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The Solomons Campaign (Second Edition)

The Solomons Campaign (Second Edition) Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Components
    • 2.1 Game Map
    • 2.2 Major Bases
    • 2.3 Island Hexes
    • 2.4 Unit Counters
    • 2.5 Services
    • 2.6 Unit Colors
    • 2.7 Clarification
    • 2.8 Ship-Type Abbreviations
    • 2.9 Ship Identifications
    • 2.10 Sample Air Unit
    • 2.11 Aircraft Ranges
    • 2.12 Air Points
    • 2.13 Types of Air Units
    • 2.14 Ground Units
    • 2.15 Combat Strength
    • 2.16 Unit Sizes and Change
    • 2.17 Land Unit Movement
    • 2.18 Land Unit Types
    • 2.18 Land Unit Sizes (from largest to smallest)
    • 2.19 Land Unit Identifications
    • 2.20 Abbreviations
    • 2.21 Markers
    • 2.22 Scale
    • 2.23 Terms & Abbreviations
    • 2.24 Die
  • 3.0 Initial Deployment & Reinforcements
  • 4.0 Sequence of Play
    • 4.1
    • 4.2
    • 4.3 Command Point Expenditures
    • 4.4 Game Turn Sequence Bare Outline
    • 4.5 Game Turn Sequence Expanded Outline
    • 4.6 Passing
    • 4.7
    • 4.8 Short & Extended Scenarios
  • 5.0 How to Win
    • 5.1
    • 5.2 Levels of Victory
    • 5.3 Victory Point Schedule
    • 5.4 Sudden Death Victory
  • 6.0 Command Points (CP)
    • 6.1
    • 6.2 Assigning CP
    • 6.3
    • 6.4
    • 6.5
    • 6.6 US Special Intelligence
  • 7.0 Army / Navy
    • 7.1
    • 7.2
    • 7.3 Supply
    • 7.4
    • 7.5
  • 8.0 Major Bases
    • 8.1
    • 8.2
    • 8.3
    • 8.4 Major Base Logistics
  • 9.0 Islands
    • 9.1
  • 10.0 Task Forces (TF)
    • 10.1
    • 10.2 Forming TF
    • 10.3 Tokyo Express (TE TF)
    • 10.4 Deception TF
    • 10.5 TF Organization by Game Turn
    • 10.6 TF Movement
    • 10.7 TF Stacking
    • 10.8 TF in Combat
    • 10.9
    • 10.10 Air & Ground Units in TF
    • 10.11 TF Elimination
    • 10.12
  • 11.0 Movement & Combat in General
    • 11.1 Movement
    • 11.2
    • 11.3 General Attack Limit
    • 11.4
    • 11.5
    • 11.6
    • 11.7 Antiaircraft Fire
    • 11.8 Recovery
    • 11.9 Combat Results Table (CRT)
    • 11.10 Column Shift Limits
    • 11.11
    • 11.12
  • 12.0 Stacking
    • 12.1
    • 12.2 Ships in Major Bases
    • 12.3 NAC on Carriers
    • 12.4 Air Bases
    • 12.5 Enemy Units
    • 12.6 Unit Positioning Within Hexes
    • 12.7 Moving Through Enemy Units
    • 12.8 Combat
    • 12.9 No Zones of Control
  • 13.0 Ship Units
    • 13.1 Movement Allowances
    • 13.2 Ships & Islands
  • 14.0 Naval Surface Combat
    • 14.1
    • 14.2 Task Forces
    • 14.3 Ship vs. Ship Combat
    • 14.4 Screening
    • 14.5
  • 15.0 Naval Shore Bombardment
    • 15.1
    • 15.2 Bombardment Procedure
    • 15.3 Blind Bombardment
  • 16.0 US Naval Gunfire Support
    • 16.1
    • 16.2 Procedure
    • 16.3 Restrictions
  • 17.0 Naval Ammunition Expenditure
    • 17.1
  • 18.0 Aircraft Carrier Operations
    • 18.1
  • 19.0 Naval Transport
    • 19.1
    • 19.2 Carrying Capacity
    • 19.3 Loading
    • 19.4 Unloading
    • 19.5 Status While Loaded
    • 19.6 Crippling & Eliminations
    • 19.7 Combined Transport
    • 19.8 Combat Landings
  • 20.0 Refit
    • 20.1
    • 20.2 Refit Procedure
    • 20.3 One-Turn Refits
    • 20.4 Maximum Refit Capacities Per Base
    • 20.5
    • 20.6 Crippling
    • 20.7 Transported Units
  • 21.0 Air Units
    • 21.1 Combat Strength
    • 21.2 Range Allowance & Aircraft Movement
    • 21.3 Basing & Landing
    • 21.4
    • 21.5 Overloaded Bases
    • 21.6 Breaking Down & Combining
    • 21.7 Restrictions
    • 21.8 Ready & Fatigued
    • 21.9 Carrier Recovery
    • 21.10 Japanese Pilot Attrition (Optional)
  • 22.0 Air Unit Missions
    • 22.1
    • 22.2 Air Missions Chart
  • 23.0 Air Unit Range
    • 23.1
    • 23.2 Extended Range
    • 23.3 No Extended Range Air Transfers
  • 24.0 Airbases
    • 24.1
    • 24.2 Control
    • 24.3 Airbase Capture (change)
    • 24.4 Airbase Capacity
    • 24.5 Building Airbases
    • 24.6 Major Bases
  • 25.0 Air vs. Ship Attack Sequence
    • 25.1
  • 26.0 Anti-Aircraft (AA) Fire
    • 26.1
    • 26.2 AA Procedure
    • 26.3 AA Restrictions
    • 26.4 Supply
    • 26.5 SAC
  • 27.0 Ground Units
    • 27.1 Movement
    • 27.2 Ground Unit Organization
    • 27.3 Combining
    • 27.4 Reorganization Charts
    • 27.5 Breaking Down
    • 27.6 Brigades
    • 27.7 Services
    • 27.8 Battalion Equivalents
    • 27.9 Units vs. Battalions
    • 27.10 Transport
  • 28.0 Ground Combat
    • 28.1
    • 28.2 Attack Procedures
    • 28.3 Ground Combat Resolution
    • 28.4 Separate Attack Supply Allocations
    • 28.5 Parenthesized Combat Strengths
    • 28.6 Post Combat
  • 29.0 Logistics
    • 29.1
    • 29.2
    • 29.3
    • 29.4 Supply Attrition Avoidance
    • 29.5 Affects of Supply Attrition
    • 29.6 Transported Units
    • 29.7 Carriers
    • 29.8 Major Bases
    • 29.9 Supply Capture
    • 29.10 Army / Navy Supply
  • 30.0 Replacements
    • 30.1
    • 30.2 Naval Replacements
    • 30.3 Ground Unit Replacements
    • 30.4 Air Unit Replacements
    • 30.5
  • 31.0 Limited Intelligence
    • 31.1
    • 31.2
  • 32.0 Night
    • 32.1
    • 32.2
    • 32.3 American SG Radar
  • 33.0 Engineers
    • 33.1
    • 33.2 Airbase Construction
    • 33.3 Engineers and Airbases
    • 33.4 Supply Debarkation
    • 33.3 33.5 Supply Movement
  • 34.0 Airborne Units
    • 34.1
    • 34.2 Airborne Landings
  • 35.0 PT Boats
    • 35.1
    • 35.2 PT Refit
  • 36.0 Japanese Submarines
    • 36.1
    • 36.2 Deployment
    • 36.3 Submarine Movement
    • 36.4 Submarine Combat
    • 36.5 Limited Combat Use
    • 36.6 Submarine Refit
  • 37.0 Entrenching
    • 37.1
    • 37.2 Occupation
    • 37.3 Effect
    • 37.4 Duration
  • 38.0 USMC Withdrawal
    • 38.1
    • 38.2 Effect
    • 38.3 Limits
  • 39.0 Additional Forces
    • 39.1
    • 39.2 Japanese Options
    • 39.3 US Accelerated Reinforcements
    • 39.4 Japanese 18th Army
    • 39.5 Japanese Quick Response
    • 39.6 Yamato & Musashi
    • 39.7 Crippling
    • 39.8 Sudden Death Victory
  • Optional Rules
  • 40.0 Random Events (Optional)
    • 40.1 Procedure
    • 40.2 Japanese Random Events Table
    • 40.3 US Random Events Table
  • 41.0 Additional CP Missions (Optional)
    • 41.1
  • 42.0 Task Force Endurance (Optional)
    • 42.1
    • 42.2 Endurance
    • 42.3 Combat Limit
    • 42.4 TF Reorganization
  • 43.0 Amphibious Assault (Optional)
    • 43.1
    • 43.2
  • 44.0 Crippled Units (Optional)
    • 44.1
    • 44.2 Crippled Combat
    • 44.3 NAC on Crippled Carriers
    • 44.4 Task Forces
  • 45.0 Air Mission Assignment (Optional)
    • 45.1
    • 45.2 Air Mission Assignment Sub-Segment
  • 46.0 Multiple Combats (Optional)
    • 46.1
  • 47.0 Training Carrier Air Units (Optional)
    • 47.1
    • 47.2
    • 47.3
  • 48.0 Night Bombing (Optional)
    • 48.1
  • 49.0 Banzai! (Optional)
    • 49.1
  • 50.0 Charts & Tables
    • Solomons Campaign Consolidated CRT
    • Combat Results Explanations
    • Victory Point Chart
    • Command Point Missions Chart
    • Air Mission Chart
    • US Ground Unit Reorganization Chart
    • Japanese Ground Unit Reorganization Chart
    • Logistics Chart
  • Solomons Campaign Scenario & Reinforcements
    • The Initial Deployment Chart
    • Turn Record Reinforcement Chart
    • Initial Deployment Chart
    • Sequence of Play Chart
  • 51.0 Players' Notes
  • 52.0 Q & A
  • Mapsheet Errata

1.0 Introduction

Solomons Campaign (SC) is a redesign of the SPI game originally published in 1973. It's a historical simulation of the air-sea-land campaign waged on and around the island of Guadalcanal in the summer and fall of 1942. The game begins with the American invasion of Guadalcanal and portrays the subsequent Japanese attempts to retake the strategic area as well as the US efforts to hold it.

SC is a simulation of combined air-naval-ground operations, or what is called today "joint operations." Consequently, the game emphasizes modeling command and logistics systems, as well as the difficulties and advantages inherent in the interactions among air, naval and ground forces. There are two players in the game: the Japanese and US. US forces also include some forces from the British Commonwealth.

2.0 Components

2.1 Game Map

The game map shows the Solomons Islands as they were in World War II. A hexagonal ("hex") grid has been overlaid across the map to regulate the placement of units, their movement, and to determine aircraft range.

2.2 Major Bases

Each player has two major bases. The major US bases are Espiritu Santo and Australia. The major Japanese bases are Rabaul and Truk. Their significance is explained in section 8.0.

2.3 Island Hexes

Hexes with land in them are islands, though naval units may still enter them. An island hex may contain one or more smaller islands, but they're treated as one combined island. For example, the Guadalcanal hex includes the island of Tulagi, but for game purposes they're both treated as one island. Other hexes are all-sea hexes.

2.4 Unit Counters

Unit counters represent combat forces. There are three types of combat forces in the game: ships, air and ground. Each type of force has its own rules, and interacts with the other types in various ways.

2.5 Services

Each side's overall armed forces are composed of two separate services, army and navy. See section 7.0 for details.

2.6 Unit Colors

Unit colors are as follows.

  • Imperial Japanese Navy: dark red
  • Imperial Japanese Army: red
  • Japanese Supply Units: red
  • US Navy: blue
  • US Army: green
  • US Supply Units: sea green

Each aircraft carrier unit has a parenthesized air strength point capacity, which is the number of air points they can base.

Each transport unit has a transport point capacity, which is the total number of battalion equivalents or supply points they can transport.

Counter errata: the '1Cav' division should be 'AC' (Americal).

2.7 Clarification

The US Marine ground units (white on green with blue stripe) are part of the US Navy. The US "1 MAR" engineer battalion is interchangeable with the four US "CB" battalions.

2.8 Ship-Type Abbreviations

Aircraft Carriers

  • CV: Fleet Carrier
  • CVL: Light Carrier
  • CVE: Escort Carrier

Capital Ships

  • BB: Modern battleship
  • B: Old Battleship
  • BC: Battlecruiser

Other Ships

  • CA: Heavy Cruiser
  • CL: Light cruiser
  • DD: Destroyer
  • PT: Patrol Torpedo Boat
  • SS: Submarine
  • APD: American Destroyer/Transport
  • TR: Transport

2.9 Ship Identifications

Ship units have a number following their abbreviated type. They're for game purposes; they don't necessarily reflect the various units' actual historical designations. For carriers, the actual name and hull numbers are on the Carrier Air Groups Display.

2.10 Sample Air Unit

2.11 Aircraft Ranges

The printed range is the air unit's normal range. Additionally, certain LAC have extended range, indicated by a plus-sign (+). Extended range is twice that of normal range. Units with extended range include all Japanese LAC. US Army LAC have an extended range starting with the December I turn.

2.12 Air Points

Air units are represented as "points," with each point generally being the equivalent of one squadron. Air units are used like "change." That is, you can exchange any number of air unit-counters for any other number of such counters as long as the total point value is the same value. For example: a "3" point air unit could be exchanged for three "1" strength air units. (Note that this is different than the "reorganization" of land combat units.) The reverse sides of all air units show strength of "1." That's not a reduced step; it's simply more "change."

2.13 Types of Air Units

  • LAC = Land Based Aircraft
  • NAC = Naval Aircraft (may operate from land bases and aircraft carriers)
  • SAC = Strategic Aircraft (heavy bombers)
  • MAC = Transport Aircraft

Note: the terms "SAC" and "MAC" are actually terms from a later era, but they're used here for the sake of consistency.

2.14 Ground Units

  • Combat Unit
  • Supply Unit

2.15 Combat Strength

All land units with a combat strength, parenthesized or not, are "combat units." An un-parenthesized strength means the unit may both attack and defend in land combat. A parenthesized strength means it may only defend.

2.16 Unit Sizes and Change

Divisions, brigades and regiments are back-printed with battalions. Those battalions aren't reduced steps; as with air units, they're simply more "change." Supply units have no combat strength. They have a number of supply points. Supply units may be broken down and rebuilt using the "change" principle. Combat units may be broken down and rebuilt only according to the rules given in section 27.0.

2.17 Land Unit Movement

All land combat units and engineers have a movement of one. That is, they may move from one adjacent land hex to another adjacent land hex as long as it is the same island (for example, from eastern to western Guadalcanal). Supply units may not move by land, though engineer units may transport them.

2.18 Land Unit Types

  • Infantry
  • Airborne
  • Engineer
  • Supply

2.18 Land Unit Sizes (from largest to smallest)

  • XX = division
  • X = brigade or group
  • ||| = regiment
  • || = battalion

2.19 Land Unit Identifications

Each land unit is identified by either a number or letters. Those I.D.s are primarily for game purposes. When choosing reinforcements or reorganizing units, any units of the correct sizes and service may do.

