Midway (Smithsonian Edition)
Midway (Smithsonian Edition) Rulebook
Table of Contents
Table of Contents
- BASIC GAME RULES
- 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
- Unit Information Reference
- MIDWAY BATTLE MANUAL
- Scenarios
- Background on the Battle of Midway (rules-relevant excerpts)
- Hints on Play
- 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
BASIC GAME RULES
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 Battle of Midway 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 (American dark blue and Japanese red print) on the counters provide game information.
1b1) UNITS: The units represent the ships and aircraft present at the actual battle, plus the American base on Midway Island. 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 and base units show: Defense Factor, Front Facing, Rear Facing, Picture or Symbol, Surface Factor, Movement Factor, Torpedo Factor, Anti-Aircraft Factor. The Surface Factor and part of the Ship/Base defense factors are not used in the Basic Game.
- Air units show: Picture or type, Defense Factor, Basing Color, Air Combat Factor, Movement Factor, Bombing Factor. The air combat factor 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. Markers include: task force markers (with a front "Exact" side and a back "Unknown/Enemy" side), Enemy Task Force markers, the Free Roll marker, Hit markers (1 hit / 2 hits), and Turn markers. The Torpedo marker information is not used in the Basic Game. [marker table partly illegible in source]
1c) SEARCHBOARD SCREEN: This is placed between the two Searchboards so that each side can see only its own Searchboard. [remainder of entry illegible in source]
1d) OPERATIONS CARDS: These cards, one for each side, are used to organize units off the gameboard.
1e) RULES: This sheet contains the Basic Game rules of play.
1f) DICE: There are two decimal dice, numbered from 0 to 9. Always read the 0 as a 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 first, 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: Set up 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 task force markers and/or (for the American side) the Midway base unit for landing.
2b4) THE TURN RECORD PHASE: [entry illegible in source; see section 6]
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) THE MIDWAY BASE AREA: The Midway base area corresponds to the Midway base unit (in Searchboard hex M5). Air units placed in its boxes are considered to be located in that hex. The Midway base area combines 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 Board or Ground boxes at any one time. For example, the Enterprise, with a capacity of [number illegible in source], may never have more than that many 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 launch number of 4 when the ship unit's front side is up, and a launch factor of 2 when its back side is up.
2d) MULTIPLE UNITS TOGETHER - STACKING: Except where otherwise noted (i.e., 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 (if 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 (i.e., see 3c, 3d1, 3d2). A counter may be moved from hex-to-hex in any direction or combinations permitted by the grid and 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 Midway base, shift an air unit from the Midway area's Ready to its Normal Strike box. 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 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 should 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 be used for combat in that hex.
- 3d5) SEA SEARCH: After moving all 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 base unit. Search information for these hexes from the opponent 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 the 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 ("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 the Midway base unit is in the hex, the American player removes the unit from his Searchboard (the base unit on the Japanese 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 American ship units in the hex, the Midway base unit is set up exactly the same as a ship unit (see below).
- 4a2) SHIP SETUP: Note the task force markers in the battle hex. Ship units are removed from these task forces' "Ships" boxes on the Operations Card. These ship units may be set up 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 set up. 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 the base unit, torpedo bombers are considered to be dropping bombs instead of torpedoes, and are [remainder illegible in source].
4b) GENERAL RULES FOR ALL COMBATS: All combats in MIDWAY 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 the 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 Equal or More: If the defender's combat number equals or exceeds the attacker's combat number, there is no damage. A "miss".
- Attacker More: If the attacker's combat number exceeds the defender's combat number, but is not two times as much, one hit is scored.
- Attacker Two Times As Much: If the attacker's combat number is two times the defender's combat number, but not three times as much,
- Attacker 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 combat modifier [value illegible in source] 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 a 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 both sides of a target ship's front facing (an "anvil" attack).
- 4d3.2) A [value illegible in source; the parallel surface torpedo rule 16h1.2 gives "-2"] combat modifier applies for a torpedo bombing combat if any or all of the torpedo bomber units face a target ship unit's front and/or rear facing (the ship is "threading" the torpedoes).
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. [last sentence partly garbled in source]
- 4e2) BASE UNIT: If in a battle, the Midway base unit is returned to Searchboard hex "M5" 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. [remainder illegible in source]
5. The Air Return Phase
After all battles have been completed, all air units return and "land" in available Searchboard hexes, if possible.
5a) LANDING: 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. 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.
To "land" an air unit, simply place it in an appropriate "Landing" box for the hex where it "lands". [source partly illegible] For example, an American air unit moved to hex M5 could be placed in the Midway base area.
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 the final Turn has been completed, count victory points (see 7a3 in the Battle Manual).
Unit Information Reference
Ship and base unit information: Defense Factor; Front Facing; Rear Facing; Picture or Symbol; Surface Factor; Movement Factor; Torpedo Factor; Anti-Aircraft Factor.
Air unit information: Defense Factor; Picture; Basing Color; Air Combat Factor; Movement Factor; Bombing Factor.
Ship and base types: Transport; Seaplane Tender; Base; Battleship; Heavy Cruiser; CL Light Cruiser; CV Aircraft Carrier; CVL Light Aircraft Carrier; Destroyer. Destroyer and transport type ship units represent three to six ships each; all other ship units represent one (named) ship.
Air unit 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. the 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.
Basing colors: Yellow: may land only on a seaplane tender (AV). Green: may land only on a base. White: may land on a CV, CVL, or on a base.
Some of this information is not used in the Basic Game.
Creating new scout air units (option 15c): see option 15c2 for the American and Japanese scout units that may be created from each parent combat air unit class.
MIDWAY BATTLE MANUAL
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 and 7e) 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) and Three (7d) can be played using only the Basic Game rules if the "F" type air units given are not used. Scenario Four (7e) requires the use of optional rule 16.
7a) General Scenario Setup Information
The information found here, plus the specific information found in the individual scenarios, is needed to set up 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.
7a2) COUNTER PLACEMENT:
7a2.1) Time: Check the "Time" information in the individual scenario. Both sides should place a Turn marker on their TIME RECORD TRACK on the Searchboards to show the starting Turn. For example, when setting up the Introductory Scenario (see 7b), which starts on Turn 7, the players' TIME RECORD TRACKS should look as follows: the Turn marker on Turn 7 (June 4, 1942 on the TIME RECORD TRACK).
7a2.2) Searchboard Setups: The task forces and the base unit needed for a scenario are listed in the individual scenario's "Setup Information" sections. Place a side's needed task force markers and one of the Midway base units on their Searchboards as indicated by the individual scenario. For example, when setting up the Introductory Scenario (see 7b), the United States player would place the Task Force 16 and Task Force 17 markers in any hex or hexes (as desired by the American player) on the United States Searchboard east of the International Dateline, and a Midway base unit in hex "M5". The Japanese player would place the Mobile Force task force marker in any "II" area hex (hexes "H1", "H2", "I1", "I2", "I3", "J1" and "J2" - any one of these hexes, as desired by the Japanese player), and the duplicate Midway base unit in hex "M5".
NOTE: Any unit listed in the setup information with "(back)" next to the unit is set up 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 set up with the unit already marked with a "1 hit" marker.
7a2.3) Operations Card Setups: All 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 base and 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 Operations Cards as indicated by the individual scenario's Setup Information sections. For example, when setting up the Introductory Scenario (see 7b) on the United States Operations Card, ship units "Yorktown", "Astoria", "Portland", and destroyer unit "2" should be placed in the "Ships" box of the Task Force 17 area.
Setting Up Air Units: Place a side's needed air units in the "Ready" or "Arming" boxes of the appropriate base and ship areas on their Operations Card as indicated by the individual scenario's Setup Information sections. For example, when setting up the Introductory Scenario (see 7b) on the United States Operations Card, combat air units "B3", "B5", "T3", and Scout air unit "O" should be placed in the "Ready" and/or "Arming" boxes (as desired) of the Yorktown area. (The Yorktown area shows Capacity 8 and Launch 4/2.)
