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Pacific Theatre Via Midway

Expansion for Midway

Pacific Theatre Via Midway Rulebook

Table of Contents

Table of Contents

  • Rules
    • Bombers
    • Bases
  • Coral Sea Scenario
    • Allied Ships
    • Japanese Ships
    • Carrier Capacity
    • Bases
    • Land-Based Planes
    • Starting Positions
    • Time Record
    • Victory Points
  • Eastern Solomons Scenario
    • American Ships
    • Japanese Ships
    • Carrier Capacity
    • Bases
    • Land-Based Planes
    • Starting Positions
    • Time Record
    • Victory Points
  • Santa Cruz Scenario
    • American Ships
    • Japanese Ships
    • Carrier Capacity
    • Bases
    • Land-Based Planes
    • Starting Positions
    • Time Record
    • Victory Points

Rules

All Avalon Hill rules are in force, except as follows:

Bombers

  1. Bombers have a range of 20 zones.
  2. Bombers may not land on carriers or at bases that do not accept them.
  3. Bombers attack ships like dive bombers (from directly above), except that every three bombers count as one attack factor (drop fractions). This is a separate attack; bombers may not attack in the same wave as other planes. Bomber losses are determined by the odds of the attack: 1-3 or less = 2 of every three bombers are lost, 1-2 = 1 of every three bombers is lost, and 1-1 or more = no bombers lost. Attacks at less than 1-3 are treated as 1-3. Bombers may not attack more than one ship in a single battle. Fighters must defend on the battle board as additional screening factors vs bombers attacking ships.
  4. When attacking bases, bombers must first fight any fighter cover, and then take AA fire, before bombing. Bomber vs fighter combat is resolved on the fighter vs fighter table with the bombers as the attacker. The number of bombers is divided by two (round down) before figuring odds. Losses are multiplied by the number of multiples of 12 bombers. For instance: 37 bombers fighting 12 fighters would be fought on the 1-1 column, but losses would be tripled because of the 3 multiples of 12 bombers. AA fire is resolved by checking the AA strength and then rolling one die on the appropriate table for every six bombers or fraction thereof. After fighter and AA combat, the remaining bombers attack the base. For every two bombers, one hit is scored on the base and one plane on the ground (if any) is destroyed.
  5. When bombers have fighter escort, fight a normal fighter vs fighter combat, with the defender peeling off excess fighters of his choice to fight the bombers.
  6. Dive bombers and torpedo planes may also attack bases, acting as bombers. For every four T/D, one hit is scored and one plane destroyed. T/D may not combine with bombers but both may attack the same base in the same turn. Attacker has the choice of what type planes will attack first (thereby suffering the most losses if fighters are present). The defender must use at least enough fighters to get a 1-1 attack (unless impossible, in which case all fighters must fight the first group) against the first group (type) of bombers.
  7. Bombers may never abort their missions. This includes T/D acting as bombers.
  8. Bombers do not ready in one turn like other planes. Readying time is dependent upon the base and scenario being played. Bombers may begin any scenario in readied condition.

Bases

  1. The following is a list of bases and their locations, used in other scenarios.

    Gili-Gili (B4H), Henderson (F4F), Ndeni (I4G), Espiritu Santo (I6G), Buka (D2E), Buin (D3C), Buna (A4C), Gasmata (B3B)

  2. Bases available, plane capacities, types of prohibited planes, AA strengths, and bomber readying times are listed in each scenario.

  3. Each base also has a knockout number. If a base takes hits equal to or more than its knockout number, there is a chance that the base has been made inoperable for that day; roll a die and a roll of 5 or 6 knocks out the base till 0700 of the next day. Planes may not land or take-off from knocked out bases. Damage for each day is cumulative, and each time an attack scores additional hits after the knockout number has been reached, the die must be rolled again (unless the base is already knocked out). A base that receives twice as many hits as its knockout number is automatically knocked out.

  4. AA Tables: The AA table is indexed by AA Strength (columns 1 to 4) and the die roll (rows 1 to 6). Each cell is the number of hits scored.