2.20 Abbreviations

Japanese

  • B: Base Force
  • Ich: Ichiki
  • Ka: Kawaguchi
  • Ku: Kuma
  • M: Maizuru
  • NBGF: Naval Base Guard Force
  • Nit: Nitto
  • S: Sasebo
  • Ya: Yano
  • Y: Yokosuku

US

  • AC: Americal Division
  • C: Construction Battalion (Sea Bees)
  • M: Marine
  • P: Paramarines
  • R: Raiders

2.21 Markers

  • Airfield: in denominations of "3," "6," "12" and "24," representing the number of air points that may base on each airfield.
  • Entrenched: indicate units that have "dug in" to enhance their defensive capabilities.
  • Fatigue: indicates units that have already attacked that game turn.
  • Task Force: used to indicate naval formations operating on the map.
  • Tokyo Express: the Japanese player uses this to indicate the special slot-run naval formation.

2.22 Scale

Each map hex represents 100 miles across. Each game turn is two weeks, with each operational impulse representing 12 hours of tactical operations. Each battalion represents 1,000 or so troops plus their equipment. Each air strength point is about one squadron or 10 to 24 aircraft. Naval units represent one ship for carrier, BB, B or BC; two ships for CA, three for CL, and five for DD.

2.23 Terms & Abbreviations

  • CP: Command Point.
  • Fatigued: a unit that's conducted combat during a turn; it may not attack again, though it defends normally.
  • Non-Phasing Player: the player whose turn is not in progress.
  • Phasing Player: the player whose turn is in progress.
  • TF: Task Force

2.24 Die

Players will need to provide themselves with a six-sided die to play the game. The die is used to generate random numbers for various game systems.

3.0 Initial Deployment & Reinforcements

The game begins on August I 1942. Units are set up in accordance with the Scenario Deployment Chart (see section 50.0). The Scenario Deployment Chart also includes the reinforcement rule.

4.0 Sequence of Play

4.1

SC uses a detailed sequence of play. That's owing to the complexities of combining naval, air and ground operations. Players can get a sense for the overall rules by reading the summary of actions that take place in each phase and segment. The sequence of play is presented below in bare outline form and again in expanded outline form.

4.2

SC is played in "game turns," each representing two weeks of operations. Each game turn is further broken into "phases," and phases are often further broken into "segments," "sub-segments" and "sub-sub-segments." Players must perform all actions in the sequence presented below. Note, though, that in practice, at some points in the sequence no actions will actually occur owing to a lack of units (or at least any units that aren't fatigued). For example, if there are no air units in play, no air superiority or other air operations could occur that phase.

4.3 Command Point Expenditures

Certain game actions require players to expend command points. That's indicated by "(CP Exp)" appearing in the expanded sequence of play outline.

4.4 Game Turn Sequence Bare Outline

  1. Planning Phase
    • 1A. Command Point Segment
    • 1B. Reinforcement & Replacement Segment
    • 1C. Task Force Organization Segment
    • 1D. Japanese Submarine Deployment Segment
    • 1E. Initiative Determination Segment
  2. Execution Phases
    • 2A. First Player Operations Phase
      • 2A1. First Player Intelligence Segment
      • 2A2. First Player Movement Segment
        • 2A2a. Air Transfer Sub-Segment
        • 2A2b. Naval Movement Sub-Segment
        • 2A2c. Ground Movement Sub-Segment
      • 2A3. First Player Combat Segment
        • 2A3a. Offensive Air Mission Sub-Segment
        • 2A3b. Defensive Air mission Sub-Segment
        • 2A3c. Air Superiority Sub-Segment
        • 2A3d. Air to Surface Sub-Segment
          • 2A3d(1). Recon Air Sub-Sub-Segment
          • 2A3d(2). Offensive Air Sub-Sub-Segment
          • 2A3d(3). Counterstrike Sub-Sub-Segment
        • 2A3e. Naval Surface Attack Sub-Segment
        • 2A3f. Naval Bombardment Sub-Segment
        • 2A3g. Ground Combat Sub-Segment
        • 2A3h. Air Basing Sub-Segment

4.5 Game Turn Sequence Expanded Outline

  1. Planning Phase
    • 1A. Command Point Segment. Both players determine the number of CP they will have available for the turn (shown on the Command Point Track printed on the mapsheet). Both players then secretly and simultaneously commit their side's available CP to the following areas: combined, intelligence, operations and logistics. The US player may, by expending a CP, conduct a special intelligence mission (CP Exp), prior to assigning his other CP.
    • 1B. Reinforcement & Replacement Segment. Both players simultaneously place all their side's reinforcements on designated major bases. Players simultaneously expend CP to create supply units (CP Exp).
    • 1C. Task Force Organization Segment. Both players form TF by expending CP (CP Exp). Players assign ships to TF (see section 10.0). Once assigned to a TF, ships must remain part of it for the remainder of that turn.
    • 1D. Japanese Submarine Deployment Segment. The Japanese player deploys submarines as described in rules section 36.0. The Allied player has no subs in the game.
    • 1E. Initiative Determination Segment. Whichever player controls an airfield on Guadalcanal thereby has the initiative and becomes the first player for the coming Execution Phase. If neither player controls, or both players control, an airfield on Guadalcanal, both roll a die and highest roller has the initiative.
  2. Execution Phases. Each game turn consists of the following execution segments and sub-segments.
    • 2A. First Player Operations Phase
      • 2A1. First Player Intelligence Segment. The first player may, by expending CP, conduct one or more normal intelligence missions (CP Exp).

4.6 Passing

If, at the end of any Operations Phase ("2A" or "2B" in the outline above), both players have all their naval units in major bases, they can, by mutual consent, declare an end to that turn's Execution Phase. Players may also, and again by mutual consent, declare they will conduct no more combat or movement during an Operations Phase, and thereby also end the Execution Phase. In those cases, proceed directly to the Logistics Phase.

4.7

There's only one Planning Phase, one Logistics Phase, and one End of Turn Phase in each complete game turn. There may be up to 28 Execution Phases in each game turn.

4.8 Short & Extended Scenarios

Players should decide prior to the start of each game the scenario they'll play, short or long. The Short Scenario ends at the completion of the November II game turn. The Long Scenario ends at the completion of the February I game turn. Victory in both scenarios is reckoned using the same rules (see next section).

5.0 How to Win

5.1

Victory is determined by the accumulation of victory points (VP). You gain VP for destroying enemy units, for the opposing player committing special reinforcements, and for holding airfields at the end of the game. VP are never lost. At the end of the game, players check their accumulated VP. Divide the number of VP of the higher-scoring player's total by the lower-scoring player's total. That will determine the level of victory, if any victory has indeed been won. Draws are possible. Players openly record their own side's VP using pen and paper.

5.2 Levels of Victory

The ratios in the list below refer to the ratio of the higher-scoring player's VP in relation to those of the lower-scoring player. In that list, "Decisive Victory" is the best kind of victory, followed by "Substantive," etc.

  • 3:1 or greater = Decisive Victory
  • At least 2:1, but not as high as 3:1 = Substantive Victory
  • At least 1.5:1, but not as high as 2:1 = Marginal Victory
  • From 1:1 through 1.49:1 = Draw

5.3 Victory Point Schedule

See section 50.0.

5.4 Sudden Death Victory

At the end of any game turn in which any of the following conditions are in effect, the game ends and the indicated player wins a decisive victory. (Also see 39.8.)

  1. If one player has sunk all enemy aircraft carriers (CV, CVL & CVE) and has at least one surviving carrier anywhere on the map, even if crippled, the player with that surviving carrier(s) wins. Carriers that haven't yet been received as reinforcements don't count.
  2. If one player has at least one or more ground combat units occupying at least one airbase with a value of "12" or more on both Guadalcanal and Bougainville; and the other player has no ground units on either of those islands, the player in occupation of the airfields wins.

6.0 Command Points (CP)

6.1

CP are central to play. They are a quantification of each side's ability to plan and execute military operations. CP are awarded according to each player's Command Point Track printed on the mapsheet. Neither player may accumulate CP from game turn to game turn. Each turn, both players start over with the number of CP indicated for that game turn.

6.2 Assigning CP

During the Command Point Segment (1A), both players secretly and simultaneously assign their own side's available CP to one of the four missions listed on their respective Command Points Chart (printed on the mapsheet).

  • Combined: used to coordinate army and navy forces.
  • Intelligence: allow a player to examine otherwise concealed enemy forces.
  • Operations: create TF and enhance certain other actions.
  • Logistics: create supply points.

6.3

The total CP assigned may not exceed the total received for the turn. For example, a player is assigned 10 CP. He might decide to assign two to the Combined category, three to Intelligence, five to Operations and none to Logistics.

6.4

When using a CP, the player moves the marker on the track one space lower. Obviously, when the marker reaches "0" no more CP can be expended for that mission that game turn. A player doesn't have to use all CP assigned to a given mission(s) during a game turn. At the end of the turn, such unused CP are simply forfeit. Only actions listed as calling for a CP expenditure require their use; players may perform all other actions without having to expend CP.

6.5

CP Missions are explained on the Command Point Mission Chart (see section 50.0).

6.6 US Special Intelligence

The US player, owing to superior signals intelligence, has the following special ability. Each game turn he may expend one Intelligence CP and thereby conduct a "Special Intelligence" operation. That's done during the CP Segment, after the Japanese player has finished allocating his CP. The US player rolls a die on the Intelligence Table (see section 50.0) and applies the result under the Special Intelligence column. The US player may make a maximum of one special intelligence operation per game turn; he's never required to make any.

Note. The Command Point Missions Chart is on page R29 of the rules. The Intelligence tables are on the map.

7.0 Army / Navy

7.1

One of the central features of the historic Solomons campaign was the coordination, or rather the lack thereof, between each side's army and navy. US forces were divided between the Army, which included both the Ground Forces and the Army Air Force, and the Navy, which also controlled the Marine Corps. Similarly, the Imperial Japanese Army controlled its own airpower, while the Imperial Japanese Navy had its own aviation branch and Special Naval Landing Forces (marines).

7.2

Both the US and Japanese sides have two distinct sub-sets of counters: Army and Navy. They're generally friendly toward each other, with the following exceptions.

  • Reorganization: Army and Navy air and ground units may not be combined into the same formation.
  • Combat: whenever Army and Navy units are involved in the same attack, the CRT column used, regardless of the type of combat, is shifted one to the left.

7.3 Supply

Both players' supply units are considered common to both Army and Navy units.

7.4

A player can negate the one-left column shift for mixed Army/Navy attacks by expending one CP previously assigned to the Combined mission. For example, say the US 2nd Marine Division is making a ground attack in conjunction with the US 25th Infantry Division. The Marines are Navy while the infantry are Army. Let's say the attack would normally be conducted on the 150% column. If no Combined CP is expended, the attack odds are shifted one column to the left to the 100% column; however, by expending a Combined CP, the odds remain at 150%.

7.5

Keep in mind that what's meant here by "Army" and "Navy" are two different branches of service, both of which may include land, air and naval units. Thus US Marine units are for all purposes considered part of the Navy, while Japanese infantry and SNLF units are Army and Navy units, respectively, even though they're both types ground combat units.

8.0 Major Bases

8.1

There are two Japanese major bases: Truk and Rabaul. There are two US major bases: Espiritu Santo and Australia. A player always controls his major bases, even if he has no units in them. A player may place all unit types on major bases. Only Japanese units may enter Japanese major base hexes. Only US units may enter US major base hexes. Neither player may ever conduct any kind of attack against enemy major bases.

8.2

Units of the owning side may move directly into and out of the Espiritu Santo and Rabaul hexes using normal movement. Friendly air units may fly missions to and from Espiritu Santo and Rabaul. Truk and Australia, however, are actually considered to be off the map despite their visual presentation along its edges. Friendly naval units must spend their entire Naval Movement Segment moving to or from Truk or Australia. Friendly air units may conduct only air transfer missions to or from Truk or Australia. Regardless of a Task Force's movement rate, it can move only one hex out of an off-map base to a hex that is adjacent on the map. To enter an off-map base it must begin its movement in an adjacent hex.

8.3

A player may move naval units from one of their major bases to another, expending all their movement for a turn just as in an air transfer mission. That occurs off-map. Air units may air transfer from major base to major base. Ground Units may not move between major bases unless transported.

8.4 Major Base Logistics

Units never suffer from supply attrition on major bases. The supply symbol printed in each of them is a reminder of this. Other actions that require supply expenditure, however, such as air unit recovery from fatigue and building higher echelon ground units, do require supply to be present and be expended within that major base.

9.0 Islands

9.1

"Island" is the term for the various land bodies on the map other than major bases. For example, Guadalcanal is an island. A player may always place land units on islands. Air units may be based on islands if the player has an airbase there with sufficient capacity. Air units may also fly over islands. Naval units may enter island hexes, though they may not use them as bases for refitting. Players should generally place land units inside the coastal outline while naval units are placed outside the coastal outline.

10.0 Task Forces (TF)

10.1

Each player has Task Force (TF) markers that represent formations of ships. All ship units that operate outside major bases must be assigned to a TF in order to be able to do so. Units in a TF are placed in the box within their own side's Task Force Allocation display (printed on the mapsheet) corresponding to the marker with the same number as their TF. For example, units assigned to TF-1 would be placed in the TF-1 box.

10.2 Forming TF

To be assigned to the same TF, units must start in the same major base hex during the TF Organization Segment (1C in the turn sequence outline). The player expends one operations CP, places the TF counter on the map in the hex containing its naval units, and places those units in the corresponding TF box on the display. Not all TF markers need be used. You don't have to assign all your ships to TF, but unassigned ships must remain in the major base in which they started that turn, and they may not conduct any actions in that game turn.

10.3 Tokyo Express (TE TF)

The Japanese player has one TF marker labeled "Tokyo Express." It functions in the same manner as other TF, except as follows.

  1. It must consist only of destroyers and units being transported by them.
  2. The TETF has a movement of three hexes per Naval Movement Sub-Segment instead of two.
  3. The destroyers composing the TETF unload transported units and supplies without expending movement points. That occurs at the end of its movement. For example, The TETF could move to Guadalcanal, and there and then unload a supply point in the same phase. The TETF loads normally.
  4. The Tokyo Express must start in Rabaul.
  5. Its attack and bombardment strengths are halved.

10.4 Deception TF

You may form a TF with no ships in a major base by expending one CP. That TF marker has a movement of two. It's removed from the map if at any time in the game turn it's in the same hex as enemy units, or if the enemy conducts a successful intelligence mission against it. The Tokyo Express marker may be used for this, and it would have a movement of "3."

10.5 TF Organization by Game Turn

Once assigned to a TF, units may not leave it during the course of that game turn, even if in the same hex as other friendly TF. Similarly, new units may not join the TF even if in the same hex. Units may form new TF only during a TF Organization Segment.

10.6 TF Movement

Each TF must be moved individually. It has a movement of the slowest unit within it. Most ship units have movement factors of "2"; that is, they may move two hexes per friendly Naval Movement Sub-Segment. The exceptions include: escort carriers (CVE), transports (TR), PT-Boats and Submarines (SS), which can move only one hex per friendly Naval Movement Sub-Segment. Japanese destroyers (DD) that are part of the Tokyo Express task force may move three hexes per friendly Naval Movement Sub-Segment.

10.7 TF Stacking

You may potentially have any number of friendly TF in the same hex at the same time. Such TF maintain their separate identities and ships may not transfer between them.

10.8 TF in Combat

More than one friendly TF within the same hex may be combined for a single attack or defense. If, however, you have units from two or more TF participating in the same combat, those combat odds are shifted one column in the enemy's favor, whether attacking or defending. If you're making air attacks against a hex containing more than one enemy TF, you may split up those air units in order to do so. They may be all concentrated against one TF, or assigned to attacks against two or more TF. Defending TF may not be combined for AA fire, though any defending combat air patrols in the hex would be applied against all intruders.