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, the Japanese #10 DD unit has "ELIM" on 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) 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 day of the fighting (June 4), is intended as an introduction to the game, and should be played using only the Basic Game Rules.
7b1) TIME: Starts with Turn 7, and ends after Turn 11 (5 Turns).
7b2) UNITED STATES SETUP INFORMATION:
- Task Force 16: Place in any hex east of the International Dateline (hex rows "L" through "T") at the game's start.
- 1 CV - Enterprise: B6, S6, T6, Scout M.
- 1 CV - Hornet: B8, S8, T8, Scout N.
- 5 CA - Minneapolis, New Orleans, Northampton, Pensacola, Vincennes.
- 1 CL - Atlanta.
- 2 DD - #1, #3.
- Task Force 17: Place in any hex east of the International Dateline (hex rows "L" through "T") at the game's start.
- 1 CV - Yorktown: B3, B5, T3, Scout O.
- 2 CA - Astoria, Portland.
- 1 DD - #2.
- Midway Base: Place a Midway base unit in hex "M5" at the game's start.
- 2T8, 1SB241, 2SB241, 5AF, 1BG11 (back), Scouts A, B, C.
7b3) JAPANESE SETUP INFORMATION:
- Mobile Force: Place in any "II" area hex at the game's start.
- 1 CV - Akagi: AD, 1AT, 2AT, Scout A.
- 1 CV - Hiryu: HYD, HYT, Scout B.
- 1 CV - Kaga: KD, 1KT, 2KT, Scout C.
- 1 CV - Soryu: SYD, SYT, Scout D.
- 1 AV - Chikuma: Scout M.
- 1 AV - Tone: Scout N.
- 2 BB - Haruna, Kirishima.
- 1 CL - Nagara.
- 2 DD - #1, #2.
- Enemy Base: Place a Midway base unit in hex "M5" at the game's start.
7b4) SPECIAL RULES:
7b4.1) The Japanese side wins with more victory points than the American side has. The American side wins with 10 or more victory points more than the Japanese side has. Any other result is a "tie" game.
7b4.2) To play this scenario using the optional rules, especially option 14, set up fighter aircraft units as follows: 1F6, 2F6 on "Enterprise", 1F8, 2F8 on "Hornet", 1F3, 2F3 on "Yorktown", 1F221, 2F221 on Midway base, 1AF, 2AF on "Akagi", 1HYF, 2HYF on "Hiryu", 1KF, 2KF on "Kaga" and 1SYF, 2SYF on "Soryu".
7b4.3) The American side holds the free roll marker (option 11a) at the game's start.
7c) Scenario Two - The Midway Campaign
This scenario covers the entire period of serious activities near Midway. It is the longest and most complete scenario included in the game. It is recommended for experienced players of the game using most of the optional rules.
7c1) TIME: Starts with Turn 1, and ends after Turn 23 (23 Turns).
7c2) UNITED STATES SETUP INFORMATION:
- Task Force 1: Use is optional. May enter at any "T" row hex on Turn 5, but see 7c4.2, below.
- 5 BB - Colorado, Maryland, Idaho, Mississippi, Tennessee.
- 2 CL - Detroit, Raleigh.
- 2 DD - #4, #5.
- Task Force 16: Place in any hex east of the International dateline (hex rows "L" through "T") at the game's start.
- 1 CV - Enterprise: 1F6, 2F6, B6, S6, T6, Scout M.
- 1 CV - Hornet: 1F8, 2F8, B8, S8, T8, Scout N.
- 5 CA - Minneapolis, New Orleans, Northampton, Pensacola, Vincennes.
- 1 CL - Atlanta.
- 2 DD - #1, #3.
- Task Force 17: Place in any hex east of the International dateline (hex rows "L" through "T") at the game's start.
- 1 CV - Yorktown: 1F3, 2F3, B3, B5, T3, Scout O.
- 2 CA - Astoria, Portland.
- 1 DD - #2.
- Midway Base: Place in hex "M5" at the game's start.
- 2T8, 1F221, 2F221, 1SB241, 2SB241, 5AF, 1BG11 (back), Scouts A, B, C, D, E, F, G, H.
7c3) JAPANESE SETUP INFORMATION:
- Escort Force: Enters at any "VI" area hex on Turn 1.
- 1 CL - Jintsu.
- 3 AP - I, II, III.
- 2 DD - #4, #5.
- First Fleet: Enters at any "I" area hex on Turn 8.
- 1 CVL - Hosho: HG, Scout H.
- 3 BB - Mutsu, Nagato, Yamato.
- 1 CL - Sendai.
- 2 DD - #3, #7.
- Mobile Force: Enters at any "I" area hex on Turn 2.
- 1 CV - Akagi: 1AF, 2AF, AD, 1AT, 2AT, Scout A.
- 1 CV - Hiryu: 1HYF, 2HYF, HYD, HYT, Scout B.
- 1 CV - Kaga: 1KF, 2KF, KD, 1KT, 2KT, Scout C.
- 1 CV - Soryu: 1SYF, 2SYF, SYD, SYT, Scout D.
- 1 AV - Chikuma: Scout M.
- 1 AV - Tone: Scout N.
- 2 BB - Haruna, Kirishima.
- 1 CL - Nagara.
- 2 DD - #1, #2.
- Second Fleet: Enters at any "VI" area hex on Turn 2.
- 1 CVL - Zuiho: ZHF, ZHT, Scout I.
- 2 BB - Hiei, Kongo.
7c4) SPECIAL RULES:
7c4.1) The side with the most victory points wins. If victory points are equal, the game is a "tie".
7c4.2) The American Task Force 1 and the Japanese Screen Force were both available for the Battle of Midway, but historically took no part, so their use is optional and left to the players. Before play starts, both sides should secretly note if their optional task force will enter the Searchboard or not be used - reveal these notes at game's end for verification. If the American player does enter Task Force 1, the Japanese side is awarded 15 bonus victory points at the end of the game. If the Japanese player does enter the Screen Force, the American side is awarded 10 bonus victory points at the end of the game.
7c4.3) The side controlling Midway at the end of the game is awarded 35 bonus victory points. The Japanese side is considered to control Midway if the Midway base unit is eliminated, and, after this elimination, at least one Japanese transport (AP) ship unit can remain in hex "M5" for at least three consecutive Turns without being eliminated. If the Japanese side is unable to do this, the American side is considered to control Midway.
7c4.4) Japanese Scout "O" may enter the Searchboard at either "M" area hex ("F11" or "H11") on Turns 9 and 15 only. It returns to a "M" hex to simulate landing off-board.
7c4.5) The Japanese side holds the free roll marker (option 11a) at the game's start.
7d) Scenario Three - The Battle of Midway
This scenario covers only the most important two days of the Battle of Midway, giving a reduced number of Turns to provide for a faster-playing game for experienced players using most of the optional rules.
7d1) TIME: Starts with Turn 7, and ends after Turn 17 (11 Turns).
7d2) UNITED STATES SETUP INFORMATION:
- Task Force 16: Place in any hex east of the International dateline (hex rows "L" through "T") at the game's start.
- 1 CV - Enterprise: 1F6, 2F6, B6, S6, T6, Scout M.
- 1 CV - Hornet: 1F8, 2F8, B8, S8, T8, Scout N.
- 5 CA - Minneapolis, New Orleans, Northampton, Pensacola, Vincennes.
- 1 CL - Atlanta.
- 2 DD - #1, #3.
- Task Force 17: Place in any hex east of the International dateline (hex rows "L" through "T") at the game's start.
- 1 CV - Yorktown: 1F3, 2F3, B3, B5, T3, Scout O.
- 2 CA - Astoria, Portland.
- 1 DD - #2.
- Midway Base: Place in hex "M5" at the game's start.
- 2T8, 1F221, 2F221, 1SB241, 2SB241, 5AF, 1BG11 (back), Scouts A, B, C, D, E, F, G.
