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Tokyo Express: The Guadalcanal Naval Campaign – 1942 thumbnail

Tokyo Express: The Guadalcanal Naval Campaign – 1942

Tokyo Express: The Guadalcanal Naval Campaign – 1942 Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
    • Getting Started
    • How to Read the Rules
  • 2.0 Game Equipment and Concepts
    • 2.1 Game Components
    • 2.2 Game Questions
    • 2.3 Game Equipment
      • The Map
      • Ship Log Rosters
      • Charts, Tables, and Display Cards
      • Battle Movement Display
      • Gunnery Cards
      • Containers
      • A Note on Random Choices
    • 2.4 Playing Pieces
      • Sample Ship Counter
      • Sample Hidden Force Counter
      • Sample Force Size Marker
      • Sample Admiral Counters
      • Basic Game
      • Advanced Game
    • 2.5 Game Abbreviations
      • Ship Names
    • 2.6 Game Concepts
  • 3.0 Basic Game Rules
    • 3.1 Sequence of Play
      • Action Chits
    • 3.2 Formations
      • Headings
      • Japanese Formation Groupings
      • Formation Markers
      • US Formation Groupings
      • Differences Between Japanese and US Formations
      • Formation Speed
      • Distances Between Formations
    • 3.3 Movement Orders
      • US Orders and Maneuvers
      • Description of US Maneuvers
      • Simultaneous Maneuvers
      • US Freedom of Action
      • Japanese Movement Orders
      • Battle Movement
      • The Battle Movement Display
      • Japanese Orders
    • 3.4 Movement
      • Terrain and Mapedges
      • Movement Procedure
      • Entering an Occupied Hex
    • 3.5 Combat
      • The Combat Segment
      • Detection and Fire Direction Ranges
    • 3.6 Torpedo Combat
      • Targets of Torpedo Attacks
      • Torpedo Tubes
      • Torpedo Firing Arcs
      • Torpedo Ranges
      • Line of Fire
      • Japanese Torpedo Allocation
      • Target Selection Procedure
      • US Torpedo Allocation
      • Resolving Torpedo Combat
  • 4.0 Standard Game Sequence of Play
    • 4.1 Sequence of Play
    • 4.2 Detection and Combat Segments
      • Detection Segment
      • Combat Segment
  • 5.0 Formations, Orders, and Movement
    • 5.1 Column Formations
      • Columns
      • Columnwise Maneuvers
      • Japanese Columnwise Maneuvers
    • 5.2 Freedom of Action Table
      • Freedom of Action Table Die Roll Modifiers
      • Freedom of Action Table Results
    • 5.3 Japanese Mission Movement
      • Mission Movement
      • Mission Movement Procedure
      • Using Mission Movement as a Result of Battle Movement
    • 5.4 Land, Shoal, and Mapedges
      • Emergency Turns
      • Mapedges
    • 5.5 Collisions
      • Collision Die Roll Modifiers
      • Japanese Avoidance of Collision
  • 6.0 Detection
      • Detection and Tracking Ranges
    • 6.1 Detection Segments
      • Japanese Detection Segment
      • US Detection Segment
    • 6.2 The Detection Table
      • Line of Sight
      • Visual Detection
      • Detection by US Radar
      • Detection Procedure
      • Results of Detection Attempts
      • Visual Detection Die Roll Modifiers
      • US Radar Detection Die Roll Modifiers
    • 6.3 Surprise
      • US Release
    • 6.4 Weapon Use and Detection
    • 6.5 Duration of Detection
  • 7.0 Japanese Hidden Forces
    • 7.1 Force Sizes
      • Placement of Force Size Marker
      • Hidden Force Logs
      • Japanese Strength Level Limit
    • 7.2 Hidden Force Movement and Detection
      • Placement of Hidden Forces and Movement
      • Hidden Force Movement
      • Detection
    • 7.3 Deployment of Hidden Forces
      • More Than One Hidden Force per Hex
      • Land, Mapedge, and Overstacking
    • 7.4 Hidden Forces and Combat
  • 8.0 Standard Combat
    • 8.1 Standard Combat Sequence
      • Combat Segment Sequence
      • Return Fire
      • Detection Markers
    • 8.2 Detection Segment Combat (Immediate Fire)
    • 8.3 Combat Restrictions
      • Fired Torpedo Markers
    • 8.4 Damage
  • 9.0 Gunnery Combat
    • 9.1 General Rules for Gunnery Combat
      • Line of Fire
      • Fire Direction
    • 9.2 Japanese Gunnery Allocation
      • Attacker and Target Restrictions
      • Heavy Ship Target Selection
      • Destroyer Target Selection
    • 9.3 Hidden Force Gunnery
    • 9.4 US Radar-Directed Gunnery
      • Radar Direction
    • 9.5 Gunnery Combat Row Shifts
    • 9.6 Special Gunnery Results
  • 10.0 Torpedo Combat
    • 10.1 Japanese Torpedo Allocation
    • 10.2 Torpedo Combat Modifiers
    • 10.3 Surprise Torpedo Attacks
      • Surprise Torpedo Attack Resolution Procedure
      • Torpedo Expenditure Limits
    • 10.4 Torpedo Reloads
  • 11.0 Retirement and Withdrawal
    • 11.1 Conditions for Retirement
    • 11.2 Japanese Retirement Movement
    • 11.3 US Retirement Movement
    • 11.4 Japanese Withdrawal
      • Japanese Withdrawal Procedure
      • Effects of Japanese Withdrawal
  • 12.0 US Admirals
    • 12.1 Effects of US Admirals
      • Task Force Commander
      • Destroyer Admirals
      • Detection and Admirals
    • 12.2 Replacement Task Force Commanders
      • Retiring a Task Force Commander Flagship
  • 13.0 Japanese Missions
    • 13.1 Determining Japanese Missions
      • Special Mission Heading Zones
    • 13.2 Mission Types
      • Transport Attack Missions
      • Bombardment Missions
      • Supply Missions
    • 13.3 Re-entering the Map
  • 14.0 Victory Conditions
    • 14.1 Ending the Game
    • 14.2 Victory Points
      • Japanese Victory Points
      • US Victory Points
      • Fires
    • 14.3 Levels of Victory
      • Play Balance
  • 15.0 Historical Scenarios
    • 15.1 Cape Esperance: 11-12 October 1942
      • Deployment
    • 15.2 The Battle of Guadalcanal (I): 12-13 November 1942
      • Deployment
    • 15.3 The Battle of Guadalcanal (II): 14-15 November 1942
      • Deployment
    • 15.4 Tassafaronga: 30 November-1 December 1942
      • Deployment
  • 16.0 Scenario Generation System
    • 16.1 Scenario Generation Procedure
      • Game Turns 1 and 2 Special Rules
      • US Victory Point Modifiers
      • Ship Availability Charts
    • 16.2 Hidden Force Arrival
      • Hidden Forces Arrival Table
      • Movement of Hidden Forces on Their Arrival
  • 17.0 Hypothetical Scenarios
    • 17.1 End Run
    • 17.2 Chase from the Southwest
    • 17.3 Chase from the North
    • 17.4 Waiting on Station
    • 17.5 Slamming the Door
    • 17.6 US Convoy
    • 17.7 Japanese Convoy
  • 18.0 Additional Japanese Missions (Optional)
    • Attack Tulagi
    • Convoy Appears
    • Passing Through
    • Switch of Missions
    • Hit and Run
  • Advanced Game Rules
  • 19.0 Random Events
    • 19.1 Hidden Forces Random Events
    • 19.2 Random Event Summary
  • 20.0 Japanese Admirals
    • 20.1 Arrival of the Japanese Admiral
    • 20.2 Effects of the Japanese Admiral
  • 21.0 Optional Rules
    • 21.1 Land and Radar
    • 21.2 Hidden Force Torpedo Reloading
    • 21.3 Advanced Battle Movement
      • Battle Movement Display
      • Bringing Torpedoes to Bear
    • 21.4 Flight
    • 21.5 Illumination
    • 21.6 Secondary Batteries
      • Japanese Secondary Battery Target Priorities
      • US Secondary Armament
    • 21.7 Mistaken Targets
  • Two-Player Game Rules
  • 22.0 Two-Player Game
    • 22.1 Force Determination and Set-up
      • Ship Tables
      • Japanese Admirals
      • Hidden Forces
    • 22.2 Sequence of Play
    • 22.3 Formations, Orders, and Movement
    • 22.4 Detection
    • 22.5 Combat
    • 22.6 Retirement and Withdrawal
    • 22.7 Japanese Missions
    • 22.8 Victory
  • Ship Roster

1.0 Introduction

Tokyo Express is a solitaire and two-player simulation of the night naval battles off Guadalcanal from mid-1942 through early 1943. These battles were key events in the Guadalcanal campaign. In their attempt to push the US Marines off the island, the Japanese sent fast destroyers with reinforcements and supplies while their heavier ships were ordered to bombard the Marine positions. Slipping in under the cover of darkness, these runs were called the "Tokyo Express." Major battles resulted when the US sent in heavy naval task forces to prevent the Express from running.

An hexagonal grid is laid over the mapsheet to regulate movement and combat. Each hex is 1500 yards from side to side, and each Game Turn represents 10 minutes of real time.

You, the player, command a US Navy task force against Japanese forces whose strength and mission are uncertain. All you know initially is that somewhere, sometime, the Japanese will appear out of the darkness, bent on attacking your forces or reinforcing their own land garrisons. Your mission is to stop them. When the Japanese do appear, they move according to specific procedures explained in the rules. Because the Japanese moves are governed by random tables, you can play the game repeatedly without duplication.

The rules are divided into two booklets. This booklet contains introductory materials you must understand to play the game. Once you have read Sections 1.0 and 2.0, go to the other rules booklet. The Basic Rules Booklet (Section 3.0) allows you to learn the simplest game system. After you become comfortable with the ideas of formations, movement, and combat, play the Introductory Scenario (3.9) several times. You are then ready to learn the Standard Rules in this booklet (Sections 4.0 through 14.0). The Basic Rules apply in the Standard Game except where specifically changed.

Sections 15.0 through 18.0 present the Standard Game scenarios. You can begin with the Historical Scenarios (15.0) and then create your own scenarios, using the Scenario Generation System (16.0). The Hypothetical Scenarios (17.0) and Changes to Japanese Mission (18.0) provide variations to the scenario generation system.

The Advanced Rules (Sections 19.0 through 21.0) add more realism to the game, but also increase playing time and complexity. The Advanced Rules may be layered into the Standard Game scenarios.

Unlike most other solitaire games, Tokyo Express allows two players to enjoy the game. The rules in Section 22.0 adapt the Standard Game rules for two players.

Getting Started

Tokyo Express has been structured so you can learn the rules gradually. The rules for formations, movement, and combat in the Basic Game (Section 3.0) are simpler than the procedures in the Standard Game. Once you have grasped the basics of the game and played the Basic Scenario several times, proceed to the Standard Rules.

How to Read the Rules

First, read Sections 1.0 and 2.0 of the Standard Rules Booklet to understand the main concepts of the game. Then return to the Basic booklet and read Section 3.0 for the Basic Game Rules. Play the Basic Game Scenario (3.9) until you feel comfortable with the game mechanics for formations, movement, and combat. Return to the Standard Game Rules to read Sections 4.0 through 14.0 before playing the Standard Game Scenarios.

2.0 Game Equipment and Concepts

2.1 Game Components

A complete game of Tokyo Express contains these items:

  • One Basic Rules Booklet
  • One Standard Rules Booklet
  • One 22" x 32" Mapsheet
  • One set of 156 1/2-inch by 1/2-inch Playing Pieces (ship counters)
  • Two sets of 260 1/2-inch Playing Pieces (markers)
  • One 11" x 16" Battle Movement Display
  • One pad containing Charts, Tables, and Display Cards
  • 120 Gunnery Cards (four decks of 30 cards)
  • Two Ship Log Roster Pads
  • One 10-sided die

Note: The game uses a 10-sided die. When a "0" is rolled, this is considered a "10," not a "0" (except when generating random events; see 19.0).

2.2 Game Questions

If you have any questions about the rules to Tokyo Express, please feel free to send in your questions, written so they can be answered with a simple one-word response when possible. Be sure to enclose a stamped, self-addressed envelope. Mail your questions to:

Tokyo Express Questions, Victory Games, Inc., 43 West 33rd Street, New York, NY 10001.

Note: We ask your cooperation in including a stamped, self-addressed envelope with your game questions; queries without a return envelope will not be answered. Also, we ask that you not call in your game questions.

2.3 Game Equipment

When reading through this section for the first time, ignore references to Standard and Advanced Rules. Read the Basic Game component descriptions only.

The Map

The Tokyo Express map depicts the area off Guadalcanal Island in which five large surface battles occurred between August and November 1942. So many ships were sunk here that these waters were nicknamed "Ironbottom Sound." The hexagonal grid on the map regulates the positions of the playing pieces. Each ship counter moves from hex to contiguous hex. Each hex equals 1500 yards.

In the Basic Game Scenario (3.9), all hexes are considered sea. Ignore all other hex terrain when playing this scenario.

Standard Game

Hex Terrain: The Terrain Key on the map identifies the major features used in the Standard Game. Hexes may either be open sea, shoal water, and land. Shoal and land hexes are impassable. (Shoal water is too shallow for warships.) Most of the island coastlines consist of hexes that are part land and part shoal; these hexes are impassable. A few coastline hexes contain land and open sea; these hexes can be entered like open sea hexes.

Note that location names on the map are included for historical purposes only.

Zones: The sea portion of the map is divided into zones (numbered 1 through 11), which are used for determining movement and victory conditions. Zones 6 and 8 are labeled "Japanese Deployment Zone" and zone 9 is labeled "Supply Zone." These three zones affect Japanese hidden forces and their missions (see 13.0).

Mission Heading Compasses: Each zone contains a Mission Heading Compass, divided into two parts. The die roll ranges in red type and the red arrows along certain hexsides are used to determine ship heading during Japanese Mission Movement (see 5.3). The yellow die roll range numbers and arrows are used during Japanese Retirement Movement (see 11.2). Note that Japanese Deployment Zones 6 and 8 contain two Mission Heading Compasses, one labeled "T" and the other "B." The compass used in these zones depends upon the Japanese mission as defined by a scenario (see 13.1).

Japanese Arrival Hexes: The hexes containing Japanese flags and numbered 1 through 8 along the top and left sides of the map are used when Japanese hidden forces enter the map (see 16.2).

Japanese Re-entry Hexes: These hexes numbered 1 through 10 on the right side of the map are used by Japanese ships that re-enter the map after performing bombardment or transport attack missions off-map (see 13.3).

Japanese 10-Hex Mission Boundary: The purple line on the right side of the map defines the 10-hex distance to the Supply Zone and the southeast edge of the map. This demarcation line is used when determining if Japanese formations will use Mission Movement (see 5.3).

Ship Log Rosters

There are two pads of Ship Log Rosters, one for the US and one for the Japanese. Each ship in the game has its own log, which is used to keep track of damage and torpedo expenditures. The backs of the rosters contain Player Record Sheets used in the two-player version of the game (see 22.0).

A Japanese Ship Log shows the ship name, its Damage Boxes with Damage Levels and Minimum Speed, and its Torpedo Salvos with Torpedo values, side of mounting, and torpedo reloads. A US Ship Log shows the ship name, its Damage Boxes and Speed, its Torpedo Salvos, and its Radar Status Indicator. A Hidden Force Log shows the Hidden Force number and its torpedo salvos.

Basic Game

Damage Boxes: You record damage to a ship by checking off one box, starting from the leftmost box of the top row, for each hit from torpedo or gunnery combat (see 3.8). When the last box has been checked off, the ship sinks.

Damage Levels: As damage to a ship increases, its movement and combat strengths decrease (see 3.8 and 8.4). There are three Damage Levels: 1, 2, and 3. Note that some ships go directly from Damage Level 1 to Damage Level 3.

Minimum Speed: This number in parentheses in the last Damage Box indicates the maximum Speed a ship may have at Damage Level 3 (see 3.8).

Torpedo Salvos: Each circle represents one torpedo salvo (see 3.6). As a ship uses its torpedoes, these circles are crossed off. Note that torpedo salvos are crossed off from right to left. In the Basic Game, ignore the shaded circles to the left of the slash, which are reloads used only in the Standard Game.

Torpedo Value: Each torpedo salvo has a Torpedo value, which is used when resolving torpedo combat (see 3.6).

Side of Mounting: Torpedoes are mounted on the port (P), starboard (S), or center (C) of a ship. The side of mounting determines into which arcs the torpedoes may be fired.

Standard Game

Torpedo Reloads: The shaded circles to the left of the slash are reload torpedo salvos for Japanese ships (see 10.4). Each torpedo reload is associated only with the salvo to which it is adjacent and separated by the slash. A Japanese ship will use salvos with reloads before salvos without reloads. You record the Game Turns on which Japanese torpedo salvos are fired by writing the number of the Game Turn in the circle, since it takes several turns to reload torpedo tubes (see 10.4).

Radar: For US ships, the circle with an "R" in it indicates that the radar on the ship is currently functioning. Radar is used for detection (see 6.2) and directing gunnery fire (see 9.4). Special combat results may call for a ship's detection radar to be destroyed in which case you check off this circle (see 9.6); the ship may still direct gunnery fire by radar once its detection radar is destroyed. Depending on the date of battle, the US will have different types of radar with different ranges (see 16.1).

Charts, Tables, and Display Cards

The pad of cards include all the charts, tables, summaries, tracks, and displays you will need during the game.

Basic Game

Card 1: Contains all the charts and tables needed in the Basic Game.

Standard Game

Card 2: This card contains materials and summaries about US and Japanese formations and movement.

Card 3: This card contains information about detection and Japanese hidden forces.

Card 4: This card explains how to resolve regular and surprise torpedo attacks.

Card 5: This card contains a summary of information on gunnery combat, effects of damage, and Victory Points for both sides.

Card 6: The charts and tables for generating scenarios and the Random Events Table are on this card.

Card 7: This card contains the Ship Availability Charts for both sides. Note that these charts are duplicated on the backs of Cards 9 and 10 for the two-player version.

Card 8: This card contains the Sequence of Play Track, plus materials that the Japanese player will need to create his forces in the two-player version.

Two-Player Game

Cards 9 and 10: These cards contain displays for each side's hidden forces so information can be kept secret in this version of the game. Also, each card contains the side's Force Size Report Table and Ship Availability Chart.

Battle Movement Display

This 11" x 16" card contains a display used to determine headings and orders for Japanese formations using Battle Movement in all versions of the solitaire game (see 3.3). It is not used in the two-player version.