10.9

Units in major bases, and which do not leave that base during the game turn, don't have to be assigned to TF.

10.10 Air & Ground Units in TF

Generally, air and ground units are not part of task forces, with the following exceptions. NAC embarked on aircraft carriers are part of their carrier's TF. Ground units and supplies being transported by naval units are part of those naval units' TF. They cease being part of the TF the instant they're unloaded, at which time they're placed on the land portion of the island or base hex in which they're unloading. This is a general exception to 10.5, which requires all units in a Task Force to remain together. Ground units may be disembarked from a task force, or embarked by being loaded (see 19.3). NAC units may be flown off of and on to carriers via air transfer. Also, if a carrier is sunk or crippled, any surviving NAC which were based on it and were flying missions at the time may land on other carriers or airbases.

10.11 TF Elimination

If all units in a TF are eliminated in combat, that TF marker is removed from the map. It may be reused in subsequent game turns.

10.12

You must reform TF during the Task Force Organization Segment of each game turn. You may maintain units in the same TF from turn to turn, but that would still require the expenditure of CP each game turn. TF have an endurance of one game turn. During the Refit Segment (3A), they must be back in a major base (see section 20.0).

10.13 Game Turn 1 TF

US TF on August I are set by the scenario set up instructions. There is no CP cost for them, nor may the US player form TF other than those specified for Game Turn 1. The Japanese player forms TF normally on Game Turn 1.

11.0 Movement & Combat in General

11.1 Movement

Air, naval and ground unit movement and combat are explained in detail in the sections below. In general, you should move each of your task forces, units, and stacks of units one at a time. Once a unit or TF has been moved and the player's hand removed, that force may not be moved again.

Movement is conducted in terms of ship and ground unit movement allowance or aircraft range. That's the number of hexes the unit or TF may move in a single friendly movement segment. Movement is from hex to adjacent hex; no skipping of hexes is allowed. Unused movement points may not be accumulated from segment to segment or transferred to other units.

11.2

Combat is resolved at various times in the game turn. Combat occurs between enemy units in the same hex. Unlike many other wargames, units in adjacent hexes may not attack each other. The phasing player is the attacker and the non-phasing player is the defender. Attacking is always voluntary, but once a player has committed units to an attack he may not call it off. A given enemy unit may be attacked only once per segment or sub-segment. For example, a naval unit might be attacked first by enemy air units, then by enemy surface naval units, but enemy air units couldn't attack it more than once in the same Air to Surface Sub-Segment.

11.3 General Attack Limit

Each unit may generally make only one attack per game turn. Whenever a unit attacks in any way, it becomes "fatigued."

11.4

Air Units may conduct only one offensive mission per game turn. They may attack twice during that one mission, once in air superiority combat and once to attack targets on the ground or on the sea. Air units may fly more than one combat air patrol (CAP) mission per turn, but a fatigued air unit flying combat air patrol has its combat strength halved. Also, air units based on the ground may perform missions only if their owning player expends a supply unit for them. NAC based on carriers don't need to expend supply in order to perform missions. Fatigued CAP is halved, but this is cumulative with the normal doubling for CAP, so use its printed combat strength.

11.5

Ship units may attack only once per game turn. Flip over a ship unit once it's attacked in order to indicate that fact. Ship units don't require supply expenditures in order to attack.

11.6

Ground units may attack only once per game turn. Place a fatigued marker atop ground units once they have attacked in order to indicate that fact. They require supply to attack.

11.7 Antiaircraft Fire

A unit may make anti-aircraft fire any number of times during each game turn. No supply expenditure is necessary.

11.8 Recovery

During the Recovery Segment, fatigued ship and ground units automatically recover and may operate normally on the next game turn. Remove fatigued markers from aircraft via the expenditure of supply points.

11.9 Combat Results Table (CRT)

The CRT integrates the six types of combat into one table. That includes: 1) air superiority; 2) anti-aircraft fire; 3) air versus ship; 4) ship versus ship; 5) air and ship versus ground units ["bombardment"]; and 6) ground unit versus ground unit. When conducting combat, first determine the type of combat that's occurring from the list above. Then use the column corresponding to either the total number of combat factors involved (for air superiority, anti-aircraft fire or bombardment), or the combat odds (for air versus ship, ship versus ship, or ground unit versus ground unit). Roll a die and cross-index that result underneath the selected column heading. That will give a "combat result." Use the results explanations given below to determine the specific outcome.

11.10 Column Shift Limits

Shifts to the initially determined column used may not be to the right or left of the most extreme columns. First apply all applicable shifts, then go to the CRT and bring that finally calculated column heading within the limits of the CRT.

11.11

Columns that have an ellipsis (…) may be used only via shifts to the initial combat percentage caused by combat modifiers.

11.12

In air superiority combat, anti-aircraft fire, and bombardment, only involved defending units are affected. In air versus ship, ship versus ship, and ground unit versus ground unit, both sides' involved units may be affected.

12.0 Stacking

12.1

Having more than one friendly unit in the same hex at the same time is called "stacking." Generally, there's no limit to the number of friendly units you may stack in a hex. The following are the exceptions to that general rule.

12.2 Ships in Major Bases

There may be an unlimited number of ships in a sea hex or major base, with the following exceptions: there may never be more than 10 Japanese combat naval units in Rabaul or 10 US naval units in Espiritu Santo. Transports don't count for the purpose of this rule.

12.3 NAC on Carriers

Each aircraft carrier has a NAC carrying capacity (the parenthesized number). That's the maximum number of NAC points that may be embarked on that carrier. For example, a carrier with a capacity of "8" could have up to eight NAC factors operating from it.

12.4 Air Bases

Each airbase has a basing capacity. It may be printed on the map, or it may be a function of the airbase markers in a hex. You may use only friendly airbases to base your air units. You may not have air units on the ground on an airbase in excess of that airbase's capacity. You may fly any number of aircraft over a base hex. You may never have more than one airbase in a given hex, and you may not build an airbase in a hex if it contains an enemy airbase. If an airbase is reduced in capacity due to combat, and that new capacity is less than the number of air points currently based there, the owning player must eliminate all the excess air points.

12.5 Enemy Units

Friendly and enemy units may generally be in the same hex at the same time. Such opposed forces in the same hex aren't considered to be stacked together. Under certain circumstances opposing units may even move through each other (see 12.7 below).

12.6 Unit Positioning Within Hexes

Indicate where units are on the map by placing them within a hex. Naval units should be placed in the sea part of a hex containing an island, while ground units should be placed on the land part (unless they're being transported, in which case keep them in the TF holding box until they do unload). Air units would be placed on the ground if based on an airfield, or anywhere within the hex if flying a mission.

12.7 Moving Through Enemy Units

Air units flying missions may always fly through enemy air units without stopping or fighting. They engage in combat only in their target hex. For air transfer missions, that will be in the hex in which they will land. Enemy naval and ground units never affect the movement of air units.

TF must stop when entering a hex containing an enemy TF. A TF starting its move in a hex containing an enemy TF may always exit that hex, even if moving directly into a another hex containing another enemy TF, though it would then have to stop in that hex. Enemy air and ground units never affect the movement of naval units.

Submarines are a special sub-category of naval units. Enemy units may move through your submarines without stopping, though they may be attacked by those subs while transiting their hexes. Surface units don't affect submarine movement.

Ground Units may move directly from one enemy occupied hex to another enemy occupied hex. Friendly and enemy ground units may coexist in the same hex at the same time. Enemy air and naval units never affect the movement of ground units.

12.8 Combat

Being in the same hex as an enemy unit may lead to combat, but it's not mandatory. See the various combat rules.

12.9 No Zones of Control

There are no zones of control in this game.

13.0 Ship Units

13.1 Movement Allowances

Escort carriers (CVE), transports (TR), PT-Boats, Submarines (SS) all have movement allowances of one hex per Execution Phase. All other ship units have movement allowances of two hexes per Execution Phase. Units in the Tokyo Express TF have a movement allowance of three hexes per Execution Phase.

13.2 Ships & Islands

Ship units may move some, none, or all of their movement allowance by moving through contiguous hexes. They may enter all hexes and cross all hexsides on the map, even those containing islands that seemingly block whole hex sides. Islands aren't shown to scale and actually take up only a small part of the area covered by an individual hex or hexside.

14.0 Naval Surface Combat

14.1

Naval Surface combat (ship versus ship) must occur during a Surface Attack Sub-Segment (2A3e/2B3e) when enemy task forces are in the same hex. If an attacking Task Force contains fatigued naval units, those units contribute no attack strength to the combat, though they're affected by combat results.

14.2 Task Forces

Players combine all friendly TF in the same hex for combat within that hex, though each TF retains its own ships regardless of the outcome of combat.

14.3 Ship vs. Ship Combat

Resolution is done using the Surface Naval vs. Surface Naval portion of the Consolidated CRT (see section 50.0). Use the following sequence.

  1. Reveal TF: both players show all ships they have in their engaging TF(s).

  2. Attack Strength Determination: total the attacking surface combat strength points.

  3. Defense Strength Determination: total the surface defense combat strength points.

  4. Combat Percentage Determination: divide the attacker's strength by the defender's strength, and then multiply that number 100 percent. That gives the initial percentage column on the CRT.

  5. Combat Shift Determination. If US units are attacking at night, and they don't have SG Radar (see section 32.0), the percentage column is shifted one to the left. If US units are defending at night, and they don't have SG Radar, the percentage column is shifted one to the right. If more than one task force is involved on a side, shift one column in favor of the enemy. Additionally, a player may shift the column by one in his favor by expending one Operations CP. The attacker declares first, then the defender.

    Example of Combat Shift: Naval vs. Naval combat: the Japanese are attacking at night at 50-99%, then shift one column to the right to 100-149%. Let's say the Japanese roll a "4" -- they take an "A0" loss. The US rolls a "2" -- it takes an "D1" loss.

  6. Combat Resolution. Both players roll a die, and each cross-indexes his own rolled number within the final percentage column determined above in step five. The attacker applies the result on the left of the slash to his involved attacking force, while the defender applies the result to the right of the slash to his involved defending force. Apply both results immediately, and then go to the next combat.

14.4 Screening

If the attacker has greater combat strength than the defender, the attacker may "screen." To do so, he deducts ship units from his force as long as his total remaining attack strength is at least 150 percent of the defender's defense strength. Those excess attacking ships don't take part in the battle, nor may they be taken as losses. Similarly, if the defender has greater combat strength than the attacker, the defender may "screen" and deduct ship units from his force as long as his total strength is at least 150 percent of the attacker's. Screened ships may potentially engage in offensive combat later in that game turn, since technically they didn't yet attack.

14.5

Combat Results are explained next to the CRT; see section 50.0.

15.0 Naval Shore Bombardment

15.1

Ship units may attack enemy ground units on islands in order to destroy supply, grounded aircraft, airfields, and land combat units themselves. That takes place during the Naval Bombardment Sub-Segment (2A3f/2B3f). The bombarding force must be in the same hex as the target to be bombarded. Resolve such combat using the Air & Naval Bombardment vs. Land portion of the Consolidated CRT. A player may use some or all the ships in a task force for naval bombardment. Only those involved in the bombardment would be fatigued.

15.2 Bombardment Procedure

Total the number of attacking ship bombardment factors. (Note there's no defense strength calculation here.) Find the corresponding strength column to the right of the Bombardment heading, roll a die and cross-index it beneath the previously selected column. Immediately apply that result.

15.3 Blind Bombardment

When making a bombardment, the attacker doesn't examine the units in the hex being attacked, and the defender need only show units that are being eliminated.

16.0 US Naval Gunfire Support

16.1

Ship units may, in certain cases, add their bombardment strength to friendly ground units on islands that are attacking enemy ground units. That takes place during the friendly Ground Combat Sub-Segment. The supporting naval force must be in the same hex as the ground force it's supporting.

16.2 Procedure

Add the supporting ships' bombardment value to the combat strength of the attacking friendly ground units. The bombardment strength added may not exceed the printed strength of the friendly supported ground units. Resolve this as normal ground combat. Ships never take any losses.

16.3 Restrictions

Naval gunfire support may be conducted only by US forces starring with the December I game turn. Japanese units may never conduct naval gunfire support, and US units may not do so prior to December I. Even then, it requires one combined CP to conduct if any Army units are involved. It may be combined with close air support. Gunfire support may be used only when the US is attacking, never when defending.

17.0 Naval Ammunition Expenditure

17.1

After a naval unit has conducted a surface naval attack, bombardment, or naval gunfire support attack, it may not conduct another attack until it has refit. Flip the unit to its reverse side to indicate that, or place a fatigue maker on it. Such units still defend and fire anti-aircraft normally. A unit so designated recovers when it refits (see section 20.0).

18.0 Aircraft Carrier Operations

18.1

NAC units based on carriers may launch air missions from them. Aircraft carriers may launch any number of air missions in a game turn without being fatigued, though the NAC they launch are affected. A fatigued aircraft carrier may also launch and land NAC. This is explained in detail within the Air Unit Missions rule; see section 22.0.

19.0 Naval Transport

19.1

The following units may transport ground units: Transports (TR), APD and Japanese DD.

19.2 Carrying Capacity

Each transport unit has a cargo carrying capacity. That's the parenthesized value shown on the TR (3), APD (1), and Japanese DD (1) units. That number is the total number of ground units each such unit may carry expressed in terms of battalions and/or supply points. For example, a TR with a capacity of "3" could carry two infantry battalions and one supply point, or one infantry regiment (which is equal to three battalions).

19.3 Loading

To load units onto a transporting ship, the ship and those units must begin their side's Naval Movement Sub-Segment (2A2b / 2B2b) already co-located in the same hex. It takes one complete Naval Movement Sub-Segment to load units and supplies at a major base. On other island hexes, a player may load combat units in one complete Naval Movement Sub-Segment. Supply units loaded on island hexes may generally be loaded at a rate of one supply point per ship per Naval Movement Sub-Segment. If, however, the loading player has any engineer units on the island, each engineer unit enables the loading of up to three supply points per transport per Naval Movement Sub-Segment. For example, one engineer unit could cause 15 supply units to be loaded onto, say, five transport ships in one Naval Movement Sub-Segment.

19.4 Unloading

To unload units from a transporting ship, the ship and the unit must begin a Naval Movement Sub-Segment in an island hex. It takes one complete Naval Movement Sub-Segment to unload units on a major base. On other island hexes, a player may unload all combat units in one complete Naval Movement Sub-Segment. Supply units unloaded on island hexes other than major bases may be unloaded at a maximum of one supply unit per ship per Naval Movement Sub-Segment. If, however, a player has any engineer units on the island, each engineer enables the unloading of up to three supply points per transport per Naval Movement Sub-Segment. For example, one engineer unit could cause 15 supply units on five transporting ships to be unloaded in one Naval Movement Sub-Segment.

Printed note: "Unloading & 33.2 Supply Debarkation. These rules are contradictory. 33.2 is correct. Also, note that there are two rules sections listed as 33.2; this refers to the second one."

19.5 Status While Loaded

Units loaded on a transporting ship of any type don't perform any actions. They may not attack or provide supply, etc. They're not subject to supply attrition. They're considered automatically supplied when on transports.

19.6 Crippling & Eliminations

If a transporting ship is sunk, all units aboard it are eliminated (and count for VP). If a transporting unit is crippled, all combat units aboard are returned to a major base according to the crippled rule (see the naval combats results explanations below the CRT in section 50.0). Such units reappear as reinforcements on the game turn following. Supply units on crippled ships are eliminated. Divisions, brigades and regiments aboard a crippled ship are broken down to their next lowest echelon as part of that crippling. A crippled carrier generally loses all NAC on it at that time. The only exception is a carrier crippled by a submarine attack, or failure to refit, in which case the NAC aren't lost.