7d3) JAPANESE SETUP INFORMATION:
- Escort Force: Place in any "IV" area hex at the game's start.
- 1 CL - Jintsu.
- 3 AP - I, II, III (back).
- 2 DD - #4, #5.
- First Fleet: Enters at any "I" area hex on Turn 8.
- 1 CVL - Hosho: HG, Scout H.
- 3 BB - Mutsu, Nagato, Yamato.
- 1 CL - Sendai.
- 2 DD - #3, #7.
- Mobile Force: Place in any "II" area hex at the game's start.
- 1 CV - Akagi: 1AF, 2AF, AD, 1AT, 2AT, Scout A.
- 1 CV - Hiryu: 1HYF, 2HYF, HYD, HYT, Scout B.
- 1 CV - Kaga: 1KF, 2KF, KD, 1KT, 2KT, Scout C.
- 1 CV - Soryu: 1SYF, 2SYF, SYD, SYT, Scout D.
- 1 AV - Chikuma: Scout M.
- 1 AV - Tone: Scout N.
- 2 BB - Haruna, Kirishima.
- 1 CL - Nagara.
- 2 DD - #1, #2.
- Second Fleet: Place in any "III" area hex at the game's start.
- 1 CVL - Zuiho: ZHF, ZHT, Scout I.
- 2 BB - Hiei, Kongo.
7d4) SPECIAL RULES:
7d4.1) The Japanese side wins with more victory points than the American side has. The American side wins with 10 or more victory points more than the Japanese side has. Any other result is a "tie" game.
7d4.2) Japanese Scout "O" may enter the Searchboard at either "M" area hex ("F11" or "H11") on Turns 9 and 15 only.
7d4.3) The side controlling Midway at the end of the game is awarded 35 bonus victory points. The Japanese side is considered to control Midway if the Midway base unit is eliminated, and, after this elimination, at least one Japanese transport (AP) ship unit can remain in hex "M5" for at least three consecutive Turns without being eliminated. If the Japanese side is unable to do this, the American side is considered to control Midway.
7d4.4) The American side holds the free roll marker (option 11a) at the game's start.
7e) Scenario Four - Night Surface Action
This scenario explores what could have happened on the night of June 5/6, 1942, had an American surface force been detached to run down the fleeing Japanese cruiser force that had been damaged by air attacks during the previous day. This is not an overall scenario as are the others in this section. This scenario is designed to demonstrate how a surface combat is conducted, and covers only one hypothetical surface combat 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 surface combat works. The Searchboards are not needed to set up this scenario, only the Battleboard, the two Surface Turn markers, and the ship units given below.
7e1) TIME: Starts with Surface Turn 1, and ends when the combat ends. This combat takes place during a night Turn.
7e2) UNITED STATES SETUP INFORMATION: Assume the Americans are side B this Turn (and therefore set up first), and the opponents entered the hex from adjacent hex sides.
- 5 CA - Minneapolis, New Orleans, Northampton, Pensacola, Vincennes.
- 1 DD - #3.
7e3) JAPANESE SETUP INFORMATION: Assume the Japanese are side A this Turn (and therefore set up second), and the opponents entered the hex from adjacent hex sides.
- 4 CA - Kumano, Mikuma (back), Mogami (1 hit), Suzuya.
- 1 DD - #10.
7e4) SPECIAL RULES:
7e4.1) The Japanese side wins with more victory points. The American side wins with five or more victory points more than the Japanese have (the damage on the Japanese ships at game's start does count, and Mikuma counts full normal victory points). The Japanese side wins with two or more victory points more than the Americans have. Any other result is a tie. [as printed]
7e4.2) Assume that the opposing task force units entered the battle hex through adjacent hexsides, so the ship units set up facing in the same direction (see option 16b2.1). For variety, assume that the opposing task force units entered the battle hex through opposite hexsides, so the ship units set up facing in opposite directions (see option 16b2.2).
7e4.3) Attempts to break contact may not begin before the end of Surface Turn 4.
7e4.4) The American side holds the free roll marker (option 11a) at the game's start.
Background on the Battle of Midway (rules-relevant excerpts)
Omitted from this transcription as historical commentary rather than rules: the "Why was there a battle" and day-by-day battle narratives, 8a Training and Leadership, 8b Task Forces, 8c Midway Island, the specific ship data and histories of 8d2, and the individual aircraft-type descriptions of 8e. The passages that explain the game's unit designations follow.
8d1) General Warship Discussion (excerpt)
Destroyers (DD): ... Destroyers generally operated in "squadrons", and each destroyer unit in the game represents three to six individual destroyers.
For the game, most Japanese floatplanes (i.e., those carried on battleships and heavy cruisers, etc.) are ignored, as only the "Jake" floatplanes carried by the Chikuma and Tone hybrid heavy cruiser/seaplane tenders (AV) were likely to do any long-range scouting. American floatplanes (also carried by battleships and cruisers) were not used for long-range scouting, but were generally used only for gunnery spotting and close-in anti-submarine patrols, so they are also ignored in the game.
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 "Akagi" were usually referred to as the "Akagi Fighter Squadron", the "Akagi Dive Bomber Squadron", and the "Akagi Torpedo Bomber Squadron", or in the game, the "AF", "AD", and "AT" 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 "1AF" and "2AF" air units are the two units that together represent the "Akagi Fighter Squadron". For a very small carrier (i.e., "Hosho"), all aircraft would be in a mixed unit - the "HG" combat air unit is the "Hosho Air Group".
Japanese planes were generally lighter, smaller and more lightly armored than American 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", etc.
8e2) UNITED STATES AIRCRAFT: The game's American air units reflect their wartime designations, which were more complicated than the Japanese units, which in this game, after all, were all navy carrier aircraft. 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). For obscure reasons, "VB-5" was temporarily redesignated "VS-5" during the battle, but the "bombing" designation was kept for the game. These squadrons often all had the same number, which matched their ship's hull number (this was the pre-war practice, but broke down under wartime emergency conditions). For example, the squadrons assigned to the "Enterprise" (CV-6) 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 6" ("VS-6") and "Torpedo 6" ("VT-6"), or in the game, the "F6", "B6", "S6" and "T6" air units, respectively. The numbers before these designations simply show that the squadron was too large to be represented in the game by just one air unit. For example, the "1F6" and "2F6" air units are the two units that together represent the "Fighter 6 Squadron".
USMC squadrons in 1942 were all land based and designated similarly to naval squadrons, but also always included the letter "M" for "Marine". The two Marine squadrons at Midway were "VMF-221" and "VMSB-241" (the "SB" means "Scout-Bomber", thus combining the functions of both dive bomber squadrons aboard an aircraft carrier), and their game designations are similar to those of the carrier units. [Army Air Force text continues in the source; not transcribed.]
The Vindicator and Dauntless portions of the SB241 squadron are classed as "Medium" bombers for game purposes (the SB241 crews at Midway were not well trained at dive bombing).
Hints on Play
MIDWAY duplicates the most important aspects of air and sea warfare at the Battle of Midway. As such, historically successful tactics are also those which prove successful in the game. There are numerous possibilities regarding plans and tactics that may be tried, and this section provides only a few general hints and observations.
First, pay close attention to observation, as this is the key to the game. Avoid wasting scout air units searching areas where the enemy cannot be, or areas too distant to matter. Make thorough searches of the important areas so that all necessary hexes are observed. It is almost impossible for the Japanese Mobile Force to avoid a well-conducted American search, so the Japanese players must make every effort to find the American carriers as soon as possible.
Second, keep a "combat air patrol" ("CAP") of fighters over all important and threatened task forces and over the Midway base during all "day" Turns. The Japanese player should not neglect to keep fighters over their transports, as these are especially vulnerable to American air strikes, and their loss ensures that the American side retains control of Midway.