Gunnery Cards

There are four decks of Gunnery Cards (Light, CL, CA, and BB). Separate these cards carefully along the perforations and shuffle them thoroughly before using them. They are used to resolve gunnery combat in all versions of the game (see 3.7).

Containers

You will need two opaque containers (for example, coffee cups) to play the game. In one container you place Action Chits (see 3.1). In the other you place Force Size markers (see 7.1), Change to Mission markers (see 18.0), and Japanese admirals (see 20.0).

A Note on Random Choices

Throughout the game you will be called on to "choose randomly" when several alternatives are possible. The idea is to assign an equal die roll probability to each alternative and then to roll the die to determine which alternative is chosen. For example, if you had to choose randomly between two ships, you might select odd numbers for the first ship and even numbers for the second; if you rolled a 6, you would select the second ship. In another case, if there were three ships to decide among, you might assign "1 through 3" to the first, "4 through 6" to the second, and "7 through 9" to the third; if you roll a 10 in this case, you would roll the die again until you get another result. You can use whatever system suits you best, as long as equal die roll ranges are assigned to each selection.

2.4 Playing Pieces

As the US commander, you control all US ships (and the Australian heavy cruiser Canberra). The game system controls the Japanese ships and hidden forces. Countersheet 1 contains all ship counters and hidden forces; Countersheets 2 and 3 contain the game information markers.

Each ship counter represents an individual ship. Hidden force markers indicate groups of ships whose composition has not yet been determined. The game information markers are divided up among US markers used only by US ships, Japanese markers used only by Japanese ships, and neutral markers used by both sides.

Summary of Counter Types: Battleship (BB), Heavy Cruiser (CA), Light Cruiser (CL), Destroyer (DD), Hidden Force, Convoy.

Summary of US Markers: Admiral / Replacement Task Force Commander (front and back); Formations (Task Force, Task Group, Desron); US Reference Ship; Orders (60° Turn Port/Starboard, 120° Turn Port/Starboard, S-Turn Port/Starboard, Countermarch Port/Starboard, Columnwise, Ahead); Column Turn.

Note: The Ahead Order marker is used only in the two-player version (see 22.3).

Summary of Japanese Markers: Admiral / Replacement Task Force Commander (Abe, Hashimoto, Kondo, Kimura, and others); Formations; Japanese Reference Ship; Orders (60° Turn Port/Starboard, About Port/Starboard, Columnwise, 120° Turn Port/Starboard, S-Turn Port/Starboard, Countermarch Port/Starboard, Ahead); Column Turn; Force Size; Change to Mission; Sinking; Fire; Fired Torpedo; Immediate Fire; Japanese Mission Compass markers ("T" Compass and "B" Compass for Deployment Zones 6 and 8); Exited 1 Game Turn and Exited 2 Game Turns; Illumination (Illuminating Ship and Target Ship).

Note: The 120° Turn, S-Turn, Countermarch, and Ahead markers are used only in the two-player version (see 22.3).

Summary of Neutral Markers: Undetected/Detection 1st Step and Undetected/Detection 2nd Step; Fire Allocation (Attacker and Target); Speed markers 1 through 6; Current Combat Step / Damage Level markers (Current Step 1 / Damage 1, Current Step 2 / Damage 2, Current Step 3 / Damage 3); Game Turn marker; Phase marker; Segment marker.

Note: The Game Turn marker is used on the Game Turn Track printed on the map. The back of this marker says "+10" and is used in scenarios that extend beyond 10 Game Turns. The Phase and Segment markers are used on the Sequence of Play Track on Card #8 in the Standard Game.

Action Chits: US Detection Segment, Japanese Detection Segment, Combat Segment, and Blank Chits.

Random Event Markers: Japanese Float Planes, US Float Planes, Circuit Breaker Tripped, Formation TBS Failure, Radar Failure, Ship Radar Failure, No Combat, No Gunnery.

Sample Ship Counter

The front (Unfired) side of a ship counter shows the Stern Primary Battery value, the Secondary Battery value, the Bow Primary Battery value, the ship's silhouette, its name, its type and Speed, and the bow indicator with Port ("P") and Starboard ("S") direction indicators.

Note: Each ship has a Fired and Unfired side. It begins each Game Turn on its Unfired side and is flipped over to the Fired side, with the starburst, after performing combat. The values printed on both sides are identical.

Sample Hidden Force Counter

A hidden force counter shows the hidden force identification number plus the bow indicator with Port and Starboard indicators.

Note: A hidden force has an "F" inside the bow indicator arrow to indicate that it has attacked. Also, the bow indicator arrow is a different color on the Fired side.

Sample Force Size Marker

A Force Size marker shows the Force Size value (the number of ships) and the Torpedo Salvo value (the torpedo ammunition value).

Sample Admiral Counters

A US Admiral counter shows the admiral's name, his Detection value, and, where applicable, a Destroyer (DD) Admiral indicator. A Japanese Admiral counter shows the admiral's name, his Detection value, and his Torpedo modifier.

Basic Game

Heavy and Light Ships: In descending order of weight and power, the four ship types in the game are: Battleship (BB), Heavy Cruiser (CA), Light Cruiser (CL), and Destroyer (DD). Battleships and heavy cruisers are "heavy ships"; light cruisers and destroyers are "light ships."

In the Standard Game, Japanese hidden forces with Force Size markers of 1 or 2 are considered light ship formations. Hidden forces with Force Size markers of 3 or more are considered heavy ship formations.

Headings and Arcs: The bow of each ship must point to a hexside at all times, and the ship's heading is the direction in which the bow points. The heading also determines the ship's four arcs for fire: bow arc, stern arc, and two broadside arcs (port and starboard). A ship can bring its weapons to bear only in certain arcs. Note that the hex the ship occupies is considered part of both broadside arcs.

A ship turns when it changes its heading. A 60° Turn means the ship turns through one hexside in the direction indicated (port or starboard); a 120° Turn means it turns through two hexsides; and a 180° Turn means it turns through three hexsides, reversing its heading.

Direction Arrows: The bow of each ship has arrows and the letters "P" (port) and "S" (starboard) to help you determine in which direction the ship turns when performing maneuvers.

Primary Batteries: Each ship has stern and bow primary battery values, which are used in resolving gunnery combat. Note that some Japanese light cruisers have the letter "L" next to these values in a colored block to indicate that their gunnery combat is resolved with the "Light" Gunnery Card deck.

Speed: A ship's Speed determines how many hexes it moves during a Game Turn and in which Movement Phases (see 3.4). The number printed on the counter is the ship's maximum Speed, which may be reduced as it takes damage (see 3.8). A formation's maximum Speed is the maximum Speed of the slowest ship in it. A ship never has to move at its maximum Speed and can be assigned any Speed from 1 to its current maximum Speed.

Historical and Ahistorical Ships: The ship counters of each side are divided into historical and ahistorical ships. The historical ships were available to take part in the battles around Guadalcanal; the ahistorical ships were either available at the time, but not present at the battles, or were introduced into service after the time in which the game takes place.

Advanced Game

Secondary Batteries: Battleships and heavy cruisers have Secondary Battery values, which are used only in the Advanced Game (see 21.6). Note that Japanese battleships have the letters "CL" next to this value to indicate that their gunnery combat is resolved with the "CL" Gunnery Card deck. A secondary battery is mounted on each side of the ship and can fire into that broadside arc.

2.5 Game Abbreviations

The following abbreviations are used in the game:

Surface Units

  • BB: Battleship
  • CA: Heavy Cruiser
  • CL: Light Cruiser
  • DD: Destroyer
  • DMS: Destroyer Minesweeper
  • L: Light Guns

Compasses

  • N: North
  • NE: Northeast
  • NW: Northwest
  • S: South
  • SE: Southeast
  • SW: Southwest
  • P: Port
  • S: Starboard

Admirals — United States

  • Ainswrth: Rear Admiral Walden L. Ainsworth
  • Burke: Captain Arleigh A. Burke
  • Callahan: Rear Admiral Daniel J. Callaghan
  • Lee: Rear Admiral Willis A. Lee
  • Merrill: Rear Admiral Anson S. Merrill
  • Moosbrg: Commander Frederick Moosbrugger
  • Scott: Rear Admiral Norman Scott
  • Wright: Rear Admiral Carleton H. Wright
  • Walker: Captain Frank R. Walker

Admirals — Japan

  • Abe: Admiral Hiroaki Abe
  • Goto: Admiral Nobutake Goto
  • Hashmot: Admiral Shintaro Hashimoto
  • Izaki: Rear Admiral S. Izaki
  • Kimura: Rear Admiral Masanori Kimura
  • Kondo: Rear Admiral Aritomo Kondo
  • Mikawa: Rear Admiral Gunichi Mikawa
  • Tanaka: Rear Admiral Raizo Tanaka

Miscellaneous

  • Atk: Attacker
  • Change Missn: Change to Mission
  • Circuit Break: Circuit Breaker
  • Curr Step: Current Combat Step
  • Detect: Detection
  • DET: Detection Value
  • Form Radar Fail: Formation Radar Failure
  • Fired Torp: Fired Torpedo
  • Hashmot: Hashimoto
  • Illum: Illumination
  • Immed Fire: Immediate Fire
  • Japan Detect: Japanese Detection Segment
  • M: Main Body
  • Nr Sh: Number of Ships Value
  • Ref Ship: Reference Ship
  • S: Screen
  • Segmt: Segment
  • Ship Radar Fail: Ship Radar Failure
  • Sink: Sinking
  • Strbd: Starboard
  • Tar: Target
  • TBS: Talk Between Ships
  • TFC Repl: Task Force Commander Replacement
  • TLim: Torpedo Ammunition Limit
  • TMod: Torpedo Modifier
  • Torp: Torpedo
  • TSal: Torpedo Salvo Limit
  • Undet: Undetected
  • US Detect: US Detection Segment
  • VP: Victory Point

Ship Names

Only ships whose names are abbreviated on counters are listed below.

Japanese (Historical) — Battleships (BB): Kirshma: Kirishima. Heavy Cruisers (CA): Furutak: Furutaka; Kinugas: Kinugasa. Destroyers (DD): Amatkaz: Amatsukaze; Harusam: Harusame; Hatsyuk: Hatsuyuki; Ikazuch: Ikazuchi; Kawakaz: Kawakaze; Kurosho: Kuroshio; Makinam: Makinami; Murasam: Murasame; Naganam: Naganami; Samidar: Samidare; Shiknam: Shikinami; Suzukaz: Suzukaze; Teruzuk: Teruzuki; Yukikaz: Yukikaze.

Japanese (Ahistorical) — Light Cruiser: Kitakam: Kitakami. Destroyers: Hamakaz: Hamakaze; Hatskaz: Hatsukaze; Kazgumo: Kazagumo; Matskaz: Matsukaze; Mikazuk: Mikazuki; Minazuk: Minazuki; Shimkaz: Shimakaze; Smotsuk: Shimotsuki.

United States (Historical) — Battleships (BB): So Dakt: South Dakota. Heavy Cruisers (CA): Canbera: Canberra; Minnpls: Minneapolis; N Orlns: New Orleans; Northtn: Northampton; Penscol: Pensacola; Portlnd: Portland; S L Cty: Salt Lake City; Sn Fran: San Francisco; Vincens: Vincennes. Light Cruisers (CL): Honlulu: Honolulu. Destroyers (DD): Fletchr: Fletcher; O'Banon: O'Bannon; Pattrsn: Patterson; RTalbt: Ralph Talbot.

United States (Ahistorical) — Battleships: Califrn: California; Missour: Missouri. Destroyers: AM Smr: Allen M. Sumner; Merdith: Meredith; Southrd: Southard; Selfrdg: Selfridge; Woodwth: Woodworth.

2.6 Game Concepts

Admirals and Flagships: A ship with an admiral aboard is called a flagship. Flagships are important for controlling movement. The admiral in control of the US fleet (you, the player) is the Task Force Commander. If this commander is ever killed or retired from play, a replacement Task Force Commander takes his place.

Arcs: Ships can fire their guns and torpedoes only into certain arcs. There are four arcs: bow, stern, port broadside, and starboard broadside.

Battle Movement: Japanese formations that engage US ships use Battle Movement, which controls the headings of the ships and the orders they receive. Headings and orders are issued via the Battle Movement Display.

Columns: In the Standard Game ship formations can move in columns and perform maneuvers columnwise.

Contact: A Japanese formation is in contact if there is a detected US ship within Visual Tracking Range of any ship in the formation. An out-of-contact Japanese formation moves in the same way as a hidden force.

Detection: In the Basic Game, all ships are considered detected. In the Standard Game, an enemy ship must be detected before it can be attacked. Detection is done by two methods: visual (both sides) and radar (the US only). The Detection Range is the maximum distance in hexes that enemy vessels can be spotted, either by lookouts or by radar. Both the US and the Japanese can attempt visual detection, and the distance at which they can see the enemy depends upon the lighting condition of the scenario. The US, if it possesses radar, may use it to detect Japanese formations and hidden forces, and the range depends upon the radar type at the date of the battle. Note that maximum Detection Range is usually greater than the maximum Tracking Range (see below).

Die: All die rolls in the game use the 10-sided die. In almost all cases, a roll of "0" is read as "10," not as "0." (The one exception is during random event generation; see 19.0.)

Enemy and Friendly: All Japanese forces are friendly to each other and enemy to all US units. Likewise, all US (and Australian) units are friendly to each other and enemy to all Japanese units.

Fire Direction: An enemy vessel that is within Fire Direction Range can be attacked by gunnery or torpedo combat. The range is the maximum distance at which lookouts can detect the fall of shells or hits by torpedoes, either visually (both sides) or by radar (the US only). In the Standard Game, the Visual Fire Direction Range equals the Visual Tracking Range (see below) and depends upon the lighting condition of the scenario. For the US, the Radar Fire Direction Range is always 7 hexes (which is not the same as the Radar Tracking Range).

Formations: All ships move and detect in groups called formations. All ships in a formation must have the same heading and Order marker.

Freedom of Action: US ships in different formations from the Task Force Commander's flagship will sometimes not carry out the orders given them. The Freedom of Action procedure determines if such a formation will carry out the order originally assigned it or will perform a different order. In the two-player version, both US and Japanese ships may move by Freedom of Action.

Gunnery Combat: In the Basic Game, ships can attack the enemy with their primary batteries. This form of combat is resolved using the four Gunnery Card decks. In the Advanced Game, ships may use their secondary batteries in gunnery.

Hidden Forces: In the Standard Game, the Japanese fleet enters the map as hidden forces. Each hidden force is a formation. The composition of the hidden force is not known until it is successfully detected, it performs combat, or it is close to its mission zone.

Maneuvers: Maneuvers are the way formations carry out orders they have been assigned. A maneuver consists of movement and turns.

Mission Movement: In the Standard Game, Japanese formations and hidden forces use Mission Movement until in contact with US ships. They switch to Battle Movement to engage in combat and may switch back to Mission Movement to complete their missions.

Missions: In the Standard Game, the Japanese undertake three primary missions: bombardment, US transport attack, and supply. The success of these missions gives the Japanese Victory Points.

Orders: At the beginning of each Game Turn, you assign orders to US and Japanese formations. An order determines what maneuvers the formation will make. A formation with no Order marker is considered to have an Ahead order. In the Basic Game, all turns by ships in a formation are performed simultaneously; in the Standard Game, ships in columns may perform maneuvers columnwise.

Random Events: In the Advanced Game, the unexpected may happen to either side. These random events are generated several times during each Game Turn.

Retirement: In the Standard Game, ships that have been damaged may leave the map by using Retirement Movement.

Stacking: In the Basic Game, friendly and enemy ships can occupy the same hex without effect. The US does face restrictions about entering occupied hexes, however. In the Standard Game, a collision may occur when a hex contains three or more ships.

Torpedo Combat: In the Basic Game, ships can attack the enemy with torpedo salvos. This form of combat is resolved using the Torpedo Table. In the Standard Game, Japanese hidden forces can also make Surprise Torpedo Attacks, which are usually more devastating than regular torpedo attacks. Also, some Japanese ships are allowed to reload torpedoes.

Tracking Range: The distance at which enemy vessels may be detected initially (the Detection Range; see above) often differs from the distance at which his position can be absolutely ascertained. The Tracking Range is the distance that lookouts or radar can keep enemy vessels in sight. The Visual Tracking Range may be used by both sides and is equal to the Fire Direction Range (see above). Because the US used different types of radar for detection and for directing gunfire, the Radar Tracking Range differs significantly from the Radar Fire Direction Range. Note that the maximum Tracking Range is often shorter than maximum Detection Range.

Victory: Victory is quantified by Victory Points, which are awarded to both sides for damaging and sinking enemy ships and to the Japanese for performing missions. In the Scenario Generation System, Victory Point modifiers apply to US Victory Points based on the conditions of the scenario.

Withdrawal: In the Standard Game, the Japanese may decide to withdraw from combat, even if they have not completed their missions, after receiving too much damage.

3.0 Basic Game Rules

This booklet contains rules you will need to know to play the Basic Scenario (see 3.9). After you have read these rules and played this version of the game several times, return to the Standard Rules Booklet and begin reading those rules.

3.1 Sequence of Play

Tokyo Express is played in Game Turns, each of which is composed of a specific number of Phases. A Phase may in turn be composed of a number of Segments. When playing the game, you must observe the order of the Phases and Segments in strict accordance.

In a Game Turn, you plan your moves and determine the Japanese moves during the Preparation Stage. During the Activity Stage, you execute all moves one hex at a time. At a randomly determined time in this Stage, torpedo and gunnery combat occur between sides. During the Terminal Stage, you determine what ships are sunk and prepare all ships for the next turn.

Preparation Stage

A. Action Chit Phase: Place the Combat Action Chit and five blank Action Chits into the cup or container.

B. US Formation Phase: Group US ships into formations and assign Speed markers to them.

C. US Movement Orders Phase: Assign an order to each US formation by choosing its maneuver.

D. US Freedom of Action Phase: Determine Freedom of Action for each US formation that has no admiral. Change the order for the formation as required.

E. Japanese Formation Phase: Group Japanese ships into formations and assign Speed markers to them.

F. First Japanese Movement Orders Phase: All headings for Japanese formations are assigned via the Battle Movement Display and Order markers are assigned. A Japanese formation that makes a 180° turn because of the display has its Speed marker reduced by 1.

Activity Stage

G. First Movement Phase

  1. US Movement Segment: Each US ship moves the number of hexes (0, 1, or 2) indicated by the Movement Chart. Before or after (not both), a formation may make any turn permitted by its order.
  2. Japanese Movement Segment: Each Japanese ship moves the number of hexes (0, 1, or 2) indicated by the Movement Chart. A formation with an About order makes a turn after moving. After a formation with a 60° Turn order has moved, make a die roll to determine whether or not it turns.
  3. Action Chit Draw Segment: Draw 1 Action chit from the container. If the chit is blank, proceed to the next phase. If the Combat chit is drawn, the Combat Segment occurs.