19.7 Combined Transport

More than one transporting unit can combine to transport higher-echelon combat units. If any of the transporting vessels are eliminated or crippled, the transported higher-echelon unit must be broken down into its lower echelons and losses extracted. For example, a nine-battalion division could be transported by three transport vessels each with a capacity of "3." If one of those transports were sunk, the division would be broken down into three regiments. One of those regiments would be eliminated while the other two would each be transported by one of the two surviving transport vessels.

19.8 Combat Landings

Units may land in the same hex as enemy units (of any types) at no penalty. Bear in mind, the way the sequence of play works, you would have to move a TF with transport vessels to an island hex, and then begin your landings during the Execution Phase following, since it takes a complete Naval Movement Sub-Segment to disembark. That sequence unavoidably allows opportunity for enemy forces in that hex (and subsequently arriving there) to attack your forces.

20.0 Refit

20.1

Ship units should start each game turn's Refit Segment (3A) in a friendly major base. If they don't do so, they're penalized.

20.2 Refit Procedure

To refit, units are removed from the map. They're received back into play as reinforcements, the indicated number of game turns later, at the same major base in which they began their refit. The Refit Tables, printed on the mapsheet for each side, show the number of turns each type of unit is removed from play. Place them on the Reinforcement Chart in the appropriate major base's box that number of turns later for. For example, a unit starting refit on the September I Game Turn, and which requires a two-turn refit is placed as a reinforcement in the appropriate base's October I box.

20.3 One-Turn Refits

Units with one-turn refits are received on the following game turn. In such cases you don't have to remove those units from the map.

20.4 Maximum Refit Capacities Per Base

The Refit Tables show the maximum number of naval units that may refit at a base per game turn. If there are excess units needing refit present at a base, they may remain there but have to wait until a later turn to begin refit.

20.5

This rule section applies only to ship units that went to sea during the turn. Units that remained in major bases throughout a game turn don't have to refit that turn.

20.6 Crippling

Units that fail to return to a major base by the start of a Refit Segment are crippled – apply those penalties to them. See the Naval CRT results explanations in section 50.0. Already crippled ships suffer no further penalty.

20.7 Transported Units

NAC aboard carriers that are being refitted remain with those carriers. Other units being carried by transport vessels are automatically disembarked at the major base during the Refit Segment, regardless of all other considerations.

21.0 Air Units

"Grounded" air units are air units located on an airbase and not flying missions.

21.1 Combat Strength

Air units have a combat strength, represented by the number on each one's counter. That number is used for air-to-air combat and bombardment. Air unit combat strength is doubled when assigned to CAP missions and when NAC is attacking enemy ships.

21.2 Range Allowance & Aircraft Movement

Air units have a range printed on their counter. That's the maximum number of hexes they may move from their starting location to another hex in order to perform some mission. For example, an aircraft unit with a range of "3" could move three hexes away from its starting location, and could also move three hexes back to its base to land. When conducting air transfer, aircraft may move twice their normal range. Air units move hex-by-hex from their starting hex to their target hex. They may fly through enemy air, naval and ground units without having to stop or engage in combat.

21.3 Basing & Landing

NAC units may be based on carriers or airbases on land. LAC, MAC and SAC units may be based only on airbases on land. Each carrier and airbase has a basing capacity. That's the number of squadrons (aircraft points) that may be stacked on it.

21.4

Air units must start their movement on an airbase or carrier. They fly to their target hex and remain in the air during the various segments, landing in the Air Basing Sub-Segment (2A3h/2B3h). When air units land, they may generally be moved to any airbase or carrier within range (and subject to each such destination's basing capacity). Air units assigned to CAP must land in the hex from which they started, if possible. If they can't (for example, if the carrier on which they were based was sunk), they may then land in any suitable hex within range.

21.5 Overloaded Bases

Air units that have no in-range base or carrier on which to land, or could land only in excess of a base's or carrier's capacity, are eliminated. They count as VP lost.

21.6 Breaking Down & Combining

Air units are treated like "change." That is, any given counter may be replaced by an equal number of other air unit counters that have a total combat strength equal to that of the original unit. That may be done at any point in the game turn (not just during the Reorganization Segment, as is the case for land units).

21.7 Restrictions

Air units may be combined or broken down only with other air units of the same type. For example, LAC could combine or break down into other LAC, but not NAC. Similarly, units of different services may not be combined or taken as change when broken down. Ready and fatigued units may not be combined.

21.8 Ready & Fatigued

Air units are normally in their "ready" state. They may become fatigued due to combat. Fatigued air units are indicated by placing a fatigue marker on them. Fatigued units may not fly any missions. Fatigued air units may be restored to ready status during each game turn's Recovery Segment (3C). At those times, expending one supply point recovers up to 12 air points of any types and service branches. Air units are fatigued if they fly a mission and the Air Mission Chart dictates that the mission causes fatigue. Also, air units that receive an "aborted" combat result are fatigued.

21.9 Carrier Recovery

NAC based on a carrier are always considered to be in supply. Additionally, fatigued NAC units on a carrier automatically recover to ready status during the Recovery Segment (3C). Supply expenditure isn't necessary. The carrier Air Groups Displays for both sides, printed on the mapsheet, has boxes in which players place their ready and fatigued air units.

Note that since the Recovery Segment occurs only toward the end of each game turn, fatigued air units might have to spend several Execution Phases waiting to recover.

21.10 Japanese Pilot Attrition (Optional)

Certain Japanese LAC and NAC reinforcements enter the game fatigued (F), as indicated on the Reinforcement Chart printed on the mapsheet. That reflects the declining quality of Japanese pilots. They recover as per the normal rules.

22.0 Air Unit Missions

22.1

Air units fly various missions at different times during the sequence of play. Each air unit may fly a maximum of one offensive air mission per game turn. In general, players are allowed to move their air units to their target hexes, and don't have to declare their air missions until the instant that they're to be resolved. The only exception is CAP missions, which need to be declared when they start.

Units that fly CAP missions may not conduct any other mission in the same turn (two week period). Once a unit conducts a non-CAP mission, it may not conduct CAP for the rest of that turn.

22.2 Air Missions Chart

See section 50.0.

23.0 Air Unit Range

23.1

Air units may generally fly their missions from their takeoff hex out to a distance in hexes no greater than the range number printed on their counters. They then fly back to a base to land. For example, an air unit with a range of "2" could fly two hexes, attack a target, then fly another two hexes back to its base. Air transfer missions may be conducted out to twice the unit's printed range. For example, an air unit with a range of "3" could fly up to six hexes on an air transfer mission (and, of course, there is then no return to the original base hex).

23.2 Extended Range

Air units with an extended range indicator may fly up to twice their printed range. When they do so, however, their combat strengths are halved for all purposes all during that game turn. (Round down all remainders.) Their losses are also doubled if any enemy CAP fires at them.

23.3 No Extended Range Air Transfers

Units with extended range conduct air transfer using double their normal range.

24.0 Airbases

24.1

There are two types of airbases in the game: those printed on the map and those represented by markers. They're treated the same unless otherwise noted.

24.2 Control

A player is said to control an airbase if either of the following pertain.

Printed as "24.2 Airbase control (rules change).":

(1) and (2) To control an airbase, you physically place friendly ground units under the airbase marker. This is done during a friendly movement phase, and may be done only if there are no enemy units under that marker. A player may move units out from under an airbase marker during any friendly movement phase.

(3) Land units which are under an airbase marker may not attack. They defend and fire AA normally.

(4) Note this means there may be situations in which neither player controls an airbase. If for some reason there are air units on an airbase, but no friendly land units, then those air units may not conduct any missions. If a player reoccupies an airbase, then friendly air units may fly from it.

See also 24.3 Capture, below.

24.3 Airbase Capture (change)

To capture an enemy controlled airbase, friendly ground units must eliminate all enemy ground units under the airbase marker (see 24.2). You then may (but do not have to) move some, none or all attacking units to under the airbase marker, thereby taking control of it. If you take control, then eliminate any grounded air units that were on that airbase, and reduce the airbase capacity to three. Note that since you can divide an attack up against separate defenders, it is entirely possible to attack and capture an enemy airbase even though you have not eliminated all enemy units in the hex.

24.4 Airbase Capacity

Each airbase has a capacity, either printed on the map in the case of major bases, or printed on airbase markers. That number is the maximum number of air points that may be based on that airbase. That is, it's the number of air units that may be on the ground on that airbase. If, for any reason, the airbase capacity is reduced and there are excess air units on the base, the owning player must immediately eliminate all excess air points.

24.5 Building Airbases

See the Engineers rule, section 33.0.

24.6 Major Bases

The airbases located on Truk, Rabaul, Espiritu Santo and Australia are always controlled by their original owning side. They never need to be garrisoned to maintain operability or control. They may not have their airfield capacities increased or decreased.

25.0 Air vs. Ship Attack Sequence

25.1

Air units assigned to strike missions against enemy naval units use the following procedure.

  1. Place all air units involved in the attack being resolved on the map.
  2. Place all defending CAP and ship units in the TF being attacked on the map.
  3. Attacking air units and CAP fire at each other. CAP factors are doubled.
  4. The defender totals the anti-aircraft strength of all ships in the TF. Then he rolls a die and cross-indexes that result, using the "Anti-Aircraft" portion of the Consolidated CRT (see section 50.0) based on the number of factors firing. Those losses are immediately extracted from the attacking aerial force.
  5. Surviving attacking air units then attack any one, some, or all defending ship units in the TF. The attacker allocates them to individual ship targets. Each air versus naval attack must include one or more of the strike aircraft points.
  6. Use the Air vs. Naval portion of the Consolidated CRT. Compare the attacking air unit strength to the defending ship strength. Multiply that by 100 percent. That determines the initial column within which each attack will be resolved. Make any shifts called for.
  7. The attacker rolls a die and cross-indexes that result beneath the final percentage column determined above in step six. Immediately inflict any losses to ships caused by the air strike.

26.0 Anti-Aircraft (AA) Fire

26.1

Naval and ground units may fire at enemy air units attacking them by making anti-aircraft fire. Naval units have their antiaircraft value printed on them. Ground Units have an antiaircraft value equal to their total combat strength. Supply and engineer units have AA values of zero. Each time air units attack ship or ground units, the units being attacked have the opportunity to fire AA. That occurs after the attack has been declared but before those air units attack their target units.

26.2 AA Procedure

AA Fire is resolved using the Anti-Aircraft portion of the Consolidated CRT using the following procedure.

  1. Total the number of AA factors firing.
  2. Find the corresponding column on the table.
  3. Roll a die and cross-index it to get the result.
  4. Apply the results as explained in the Combat Results Explanations Table printed beneath the Consolidated CRT in section 50.0. Note that the attacking planes are actually the "defenders" when it comes to resolving AA fire.

26.3 AA Restrictions

When air units are conducting strikes against naval units, only ship units in the TF being attacked may fire at them. Ground units being transported by ships have no AA fire capability of their own. When air units are conducting strikes or close air support against ground units, only ground unit AA from within that hex may be fired at them.

26.4 Supply

You must expend supply in order to fire ground unit AA at full strength. One expended supply allows up to nine battalions to fire AA at full strength; otherwise, ground unit AA strength is halved (round down).

26.5 SAC

Air vs. Air and AA factors committed against enemy aircraft forces containing only SAC units are halved (round down).

27.0 Ground Units

27.1 Movement

Ground Units have a ground movement allowance of one land hex. Ground units moving by land must move from one island hex to another adjacent island hex via a land hexside. They may make such moves regardless of the presence of enemy land, naval or air units in their starting and/or destination hexes. The moving player must expend a supply point for each nine battalions moving by land. Note that most islands on the map consist of only one hex, while two, Guadalcanal and Bougainville, consist of two hexes. Also note the small island in the western Guadalcanal and eastern Bougainville hexes don't have any separate existence from the main island landmasses in those same hexes. Land units also may be transported by naval and air units according to the movement abilities of the unit transporting them (see sections 19.0 and 22.0).

27.2 Ground Unit Organization

Ground units exist in the following organizational "echelons," from lowest to highest: battalions, regiments/brigades, and divisions. (For all but one game purpose, regiments equal brigades and brigades equal regiments; see 27.6 below for the exception.) Lower echelon infantry (including Marine infantry) units may be combined into higher echelon units, and higher echelon units may be broken down into lower echelon units. Other land unit types may never be combined or broken down.

27.3 Combining

In order to be combined, ground units must be in the same hex and of the same type and service branch. They must also be in supply. Expending one supply point allows one combination. If there are enemy units in the same hex, two supply units must be expended. Ground units may be combined only during the Reorganization Segment (3D). You may lift the organizational level of combing ground units only one level during any one Reorganization Segment. For example, you may combine three battalions into one regiment, but you could not then expend another supply point in order to combine nine battalions into one division in that same Reorganization Segment in that same hex.

27.4 Reorganization Charts

See section 50.0.

27.5 Breaking Down

You may break down ground units during the Reorganization Segment. You may also break them down at any time in order to extract combat or supply attrition losses. When breaking down higher echelon units, replace them with lower echelon units according to the specifics given on the Reorganization Charts. You don't get back supply points used to create higher echelon units if those higher echelon units are later broken down. Such supply is considered to have been consumed (though those supply counters are available for recycling into play when the arrival of new supply points is called for). You may break down higher echelon units more than one level, or combination of levels, at one time. For example, you could break down a division into nine battalions, or into one regiment and six battalions. You may not use the same unit to both break down and build up in the same Reorganization Segment.

27.6 Brigades

You may not combine brigades into divisions, nor may you break down divisions into brigades.

27.7 Services

US Army and Navy (Marine Corps) ground combat units may never be combined with each other, nor taken out as breakdowns for each other. The same restrictions apply between Japanese Army and Navy SNLF units.

27.8 Battalion Equivalents

A higher echelon unit is considered to contain the number of battalions of which it's organizationally composed. For example, a "4" combat factor infantry regiment would contain three battalions, not four.

27.9 Units vs. Battalions

A regiment, brigade or division is considered to be a single unit for all game purposes. Unlike air units, they're not treated as "change." If a unit of one of those sizes conducts combat, it fights as a unitary combat factor. Battalions are back-printed on the reverse of regiments, brigades and divisions as a matter of convenience; players can sort through or flip over units in order to find the most efficient combinations.

27.10 Transport

For transport purposes, use the number of battalions in a higher echelon unit to determine capacity. For example, a Japanese regiment would require three transport points, since it would be composed of three battalions. Higher echelon units may be simultaneously transported by more than one transport unit in order to meet transport requirements. Those transporting units must remain together until the transported unit is disembarked. If, however, one of the transports is eliminated or crippled, losses must be extracted from the higher echelon unit to account for that. For example, three TR vessels could carry a division. If one transport were sunk, the player would break down the division into three regiments and eliminate one.

28.0 Ground Combat

28.1

Your ground units attack during your Ground Combat Sub-Segments (2A3g & 2B3g). Ground combat may occur in any land hexes in which there are friendly and enemy ground units. Ground units may not attack enemy units in adjacent hexes (unlike most wargames). Ground attacks are never mandatory, and you may choose to attack with some, none, or all your units in a hex. Defending is mandatory: when attacked, all defending ground units in a hex must take part in that defense.

