2.2) Excess CAP fighter units must be stacked with other units, as desired, so that two or more CAP fighter units are in combat with one escort fighter unit, but, if possible, at least one CAP fighter unit must be matched up with each escort fighter unit.
    • 14a3) ESCORT SETUP ADJUSTMENT: If there are more escort fighter units involved, the excess units may be stacked with other escort fighter units for air combat, as desired, so that two or more escort fighter units are in combat with one CAP fighter unit, or some or all of the excess escort fighter units may be setup to strafe (see option 14f).
  • 14b) AIR COMBAT MODIFIERS: The attacking side's only combat modifier is the attacking air unit's air combat factor. If two or more units attack the same target unit, their air combat factors be added together. The defending side's only combat modifier is the target air unit's defense factor.

[Diagram: a Battleboard fragment showing the Allied "1F6", "2F6" (back), and "1F5" escort fighter units and the Japanese "1RF", "2SF" and "1RF"/"1SF" CAP fighter units in two individual air combats.]

  • 14d1) ESCORT ATTACKS: The Allied "1F6" and "2F6" (back) escort fighter units have a total of "9" air combat factors (a "+9" combat modifier) versus "2" defense factors (a "+2" combat modifier) for the Japanese "1RF" CAP fighter unit. No other modifiers apply in air combats. The Allied player rolls a "1" ("+9" total modifier) = "10" combat number, and the Japanese player rolls a "3" ("+2" total modifier) = "5" combat number. The attacker's combat number is two times the defender's combat number, so the Japanese "1RF" unit is flipped to show its back side. The Allied "1F5" escort fighter unit has a total of "6" air combat factors (a "+6" combat modifier) versus "2" defense factors (a "+2" combat modifier) for the Japanese "2SF" CAP fighter unit. The Allied player rolls an "8" ("+6" total modifier) = "14" combat number, and the Japanese player rolls a "2" ("+2" total modifier) = "4" combat number. The attacker's combat number is three times (actually more) than the defender's combat number, so the Japanese "2SF" unit is eliminated. The elimination of the Japanese CAP fighter unit frees the "1F5" fighter unit to be immediately placed as a strafing fighter unit, if desired (see option 14f).

  • 14d2) CAP ATTACKS: Now the CAP side attacks, but only the "1RF" unit remains to do so, and with its back side air combat factor at that, so the "1F5" unit is no longer involved in an individual combat, and is not attacked. "1F6" and "2F6" are still in an individual combat, and the Japanese player decides to attack the "2F6" unit, as its weakened back side is up. The Japanese "1RF" CAP fighter unit has a total of "3" air combat factors (a "+3" combat modifier) versus "1" defense factors (a "+1" combat modifier) for the Allied "2F6" escort fighter unit. The Japanese player rolls a "7" ("+3" total modifier) = "10" combat number, and the Allied player rolls a "4" ("+1" total modifier) = "5" combat number. The attacker's combat number is two times the defender's combat number, so the Allied "2F6" unit is flipped. As its back side is already up, the unit is eliminated.

  • 14e) AIR COMBAT BREAKTHROUGHS: Any individual air combat that ends with the elimination of the only escort fighter unit in the individual combat, releases the CAP fighter unit(s) engaged in that individual combat to "breakthrough" and have an additional air combat with an enemy bomber or strafing fighter (see 14f, below) unit. If there are no escort fighter units, consider that all CAP fighter units were able to breakthrough.

[15] Expanded Search Rules

  • 15a) VARIABLE SPOTTING INFORMATION: Air search information is changed, with this option replacing Basic Game rule 3d3.2. For easy reference, much of this information is repeated in the SEARCH CHART on the Searchboard Screen.
    • 15a1) AIR SEARCH PROCEDURE: If there is nothing in an announced hex, the opposing player says so. If a task force marker(s) is in a hex called out to be searched, it is spotted, but the opposing player merely states that "something is there". To try for more exact information, competitive die rolls are used, with both players rolling a die and comparing the results, as follows:
      • 15a1.1) Search Modifiers: All of the following "search modifiers" apply to the searching side's die roll:
        • "+0": This modifier applies during a night Turn.
        • "+3": This modifier applies during a day Turn.
        • "+2": If the air unit has not used all of its movement factors, the searching player may announce that additional movement factors will be expended in the hex (as the search aircraft circles the area trying for a better look). Each additional movement factor expended adds a "+2" die roll modifier. For example, a scout air unit with "6" movement factors enters a hex containing an opposing task force marker after moving only three hexes. The remaining three movement factors could be converted into a "+6" modifier, or, if the player still wished to move the scout unit another hex, two of movement factors could be converted into a "+4" modifier, and the air unit moved into another hex when the search in the current hex is over, etc. (This modifier applies only to air searches.)
        • "+3": This modifier applies if the hex contains any land or reef.
        • "+6": This modifier applies if the hex contains a base unit.
      • 15a1.2) Search Results: Compare the modified numbers rolled to find the result, as follows:
        • Tie or Less: If the searching side's modified roll is equal to or lower than the opposing roll, there is still just "something" is there.

SPECIAL NOTE: When determining the number of ships in a hex, remember that transport ("AP"), fast transport ("APD") and destroyer ("DD") ship units represent more than one actual ship—they represent a number of ships equal to the number of ship symbols on their counters. For example, the Japanese destroyer ship unit number eleven represents six actual ships when its front side is up, and three actual ships when its back side is up. This number of "ships"—not necessarily the number of "ship units"—provides the numbers for the "Exceeded" and "2X" results.

  • 15a2) AIR STRIKE SPOTTING: An air strike(s) may be moved to end movement and attack in a hex where exact information is not available. In this case, exact information on the ship units is given, but only when they are setup for the battle. In other hexes that an air strike enters, handle as in 15a1.

  • 15a3) OPTIONAL SEA SEARCH: This is performed as in Basic Game rule 3d5, except that the procedures in option 15a1 for determining what information is available are used. See also option 16a for surface contacts with opposing ship units.

  • 15a4) MARKING AND RECORDING SPOTTINGS: The enemy task force markers are, as in the Basic Game (see 3d3.3), used to mark enemy positions. For use with this option, it is suggested that the "Exact" side of an enemy task force marker be displayed only when the information is reliable ("2X" and "3X"), and that the "?" side be displayed otherwise. Of course, written notes are still useful for recording what is known about each enemy task force marker.

  • 15b) LOSS OF SCOUT AIR UNITS: This option is only used if option 14 is also used. Anytime a scout air unit enters a hex containing an enemy fighter CAP ("High CAP" and/or "Low CAP"), there is a chance that the scout unit will be eliminated by the opposing fighters.

    • 15b1) When a scout air unit(s) enters a hex containing an opposing fighter unit(s) in a CAP box(es) or was used to "shadow" (see option 12d2) a task force marker where this applies, both sides immediately make an unmodified die roll and compare the results. If the fighter CAP side's roll exceeds the scout side's roll by three times or more, the scout air unit(s) is eliminated. Otherwise, there is no result.
    • 15b2) If eliminated, a scout air unit is still considered to search a hex before elimination, and the search is conducted as in option 15a1, but no search modifier for expending additional movement factors in the hex is applied to the searching.

[16] Surface Combats

Surface combats are almost a separate game, and, in fact there are scenarios (7f and 7g) that are exclusively surface combats. There is a great deal of abstraction in these surface rules to make these actions fit on the Battleboard, and they admittedly use a "split scale" where ships are deployed as if the hexes were under one thousand yards across, and their weapon ranges work as if each hex were 5,000 to 7,000 yards across, but the rules still provide a decent "feel" for 1942 surface actions. These rules are used to resolve surface combats between opposing ship units and between ship units and base units. Surface combats are resolved after all bombing combats are completed.

  • 16a) SURFACE CONTACT: The Searchboard hexes are large enough (over 70 miles across) that it is possible for ships from both sides to be located in the same hex and still not "spot" each other or get close enough to fire their guns. "Surface contact" is required to fight a surface combat. Surface contact occurs, and a surface combat must be resolved, if both sides have a task force marker(s) in the same hex and both sides had search results in that hex of "2X" ("actual number") and/or "3X" ("exact"; see option 15a1.2), or (if option 15a is not used) the normal Basic Game "exact" information (see 3d3.2). If only one side has this information, that side's player decides if there is to be a surface contact or not, and a surface combat is resolved only if that player wishes to do so—otherwise, there is no surface contact and there will be no surface combat. If there is a surface contact, exact information on the ship units present is given to both sides when they are setup for battle.
  • 16b) TASK FORCE FACING: If this option is used, it is necessary to know exactly what direction a task force marker was moving when it entered a battle hex.
    • 16b1) MOVEMENT DIRECTION: The direction is easily shown by designating the top of task force markers as their "front" facings (see picture). Then, when a task force marker is moved during a Sea Movement Step, always orient its front facing to show the direction it moved when it entered the hex.

[Figure: "TASK FORCE MARKER'S FRONT FACING" (a Task Force 16 marker) and "TASK FORCE MARKER ENTERED INTO HEX" (a Task Force 17 marker entering a hex from the direction shown by "Moved from here").]

  • 16b2) DIRECTION COMPARISONS: The directions the opposing task forces moved are used to determine the directions the ship units face when setup on the Battleboard.