H. Second Movement Phase: This phase is identical to the First Movement Phase.

I. Third Movement Phase: Identical to the First Movement Phase.

J. Second Japanese Movement Orders Phase: Japanese formations again receive orders for Battle Movement. Existing formation groupings remain in effect. A Japanese formation that makes a 180° turn because of the Battle Movement Display has its Speed marker reduced by 1.

K. Fourth Movement Phase: This phase is identical to the First Movement Phase.

L. Fifth Movement Phase: Identical to the First Movement Phase.

M. Sixth Movement Phase: Identical to the First Movement Phase.

Terminal Stage

N. Damage Effects Phase: Record on each ship's log any Speed change caused by damage. Remove sinking ships from play.

O. Counter Adjustment Phase: All ships are flipped over to their Unfired sides. Remove all Formation markers from the map.

P. End of Turn Phase: If the game is now over, check Victory Conditions. If the game continues, move the Game Turn marker one space along the Game Turn Track and begin the next Game Turn.

Action Chits

Action chits determine when combat occurs during the Activity Stage (and in the Standard and Advanced Games when detection occurs). There are 18 chits: one US Detection, one Japanese Detection, one Combat, and 15 blank chits.

In the Basic Scenario, only 6 Action chits are used: the Combat and 5 blank chits. During the Action Chit Phase at the beginning of the Preparation Stage, place these 6 chits in the container.

Note: In the Standard and Advanced Games, all 18 Action chits are placed in the container at this time (see 4.2).

In the Action Chit Draw Segment of each of the six Movement Phases, you draw one chit from the cup without looking. You draw this chit even if no ships moved in the phase. The chit is placed aside after being picked and is not returned to the container until the Action Chit Phase in the Preparation Stage of the next Game Turn.

When a blank chit is drawn, you do nothing. When the Combat chit is drawn, the Combat Segment occurs. In the Beginning Scenario, combat occurs only during this phase — when the Combat chit is drawn. The procedure for resolving combat is explained in sections 3.5 through 3.7. Damage is explained in section 3.8.

3.2 Formations

Ships of both sides move and are detected in groups, called formations. A formation can consist of one, two, or any number of ships. During each side's Formation Phase, you arrange its ships into formations. These formations remain in effect until the next Game Turn.

Headings

The direction in which its bow points determines a ship's heading. A ship must always have its bow pointed towards a hexside. Ships that point to the same hexside have the same heading.

Example of Headings: In the illustration Blue, Lardner, South Dakota, Walke, and Chicago all have the same heading, since they all point to the same hexside. Likewise, Portland and Cushing have the same heading.

Japanese Formation Groupings

In the Japanese Formation Phase, you organize Japanese ships into formations, following these restrictions:

  1. There are three possible compositions for formations:

    • BB's, CA's, and CL's together
    • CL's and DD's together
    • DD's only

    You must group CL's with DD's whenever possible. If a CL cannot be grouped with DD's, it can then be grouped with heavier ships (BB's and CA's). DD's can never be grouped with BB's and CA's.

  2. If a formation contains more than one ship, each ship must be within 2 hexes of some other ship in the group. Each ship in the formation does not have to be within 2 hexes of every other ship in the group, just one ship.

  3. Each formation must be as large as possible, subject to the two restrictions above. (Thus, it is possible for two separate formations to move into close proximity during a Game Turn and then be combined into one larger formation in the next Game Turn.)

You begin creating formations by selecting any Japanese ship and simply grouping as many ships as possible into formation with it, following the above guidelines. Then you select another Japanese ship which is not in the first formation and repeat the procedure. Continue forming formations until every Japanese ship has been placed in some formation.

The headings of the ships (see above) are not taken into account when forming formations. Only the types of ships and proximity to one another are important.

Single ships can also be formations.

Note: In the Standard Game, retiring ships can never belong to the same formation as non-retiring ships (see 11.0).

Heavy and Light Ship Formations. A Japanese formation that contains any BB's or CA's is a heavy ship formation. (This designation holds even if the formation contains a CL, which is a light ship.) A formation composed entirely of DD's and/or CL's is a light ship formation. This distinction is important when determining movement.

Formation Markers

Each side has several sets of Formation markers which can be used to distinguish formations. Japanese markers bear the names of Japanese officers (Abe, Goto, Kimura, Kondo, Hashimoto); US markers bear task force (Task Force 64), task group (Task Group 67.4, Task Group 64.2), and formation (Desron 12) designations.

To help you remember which ships belong to which designations, place the same Formation markers on groups of ships in the same formation. You do not have to place a marker on each ship, only on those ships which you might otherwise confuse with other formations.

US Formation Groupings

You have much more freedom in forming US formations. Ships of any type may be grouped into the same formation.

Forming US Formations. US ships are grouped into formations during the US Formation Phase of the Preparation Stage. US ships may be formed into formations any way you wish, provided that the following two restrictions are met:

  • Ships grouped into the same formation must all have the same heading.
  • If the formation contains more than one ship, each ship must be within 2 hexes of some other ship in the same formation. Each ship need not be within 2 hexes of every other ship in the formation, just one other ship.

It is not mandatory to group all US ships within 2 hexes of each other into the same formation. Indeed, you could form any number of formations from US ships within 2 hexes of each other, as long as the two restrictions given above are obeyed.

Differences Between Japanese and US Formations

Note the following differences between Japanese and US formation groupings:

  • Unlike the Japanese, US CA's and BB's can belong to the same US formation with DD's and CL's.
  • There is no requirement to make US formations as large as possible. US ships within 2 hexes of one another do not have to belong to the same formation.
  • US ships can belong to the same formation only if they have the same heading when the formation is formed.

Formation Speed

To keep formation, ships must move at a common speed, called the "formation speed."

During the Preparation Stage, each formation is assigned a Speed, which is the number of hexes the ships in the formation can move during the six Movement Phases. Once assigned, this Speed normally does not change for the rest of the Game Turn, even if ships are damaged by combat. (A formation making a 180° turn immediately has its Speed reduced by 1.)

Printed on each ship is its Speed value (4, 5, 6, or 7). A ship cannot be assigned a Speed higher than this printed value. If a ship becomes damaged from combat, its Speed is reduced at the end of the Game Turn (see 3.8).

Assigning Speeds. During the US Formation Phase, you assign a Speed to each US formation. You can assign any Speed up to, but not exceeding, the current maximum Speed of the slowest ship in the formation.

During the Japanese Formation Phase, each Japanese formation is assigned a Speed. The Speed is always equal to the current maximum Speed of the slowest ship in the formation.

Speed Markers. Speed markers are used to record a formation's Speed. Determine the lowest Speed of any ship in a formation and place a Speed marker with the corresponding value on any ship in the formation. The marker remains at this value for the remainder of the Game Turn.

Speed markers are numbered from 1 to 6. If all ships in a formation have a Speed of 7, you do not place a Speed marker on that formation.

Note: Once you become more familiar with the game, you do not have to assign markers to all formations. If all ships in a formation have the same maximum Speed, you do not have to place a marker on this group.

Distances Between Formations

Later rules will refer to "the distance from one formation to another" or "one formation moving closer to another." The distance from one formation to another is the smallest number of hexes from any one ship in the first formation and any one ship in the second formation. A formation "moves closer to" or "moves toward" another if it moves so that this distance decreases.

Example of Japanese Formations: In the illustration, the following ships can form one Japanese formation: Hiei (BB), Kako (CA), Aoba (CA), and Sendai (CL). They are all BB's, CA's, and CL's and are within two hexes of another ship in the formation. The destroyers Yunagi and Kagero form a second formation, because they are both DD's and within two hexes of each other. The destroyer Fubuki is a third formation because it is more than two hexes from Kagero; even though it is within two hexes of the formation containing Sendai and Aoba, it cannot join that formation because DD's can only form formations with CL's or other DD's.

Example of Formation Speed: In the illustration, the five US ships are grouped into the same formation; none of the ships is damaged. Gwin, Duncan, and Laffey have a maximum Speed of 7; Juneau has a maximum Speed of 6; Washington has a maximum Speed of 5. The formation is assigned a Speed of 5, which is equal to the slowest ship in the formation, Washington. Note that the formation could also be assigned a lower Speed than 5 (to a minimum of 1).

Example of US Formations: In the illustration, these US ships can belong to the same formation: Blue (DD), Lardner (DD), South Dakota (BB), and Walke (DD). They all have the same heading and are all within 2 hexes of another ship in the formation. Note that it is not mandatory for these ships to belong to the same formation. Portland (CA), Cushing (DD), and Chicago (CA) must each be a separate formation. Even though Portland and Cushing have the same heading, they are 3 hexes apart. Chicago does not have the same heading as Cushing and is 3 hexes from Walke, so it must be its own formation.

3.3 Movement Orders

In Tokyo Express, you are restricted as to how you can move US ships. You must issue orders to your formations, selecting from a predefined collection of possible "maneuvers." The formations then follow these maneuvers throughout the Game Turn. Thus, anticipation and advanced planning are essential. Japanese maneuvers are assigned by the Battle Movement Display.

US Orders and Maneuvers

In the US Movement Orders Phase of the Preparation Stage, you issue an order to each formation. Each order broadly defines what the formation will do. However, each order still leaves you some freedom to choose the exact path of movement during the six Movement Phases. Each US formation receives only one order per Game Turn, and that order constrains its movement throughout the turn.

When you issue an order to a US formation, you specify both the maneuver to execute (from the list below) and the direction (port or starboard). All ships of a formation must carry out the same maneuver.

Note: In the Standard Game, you also decide for formations in column whether they will execute their maneuver simultaneously or columnwise at this time (see 5.1).

There are five possible maneuvers you can select for US formations:

  • Ahead
  • 60° Turn
  • 120° Turn
  • Countermarch
  • S-Turn

Each maneuver except Ahead can be executed either to starboard (clockwise) or to port (counterclockwise). Note that ship counters have an "S" with an arrow and a "P" with an arrow at the front (bow) to indicate the direction of turns.

To give an order, place one Order marker on any ship in the formation. Each marker indicates the maneuver and the direction (for example, "S-Turn Port"). If a formation is assigned an Ahead order, it receives no marker; thus, a formation without an Order marker is assumed to have an Ahead order.

Note: The Ahead markers provided in the countermix are used in the two-player version of the game (see 22.3).

Restrictions to US Movement. The choice of maneuver determines what turns, if any, a formation may make during the Game Turn. Any formation with an Order marker that requires one or more turns must make the appropriate turns sometime during the Game Turn. However, you have your choice as to the Movement Phases in which these turns are made. In a given Movement Phase, a required turn can be made either at the beginning or at the end of the phase. The descriptions below explain when a ship turns during the Movement Phases.

After all required turns have been executed by a formation, remove the Order marker. The formation continues to move straight ahead for the remainder of the Game Turn.

Description of US Maneuvers

Ships are allowed to move only during specific Movement Phases, based on formation Speed (see 3.4). In the description of maneuvers below, an "allowable" Movement Phase is defined as one in which a ship can move.

Ahead: The formation must move ahead in a straight line from hex to adjacent hex during the Movement Phases in which it moves. No turns are permitted.

60° Turn: During one allowable Movement Phase, the ships in the formation make a 60° turn in the direction ordered (port or starboard). Each ship's counter is turned to face the next adjacent hexside, depending on the direction of the turn. All ships in the formation must make the turn at the same time.

120° Turn: During one allowable Movement Phase, the formation makes a 120° turn in the direction ordered (port or starboard). Each ship's counter is turned to face a hexside two away from its original heading, depending on the direction of the turn. This maneuver is executed during a single Movement Phase, at the beginning or end. The ships cannot turn 60° at the beginning of a phase and then 60° at the end. All ships in a formation must make the turn at the same time.

Countermarch: The purpose of this order is to reverse a formation's heading. During each of three allowable Movement Phases, all ships in a formation make three 60° turns in the direction ordered (port or starboard). The three phases in which the formation turns do not have to be consecutive; however, all ships must make the turns at the same time. The following restrictions apply to this maneuver:

  • A formation with a Speed of 1 cannot perform this maneuver.
  • A formation with a Speed of 2 can perform this maneuver, but it makes only two 60° turns in two allowable Movement Phases. The third turn is ignored. In effect, it makes a 120° turn over two phases.
  • A formation with a Speed of 3 or more cannot make a 60° turn in one phase and then a 120° turn in another phase. It must make three separate turns in three Movement Phases.

S-Turn: An S-Turn allows a formation steaming parallel to the enemy to close the range while ending up with its broadsides still bearing. During one allowable Movement Phase, the formation makes its first 60° turn in the direction ordered (port or starboard); in a subsequent Movement Phase, it makes a second 60° turn in the opposite direction. Thus, in an S-Turn Port maneuver, a formation would make its first turn 60° to port (counterclockwise) and its second turn 60° to starboard (clockwise); in an S-Turn Starboard maneuver, it would make its first turn 60° to starboard and its second turn 60° to port. The following restrictions apply to this maneuver:

  • A formation with a Speed of 1 cannot perform this maneuver.
  • No 120° turns are ever allowed.

Simultaneous Maneuvers

In the Basic Scenario, all maneuvers are performed at the same time, or simultaneously, with each ship in the formation turning at the same instant. Each turn can be made before or after the formation moves in a Movement Phase, but the ships must turn at the same time: either all before they move or all after they move.

Note: In the Standard Game, formations in column can also perform maneuvers columnwise (see 5.1).

Example of 60° Turn: The US DD Ralph Talbot in hex 2635 (Speed of 7) is the only ship in a formation; it possesses a 60° Turn Starboard marker. If it turns at the beginning of the First Movement Phase before moving, it would follow path A, ending in hex 2834; if it turns at the end of the phase after moving, it would follow path B, ending in hex 2633. (Note that it moves two hexes in the First Movement Phase because of its Speed of 7.) The illustration also shows it turning at the beginning of the Third Movement Phase (path C), ending in hex 2732, and at the end of the phase (path D), ending in hex 2631; and turning at the beginning of the Fifth Movement Phase (path E), ending in hex 2730, and at the end of the phase (path F), ending in hex 2629.

Example of 120° Turn: The US CA Minneapolis possesses a 120° Turn Port marker and performs its maneuver at the beginning of the current Movement Phase. It must turn and move as shown in path A; it cannot turn as shown in path B because it must make the complete turn at the beginning or end of the phase.

Example of Countermarch: The single and double lines indicate two possible paths Barton could follow in carrying out a Countermarch order. In the first path, Barton turns at the end of the First, Second, and Third Movement Phases. In the second path, Barton turns at the end of the Third, Fifth, and Sixth Movement Phases.

Example of S-Turn: A US formation (Northampton and Sterett) has a Speed of 6 and possesses an S-Turn Starboard marker. In the First Movement Phase, both ships move forward one hex and turn starboard one hexside. In the Second and Third Movement Phases, they continue ahead. In the Fourth Movement Phase, they both turn one hexside to port and then move ahead. During the last two Movement Phases, they continue moving forward.

US Freedom of Action

In the Basic Game, an admiral is assigned to a flagship in one formation. The presence of the admiral gives you complete control over that formation; whatever order you assign the formation is carried out with no problem.

A formation without the admiral might not carry out the order assigned to it. After assigning orders to US formations, you must determine Freedom of Action for each formation without the admiral during the US Freedom of Action Phase. You roll for each of these formations on the US Freedom of Action Table, and you may be required to change the Order markers assigned to them.

Note: In the Standard Game, US admirals also aid in detection (see 12.1). Japanese admirals are used only in the Advanced Game (see 20.0) and two-player version (see 22.1).

Determining Freedom of Orders. For each formation without the admiral, follow the procedure outlined below:

  1. Select the formation that must be checked.
  2. Determine any modifier that applies to the formation (see below). Roll the die and apply the modifier. The result is your modified die roll.
  3. Refer to the US Freedom of Action Table on Card #1. Cross-reference your modified die roll with the column corresponding to the number of ships in the formation. The table indicates whether or not you must change the order you have assigned to the formation.
  4. If there is a change to orders, remove the Order marker on the formation and replace it, if necessary, with a new marker.

Modifiers to the US Freedom of Action Table. If all ships in a formation are within 10 hexes of the admiral's flagship (the range of the TBS radio used for tactical coordination), there is no modifier for distance. If all ships in a formation are 11 or more hexes away from the flagship, subtract 2 from the die roll. If some, but not all, of the ships in the formation are 11 or more hexes away from the flagship, subtract 1 from the die roll. Note that only one modifier will apply per formation based on its distance from the flagship.

Note: In the Standard Game, the US Cohesion Level may also modify US Freedom of Action die rolls (see 5.2).

Results of the US Freedom of Action Table. The results of the table will have a formation either keep its current order or change it.

  • –: No effect. The formation retains its current order.
  • A: Ahead. Remove the current Order marker; the formation will perform an Ahead order this Game Turn. If the formation is already assigned an Ahead order, it receives a Countermarch order instead; place a Countermarch marker on it. You have your choice as to the direction (port or starboard) it will turn.
  • C: Countermarch. Remove the current Order marker, if necessary, and place a Countermarch marker on the formation. You have the choice as to the direction (port or starboard) it will turn. If the formation currently possesses a Countermarch marker, it receives an Ahead order instead.

If the placement of the new Order marker would cause the formation to leave the map, ignore that order and treat the die roll as no effect.

Note: In the Standard Game, there are additional results and other restrictions to the Freedom of Action Table (see 5.2).

Death of the US Admiral. If the admiral's flagship sinks, he dies. Starting on the Game Turn after the death of the US admiral, you must check Freedom of Action for all US formations on the map. Subtract 2 from all die rolls on the US Freedom of Action Table.

Example of US Freedom of Action: A US formation consists of two DD's, one 10 hexes away from the US flagship and the other 11 hexes away. The formation was assigned a Countermarch order to port. You must determine Freedom of Action for this formation because it has no admiral. Since one of the DD's is within 10 hexes of the flagship, one is subtracted from the die roll. Assume that you roll the die and obtain a 6. The modified die roll is 5 (6 – 1 = 5). Checking the US Freedom of Action Table under the "2" heading (the number of ships in the formation), the result is "–"; thus, there is no change to the formation's order. Now assume that you roll a 3. The modified die roll is 2. Checking the table, you find a result of "A." The formation's Countermarch marker is removed and it is assigned an Ahead order for the current Game Turn (the lack of a marker on the formation indicates an Ahead order). Note that if the formation had been assigned an Ahead order, the order would be changed to a Countermarch order instead; you would decide the direction for the formation (port or starboard) when you place the Countermarch marker on it.