Third, organize your task forces very carefully. A large air strike can break through almost any defenses, and score damaging hits. If enough escorts are available, each aircraft carrier should be placed in its own circle of escorts to force attackers to split their numbers and face more total anti-aircraft combats in order to attack more than one carrier. If escorts are few, it is probably best to keep multiple carriers together for mutual anti-aircraft protection. Keep carriers and transports out of surface combats. Form special task forces for surface missions, and keep the vulnerable, high victory point value ships to the rear.
The American side definitely has the initiative in the game. There are any number of viable plans and their variants that can be tried. The American fleet can be placed north of Midway for an early strike on the Japanese carriers, as was done historically. The fleet can be placed to the south to attack the Japanese transports, but this plan risks early sighting by the Japanese, and courts disaster if planes cannot be readied for a second strike before they are found and the Japanese carriers can react with an air strike on the American carriers. The American side could also choose to remain in the eastern end of the mapboard, and allow the Japanese side to get heavily involved against the Midway base before striking. The Japanese player must react to any American plan, preferably by finding the American carriers early.
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! It was at the actual battle.
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 Turn 8 (a day Turn, so "flying" is possible - see 3a1) and the Task Force 17 marker is located in hex "M4" on the American Searchboard. Task Force 17 has not yet been spotted by the Japanese side. The "Yorktown" ship unit is located (with the "Portland", "Astoria" and DD #2 ship units) in the "Ships" box of the Task Force 17 area on the United States Operations Card. The "B5", "T3", and "O" air units are in the "Ready" box, and the "B3" air unit is in the "Arming" box of the "Yorktown" 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 Americans and "6" for the Japanese at the start of the Action Phase establish that the Japanese are Side "A", so the American side must go first during each of the following steps and phases.
Assembly Step (3a): Since "Yorktown" has a launch number of "4" (see its area on the United States 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. If a fourth air unit was also located in the "Ready" box, it could "take off", too, but the "B3" air unit, being in the "Arming" box, may not "take off". The American player shifts the three air units to the Task Force 17 "Normal Strike" box. When the American 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 United States Operations Card, the "B3" air unit is shifted to the "Ready" box in the "Yorktown" area, for possible "take off" on the next Turn. When the American 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 "L3" on the American Searchboard. When the American 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 "O" is moved individually and first, successively into hexes "K3", "J2", "I3", "H3", "H4", and "H5" on the American Searchboard. Only the last four hexes entered are announced, and the Japanese player informs the American player that the Mobile Force task force marker is in hex "H4", containing the undamaged ship units for battleship "Haruna" and light cruiser "Nagara". An enemy task force marker is placed in hex "H4" on the American Searchboard. Note that the American player did not stop searching in hex "H4", but kept moving after "spotting" into hex "H5". The "B5" and "T3" air units are removed from Task Force 17's "Normal Strike" box, placed on the American Searchboard, and moved together (3d2) as an air strike successively into hexes "K4", "J4", "I5", and "H4". The "T3" air unit has a movement factor of only "3", so it must be left in the third hex entered (hex "I5"), and will be unable to attack. Only the "B5" air unit makes it to the "H4" battle hex from the Task Force 17 air strike, but the "B6" and "S6" air units (from Task Force 16, which, as it turns out, is in hex "K6" and unspotted by the Japanese side. [sentence ends here as printed; the parenthesis is not closed in the source]
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, for the American side, on every Turn with the Midway base unit.
Unspotted, the American 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 a powerful air strike is moved to hex "L3" from an unknown (to the American 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 "H4" will be resolved first, followed by the one in hex "L3".
10b1) Battle Hex "H4": The Japanese player empties the "Ships" box of the Mobile Force area and sets up the "Haruna" ship unit in Battleboard hex "K9" and the "Nagara" ship unit in hex "K11" (4a2). The American player then takes all three dive bomber units out of American Searchboard hex "H4" and places them in Battleboard hex "K9" to attack the "Haruna" ship unit (4a3.1).
Anti-Aircraft Combats: The attacking Japanese player, faced with three identical air units all in range (4c1) of both ship units, has only two choices - combine and use both ship units against one air unit, or each ship unit against one air unit. The latter choice is made, and resolved in this order as follows:
- "Haruna" ship unit ("2" anti-aircraft factor) versus "B5" air unit ("2" defense factors). No other combat modifiers apply. The Japanese attacker rolls a "6" ("+2" total modifier) = "8" combat number versus the American 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 "B5" air unit with a 1 hit marker.
- "Nagara" ship unit ("1" anti-aircraft factor) versus "B6" air unit ("2" defense factors). No other combat modifiers apply. The Japanese attacker rolls a "2" ("+1" total modifier) = "3" combat number versus the American defender's roll of "7" ("+2" total modifier) = "9" combat number. The attacker is less (4b4), so there is no damage.
Dive Bombing Category Combat: The attacking American player combines the bombing factors of all three dive bomber units as all are placed to attack the same target unit and all use the same bombing category (dive bombing).
- Air units "B6" and "S6" ("7" bombing factors each) plus Air unit "B5" (the 1 hit marker placed due to the anti-aircraft combat reduces its "7" bombing factor to "6" - see 4b5) have a total modifier (4b2) of "+20" versus the "Haruna" ship unit ("5a" defense factors - the letter has no meaning unless option 16 is used, so only the "5" is considered). No other combat modifiers apply. The American attacker rolls a "4" ("+20" total modifier) = "24" combat number versus the Japanese defender's roll of "6" ("+5" total modifier) = "11" 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 "Haruna" ship unit so that its back side is face up.
Battle's End: The "Haruna" (now with its back side facing up) and "Nagara" ship units are returned to the "Ships" box of the Mobile Force area on the Japanese Operations Card. The three American dive bomber air units (with "B5" now stacked with a 1 hit marker) are returned to American Searchboard hex "H4".
10b2) Battle Hex "L3": The American player empties the "Ships" box of Task Force 17 on the United States 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 "L3" and places them on the Battleboard as shown (4a3). [diagram omitted]
Anti-Aircraft Combats: Within the limitations of the particular type of combat's rules, the attacker always determines how the individual combats are resolved. The attacking American player chooses to resolve the following anti-aircraft combats in the following order:
- The "Astoria", "Portland", and "DD #2" ship units ("2" anti-aircraft factors each) have a total modifier of "+6" versus the "HYT" air unit ("2" defense factors). No other combat modifiers apply. The American attacker rolls a "7" ("+6" total modifier) = "13" 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 "HYT" air unit so that its back side is face up.
- The "Yorktown" ship unit ("3" anti-aircraft factor) versus the "AD" air unit ("2" defense factors). No other combat modifiers apply. The American attacker rolls a "6" ("+3" total modifier) = "9" combat number versus the Japanese defender's roll of "6" ("+2" total modifier) = "8" combat number. The attacker is more (4b4), but not two times as much, so one hit is scored. Mark the "AD" air unit with a 1 hit marker.
Bombing Combat: The attacking Japanese player chooses to resolve the following bombing combats in the following order:
- Bombing Attacks on the "Yorktown":
- Torpedo Bombing Category Attack: Air units "1AT" and "2AT" ("7" bombing factors each) plus Air unit "HYT" (being flipped due to the anti-aircraft combat gives its only "5" bombing factors - see 4b5) are making an "anvil" attack ("+3" combat modifiers - see 4d3.1) and have a total modifier (4b2) of "+22" versus the "Yorktown" ship unit ("3c" defense factors). No other combat modifiers apply. The Japanese attacker rolls a "3" ("+22" total modifier) = "25" combat number versus the American defender's roll of "6" ("+3" total modifier) = "9" 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 "Yorktown" ship unit so that its back side is face up.
- Dive Bombing Category Attack: Air unit "AD" (the 1 hit marker placed due to the anti-aircraft combat reduces its "7" bombing factors to "6" - 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 "B3" air unit was shifted to the "Ready" box during the Ready Step - this adds a "+4" combat modifier - see 4d3.3) and has a total modifier (4b2) of "+10" versus the "Yorktown" 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" ("+10" total modifier) = "13" combat number versus the American 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 "Yorktown" ship unit with a 1 hit marker.