DieStrength 1Strength 2Strength 3Strength 4
10000
20001
30111
41112
51122
6

Suicide Missions

No one-way (beyond range) missions are allowed in any scenario.

Replacements

Each side receives replacements at the end of the second night turn of each day. One plane of each type (F, B, T, D) may be returned for every four of each type destroyed that day. Odd amounts of destroyed planes may be saved till the next night. Only one plane of every three replacements may be put on carriers. All replacements must ready before flying.

Searches

  1. Each side gets 3 searches in all scenarios.
  2. Searches may only be made within twelve zones of ships or within 5 zones of bases. New Caledonia, Australia and Truk can not be used to search from.

Terrain

Fighters cannot fly through mountain squares.

Off-Board Bases

  1. Planes fly to and from off-board bases by using the specially marked squares at the edges of the map. The number is the number of zones it takes a plane to reach that zone on take-off or the number left to land.
  2. Planes may shuttle back and forth to Australia and New Caledonia with no penalty other than normal readying requirements.
  3. Japanese planes can land at Truk, but cannot fly again in the game. Additional planes can be held off the board, but once entered, must abide by this rule.
  4. Off-Board bases may not be attacked.
  5. Ships may leave the board but may not return.

Destroyers

The Japanese had more destroyers than the Americans in all of the Coral Sea actions. To account for this, the Japanese may add two (2) factors of AA, once each turn, to any attack on one ship.

Base Knockout Numbers

  • 25: Rabaul, Port Moresby
  • 18: Lae, Henderson, Buin, Espiritu Santo (Santa Cruz)
  • 12: Espiritu Santo, Buna (Santa Cruz)
  • 5: Buna, Buka, Tulagi, Shortlands, Ndeni, Gili-Gili, Gasmata, Kavieng

Coral Sea Scenario

Coral Sea Hit Record, as printed on the record sheet.

Allied Ships

Lexington 10; Yorktown 10; New Orleans 3; Minneapolis 3; Australia 3; Portland 3; Chester 3; Chicago 3; Astoria 3; Hobart 2.

Japanese Ships

Shokaku 10; Zuikaku 10; Shoho 6; Kamikawa 5; Myoko 3; Haguro 3; Aoba 3; Kinugasa 3; Furutaka 3; Yubari 2; Tenryu 2; Tatsuta 2; AP One, AP Two, AP Three, AP Four, AP Five (each 4/1*).

*4 points before or during landing; 1 point after landing.

Carrier Capacity

  • Lexington (maximum capacity 26): F 7, D 12, T 4.
  • Yorktown (maximum capacity 26): F 7, D 13, T 4.
  • Shokaku (maximum capacity 24): F 7, D 6, T 7.
  • Zuikaku (maximum capacity 24): F 7, D 6, T 7.
  • Shoho (maximum capacity 9): F 2, D 3, T 3.
  • Kamikawa: F 3. May not accept dive bombers.

Bases

  • New Caledonia (maximum capacity unlimited): bomber readying time 4 turns.
  • Australia (maximum capacity unlimited): bomber readying time 2 turns.
  • Port Moresby (maximum capacity 50): AA 4, bomber readying time 3 turns.
  • Rabaul (maximum capacity 60): AA 4, bomber readying time 3 turns.
  • Lae (maximum capacity 40): AA 2, bomber readying time 5 turns.
  • Shortlands (maximum capacity 12): AA 2. May not accept bombers or dive bombers.
  • Kavieng (maximum capacity 8): AA 1. May not accept bombers.
  • Tulagi (maximum capacity 6): AA 1. May not accept bombers or dive bombers.

Land-Based Planes

  • Allied (available from the start): B 24, D 3, T 5, F 14.
  • If Japanese ships are sighted in rows 5, 6 or 7, these planes are available at Australia: B 5, D 3, F 6.
  • Japanese (available from the start): B 12, F 25, T 16.
  • If American ships are sighted in rows 1, 2 or 3, these planes are available at Truk: B 10, F 10.

Starting Positions

  • Allied: row 1, east edge, or south edge of G, H or I.
  • Japanese: north edge or at Rabaul. APs must start at Rabaul. *APs cannot move until the Night, May 4 turn.