Japanese Movement Orders

Orders for Japanese formations are determined twice in a Game Turn, during the First and Second Japanese Movement Orders Phases. In the Basic Game, Japanese formations use Battle Movement only (in the Standard Game, they also use Mission Movement; see 5.3). As with US formations, orders are assigned to the Japanese by formation. Each formation must receive an order.

Japanese orders, like US orders, specify three possible maneuvers that a formation will execute: Ahead, 60° Turn, and About. Unlike US orders, however, each Japanese order completely defines the formation's movement for the three subsequent Movement Phases; you make no decisions as to when the Japanese will turn.

Note: The Japanese Ahead, S-Turn, 120° Turn, and Countermarch markers are used only in the two-player version (see 22.1).

Battle Movement

The position of the closest US formation determines the Battle Movement order assigned to a Japanese formation. You pick one ship from each side — the reference ships — to represent formations when assigning Japanese orders.

Procedure for Battle Movement. To assign an order to a formation using Battle Movement, use the following procedure:

  1. Determine Principal US Threat: The principal threat is the closest US formation to the Japanese formation for which you are determining movement.

    • If several US formations are equally close, the formation which has more ships in it is the principal threat. If there is still a choice, the principal threat is the formation which contains the heaviest ship type in this order: BB's first, then CA's, then CL's, then DD's. If there is still a choice, select one of the US formations randomly.
    • Disregard individual US DD's unless there is no other US formation within 10 hexes of any Japanese formation. If no other US formation is within 10 hexes, use the closest individual DD as the principal threat.

    Notes: In the Basic Game, this 10-hex range is the Japanese Visual Tracking Range (see 3.5); in the Standard Game, you use the Visual Tracking Range to determine the principal US threat. It is very important that the Japanese disregard individual DD's. Otherwise, you could distract them in a highly unrealistic way by offering them single destroyers as bait. You could still try to bait the Japanese with larger ships or with two destroyers, but such a tactic will prove expensive.

  2. Determine Reference Ships: For each Japanese formation, locate the ship which is closest to any US ship in the principal threat formation. This is the Japanese reference ship. (If more than one ship is eligible, select one randomly.) The US reference ship is the one closest to the Japanese reference ship. (If more than one ship is eligible, select one randomly.) Place the US and Japanese Reference Ship markers on these ships to help you keep track of the two reference ships. Sinking ships can be used as reference ships by either side.

  3. Refer to the Battle Movement Display: Turn the Battle Movement Display so that the US reference ship on it points in the same heading as the ship on the map. Then locate the Japanese reference ship on the map in relation to the US ship. (For a complete description of the Battle Movement Display, see below.)

  4. Assign Headings and Orders: Roll the die and consult the Battle Movement Display. The display indicates the direction in which the Japanese formation is immediately turned and the order it receives. Every ship in the Japanese formation turns to the indicated hexside. An Order marker is placed on the formation, if necessary, and the formation performs this order during the subsequent three Movement Phases.

Follow the above procedure for each Japanese formation on the map.

Restriction to Assigning Orders. In the event that an order will cause any ship of a Japanese formation to leave the mapedge, ignore the original result and roll the die again. Keep rolling until you obtain a result that allows the entire formation to remain on the map.

The Battle Movement Display

The 11-inch by 16-inch Battle Movement Display has a ship's figure printed at the center corresponding to the US reference ship (see above). The area around this figure is divided into sectors, each sector corresponding to a particular group of hexes near the US reference ship.

Each sector contains the information needed to give headings to the Japanese formations. The numbers in the red color band refer to "light ship" formations and the numbers in the blue color band refer to "heavy ship" formations; these numbers are die roll ranges. Each sector contains red (light ship) and blue (heavy ship) arrows pointing to different hexsides; the arrows determine the direction in which Japanese formations will turn. Also printed are the orders that the Japanese formations will receive (Ah: Ahead; 60°P/S: 60° Turn Port/Starboard; AbP/S: About Port/Starboard).

Note: In the Basic Game, ignore the "1" in parentheses in sectors 1, 2, 3, 10, and 11. The "1" is used in the Standard Game (see 5.3).

Light and Heavy Ship Formations. On the Battle Movement Display, the red numbers and arrows are used by light ship formations and the blue numbers and arrows by heavy ship formations.

How to Use the Battle Movement Display

  1. Orient the Battle Movement Display so that the US reference ship on the display points in the same heading as the US reference ship on the map. Determine which hex on the display corresponds to the hex on the map occupied by the Japanese reference ship. Note the sector number for this display hex.

    Note: It is important to stress that you use only the two reference ships when determining orders. Even though a given Japanese formation may contain a number of ships occupying different sectors (in relation to the US reference ship), only the Japanese reference ship counts when determining the heading and order for the whole formation.

  2. Roll the die. (In the Basic Game, if you roll a 1, roll the die again until you get any other result.) Check the Japanese reference ship's sector on the display and find the hex in the sector corresponding to the die roll result; use the red band for light ship formations and the blue band for heavy ship formations.

  3. Determine the formation's new heading. The arrow in the sector hex points to one hexside; this is the direction in which all ships in the formation will turn. Turn the Japanese reference ship on the map so that it points in this direction and remove the Reference Ship marker. As with the die roll ranges, red arrows are used by light ship formations while blue arrows are used by heavy ship formations. Using the Japanese reference ship as a guide, you now turn all ships in that formation so they face in the same direction.

  4. Determine the formation's new order. In the sector hex with the heading arrows is the order the formation receives. If the formation receives an Ahead order ("Ah"), no marker is placed on the formation. If the formation receives a 60° Turn ("60°P/S") or About ("AbP/S") order, place the appropriate marker on it (either port or starboard according to the Battle Movement Display).

You repeat this procedure for each Japanese formation on the map. Remember that the US reference ship may be different for each Japanese formation, and so you may have to perform this procedure a number of times.

180° Turns. In Step 3 of the Battle Movement Display procedure, Japanese formations may be required to make immediate 180° turns (that is, being rotated to the opposite direction through three hexsides). If this turn occurs, the formation's Speed is reduced by 1. Remove the original Speed marker on the formation and replace it with a marker one less than the original marker. It is possible for a formation to make a 180° turn in each Japanese Battle Orders Phase, in which case the Speed marker may be reduced twice. A formation can never have a Speed less than 1.

Example of the Battle Movement Display: In the first illustration, the US reference ship and Japanese reference ship are indicated by the Reference Ship markers. You orient the Battle Movement Display so that its US reference ship points in the same direction as the ship on the map. The Japanese reference ship is in sector 2 on the display while the other ships in the Japanese formation are in sectors 4 and 5. It does not matter that most of the ships are in different sectors when determining the new heading and order for the whole formation; only the reference ship in sector 2 is taken into account. The Japanese formation contains two CA's and a CL, so it is a heavy ship formation. You roll the die and get a 6; checking the blue band in sector 2 on the Battle Movement Display (for a heavy ship formation), you determine that all ships immediately turn one hexside to the left (port); rotate the Japanese reference ship on the map to this hexside and remove the marker. The formation receives a 60° Turn to starboard (60S) order. You rotate the rest of the ships in the formation to the same direction as the reference ship and place a 60° Turn Starboard marker on one of the ships, as shown in the second illustration. Now assume that the formation contains two DD's and one CL and is therefore a light ship formation; you use the red band. On a roll of 6, the formation immediately turns one hexside to the left (port), but this time it receives an About Starboard (AbS) order.

Japanese Orders

The order assigned to a Japanese formation by means of the Battle Movement Display applies during the next three Movement Phases. A formation that possesses a 60° Turn or About Order marker has its marker removed after it has completed its required turns. No marker is placed on a formation with an Ahead order.

Note: There are two Japanese Movement Orders Phases in a Game Turn, and new headings and orders are assigned via the Battle Movement Display in each Orders Phase.

Ahead: A ship in a formation with an Ahead order moves straight ahead in the direction its bow faces. It moves ahead one hex in each of the next three Movement Phases in which it is eligible to move.

60° Turns: During one of the ensuing three Movement Phases, all ships in the formation make a 60° turn in the indicated direction (port or starboard) at the same time. To determine when the formation turns, roll a die at the end of a Movement Phase. If you roll 4 or less, the formation immediately makes its turn. If the formation does not turn during the first two Movement Phases, it automatically turns at the end of the third Movement Phase (you do not have to roll the die). A formation will make this turn even if it did not move in the phase. Once the formation has made its turn, the Order marker is removed and it continues to move straight ahead until it receives a new order.

Example: During the First Japanese Movement Orders Phase, a formation with a Speed of 4 has a 60° Turn (Port) marker placed on it. During the First Movement Phase, it moves one hex and you roll the die; you roll a 2 so the formation makes its turn. You remove the Order marker. In the Second Movement Phase it moves one hex ahead; in the Third Movement Phase, it does not move or turn (because its Speed is 4). Now assume that you roll a 5 after the First Movement Phase and a 7 after the Second Movement Phase. The formation moves straight ahead in both phases and does not turn. In the Third Movement Phase, the formation does not move, but the ships are turned 60° to port even though they did not move.

About: This maneuver serves the same purpose as the Countermarch order for US formations: turning the formation around to head in the reverse direction. The ships turn only during those Movement Phases in which they actually move; if they do not move in a phase, they do not turn. All ships in the formation must turn in the direction indicated by the marker (port or starboard).

If the formation is eligible to move in a Movement Phase, it moves ahead one hex and then turns 60° in the correct direction (port or starboard). If it does not move in the phase, it does not turn. Thus, depending on its Speed, the formation may make one, two, or three turns when performing this maneuver.

Example: A formation with a Speed of 4 receives an About Port order during the First Japanese Battle Movement Phase. It is allowed to move in the first two Movement Phases but not in the third (because its Speed is 4). During each of the first two phases, it moves one hex ahead and turns 60° to port at the end of the phase. In the Third Movement Phase, it does not move and so does not turn.

3.4 Movement

Ships move during the six Movement Phases of the Activity Stage. A formation's Speed marker determines the phases in which the ships will move. You use the Movement Chart (on the Basic Game Charts and Tables Card #1) to determine when ships move. Cross-reference the formation's current Speed marker with the Movement Phase; the resulting number is how many hexes all ships in the formation move that phase.

All ships in a formation must move in a Movement Phase if the Movement Chart requires them to. You can never keep a ship from moving when it is required to by the chart. Note, however, that in the Basic Game US ships face restrictions when entering an occupied hex, which may limit their movement.

The Second Japanese Movement Orders Phase occurs between the Third and Fourth Movement Phases. If a Japanese formation makes a 180° turn in either Japanese Movement Orders Phase, its Speed marker is reduced by 1, but never below 1 (see 3.3). The Speed reduction is in effect for the remainder of the Game Turn.

Example: A US formation has a Speed marker of 7. It moves two hexes in the First Movement Phase and then one hex in the next five phases. A formation with a Speed marker of 4 moves one hex each in the First and Second Movement Phases, does not move in the Third Movement Phase, moves one hex each in the Fourth and Fifth Movement Phases, and does not move in the Sixth Movement Phase.

Terrain and Mapedges

In the Basic Game, all hexes on the map are sea. Ignore other terrain features, such as Savo Island and shoal hexes. If any ship reaches the edge of the map and is supposed to move off, move all the ships on the map a number of hexes in the same direction away from the mapedge, keeping the distances between the ships constant.

Movement Procedure

  • Ships in a formation with an Ahead order move directly into the next adjacent hex or hexes (towards which their bows are pointed) during the Movement Phases in which they are allowed to move. They can make no turns during their movement.
  • Japanese formations with 60° Turn Order markers move ahead one hex in each Movement Phase in which they are allowed to move. You roll the die at the end of the first two Movement Phases to determine if the formation makes its turn; it automatically turns at the end of the third phase if it has not done so already. When the ships turn, they are rotated to the next hexside. Note that port (P) and starboard (S) are indicated on each ship counter.
  • Japanese formations with About Order markers move ahead one hex in each eligible Movement Phase and then turn 60° in the correct direction (port or starboard) at the end of the phase. If the formation does not move in a phase, it does not turn.

US formations with Order markers requiring them to turn (60° Turn, 120° Turn, and Countermarch) can turn in any Movement Phase that you wish, subject to the following restrictions:

  1. A ship may be turned before or after it moves, but not both.
  2. A ship can never make two turns in the same hex.
  3. A ship can turn only if it is allowed to move in that phase, according to the Movement Chart.
  4. In the Basic Game, all ships in a formation must turn at the same time.

Example of Movement: A US formation with a Speed marker of 4 has a Countermarch to Port order. In the First Movement Phase, you decide to turn the ships in the formation 60° to port before moving it, and you then move the ships one hex. In the Second Movement Phase, you decide not to turn the formation, so it simply moves one hex ahead. In the Third Movement Phase, the formation cannot move, so you cannot turn it. You now have two eligible Movement Phases remaining to complete the maneuver (the Fourth and Fifth). At the end of the Fourth Movement Phase, you move the ships one hex and then turn them 60°. You cannot make two turns in the same hex, so in the Fifth Movement Phase you move the ships forward one hex and then turn them the final 60°. In the Sixth Movement Phase, the formation does not move or turn.

Entering an Occupied Hex

In the Basic Game, both friendly and enemy ships can occupy the same hex at the same time. There is no negative effect for ships of both sides occupying the same hex at the same time. Any number of Japanese ships can occupy a hex. Note that a hex may contain a number of ships having different headings.

In the Basic Game, US ships face one restriction, which may limit their movement. No more than two US ships can occupy a hex at the end of a Movement Phase. If a number of US ships are supposed to move into a hex and their movement would result in more than two ships occupying the hex at the end of the Movement Phase, then some or all of the ships must wait. In this case, the ships that cannot enter the hex do not move in this Movement Phase. Select randomly from those US ships which can enter the hex to determine which ones do. Note that those ships occupying the hex have priority over those attempting to enter.

If a ship is prevented from moving by this rule, other ships in its formation may still move normally. A ship that cannot enter an occupied hex keeps its current order and moves as a one-ship formation for the rest of the Game Turn. If the ship's maneuver requires it to turn in a phase it cannot move, it is excused from that requirement. It is possible that a ship forced to wait in one hex may cause other ships attempting to enter its hex to wait.

Note: In the Standard Game, multiple ships in the same hex may cause collisions (see 5.5).

Example of US Movement Restriction: In the Third Movement Phase, San Francisco and Quincy compose Task Group 64.2 and have a Speed of 4. Two other destroyer formations (Walke and McCalla in one hex and Aaron Ward in the other) have headings that would cause them to enter the occupied hex. All formations have Ahead orders. Since Task Group 64.2 does not move in the Third Movement Phase, the hex remains occupied. Thus, neither destroyer formation can enter the hex. They do not move in this phase. Now assume that Task Group 64.2 has a Speed of 5 and can move in the Third Movement Phase. They move forward one hex, vacating their hex. All three US destroyers are eligible to enter the hex, but only two may do so since a maximum of 2 ships can occupy a hex at the end of a Movement Phase. You determine randomly that Walke and Aaron Ward enter the hex; McCalla cannot enter the hex and remains where it is. Note that the two destroyers in the hex maintain their current headings as shown in the second illustration.

3.5 Combat

There are two types of combat: torpedo and gunnery. In the Basic Game, both forms of combat are simplified. Combat occurs only when the Combat chit is drawn from the container.

The Combat Segment

When the Combat chit is drawn, you perform the Combat Segment with all eligible ships in all formations. Japanese ships perform their attacks first, followed by US ships. The sequence of the Combat Segment is as follows:

  1. Japanese ships make torpedo attacks. Eligible Japanese ships perform their first torpedo attack. After this first attack, eligible Japanese ships which still have torpedo salvos remaining make a second torpedo attack.
  2. Japanese ships make gunnery attacks. After a ship has made all its attacks, it is flipped over to its Fired side.
  3. US ships make torpedo attacks. Eligible US ships perform their first attack. After this first attack, eligible US ships which still have salvos remaining can make a second torpedo attack.
  4. US ships make gunnery attacks. After a ship has made all its attacks, it is flipped over to its Fired side.
  5. Place or adjust Damage markers on ships. Place Sinking markers on ships. Damage inflicted during combat is applied after all combat has been resolved.

The procedure for resolving torpedo combat is described in Section 3.6. Gunnery is described in 3.7. How damage is applied is described in 3.8.

Detection and Fire Direction Ranges

A ship must be detected and within range before it can be attacked. In the Basic Game, all ships of both sides are detected at all times.

Each side has a Visual Fire Direction Range, which is the distance in hexes that crews can direct fire by eyesight. In the Basic Game, a ship can fire its guns and torpedoes at enemy ships within Visual Fire Direction Range. The Japanese have a better Visual Fire Direction Range than the US because Japanese sailors were specially trained as lookouts. The Visual Fire Direction Ranges are:

  • Japanese Visual Fire Direction Range: 10 hexes
  • US Visual Fire Direction Range: 7 hexes

Unless the line of sight is blocked, a ship can fire at any eligible enemy ship within Visual Fire Direction Range (see 3.6 and 3.7 for more details). You determine what enemy ships are within each side's Visual Fire Direction Range when the Combat chit is drawn. It is possible that some ships in an enemy formation will be within the range while others are outside it. Each ship can attack only those ships within Visual Fire Direction Range.

Do not count the hex occupied by the sighting ship when checking the Visual Fire Direction Range.

Note: In the Standard Game, the Visual Fire Direction Range is equal to the Visual Tracking Range (see 6.0). The Visual Fire Direction Range depends on the Lighting condition of the scenario (see 8.3). Also, the US may use radar to direct gunnery fire (see 9.4).

Example: The Combat chit is drawn in the Third Movement Phase. A US and Japanese formation are steaming parallel to each other. You determine the distances between ships on the map and find that two US CA's in hex 1518 are 7 hexes from the Japanese CL in hex 0818; other ships in the Japanese formation are beyond the 7 hexes of all US ships. The two US ships can attack the CL, but not any other ships in the Japanese formation. The Japanese, on the other hand, can attack all ships in the US formation, since they are within 10 hexes.

3.6 Torpedo Combat

The following rules say that an enemy ship is an eligible target if a ship can see it and can bring torpedoes to bear on it.

Targets of Torpedo Attacks

An enemy ship is an eligible target for torpedo attack if the ship making the attack meets the following requirements:

  1. The attacking ship must have an available torpedo salvo which bears on the target.
  2. The line of fire must be completely free of friendly ships in all hexes between the attacker and the target. Enemy ships do not block line of fire.
  3. The target must be within the attacker's Visual Fire Direction Range as defined by the scenario.
  4. A ship can never fire torpedoes against an enemy ship in the same hex.

