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 Name | Front Side | Back 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").
- Task Force 16: Place in any "III" area hex at the game's start.
[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.
- Task Force 11: Place in any "II" area hex at the game's start.
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.
- Task Force 16: Place in any "III" area hex at the game's start.
[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.
- Task Force 16: Enters at any "V" area hex on Turn 7.
[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).
- 11e3.1) ATTACKER MODIFIERS:
[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.
-
- 15a1.1) Search Modifiers: All of the following "search modifiers" apply to the searching side's die roll:
- 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:
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.
- 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):
[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.