28.2 Attack Procedures

For each ground attack, use the following steps. The phasing player need not declare all his attacks beforehand. Completely finish the resolution on attack before starting that of the next.

  1. The attacker declares he's making an attack and indicates the hex.
  2. The attacker designates the exact units with which he will be attacking. Only units with an un-parenthesized combat strengths of "1" or more may attack. He must also show his opponent at this time that he (the attacking player) does indeed have the supply points on-hand in the hex to provide attack supply to all the units just designated as making his the attack force in that hex.
  3. The defender reveals all his units in the land portion of the hex being attacked, including ground combat units, engineers and supply, as well as any grounded air units.
  4. The attacker chooses how to organize his attack. He may combine all his attacking units into one grand attack against all defending units in the hex, or he may attack individual or small groups of enemy units within the hex, within the following restrictions. All units must attack and defend as integral wholes; units may not be split to attack or defend (though they may break down later owing to combat results). All friendly units originally committed to the attack in step two above must attack. All defending units in the hex must be attacked. No attacking unit may attack more than once, and no defending unit may be attacked more than once. The attacks-within-the-attack are then resolved in any order the attacking player desires.
  5. For example, say the Japanese player has one division and one brigade in the same hex as a US regiment and battalion. The Japanese player could combine both the division and the brigade into one combined attack force against the combined US regiment and battalion. Or he could have his division attack the regiment while his brigade attacked the battalion or vise versa (but also see 28.4 below).

28.3 Ground Combat Resolution

Each ground attack is resolved one at a time, in the following sequence of events:

  1. Attack Supply: The attacker expends the supply points necessary to put his attacking force in attack supply. One supply unit will provide attack supply to up to nine battalion equivalents. Units without attack supply may not attack.

  2. Attack Strength Determination. Total the attacking combat strength points. If it's a US attack, add the value of any close air support and/or naval gunfire support — that total value may not exceed the ground combat strength.

  3. Defensive Combat Supply: The defender may, though he doesn't have to do so, expend supply units to put his units in defensive combat supply. One supply point will provide defensive combat supply to up to nine battalion equivalents. If he does so, then the units defend with their printed strength. If he does not do so, the unsupplied units defend at half strength, retaining any remainders. Note this decision may not be made on an all-or-none basis; the defending player may choose to expend the supply necessary to put some, none, or all of his involved defending force in supply, as he sees fit.

  4. Defense Strength Determination. Total the defensive combat strength points. (Note the defender may never add in air or naval support.)

  5. Combat Percentage Determination. Divide the attacker's strength by the defender's strength, and then multiply that number by 100 percent. That gives the initial percentage column on the Ground vs. Ground portion of the Consolidated CRT.

  6. Combat Shift Determination. If attacking Army and Navy units of the same side are participating in the same attack, the percentage column is shifted one to the left unless the attacker expends one Combined CP. If US units are attacking at night, the percentage column is shifted one to the left. If the defender is entrenched, shift a further column left. All applicable shifts are cumulative in effect.

  7. Resolution. Both players roll a die and each cross-indexes his own rolled result within the final percentage column determined above in step six. The attacker applies the result on the left of the slash within the box corresponding to his own rolled result, while the defender applies the result found on the right of the slash within the box corresponding to his own rolled result. Those two results together constitute the entire combat result. Apply it immediately; defender force first, then go to the next attack.

Printed as "(New Optional Rule)": Add the following to 28.3, Ground Combat Resolution. Before step (1), Attack Supply, add the following: Recon/Withdrawal Phase. Each player secretly allocates one or more Intelligence and/or Operations CPs (any combination) by writing them on a piece of paper. Then reveal (and expend) the CPs.

(1) If the attacker's total is equal to or greater than the defender's, then the attack proceeds normally. This also applies if both sides commit zero CPs.

(2) If the defender's total is greater than the attacker's, all defending units in that combat must conduct a withdrawal. The defending units move to an adjacent hex on the same island. This may be done only on islands which have more than one hex. No combat takes places. The attacker does not expend any supply points. If the defender was in an entrenchment, or defending an airfield, the entrenchment is eliminated, and the attacker captures the airfield, respectively. Only combat units may withdraw. The defender may withdraw into a hex containing other enemy units. If those units are qualified to attack, they may attack the withdrawing units.

28.4 Separate Attack Supply Allocations

Supply must be expended separately for each separate attack within a given hex. For example, if three individual battalions were each designated to launch their own sub-attacks within the overall attack in a given hex, each of those units would have to have a separate supply point expended for it.

28.5 Parenthesized Combat Strengths

Units with parenthesized combat strengths (engineers) may never attack. They defend normally and are otherwise considered to be ground combat units. Supply units and grounded air units have no ground combat strength and are never directly involved in ground combat, but see 28.6 below.

28.6 Post Combat

Supply points and grounded aircraft are not directly involved in ground combat. If, however, one side clears all enemy ground combat units from a hex, eliminate all that side's grounded enemy air units and check for supply capture (see 29.9 below). Similarly, if one side clears all enemy ground units from a hex, that side immediately gains control of any enemy held airbase in that hex (see 24.3).

29.0 Logistics

Printed note: "Logistics & Logistics Chart (page R29). Offensive and Defensive Air mission do not include Air Transfer, Air Transport, or No Mission."

29.1

Air and ground units require the expenditure of supply points in order to function at full combat efficiency, to build up to higher echelons and to avoid attrition. (Naval logistics are covered in section 20.0.)

29.2

Supply units are treated as "change." That is, you may at any time exchange any number of supply units for another number, as long as the total value of supply points remains the same. For example, you could replace a "6" supply unit with three "1s" and one "3" or with six "1s."

29.3

All supply functions are described on the Logistics Chart in section 50.0. Aside from those listed on that chart, no other actions require the expenditure of supply points. For a supply point to be expended for any of the functions indicated on the chart, it must be in the same hex as the air or land units being supported. Further, it may not be onboard a transport vessel.

29.4 Supply Attrition Avoidance

During the Supply Attrition Segment (3B), both players check all land hexes on the map containing their own ground combat units. By expending supply points in a hex, up to nine friendly battalion equivalents in that hex are not affected by attrition. Supply units themselves do not check for supply attrition, nor do airbases.

29.5 Affects of Supply Attrition

Units affected by supply attrition have the following happen, in this order.

  1. Roll a die for each battalion: on a "1" or "2" it is eliminated.
  2. Break down regiments and brigades into component battalions.
  3. Break down divisions into component regiments.
  4. For example: A player has one battalion and one regiment unsupplied. Roll the die for the battalion to determine if it is eliminated or not. Then break down the regiment into battalions; these battalions do not check for supply attrition.

29.6 Transported Units

Ground units being transported by naval units are never affected by supply attrition while in that status. Similarly, they may not reorganize while being transported.

29.7 Carriers

NAC based on carriers don't need to have supply points expended in order to be launched on missions or to recover from fatigue or avoid supply attrition.

29.8 Major Bases

Ground units in major base are never affected by supply attrition. Fatigued air units in major bases automatically recover to ready status during the Recovery Segment (3C). Major bases are considered to have unlimited supply for those purposes. Supply expenditure in major bases is still required for other functions, such as reorganizing into higher echelon units.

29.9 Supply Capture

Whenever you have one or more ground units in a hex (including engineers) containing enemy supply units, and there are no enemy ground units in that same hex (including engineers), you have a chance to capture those supply points. Roll a die for each enemy supply point. On a 1-2 the supply point is captured; replace it with a friendly supply point. On a 3-6, the supply point is destroyed. Capture may occur at any time in the game turn as the result of movement or combat.

29.10 Army / Navy Supply

Within the strictures given above, it is allowable for the same expended supply point to provide supply to both Army and Navy units.

30.0 Replacements

30.1

Certain eliminated units may be brought back into play as replacements. The originally eliminated units still count for VP. Only already eliminated units may be replaced, not units that have been crippled (which are returned as per the refit rule), or units yet to be received on the reinforcement track. During a Reinforcement & Replacement Segment (1B), the player wanting the replacement pays to the enemy the VP cost indicated for it on the Victory Point Chart (see section 50.0). After declaring a replacement, roll one die. The replacement unit is received that number of turns later as a reinforcement.

30.2 Naval Replacements

The only naval units in the game that may be replaced are APD and Transports (TR). Both players may replace one APD or TR per game turn.

30.3 Ground Unit Replacements

Both players may replace one engineer unit per game turn.

30.4 Air Unit Replacements

The US player may replace his MAC unit if it's eliminated.

30.5

Other than the units falling into the categories described above, once a unit's been eliminated it may not be replaced (though such unit-counters could potentially be used again as a reinforcement or for reorganization if its type is called for).

31.0 Limited Intelligence

31.1

Players may not examine the contents of enemy forces (stacks), with the following exceptions.

  1. You may view what's in the hex in a general way. That is, you may view any task force markers, the top unit in a stack of ground or air units, etc.
  2. Both players must clearly show the number of TF markers each has in all the hexes on the map, but not their specific unit structures.
  3. At the proper time during each attack's resolution, both players may examine the contents of involved enemy forces. For example, during ground combat you may examine all enemy ground units in a hex in which you're attacking, but not naval units.
  4. Intelligence Operations: see the command points rules in section 6.0.
  5. Whenever an enemy TF enters an island hex occupied by one or more of your ground combat units, the player moving that TF must declare the number of naval surface units in it, but not their types. This is called "coast watching," and it occurs only during day turns, never at night.
  6. Air Recon. See Air Recon mission on the Air Mission Chart in section 50.0.

31.2

Note that even though you have units in the same hex as the enemy, you may not examine those enemy units unless one or more of the above conditions apply in that hex. Also, if a friendly TF has no ships in it and is in the same hex as an enemy TF, the friendly TF is removed from the map and the enemy TF isn't revealed. If both TF have no ships, they're both removed.

32.0 Night

32.1

Operational Phases are designated as "day" or "night." During day phases, all operations are conducted according to the 'normal' rules given in the sections above. The pattern is, each Execution Phase begins with a First Player Daytime Operations Phase, followed by a Second Player Daytime Operations Phase. That's followed by a First Player Nighttime Operations Phase, followed by a Second Player Nighttime Operations Phase, etc.

32.2

During night, the following rules modifications are made.

  1. Neither Japanese nor US air units may fly any missions.
  2. US naval attacks are shifted one column left on the CRT. American naval defenses are shifted one column right on the CRT. Exception: see American SG Radar, below.
  3. US ground attacks are shifted one column left on the CRT.

32.3 American SG Radar

Starting with the October I game turn, US nighttime naval combats are no longer shifted. That's owing to the use by that date of more effective SG radar. All other night effects still apply.

33.0 Engineers

33.1

Engineers are generally treated as ground combat units, but with the following exceptions: 1) they may only defend in combat, never attack; and 2) they may conduct engineering actions (as described below.)

33.2 Airbase Construction

An engineer unit may build an airbase, or expand the capacity of an existing airbase, as follows. During an Airbase Construction Segment (3F), an engineer unit in the same hex as a supply point expends that point. Roll a die. For a US engineer, the base is built or expanded on a result of one through four. For a Japanese engineer, it's built or expanded on a result of one or two. If you have more than one engineer in a hex, you may attempt this with each one, but each one so employed must expend a supply point and roll separately. Further, the declaration of how many engineers will attempt the process, and the resultant supply point expenditures, must be made prior to resolving the first roll. If the base is constructed or expanded on an early roll, the points dedicated to later rolls are still expended. No base may undergo more than one increment of construction or expansion per game turn.

33.3 Engineers and Airbases

There may never be more than one airbase in the same hex. If there is an enemy airbase in a hex, you may not build a new one. You may not build a new airbase in a hex containing enemy ground units. However, if you control an airbase in a hex which contains enemy ground units, you may expand it. If there are no enemy units in a hex then, obviously, you may build a new airbase, or expand an existing airbase.

33.4 Supply Debarkation

On islands (not major bases), you may generally load or unload no more than three supply points in a single Operations Phase. Each engineer unit you have in that hex allows you to load or unload three more supply points (beyond the basic three allowed when no engineers are present). So, for example, on an island containing two engineer units you could load or unload up to nine supply points in one Operations Phase. In major bases you may load and unload an unlimited number of supply points, regardless of engineer presence or absence.

33.3 33.5 Supply Movement

(Printed heading as in the source; the source numbers two sections 33.3.)

If an engineer unit is in the same hex as friendly supply points, it may transport them to an adjacent land hex (one hex movement maximum per game turn). Each engineer unit present may move up to three supply points. The supply points are automatically dropped off in the destination hex. This movement takes place during the regular Ground Movement Sub-Segment (2A2c / 2B2c). Supply units may be placed under a friendly entrenched marker. Moving supply units underneath (or out from under) an entrenched marker counts as movement as per 33.3 Supply Movement. Supply units may be initially debarked underneath an already existing friendly entrenched marker. Also, supply units which are initially on an island when a friendly entrenchment is created may be placed under that entrenchment.

34.0 Airborne Units

34.1

Airborne units are treated as infantry, with the following exceptions: 1) they may never be combined with other units; and 2) they may conduct airborne landings.

34.2 Airborne Landings

The airborne unit must begin the game turn in the same hex as an airbase and an air transport unit. Conduct an air transport mission up to the printed range of the air transport unit. The airborne unit is then landed in the target land hex. The target hex may (or may not) contain enemy units. Once landed, the airborne unit conducts all operations normally, and may engage in combat that turn. The transporting air unit bases normally during the Air Basing Sub-Segment.

35.0 PT Boats

35.1

The US player has PT (Patrol Torpedo) Boat units. They function in all regards as naval units.

35.2 PT Refit

Starting on December I, PT Boats don't have to return to a major base for refit, though they may still do so if the US player wants. PT Boats may end the turn (and refit) in any island hex that contains one or more US ground units.

36.0 Japanese Submarines

36.1

The Japanese player has submarine units. Subs have unique rules for movement and combat. They may never be in TF.

36.2 Deployment

Submarines are deployed on the map during the Japanese Submarine Deployment Segment (1D). The Japanese player takes some, none, or all available submarines and places them on any hexes on the map. A maximum of one submarine may be deployed per hex. Submarines may not be placed in the same hex as US controlled airbases. If a US airbase is built (or a Japanese airbase is gained control of) in a hex containing a submarine, the submarine may remain in that hex during that game turn. Submarines may not be deployed into US major base hexes.

36.3 Submarine Movement

Submarines have a movement of one hex per turn.

36.4 Submarine Combat

Submarines may not initiate attacks, nor are they ever added to the combat strengths of other friendly units in the hex, attacking or defending. Instead, submarine combat occurs under the following circumstances.

During any daytime movement sub-segment during which a US TF enters a hex containing a submarine, the Japanese player may immediately declare a submarine attack, which is executed as follows.

  1. The Japanese player rolls a die. If a one through five results, no attack is made; skip the following steps. If a six is rolled, the attack occurs; implement the following steps.
  2. The US player declares the number (not types) of ships in the TF to the Japanese player.
  3. If there are any carriers (CV, CVL, and CVE) or battleships (BB, B, BC), the attack occurs. Otherwise, there's no attack, and the sub is available for another try the next time a US TF enters its hex.
  4. If there's at least one carrier or battleship in the TF, the Japanese player picks one at random. (Put all of those units in a cup and draw one without first looking at it.) He then executes an attack on it using the Naval vs. Naval portion of the Consolidated CRT at 100%.
  5. Anti-Submarine Warfare (ASW) Column Shifts. During step three above, the US player must also reveal the number of destroyers in the TF. If the number of destroyer units exceeds the total number of carriers and battleships by a ratio of at least 2:1, or there are no DD units, the attack is shifted one to the left into the 50-99% column. Conversely, if the number of carriers and battleships exceeds the number of DD by a ratio of at least 2:1, the column is shifted one to the right into the 150-199% column. Otherwise, there is no shift for ASW. If the US has no DD units the attack shifts one column right (to 150-199%).
  6. Resolve the combat, applying results only to the carrier or battleship chosen. Subs are never affected by the results.
  7. The TF may continue moving if it has any movement left.