- Dive Bombing Category Attack on the "Astoria": Air unit "HYD" ("7" bombing factors) versus the "Astoria" ship unit ("3b" defense factors). No other combat modifiers apply. The Japanese attacker rolls a "3" ("+7" total modifier) = "10" combat number versus the American defender's roll of "7" ("+3" total modifier) = "10" combat number. The combat numbers are equal (4b4), so there is no damage.
Battle's End: The American ship units (with "Yorktown" now flipped and with 1 hit marked) are returned to the "Ships" box of the Task Force 17 area on the United States Operations Card. The Japanese air units (with "HYT" flipped over and "AD" marked with 1 hit) are returned to Japanese Searchboard hex "L3".
10c) AIR RETURN PHASE: This considers only the air units that "took off" from the Yorktown. Scout air unit "O" (from Searchboard hex "H5"), the "B5" air unit (from Searchboard hex "H4"), and the "T3" air unit (from Searchboard hex "I5") are all moved to Searchboard hex "L3" (location of the Task Force 17 marker and the "Yorktown" ship unit) and placed in the Yorktown area's "Arming" box on the United States 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 "Yorktown" (a CV) was flipped.
- The United States side gets 5 victory points since "Haruna" (a BB) 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 players' 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 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 the Midway base or a 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 (i.e., 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 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 the Midway 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 two times or more 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.
11c) DEAD IN THE WATER: Any ship unit that represents an individual ship (i.e., this does not apply to "AP" or "DD" units) is considered to be "dead in the water" and incapable of movement if it is flipped to its back side and also has a 2 hits marker on it. The following special rules apply to a ship unit that is "dead in the water":
- 11c1) In a Surface Combat (see option 16), a "dead in the water" ship unit may not be moved or used in a breakoff attempt. If all the ship units on one side are "dead in the water", and an enemy ship(s) that is not "dead in the water" also remains on the Battleboard after a Surface Combat is ended, the "dead in the water" ship units are automatically eliminated.
- 11c2) A "dead in the water" ship unit may be "towed" on the Searchboard (see option 12a4). Air units may not "take off" or "land" on a "CV", "CVL" or "AV" class ship unit that is "dead in the water", even if it is "towed".
- 11c3) If there is no wish or ability to "tow" a "dead in the water" ship unit, it may be voluntarily "scuttled", that is, eliminated by the controlling player at the start of a side's Ship Movement Step.
11d) REPAIRS: A limited amount of "repair" is possible for damaged air units that remain "On Board" or "On Ground" (which they will) for two consecutive night Turns, and a limited amount of repair is also possible for damaged base or ship units that remain in the same Searchboard hex for two consecutive night Turns. During these two Turns, the base or ship units (or the air units "On Ground" or "On Board" these units) also may not be engaged in any form of combat. If these conditions are met, during the Turn Record Phase of the second night Turn, a player may do the following to repaired units:
- 11d1) Flip a 2 hits marker over to become a 1 hit marker. This cannot be done to an air unit that was used to generate a scout air unit or units (see option 15d).
- 11d2) Remove a 1 hit marker. This cannot be done to an air unit that was used to generate a scout air unit or units (see option 15d).
- 11d3) Combat air and ship units flipped to their back side may not be flipped to their front side. The base unit with its back side up and no hit marker may be flipped back to its front side and a 2 hits marker added.
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:
11f) DIFFERENT SHIP INTERVALS: Under air attack, the Japanese deployed their ships at wider intervals (usually around 3,000 yards apart) to allow each ship to make violent, independent maneuvers. American doctrine was to keep their ships closer together (often about 2,000 yards apart) and have the escorting ships match the maneuvers of the ships that they were escorting. Using this option, which amends Basic Game rule 4a2, American base and ship units are set up exactly as in the Basic Game, with at least one empty hex between and around all units. Japanese ship units are set up as in the Basic Game, but there must be at least two empty hexes between and around all units.
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 (triangle): 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 Turns "3", "9", "15" and "21". These Turns are marked with a solid triangle on the TIME RECORD TRACKS on the Searchboards.
- 12a3) THREE MOVEMENT FACTORS (circle): 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 (i.e., 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.
- 12a4.3) Only a "towed" ship unit and the ship unit that "tows" it may exit the Searchboards without being considered eliminated. To exit, move to a hex on the edge of the Searchboard, then, during the next Sea Movement Step, the ship units are considered to exit the Searchboard. Their task force marker is not considered to exit with them, but is removed if all ships in it do exit. American ship units can only exit off the east edge of their Searchboard, and Japanese ship units can only exit off the west edge of their Searchboard. Ship units that exit may never re-enter the Searchboard, but engage in no further combats. Any damage to exited ship units that is worth victory points is still counted at game's end.
12b) MODIFIED CAPACITY AND LAUNCH: This expands on Basic Game rule 2c4.
- 12b1) SMALL AIR UNITS: A scout air unit, a combat air unit with an "ELIM" on its back side, or a combat air unit that has been flipped so its back side is up all count as just one-half of an air unit when determining ship or base capacities and for use with launch factors. For example, the Japanese "Chikuma" (AV) has a capacity of "1", but using this option could be used to hold two scout air units.
- 12b2) EXPANDED LAUNCHES: This option expands on Basic Game rule 3a. A launch factor may be exceeded to a maximum of twice the normal launch factor for that side of the unit with these modifications and restrictions:
- 12b2.1) Air units using the normal launch factor to "fly" may be shifted to the appropriate "Normal Strike" (the only box used in the Basic Game) and/or "High CAP" (only fighter units) boxes, as desired.
- 12b2.2) Once the normal launch factor has been used, additional air units not to exceed twice the launch factor can also be shifted into appropriate "flying" boxes to show that they too are "flying" - these are "maximum launch" units.
- 12b2.3) Maximum launch units may be shifted only into the appropriate "Max. Strike" and/or "Low CAP" boxes.
- 12b3) EFFECTS OF PLACEMENT IN THE VARIOUS "FLYING" BOXES: Air units shifted to the four "flying" boxes have restrictions on what can be done with them during the Air Movement and Search Step.
- 12b3.1) Normal Strike: Air units in this box have the same capabilities as those from this same box in the Basic Game. Fighter (see option 14) units placed in this box form part of an air strike as "escort" fighter units for the bomber units in their air strike and will (if possible) accompany them to the target - they may not be used for "CAP".
- 12b3.2) Max. Strike: Combat air units in this box simulate the take offs of additional aircraft and the extra time required to spot them on deck and get them into the air. Units in the "Max. Strike" box are treated as if their movement factors are one less than the normal printed number. As with the "Normal Strike" box, fighter (see option 14) units placed in this box are "escorts" for the bomber units and will (if possible) accompany them to the target - they may not be used for "CAP". Note that if used with option 12c, the movement factor reduction has the effect of reducing the unit's range by two hexes (one each way). If moved with the units in the "Normal Strike" box as a single air strike, they may be dropped off in their last hex if unable to reach a battle hex, the same as covered in Basic Game rule 3d2.
12c) AIR UNIT RANGES: There are two ways to augment the "reach" of the game's air units.
- 12c1) UNEQUAL MOVEMENT LEGS: Considering both the movement during an Air Movement and Search Step and an Air Return Phase, an air unit actually has a "range" that is twice its movement factor number. With this option, this "range" does not have to be split evenly. This rule applies only to combat air units, and does not allow for more movement during an Air Return Phase than during an Air Movement and Search Step. A unit using this type of movement may not also be "staging" (see 12c2). During an Air Movement and Search Step, a combat air unit(s) may be moved a number of Searchboard hexes that exceeds its movement factors, if there is a ship or base where "landing" is possible (meeting all "landing" conditions in rule 5a) located close enough that the total number of hexes moved during the Air Movement and Search Step plus the Air Return Phase does not exceed twice the movement factor. For example, the "B6" Allied dive bomber unit has "5" movement factors and is moved seven hexes during its Air Movement and Search Step, then three hexes during the Air Return Phase, for a total of ten hexes, twice its movement factors. After moving during an Air Movement and Search Step, make a note of the movement still remaining for a unit used in this way.