    • 16b2.1) If opposing task force markers entered a battle hex and crossed the same or adjacent hexsides to enter the hex, all ship units are setup facing in the same direction.
    • 16b2.2) If opposing task force markers entered a battle hex and crossed opposite or non-adjacent hexsides to enter the hex, the ship units are setup facing in opposite directions.
    • 16b2.3) If there are multiple task force markers on one or both sides, and, because of this, both 16b2.1 and 16b2.2 apply to some task force markers, all ship units are setup facing in the same direction.
    • 16b2.4) In the example at left, the Task Force 16 marker entered the battle hex as shown by the arrow. If all enemy task force markers entered the hex from directions A, B, and/or C, opposing ship units are setup facing in the same direction (16b2.1 applies). If all enemy task force markers entered the hex from directions D, E, and/or F, opposing ship units are setup facing in opposite directions (16b2.2 applies). If one enemy task force unit entered from direction A and another from direction F, then 16b2.3 applies, and opposing ship units are setup facing in the same direction.
  • 16c) SURFACE COMBAT SETUP: Ship units are removed from their task force's "Ships" boxes on the Operations Card. If ship units were earlier setup for anti-aircraft and bombing combats, they must be removed from the Battleboard and placed in new locations. Side B sets up all Side B ship units, then Side A sets up all Side A ship units. These ship units may be setup as desired on the Battleboard, even if they were in separate task forces, as long as all units fit on the Battleboard, there is only one unit per hex, and their setup conforms to all the following rules:

    • If the combat occurs during a night Turn, opposing ship units in their first battlelines are setup behind and right on the opposing "Night Setup Lines", separated by the two open hexes between. If the combat occurs during a day Turn, opposing ship units in their first battlelines are setup behind and right on the opposing "Day Setup Lines", separated by the four open hexes between. The lead ship unit for each side's first battleline is placed in an "X" hex ("I11" or "L11" for night Turns and "H11" or "M11" for day Turns). Since Side B sets up first, that player selects the setup line for his side, and Side A uses the other setup line.

[Diagram: the sample night setup on the Battleboard, with the "NIGHT SETUP LINE" and "DAY SETUP LINE" marked, the "X" lead-ship hexes shown, and the Allied and Japanese ship counters placed in their battlelines.]

  • 16d) SEQUENCE OF SURFACE TURNS: Once setup is complete, a surface combat is ready to begin. Place the Surface Turn markers to point to Surface Turn "1" on the SURFACE TURN RECORD TRACKS on the Battleboard. Surface combats consist of up to ten "Surface Turns", and the sequence of play for each Surface Turn is as follows:

    • 16d1) SURFACE COMBAT SIDES: Roll one die each and compare the results. Roll again to break ties. The high roll side is Surface Side A for this Surface Turn and the low roll side is Surface Side B. Both sides should adjust their Surface Turn marker to show their appropriate side.
    • 16d2) SURFACE MOVEMENT: The Surface Side B ship units are moved, then the Surface Side A ship units.
    • 16d3) INDICATE TORPEDO FIRE: Any Surface Side B torpedo markers are placed, then any Surface Side A torpedo markers.
    • 16d4) GUNNERY COMBATS: Resolve all Surface Side B gunnery attack combats, then all Surface Side A gunnery attack combats.
    • 16d5) TORPEDO COMBATS: Resolve all Surface Side B torpedo attack combats, then all Surface Side A torpedo attack combats.
    • 16d6) BREAKOFFS: Surface Side B designates any breakoff ship units, then Surface Side A does so. Then Surface Side B resolves his attempts, followed by the resolution of the Surface Side A attempts.
    • 16d7) END TURN: Advance the Surface Turn markers to point to the next Surface Turn. If there are no ship units left on the Battleboard from one side (see option 11c1 for the automatic elimination of "dead in the water" ship units), or if Surface Turn "10" is completed, the battle's end procedure (see Basic Game rule 4e) is followed to return all units to the Searchboards, including those that made successful breakoffs.

[Figure: "TORPEDO MARKERS MUST BE FACED AS SHOWN IN THE FOUR POSSIBLE HEXES." Four torpedo markers are shown placed in the four hexes beside a destroyer ship unit, each faced in the direction it must point.]

  • 16f3) A ship is not always in a good location from which to fire its torpedoes. Torpedoes may not be fired if there is no target unit in range or in a position to be hit. A torpedo unit may not be placed in a hex with a ship unit (NOTE: This means that Allied torpedoes can never be launched at half range), or placed so that it points in a direction where a friendly unit is closer than an enemy unit. A torpedo marker is placed to the side of its firing ship unit, and (depending into which of the four hexes it is placed) may only be faced in one direction, as shown in the illustration at left.
  • 16f4) A ship unit may fire torpedoes only once per surface combat and once per game. If necessary, to aid memories, keep a written note of which ship units have fired their torpedoes.
  • 16f5) Consider this rule as optional even if the rest of the surface combat rules are used, as it contradicts 16f4 as far as the Japanese are concerned. Japanese ships carried complete torpedo "reloads". If a Japanese ship unit fires its torpedoes during a surface combat, it can be used to fire them again during a later surface combat. If this rule is used, written records must be kept.
  • 16g) GUNNERY COMBATS: In gunnery combats, a single ship unit is always used to attack a single enemy target ship unit. The attacks may be in any desired order—there is no need to announce all firings before any are resolved. If desired, a player can fire a ship unit at a target unit, then decide to fire another ship unit at that same target unit, etc. There is no "line of sight" for gunnery combats—a ship unit's range may be counted through hexes containing a ship unit(s) and/or torpedo marker(s) (from either or both sides). A gunnery combat attack uses a ship unit's current surface factor number as a modifier against a target unit's current defense factor number as the defender's modifier. Other attacker combat modifiers that may apply are explained below (for easy reference these are also found in the COMBAT DIE ROLL MODIFIERS CHART on the Battleboard).
    • 16g1) GUNNERY RANGE AND HALF RANGE: A "+2" modifier applies if a target unit is at "half range" from the attacking ship unit. The range of a ship unit's gunnery depends on the size of its guns, as reflected by the letter "range" that is part of a ship unit's surface factor. The ranges for these ratings are "a" (battleship guns of 14" to 18") = 6 hexes (3 hexes = half range), "b" (8" heavy cruiser guns) = 5 hexes (2 hexes = half range), "c" (6" light cruiser guns) = 4 hexes (2 hexes = half range), and "d" (3" to 5.5" light guns) = 3 hexes (1 hex = half range). For easy reference, these ranges are also printed on the Battleboard.

[Diagram: a hex grid around a central ship unit, with the hexes labelled "FRONT SECTOR", "REAR SECTOR" and two "SIDE SECTOR" areas shaded, and arrows marked "Arrows show torpedo directions".]

  • 16g3) SURFACE VERSUS DEFENSE FACTOR RATINGS: The bigger ships had thicker armor that gave more protection against smaller guns. As part of their defense factor, all ship units have a letter rating that reflects the thickness of their armor, the same as the letter rating with the surface factor reflects the size of its guns. These modifiers are as follows:
    • 16g3.1) A "-6" modifier applies if an attacking unit has a "d" rated surface factor and the target unit has an "a" rated defense factor.
    • 16g3.2) A "-4" modifier applies if an attacking unit has a "d" rated surface factor and the target unit has a "b" rated defense factor, or if an attacking unit has a "c" rated surface factor and the target unit has an "a" rated defense factor.
    • 16g3.3) A "-2" modifier applies if an attacking unit has a "d" rated surface factor and the target unit has a "c" rated defense factor, if an attacking unit has a "c" rated surface factor and the target unit has a "b" rated defense factor, or if an attacking unit has a "b" rated surface factor and the target unit has an "a" rated defense factor.
  • 16h) TORPEDO COMBATS: If the ship unit that fired a torpedo marker has been eliminated or if no target unit lies in its path, immediately remove the torpedo marker—it automatically "missed" everything. Remove other torpedo markers as their torpedo combat attacks are resolved.
    • 16h1) TORPEDO COMBAT MODIFIERS: For the torpedo markers that are not removed as automatic misses, a torpedo combat attack uses an attacking ship unit's current torpedo factor number as a modifier against a target unit's current defense factor number as the defender's modifier. If two or more torpedo markers indicate attacks against the same target unit, their ships' torpedo factors are added together as a single combat modifier for one torpedo combat. Other combat modifiers that may apply are explained below (for easy reference these are also found in the COMBAT DIE ROLL MODIFIERS CHART on the Battleboard):
      • 16h1.1) Night: A "+2" modifier applies if the surface combat occurs during a night Turn. This reflects that incoming torpedoes are harder to see at night.

[17] Multi-Player Rules

GUADALCANAL can be played by more than one player per side. These are some suggested rules for use in games with up to two players per side. Games with the largest forces available work best, so it is suggested that only scenarios 7c, 7d, and 7e be used for multi-player games.