Time Record

The time record has one box for each turn, from 0500 May 4 through the 1700 turn of May 7, with each day's night turns marked on the track. The Night, May 4 turn is marked with an asterisk (see the APs note above). The record sheet's printed columns for the Night turns are not fully legible in the scan; the turn sequence above is the one the record sheet's layout follows.

Victory Points

Both sides receive one point for every three enemy planes destroyed (record these points during each night turn before taking replacements) as well as the usual points for ships sunk.

The Japanese receive 20 points for landing an AP at Port Moresby. An AP must remain stationary for two turns after arrival to be considered successfully landed. The Japanese also get 5 points for landing an AP at Guadalcanal, but such a landing only requires the AP to remain stationary one turn after arrival. Landing more than one AP at either location does not yield additional points.

The Allied player receives 5 points if the Japanese don't land at Port Moresby and 10 points if all APs are destroyed prior to landing.

Eastern Solomons Scenario

Eastern Solomons Hit Record, as printed on the record sheet.

American Ships

Saratoga 10; Enterprise 10; Wasp 10; Minneapolis 3; New Orleans 3; Portland 3; San Francisco 3; Salt Lake City 3; North Carolina 9; San Juan 2; Atlanta 2.

Japanese Ships

Shokaku 10; Zuikaku 10; Ryujo 7; Chitose 5; Tone 4; Chikuma 4; Suzuya 3; Kumano 3; Kirishima 6; Hiei 6; Atago 3; Maya 3; Takao 3; Myoko 3; Haguro 3; Mutsu 8; Kinugasa 3; Aoba 3; Chokai 3; Furutaka 3; Nagara 2; Yura 2; Jintsu 2; Tatsuta 2; Tenryu 2; AP One, AP Two, AP Three, AP Four, AP Five (each 4/1*).

*4 points before or during landing; 1 point after landing.

Carrier Capacity

  • Saratoga (maximum capacity 28): F 11, D 12, T 5.
  • Enterprise (maximum capacity 28): F 11, D 12, T 5.
  • Wasp (maximum capacity 24): F 10, D 9, T 5.
  • Shokaku (maximum capacity 24): F 10, D 6, T 7.
  • Zuikaku (maximum capacity 24): F 10, D 6, T 7.
  • Ryujo (maximum capacity 14): F 5, D 6, T 3.
  • Chitose: F 6. May not accept dive bombers.
  • Tone (maximum capacity 1): fighter only.
  • Chikuma (maximum capacity 1): fighter only.

Bases

  • New Caledonia (maximum capacity unlimited): bomber readying time 3 turns.
  • Australia (maximum capacity unlimited): bomber readying time 2 turns.
  • Espiritu Santo (maximum capacity 10): AA 2, bomber readying time 5 turns.
  • Ndeni (maximum capacity 6): AA 1. May not accept bombers or dive bombers.
  • Henderson (maximum capacity 25): AA 2, bomber readying time 5 turns.
  • Gili-Gili (maximum capacity 8): AA 1. May not accept bombers.
  • Port Moresby (maximum capacity 50): AA 4, bomber readying time 3 turns.
  • Rabaul (maximum capacity 60): AA 4, bomber readying time 3 turns.
  • Lae (maximum capacity 40): AA 4, bomber readying time 4 turns.
  • Buka (maximum capacity 8): AA 1. May not accept bombers.
  • Buna (maximum capacity 12): AA 1. May not accept bombers.
  • Gasmata (maximum capacity 10): AA 2, bomber readying time 5 turns.
  • Shortlands (maximum capacity 12): AA 2. May not accept bombers or dive bombers.

Land-Based Planes

  • Allied (available from the start): B 47, F 40, D 6, T 7.
  • If Japanese ships are sighted in rows 5, 6 or 7, these planes are available at Australia: D 7, B 7, F 16.
  • Japanese (available from the start): F 26, B 8, T 6, D 2.
  • If American ships are sighted in rows 1, 2 or 3, these planes are available at Truk: F 20, B 6.