36.5 Limited Combat Use

A given submarine may attack only once per game turn. To indicate that, place a fatigued marker atop a submarine that actually attacked. For the rest of the game turn, such submarines have no further combat potential. At the start of the following Japanese Submarine Deployment Segment, fatigued subs again become capable of attacking. That applies only to submarines that actually rolled a six in step one above in rule 36.4. Subs that rolled a one through five at that time are capable of attempting a further attack(s) that same game turn, should another US TF enter their hex. Submarine attacks may be made only against a TF entering a hex, not against any already in the hex.

36.6 Submarine Refit

A submarine may remain "on station" for up to four game turns (record that on a piece of paper). By the Refit Segment of the fourth game turn on station, it must be removed from the map for refit, regardless of location. Refit is not done at Japanese major bases; it's a general kind of thing. The unit simply remains off-map refitting for three game turns, at which time it's received as a reinforcement.

37.0 Entrenching

37.1

Ground units entrench in the Entrenchment Segment (3E). To do so you must have at least one ground combat unit in a land hex along with a supply point. Expend the supply unit and place an entrenched marker. The unit(s) conducting the entrenching is automatically entrenched. One supply expenditure works to entrench one, some, or all of the ground units you have in a given hex, as you desire. There may never be more than one entrenchment marker in a hex per side.

37.2 Occupation

Units are entrenched if they're under an entrenchment marker. There's no limit to the number of units that may utilize a friendly entrenchment marker. Units move into and out of already built entrenchments during friendly Ground Movement Sub-Segments. No extra movement costs are involved. There may never be more than one friendly entrenchment marker in the same hex at the same time. You may place an entrenchment under a friendly airbase marker (see 24.2). This counts as the maximum of one friendly entrenchment unit per hex.

37.3 Effect

If at least 50 percent of the battalion equivalents in a hex are entrenched, any attack against ground units in the hex (whether by enemy land, air or naval units) is shifted one column to the left. Otherwise, the entrenchment has no effect. Further, however, entrenched units may not attack. All units under an Entrenchment marker must be attacked as one combined defense strength. Note that by placing your weaker units, such as engineers, under an entrenchment, you enhance their ability to survive enemy attacks because they can not be attacked individually.

The provision if that at least 50 percent of the battalion equivalents are entrenched giving the defender a one column shift to the left does not apply to ground combat situations in which non-entrenched units are attacked separately from entrenched. But if an air or naval bombardment is conducted against ground units, and at least 50% of the battalions are entrenched, then the one column shift would apply. Note that bombardment attacks are made against an entire hex. Unlike ground combat, bombardments may not be divided against separate defenders.

37.4 Duration

An entrenchment marker remains in a hex as long as there's at least one friendly ground combat unit beneath it. If for any reason there's no such unit, that entrenchment marker is immediately removed. Enemy entrenchments may not be captured and used—you have to build your own.

38.0 USMC Withdrawal

38.1

Historically the US withdrew the 1st Marine Division from Guadalcanal in order to refit it for later operations. On any turn's Reinforcement Segment, starting with that of December I, the US player may declare a Marine Corps withdrawal.

38.2 Effect

During any Reinforcement Segment (1B), the US player withdraws from the game any or all Marine combat units. They must be on a major base in order to be withdrawn. Withdrawn Marine units are permanently removed from play (they may be used for reorganization purposes). For each battalion equivalent withdrawn, the US player gets three VP at the end of the game.

38.3 Limits

The US player may withdraw a maximum of 10 USMC battalion equivalents over the course of a game. Note the units withdrawn may be from any US Marine ground formation, not necessarily those that were historically part of the 1st Marine Division.

39.0 Additional Forces

39.1

Both players may choose to commit additional forces to the campaign at a cost in VP. Those additional available forces are indicated on the Turn Record and Reinforcement Chart printed on the mapsheet.

39.2 Japanese Options

The Japanese player may choose to bring in 18th Army units at a cost in VP. The Japanese player may choose to enter the BB-1 and/or BB-2 units (Yamato and Musashi) as reinforcements by paying VP. The Japanese player may choose the "quick response" option, which allows him to bring in an additional brigade plus other accelerated reinforcements.

39.3 US Accelerated Reinforcements

The US 2nd Marine Division was available in the Pacific Theater, but wasn't actually deployed historically until the campaign was well underway. Using this option the US player receives three additional Marine regiments and one Marine battalion as reinforcements on August II. If that option is taken, however, the US player must then deduct the following reinforcements from his regular reinforcement schedule: August IV—Marine regiment; October IV— Marine regiment and Marine battalion; January I— Marine regiment. Under the accelerated option the US player also receives an additional Army regiment on December I, but that unit's arrival doesn't cause any later arriving unit to be lost. If the US player chooses the accelerated reinforcement option, he must announce it at the start of the August II game turn, in which case the Japanese player is awarded 15 VP at the end of the game.

39.4 Japanese 18th Army

The Japanese had planned to commit their 18th Army to launching a counteroffensive in the Solomons late in the campaign; however, the growing Allied air superiority caused them to decide to cancel that operation. Those units instead diverted to New Guinea. At the start of the December I game turn, the Japanese player announces if he will commit 18th Army. If he does, he receives the units listed on the Reinforcement Chart as "(18th Army)." If he doesn't commit the 18th, at the end of the game he gains 30 VP. All units must be committed, or none, and the 30 VP are for gained for forfeiting the entire army, not individual units. The decision about committing 18th Army, once made, is irrevocable.

39.5 Japanese Quick Response

At the start of the August II Reinforcement Segment (1B), the Japanese player announces if he will make a "quick response." If yes, he receives an extra infantry brigade indicated as "(Quick Response)" on August II. Also, instead of two infantry regiments on September I and October I, he receives one infantry division on each of those turns, but he does not receive the two infantry regiments he would otherwise get on October II. If the Japanese player chooses this option, the US player is awarded 15 VP at the end of the game.

39.6 Yamato & Musashi

Both of these battleships were available at Truk during this campaign; however, the Japanese didn't employ them for a variety of reasons. Using this option, Japanese BB-1 and BB-2 appear as reinforcements on September I, or any turns thereafter, at Truk. That appearance gives the US player 30 VP per battleship if chosen in 1942, and 15 VP if chosen in 1943. Once in play, those units remain in play at no extra VP cost. If chosen in 1942, the Japanese player doesn't pay anything extra for using them into 1943. He pays once per battleship per game.

39.7 Crippling

If the Japanese BB-1 and/or BB-2 units are crippled, they're never returned to play. In that case, they don't count as VP points lost, since they haven't been eliminated in combat. (The Japanese high command has pulled them out of the theater owing to your incompetence.)

39.8 Sudden Death Victory

If both the Japanese BB-1 and BB-2 are sunk, then the Japanese player immediately loses the game (US Decisive Victory).

Optional Rules

The remaining 10 rules sections are optional. Players should agree as to which, if any, of them they'll use prior to the start of play.

40.0 Random Events (Optional)

40.1 Procedure

Both player rolls for a random event on certain game turns. That's done at the very start of the game turn, even before the Command Point Segment. A rolled random event is immediately applied. Some events will affect both sides while others will effect only one side. The Japanese player rolls on II and IV turns; the US player rolls on I and III turns. Note, though, no random event roll is made on Game Turn 1.

40.2 Japanese Random Events Table

Die RollEvent
1Epidemic: each player must immediately expend one supply point for each 9-battalion equivalents they have on islands. Unsupplied units immediately suffer supply attrition.
2Orders from Tokyo: Japanese player rolls a die and receives that number of extra CP this turn.
3New Guinea Campaign: Japanese player rolls one die and deducts that number of CP from his total this turn.
4Reinforcements: Roll a die. If the result is odd, the Japanese player takes all reinforcements due next turn this turn. If the result is even, any reinforcements due this turn are received the following turn.
5-6No event.

40.3 US Random Events Table

Die RollEvent
1Weather: both players receive only one half of their normal CP allotment this game turn.
2Command Shakeup: if the US player currently has more ship units in the dead pile than the Japanese, the US player rolls a die and receives that number of extra CP. Otherwise, treat as no event.
3Reinforcements: Roll a die. If the result is odd, the US player takes all reinforcements due next turn this turn. If the result is even, any reinforcements due this turn are received on the following turn.
4-6No event.

41.0 Additional CP Missions (Optional)

Printed note: "Additional CP Missions Chart. Add to Logistics: 'If a TF contains a BB, BC or B, it requires two logistics CP to remain at sea, as per rule 42.2.'"

41.1

In addition to normal CP missions, using this rule players may choose to expend CP to perform the following new actions. When using this option, both players receive two additional CP per game turn. See chart above.

42.0 Task Force Endurance (Optional)

42.1

In the standard rules, players must return their ships to a major base at the end of each game turn. When using this option, ships may end the turn at sea. This option represents at-sea replenishment by oilers and other ships.

42.2 Endurance

A TF may remain at sea at the end of a game turn. The player must pay one logistics CP (not supply point) for each 10 ships that will remain at sea. That's calculated on a TF by TF basis. If you fail to expend a logistics CP for a TF that remains at sea, all the ships in it are immediately crippled. Deception TF also require this. If a TF contains a BB, BC or B, it requires two logistics CP. For example, if you have three TF, each with one ship in it, it would require three logistics CP to keep them all at sea.

42.3 Combat Limit

Ships that have engaged in an attack may still not engage in another attack until they have undergone a normal refit back at a major base.

42.4 TF Reorganization

If two TF are at sea during a Task Force Organization Segment, the owning player may choose to combine them into one TF at that time. That costs one operations CP. The new combined-TF has the endurance of the ships that would have the least amount of time remaining. Similarly, a player may break down a TF into two or more TF, each assigned its own ships from the original TF and each with the endurance of the original TF. Each of those actions cost one CP.

43.0 Amphibious Assault (Optional)

43.1

It normally takes a complete Movement Sub-Segment for transporting naval vessels to unload combat units. When using this rule, transport (TR) units may unload combat units at the end of their movement.

43.2

An amphibious assault works the same way as unloading normally transported units, but with the following exceptions.

  1. The player must expend an operations CP. If Army units are being unloaded from Navy ships, the player must also expend a combined CP.
  2. The units automatically unload at the end of the transport vessel's movement; the transporting unit may move and unload in the same movement sub-segment.
  3. Only combat units may amphibious assault, not supply units. Also, the units must be embarked on a Transport (TR).

44.0 Crippled Units (Optional)

44.1

In the standard rules, crippled naval units are removed from the map and returned to major bases automatically. Change that rule as follows. Crippled units remain on the map. The owning player must now actually move them back to a major base in order for them to be repaired. Crippled units have a movement of one hex per turn if their original movement was "2," or "3" for units in the Tokyo Express. If their original movement was "1," they may move only during daytime.

44.2 Crippled Combat

Crippled units may not attack (surface naval or bombardment combat). Their AA and defense factors are halved. Crippled units that are crippled again are eliminated.

44.3 NAC on Crippled Carriers

Crippled carrier units may not conduct any NAC operations, nor may they recover NAC to ready status.

44.4 Task Forces

Crippled units may remain part of their TF, but they cause the whole TF to reduce its movement as described above. Crippled units may be moved separately from their original TF. That requires no additional CP. The crippled units are moved from the TF Holding Box to the hex map. Crippled units on the hex map may be attacked separately by enemy forces.

45.0 Air Mission Assignment (Optional)

Printed note: "Air Mission Assignment (Optional). Players do not have to assign air units to missions until the Execution Phase in which they will actually fly."

45.1

Add the following to the sequence of play prior to the Offensive Air Mission Sub-Segment.

45.2 Air Mission Assignment Sub-Segment

Both players secretly and simultaneously assign their air units to various missions. That may be done using pen and paper or by labeling blank counters. They then reveal those missions at the time in the sequence of play when each is due to be resolved. Once assigned a mission, an air unit may not be changed to another mission during that same game turn, though a player may still decide to abort the mission, in which case no substitute mission may be assigned.

46.0 Multiple Combats (Optional)

Printed note: "Multiple Combats (Optional). This rule is really experimental and can dramatically alter the course of the game. Its use is not recommended, it's there largely as a variant on the system. When using this rule, all of a fatigued unit's combat strengths, offensive and defensive and AA, are halved. This rule may be used only for Air versus Air, Naval versus Naval, and Ground versus Ground combat. This does not apply to CAP missions, and air units which have performed a non-CAP mission may not fly CAP in the same turn using this rule."

46.1

A fatigued unit may attack, but it's penalized as follows.

  • Naval Units: attack strength is halved (round down). A crippled result causes the unit to sink.
  • Air Units: combat strength is halved (round down). Double the losses suffered by fatigued air units. This halving is cumulative with other halving.
  • Ground Units: attack strength is halved (round down). Double the losses suffered by fatigued ground units. This halving is cumulative with other halving.

47.0 Training Carrier Air Units (Optional)

47.1

NAC that appear on the Reinforcement Chart must be trained in order to actually be able to operate from aircraft carriers. The carrier and the NAC must both be in a major base (only Truk for the Japanese, Australia or Espiritu Santo for the US). The training occurs during the Refit Segment. Remove both the carrier and the NAC from the map. The units appear as reinforcements the following number of game turns later: Japanese — two turns; US — one turn.

47.2

The NAC to be trained may not be fatigued. The carrier(s) may not be crippled or undergoing refit. The carrier(s) must also have sufficient capacity to load the NAC.

47.3

This rule doesn't apply to NAC that appear with a carrier (the ones shown in parentheses). Note, though, NAC that are carrier trained, and which then operate from a land airbase must be carrier trained again before they may again operate from a carrier.

48.0 Night Bombing (Optional)

48.1

Night bombing was attempted early in the campaign to little effect; however, by late 1942 the Japanese began to refine the technique for it. When using this option, Japanese air units (NAC and LAC) may conduct bombing attacks during night turns starting on the December I turn. Night bombing attacks are resolved the same as daytime attacks, but with the following changes.

  1. Only strike missions may be conducted.
  2. No defensive CAP is allowed, but defensive AA is fired normally.
  3. The attacking air units have their combat strengths halved for the bombardment attack (round down, cumulative with other halving or doubling).

49.0 Banzai! (Optional)

49.1

If a Japanese ground attack is being conducted at odds of 149% or lower, the Japanese player may declare "Banzai!" That has the effect of doubling the ground unit losses on both sides.

50.0 Charts & Tables

Solomons Campaign Consolidated CRT

CRTUsed WhenCombat factors or combat percentile
Air vs. AirWhen air units are attacking enemy air units1-4, 5-9, 10-19, 20-29, 30-39, 40-49, 50-59, 60-69, 70+
Anti-AircraftWhen AA is firing on enemy air units1-4, 5-9, 10-19, 20-29, 30-49, 50-79, 80+, ..., ...
Air vs. NavalWhen air units are attacking enemy ship units<=49%, …, 50-99%, 100-149%, 150-199%, 200-249%, 250-299%, =>300%, ...
Naval vs. NavalWhen ships are attacking enemy ship units<=49%, ..., 50-99%, 100-149%, 150-199%, 200-249%, 250-299%, =>300%, ...
Air & Naval Bombardment vs. GroundWhen ships or air units are attacking enemy units on the land1-9, 10-19, 20-29, 30-39, 40-49, 50-59, 60-69, 70-79, 80+
Ground vs. GroundWhen land units attack enemy land units<=49%, 50-99%, 100-149%, ..., 150-199%, 200-249%, 250-299%, =>300%, ...