- 12c2) STAGING: "Staging" involves servicing, fueling and arming at a base or ship that is distant from a target, flying to another closer base or ship, quickly refueling (only) and then performing a mission. The procedure can be reversed to return to the original base, etc. Air units "take off" normally, but, when "staged", are moved from their "Normal Strike" and/or "Max. Strike" box(es) during the Ready Step. An air unit(s) may not be used for searching during this movement, and all the usual restrictions on "landing" apply (see 5). Movement factors (including reductions, as in 12b3.2) must allow an air unit(s) to reach a hex where "landing" is possible, and the "staging" air unit(s) are "landed" there. Unlike most "landings", a "staging" air unit(s) must be placed in the area's "Ready" box; "take off" as early as the next Turn is possible.
12d) PATROLLING AIR UNITS: Some scout air units have the word "PATROL" on their back sides (an asterisk on the unit's front side reveals that "PATROL" is on the back). These are air units that can "fly" for exceptionally long periods of time.
- 12d1) REMAINS "FLYING": During an Air Return Phase, if desired, after "landing" all other air units, these scout air units are not moved, but may be flipped over to its back side so that the word "PATROL" shows, and left "flying". Although the back "PATROL" side remains showing, these "patrolling" scout air units may be moved normally during the next Turn's Air Movement and Search Step and Air Return Phase. Be careful that they end movement close enough to return!
- 12d2) SHADOWING: A scout air unit that is flipped over to its "PATROL" side while located in the same Searchboard hex as an opposing task force(s) may be used to "shadow" a task force marker in that hex. To do so, the controlling player announces that the air unit will be used to "shadow" a specific task force marker (inform the opponent which one) at the start of the opposing Sea Movement Step, before any task force markers are moved.
- 12d2.1) When the task force marker is moved, the "shadowing" scout air unit is moved with it, and the air unit's side must be informed of the movement.
- 12d2.2) If there are multiple "patrolling" units in the hex, any or all may be assigned to shadow the same task force marker, or they may be announced to "shadow" different task force markers, etc.
- 12d2.3) The movement (if any) involved in "shadowing" is considered to expend all of the air unit's movement factors, so it is not moved during the Air Movement and Search Step, although its remaining movement factors may be converted to search modifiers (see option 15a1.1) if better information is still sought.
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 3d2.
- 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 (an "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".
- 13b2) "WAVE" COMBAT RESTRICTIONS: Each "wave" is fought as a separate battle in the same battle hex against the same defending units (reduced by their losses against earlier "waves").
- 13b2.1) The base and/or ship units are set up (see 4a1 and 4a2) only once, for the first "wave". They are not rearranged between "waves", but they are used for separate anti-aircraft combats after each "wave" of air units is set up.
- 13b2.2) As each "wave" completes its battle, its air units (including its escorting fighter units) are returned to their Searchboard's battle hex.
- 13b2.3) The CAP fighter units may be used for separate air combats (see option 14) against each "wave", but what they can engage in air combat may change with each "wave". Only fighter units used to combat high level or dive bomber units in the previous "wave" are considered to be from a "High CAP" box for air combats against the next "wave" - all others are considered to be from a "Low CAP" box against the next "wave".
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 set up at the start of a game. Fighters are used as "escorts" for bombers and as "combat air patrols" ("CAP") to defend friendly targets. They 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 set up 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 set up for air combats, as follows:
- 14a1) ESCORT SETUP: Pick a corner or edge of the Battleboard with some empty hexes to set up an air combat between fighter units. Place 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. 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 the CAP fighter units with their front facings each pointing 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 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 set up 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 must be added together. The defending side's only combat modifier is the target air unit's defense factor.
14c) AIR COMBAT SEQUENCE: The escort side is the attacker first. Each individual combat is resolved using the escort side's air combat factors as modifiers against the CAP side's defense factors. If the only CAP unit in an individual air combat is eliminated, any escort fighter units in that individual combat may be immediately placed for use as strafing fighter units, or just end their participation against the current "wave", as desired. Then, where the CAP unit was not eliminated, the individual combat still exists, but now the roles change, and the CAP units attack. Now, use the CAP side's air combat factors as modifiers against the escort side's defense factors. The attacking player always decides the order in which the individual combats are resolved.
14d) AIR COMBAT EXAMPLE: Two Japanese CAP fighter units are in two individual air combats with three American escort fighter units, as shown [diagram omitted]:
- 14d1) ESCORT ATTACKS: The American "1F3" and "2F3" (back) escort fighter units have a total of "8" air combat factors (a "+8" combat modifier) versus "2" defense factors (a "+2" combat modifier) for the Japanese "1KF" CAP fighter unit. No other modifiers apply in air combats. The American player rolls a "2" ("+8" 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 "1KF" unit is flipped to show its back side. The American "1F6" escort fighter unit has a total of "5" air combat factors (a "+5" combat modifier) versus "2" defense factors (a "+2" combat modifier) for the Japanese "2KF" CAP fighter unit. The American player rolls a "9" ("+5" 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 "2KF" unit is eliminated. The elimination of the Japanese CAP fighter unit frees the "1F6" 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 "1KF" unit remains to do so, and with its back side air combat factor at that, so the "1F6" unit is no longer involved in an individual combat, and is not attacked. "1F3" and "2F3" are still in an individual combat, and the Japanese player decides to attack the "2F3" unit, as its back side is up. The Japanese "1KF" 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 American "2F3" escort fighter unit. The Japanese player rolls a "7" ("+3" total modifier) = "10" combat number, and the American 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 American "2F3" 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 same 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, treat all CAP fighter units as breakthrough fighter units.
- 14e1) The CAP player places, as desired, the breakthrough fighter units facing enemy air units (which are already set up to attack a base and/or ships) they will combat, thus establishing the individual air combat participants. EXCEPTION: A breakthrough fighter unit that came from a "Low CAP" box may only engage in air combat with a strafing fighter unit or a bomber unit using torpedo or medium level category bombing, while one that came from a "High CAP" box may engage any desired enemy strafing fighter or bomber unit on the Battleboard.
- 14e2) If breakthrough CAP fighter units are stacked and facing a stack of enemy air units, they may combine air combat factors to attack one enemy unit, or be used for separate air combat attacks, as the attacking player wishes. It is not necessary to attack all units in an opposing stack in these combats, but, if possible, all strafing escort fighter units in a stack that is involved must be attacked. All opposing bomber and/or strafing fighter units in a stack may be used to attack in their turn, even if all were not actually attacked by the CAP fighter units.
- 14e3) In these breakthrough air combats, the breakthrough CAP fighter units always attack first, then the surviving enemy unit(s) that they face may attack for air combat. The CAP player is allowed to decline to commit any or all of the breakthrough CAP fighter units to do this.
14f) STRAFING BY ESCORT FIGHTER UNITS: Excess escort fighter units that are set up to strafe (see 14a and 14c, above) are placed on the Battleboard facing and adjacent to enemy ship units, the same as if they were torpedo bomber units. They may be stacked with (and, if so, must be faced in the same direction as) a torpedo bomber unit(s). The effect of strafing is that, during anti-aircraft combat, a "-1" combat modifier applies to attacks by a ship unit that is faced by one or more strafing fighter units.
14g) AIR COMBAT BATTLE'S END: When all air combat has been resolved, return the escort units to the battle hex on their Searchboard. CAP fighter units are shifted to their appropriate Operations Card CAP box, as follows:
- 14g1) All air units that were in a "Low CAP" box before the battle are returned to the "Low CAP" box.
- 14g2) All other air units that engaged in a breakthrough air combat with an enemy air unit using the categories of torpedo or medium level bombing, or a strafing fighter unit, are returned to the "Low CAP" box.