If the above four requirements are met, the attacking ship can perform a torpedo attack.

Torpedo Tubes

Each ship's torpedo capability is indicated by circles to the right of the damage boxes on the Ship Log Roster. (See sample log in 2.3.) Each circle is called a salvo, which represents 3 to 5 torpedo tubes grouped together. In a torpedo attack a ship will fire one or more salvos. A ship can never fire part of a salvo.

Note: Japanese ships frequently have one or more shaded circles which represent reloads. Ignore the shaded circles in the Basic Game, since ships cannot use reloads (see 10.4).

The number to the left of the circles is the Torpedo value of the salvo; this value represents both the number of tubes on the ship and the seamanship of the crew. To the right of the circles are three letters: P (port), S (starboard), and C (center); these letters represent the "Torpedo Firing Arcs" and are explained below.

After a salvo is fired, its circle is crossed off. Each salvo can be fired only once. Torpedo salvos may be destroyed when a ship reaches Damage Level 2 or 3 (see 3.8).

Torpedo Firing Arcs

If the letter P or S appears beside salvo circles, the salvo can be fired only into the port or starboard broadside arc, as well as half the bow arc. (These are called port-side mounts and starboard-side mounts; the tubes are fixed on one side of the ship.)

Port and starboard side mounts can be fired into the bow arc, but only into that half of the bow arc on their sides. They can also fire directly through the hex column along which the ship is heading.

Port and starboard side mounts cannot both fire in the same torpedo attack. One side mount (and center mount) can fire at a target in the first attack, and then the other side mount can fire at a different target in the second attack. The targets of two torpedo attacks cannot be in the hex row along which the ship is heading.

Example of Firing Arcs: The first illustration shows the hexes into which Cushing's port salvo can be fired in its first torpedo attack: the port broadside arc, the portion of the bow arc labeled "port only," and the hex row along the ship's heading. The target of this attack is the Japanese ship labeled "A." Both the port and center mounts are used in this attack. The second illustration shows the hexes into which Cushing's starboard salvo can be fired in its second torpedo attack: the starboard broadside arc and the portion of the bow arc labeled "starboard only." It cannot fire at Japanese ship "B," because the target is in the hex row along which Cushing is heading (only one broadside mount can fire into this hex row per torpedo combat). Cushing can fire its starboard mount at Japanese ship "C" or "D."

If the letter "C" appears after the torpedo salvo circles, these salvos are center mounts. Center mount salvos can be fired into either broadside arc and into the bow arc. Center mounts can be used against any portion of the bow arc.

Torpedoes can never be fired into the stern arc.

Note: Torpedoes can be fired into the bow arc because a slight change of course makes this possible. This slight change of course enables the ship to fire either port or starboard side mounts, but not both at once — hence that restriction.

Torpedo Ranges

There are four categories for torpedo ranges:

  • Short (1 to 3 hexes)
  • Medium (4 to 7 hexes)
  • Long (8 to 11 hexes)
  • Extreme (12 to 14 hexes)

Japanese torpedoes can attack at any of these ranges (that is, up to 14 hexes maximum). US torpedoes can attack only at Short or Medium range (that is, up to 7 hexes maximum).

Line of Fire

A ship must be able to trace a line of fire to the target ship to make a torpedo attack. Lay a straightedge between the center dot of the attacker's hex and the center dot of the target's hex. The line of fire is clear if the straightedge does not pass through any hex containing a friendly ship. If the straightedge passes along a hexside, the line of fire is clear if a friendly ship occupies only one hex adjacent to the hexside. Enemy ships do not block line of fire.

Example of Line of Fire: Atago occupies hex 2326 and Nagara occupies hex 2226. Atago's line of fire is clear to Patterson (hex 2125) and Jarvis (hex 2126), but not to Honolulu (hex 2127). A straightedge between 2326 and 2127 enters 2226, containing Nagara.

Japanese Torpedo Allocation

In each Combat Segment, any Japanese ship which has an eligible target (as outlined above) will make one or more torpedo attacks. A ship can make torpedo attacks against two targets in the same Combat Segment, as long as it has salvos available. There is no reduction to the effectiveness of torpedoes for multiple attacks (unlike gunnery; see 3.7). All first attacks are assigned and resolved before second attacks are assigned.

Target Selection Procedure

You assign all Japanese torpedo attacks before resolving any of them. All ships assigned to fire against the same target have their Torpedo values added together. Target markers are used to record which ships are firing upon which targets.

The Basic Game uses a simplified procedure for torpedo combat that sacrifices some realism (restored in the Standard Game). Basically, you assign each ship to the closest target not already being attacked by two other ships. The Japanese naturally would want their ships to attack at shorter rather than longer ranges. To achieve this, you assign ships in order of their distance from US ships.

These restrictions must be kept in mind when assigning targets for Japanese torpedo attacks in the Basic Game:

  • They never fire at Extreme range.
  • They never fire at US DD's at Long range.
  • No more than two Japanese ships fire at each target. A ship will hold its fire rather than attack a target which is being attacked by two other Japanese ships.

Assigning Targets for the First Torpedo Attacks. You assign targets for Japanese ships' first torpedo attacks according to this procedure:

  1. Select the single eligible attacker closest to any US ship (whether that ship is an eligible target or not).
  2. Locate the closest US ship at which the selected Japanese ship can fire, subject to the restrictions listed above. The ship fires at that target. If there is no such target, the Japanese ship does not attack.
  3. If several targets are equally close, the ship fires at whichever target currently has fewer attackers assigned against it. In case of ties, choose targets randomly.
  4. Place Fire Allocation markers on the ships involved. An "Attack" marker goes on the Japanese ship and a "Target" marker goes on the US ship that is being attacked. The markers should have the same letter (A through Q).
  5. Repeat steps 1 through 4 until all possible torpedo attacks have been assigned. At each step, select the single, unassigned, eligible attacker closest to any US ship.

Assigning Targets for the Second Torpedo Attacks. After the first torpedo attacks have been resolved, Japanese ships with available salvos can make a second attack in the same Combat Segment. The procedure is similar to the one outlined above. The only change is in step 2. In the second torpedo attack, Japanese ships can fire only at those US ships which were not targets in the first attack. Before removing the Fire Allocation markers after resolving the first round of combat, check the Japanese ships to see if there are any eligible US targets still available. If there are, the second torpedo attack occurs. If no targets are available, Japanese ships make no further attacks.

US Torpedo Allocation

You assign torpedo attacks for US ships as you wish. Each ship can fire any or all salvos which bear. Remember that US ships can attack only at Short or Medium range. Allocate all targets, using the Fire Allocation markers, before resolving the attacks. As with Japanese ships, US ships can make a second torpedo attack if they have salvos available and there are eligible Japanese targets that have not previously been attacked.

Example of Target Allocation: Atago is closest to any US ship (Pensacola), and is assigned to fire first, against Pensacola. Samidare is next closest and could fire at either Lardner or Pensacola. Since no ship has yet been assigned against Lardner, Samidare fires at that target.

Resolving Torpedo Combat

To resolve combat, you first determine the number of salvos the attacking ship will fire and then check which salvos will be fired. Japanese ships are restricted as to the number of salvos they can fire in a round of torpedo combat, and which salvos they will fire.

Number of Salvos Japanese Ships Fire. If no other ship is participating in the attack, then a ship fires two salvos if possible. If a Japanese ship has only one salvo available, it fires that salvo.

A Japanese ship firing at Short range against a BB, CA, or CL fires two salvos if possible, even if a second ship is participating in the attack. Thus, it is possible for a US BB, CA, or CL to be attacked by a maximum of four salvos in a round of torpedo combat.

A Japanese ship will fire only one salvo if these conditions are in effect:

  • The ship is firing at greater than Short range and some other ship is participating, or
  • A second ship is participating and the target is a DD at any range.

Which Salvos to Fire.

  • Japanese: A ship will always use side mount salvos as much as possible.
  • US: You select which salvos to fire. A US ship can fire any or all salvos it can bring to bear on a target.

Torpedo Combat Procedure

The procedure given below is used to resolve torpedo combats. In each attack you carry out steps 1 through 3 individually for each attacker and then you proceed to steps 4 and 5.

  1. Determine the number of salvos to be fired and which salvos to fire (see above).
  2. Mark off in pencil the circles on each ship's log for the salvos expended.
  3. Read the Torpedo values from the ship's log and modify the values of each salvo (see below).
  4. Add the modified Torpedo values of the ships participating in the attack and refer to the Torpedo Combat Table on Card #1. There are two rows at the top of the table; the row labeled "Japan" is used to resolve Japanese attacks and the row labeled "US" is used to resolve US attacks. Find the heading in the row that corresponds to the modified Torpedo value total.
  5. Roll the die, applying modifiers (see below), and cross-reference the modified die roll with the column chosen in step 4. The results of the torpedo combat (see below) are applied.

Continue this procedure until all torpedo attacks have been resolved.

Torpedo Value Modifiers. The Torpedo value of a salvo may be modified by the range at which the attack occurs and by the position of the attacker. The following modifiers are applied to each salvo individually.

Modifier to Torpedo ValueReason
–1Attacking ship is in the target's bow arc
–1Attacking ship is in the target's stern arc
+2Japanese ship attacking at Short range (1–3 hexes)
0Japanese ship attacking at Medium range (4–7 hexes)
–1Japanese ship attacking at Long range (8–11 hexes)
0US ship attacking at Short range (1–3 hexes)
–1US ship attacking at Medium range (4–7 hexes)

The above modifiers are cumulative. If the modifiers cause a combined Japanese Torpedo value to fall below 1, the attack is cancelled (that is, treat it as an "N" result; see below). If the modifiers cause a combined US Torpedo value to fall below 2, the attack has an automatic "0" result; the torpedo salvo has no effect, but the torpedo salvo circles used for the attack are still crossed off.

US ships cannot attack at greater than Medium range. Also, no ship can attack an enemy in the same hex. Note that the Japanese cannot fire at Extreme range in the Basic Game.

Note: The first two modifiers apply when the attacking ship is in the target ship's bow or stern arc, not because the target is in the attacker's bow arc. A ship presenting its bow or stern to the attacker offers a much narrower target. Admirals faced with torpedo attacks often turned directly toward or away from the threat, so as to present a narrower target. The ideal way to make a torpedo attack was from two directions simultaneously — say at 0 and 90 degrees on the compass. Then whichever way the target turned, it would be broadside to one firer.

Torpedo Combat Die Roll Modifiers

In the Basic Game, only two modifiers may apply to the die roll, based upon the Speed of the target. These modifiers are:

Die Roll ModifierReason
+3Target's Speed is 1
+2Target's Speed is 2

Note: Other modifiers to torpedo combat are explained in the Standard Rules (see 10.2).

Effects of Torpedo Combat

There are two results on the Torpedo Combat Table: a number or the letter "N." A number result may be enhanced if the attacker fired into the target's stern arc.

The number (from 0 to 14) is the number of Damage Points inflicted on the target. Mark off a number of Damage Boxes equal to the number result on the ship's log. See Damage (3.8) for the effects of these marks.

If the attacking ship fired into the target's stern arc and receives a number result greater than 0, it has damaged the target's screws or rudder. On any numbered result of 1 or greater, you add 1 to the result. (Thus, if the result was a 2 against the target's stern, the result would be a 3.) In addition, the target's maximum Speed is reduced by 1 for the remainder of the game. Note down this Speed reduction on the target ship's log; make this mark in pencil, since the ship may continue to lose Speed from other torpedo hits in the stern. (Ships were less well protected in the stern than elsewhere.) A result of 0 remains 0, and the ship's Speed is not affected.

An "N" result applies only to Japanese ships. It indicates that the attack has been cancelled. Erase the pencil marks for the expended salvos on the log sheet. US ships treat a result of "N" as "0."

Example of Torpedo Attack: Jintsu and Asagumo will make a torpedo attack against Chicago. Both Japanese ships are firing into their port broadsides at Short Range; Jintsu has one torpedo salvo (Torpedo value of 4) and Asagumo has two torpedo salvos (each with a Torpedo value of 4). These salvos are checked off on the ships' logs. Note that if the distance had been greater than Short, each would fire only one torpedo salvo. Both ships are firing into Chicago's stern arc, so a –1 modifier applies to each salvo. However, a +2 modifier applies to each salvo for Japanese torpedo attacks at Short Range. The final combined Torpedo value is 15 (4 – 1 + 2 = 5 for each of the three salvos). There are no die roll modifiers since Chicago has a current Speed of 6. You roll a 6. Cross-referencing this result with the "12–15" column on the Torpedo Combat Table, you find a "4." Chicago receives 4 hits; since the attack was into Chicago's stern arc, the result is increased by one. You cross off 5 Damage Boxes on its ship log. In addition, Chicago's Speed is reduced by 1, so you note down a "5" on its log.

3.7 Gunnery Combat

After all torpedo combat has been resolved by a side, ships may perform gunnery combat. Once a ship has completed all gunnery combat, it is flipped to its Fired side (the side with the starburst). During the Counter Adjustment Phase of the Terminal Stage, all ships are flipped over to their Unfired sides.

Concepts Important to Gunnery Combat

Important factors to consider when performing combat are the calibers of the guns and their ranges, the requirements for a target to be attacked, the line of sight to the target, and the armament and arcs of fire of the attacking ships.

Gun Calibers. All guns on counters are divided into four calibers: Light, CL, CA, and BB. These represent calibers of approximately 5-inch, 6-inch, 8-inch, and 14- to 16-inch, respectively. All ships have primary guns at the stern and bow and some ships have secondary guns amidships.

  • BB primaries are "BB" guns.
  • CA primaries are "CA" guns.
  • CL's have "CL" guns, unless the letter "L" (in a color block) is printed next to their primary gunnery values in which case these guns are "Light." (For example, Atlanta's primary guns are "Light.")
  • DD's have "Light" guns.

Note: Most secondaries are "Light" guns, except for secondaries of Japanese battleships which are "CL" guns. (These secondaries are indicated on their counters by the letters "CL"; their secondary guns were 6-inch and similar calibers.) Secondaries are used only in the Advanced Game (see 21.6).

Ranges. There are three categories of ranges that affect gunnery combat: distance, gun range, and Visual Fire Direction Range.

The closer a ship is to its target, the more damage it will inflict with its guns. There are three distance ranges for guns:

  • Short (0 to 3 hexes)
  • Medium (4 to 7 hexes)
  • Long (8 or more hexes)

For a ship to hit a target, its guns must be able to reach the target. The maximum gun range depends upon the caliber of the guns:

CaliberMaximum Gun Range (in hexes)
Light12
CL15
CA18
BB24

A ship must also be able to see a ship to direct its fire at the enemy. A ship can fire at any enemy ship within its Visual Fire Direction Range (see 3.5).

Note: In the Standard Game, US ships also use radar direction for gunnery, based on their Radar Fire Direction Range (see 9.4).

Armament and Firing Arcs. Each ship has two primary batteries: bow and stern. BB's and CA's also have secondary batteries on each side. The Gunnery values are printed on the counters (see 2.4).

Each type of battery is limited as to the arcs into which it can fire:

  • Bow Primary: A ship's bow primary can fire into the bow arc and into the two broadside arcs. It can never fire into the stern arc.
  • Stern Primary: A ship's stern primary can fire into the stern arc and into the two broadside arcs. It can never fire into the bow arc.
  • Secondaries: A ship has two secondary batteries, one on each side. Secondaries are used only in the Advanced Game (see 21.6).

Requirements to Be a Target

For a ship to fire at a particular target, the following conditions must be in effect:

  1. The ship must be within gun range.
  2. The ship must be within Visual Fire Direction Range.
  3. The line of fire must be clear.

Line of Fire. To determine whether the line of fire is clear, lay a straightedge from the center of the attacking ship's hex to the center of the target ship's hex. If no friendly ship blocks the line of fire, the line of fire is clear and the target can be attacked.

A friendly ship blocks the line of fire if both these conditions are met:

  • The friendly ship occupies a hex through which the straightedge passes, and
  • The friendly ship is adjacent to (not stacked with) either the attacking or the target ship.

If the line of fire passes exactly along a hexside, it is blocked only if friendly ships (adjacent to either the attacking or target ship) occupy both adjoining hexes. Enemy ships do not block line of fire. Ships stacked with the attacking or target ship do not block line of fire.

Note: Shells travel on a high enough trajectory to pass over ships in all but adjacent hexes. In the Standard Game, land also blocks line of fire (see 9.1).

Stacking. Friendly ships in the same hex never interfere with line of fire. Enemy ships stacked together in a hex are separate targets and do not affect line of fire. An enemy ship in the same hex as a friendly ship can freely be attacked and does not interfere with line of fire. Only friendly ships in adjacent, intermediate hexes between the attacker and the target block line of fire.

Japanese Gunnery Allocation

After performing all eligible torpedo attacks, Japanese ships perform gunnery combat. If a Japanese ship is on its Unfired side and has a target, it is eligible to attack. Using the target selection procedure below, you assign targets for as many eligible firing ships as possible, as long as the conditions for eligibility are met. The targeting procedure may exclude certain ships from firing.

Note: The procedure for selecting targets in the Standard Game is more precise than the method in the Basic Game (see 9.2).

Select any eligible Japanese attacking ship and follow this procedure:

  1. Each Japanese ship fires at a non-sinking ship of the same weight class if possible. Thus, a BB or CA must fire against a heavy ship if one is within range; a CL or DD must fire against a light ship if possible. If no target of the appropriate weight class is possible, a ship fires at the closest non-sinking target.
  2. Among ships of the appropriate weight class, a ship fires at the closest possible target (in hexes).
  3. If there are several targets of the same weight class equally close, select an enemy that has previously not been targeted.
  4. If there is still a choice, decide randomly.
  5. Place Fire Allocation markers on the attacking and target ships. Use any "Attack" marker for the attacking ship and then place a "Target" marker with the corresponding letter on the target ship.

A Japanese ship will fire both its primaries at a target that is within either broadside arc. Otherwise, it will fire its bow primary or stern primary at a target within its bow or stern arc, respectively. If a Japanese ship fires at one target with its bow or stern battery, it will try to fire at another target with its other battery, if possible. In this case, a row shift applies when resolving the attacks (see below). A Japanese ship cannot split up a primary Gunnery value to attack two US targets.

Once you have selected all targets for all eligible Japanese ships, resolve the gunnery attacks one by one (see below).

US Gunnery Allocation

The Japanese target allocation restrictions for class weight and distance do not apply to US ships. You select which Japanese ships to attack. A US ship on its Unfired side and with a target is eligible to attack. You must allocate all US gunnery, using the Fire Allocation markers, before resolving any fire.