  • 17a) ASSIGNMENT OF PLAYERS: Players should be given specific units to command. For the example, one player could get the command of all ship and ship-carried air units, and the other player could get command of the bases and all land-based air unit. Alternately, one player could command the east half of the Searchboard, while another player commands the west half.
  • 17b) UNIT CONTROL: Players may only control the units that they command. This means that only that player moves and rolls the dice for their units.
  • 17c) COMMUNICATIONS BETWEEN PLAYERS: Communications are considered to be by "radio", even when player flagships are in the same Searchboard hex. However, since fleets tried to observe "radio silence", and since transmissions could be unreliable or garbled, communications were often difficult and delayed. These rules duplicate the problems of conducting and controlling a World War II naval campaign through radio communications:
    • 17c1) The commanders on a side should meet secretly to discuss their strategy before a game begins. One player should be nominated as the overall commander; ie., the guy who gives the orders. After the game begins, no talking is allowed among the players on a side.
    • 17c2) Each player names one ship as the "flagship" for his forces. This ship is known to the commander's side, but not to the opposing side. Flagships should always be aircraft carriers or battleships, if possible. If a player's flagship is eliminated, that player may not send or receive messages for the rest of the game.
    • 17c3) To simulate radio messages, write and send notes on slips of paper at the start of a Turn's Assembly Step. Fold the message and write on the outside the current Turn and the name of addressee. Then competitively roll a die against an opposing player, with no modifiers. If the player sending the message rolls equal to or higher than the opposing player, the message will be given to the addressee at the start of the next Turn's Assembly Step. If the player sending the message rolls less than the opposing player, the message will be given to the addressee at the start of the Turn's Assembly Step in two Turns. Write the Turn of delivery on the note and place in a pile (sorted by delivery Turns) with all the other messages awaiting delivery.

[18] Umpired Games

This option presumes that an extra person can be recruited who will not play for either side, but will instead serve as an "umpire" and run the game. This situation allows for far more realism and is actually the ultimate version of the game. The rules given in this option are less hard-and-fast rules than suggestions on how the use of an umpire can benefit the game by increasing the "fog of war".

  • 18a) SPECIAL SETUP: The players (or teams of players) must be separated into separate rooms, or at least kept out of sight behind partitions. Each side or player must have a copy of the game, and the umpire must have another copy. This option works well when all participants are at their homes, and the game is played by phone—in multi-player games of this sort it is not even necessary for the players to have ever met.
  • 18b) GAME COPIES: The umpire's copy displays all information and counters for both sides. The other copies each display only one player's (or side's) counters and information.
  • 18c) HINTS ON PROCEDURE: The game is played similarly to the normal version, except that all information must go through the umpire, who also handles other duties. Because the players are separated, they do not see each other's Operations Cards, and it is possible to speed up play by using the following suggestions for play:
    • 18c1) The umpire rolls two dice at the start of every Turn to determine Sides A and B. The players on both sides should then perform all other activities in the Action Phase simultaneously, except for moving air strikes, then notify the umpire of everything that has been done, including the projected routes of the scout air units. The umpire then takes this information and gets back to the players when their scout air units enter a hex with a task force marker(s). The players can then choose how many movement factors to expend in a hex (if option 15a1 is used), the umpire performs the competing die rolls and reports the appropriate information to the side (spotting reports go to all players on a side in multi-player games). HINT: If the result is a "lie", the umpire should secretly roll one die: 1 through 3 = halve the actual number; 4 through 7 = give the actual number; or 8 through 10 = double the actual number. After the movement of all scout air units is completed, players must move all of their air strikes and announce any sea searches, getting any additional information from the umpire.
    • 18c2) Each combat will have to be setup separately, with consultations as to what the involved players wish to do. Surface combats (if option 16 is used) are the most complicated as consultations must be made several times for each Surface Turn. The big difference, and what adds the "fog of war" is that the umpire handles dice rolls. Players are informed as to the damage to their own units, but have a less than perfect picture as to what they are doing to the enemy. Again, as with "lies" about "spotting", an umpire may wish to use a secret die roll to determine what information is given to a player or side regarding damage done to enemy units: 1 or 2 = underreport damage by a factor of two hits; 3 or 4 = underreport damage by a factor of one hit; 5 or 6 = report the actual damage; 7 or 8 = overreport damage by a factor of one hit; and 9 or 10 = overreport damage by a factor of two hits. Consider a "flip" to equal three hits and an "eliminated" to equal six hits for this purpose, although no impossible scores should be reported (ie., one hit is scored on a unit that already has one hit marked, and the die roll requires overreporting by a factor of two hits, which would equal total damage of four hits, which equals a "flip" plus one hit—in a case like this, just report that the unit is "flipped").

Unit Information Reference

*[Diagram: Ship and Base Unit Information, labelled Name, Type "a", Defense Factor, Front Facing, Rear Facing, Picture or Symbol, Surface Factor *, Movement Factor , Torpedo Factor * and Anti-Aircraft Factor.]

*[Diagram: Air Unit Information, labelled Name, Front Facing, Type "a", Defense Factor, Picture, Basing Color "b", Air Combat Factor , Movement Factor and Bombing Factor.]

  • a. Ship and Base Types: AP = Transport; APD = Fast Transport (converted Destroyer); AV = Seaplane Tender; B = Base; BB = Battleship; CA = Heavy Cruiser; CL = Light Cruiser; CV = Aircraft Carrier; CVL = Light Aircraft Carrier; DD = Destroyer. Destroyer and transport type ship units represent two to six ships each; all other ship units represent one (named) ship.
  • Aircraft Types and Bombing Categories (4d1): D = Dive Bomber (dive bombing); F = Fighter; H = Heavy Bomber (high level bombing); M = Medium Bomber (medium level bombing); S = Scout; T = Torpedo Bomber (medium level bombing vs. base and torpedo bombing vs. ship units). All large-size air units are called "air combat units", and all small-size air units are called "scout air units".
  • b. Basing Colors:
    • Yellow: May land only on a base or AV.
    • Green: May land only on a base.
    • White: May land only on a base, CV, or CVL.
  • *: This information is not used in the Basic Game.

Creating New Scout Air Units (option 15c):

  • Allied: Land-based (green basing color) "D" Class = Scout QQ; Carrier-based (white basing color) "D" Class = Scouts RR-TT; Carrier-based "T" class = Scouts UU-WW; "H" Class = Scouts XX-ZZ.
  • Japanese: Carrier-based (white basing color) "D" Class = Scouts AA-DD; Carrier-based (white basing color) "T" Class = Scouts EE-HH; Land-based (green basing color) "T" Class = Scouts SS-TT.
all
  • 4b5) RECORDING AND EFFECTS OF DAMAGE: Any damage to a unit is recorded and applied immediately. Record damage to units as follows:
    • 1 Hit: If one hit is scored on a unit, stack a 1 hit marker on the unit. If there is already a 1 hit marker on the unit, flip the marker over so the 2 hits marker side shows. If there is already a 2 hits marker, the unit is flipped over, with the effects covered under "Flipped" and "Eliminated", below. Any unit stacked with a hit marker (either side up) has all of its face up factors except for its movement factor reduced by "-1".
    • Flipped: When a unit with its front side showing is flipped over, adjust it so that its back, or reduced strength, side is up and remove any hit markers. The factors on the unit's back side are now the ones that apply. If the back side of the unit says "ELIM" the unit is eliminated. When a unit with its back side already showing must be flipped over, it is eliminated instead.
    • Eliminated: An eliminated unit is considered as destroyed and removed from play. If a base or ship unit is eliminated, all air units in that unit's "Ready" and/or "Arming" boxes on the Operations Card are also eliminated.
  • both
  • 4d3.2) A "-2" combat modifier applies for a torpedo bombing combat if any or all of the torpedo bomber units face a target ship unit's front and/or rear facing (the ship is "threading" the torpedoes).
  • 4d3.3) A "+4" combat modifier applies for a dive bombing combat if the target unit is a ship unit that has a combat air unit(s) in its Operations Card "Ready" box. The defending player must reveal this when the modifiers are calculated, but not before.
  • 4d3.4) A "-5" combat modifier applies for a high level bombing combat if the target unit is a ship unit, and a "-1" combat modifier applies for a high level bombing combat if the target unit is a base unit.
  • 4d3.5) A "-5" combat modifier applies for a medium level bombing combat if the target unit is a ship unit, and a "-4" combat modifier applies for a medium level bombing combat if the target unit is a base unit.
  • 4d4) DEFENDER'S MODIFIERS: The defending side's only combat modifier is its target ship or base unit's defense factor.
  • For example, when setting up the Introductory Scenario (see 7b) on the Allied Operations Card, ship units "Hornet", "N'hampton", "Pensacola", "Juneau", "San Diego" and destroyer unit "6" should be placed in the "Ships" area of the Task Force 17 box, as shown at right.
  • Setting Up Air Units: Place a side's air units in the "Ready" or "Arming" boxes of the appropriate named ship and base areas on their Operations Card as indicated by the individual scenario's Setup Information sections. For example, when setting up Scenario One (see 7b) on the Allied Operations Card, air units "B8", "S8", "T6", "SS" and "VV" should be placed in the "Ready" and/or "Arming" boxes (as desired) of the Hornet area, as shown at right. [Figure: CV Hornet area of the Operations Card, showing 8 Capacity and 4/2 Launch, with the ON BOARD boxes Ready and Arming holding the air unit counters.]
  • 7b3) JAPANESE SETUP INFORMATION:

    • Strike Force: Place in any "VII" area hex at the game's start.
      • 1 CV - Shokaku: 1SD, 2SD, 1ST, 2ST (back), Scouts BB and FF.
      • 1 CV - Zuikaku: 1ZD, 2ZD, 1ZT, 2ZT, Scouts CC and GG.
      • 1 CVL - Zuiho: ZHT, Scout HH.
      • 1 AV - Chikuma: Scout OO.
      • 1 AV - Tone: Scout PP.
      • 2 BB - Hiei, Kirishima.
      • 2 CA - Kumano, Suzuya.
      • 1 CL - Nagara.
      • 4 DD - #13 (back), #16, #17, #18.
    • Advance Force: Place in any "VII" area hex at the game's start.
      • 1 CV - Junyo: JD, JT, Scouts AA and EE.
      • 2 BB - Haruna, Kongo.
      • 4 CA - Atago, Maya, Myoko, Takao.
      • 1 CL - Isuzu.
      • 2 DD - #11, #12.
    • Buka ("I3"), Rabaul ("F1"), and Shortland ("J4") Bases: Place the respective base units in their hexes. The air units may be spread among them in any desired manner, except that no units may start the game at Buka base. 1HD, 2HD, HT, 1KS, Scouts II, KK, LL, and SS.
    • Enemy Bases: Place the enemy Henderson base unit in its hex "N6".
  • 7b4) SPECIAL RULES:

    • 7b4.1) The Japanese side wins with 30 or more victory points more than the Allied side has. The Allied side wins with 10 or more victory points more than the Japanese side has. Any other result is a "tie" game.
    • 7b4.2) To play this scenario using the optional rules, especially option 14, setup fighter aircraft units as follows: 1F10, 2F10 on "Enterprise", 1F72, 2F72 on "Hornet", F121, F212, 1FG347 on Henderson Base, 1SF, 2SF on "Shokaku", 1ZF, 2ZF on "Zuikaku", 1ZHF, 2ZHF on "Zuiho", 1JF, 2JF on "Junyo", and AG3, YK, 1HF on any Japanese bases being used.
    • 7b4.3) The Allied side holds the free roll marker (option 11a) at the game's start. The night fighting modifier to the Japanese side's roll is "+2" (option 16k3).
    • 1BG11, 3BG11 (back), F223, F251 (back), B3, S3, SB232, 1FG347, Scouts AA, BB, FF, GG, HH, II, JJ, and QQ.
  • Gili-Gili (back) ("D7") and P. Moresby ("A6") Bases: Place the respective base units in their hexes. The air units may be spread between them in any desired manner, except that only "F", "D", and "T" types of air units may start at the Gili-Gili base.
    • 1BG3, 3BG3 (back), 1FG8, 2FG8 (back), 1BG19, 2BG19 (back), 1BG22, 2BG22, 30A (back), 100A (back), 1FG49, 75A, 77A, Scouts CC and KK.
  • Enemy Bases: Place the respective enemy base units in their hexes, as follows: Buka ("I3"), Gasmata ("D3"), Lae ("A4"), Rabaul ("F1") and Shortland (back) ("J4").
  • 7c3) JAPANESE SETUP INFORMATION:

    • Strike Force: Place in any "VII" area hex at the game's start.
      • 1 CV - Shokaku: 1SF, 2SF, 1SD, 2SD, 1ST, 2ST (back), Scouts AA and EE.
      • 1 CV - Zuikaku: 1ZF, 2ZF, 1ZD, 2ZD, 1ZT, 2ZT, Scouts BB and FF.
      • 1 AV - Chikuma: Scout OO.
      • 2 BB - Hiei, Kirishima.
      • 2 CA - Kumano, Suzuya.
      • 1 CL - Nagara.
      • 2 DD - #11, #12 (back).
    • Attack Force: Place in any "VII" area hex at the game's start.
      • 1 CVL - Ryujo: 1RF, 2RF, RT, Scout GG.
      • 1 AV - Tone: Scout PP.
      • 1 DD - #16 (back).
    • Support Force: Place in any "VII" area hex at the game's start.
      • 1 AV - Chitose: Scouts QQ and RR.
      • 5 CA - Atago, Haguro, Maya, Myoko, Takao.
      • 1 CL - Yura.
      • 1 DD - #13.
    • Main Body: Place in any "VII" area hex at the game's start.
      • 1 BB - Mutsu.
      • 1 DD - #14 (back).
    • Cover Force: Place in any "VII" area hex at the game's start.
      • 4 CA - Aoba, Chokai, Furutaka, Kinugasa.
    • Convoy Force: Place in any "VI" area hex at the game's start.
      • 1 CL - Jintsu.
      • 1 APD - VI.
      • 2 DD - #17, #18.
    • Invasion Force: Place in hex "F1" (Rabaul Base) at the game's start.
      • 1 AP - V (back).
      • 1 DD - #15.
    • Advance Force: Place in hex "C6", "D6", or "E7".
      • 1 AP - IV (back).
    • Buka ("I3"), Gasmata ("D3"), Lae ("A4"), Rabaul ("F1"), and Shortland (back) ("J4") Bases: Place the respective base units in their hexes. The air units may be spread among them in any desired manner, except that no units may start the game at Buka base.
      • 1AG2, 2AG2, 1AG4, 2AG4, AG6 (back), 1KS, 2KS, 1MS, 1TN, 2TN, YK, Scouts II, KK, LL, SS and TT.
    • Enemy Bases: Place the respective enemy base units in their hexes, as follows: E. Santo (back) ("T11"), Gili-Gili (back) ("D7"), Henderson (back) ("N6") and P. Moresby ("A6").
  • 7c4) SPECIAL RULES:

    • 7c4.1) The Japanese side wins with 10 or more victory points more than the Allied side has. The Allied side wins with 25 or more victory points more than the Japanese side has. Any other result is a "tie" game.
    • 7c4.2) Consider the anti-aircraft factor on the Enterprise to be only a "4" in this scenario.
    • 7c4.3) Japanese AP and/or APD units may "unload" only in hexes "D7", "M6" or "M7" for victory points. To "unload", a unit must start and end a Turn in the hex for at least two consecutive Turns without being eliminated. No unit may be "unloaded" more than once per game. For each AP/APD unit that successfully "unloads" during the game, the Japanese side gets 10 bonus victory points at game's end.
    • 7c4.4) If flipped over or eliminated, the victory points for the APD unit are the same as for an AP unit.
    • 7c4.5) This rule makes a difference only if option 12a is used. The Japanese offensive caught the American carrier task forces in the midst of fueling at sea. Because of this, move all Allied ship units in Task Force 18 on the Searchboard as if none of the ship units had a speed factor higher than "2".
    • 7c4.6) Only Allied "F", "D", and "T" types of air units may land at the Gili-Gili base. Only Japanese air units with a yellow basing color may land at the Shortland base.
    • 7c4.7) The Allied side holds the free roll marker (option 11a) at the game's start. The night fighting modifier to the Japanese side's roll is "+3" (option 16k3).
    • BG5 (back), 1BG11, 3BG11 (back), F121, F212, F251 (back), SB141 (back), 1FG347, 1S71 (back), 1B6 (back), T8 (back), Scouts AA, BB, CC, FF, GG, HH, II, JJ, KK, LL, MM, OO, and QQ.
  • Gili-Gili ("D7") and P. Moresby ("A6") Bases: Place the respective base units in their hexes. The air units may be spread between them in any desired manner.
    • 1BG3, 3BG3, BG38, 1FG8, 1BG19, 2BG19, 1BG22, 2BG22, 3BG22, 30A, 100A, 1FG35, 2FG35, 1FG49, 2FG49, 75A, 77A, Scouts DD, EE, NN, and PP.
  • Enemy Bases: Place the respective enemy base units in their hexes, as follows: Buka ("I3"), Gasmata ("D3"), Lae ("A4"), Rabaul ("F1") and Shortland ("J4").
  • 7d3) JAPANESE SETUP INFORMATION:

    • Strike Force: Place in any "VII" area hex at the game's start.
      • 1 CV - Shokaku: 1SF, 2SF, 1SD, 2SD, 1ST, 2ST (back), Scouts BB and FF.
      • 1 CV - Zuikaku: 1ZF, 2ZF, 1ZD, 2ZD, 1ZT, 2ZT, Scouts CC and GG.
      • 1 CVL - Zuiho: 1ZHF, 2ZHF, ZHT.
      • 1 AV - Chikuma: Scout SS.
      • 1 AV - Tone: Scout TT.
      • 2 BB - Hiei, Kirishima.
      • 2 CA - Kumano, Suzuya.
      • 1 CL - Nagara.
      • 4 DD - #13 (back), #16, #17, #18.
    • Support Force: Place in hex "L5" or "M6" at the game's start.
      • 1 CA - Chokai.
      • 1 CL - Yura.
      • 2 DD - #19, #20.
    • Advance Force: Place in any "VII" area hex at the game's start.
      • 1 CV - Junyo: 1JF, 2JF, JD, JT, Scouts AA and EE.
      • 2 BB - Haruna, Kongo.
      • 4 CA - Atago, Maya, Myoko, Takao.
      • 1 CL - Isuzu.
      • 2 DD - #11, #12.
    • Buka ("I3"), Gasmata ("D3"), Lae ("A4"), Rabaul ("F1"), and Shortland ("J4") Bases: Place the respective base units in their hexes. The air units may be spread among them in any desired manner, except that no units may start the game at Buka base.
      • 1AG2 (back), 2AG2, AG3, 1AG4, AG6, AG253 (back), YK, 1HF, 1HD, 2HD, HT, 1KS, 2KS, 1KY, 2KY, 1MS, 2MS, 1TN, Scouts DD, HH, II, KK, LL, MM, NN, SS and TT.
    • Enemy Bases: Place the respective enemy base units in their hexes, as follows: E. Santo ("T11"), Gili-Gili ("D7"), Henderson ("N6") and P. Moresby ("A6").
  • 7d4) SPECIAL RULES:

    • 7d4.1) The Japanese side wins with 25 or more victory points more than the Allied side has. The Allied side wins with 10 or more victory points more than the Japanese side has. Any other result is a "tie" game.
    • 7d4.2) The Allied side holds the free roll marker (option 11a) at the game's start. The night fighting modifier to the Japanese side's roll is "+2" (option 16k3).
  • 7e3) JAPANESE SETUP INFORMATION:

    • Strike Force: Place in any "VI" area hex at the game's start.
      • 1 CV - Hiyo: 1HF, 2HF, 1HD, HT (back), Scouts AA and EE (see 7e4.5).
      • 1 CV - Junyo: 1JF, 2JF, JD, JT, Scouts BB and FF.
      • 1 AV - Tone: Scouts OO, PP.
      • 2 BB - Haruna, Kongo.
      • 1 DD - #20 (back).
    • Advance Force: Place in any "VI" area hex at the game's start.
      • 2 BB - Hiei, Kirishima.
      • 2 CA - Atago, Takao.
      • 1 CL - Nagara.
      • 3 DD - #11, #15, #16.
    • Support Force: Place in hex "J4" (Shortland Base) at the game's start.
      • 2 CA - Chokai, Kinugasa.
      • 1 CL - Isuzu.
      • 1 DD - #17 (back).
    • Attack Force: Place in hex "J4" (Shortland Base) at the game's start.
      • 2 CA - Maya, Suzuya.
      • 2 DD - #12, #14 (back).
    • Convoy Force: Place in hex "J4" (Shortland Base) at the game's start.
      • 1 CL - Sendai.
      • 2 AP - IV, V.
      • 3 DD - #13, #18, #19.
    • Buka ("I3"), Gasmata ("D3"), Lae ("A4"), Rabaul ("F1"), and Shortland ("J4") Bases: Place the respective base units in their hexes. The air units may be spread among them in any desired manner.
      • 1AG2, 2AG2, AG6, YK, AG252, AG253, AG956, 1KS, 2KS, 3KS, 1KY, 1MS, 1ST, Scouts II, JJ, KK, LL, MM, NN, SS, and TT.
    • Enemy Bases: Place the respective enemy base units in their hexes, as follows: E. Santo ("T11"), Gili-Gili ("D7"), Henderson ("N6") and P. Moresby ("A6").
  • 7e4) SPECIAL RULES:

    • 7e4.1) The Japanese side wins with 15 or more victory points more than the Allied side has. The Allied side wins with 35 or more victory points more than the Japanese side has. Any other result is a "tie" game.
    • 7e4.2) Japanese AP units may "unload" only in hexes "M6" or "M7" for victory points. Allied AP units may "unload" only in hex "N6" for victory points. To "unload", a unit must start and end a Turn in the hex for at least two consecutive Turns without being eliminated. No unit may be "unloaded" more than once per game. For each AP unit that successfully "unloads" during the game, its side gets 10 bonus victory points at game's end.
    • 7e4.3) Consider the launch factor on the Enterprise to be a "3/2" in this scenario.
    • 7e4.4) If option 11d is used, the Guadalcanal base unit may "repair" twice as much damage as normal if it remains unengaged for two consecutive night Turns.
    • 7e4.5) Engine problems dictated use of "Hiyo" only in an emergency, so use is optional with the Japanese side. Before play starts, the Japanese side should secretly note if the "Hiyo" ship unit and her air group will be used—reveal at game's end for verification. If the "Hiyo" is used, the Allied side is awarded 5 bonus victory points at the end of the game. If not used, keep the ship unit out of the game, but the air units shown aboard the "Hiyo" may start on any Japanese base(s).
    • 7e4.6) The Allied side holds the free roll marker (option 11a) at the game's start. The night fighting modifier to the Japanese side's roll is "+1" (option 16k3).
  • Destroyers: Allied destroyers were essentially their only torpedo-carrying surface ships, and were roughly equal to their Japanese counterparts, although the Japanese destroyers carried the much superior "long lance" torpedo, whereas the Allied destroyers carried better anti-submarine equipment. Destroyers generally operated in "squadrons" or "flotillas", and each destroyer unit in the game represents four to six individual destroyers.
  • "NELL" (G3M): This was an older two-engine Japanese medium bomber used for search missions, level bombing from medium altitudes, and torpedo attacks. In the process of being replaced by the "Betty" in 1942, "Nell, Nell, the Pacific Belle" continued to soldier on until the end of the war. The most noteworthy event involving "Nells" was their sinking of the battleship H. M. S. "Prince of Wales" and the battlecruiser H. M. S. "Repulse" in December, 1941.

  • "RUFE" (A6M2-N): The "Rufe" was a floatplane version of the "Zero". The float reduced handling, speed, and range in every respect, but, for 1942, the "Rufe" was useful as a fighter plane at places that lacked proper land airstrips, still being able to hold its own with many of the Allied fighter types, and quite capable of shooting down bombers or snooping scout aircraft.

  • "VAL" (D3A): This was the standard Japanese carrier dive bomber. Still an excellent airplane in 1942, its fixed landing gear showed that it was already approaching obsolescence. Able to carry less of a bomb load than its counterpart, the "Dauntless", its highly skilled aircrews are what made it a deadly weapon in the vicious carrier battles of 1942.

  • "ZERO" (A6M): This was the standard Japanese Navy fighter. The carrier-borne Model 21 "Zero" (also codenamed "Zeke") featured a long range, but this same model flown by the crack land-based Japanese units was capable of flying incredible distances. Another land-based version, the Model 31 was code-named "Hamp" and featured a much lower range. Training and equipment therefore account for the differences in Japanese fighter unit ranges in the game. Fast and maneuverable, the "Zero" was, in the skilled hands of the Japanese navy pilots, the best fighter aircraft in the Pacific during 1942.

  • "DAUNTLESS" (SBD): This was the standard American carrier dive bomber. It was tough and maneuverable, sturdy and reliable, and destined to serve through the entire war, although replaced on carriers by newer types in 1944. The "Dauntless" was superior to the Japanese "Val". Endowed with a host of affectionate nicknames, including "the Daunty Lass" and "Slow But Deadly" (from its service initials "SBD"). The champion sinker of aircraft carriers of all time.

  • "FLYING FORTRESS" (B-17): This was the Allied long-range four-engine heavy bomber in the Pacific in 1942. The original design of the "Flying Fortress" called for it to fly far out to sea and destroy enemy fleets with high altitude precision bombing. This is exactly how they were used at in the Pacific during 1941 and 1942, but few hits were scored, although many were claimed. So much for pre-war theories! A Flying Fortress could prove to be almost too much for the lightly armored "Zeros" to handle. The "Flying Fortresses" based on the eastern side of the Searchboard were generally newer, better maintained, and could carry more fuel than those based in Australia, accounting for their superior range.

  • "HAVOC" (A-20): A maneuverable light attack bomber, the "Havoc" (known as the "Boston" in British service) proved to be a jack-of-all-trades in many air forces around the world. Like the larger and longer-ranged "Mitchell", the "Havoc" started sporting a formidable battery of nose guns at the end of 1942, but, like many other Allied aircraft during 1942, the "Havoc" crews had not yet acquired the armament or techniques that would greatly increase their effectiveness later in the war.

  • "HUDSON" (A-28): The "Hudson" was an American designed light bomber. Pretty much a failure in the bomber role, it was found that with extra gas instead of bombs it made a decent search plane. In the area covered by the game's Searchboards, the "Hudson" was mainly operated as a reconnaissance aircraft by the Royal Australian and New Zealand Air Forces.

  • "LIGHTNING" (P-38): Although the "Lightning" would later become renowned as the mount of the top American fighter "aces" in World War II, the machine was just starting to arrive in the Searchboard area in 1942. Many "bugs" still needed to be worked out before the "Fork Tailed Devil" would reach its full potential and make its mark on the Pacific War.

  • "MARAUDER" (B-26): The sleek "Widowmaker" was a fast, "hot", two-engined medium bomber. Its speed and maneuverability made it a terror in the air, but the "Marauder" required careful maintenance and well-maintained airfields to operate effectively. Normally capable of carrying a variety of bombs, the "Marauders" in the Pacific during 1942 were specifically modified to carry torpedoes for attacks on shipping. During 1943, this type was pulled out of the Pacific theater in favor of the more docile and easier to care for "Mitchells" and "Havocs".

  • "MITCHELL" (B-25): This was a reliable and tough two-engined medium bomber. Later models would be optimized for low-level attacks by the installation of massive batteries of guns in the nose (one model had twelve heavy machineguns in the nose, while another had eight heavy machineguns and a 75mm cannon), but in 1942 the aircraft was still being used primarily for medium-altitude level bombing. Until the proper armament and tactics were developed, the "Mitchell", while still dangerous, was not yet the terror of Japanese shipping that it would later become.

  • "WARHAWK" (P-40): Earlier models of the P-40 had been known as the "Kittyhawk" and the "Tomahawk", but all models from the P-40E on were known as the "Warhawk", and these were the primary models available during the game's time period. Sometimes called the "best second-best fighter of the war", the P-40 was almost always outclassed by the performance of enemy fighters, but could trade on its toughness, firepower, and clever tactics (such as those used by the "Flying Tigers" with their P-40s in Asia) to hold its own.

  • "WILDCAT" (F4F): This was the standard American carrier fighter. Better protected than its more nimble "Zero" adversary, the "Wildcat" pilots in mid 1942 were just starting to develop effective tactics to deal with the "Zero". By the start of the Guadalcanal campaign, better Allied tactics, combined with the loss of many skilled Japanese fighter pilots, made the "Wildcat" and "Zero" roughly equal when they met.