Starting Positions

  • Allied: row 1, east edge.
  • Japanese: north edge or at Rabaul.

Time Record

The time record has one box for each turn, from 0500 Aug 24 through the 1700 turn of Aug 26, with the night turns of each day marked on the track.

Victory Points

Both sides receive one point for every three enemy planes destroyed as well as the usual points for ships sunk.

The Japanese receive 10 points for landing an AP at Gili-Gili and 10 points for landing an AP on Guadalcanal. In both cases, the AP must remain stationary for one turn after arrival. Landing additional APs does not yield additional points.

The American player receives 10 points if all APs are destroyed prior to landing.

Santa Cruz Scenario

Santa Cruz Hit Record, as printed on the record sheet.

American Ships

Enterprise 10; Hornet 10; South Dakota 9; Washington 9; Portland 3; Northampton 3; Pensacola 3; San Francisco 3; San Diego 2; San Juan 2; Juneau 2; Helena 2; Atlanta 2.

Japanese Ships

Shokaku 10; Zuikaku 10; Junyo 8; Zuiho 6; Tone 4; Chikuma 4; Kongo 6; Haruna 6; Hiei 6; Kirishima 6; Atago 3; Myoko 3; Takao 3; Maya 3; Kumano 3; Suzuya 3; Chokai 3; Isuzu 2; Nagara 2; Yura 2.

Carrier Capacity

  • Enterprise (maximum capacity 28): F 12, D 12, T 4.
  • Hornet (maximum capacity 28): F 11, D 12, T 5.
  • Shokaku (maximum capacity 24): F 10, D 7, T 7.
  • Zuikaku (maximum capacity 24): F 10, D 7, T 7.
  • Junyo (maximum capacity 16): F 8, D 5, T 3.
  • Zuiho (maximum capacity 9): F 4, D 3, T 1.
  • Tone (maximum capacity 1): fighter only.
  • Chikuma (maximum capacity 1): fighter only.

Bases

  • New Caledonia (maximum capacity unlimited): bomber readying time 3 turns.
  • Australia (maximum capacity unlimited): bomber readying time 2 turns.
  • Espiritu Santo (maximum capacity 30): AA 4, bomber readying time 4 turns.
  • Henderson (maximum capacity 35): AA 3, bomber readying time 4 turns.
  • Gili-Gili (maximum capacity 20): AA 2. May not accept bombers.
  • Port Moresby (maximum capacity 50): AA 4, bomber readying time 3 turns.
  • Rabaul (maximum capacity 60): AA 4, bomber readying time 3 turns.
  • Lae (maximum capacity 40): AA 4, bomber readying time 4 turns.
  • Buin (maximum capacity 40): AA 3, bomber readying time 4 turns.
  • Buna (maximum capacity 25): AA 3, bomber readying time 5 turns.
  • Buka (maximum capacity 8): AA 1. Bombers may land but not take off for the duration of the game.
  • Gasmata (maximum capacity 10): AA 2, bomber readying time 5 turns.
  • Shortlands (maximum capacity 12): AA 2. May not accept bombers or dive bombers.

Land-Based Planes

  • Allied (available from the start): B 66, D 6, T 9, F 43.
  • If Japanese ships are sighted in rows 5, 6 or 7, these planes are available at Australia: F 18, B 5.
  • Japanese (available from the start): B 11, F 33, D 15, T 21.
  • If American ships are sighted in rows 1, 2 or 3, these planes are available at Truk: B 15, D 10.

Starting Positions

  • Allied: east edge of row 1, or south edge of G, H or I.
  • Japanese: anywhere in rows 1, 2 or 3.

Time Record

The time record has one box for each turn, from 0500 Oct 25 through the 1700 turn of Oct 27, with the night turns of each day marked on the track.

Victory Points

Both sides receive one point for every three enemy planes destroyed as well as the usual points for ships sunk. Neither player wins unless he has both the highest point total and a score of at least 50 points.

1
2
2
2
  • Kavieng (maximum capacity 8): AA 1. May not accept bombers.
  • Kavieng (maximum capacity 8): AA 1. May not accept bombers.