- 14g3) All air units that were in a "High CAP" box before the battle are returned to the "High CAP" box, unless 14g2 applies. [the scan reads "14f2"]
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 (applies only to sea searches).
- +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 the 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 the Midway 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".
- Exceeded: If the searching side's modified roll exceeds the opposing roll, but is not at least two times the opposing roll, the opposing player must provide a number of ships in the hex. However, the ship unit's player may lie about the real number of ships present - the player may say any number from half (round up) to double the actual number of ships.
- 15a1.1) Search Modifiers: All of the following "search modifiers" apply to the searching side's die roll:
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.
15c) CREATING NEW SCOUT AIR UNITS: Scout air units represent small detachments of two to four aircraft that are actually detached from larger combat air units. Use of this rule is the only way some scout air units can be used in the game.
- 15c1) Scout air units may be created at the start of an Assembly Step by marking a "parent unit", that is, an undamaged combat air unit that shows its front side, with a 1 hit or a 2 hits marker to show the reduction of its strength. This creates, respectively, one or two new scout air units which are placed in the same Operations Card box as the "parent unit". Be careful that creating these scout air units does not exceed capacity. Only available (i.e., those included in the game and not currently in use - whether never used or eliminated earlier) scout air units may be created. If option 11d is also used, make a written record of these "parent units", as they cannot be "repaired".
- 15c2) The scout air units must be of the same type as their "parent unit". This means that only the following types of combat air units may be used to create the following specific scout air units:
- American scout units (the pictures match those on their "parent units"): "H": "H" class units may be used to create scouts "I", "J" and "K". "M": "M" class units may be used to create scout "L". "D": "D" class units may be used to create scouts "M", "N", "O", "P" and "Q".
- Japanese scout units (the pictures match those on their "parent units"): "D": "D" class units may be used to create scouts "A", "B", "C", "D", "E", "F" and "G". "T": "T" class units may be used to create scouts "H", "I", "J", "K", and "L".
16. Surface Combats
Surface combats are almost a separate game, and, in fact, there is a scenario (7e; printed "7d" in the scan) that is exclusively a surface combat. 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 Japanese ship units and the Midway base unit. 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 one or 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 set up 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.
- 16b2) DIRECTION COMPARISONS: The directions the opposing task forces moved are used to determine the directions the ship units face when set up 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, the ship units are set up 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 set up 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, the ship units are set up facing in the same direction.
- 16b2.4) In the example (diagram omitted), 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, the ship units are set up facing in the same direction (16b2.1 applies). If all enemy task force markers entered the hex from directions D, E, and/or F, the ship units are set up 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 the ship units are set up 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 set up 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 set up 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:
- 16c1) SETUP LINES: If the combat occurs during a night Turn, the opposing ship units in their first battlelines are set up behind and right on the opposing "Night Setup Lines", separated by the two open hexes between. If the combat occurs during a day Turn, the opposing ship units in their first battlelines are set up 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.
- 16c2) BATTLELINES: Ship units must be set up in "battlelines" where one ship unit is placed directly behind (in an adjacent hex) the ship to its front and facing in the same direction as the lead ship unit (the one placed in the "X" hex in a first battleline).
- 16c2.1) The opposing ships are all placed facing in the same or opposite directions, as determined by rule 16b. All ship units on a side must be set up facing in the same direction, even if in different battlelines.
- 16c2.2) The maximum length of an individual battleline is limited by the number of hexes to the edge of the Battleboard.
- 16c2.3) If there are five or less ship units on a side, all must be placed in the first battleline, the one placed right on the appropriate setup line with its lead ship in the "X" hex. As many as three additional battlelines may be placed, each two hexes back (i.e., there is an empty hex row between the battlelines, and succeeding ones must be further from the enemy ships) from the previous one, as long as each battleline has at least three ship units, and the total number of battlelines on a side does not exceed four. The lead ship unit in each battleline must be placed even with the lead ship (the one in the "X" hex) in the first battleline. For example, if the lead ship in the first battleline is in "X" hex "M11", the lead ship in a second battleline must be in hex "O11", the lead ship in a third battleline must be in "Q11", etc.
- 16c2.4) Ship units that are "dead in the water" (see option 11c) must be placed at the back(s) of a battleline(s), behind any ship unit(s) that are able to move.
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 its 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 11c 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.
NOTE: 16d1 and 16d7 are self-explanatory, so only the other portions of a Surface Turn are explained in detail below.
16e) SURFACE MOVEMENT: A player may move a ship unit to expend all of its movement factors or less (even not moving, if desired) for movement on the Battleboard.
- 16e1) It costs one movement factor to enter a new hex, and a ship unit may only be moved forward - i.e., into the hex to which its front facing points.
- 16e2) It also costs one movement factor to "turn" (change its front facing) a ship unit one hexside. A ship unit may be turned within a hex up to as many hexsides as it has movement factors.
- 16e3) A ship unit may move through a friendly or opposing ship unit while being moved, but may never end movement in the same hex as any other ship unit.
- 16e4) No units may exit the Battleboard during a surface combat, except through breakoffs or after the end of the tenth Surface Turn. If necessary, shift all units the same number of hexes in the same direction to maintain their relative positions and avoid the edges of the Battleboard. If this proves impossible, then players are forbidden to move their ship units in a way that would cause them to exit the Battleboard.
16f) INDICATE SURFACE TORPEDO FIRING: Ship torpedoes take a while to reach their target, so they are fired before the gunnery combats are resolved, but not resolved until after the gunnery combat is completed. Only ships with torpedo factors may be used to fire torpedoes at enemy ship units (they may not be fired at a base unit).
- 16f1) To indicate that a ship has fired its torpedoes, a torpedo marker is placed in a hex beside the firing ship, with the torpedo marker's front facing pointing at the enemy target ship.
- 16f2) Japanese torpedoes have a maximum range of five hexes and American torpedoes have a maximum range of two hexes. This range is measured from the firing ship unit. The torpedo markers show the nationality and range numbers on the two sides of the counters, so have the appropriate side facing up when a torpedo marker is placed on the Battleboard. (Torpedo markers must be faced as shown in the four possible hexes; diagram omitted.)
- 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, 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 (omitted).
- 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 "reloads" for their torpedo tubes. 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 a 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.
- 16g2) GUN SECTORS: A "-2" modifier applies if a target unit falls into an attacking ship unit's front or rear sector. All ship units have a front sector, a rear sector, and side sectors on each side. This modifier reflects how these ships were designed - a ship is considered to be able to fire all of its big guns into a side sector, while the aft gun turrets are useless against a target in its front sector, and forward gun turrets are useless against a target in its rear sector. The hexes that fall into a ship unit's sectors, depending on the ship unit's facing, are shown in a diagram (omitted; also repeated for reference on the Battleboard).
- 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.
- 16h1.2) Target Situation: A "+3" modifier applies if two or more torpedo markers are aimed at both sides of a target ship unit's front facing (an "anvil" attack, similar to Basic Game rule 4d3.1). A "-2" modifier applies if any or all of the torpedo markers face a target ship unit's front or rear facing (the ship is "threading" the torpedoes, similar to Basic Game rule 4d3.2).
- 16h1.3) Half Range: A "+2" modifier applies if a target unit is at "half range" from the attacking ship unit. The range and half range of a ship unit's torpedoes depends on the ship's nationality, as follows: Japanese torpedo markers have a range of 5 hexes from the attacking ship unit and a 2 hexes half range. American torpedo markers have a range of 2 hexes from the attacking ship unit and a 1 hex half range. For easy reference, these ranges are also printed on the Battleboard.
- 16h2) TORPEDO "MISSES": Except for misses defined to miss everything (see 16h), there is a chance that a torpedo combat that "misses" (i.e., causes no damage to) a target ship unit may still hit another one if it is still within range and lies on the same straight route from the firing ship unit. Basically, a torpedo combat that fails to cause damage is still active and may hit the very next ship unit in line (even if it is a friendly ship, in which case the attacking player rolls both dice), then (if that "misses") the next in line after that, etc., until the range limit is reached or a ship unit is damaged.