  • 11c) DEAD IN THE WATER: Any ship unit that represents an individual ship (ie., this does not apply to "AP", "APD" or "DD" units) is considered to be "dead in the water" and incapable of movement if it is flipped to its back side and also has a 2 hits marker on it. The following special rules apply to a ship unit that is "dead in the water":

    • 11c1) In a Surface Combat (see option 16), a "dead in the water" ship unit may not be moved or used in a breakoff attempt. If all the ship units on one side are "dead in the water", and an enemy ship(s) that is not "dead in the water" also remains on the Battleboard after a Surface Combat is ended, the "dead in the water" ship units are automatically eliminated.
    • 11c2) A "dead in the water" ship unit may be "towed" on the Searchboard (see option 12a4). Air units may not "take off" or "land" on a "CV", "CVL" or "AV" class ship unit that is "dead in the water", even if it is "towed".
    • 11c3) If there is no wish or ability to "tow" a "dead in the water" ship unit, it may be voluntarily "scuttled", that is, eliminated by the controlling player at the start of a side's Ship Movement Step.
  • 11d) REPAIRS: A limited amount of "repair" is possible for damaged air units that remain "On Board" or "On Ground" for two consecutive night Turns, and a limited amount of repair is also possible for damaged base or ship units that remain in the same Searchboard hex for two consecutive night Turns. During these two Turns, the base or ship units (or the air units "On Ground" or "On Board" these units) also may not be engaged in any form of combat. If these conditions are met, during the Turn Record Phase of the second night Turn, a player may do the following to repaired units:

    • 11d1) Flip a 2 hits marker over to become a 1 hit marker. This can not be done to an air unit that was used to generate a scout air unit or units (see option 15d).
    • 11d2) Remove a 1 hit marker. This can not be done to an air unit that was used to generate a scout air unit or units (see option 15d).
    • 11d3) Combat air and ship units flipped to their back side may not be flipped to their front side. A base unit with its back side showing and no hit marker stacked with it may be flipped back to its front side and a 2 hits marker added.
  • 11f) DIFFERENT SHIP INTERVALS: Under air attack, the Japanese deployed their ship at wider intervals (usually around 3,000 yards apart) to allow each ship to make violent, independent maneuvers. Allied doctrine was to keep their ships closer together (often about 2,000 yards apart) and have the escorting ships match the maneuvers of the ships that they were escorting. Using this option, which amends Basic Game rule 4a2, Allied base and ship units are setup exactly as in the Basic Game, with at least one empty hex between and around all units. Japanese ship units are setup as in the Basic Game, but there must be at least two empty hexes between and around all units.

  • 12a4.3) Only a "towed" ship unit and the ship unit that "tows" it may exit the Searchboards without being considered eliminated (see 2e). To exit, move to a hex on the edge of the Searchboard, then, during the next Sea Movement Step, the ship units are considered to exit the Searchboard. Their task force marker is not considered to exit with them, but is removed if all ships in it do exit. Allied ship units can only exit off the east or south edges of their Searchboard, and Japanese ship units can only exit off the north or west edges of their Searchboard. Ship units that exit may never re-enter the Searchboard, but engage in no further combats. Any damage to exited ship units that is worth victory points is still counted at game's end.
  • 12b) MODIFIED CAPACITY AND LAUNCH: This expands on Basic Game rule 2c4.

    • 12b1) SMALL AIR UNITS: A scout air unit with an "ELIM" on its back side, or a combat air unit that has been flipped so its back side is up all count as just one-half of an air unit when determining ship or base capacities and for use with launch factors. For example, the Japanese "Chikuma" (AV) has a capacity of "1", but using this option could be used to hold two scout air units.
    • 12b2) EXPANDED LAUNCHES: This option expands on Basic Game rule 3a. A launch factor may be exceeded to a maximum of twice the normal launch factor for that side of the unit with these modifications and restrictions:
      • 12b2.1) Air units using the normal launch factor to "fly" may be shifted to the appropriate "Normal Strike" (the only box used in the Basic Game) and/or "High CAP" (only fighter units) boxes, as desired.
      • 12b2.2) Once the normal launch factor has been used, additional air units not to exceed twice the launch factor can also be shifted into appropriate "flying" boxes to show that they too are "flying"—these are "maximum launch" units.
      • 12b2.3) Maximum launch units may be shifted only into the appropriate "Max. Strike" and/or "Low CAP" boxes.
    • 12b3) EFFECTS OF PLACEMENT IN THE VARIOUS "FLYING" BOXES: Air units shifted to the four "flying" boxes have restrictions on what can be done with them during the Air Movement and Search Step.
      • 12b3.1) Normal Strike: Air units in this box have the same capabilities as those from this same box in the Basic Game. Fighter (see option 14) units placed in this box form part of an air strike as "escort" fighter units for the bomber units in their air strike and will (if possible) accompany them to the target—they may not be used for "CAP".
      • 12b3.2) Max. Strike: Combat air units in this box simulate the take offs of additional aircraft and the extra time required to spot them on deck and get them into the air. Units in the "Max. Strike" box are treated as if their movement factors are one less than the normal printed number. As with the "Normal Strike" box, fighter (see option 14) units placed in this box are "escorts" for the bomber units and will (if possible) accompany them to the target—they may not be used for "CAP". Note that if used with option 12c1, the movement factor reduction has the effect of reducing the unit's range by two hexes (one each way). If moved with the units in the "Normal Strike" box as a single air strike, they may be dropped off in their last hex if unable to reach a battle hex, the same as covered in Basic Game rule 3d2.
      • 12b3.3) High CAP: "CAP" = "Combat Air Patrol". Only fighter ("F" class) air units may be placed in these boxes. They are meant to defend the hex from enemy air strikes. They may be used to combat enemy bomber air units using any category of bombing (see 4d1) and/or enemy escort and strafing fighter units, and some or all may be moved to a "High CAP" box (only) located in another hex(es) containing a friendly base unit or task force marker(s) within their movement factor during their side's Air Movement and Search Step.
      • 12b3.4) Low CAP: Only fighter ("F" class) air units may be placed in these boxes. They represent fighter aircraft that have not had enough time to gain altitude in order to intercept higher-flying enemy aircraft. They may be used to combat enemy bomber air units that are using the bombing categories of medium level bombing and/or torpedo bombing and/or enemy escort and strafing fighter units, and may not be moved from their box or to another hex during their side's Air Movement and Search Step.
  • 12c) AIR UNIT RANGES: There are two ways to augment the "reach" of the game's air units.

    • 12c1) UNEQUAL MOVEMENT LEGS: Considering both the movement during an Air Movement and Search Step and an Air Return Phase, an air unit actually has a "range" that is twice its movement factors number. With this option, this "range" does not have to be split evenly. This rule applies only to combat air units, and does not allow for more movement during an Air Return Phase than during an Air Movement and Search Step. A unit using this type of movement may not also be "staging" (see 12c2). During an Air Movement and Search Step, a combat air unit(s) may be moved a number of Searchboard hexes that exceeds its movement factor, if there is a ship or base where "landing" is possible (meeting all "landing" conditions in rule 5a) located close enough that the total number of hexes moved during the Air Movement and Search Step plus the Air Return Phase does not exceed twice the movement factor. For example, the "B6" Allied dive bomber unit has "5" movement factors and is moved seven hexes during its Air Movement and Search Step, then three hexes during the Air Return Phase, for a total of ten hexes, twice the movement factor. After moving during an Air Movement and Search Step, make a note of the movement still remaining for a unit used in this way.
    • 12c2) STAGING: "Staging" involves servicing, fueling and arming at a base or ship that is distant from a target, flying to another closer base or ship, quickly refueling (only) and then performing a mission. The procedure can be reversed to return to the original base, etc. Air units "take off" normally, but, when "staged", are moved from their "Normal Strike" and/or "Max. Strike" box(es) during the Ready Step. An air unit(s) may not be used for searching during this movement, and all the usual restrictions on "landing" apply (see 5). Movement factors (including reductions, as in 12b3.2) must allow an air unit(s) to reach a hex where "landing" is possible, and the "staging" air unit(s) are "landed" there. Unlike most "landings", a "staging" air unit(s) must be placed in the area's "Ready" box; take off as early as the next Turn is possible.
  • 12d) PATROLLING AIR UNITS: Some scout air units have the word "PATROL" on their back sides (an asterisk on the unit's front side reveals that "PATROL" is on the back). These are air units that can "fly" for exceptionally long periods of time.

    • 12d1) REMAINS "FLYING": During an Air Return Phase, if desired, after "landing" all other air units, these scout air units are not moved, but may be flipped over to its back side so that the word "PATROL" shows, and left "flying". Although the back ("PATROL") side remains showing, these "patrolling" scout air units may be moved normally during the next Turn's Air Movement and Search Step and Air Return Phase. Be careful that they end movement close enough to return!
    • 12d2) SHADOWING: A scout air unit that is flipped over to its "PATROL" side while located in the same Searchboard hex as an opposing task force(s) may be used to "shadow" a task force marker in that hex. To do so, the controlling player announces that the air unit will be used to "shadow" a specific task force marker (inform the opponent which one) at the start of the opposing Sea Movement Step, before any task force markers are moved.
      • 12d2.1) When the task force marker is moved, the "shadowing" scout air unit is moved with it, and the air unit's side must be informed of the movement.
      • 12d2.2) If there are multiple "patrolling" units in the hex, any or all may be assigned to shadow the same task force marker, or they may be announced to "shadow" different task force markers, etc.
      • 12d2.3) The movement (if any) involved in "shadowing" is considered to expend all of the air unit's movement factors, so it is not moved during the Air Movement and Search Step, although its remaining movement factors may be converted to search modifiers (see option 15a1.1) if better information is still sought.
  • 12e) NIGHT AIR UNITS: Some air units have an ability to operate at night.