The die-roll results for the Consolidated CRT (the percentage columns are listed in the order shown in the Ground vs. Ground row above; the two "..." entries are ellipsis columns, usable only via shifts per rule 11.11):

Die RollCol 1Col 2Col 3Col 4Col 5Col 6Col 7Col 8Col 9
1A3 / D0A3 / D1A2 / D2A2 / D2A2 / D3A1 / D3A1 / D3A0 / D3A0 / D3
2A3 / -A3 / D0A2 / D1A1 / D1A1 / D2A1 / D3A0 / D3- / D3- / D3
3

Printed notes: Regardless of the number of shifts, both the attacker and defender always roll on the same column. Air-to-Air and Anti-aircraft combat strength is halved against SAC.

Air Superiority & Anti-Aircraft Combat Results Notes. Combat Air Patrol (CAP) has air superiority strength doubled. Losses are always extracted from CAP using printed strength. Units flying at extended range have their air superiority strength halved. Their losses are doubled. All other air units use printed values. Shifts: -1 if Army & Navy firing together and no Combined CP expenditure.

Anti-Aircraft Combat Results Notes. Naval units fire printed AA value. Land units fire printed combat strength as AA value if expend a supply point (for up to nine battalions); half value if firing unsupplied. Shifts: -1 if Army & Navy units firing together and no combined CP expenditure.

Air Versus Naval Combat Results Notes. NAC have their attack strength doubled versus ships. LAC use printed strength (halved if at extended range). SAC use half printed strength. Shifts: -1 IF Army & Navy units attacking together and no Combined CP expenditure.

Naval Versus Naval Combat Results Notes. -1 if US forces attacking at night before SG radar. +1 if US forces defending at night before SG radar.

Bombardment Combat Results Notes. Bombardment strength = bombardment strength of all firing naval units. Air bombardment strength = total strength of all attacking units. Shifts: -1 if units of more than one service bombing together (may be negated by a combined CP expenditure). -1 If 50% or more of battalions in hex are entrenched.

Ground Combat Results Notes. Shifts: -1: Army & Navy units attacking together and no combined CP expenditure. -1 if US ground units attacking at night. -1 If 50% or more of battalions in hex are entrenched.

Combat Results Explanations

A0 / D0A1 / D1A2 / D2A3 / D3
Air vs. Air & Anti-AircraftA0: no effect. D0: defender takes 1d aborted squadrons.A1: no effect. D1: defender loses 1d eliminated squadrons.A2: no effect. D2: defender loses 1d eliminated squadrons & 1d aborted squadrons.A3: no effect. D3: defender loses 2d eliminated squadrons.
Air vs. NavalA0: no effect. D0: target ship minor damage.A1: no effect. D1: Target ship crippled.A2: no effect. D2: target ship eliminated.A3: no effect. D3: Target ship eliminated.
Naval vs. NavalA0: one attacking ship crippled. D0: one defending ship crippled.A1: ½ attacking ships crippled. D1: ½ defending ships crippled.A2: ½ attacking ships eliminated. D2: ½ defending ships eliminated.A3: ½ attacking ships eliminated & remaining attacking ships crippled. D3: ½ defending ships eliminated & remaining ships crippled.

Combat Results Definitions. Losses are extracted in the order stated. "1d" = roll one die then extract a number of losses equal to the die roll. "2d" = roll two dice and extract a number of losses equal to the total.

  • Air units. Eliminated: remove that number of squadrons. Aborted: that number of squadrons immediately return to base without completing their missions. They are fatigued and may not fly any more missions that game turn, including CAP.
  • Naval units. Crippled = naval units are removed immediately from the map for repair, regardless of location. NAC aboard carriers are eliminated. Transported land units are returned to a friendly major base. To determine the number of game turns a unit must spend for repair, the owning player rolls a die. That's the number of turns the unit must spend off the map. Place the unit on the Reinforcement Track that number of turns later, plus the number of turns it would require to be refit normally. Repaired units appear as normal reinforcements; however, carrier units don't return with their complement of NAC.
  • Eliminated = ship unit is eliminated. Transported units are eliminated. Remove units from play – they are permanently eliminated except for possible use as "change."
  • Minor Damage = half of supply points on transports are eliminated; transported troops aren't affected; half of NAC on carriers are eliminated (round up). The ship is fatigued (may not attack for the remainder of the game turn).

In Naval versus Naval combat, naval units that are crippled or eliminated are picked at random by the owning player. Remainders are rounded up. For example, a result of D3 against a force of five naval units means three are destroyed and two are crippled.

  • Ground units – Attacker/Defender Cohesion Loss. The affected player chooses one of the following.

    1. Break down one regiment or brigade into component battalions.
    2. Break down one division into component regiments.
    3. Eliminate one battalion.

    If more than one cohesion loss is called for, but there's only one unit in the affected force, there is no further effect.

  • Ground units – Eliminated. The affected player removes the called for number of battalions from play, his choice of units. Higher echelon units may be broken down in order to extract losses.

Victory Point Chart

For Destruction of Enemy Units, Received Immediately.

UnitVP
CV50
CVL40
CVE25
BB, BC, B30
CA, CL20
DD, APD, OIL10
TR5
SS, PT1
US ground combat units2 / battalion
Japanese ground combat units1 / battalion
Supply points0
1 Japanese NAC2

Points Awarded at End of Scenario.

ItemVP
For occupying airfields located on Guadalcanal.5 x airfield value
For occupying airfields located on other islands (but not on major bases).2 x airfield value
For occupying friendly major bases.0
US gains for withdrawing USMC units (Extended scenario only).3 per battalion, to a maximum of ten battalions
Japanese gain for US choosing the Accelerate option.15
Japanese gain for not committing 18th Army. (Extended scenario only.)30
US gains if the Japanese commit the Yamato (BB-1) or Musashi (BB-2).30 each in 1942. 15 each in 1943.
US gains if Japanese choose Quick Response reinforcements.15

For replaced units:

ItemVP
For each enemy APD or TR replaced (see replacement rule).10 each
For each enemy engineer replaced (see replacement rule).2 each
For each enemy MAC replaced (see replacement rule).3 each

Command Point Missions Chart

MissionWhen ExecutedEffects
CombinedCombat PhasesNegates the column shift caused by combining Army and Navy units in the same attack.
IntelligenceFriendly MovementDesignate one enemy hex and roll a die on the Intelligence Table. No more than one Combined CP may be expended per hex per turn.
US Special IntelligenceCommand Point SegmentSee rule 6.6.
OperationsTask Force CreationMay create one Task Force for each CP expended. If a Task Force contains one or more BB, BC or B units, then it costs two CP to form it.
LogisticsDuring Reinforcement PhaseFor each Logistics CP expended, the player receives 3 logistics points, which are placed on friendly major bases.

Air Mission Chart

MissionWho FliesWhen in sequence of playEffects
Air TransferPhasing LAC, MAC, NAC, SACFlown during phasing player air movement.The unit moves from its starting base hex to a target base hex. The unit may move up to double its normal (not extended) movement allowance, landing in the Air Basing Phase. Air transfer doesn't cause fatigue.
Air TransportPhasing MACFlown during phasing player air movement.The air unit starts on a friendly airbase with any friendly land unit or supply point. The air unit may move up to double its movement allowance, landing in the Air Basing Phase. The friendly ground units are moved along with the air transport unit. They are unloaded during the Air Basing Phase. If the MAC unit is shot down, so is the unit being transported. Also see the airborne unit rule. Air transport causes fatigue.
Combat Air Patrol, Offensive (CAP)Phasing LAC, NACFlown during phasing Offensive Air Mission Segment, resolved during the Air Superiority Sub-Segment.The unit may fly only in its starting hex to engage enemy air units flying missions there. It has its air superiority strength doubled. It may not attack enemy naval or surface units. CAP is resolved on the Air-to-Air CRT. CAP doesn't cause fatigue.
Combat Air Patrol, Defensive (CAP)Non-Phasing LAC, NAC

Air Mission Chart Notes.

  • Air Transfer and Air Transport Missions are flown during the friendly Air Transfer Sub-Segment (not during "air movement"). They may be intercepted by enemy CAP.
  • Strike Mission. When air units conduct strike missions against ground units, the attacking aircraft make one combined attack against all enemy units on the ground in the hex, including land units, supplies, grounded aircraft and any airbase.
  • Strike Mission. A player may fly air strike missions into a hex even if there are no enemy naval or ground units in it. This could be used to engage enemy CAP.

US Ground Unit Reorganization Chart

US Lower Echelon UnitsUS Higher Echelon Units
3 x Army infantry battalions1 Army infantry regiment
3 x Army infantry regiments + 1 supply unit1 Army infantry division
3 x Marine Corps infantry battalions1 Marine Corps infantry regiment
3 x Marine Corps infantry regiments + 1 supply unit1 Marine Corps infantry division

Japanese Ground Unit Reorganization Chart

Japanese Lower Echelon UnitsJapanese Higher Echelon Units
3 x Army infantry battalions1 Army infantry regiment
4 x Army infantry battalions1 Army infantry brigade
3 x Army infantry regiments + 1 supply unit1 Army infantry division
Navy infantry battalionsMay not combine

Logistics Chart

Phase/SegmentActionNotes
Offensive or Defensive Air MissionOne expended supply unit allows up to twelve points of air units to fly missions.—
Ground CombatUnits not supplied may not attack; they have their defense strength halved.Units always take losses based on their printed strength.
RecoveryOne expended supply removes the fatigued marker from up to twelve squadrons.NAC based on aircraft carriers recover from fatigue automatically without expending supply.
Supply AttritionOne expended supply unit prevents up to nine battalion equivalents from suffering supply attrition.Units in major bases or being transported are not affected by supply attrition.
Reorganization (ground combat units)One expended supply unit combines up to nine battalions into three regiments, or three regiments in the same hex into one division.Units may reorganize in major bases without expending supply.

Logistics Chart Notes. One supply point allows 12 squadrons to fly one air mission. This is done on a mission by mission basis, with no carry-over. For example, there are 11 squadrons at an air base. 6 of them fly a strike mission and the other stay home for a future strike mission. You expend 1 supply point at the moment that the first 6 take off. You must expend another supply point to fly the other 5 on the second mission. Expend one supply point to fire Ground AA at full strength as per rule 26.4. Units in major bases must expend supply to reorganize as per rule 8.4.

Solomons Campaign Scenario & Reinforcements

There are two scenarios: The Short Scenario covers the decisive period in which the US effectively won the campaign. The Extended Scenario covers the entire campaign, including the planned but never executed Japanese counteroffensive. Prior to the start of play, players should decide which scenario they will play. Both scenarios start on the same turn (August I) but end as indicated on the Turn Record Chart.

The Initial Deployment Chart

The Initial Deployment chart shows where players set up their units at the start of the game (August I).

Turn Record Reinforcement Chart

The Turn Record/Reinforcement chart identifies naval, air and land reinforcements. These are deployed during the Reinforcement Phase in the locations designated on the chart. It's printed on the mapsheet.

Entering reinforcements must obey stacking limits. If for some reason stacking limits can't be met, they are received on the first turn sufficient space is available (this generally applies to aircraft based on airfields).

Reinforcements may be used normally in the turn they're placed. Remember, they're placed in the Reinforcement Segment, so it costs no movement factors.

  • Naval Units, Ground Unit & Supply Reinforcements. These appear on major bases.
  • Aircraft Reinforcements. LAC, MAC and SAC appear on airbases in major base hexes. NAC that enter play on carriers are indicated by being shown in parentheses. Other NAC appear on airbases on major bases.
  • Naval Refits. Ships that have completed their refit are placed in the major base in which they initiated that refit. That can be indicated by placing the unit on the appropriate space on the Reinforcement Chart. Crippled units that are returned to play are treated as regular reinforcements.
  • Submarines. Subs appear on any sea hex on the map that doesn't contain an enemy controlled airbase.

Initial Deployment Chart

The initial deployment chart is a grid on the printed mapsheet. The text conversion of the rules file does not preserve which unit goes in which cell, so the entries below are listed as the rules file prints them, grouped by side and location. For exact setup, use the printed Initial Deployment Chart on the mapsheet.

Imperial Japanese Navy

  • Truk: CV-1, CV-2, CVL-3, CVL-4 (with 18 NAC between them); BC-5, BC-6, CA-4, CA-5, CA-6, CA-7, DD-3, DD-4, DD-5, DD-6.
  • Rabaul: CA-1, CA-2, CA-3, DD-1, DD-2, TR-1.
  • Truk: 1 NAC (F).
  • Rabaul: 13 LAC.
  • Rabaul: 1 marine battalion, 1 engineer battalion.
  • Bougainville western hex: 1 engineer battalion, 1 supply.
  • Guadalcanal western hex: 1 x marine battalion, 1 x engineer battalion, 1 supply.

Imperial Japanese Army – (no entries in the text conversion)

Japanese Airfields

  • Guadalcanal western hex: "3".
  • Bougainville western hex: "6".

US Navy

  • Guadalcanal western hex (at sea), TF-1: CV-1 (8 NAC), CV-2 (8 NAC), CV-3 (8 NAC), BB-1, CA-1, CA-2, CA-3, CL-10, DD-1, DD-2, DD-3.
  • Guadalcanal western hex (at sea), TF-2: CA-4, CA-5, CA-6, DD-4, DD-5, TR-1, TR-2, TR-3, TR-4, TR-5, TR-6, TR-7 (with 6 supply among them).
  • Espiritu Santo: 3 LAC.
  • Guadalcanal western hex (on land): 3 marine regiments, 1 marine battalion, 1 parachute battalion, 1 engineer battalion.
  • Espiritu Santo: 2 marine battalions.

US Army – Espiritu Santo: 2 LAC, 3 SAC, 1 MAC.

US Airfields – (no entries in the text conversion)

Printed note: Optionally, the August I turn has only 14 execution phases. (This is because the campaign starts on 7 August 1942).

Sequence of Play Chart

Planning Phase: Command Point, Reinforcement, Task Force Organization, Submarine, Initiative Determination.

Execution Phases: 28 in total, alternating Day and Night, beginning with the 1st (Day) Execution Phase and ending with the 28th (Night) Execution Phase.

Logistics Phase: Refit, Supply Attrition, Recovery, Reorganization, Entrenchment, Airbase Construction.

End of Turn Phase: Victory Check, Turn Advancement.

Each Execution Phase Consists of the Following (First Player / Second Player):

  • Operations Phase – Intelligence Segment
  • Movement Segment – Air Transfer; Naval Movement; Ground Movement
  • Combat Segment – Offensive Air Mission sub-segment; Defensive Air Mission sub-segment; Air Superiority Sub-Segment; Air to Surface Sub-Segment (Recon, Offensive, Counterstrike); Naval Surface Attack Sub-Segment; Naval Bombardment Sub-Segment; Ground Combat Sub-Segment; Air Basing

51.0 Players' Notes

Solomons Campaign has a lot to it, but it's easy to play if you take it one step at a time and follow the sequence of play. After a turn or two of "training" you'll get into the swing of things. Much of the information is available where you need it, in the form of charts and tables.