Division of Primary Gun Fire. You control how a US ship will fire its primaries. If you split up the primaries to fire at more than one target, there is a penalty involved. When firing at a target, you may either:

  1. Fire both primaries against one target (the target must be in one of the ship's broadside arcs). In this case, you add the two Gunnery values together and resolve the fire as one combat. You cannot attack the same target separately with each primary.
  2. Fire the bow primary against one target and the stern against another. The targets may be in the same arc or in different arcs, as long as each target is within an eligible armament arc. Each primary battery fires independently, using the Gunnery values printed on the counter. The attacks are resolved separately. A Gunnery Card row shift applies to each attack (see below).
  3. Fire one primary but not the other. No row shift applies to the attack, unless you split this one battery's fire between two targets.

Multiple Attacks. If option 2 or 3 is chosen, you may split up the fire of one primary (not both) to attack two targets. In this case, the appropriate Gunnery value is divided by 2 (round fractions down to the next whole number) and is applied to each target.

In option 2, you can split up one primary fire to attack two targets and you can also fire the other primary at a third target (the second primary cannot be split up to attack two targets).

You can never split up the combined sum of both primaries to attack two targets. If you wish to attack two targets, you must use one primary against each target or one primary against both targets.

A row shift applies if you attack two or three targets, whether you split up one battery's fire to attack two targets or use the bow battery against one target and the stern battery against another. There is no additional row shift for firing against three targets.

Note: Division of fire in most cases represents one turret's guns being used against one target and another turret's used against a different target. This method puts heavy demands on the fire control systems, hence the row shift penalty.

Resolving Gunnery Combat

Each ship's attacks are resolved individually. If a ship fires against more than one target, each fire is resolved separately. After each combat is complete, remove the Fire Allocation markers from the attacking and target ships. Flip the attacking ship to its Fired side. Damage takes effect after both sides have fired (see 3.8).

A Gunnery Card shows the attacker's gun caliber, a column of Gunnery values down its left side, and blocks of Damage Points arranged by target distance range, plus any special combat result (such as "Admiral Killed; Fire"; see 9.6).

You use the Gunnery Cards to resolve the combat. There are four decks of cards, corresponding to the four calibers of guns. You use these cards to determine the outcomes of gunnery attacks, as follows:

  1. Determine the Gunnery value applied to the attack. If both primaries are attacking the same target, you add the values for the bow and stern primaries together. If a primary is attacking only one target, you use its printed value. If one primary is firing against two targets, divide the appropriate Gunnery value by two and round down to the nearest whole number.
  2. Determine which Gunnery Deck to use, based on the gun caliber of the ship.
  3. Turn over the top card of the correct deck. In the leftmost column, locate the number that corresponds to the Gunnery value of the combat. (If the value does not exactly correspond to one of the numbers listed, use the next lower number.)
  4. Determine if any row shifts apply (see below). The row shifts may cause you to look at a row other than the initial one. You can never go higher or lower than the top or bottom row on the card.
  5. Determine the target's ship type (BB, CA, CL, or DD). There are four groups of columns. You use the group that corresponds to the target ship type, printed above the column group.
  6. Determine the distance of the attacking ship to the target ship: Short, Medium, or Long. Under each ship type listing are three columns with the initials S (Short), M (Medium), and L (Long). You use the correct column to determine the result of the attack.
  7. Cross-reference the row you are using with the correct distance column (S, M, L) under the target's ship type (BB, CA, CL, DD). There will either be a blank box (indicating no result) or a box with a number, which is the Damage Points applied to the target (see 3.8).
  8. Set the used card aside on a discard pile or place it at the bottom of the correct deck.
  9. Repeat this procedure for each gunnery attack made by each ship until all attacks have been resolved.

Note: Messages appear in the lower righthand corner on certain cards (see 9.6). These messages are ignored in the Basic Game.

Row Shifts

After locating the row corresponding to the attacking firepower on the Gunnery Card (step 3 in the procedure), you check to see if any of the following row shifts apply. If you shift "down" a row, you go to the next line down (unless you are already on the lowest row); if you shift "up" a row, you go to the next line up (unless you are already on the uppermost row). For example, from the 12 row to the 8 row would be "down," and from the 8 row to the 12 row would be "up." A shift down reduces the effect of the attack and a shift up enhances the effect.

Row shifts are cumulative. Net cumulative shifts above the uppermost row or below the lowermost row have no effect. The following row shifts apply in the Basic Game:

Row ShiftReason
Down 1A ship uses its primaries against more than one target. This shift applies to all attacks by the ship's primaries in the combat.
Down 1Attacking ship possesses a Damage 1 marker.
Down 2Attacking ship possesses a Damage 2 marker.
Down 3Attacking ship possesses a Damage 3 marker.
Up 1The target ship is in the same hex as the attacking ship.
Up 1The target ship's current Speed marker is 1, 2, or 3.

Reshuffle Cards. One card in each deck reads "Reshuffle Cards." As soon as this card is drawn, you immediately reshuffle the entire deck. Then you turn up the top card to resolve the current attack.

Example of Gunnery Combat: The US CL Boise attacks two Japanese DD's in her stern arc. Boise's stern Gunnery value is 5. The Japanese ships are two hexes away, so the Distance Range is Short. To attack two ships, Boise's stern Gunnery value is divided by two and rounded down, so each attack is worth 2. Because the fire is being split between two targets, a row shift down applies to each attack. You draw the top card from the "CL" Gunnery Deck to resolve the attack against the first Japanese DD (in this case, you draw card #6). The lowest row on the card is a "2"; even though a row shift down should be applied to the attack because of the two attacks, you cannot go lower than this row. You next check the leftmost column "S" (for Short range) under the letter "DD" (for the target ship type). There is a "1" in this box, which means the first Japanese DD takes one Damage Point. You check off one Damage Box on the Japanese log. This card is placed in the discard pile. For the second attack you draw another "CL" card (#20). Again you use row "2," checking under the "S" heading for a DD target. In this case, the box is blank, which means that the Japanese target was not hit. Note that if Atlanta had performed the attack, you would have used the "Light" card deck to resolve the combat, since Atlanta has an "L" next to each primary battery value.

3.8 Damage

Combat results are expressed in Damage Points, which as they accumulate affect a ship's speed and combat capability. As torpedo or gunnery combat is resolved, Damage Boxes on a target ship's log are crossed off if the combat result is a number of "1" or greater. When the last box on the log is crossed off, the ship sinks.

Damage Levels

All ships begin the game undamaged. As they accumulate Damage Points, you cross off Damage Boxes on the ship's log corresponding to the number of Damage Points taken in combat. You cross off starting with the leftmost box on the top row and proceeding across each row before moving down to the next row. Some boxes have numbers in them (1, 2, or 3), which are the Damage Levels. A ship reaches a new Damage Level when the box corresponding to that number is crossed off. The last box has a number in parentheses, which is the ship's maximum Speed (see below).

Damage to a ship can never be repaired.

Effects of Damage

When a ship's Damage Level increases, its Speed and combat ability are affected.

  • Damage Level 1: The ship's maximum Speed is reduced by 1. In gunnery combat there is a shift of one row down applied to all attacks.
  • Damage Level 2: The ship's maximum Speed is reduced by 2. In gunnery combat there is a shift of two rows down applied to all attacks. In addition, the ship loses one unfired torpedo salvo. If only one salvo remains, cross it off; if there are two or more salvos, select one randomly and cross it off. If no unfired salvos remain, ignore this result.
  • Damage Level 3: The ship's maximum Speed is reduced by 3. In gunnery combat there is a shift of three rows down applied to all attacks. Also, the ship loses one unfired torpedo salvo; this salvo is in addition to the salvo lost at Damage Level 2. If no unfired salvos remain, ignore this result.

Some smaller ships (DD and CL) go directly from Damage Level 1 to Damage Level 3. Such a ship loses its first unfired torpedo salvo, and only one, when it reaches Damage Level 3.

Note: In the Standard Game, you also cross off an available reload for each unfired torpedo salvo that is eliminated (see 8.4). In addition, a ship that reaches Damage Level 3 retires (see 11.1).

Ships with One Damage Box Remaining. The last Damage Box of each ship has the number 2 in parentheses. When only this box remains for a ship, its maximum Speed is 2.

Note: The US BB California has a 1 in parentheses in the last Damage Box. This is its maximum Speed when its last Damage Box is left. This ship appears only if you are using ahistorical ships in a scenario.

When Damage Takes Effect

At the instant a ship reaches a new Damage Level, place the corresponding Damage marker face-down on it. The reverse side of a Damage marker reads "Current Step" to indicate that the damage has not yet taken effect. A ship is not affected while it has a marker with the "Current Step" side showing. After all combat by both sides in the Combat Segment has been resolved, the markers are flipped over to their Damage side. Refer to the Ship Log Rosters to verify the correct Damage Levels for ships in play.

Note: In the Standard Game, there are two Attack Steps in a Combat Segment and damage taken in the first step may affect a ship's combat capabilities in the second step (see 8.1).

If the last Damage Box is crossed off, the ship sinks and a Sinking marker is placed on it. A ship with a Sinking marker is not affected during the current Combat Segment; once the segment is over, a sinking ship continues to move at its normal Speed, but it cannot perform any other actions in the Game Turn.

Damage and Sinking markers affect ships as follows:

  • In the Basic Game, destroyed torpedo salvos are marked off at the end of the Combat Segment. Note that only unused torpedo salvos are destroyed; if all torpedo salvos have been used, there is no effect. Note that all combat occurs simultaneously, so all ships fire their torpedo salvos before damage is assessed against remaining salvos.
  • The row shifts for gunnery combat take effect at the end of the Combat Segment.
  • Reduction to a ship's Speed goes into effect during the Damage Effects Phase in the Terminal Stage. Note down on the ship's log in the space provided the new maximum Speed of each ship as it is damaged. A damaged or sinking ship continues to move with its formation at the same Speed as the other ships for the remainder of the current Game Turn.
  • Sinking ships are removed during the Damage Effects Phase of the Terminal Stage. Until that time they continue to move with their formation at the same Speed as the other ships. They may still be used as reference ships during the Second Japanese Movement Orders Phase. At the end of the Combat Segment in which the Sinking marker is placed, the ship loses all capabilities other than movement.

Note: In the Standard Game, damage from combat is assessed at the end of each Attack Step in the Combat Segment (see 8.4). Reduction to a ship's Speed does not take effect until the Damage Effects Phase of the Terminal Stage, however.

3.9 Basic Scenario

The following scenario teaches you the basics of movement and combat. Play this scenario a number of times until you are familiar with the basic concepts of the game. Then return to the other Rules Book to learn the rules of the Standard Game (Sections 4.0 through 14.0).

When setting up this scenario, you randomly draw the indicated ship types for the US and Japanese and place them on the map in the hexes indicated. The scenario is played in five Game Turns, using the Sequence of Play in 3.1. Special rules that apply to this scenario are listed below. After the game is completed, you determine the Victory Points for the US and determine the winner of the game and the level of victory.

Deployment

US Forces

Ship TypePlacement Hex
DD2009
CA2109
CA2109
CA2208
DD2309
  1. The Admiral Callaghan counter is placed on one of the CA's in hex 2109. The CA is his flagship.
  2. All US ships are headed north.
  3. The US Visual Fire Direction Range is 7 hexes.

Japanese Forces

Ship TypePlacement Hex
CA0815
CA0815
CL0716
CL0716
DD0616
  1. All Japanese ships are headed south.
  2. The Japanese Visual Fire Direction Range is 10 hexes.

Game Length

The game is 5 Game Turns long.

Special Rules

  1. Only the Combat and 5 blank Action Chits are used. The other Action Chits are set aside. Draw one Action Chit at the end of each Movement Phase.
  2. All hexes are sea. Ignore all land and shoal. If a ship reaches the mapedge, slide all ships a number of hexes in the same direction towards the center of the map, keeping the distances between ships constant.
  3. Admiral Callaghan must remain stacked with the CA to which he is assigned throughout the game. His only function is to affect US Freedom of Action. If this CA is sunk, Callaghan is considered killed. In this case, all US formations must roll on the US Freedom of Action Table for the rest of the game, with 2 subtracted from each roll.

Victory Conditions

At the conclusion of the fifth Game Turn, consult the schedule below to determine how many Victory Points (VP) each side receives. Each side receives VP for damaging and sinking enemy ships.

US Victory Points for Japanese Ships

SunkDamage Level 3Damage Level 2Damage Level 1
Japanese CA8642
Japanese CL4321
Japanese DD3210

Japanese Victory Points for US Ships

SunkDamage Level 3Damage Level 2Damage Level 1
US CA6431
US DD3210

Admiral Callaghan Killed: 2 VP for the Japanese.

Add up the total number of VP received by each side and subtract the Japanese total from the US total (the result may be a negative number). Consult the schedule below to determine the winning side and its level of victory.

Total US VPWinner and Level of Victory
+11 or moreUS Substantial Victory
+1 to +10US Marginal Victory
0Draw
–1 to –10Japanese Marginal Victory
–11 or lessJapanese Substantial Victory

Example: Assume that at the end of the scenario, the US inflicted the following damage on Japanese ships: one Japanese CA sunk (8 VP); one Japanese CA with Damage 1 marker (2 VP); one Japanese CL with Damage 3 marker (3 VP); one Japanese DD sunk (3 VP). The US receives a total of 16 VP. Now assume that the Japanese inflicted the following damage on US ships: one US CA with Damage 2 marker (3 VP); two US CA's with Damage 1 marker (2 VP, 1 per ship); one US DD sunk (3 VP); one US DD with Damage 1 marker (0 VP). The Japanese receive a total of 8 VP. The Japanese VP total is subtracted from the US total for a final US VP total of +8 (16 – 8 = 8). Checking the victory schedule, you find that +8 results in a US Marginal Victory.

Optional Rule

After playing this scenario a few times, you may wish to experiment with the Standard Game rule for columns and columnwise maneuvers (see 5.1).

4.0 Standard Game Sequence of Play

The Sequence of Play for the standard version of Tokyo Express differs in many ways from the Basic Sequence in 3.1. Read through this section carefully to make sure you understand the differences between the two sequences. Note that the most important new concepts in the Standard Game are detection (6.0), Japanese hidden forces (7.0), and Japanese Mission Movement (5.3).

In a Game Turn you plan your moves and determine the Japanese moves during the Preparation Stage. During the Activity Stage, you execute all moves one hex at a time. At randomly determined times in this stage, each side attempts to detect and shoot at the enemy. During the Terminal Stage, you determine what ships have their Speeds reduced or sink, prepare all ships for the next turn, and decide if withdrawal or retirement is in effect.

Note: When first reading over the Standard Sequence of Play, ignore references to "Advanced Game." These Phases and Segments are skipped in Standard Scenarios.

4.1 Sequence of Play

Japanese Hidden Force Activity Stage (Game Turn 1 only)

A. Hidden Force Movement Phase: Place Japanese hidden forces scheduled to arrive on the map at their arrival hexes. These Japanese hidden forces move 6 hexes forward. All US ships on the map do nothing during this phase. No Action Chits are drawn, and so no detection or combat can occur.

If a scenario begins with Japanese hidden forces already set up on the map, this stage is skipped, and you begin with the Preparation Stage of Game Turn 2.

Preparation Stage (Game Turn 2 and after)

B. Action Chit Phase: Place the 18 Action Chits into the container.

C. Japanese Re-entry Phase: Japanese ships that have completed missions off-map are placed at re-entry hexes. They use Retirement Movement for the remainder of the game.

D. US Formation Phase: If surprise is in effect against the US, determine if US ships are released by die roll (only in Game Turn 2, if necessary). Once the US is released, group US ships into formations and assign Speed markers to them. Any US replacement Task Force Commander due to arrive this turn is assigned to a flagship.

Note: If surprise is not in effect against the US, you do not roll for US release. In this case, US ships are grouped into formation and assigned Speed markers. US release automatically occurs on Game Turn 3. A US formation cannot be assigned a Speed greater than 6 until the Game Turn after a US ship has detected a Japanese formation or hidden force. If the US has not been released, US ships are not grouped into formations and assigned Speeds (see 6.3).

E. US Movement Orders Phase: Assign an order to each US formation by choosing its maneuver and deciding whether the maneuver will be simultaneous or columnwise.

Note: If the US has not been released, skip this phase.

F. Freedom of Action Phase: Determine Freedom of Action for each US formation that has no admiral. Change orders for the formation as required.

Note: If the US has not been released, skip this phase.

G. Japanese Hidden Forces Placement Phase: Place any Japanese hidden forces that arrive this Game Turn at arrival hexes on the map.

H. Japanese Formation Phase: Group Japanese ships into formations and assign Speed markers to them.

I. First Japanese Movement Orders Phase

  1. Mission Movement Orders Segment: Each out-of-contact Japanese formation and each hidden force which has only 1 or 2 US vessels within Visual Tracking Range uses Mission Movement. Determine the heading for each formation and hidden force by using the Mission Movement Compass. Place Order markers on the formations and hidden forces. Note: Hidden forces just appearing on the map in Phase G, above, ignore this phase.
  2. Battle Movement Orders Segment: All Japanese formations and hidden forces not using Mission or Retirement Movement are positioned for Battle Movement. Place Order markers on the formations and hidden forces and determine whether they will maneuver simultaneously or columnwise. Note: Japanese ships and formations using Retirement Movement are never assigned Order markers.

J. Random Event Phase (Advanced Game only): Any Random Event markers currently on the map are removed. Generate the number of random events specified for the scenario.

Activity Stage

K. First Movement Phase

  1. US Movement Segment: Each US ship moves the number of hexes (0, 1, or 2) indicated by the Movement Chart. Before or after (not both), a formation may make any turn permitted by its order. Emergency Turns are made to avoid land/shoal. Note: The US does not move until released (see 6.4). Retiring US ships move after all other ships (see 11.1).
  2. Japanese Movement Segment: Each Japanese ship or hidden force moves the number of hexes (0, 1, or 2) indicated by the Movement Chart. A formation with an About order makes a turn after moving. Make any necessary die rolls for formations having 60° Turn orders, after they have moved. Emergency Turns are made to avoid collisions with friendly ships, land/shoal, and mapedges. Note: Retiring Japanese ships and formations move after all other ships.
  3. Collision Segment: Resolve possible collisions wherever 3 or more ships occupy the same hex.
  4. Action Chit Draw Segment: Draw 3 Action chits from the container. If all three chits are blanks, proceed to the next phase. If a Detection chit is drawn, that side receives its Detection Segment. If the Combat chit is drawn, the Combat Segment occurs.