16i) BREAKOFF ATTEMPTS: Either or both sides may attempt one or more "breakoffs" during the same Surface Turn. A breakoff is an attempt to disengage ship units, and represents slipping into a fogbank, laying smoke, etc.
- 16i1) BREAKOFF GROUPS: A single ship unit with at least one empty hex all around it constitutes a "group" for these rules. Also, two or more ship units that all are each located in an adjacent hex to at least one other ship unit to form an unbroken chain of units constitutes a "group" for this rule. A breakoff attempt may not be made for a group containing a "dead in the water" ship(s). For breakoff attempts, a "group" may not be divided - a player may not choose a ship unit(s) for a breakoff attempt, while choosing not to attempt a breakoff with another ship unit(s) of that same group.
- 16i2) BREAKOFF PROCEDURE: Surface Side B designates any desired Surface Side B "group(s)", followed by Surface Side A doing the same for his "group(s)". One breakoff attempt per group per Surface Turn is allowed. Then, in the same order, each announced breakoff attempt must be resolved.
- 16i2.1) To resolve a breakoff attempt, both sides roll one die and their modified rolls are compared. All modifiers apply to the side attempting to breakoff, as follows (these are also printed in the SURFACE TURN RECORD TRACK on the Battleboard for easy reference):
- A "-5" modifier applies if the surface combat occurs during a night Turn.
- A "-7" modifier applies if the surface combat occurs during a day Turn.
- A "+1" modifier applies for each Surface Turn completed (i.e., each Turn prior to the current one).
- 16i2.2) If the modified number rolled by the side attempting the breakoff exceeds the number rolled by the opponent, the breakoff attempt succeeds, and all ship units of the designated group are removed from the Battleboard (they have successfully disengaged), and take no further part in the surface combat. Otherwise, the attempt fails.
- 16i2.1) To resolve a breakoff attempt, both sides roll one die and their modified rolls are compared. All modifiers apply to the side attempting to breakoff, as follows (these are also printed in the SURFACE TURN RECORD TRACK on the Battleboard for easy reference):
16j) BOMBARDING A BASE: Surface combat with the Midway base unit (called "bombardment") is resolved separately and after a surface combat with any American ship unit(s) that may be in the same Searchboard hex. In such a case, the Japanese side must eliminate and/or force a breakoff by all American ship units involved before having a surface combat with the base unit; failure to do so means that the Japanese side may not have surface combat with the base unit that Turn. Only Japanese ship units that did not breakoff may be used for bombardment following a surface combat with American ship units. If no American ship unit(s) is present, surface combat moves immediately to involve the Midway base unit. Surface combat with the Midway base unit is resolved as follows:
- 16j1) Place the Midway base unit from the United States Searchboard near the center of the Battleboard.
- 16j2) Divide the Japanese ship units into stacks according to the letter ratings of their surface factors. Place each stack at a range equal to the maximum range of its surface factor rating letter. Place ship units with a "-" surface factor at a seven hex range from the base unit.
- 16j3) The Midway base unit (which can fire in every direction equally - ignore front or rear sector modifiers) may then use its surface factor against any one ship unit within range of its "c" rating surface factor. Handle the same as when one ship uses gunnery combat to attack another, using all applicable modifiers.
- 16j4) Then, in any desired order, use the ship units' surface factors to attack the base unit once with each stack of ship units, combining all the surface factors in each stack as one modifier, but otherwise handling the same as when one ship unit uses gunnery combat to attack another, using all applicable modifiers. For example, if the only "b" rated ship units are "Atago" and "Chokai" (both undamaged), this gives a "+3" combat modifier for each ship unit's surface factor for a total of "+6" and a "-2" combat modifier for "b" rated guns versus an "a" rated defense factor for a total modifier for the attacker of "+4".
16k) FIRST SURFACE TURN NIGHT "SURPRISE": Consider this rule section as optional, even if the rest of the surface combat rules are used, as it adds a "luck" factor that, although realistic, can change the balance of surface combats unpredictably.
- 16k1) DETERMINING "SURPRISE": When rolling to determine Sides at the start of the first Surface Turn during a night Turn, if one side's roll is two times or more the other side's roll, it is assumed that the higher number side has not only become Surface Side A, but has achieved "surprise". The "surprise" rules simulate the effects as if Surface Side A has "seen" Surface Side B's ship units, but Surface Side B has not yet "seen" Surface Side A's ship units.
- 16k2) EFFECTS OF "SURPRISE":
- 16k2.1) NORMAL "SURPRISE" EFFECT: Side B ship units (except for "dead in the water" units, which don't move at all) must all be moved one hex straight ahead during this Surface Turn. Side A ship units can be moved normally. Only Side A can indicate torpedo firing during this Surface Turn. Side B cannot indicate torpedo fire during this Surface Turn. Side A resolves its gunnery combat attacks first. Capabilities and sequence return to normal after this Surface Turn.
- 16k2.2) DELAYED "SURPRISE" EFFECT: Alternately, the Surface Side A player may wish not to use torpedoes or guns during a "surprise" Surface Turn. If this wish not to have combat is announced, Surface Side B must be moved one hex as in 16k2.1, and Surface Side A is moved normally, but neither side uses torpedoes or gunnery. At the start of the next Surface Turn, when rolling for Sides, if Side A remains the same side (simply rolling higher now is enough, there is no need for two times the other side's roll), the "surprise" remains intact - Surface Side A may choose to apply 16k2.1, or may choose to repeat 16k2.2, etc. However, if the other side rolls higher and becomes Surface Side A, the "surprise" has been lost, and that Surface Turn and all later ones are resolved normally.
- 16k3) JAPANESE NIGHT FIGHTING ADVANTAGES: In mid 1942, the Japanese navy was much better trained and equipped for night sea battles than the United States Navy, and, as there had been few night actions to date, the U.S. Navy was not even aware of the fact (it would become painfully obvious off Guadalcanal in August). To reflect this Japanese advantage, whenever rolling to determine Sides at the start of every Surface Turn when "surprise" is still possible (this does not apply at the start of Surface Turns when "surprise" is not possible), a "+3" modifier applies to the Japanese player's roll.
17. Multi-Player Rules
MIDWAY 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 and 7d be used for multi-player games.
17a) ASSIGNMENT OF PLAYERS: Players should be given specific units to command. For the American side, one player should get the command of Task Force 16 and its units, and the other player should get command of Task Force 17, the Midway base and their units. If Task Force 1 is used, it may be assigned to either player. For the Japanese side, one player should get the command of all units that enter the Searchboard at area "I", and the other player should get the command of all units that enter the Searchboard at area "VI".
17b) UNIT CONTROL: Players may only control the units that they command. This means that only that player moves and rolls the dice for those units.
17c) COMMUNICATIONS BETWEEN PLAYERS: Communications are considered to be by "radio", even when player flagships are in the same Searchboard hex, but 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; i.e., 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. A flagship should always be an aircraft carrier or a battleship. 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.
- 17c4) Sending a message reveals the location of the player's flagship immediately (announce the hex identification to the opposing side).
18. Umpired Games
This option presumes that an extra person can be recruited who will not play for either side, but will 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 they are suggestions on how the use of an umpire can benefit the play of a 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 - for 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 display only one side or player's counters and any information known to that side or player.
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 15a 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 are 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 set up 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 all 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 through 2 = underreport damage by a factor of two hits; 3 through 4 = underreport damage by a factor of one hit; 5 through 6 = report the actual damage; 7 through 8 = overreport damage by a factor of one hit; and 9 through 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 (i.e., 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").
- 18c3) Players can handle their Air Return and Turn Record Phases simultaneously, and report what was done to the umpire.
18d) OTHER IDEAS: As anyone who has ever umpired a game knows, there are many other ideas that can be used by a knowledgeable umpire to increase player interest and game realism. These ideas must be left to the individual umpires, as, if all were given here, the players could read them and would not be surprised. Good gaming!