    • 12e1) "Taking off" at night is not difficult. The real problem with night flying in 1942 was finding the targets to attack, and (most dangerous) finding a friendly ship or base at which to "land" at the end of the mission. If this option is used, any scout air units with the ability to "patrol" (see option 12d) may "take off" and "fly" during a night Turn, as long as they "land" during a day Turn. For example, a scout unit could "take off" and "fly" during (night) Turn 1, then "patrol" and return to "land" during (day) Turn 2.
    • 12e2) "Night capable" air units usually had special equipment (such as on-board radar) and/or special training (the most important requirement). Air units which are "night capable" have their basing color in a square shape, instead of in a circle. These units can ignore Basic Game rule 3a1 and the limitations of 12e1 (ie., they can "land" during night Turns).
  • 13b2) "WAVE" COMBAT RESTRICTIONS: Each "wave" is fought as a separate battle in the same battle hex against the same defending units (reduced by their losses against earlier "waves").
    • 13b2.1) The base and/or ship units are setup (see 4a1 and 4a2) only once, for the first "wave". They are not rearranged between "waves", but they are used for separate anti-aircraft combats after each "wave" of enemy air units is setup.
    • 13b2.2) As each "wave" completes its battle, its air units (including its escorting fighter units) are returned to their Searchboard's battle hex.
    • 13b2.3) The CAP fighter units may be used for separate air combats (see option 13) against each "wave", but what they can engage in air combat may change with each "wave". Only fighter units used to combat high level or dive bomber units in the previous "wave" are considered to be from a "High CAP" box for air combats against the next "wave"—all others are considered to be from a "Low CAP" box against the next "wave".
  • must
  • 14c) AIR COMBAT SEQUENCE: The escort side is the attacker first. Each individual combat is resolved using the escort side's air combat factors as modifiers against the CAP side's defense factors. If the only CAP unit in an individual air combat is eliminated, any escort fighter units in that individual combat may be immediately placed for use as strafing fighter units (see 14f), and/or just end their participation against the current "wave", as desired. Then, in each case where the CAP unit was not eliminated, an individual combat still exists, but now the roles change, and the CAP units attack. Now, use the CAP side's air combat factors as modifiers against the escort side's defense factors. The attacking player always decides the order in which the individual combats are resolved.

  • 14d) AIR COMBAT EXAMPLE: Two Japanese CAP fighter units are in two individual air combats with three Allied escort fighter units, as shown.

    • 14e1) The CAP player places, as desired, the breakthrough fighter units facing enemy air units (which are already setup to attack base and/or ship units) they will combat, thus establishing the individual air combat participants. EXCEPTION: A breakthrough fighter unit that came from a "Low CAP" box may only engage in air combat with a strafing fighter unit or a bomber unit using torpedo or medium level category bombing, while one that came from a "High CAP" box may engage any desired enemy strafing fighter or bomber unit on the Battleboard.
    • 14e2) If breakthrough CAP fighter units are stacked and facing a stack of enemy air units, they may combine air combat factors to attack one enemy unit, or be used for separate air combat attacks, as the attacking player wishes. It is not necessary to attack all units in an opposing stack in these combats, but, if possible, all strafing escort fighter units in a stack that is involved must be attacked. All opposing bomber and/or strafing fighter units in a stack may be used to attack in their turn, even if all were not actually attacked by the CAP fighter units.
  • 14e3) In these breakthrough air combats, the breakthrough CAP fighter units always attack first, then the surviving enemy unit(s) that they face may attack for air combat. The CAP player is allowed to decline to commit any or all of the breakthrough CAP fighter units to do this.

  • 14f) STRAFING BY ESCORT FIGHTER UNITS: Excess escort fighter units that are setup to strafe (see 14a and 14c) are placed on the Battleboard facing and adjacent to enemy ship units, the same as if they were torpedo bomber units. They may be stacked with (and, if so, must be faced in the same direction as) a torpedo bomber unit(s). The effect of strafing is that, during anti-aircraft combat, a "-1" combat modifier applies to attacks by a ship unit that is faced by one or more strafing fighter units.

  • 14g) AIR COMBAT BATTLE'S END: When all combat has been resolved, return the escort units to the battle hex on their Searchboard. CAP fighter units are shifted to their appropriate Operations Card CAP box (this may also be done temporarily between "waves"; see 13b2.3), as follows:

    • 14g1) All air units that were in a "Low CAP" box before the battle are returned to the "Low CAP" box.
    • 14g2) All other air units that engaged in a breakthrough air combat with an enemy air unit using the categories of torpedo or medium level bombing or a strafing fighter unit are returned to the "Low CAP" box.
    • 14g3) All air units that were in a "High CAP" box before the battle are returned to the "High CAP" box, unless 14g2 applies.
  • Exceeded: If the searching side's modified roll exceeds the opposing roll, but is not at least two times the opposing roll, the opposing player must provide a number of ships in the hex. However, the ship unit's player may lie about the real numbers of ships present—the player may say any number from half (round up) to double the actual number of ships.

  • 2X: If the searching side's modified roll is at least two times the opposing roll, but is not at least three times the opposing roll, the opposing player must tell the "actual number" of ships and task force markers in the hex.

  • 3X: If the searching side's modified roll is at least three times the opposing roll, the opposing player must announce exactly which ship units are present; ie., the "exact" information, as in the Basic Game.

  • 15c) CREATING NEW SCOUT AIR UNITS: Scout air units represent small detachments of two to four aircraft that are actually detached from larger combat air units. Use of this rule is the only way some scout air units can be used in a game.

    • 15c1) Scout air units may be created at the start of an Assembly Step by marking a "parent unit", that is, an undamaged combat air unit that shows its front side, with a 1 hit or a 2 hits marker to show the reduction of its strength. This creates, respectively, one or two new scout air units which are placed in the same Operations Card box as the "parent unit". Be careful that creating these scout air units does not exceed capacity. Only available (ie., those included in the game and not currently in use—whether never used or eliminated earlier) scout air units may be created. If option 11d is also used, make a written record of these "parent units", as they can not be "repaired".
    • 15c2) The scout air units must be of the same type as their "parent unit". This means that only the following types of combat air units may be used to create the following specific scout air units:
      • ALLIED SCOUT UNITS: The pictures match those on their "parent units".
        • "H": "H" class units may be used to create scouts "XX", "YY" and "ZZ".
        • "D": Carrier based (white basing color) "D" class units may be used to create scouts "RR", "SS" and "TT".
        • "D": Land based (green basing color) "D" class units may be used to create scout "QQ".
        • "T": Carrier based (white basing color) "T" class units may be used to create scouts "UU", "VV" and "WW".
      • JAPANESE SCOUT UNITS: The pictures match those on their "parent units".
        • "D": Carrier based (white basing color) "D" class units may be used to create scouts "AA", "BB", "CC" and "DD".
        • "T": Carrier based (white basing color) "T" class units may be used to create scouts "EE", "FF", "GG", and "HH".
        • "T": Land based (green basing color) "T" class units may be used to create scouts "SS" and "TT".
  • 16c1) SETUP LINES:
  • 16c2) BATTLELINES: Ship units must be setup in "battlelines" where one ship unit is placed directly behind (in an adjacent hex) the ship to its front and facing in the same direction as the lead ship unit (the one placed in the "X" hex in a first battleline.).
    • 16c2.1) Opposing ships are all placed facing in the same, or opposite, directions (as determined by rule 16b). All ship units on a side must be setup facing in the same direction, even if in different battlelines.
    • 16c2.2) The maximum length of an individual battleline is limited by the number of hexes to the edge of the Battleboard.
    • 16c2.3) If there are five or less ship units on a side, all must be placed in the "first" battleline, the one placed right on the appropriate setup line with its lead ship in the "X" hex. As many as three additional battlelines may be placed, each two hexes back (ie., there is an empty hex row between the battlelines, and succeeding ones must be further from the enemy ships) from the previous one, as long as each battleline has at least three ship units, and the total number of battlelines on a side does not exceed four. The lead ship unit in each battleline must be placed even with the lead ship (the one in the "X" hex) in the first battleline. For example, if the lead ship in the first battleline is in "X" hex "M11", the lead ship in a second battleline must be in hex "O11", the lead ship in a third battleline must be in "Q11", etc.
    • 16c2.4) Ship units that are "dead in the water" (see option 11c) must be placed at the back(s) of a battleline(s), behind any ship unit(s) that are able to move.
  • 16c3) SAMPLE SURFACE COMBAT SETUP: This is during a night Turn where opposing ships must be setup facing in opposite directions. The Allied side has only four ship units, so all must be in the first battleline. The Japanese side has seven ship units, which could all be placed in the first battleline, but the Japanese player decided to give the aircraft carriers a measure of protection by placing them further back in the second battleline.
  • NOTE: 16d1 and 16d7 are self-explanatory, so only the other portions of a Surface Turn are explained in detail, below.

  • 16e) SURFACE MOVEMENT: A player may move a ship unit to expend all of its movement factors or less (even not moving, if desired) for movement on the Battleboard.