L. Second Movement Phase: This phase is identical to the First Movement Phase.

M. Third Movement Phase: Identical to the First Movement Phase.

N. Second Japanese Movement Orders Phase

  1. Mission Movement Orders Segment: Formations which used Battle Movement in the first three Movement Phases and are now eligible to use Mission Movement receive orders. Formations that used Mission Movement in the first three Movement Phases and continue to meet the conditions for using it do not receive new orders. Existing formation groupings remain in effect.
  2. Battle Movement Orders Segment: Japanese formations using Battle Movement again receive orders. Existing formation groupings remain in effect.

O. Fourth Movement Phase: This phase is identical to the First Movement Phase.

P. Fifth Movement Phase: Identical to the First Movement Phase.

Q. Sixth Movement Phase: Identical to the First Movement Phase.

Terminal Stage

R. Fire Phase: Resolve effects of fires for all ships, both on and off the map.

S. Damage Effects Phase: Note down changes to Speed due to damage on the Ship Log Rosters. Remove sinking ships from play.

T. Counter Adjustment Phase: All ships are flipped over to their Unfired sides. Remove all Formation and Order markers from the map. Remove Column Turn markers that are no longer needed.

U. Retirement Phase: Any ships which have reached Damage Level 3 in this turn are henceforth retiring. If the US Task Force Commander's ship is retiring or has been sunk, a US replacement Task Force Commander may be assigned to arrive in two Game Turns.

V. Japanese Withdrawal Phase: Check to see if the Japanese will withdraw.

W. End of Turn Phase: Determine if any Japanese ships have performed supply missions and record Victory Points for them. Place Exited markers on Japanese ships that exited the map and adjust Exited markers on ships already off the map. If the game is now over, check Victory Conditions. If the game continues, move the Game Turn marker one space along the Game Turn Track and begin the next Game Turn.

4.2 Detection and Combat Segments

The Action chits determine at which times detection and combat occur. The standard game uses all 18 chits: one US Detection, one Japanese Detection, one Combat, and 15 blanks. During the Action Chit Phase at the beginning of the Preparation Stage, place all 18 chits in the container.

In the Action Chit Draw Segment of each Movement Phase, you blindly draw three chits from the cup. The chits are placed aside after being picked and are not returned to the container until the Action Chit Phase of the next Game Turn.

When a blank chit is drawn, you do nothing. When a Detection chit is drawn, that side receives a Detection Segment. When the Combat chit is drawn, the Combat Segment occurs. Note that combat may also occur during Detection Segments.

In the event that you draw more than one non-blank chit in the same Action Chit Draw Segment, activities must occur in the following order:

  • Japanese Detection
  • US Detection
  • Combat

Note: Once you have drawn the Combat and two Detection chits, you may ignore the Action Chit Draw Segments for the rest of the Game Turn.

Detection Segment

The full details for detecting enemy ships are given in 6.0. When the Detection chit is drawn, you use the following sequence to resolve Detection attempts:

  1. Random Event Step (Advanced Game only): If this is the US Detection Segment, generate the number of random events specified by the scenario.
  2. Detection Status Step: Check to see if enemy ships become undetected.
  3. Detection Attempt Step: Each formation can make two detection attempts against enemy formations. If a Japanese hidden force has been detected, it is deployed on the map into a ship formation.
  4. Immediate Fire Step: Ships whose formations have received "I" (Immediate Fire) detection results may perform combat.

Note: The combat in step 4 is in addition to combat that occurs when the Combat chit is drawn.

Combat Segment

The full details of combat are explained in 8.1. The following sequence is used to resolve combat:

  1. Random Event Step (Advanced Game only): Generate the number of random events specified by the scenario.
  2. First Attack Step: US ships may illuminate Japanese ships. The Japanese make their attacks first, in the following order: torpedo attacks; surprise torpedo attacks; gunnery combat. The US makes its attacks second, in the following order: torpedo attacks; gunnery combat. After all combat has been resolved in this step, Damage markers are placed on ships or adjusted, and Sinking markers are placed on ships. Note: Ships with Damage markers continue to move at their original Speeds for the remainder of the Game Turn, and ships with Sinking markers remain on the map until the Damage Effects Phase of the Terminal Stage.
  3. Second Attack Step: Identical to the First Attack Step.
  4. Reload Step: Japanese ships may reload torpedoes.
  5. Detection Step: Formations may become detected.

5.0 Formations, Orders, and Movement

The information about orders and movement in the Basic Game applies in the Standard Game as well unless noted in the following sections. All orders are performed simultaneously in the Basic Game, but in the Standard Game, formations in column can also perform maneuvers columnwise.

Battle Movement Procedure: There are a few minor differences in the Battle Movement procedure in the Standard Game (see 3.3). The following procedure is used by each Japanese formation and hidden force:

  1. Determine Principal US Threat: Examine each detected US formation that has any ship within Visual Tracking Range of any ship in a Japanese formation. The principal threat is the closest such US formation.
    • Disregard individual DD's if there are any other detected formations within Visual Tracking Range. If no other detected formation is within this range, use the closest detected individual DD as the principal threat.
    • If several US formations are equally close, select the principal threat in this order: first, the formation which has more ships, then the formation containing the heaviest ships, and finally select randomly if there is still a choice.
  2. Determine Reference Ships: For each Japanese formation, locate the ship (the reference ship) closest to any US ship in the principal threat formation. Select randomly in case of ties. Place Reference Ship markers on the US and Japanese ships.
  3. Refer to the Battle Movement Display: Locate the sector on the display for the Japanese reference ship.
  4. Assign Headings and Orders: Roll the die and consult the display to determine the formation's new heading and the order it receives. Turn the ships to the new heading (except column formations; see 5.1) and place an Order marker, if necessary.

Note: The Japanese Visual Tracking Range depends upon the Lighting condition of the scenario and is less than the Visual Detection Range, the maximum distance at which enemy vessels may be detected (see 6.0).

US Movement Restrictions: US ships cannot be grouped into formations or move until released (see 6.3). US ships and formations cannot be assigned a Speed marker greater than 6 until the Game Turn after a Japanese formation or hidden force has been detected. US vessels can be assigned a Speed lower than 6 before the Japanese are detected.

5.1 Column Formations

Columnwise maneuvers resemble a column of men marching one after another, each turning off at the same appointed spot on the ground. A column of ships traces its path across the sea, each ship following the one in front of it and performing the same turns in the same spot one ship at a time.

Columns

A column is a chain of ships, each one following the ship in front and being followed by a ship behind. The first ship heading the column is the lead ship. Each column is its own formation. To form a column, follow these steps:

  1. Determine which ship will be the lead ship of the column.
  2. For a ship to be part of the column, it must meet one of these requirements:
    • Another ship of the column must be either in the hex directly in front of it or two hexes directly in front of it, or
    • The ship must have a Column Turn marker in the hex in front of it, and another ship of the column must be in the hex the marker points toward.

If either of these conditions is met, the ship is considered to be following another ship in the column formation. Two or more ships in the same hex, heading in the same direction, are eligible to join a column.

Ships in parallel hexrows cannot combine in the same column.

Note that in the Basic Game the headings of Japanese ships are not taken into account when forming formations; to form columns, however, the headings for Japanese ships must be taken into account (see the requirements under step 2, above).

Column Turn Markers: These markers act as connectors, linking ships that form a column. They are used to note the turns that must be made by ships as the column moves across the map. When the lead ship turns in a hex, a Column Turn marker is placed in it. Every other ship in the column must turn in this hex, following the lead ship. When forming a column, place Column Turn markers as necessary in those hexes where ships will have to turn to keep following the column.

When placing a Column Turn marker on the map, orient it so that one arrow points in the direction from which the lead ship entered the hex to perform its turn and the other arrow points in the direction of the lead ship's new heading after making the turn. The markers have 60° and 120° turns.

A Column Turn marker remains on the map, from Game Turn to Game Turn, until all ships in the column have completed their turns in the hex the marker occupies. The marker is removed after the last ship in the column completes its turn in the hex.

If the ships in two hexes point toward the same ship of a column and meet the requirements to join the column, only ships in one hex can join the column; both groups of ships cannot turn in the same hex to join the column. (For the Japanese you would make a non-column formation instead; see below.)

During the US Formation Phase, you decide which ships will compose a column; during the Japanese Formation Phase, you assign ships to columns as described below.

A column may pick up additional ships while it moves across the map. As long as the additional ships meet the requirements to join the column during a Formation Phase, they may be added to the column.

Japanese Columns: When you group Japanese ships into formations (see 3.2), you make each formation as large as possible. At each step of the process, you examine all possible formations — column and otherwise — and form the largest possible. Thus, each Japanese column will always contain as many ships as possible.

Example of Forming Column Formation: In the first illustration, Gwin and Benham already belong to a column, which is indicated by the Column Turn marker that was placed on the map in the last Game Turn. In the current US Formation Phase, you can have either Barton or Preston join the column. All four ships cannot belong to the same column because Barton and Preston both point at Benham. If Preston becomes part of the column, place a Column Turn marker in Benham's hex to indicate that Preston must turn 60° to starboard in this hex (as well as in the next adjacent hex). If Barton is assigned to the column, do not place any Column Turn marker in Benham's hex. O'Bannon cannot join the column because it is parallel to Barton and Benham. Now assume that Gwin and Benham were not a column in the previous Game Turn (and therefore the Column Turn marker is not present). In this case, a column could be formed either with Benham and Barton or with Benham and Preston. The three ships could not all join in one column. Also, neither Gwin nor O'Bannon could join the column. In the second illustration, Atlanta, Sterett, and Maury belong to a column. During the US Formation Phase, you determine that Juneau or Ralph Talbot could join the column because the ships meet the requirements to join the column. You decide to have Juneau join the column and so place a Column Turn marker in Maury's hex. You cannot have Ralph Talbot join the column because both it and Juneau point at Maury.

Columnwise Maneuvers

Columns have the special ability to execute maneuvers columnwise. In general, this means that the ships turn one after another in the same hexes, following the ship in front. The entire column thus moves like a snake or caterpillar across the map. Columns can perform any maneuver allowed to their side, and any maneuver can be performed columnwise.

If all ships in a column start a maneuver with the same heading, they can perform it simultaneously or columnwise. If any ship in a column has a different heading from another ship in the column (because of previous turns, for example), the whole column must perform its maneuver columnwise.

For a column of US ships, you decide when assigning orders whether it will move simultaneously or columnwise. Japanese ships will choose between simultaneous and columnwise as described below.

A Columnwise marker is placed on the lead ship of the column if the formation is performing its maneuver columnwise. After assigning an Order marker to a column, place a Columnwise marker on the lead ship. The absence of the marker means the column will perform its maneuver simultaneously. When a maneuver is performed columnwise, every ship in the column makes the same turns in the same hexes. The lead ship determines in which hexes the rest of the column will turn. Each time the lead ship makes a turn, place a Column Turn marker in the hex to indicate what turn was made. When the rest of the ships in the column enter this hex, they must turn in the same direction, following the lead ship's turns.

Note: When a column performs a maneuver simultaneously, all ships in the formation turn in the same direction at the same time, the same as for a non-column formation. Thus, when a US formation performs an S-turn to port simultaneously, the ships all turn 60° to port at the same time during one Movement Phase and then make their second turn 60° to starboard at the same time during the subsequent phase. If you wish to perform a simultaneous maneuver with a US formation, there is no point in forming a column.

Columns may take more than one Game Turn to complete all the turns made by the lead ship. Note that a ship in a column may be required to make a number of different turns in a Game Turn to maintain its position in a column; the column's Speed is not reduced if any ship must make three or more turns in a Game Turn.

Japanese Columnwise Maneuvers

Both Mission Movement and Battle Movement can be executed columnwise.

Mission Movement: Columns always perform Mission Movement columnwise and only the lead ship turns as dictated by the Mission Heading Compass (see 5.3). The ships then move ahead, each ship turning in the lead ship's original hex.

Battle Movement: After determining the US principal threat and the reference ships for both formations, you must determine whether the Japanese column will perform its maneuver simultaneously or columnwise. The column will maneuver columnwise only if one of these three conditions is met:

  • Not all ships in the column have the same heading; or
  • All ships in the column have the same heading, and the lead ship of the column has some ship of the US principal threat formation in its bow arc at the time the maneuver is determined; or
  • All ships in the column have the same heading, and the last ship of the column has some ship of the US principal threat formation in its stern arc at the time the maneuver is determined.

If either the second or third case is true, the first or last ship becomes the Japanese reference ship and the column will make its maneuver columnwise. If none of the three cases is true, the column will perform its maneuver simultaneously.

If the maneuver is columnwise, only the lead ship of the column turns to the hexside indicated by the Battle Movement Display. You use the sector on the display occupied by the Japanese reference ship — whether it be the lead ship, the last ship, or any ship in between — to determine the heading for the lead ship. Place a Column Turn marker in the lead ship's hex to indicate the direction the column will turn, and place a Columnwise marker on the lead ship.

If a maneuver is performed simultaneously, all ships in the column assume the heading of the reference ship as indicated by the Battle Movement Display. In this case, it is possible that the formation will no longer be a column.

During each Japanese Formation Phase, you examine the situation for each Japanese column formation to determine: first, if it remains a column and continues to perform its maneuvers as a column, and second, if the column performs its maneuver simultaneously or columnwise. As long as the formation continues performing maneuvers columnwise, it continues to make its required turns as a column.

180° Turns: If the Battle Movement Display calls for a Japanese column to make a 180° turn, all ships in the column reverse their headings. The last ship in the column now becomes the lead ship and the rest of the column follows its heading. The column continues to execute its maneuvers columnwise, turning in the hexes containing Column Turn markers according to the arrows on the markers.

As with any formation making a 180° turn, the column's Speed is reduced by 1. Place a new Speed marker on the column for the rest of the Game Turn.

Note: If such a turn would place land or shoal terrain or the mapedge immediately in front of the new lead ship, the column does not make the 180° turn (see 5.4).

Example of Column Movement: A US column with a Speed of 6 and composed of Boise, Quincy, and Buchanan is assigned a 120° Turn (Port); the Order marker is placed on Boise, the lead ship. During the Fourth Movement Phase, Boise makes its turn after moving. A Column Turn marker is placed in its hex. The other ships in the column must make this same turn in the hex after entering it. The first illustration shows the positions of the ships at the end of the Sixth Movement Phase; note that Buchanan has not yet begun its 120° turn. During the next Game Turn, the column is assigned a 60° Turn (Port). Boise moves ahead one hex and makes this turn during the First Movement Phase, and a Column Turn marker is placed in its hex. In this same phase, Buchanan must turn 60° in the hex it enters to keep in column. During the Third Movement Phase it makes another 60° turn (Port) to remain in column as shown in the second illustration.

Example of Japanese Columnwise Maneuver: Assume that Task Group 64.2 (Salt Lake City and Monssen) is the principal threat for both Japanese columns shown. Myoko has the US ships in its bow arc, and so Myoko's column will maneuver columnwise. Furutaka's column will perform its maneuver simultaneously.

5.2 Freedom of Action Table

Freedom of Action in the Standard Game is determined as in the Basic Game (see 3.3). However, use the Freedom of Action Table on Card #2.

There are several differences between the two tables. The die roll modifier for US Cohesion Level is determined by scenario (see 15.0 and 16.1). Also the results on the Freedom of Action Table are slightly different, as explained below.

You do not roll on the Freedom of Action Table for a US formation that has an admiral assigned to it. The formation follows the order you assign it normally no matter how far it is from the flagship, as long as the admiral is not killed.

Note: In the two-player version, both players use the Freedom of Action Table (see 22.3).

Freedom of Action Table Die Roll Modifiers

When rolling on the Freedom of Action Table, the following modifiers apply in the Standard Game:

  • US Cohesion Level: Each scenario specifies a US Cohesion Level. Apply this modifier when rolling for US formations on the Freedom of Action Table.
  • US Task Force Commander: If all ships in a US formation are 11 or more hexes from the Task Force Commander's flagship, a –2 die roll modifier applies. If some ships in the formation are within 10 hexes of the Task Force Commander's flagship while others are 11 or more hexes away, a –1 die roll modifier applies.

Freedom of Action Table Results

  • –: No effect. The formation retains its current Order marker.
  • A: Ahead. The formation must be given an Ahead order. A column performs this maneuver columnwise. Exceptions: If the formation already has an Ahead order, treat this result as a "C" (Countermarch). If any Japanese ship is within 3 hexes of any ship in the US formation, treat this result as an "R" (Retirement Movement).
  • C: Countermarch. The formation must be given a Countermarch order. A column performs this maneuver columnwise (note that the lead ship remains the same). You select whether the turn will be to port or starboard. Exception: If the formation already possesses a Countermarch order, treat this result as "A" (Ahead).
  • R: Retirement Movement. All ships in the formation move during this Game Turn only according to the rules for Retirement Movement (see 11.0). Note that there is no marker for this type of movement.

General Exceptions: If a result from the Freedom of Action Table would cause any ship in the formation to enter a land or shoal hex during the First Movement Phase, treat this result as "–" (no effect).

A ship can never leave the map because of a result from the Freedom of Action Table. If a result causes any ship in a formation to head in a direction that takes it off the map, check the distance from the ship to the last hex of the mapedge. If the formation's Speed does not cause the ship to exit the map, the formation follows the result from the table. If the formation's Speed would cause the ship to exit the map, treat this as another result. Do not use a result that would move any ship off the map. The order of preference for the new result is: "A" (Ahead), "C" (Countermarch), "–" (no effect).

5.3 Japanese Mission Movement

In the Basic Game, all Japanese ships use Battle Movement. In the Standard Game, they can also use Mission Movement and will do so until they come in contact with US forces.

Formations may receive orders twice in a Game Turn: during the First and Second Japanese Movement Orders Phases.

  • In the First Japanese Movement Orders Phase, every Japanese formation is issued an order.
  • In the Second Japanese Movement Orders Phase, formations that used Mission Movement in the first phase and that meet the requirements to continue using this movement keep their existing orders. Formations that used Mission Movement in the first phase and that now meet the requirements for Battle Movement in the second phase receive new orders. All formations that used Battle Movement in the first phase receive new orders in the second phase; it is possible that these formations will now use Mission Movement.

Mission Movement

A Japanese formation uses Mission Movement when it is not in contact with a substantial US threat. A formation uses Mission Movement if:

  • There are no detected US ships within Visual Tracking Range of any ship in the Japanese formation (the formation is considered out of contact), or
  • It is required to change to Mission Movement when using the Battle Movement procedure, or
  • It is a Japanese hidden force and has 0, 1, or 2 detected US ships within its Visual Tracking Range.

Note: It is possible for US formations to be detected and yet not be within the Japanese Visual Tracking Range (see 6.0). Only US ships within Japanese Visual Tracking Range are taken into account when determining the type of movement Japanese formations will use.