Much of the game is in decision-making. You have to figure out where you want to allocate your CP at the start of each game turn. That can be critical, because the decisions you make then will have an impact all during the turn.

You also have to figure out how aggressive you want to be. The US player has to be especially cautious during the first few turns. At that time the Japanese have considerable naval strength. A head-on surface naval battle can have disastrous consequences if the Japanese can get their capital ships into it. You also have to be careful about conserving your carriers. Of course, being too cautious will also lose you the game. Allowing the Japanese uncontested access to the waters around Guadalcanal means they'll be able to bombard your forces on the island into ineffectiveness.

The US has an edge with its initial possession of Henderson Field, the airbase on Guadalcanal. One US priority is therefore to build up Henderson Field. Being able to base 12 or 24 aircraft squadrons there can make a significant difference in controlling the area.

For the Japanese, it pays to be aggressive early. But the Japanese have a shortfall in that they're weak when it comes to their initial ground force. The Tokyo Express is useful for getting troops and supplies to islands in the central Solomons because it can unload them without having to spend a Movement Phase static and thus vulnerable to enemy air and naval attack. If the Japanese time it right, making the run at night to avoid US air attack, they can build up their strength on the islands.

A tactic to consider is the "carrier ambush." Create several task forces, so the enemy player doesn't know where your carriers are located. Try to lure him into attacking a "dummy TF" (perhaps containing only a single expendable ship, such as a DD). That can reveal the location of his carriers and burn up the offensive ability of his NAC, since they can attack only once per turn. Then move your own carriers in quickly, hit hard and get out. The US has an edge here since he can use Henderson Field to supplement his carrier force, as well as a base for conducting air recon.

Of course, nothing says Guadalcanal itself has to be the decisive point in the game. It makes sense for the Japanese to build an airbase on one of the nearby islands. That will allow them to contest the air space over the central part of the map. Historically the Japanese tried to build up their airbases in the western Solomons, but they started too late and the US maintained air superiority. It was a narrow enough edge, to be sure, but it was enough.

Concerning intelligence operations, you have to be active about figuring out what the enemy is up to, as well as disguising your own intentions. For example, you might not want to commit carriers and capital ships, even if they're readily available, because of the requirement they then be pulled off-map for refit. Rather, maintaining the threat of the use of those ships can be enough to keep the enemy guessing when your real blow will fall. It's also useful to create several task forces, again to keep the enemy guessing about which one contains your carriers and other critical ships. One sneaky tactic is to move a TF only one hex per turn to make the enemy think that it contains transports. When he tries to close in on it, reveal that it contains no transports and move it two hexes.

You have to figure out enemy strength and intentions. You can use the intelligence mission to attempt to determine the strength of enemy formations on the map. The US has its special intelligence mission, which gives that side a shot at seeing how the Japanese player has allocated his CP before he commits his own. Effectively, you can extrapolate Japanese intentions for the turn by seeing where their CP are going.

The game makes historical tactics viable. For example, US Navy practice was to disperse aircraft carriers into several different task forces. That goes against the inclination of many players, who often prefer to concentrate them in a single TF, since they can then cover each other with CAP. The downside of concentrating carriers is that if an enemy air attack gets through the CAP, you can suddenly find yourself losing all your carriers. Keeping carriers dispersed means the most you will lose in one battle is one carrier. Also, if the enemy commits all of his offensive air missions to attacking one TF, and you have only one carrier in it, he won't be able to attack other TF that same game turn.

Which brings up another point you have to remember: a unit can conduct only one offensive mission per turn. So you have to be careful where and when you commit your forces. Sometimes it's better to ignore a target if a more important objective is down the line. Another thing to remember is every other Execution Phase is night. This will restrict your air operations. It also means that, by making use of night turns, you can avoid enemy air attack.

One Japanese advantage in the game is the longer range of their aircraft. They can hit targets over much of the map. The downside is units flying at extended range are going to be burned up quickly.

Solomons Campaign presents a unique situation in that you generally can't win it in a single turn. You have to conduct naval, air and ground operations, as well as provide logistical support for your forces. That takes coordination and time. The converse, though, isn't necessarily the case, as you certainly can lose the game in a single turn by making a major mistake, for example, leaving your carriers in an exposed position and getting them sunk. On the other hand, if you're not willing to undertake a certain amount of risk, you will never win. So you have to be prepared for some decision-making, and then live with the consequences.

52.0 Q & A

1. I'm assuming an Airbase Size 3 goes to a Size 0 when damaged. If so, should the Airbase marker be removed and the opposing player be allowed to build an airbase on that hex?

The airbase is removed and the opposing player could build an airbase.

2. Espirtu Santo can refit an unlimited number of ships but can only contain a max of 10 combat ships. Do combat ships being refitted count against this 10 ship max?

Yes.

a. If yes: Am I correct in concluding that ES's unlimited refit capacity provides no benefit for combat ships?

Correct.

3. I'm assuming TF markers should be visible at all times. Does this include when the TF is at one of its major bases (for example, right after formation)?

Yes.

4. Are CP expenditures public? For example, if I form a TF with a BB, does my opponent "see" that I just spent 2 CP's to form a TF (and so knows the TF has BB's)? Another example, does he "see" that I spent 2 Logistic CP's for supplies (and so knows I just purchased 6 supply points)?

You can conceal them.

5. Is there any reason the Japanese TF counters (not the USA) have the reverse side printed (without the TF number)?

Nope, just a slip up in production.

"...the US player rolls on I and III turns. Note, though, no random event roll is made on Game Turn 1." In other words, you do not roll on turn 1 of the game, but you do roll on the I and III turns of each month otherwise.

Can air units assigned a CAP mission (offensive or defensive) fly that mission in a hex the air unit did not start in?

In-hex only.

My understanding is that fatigued air units at Major Bases can recover without the expenditure of supply. Correct?

Correct.

Can an airbase be completely eliminated?

Yes, if at "3" and reduced lower.

39.3 refers to August IV ad October IV. What should the real dates be?

There are no August IV or October IV dates on the turn record chart printed on the map. Yet 39.3 references both these dates.

"...the US player rolls on I and III turns. Note, though, no random event roll is made on Game Turn 1." In other words, you do not roll on turn 1 of the game, but you do roll on the I and III turns of each month otherwise.

The map that I have for SCII on the turn record chart lists only the monthly dates of I and II. There is no III or IV. Therefore, I cannot roll on Oct III, as no such date exists on the turn chart on the map. My map turn chart only shows Oct I and Oct II. Since in two of my questions, you seem ok referencing Month III and Month IV, could I have recived a map that has some sort of printing error?

There are no III or IV turns. References to these should be to "II" turns.

Mapsheet Errata

Printed in the source directly beneath the Table of Contents.

  • September I 1942, US Navy should also get DD-7.
  • September II Japanese Navy should get 7 NAC and 12 LAC.
  • September II US Navy should get 2 NAC and 6 LAC.
  • January I 1943, the reinforcement entries for US CVE-1, 2, and 3 should read CVE-5, 6, and 7, respectively.
  • Counters: IJN CVL-3 (Hiyo) should have a 5 air capacity, not 8 (it is correctly noted on the map display).
  • Counter errata (section 2.6): the '1Cav' division should be 'AC' (Americal).
  • 10.13 Game Turn 1 TF
  • 2B. Second Player Operations Phase
  • Logistics Phase
    • 3A. Refit Segment
    • 3B. Supply Attrition Segment
    • 3C. Recovery Segment
    • 3D. Reorganization Segment
    • 3E. Entrenchment Segment
    • 3F. Airbase Construction Segment
  • End of Turn Phase
    • 4A. Victory Check Segment
    • 4B. Turn Advancement Segment
  • 2A2. First Player Movement Segment
    • 2A2a. Air Transfer Sub-Segment: The first player moves some, none, or all his air units via air transfer. They may move up to twice their range but don't land until the Air Basing Segment at the end of segment step A3.
    • 2A2b. Naval Movement Sub-Segment: the first player moves some, none, or all his TF. If the second player at this time is Japanese, his submarines may attack first player naval units that enter their hexes.
    • 2A2c. Ground Movement Sub-Segment: the first player moves some, none, or all his ground units by expending supply. Engineer units may transport supply units on land.
  • 2A3. First Player Combat Segment
    • 2A3a. Offensive Air Mission Sub-Segment: the first player moves air units into hexes in which they will conduct offensive missions. He may also place air units on combat air patrol in order to provide cover in the event of a second player counterstrike.
    • 2A3b. Defensive Air mission Sub-Segment: The second player may place air units on combat air patrol in order to intercept enemy intruders. He may also launch NAC on carriers on counterstrike missions against enemy TF.
    • 2A3c. Air Superiority Sub-Segment: all air units on both sides fire on all enemy air units in the same hex, regardless of their missions. This is done simultaneously, and losses are not extracted until both sides have completed firing. Aircraft assigned to combat air patrol have their air-to-air combat factors doubled for firing, though not for loss extraction.
    • 2A3d. Air to Surface Sub-Segment
      • 2A3d(1). Recon Air Sub-Sub-Segment: first player aircraft in the same hex as enemy units may examine those units according to the recon mission rule.
      • 2A3d(2). Offensive Air Sub-Sub-Segment: first player aircraft attack second player naval, ground and grounded air units. Anti-aircraft fire is resolved prior to each aircraft attack being executed.
      • 2A3d(3). Counterstrike Sub-Sub-Segment: second player aircraft assigned to carrier counterstrike missions now attack first player naval units in their hex. Anti-aircraft fire is resolved prior to each attack being executed. Note: air units that engaged in air superiority combat in step A3a, A3b or A3c may conduct one other mission in this sub-segment. For example, intruders that engaged in air superiority against enemy combat air patrol may now execute strikes against enemy naval or land units. The only exception is combat air patrol units, which may not engage in other missions.
    • 2A3e. Naval Surface Attack Sub-Segment: first player surface naval units attack second player surface naval units in the same hex with them.
    • 2A3f. Naval Bombardment Sub-Segment: first player surface naval units attack second player ground or grounded air units in the same hex with them. Ship units that attacked enemy naval units in the immediately prior Surface Attack Sub-segment (A3e) may not attack in this sub-segment.
    • 2A3g. Ground Combat Sub-Segment: first player ground units may attack enemy ground units in the same hex with them. Note that ground units may attack only once per game turn.
    • 2A3h. Air Basing Sub-Segment: all air units that are flying any type of mission must now land.
  • 2B. Second Player Operations Phase. Follow the sequence above, but reverse second and first player rolls between the two players.
  • Subsequent Execution Phases: Follow the sequence given above until the end of the 28th complete Executions Phase. (All "2A" and "2B" steps taken together make up one complete Execution Phase.) Also note that daytime and nighttime Execution Phases alternate. Special rules apply during night (see section 32.0).
  • Logistics Phase: Both players, simultaneously and in the order given below, do the following.
    • 3A. Refit Segment: check which naval units are to be refitted and remove them from the map for that turn. Naval units not in a major bases are crippled.
    • 3B. Supply Attrition Segment: check the logistical status of all land and air units for supply attrition. Exception: units on major bases, as well as those being transported, never suffer supply attrition.
    • 3C. Recovery Segment: all fatigued land units automatically recover from fatigue. Attempt to recover fatigued air units to their ready side by expending supply units.
    • 3D. Reorganization Segment: organize lower echelon ground units into higher echelon units by expending supply units; break down higher echelon units into lower echelon units. (No supply is expended for breakdown.)
    • 3E. Entrenchment Segment: expend supply points to entrench units in a hex.
    • 3F. Airbase Construction Segment: attempt to build airbases by using engineers.
  • End of Turn Phase
    • 4A. Victory Check Segment: check for a sudden death victory.
    • 4B. Turn Advancement Segment: move forward the marker on the Turn Record Track. If this is the last turn of the game, check to see if either player has won.
  • A2 / -
    A2 / D0
    A1 / D0
    A1 / D1
    A1 / D1
    A0 / D2
    - / D3
    - / D3
    - / D3
    4A2 / -A2 / -A1 / -A0 / D1A0 / D1- / D1- / D2- / D3- / D3
    5A1 / -A1 / -A0 / -- / D0- / D1- / D1- / D2- / D2- / D3
    6A1 / -A1 / -- / -- / -- / D0- / D1- / D1- / D2- / D2
    Air & Naval Bombardment vs. GroundA0: no effect. D0: one grounded squadron eliminated & one supply point eliminated.A1: no effect. D1: two grounded squadrons eliminated & two supply points eliminated.A2: no effect. D2: 1d grounded squadrons eliminated & 1d supply points eliminated & one defending ground unit takes a cohesion loss.A3: no effect. D3: 1d grounded squadrons eliminated & 1d supply points eliminated & two defending land units take a cohesion loss & reduce airfield one level.
    Ground vs. GroundA0: one attacking ground unit takes a cohesion loss. D0: one defending ground unit takes a cohesion loss.A1: two attacking ground units take a cohesion loss. D1: two defending ground units take a cohesion loss.A2: attacker loses 1d battalions eliminated. D2: defender loses 1d battalions eliminated.A3: attacker loses 2d battalions eliminated. D3: defender loses 2d battalions eliminated.
    1 Japanese LAC2
    1 US NAC1
    1 US LAC1
    1 US SAC1
    1 US MAC1
    Flown during phasing Defensive Air Mission, resolved during the Air Superiority Sub-Segment.
    The unit may fly only in its starting hex to engage enemy air units flying missions there. It has its air superiority strength doubled. It may not attack enemy naval or surface units. CAP is resolved on the Air-to-Air CRT. CAP doesn't cause fatigue.
    StrikePhasing LAC, NAC, SACFlown during the Offensive Air Mission segment, Resolved during the Surface Attack Sub-Segment.The unit may fly up to any hex within its range. It engages in air superiority combat against enemy air units using its printed combat strength. The unit then attacks any one of the following: one enemy TF, or all ground units in the hex. If attacking naval units, the combat is resolved on the Air to Surface Table. If attacking ground units, the combat is resolved on the Bombardment Table. Strike causes fatigue.
    Close Air SupportPhasing LAC, NAC. Only US Navy LAC may do this, and only in conjunction with US Navy ground combat units (Marines).Flown in Offensive Air Mission, resolved during the Ground Combat Sub-Segment.The unit flies to any hex within range containing a friendly ground unit. It engages in air superiority combat against enemy air units using its printed combat strength. It adds its combat factor to the strength of any friendly ground units attacking enemy ground units, using the Land vs. Land CRT. A player may not use air points in excess of the printed ground force combat strength. Close air support is not affected by ground supply status or by the outcome of the ground combat. Close Air Support causes fatigue.
    Carrier CounterstrikeNon-phasing NAC based on carriers.Flown in Defensive Air Mission sub-segment, resolved in Air to Surface Sub-Segment after all offensive air missions.This may be flown only against enemy task forces. It is otherwise executed as a strike. Carrier counterstrike causes fatigue.
    ReconPhasing LAC, NAC, SACFlown in Offensive Air Mission, resolved during the Ground Combat Sub-Segment.The unit flies to a target hex and makes no attack. It may be intercepted by CAP only (no AA fire). The player then makes a roll on the Normal Intelligence Table for the possibility of examining enemy units in the hex. Recon causes fatigue.
    No MissionAll air units.-The units remain on the ground. They may be attacked by enemy air units via air to surface combat, in which case they have a combat strength of zero.