    • 16e1) It costs one movement factor to enter a new hex, and a ship unit may only be moved forward; ie., into the hex to which its front facing points.
    • 16e2) It also costs one movement factor to "turn" (change its front facing) a ship unit one hexside. A ship unit may be turned within a hex up to as many hexsides as it has movement factors.
    • 16e3) A ship unit may move through a friendly or opposing ship unit while being moved, but may never end movement in the same hex as any other ship unit.
    • 16e4) No units may exit the Battleboard during a surface combat, except through breakoffs or after the end of the tenth Surface Turn. If necessary, shift all units the same number of hexes in the same direction to maintain their relative positions and avoid the edges of the Battleboard. If this proves impossible, then players are forbidden to move their ship units in a way that would cause them to exit the Battleboard.
  • 16f) INDICATE SURFACE TORPEDO FIRING: Ship torpedoes take a while to reach their target, so they are "fired" before the gunnery combats are resolved, but not resolved until after the gunnery combat is completed. Only ships with torpedo factors may be used to fire torpedoes at enemy ship units (they may not be fired at a base unit).

    • 16f1) To indicate that a ship has fired its torpedoes, a torpedo marker is placed in a hex beside the firing ship, with the torpedo marker's front facing (as shown above) pointing at the enemy target ship.
    • 16f2) Japanese torpedoes have a maximum range of five hexes and Allied torpedoes have a maximum range of two hexes. This range is measured from the firing ship unit. The torpedo markers show the nationality and range numbers on the two sides of the counters, so have the appropriate side facing up when a torpedo marker is placed on the Battleboard.
  • 16g2) GUN SECTORS: A "-2" modifier applies if a target unit falls into an attacking ship unit's front or rear sector. All ship units have a front sector, a rear sector, and side sectors on each side. This modifier reflects how these ships were designed—a ship is considered to be able to fire all of its big guns into a side sector, while the aft gun turrets are useless against a target in its front sector, and forward gun turrets are useless against a target in its rear sector. The hexes that fall into a ship unit's sectors, depending on the ship unit's facing, are shown in the following diagram (also repeated for reference on the Battleboard):
  • 16h1.2) Target Situation: A "+3" modifier applies if two or more torpedo markers are aimed at both sides of a target ship unit's front facing (an "anvil" attack, similar to Basic Game rule 4d3.1). A "-2" modifier applies if any or all of the torpedo markers face a target ship unit's front or rear facing (the ship is "threading" the torpedoes, similar to Basic Game rule 4d3.2).
  • 16h1.3) Half Range: A "+2" modifier applies if a target unit is at "half range" from the attacking ship unit. The range and half range of a ship unit's torpedoes depends on the ship's nationality, as follows: Japanese torpedo markers have a range of 5 hexes from the attacking ship unit and a 2 hexes half range. Allied torpedo markers have a range of 2 hexes from the attacking ship unit and a 1 hex half range. For easy reference, these ranges are also printed on the Battleboard.
  • 16h2) TORPEDO "MISSES": Except for misses defined to miss everything (see 16h1), there is a chance that a torpedo combat that "misses" (ie., causes no damage to) a target ship unit may still hit another one if that ship unit is still within range and lies on the same straight route from the firing ship unit. Basically, a torpedo combat that fails to cause damage is still active and may hit the very next ship unit in line (even if it is a friendly ship, in which case the attacking player rolls both dice), then (if that "misses") the next in line after that, etc., until the range limit is reached or a ship unit is damaged.
  • 16i) BREAKOFF ATTEMPTS: Either or both sides may attempt one or more "breakoffs" during the same Surface Turn. A breakoff is an attempt to disengage ship units, and represents slipping into a fogbank, laying smoke, etc.
    • 16i1) BREAKOFF GROUPS: A single ship unit with at least one empty hex all around it constitutes a "group" for these rules. Also, two or more ship units that all are each located in an adjacent hex to at least one other ship unit forming an unbroken chain of units constitutes a "group" for this rule. A breakoff attempt may not be made for a group containing a "dead in the water" ship(s). For breakoff attempts, a "group" may not be divided—a player may not choose a ship unit(s) for a breakoff attempt, while choosing not to attempt a breakoff with another ship unit(s) of that same group.

    • 16i2) BREAKOFF PROCEDURE: Surface Side B designates any desired Surface Side B "group(s)", followed by Surface Side A doing the same for his "group(s)". One breakout attempt per group per Surface Turn is allowed. Then, in the same order, each announced breakoff attempt must be resolved.

    • 16i2.1) To resolve a breakoff attempt, both sides roll one die and their modified rolls are compared. All modifiers apply to the side attempting to breakoff, as follows (these are also printed in the SURFACE TURN RECORD TRACK on the Battleboard for easy reference):

      • A "-5" modifier applies if the surface combat occurs during a night Turn.
      • A "-7" modifier applies if the surface combat occurs during a day Turn.
      • A "+1" modifier applies for each Surface Turn completed (ie., each Turn prior to the current one).
    • 16i2.2) If the modified number rolled by the side attempting the breakoff exceeds the number rolled by the opponent, the breakoff attempt succeeds, and all ship units of the designated group are removed from the Battleboard (they have successfully disengaged), and take no further part in the surface combat. Otherwise, the attempt fails.

  • 16j) BOMBARDING A BASE: Surface combat with a base unit (called "bombardment") is resolved separately and after a surface combat with any enemy ship unit(s) that may be in the same Searchboard hex. In such a case, the side desiring to bombard a base unit must eliminate and/or force a breakoff by all enemy ship units involved before having a surface combat with the base unit; failure to do so means that the side desiring to bombard may not have surface combat with the base unit that Turn. Only ship units that did not breakoff may be used for bombardment following a surface combat with enemy ship units. If no enemy ship unit(s) is present, surface combat moves immediately to involve the base unit. Surface combat with a base unit is resolved as follows:
    • 16j1) Place the base unit from its side's Searchboard near the center of the Battleboard.
    • 16j2) Divide the enemy ship units into stacks according to the letter ratings of their surface factors. Place each stack at a range equal to the maximum range of its surface factor letter rating. Place ship units with a "–" surface factor at a seven-hex range from the base unit.
    • 16j3) The base unit (which can fire in every direction equally; ignore front or rear sector modifiers) may then use its surface factor (if any) against any one ship unit within range as determined by the letter rating of its surface factor. Handle the same as when one ship uses gunnery combat to attack another, using all applicable modifiers.
    • 16j4) Then, in any desired order, use the ship units' surface factors to attack the base unit once with each stack of ship units, combining all the surface factors in each stack as one modifier, but otherwise handling the same as when one ship unit uses gunnery combat to attack another, using all applicable modifiers. For example, if the only "b" rated ship units are "Atago" and "Chokai" (both undamaged), this gives a "+3" combat modifier for each ship unit's surface factor for a total of "+6" and a "-2" combat modifier for "b" rated guns versus an "a" rated defense factor for a total modifier for the attacker of "+4".
  • 16k) FIRST SURFACE TURN NIGHT "SURPRISE": Consider this rule section as optional, even if the rest of the surface combat rules are used, as it adds a "luck" factor that, although realistic, can change the balance of surface combats unpredictably.
    • 16k1) DETERMINING "SURPRISE": When rolling to determine Sides at the start of the first Surface Turn during a night Turn, if one side's roll is at least two times more than the other side's roll, it is assumed that the higher number side has not only become Surface Side A, but has achieved "surprise". The "surprise" rules simulate the effects as if Surface Side A has "seen" Surface Side B's ship units, but Surface Side B has not yet "seen" Surface Side A's ship units.
    • 16k2) EFFECTS OF "SURPRISE":
      • 16k2.1) NORMAL "SURPRISE" EFFECT: Side B ship units (except for "dead in the water" units, which don't move at all) must all be moved one hex straight ahead during this Surface Turn. Side A ship units can be moved normally. Only Side A can indicate torpedo firing during this Surface Turn. Side B cannot indicate torpedo fire during this Surface Turn. Side A resolves its gunnery combat attacks first. Capabilities and sequence return to normal after this Surface Turn.
      • 16k2.2) DELAYED "SURPRISE" EFFECT: Alternately, the Surface Side A player may wish not to use torpedoes or guns during a "surprise" Surface Turn. If this wish not to have combat is announced, Surface Side B must be moved one hex as in 16k2.1, and Surface Side A is moved normally, but neither side uses torpedoes or gunnery. At the start of the next Surface Turn, when rolling for Sides, if Side A remains the same side (simply rolling higher now is enough, there is no need for two times the other side's roll), the "surprise" remains intact—Surface Side A may choose to apply 16k2.1, or may choose to repeat 16k2.2, etc. However, if the other side rolls higher and becomes Surface Side A, the "surprise" has been lost, and that Surface Turn and all later ones are resolved normally.
    • 16k3) NIGHT FIGHTING ADVANTAGES: In 1942, much to the surprise of the Allies, the Japanese navy was much better trained and equipped for night sea battles. To counter this advantage, the Allies had more and better radar sets, but Allied admirals were very mixed as to their understanding of and ability to use the new technology. As a result, the side with the advantages in a night battle varied. To reflect these advantages, whenever rolling to determine Sides at the start of every Surface Turn when "surprise" is still possible (this does not apply at the start of Surface Turns when "surprise" is not possible), a "night fighting modifier" applies to the Japanese side's roll. This modifier varies and is given in the special rules section of each scenario.
  • 17c4) Sending a message reveals the location of the player's flagship immediately (announce the hex identification to the opposing side).
  • all
  • 18c3) Players can handle their Air Return and Turn Record Phases simultaneously, and report the results to the umpire.
  • 18d) OTHER IDEAS: As anyone who has ever umpired a game knows, there are many other ideas that can be used by a knowledgeable umpire to increase player interest and game realism. These ideas must be left to the individual umpires, as, if all were given here, the players could read them and would not be surprised. Good gaming!