During the Mission Movement Orders Segment of each Japanese Movement Orders Phase, check all Japanese formations on the map. Each formation can use either type of movement in either phase. In the Second Japanese Movement Orders Phase, a formation that used Mission Movement in the first three Movement Phases and that again meets the criterion to use Mission Movement does not receive new orders; its current orders do not change. All other formations receive new orders in the Second Japanese Movement Orders Phase.

When a Japanese formation uses Battle Movement, the Battle Movement procedure may dictate that the formation use Mission Movement (see below) in which case a Mission Movement order is assigned it.

Mission Movement Procedure

A Japanese formation using Mission Movement always receives an Ahead order. You must determine if it will change direction before moving, according to the zone it occupies.

Zones: The map is divided into eleven zones (Movement Heading Zones). Each zone has its own identity number and a Mission Heading Compass. The red arrows and numbers are used in Mission Movement and determine changes in heading before moving ahead. The red numbers are die roll ranges.

Note: The yellow die roll ranges and arrows of the Mission Heading Compass are used by Japanese ships using Retirement Movement (see 11.2).

Zones 6 and 8 (both labeled Japanese Deployment Zone) have two Mission Heading Compasses. Only one of these zones is used in a scenario. These compasses are explained more fully under Japanese Missions (see 13.0).

To determine the direction a formation will take, follow these steps:

  1. For a ship formation, determine the lowest-numbered zone that any ship occupies.
  2. Roll the die (no modifiers apply to this roll).
  3. Consult the red Mission Heading Compass in the zone. Check the various die roll ranges around the Mission Heading Compass. Whatever the die result you rolled, you immediately turn all ships in the formation (except columns, see below) to the same heading as the corresponding arrow.
  4. If the formation makes a 60° or 120° turn from the die roll, there is no further effect. If the formation makes a 180° turn, its Speed marker is immediately reduced by 1, and for the rest of the Game Turn it moves at this reduced Speed.
  5. The formation receives an Ahead order and will move in the eligible Movement Phases as described in 3.4 of the Basic Rules.

Column Formations: If a Japanese column makes a 180° turn due to the above procedure, all ships in the column reverse direction. The last ship now becomes the lead ship. In addition, the column has its Speed marker reduced by 1 (but never to less than 1).

On a turn result of 60° or 120°, only the lead ship's heading is changed. Place a Column Turn marker in its hex, pointing in the direction the lead ship will move. The rest of the column does not change direction until the ships enter this hex.

No matter what direction the column turns to, it receives an Ahead order.

Land and Shoal Hexes: If any ship in the formation would be forced to move into either a land or shoal hex in the next Movement Phase, ignore the first die roll. Roll the die again until you obtain a different heading for the formation.

Example: A Japanese non-column formation with a Speed of 5 is heading NE and has ships in zones 2, 3, and 10. Zone 2 is the lowest-numbered and so its Mission Heading Compass is used. You roll a 5 for the formation. Checking the compass for zone 2, you find that all ships are to make a 60° turn to starboard (to head SE). However, the hexes immediately in front of the ships in zones 2 and 3 are blocked by Savo Island. You roll the die again and obtain a 9. According to the Mission Heading Compass in zone 2, the ships make 180° turns, heading SW. You replace the Speed marker of 5 with a 4. The formation receives an Ahead order.

Example of Mission Movement: A Japanese formation composed of four ships occupies hexes in zones 11 and 2. It is currently heading SE and is out of contact with all US ships, so it will be assigned Mission Movement. The lowest numbered zone occupied by a ship in the formation is 2, so you use this Mission Heading Compass. You roll a 2. Checking the compass in zone 2, you see that all ships are immediately turned one hexside to port (a 60° turn to head NE). The formation receives an Ahead order.

Using Mission Movement as a Result of Battle Movement

The Battle Movement procedure may, instead of assigning an order directly, dictate that a formation be assigned an order by Mission Movement. The number and closeness of detected US ships and the zone which the Japanese formation occupies are determining factors. You calculate a die roll "Threshold value" and compare it to the Battle Movement die roll.

Note: Detected US formations beyond the Japanese Visual Tracking Range are not taken into account.

If the reference ships for the US and Japanese formations are within 3 hexes of each other during a Movement Orders Phase, the Japanese formation will always use Battle Movement. You do not have to determine the Threshold value for the formation. Note that if you roll a 1 on the Battle Movement Display, you use the "1" in brackets to determine the Japanese formation's heading and order.

If the two reference ships are 4 or more hexes apart, you must determine the current Threshold value for the Japanese formation. The higher the Threshold value, the more likely the formation will continue to use or change to Mission Movement. You roll the die on the Battle Movement Display and compare the result with the Threshold value.

To determine the Threshold value for a Japanese formation:

  • You begin with a value of 1.
  • Add 3 to the value if the US and Japanese reference ships are 11 or more hexes apart. Do not count the hex occupied by the Japanese reference ship when determining distance.
  • Add 2 to the value if any ship in the Japanese formation is within 10 hexes of the Supply Zone (zone 9 on the map) or the southeast edge of the map (hexes 1001 through 2601). The 10-hex range is noted by a purple Mission Boundary line on the map.
  • Add 2 to the value if the number of ships in the Japanese formation is at least 3 times the total number of detected US ships within Visual Tracking Range. (Remember that all ships in a US formation are detected, even if some ships are beyond the Visual Tracking Range.)

Note: A Japanese hidden force uses the Number of Ships value on its Force Size marker to determine this last addition to the Threshold value (see 7.1). If the hidden force has no Force Size marker, ignore the last modifier.

Once you have determined the combined Threshold value for the Japanese formation, roll the die. If the die result is less than or equal to the combined Threshold value, the Japanese formation uses Mission Movement. In this case, you roll the die a second time and consult the Mission Heading Compass of the reference ship's zone to determine the formation's heading. Use the red die roll ranges and arrows.

If the die result is greater than the combined Threshold value, the Japanese formation uses Battle Movement. Use the number you rolled to determine the formation's heading via the Battle Movement Display and the order it receives.

Example: A Japanese formation is receiving orders by Battle Movement. You determine its Threshold value. One ship in the formation is within 10 hexes of the Supply Zone on the map, so 2 is added to the base value of 1. The two reference ships are 8 hexes apart, so you add nothing for distance between formations. There are 2 US ships within the Japanese Visual Tracking Range and there are 7 ships in the Japanese formation; because there are more than 3 times as many Japanese ships as detected US ships, you add 3. The combined Threshold value is 6 (1 + 2 + 3 = 6). You roll the die and obtain a 5. This result is less than the Threshold value, so the Japanese formation receives its order by Mission Movement. You then roll the die to determine the direction for the formation via the Mission Heading Compass and then assign an Ahead order to it. For another Japanese formation you determine that there are no additions to the minimum Threshold value: No Japanese ship is within the 10-hex range, the two reference ships are 8 hexes from each other, and the visually detected US ships are equal in number to the ships in the Japanese formation. The Japanese formation will maintain Battle Movement on any die roll but a 1, the Threshold value.

5.4 Land, Shoal, and Mapedges

No ship can ever enter a shoal hex or an all-land hex. Hexes that include both water and land, but no shoal, may be entered by ships. Hex 1422 is an example of such a hex.

If when determining headings for Japanese formations that will use Mission Movement you find that any ship will immediately enter an all-land or shoal hex because of an Ahead order, you immediately roll the die again to determine a new direction (see 5.3). At other times you perform Emergency Turns with ships (and hidden forces) about to enter an all-land or shoal hex.

Emergency Turns

If a ship of either side is about to enter an all-land or shoal hexside during the current Movement Phase, it performs an Emergency Turn instead. You must attempt to turn the ship so that it will enter a sea hex. Use the following procedure:

  1. The ship turns to a new heading according to these priorities:

    • The ship must turn through the smallest number of hexsides;
    • A Japanese ship will turn to the following headings in order of priority: S, SE, SW, NE, NW, N. A ship will turn to a second heading only if its first heading is blocked by a shoal or all-land hex or by the mapedge.
    • You have your choice in which direction to turn a US ship, as long as it turns through the smallest number of hexsides.

    Note: Retiring Japanese ships use the reverse order of priority if forced to make an Emergency Turn (see 11.2).

  2. The ship moves forward one hex.

  3. If the ship can be rotated back to its original heading (that is, the headings of those ships that did not make the Emergency Turn) and still have sea before it, it is turned to this heading. If restoring the original heading would again cause it to enter a shoal or all-land hexside, it retains its current heading. As soon as the ship can be restored to its original heading it does so.

  4. The rest of the ships in the formation complete their movement for the phase. They do not mimic the movement of the ship making the Emergency Turn. (See below for exceptions.)

  5. After the movement of the formation is completed in the current Movement Phase, its Speed marker is reduced by 1 for the rest of the Game Turn. No matter how many ships in the formation must make Emergency Turns in the current Movement Phase, the formation has its Speed reduced by 1 (not 1 per ship). The formation's Speed can never be reduced below 1. Note that the reduction in Speed occurs after movement and does not affect movement of the formation in the current Movement Phase.

When a ship in a formation maneuvering simultaneously makes an Emergency Turn, the rest of the ships make their move normally. An Emergency Turn may result in a ship moving away from its formation so that it must become a single-ship formation in the next Formation Phase.

When a ship in a column maneuvering columnwise must perform an Emergency Turn, other ships following it must make the same turns. Place Column Turn markers both in the hex where a ship performs the Emergency Turn and in the hex where it resumes its original heading. The rest of the ships follow the same path as the first ship. The formation incurs no further Speed penalty for its turns. It is possible that making an Emergency Turn will split a column in two.

If all ships in a non-column formation have a heading that will cause them to enter a land/shoal hex, they all make an Emergency Turn in the hex they currently occupy. Their Speed is reduced by 1 (to a minimum of 1) after completing the turn.

Note: If all ships in a formation must make an Emergency Turn, the "original heading" is the heading the ships would have had without the Emergency Turn.

Example of Emergency Turn: A Japanese column in hexes 1126 and 1026 is headed south. The ships in 1126 must turn so they will not enter shoal hex 1225. Their order of priority for turning is SW first; they cannot enter the next hex (1226) in this direction because it is shoal. They cannot continue S so they must turn SE toward hex 1125, which is next in the order of priority and also the smallest number of hexes turned. A Column Turn marker is placed in hex 1126. The lead ship (determined randomly from the two ships in the hex) moves one hex into 1125. Normally it would now be restored to its south heading, but then its front hex (1224) would be land. Thus, it remains on its SE heading. The formation's Speed marker is reduced by 1. The ship in 1026 enters hex 1126 and turns SE, obeying the Column Turn marker. In the next Movement Phase, the lead ship moves into 1124 and is restored to its S heading; a Column Turn marker is placed in this hex. The ships in 1126 enter 1125 in this same phase.

If a ship that made an Emergency Turn regains the heading of its formation, the ship continues executing the formation order. If that order should dictate another turn towards land, the ship will make another Emergency Turn at this time. If the ship is no longer on the same heading as its formation, the ship moves straight ahead until the next Orders Phase. Any ships following this ship in a column continue to follow it; otherwise, the rest of the formation continues executing its order.

Note: Japanese hidden forces can also make Emergency Turns (see 7.3).

Mapedges

A Japanese ship (or hidden force) that is not retiring can leave the map only as specified by the scenario. Otherwise, if it is in a mapedge hex and pointed off the map, it makes an Emergency Turn as though avoiding land or shoal rather than exiting the map.

US ships may leave the map, but if they do so they are out of the game permanently. They cannot make Emergency Turns in mapedge hexes to stay on the map. They exit the map whether the movement is intentional or accidental on your part.

Freedom of Action Movement: US ships cannot leave the map through Freedom of Action Table results. If a ship would leave the map through a die roll result on the table, select another order for it (see 5.2).

5.5 Collisions

During the Collision Segment at the end of each Movement Phase, you check to see if ships collide. You check each hex containing three or more ships (of whatever side). If no ship in the hex moved during the current phase, then a collision does not take place.

To resolve a possible collision, follow this procedure:

  1. Roll the die and apply any applicable modifiers (listed below). If the modified die roll is 2 or more, no collision occurs and nothing further happens. If the modified die roll is 1 or less, a collision occurs; go to step 2.
  2. Select two ships in the hex at random. Note down the first ship chosen and the second. It is possible that both ships will belong to the same side.
  3. Consult the Collision Damage Chart on Card #2 and cross-reference the two ship types. The chart indicates the Damage Points each ship receives. If either ship or both have a Speed of 3 or less, reduce the Damage Points each ship receives by 1.
  4. Mark off Damage Boxes on the Ship Log Rosters for the ships. If the last box has been checked off for a ship, place a Sinking marker on it.

Note: A collision between ships of opposite sides terminates surprise (see 6.3).

Collision Die Roll Modifiers

Die Roll ModifierReason
–1For each ship in excess of 2 in the hex (thus, if there are 5 ships in the hex, the modifier would be –3).
+1If all ships in the hex are on parallel headings (the same or exactly opposite). Make sure all turns in the hex have been executed.

Japanese Avoidance of Collision

Japanese hidden forces never count towards stacking in a hex. Collisions cannot occur with Hidden Force counters.

If three or more Japanese ships could enter the same hex, only two will do so. The other ships that do not enter the hex make Emergency Turns. They make an Emergency Turn only to avoid collision with Japanese ships, not with US ships.

When determining which ships will enter the hex, these factors apply:

  • Smaller ship types will make Emergency Turns before larger ones.
  • Any ship that had not yet made an Emergency Turn will turn before any ship that has already made an Emergency Turn.
  • If there is still a choice, choose the two ships randomly.

If three or more Japanese ships with the same heading are stacked together for any reason, one or two will enter the hex which they are pointing toward. If another Japanese ship occupies this hex, only one will enter it; if no Japanese ship is in the hex, two will enter. Select the ships that will enter the hex by the above procedure. The ship or ships that do not enter the hex make an Emergency Turn.

6.0 Detection

Detection represents sighting the enemy clearly or obtaining a precise enough radar plot to open fire. To keep record-keeping simple, detection occurs by formation. A target's formation must be detected before it can be fired upon. An enemy formation can be detected during a Detection Segment, using the Detection Table. A formation also becomes detected if any of its ships fire their guns during a Combat Segment.

Detection Status: Each formation (and ship) is either undetected or detected at all times. Detection status is determined by formation, and ships of the same formation are either all undetected or all detected.

If ships of an undetected formation combine with ships of a detected formation in a single formation, the resulting formation is considered detected. Likewise, if detected ships join an undetected formation, the formation becomes detected.

Undetected formations have Undetected markers placed on them (on any ship in the formation). When a formation becomes detected, the marker is removed. A detected formation can become undetected during play, in which case an Undetected marker is placed on it again.

All formations begin the game undetected.

Detection and Tracking Ranges

Scenario Lighting ConditionBrightAverageDark
Maximum Japanese Visual Detection Range15 hexes13 hexes10 hexes
Maximum Japanese Visual Tracking Range13 hexes11 hexes9 hexes
Maximum US Visual Detection Range12 hexes11 hexes7 hexes
Maximum US Visual Tracking Range11 hexes9 hexes7 hexes
Type of US Detection RadarSCEarly SGLate SG
Maximum US Radar Detection Range7 hexes12 hexes14 hexes
Maximum US Radar Tracking Range4 hexes10 hexes12 hexes

Lookouts might be able to detect enemy vessels at a greater range than they are able to keep track of their movement over time. Likewise, US radar might be able to spot Japanese vessels at a greater distance than it can accurately track them.

The Detection Table on Card #3 indicates the maximum distance in hexes that either side can detect enemy ships and formations (the Detection Range). The range for visual detection depends on the Lighting condition of the scenario (Bright, Average, or Dark), and the Japanese range is greater than the US because Japanese crews were specially trained. The range for US radar detection depends on the type of radar (SC, Early SG, or Late SG) available at the date of battle. Either side can use visual detection, but only the US can attempt radar detection, and only if assigned a type of detection radar in the scenario.

Keeping accurate track of the enemy's position depends upon the Tracking Range, which is usually less than the maximum Detection Range. The Tracking Range also depends upon the Lighting condition or type of US detection radar.

Note: The Visual Tracking Range is always equal to the Visual Fire Direction Range (see 8.0). However, for the US, the Radar Fire Direction Range is always 7 hexes; the radar for directing fire was different from the radar used to detect.

6.1 Detection Segments

When a Detection chit is drawn during the Action Chit Draw Segment, the side whose chit is drawn immediately receives its Detection Segment and may attempt to detect enemy formations. If both Detection chits are drawn at the same time, the Japanese receive their segment first, followed by the US.

Detection attempts are resolved by formation. You select one formation which is attempting the detection and one formation it is attempting to detect (the "target formation"). Detection can be attempted only against an undetected formation.

The Detection Table on Card #3 is used to determine whether or not detection succeeds (see 6.2). Either all ships of the target formation become detected, or none does. Detection can be attempted only if a clear line of sight exists between the opposing formations (see below).

A Detection Segment consists of four steps:

  1. Random Event Step (Advanced Game only). If it is the US Detection Segment, generate the number of random events as specified by the scenario (see 19.0).
  2. Detection Status Step. Determine if any enemy formations become undetected. Place Undetected markers on formations as necessary.
  3. Detection Attempt Step. Each formation can make two detection attempts against enemy formations. If a Japanese hidden force has been detected, it may be deployed on the map in ship formation (see 7.3).
  4. Immediate Fire Step. Ships in formations that received an "I" (Immediate Fire) detection result perform combat.

Japanese Detection Segment

In a Japanese Detection Segment, each Japanese formation attempts to detect the two closest, undetected US formations. Take into account only those formations for which at least one ship in the detecting formation has a clear line of sight to at least one ship in the target formation (see 6.2). Detection attempts are assigned and resolved one at a time. You determine each target and resolve the attempt before determining the next target.

Detection Status Step: During the Detection Status Step, determine what US formations are within the Visual Tracking Range of Japanese ships or hidden forces. If all ships of a US formation are outside this range, place an Undetected marker on it. A previously detected formation can become undetected only during this step. Note that a US formation that was previously detected may become undetected in this step if all its ships are outside the Japanese Visual Tracking Range (they may still be within the maximum Japanese Detection Range).

Detection Attempt Step: Japanese ship formations and hidden forces attempt to detect US formations within Japanese Visual Detection Range at this time. Each formation or hidden force may attempt two detections against US formations, but not two against the same formation.

The detection procedure follows this order:

  1. Resolve one attempt for each ship formation. The formation with the most ships makes its attempt first, followed by the second largest, and so on until all formations have made their attempts. If formations are tied in size, choose randomly which to resolve first. Detection attempts are made on the Detection Table (see 6.2).
  2. Resolve one attempt for each hidden force possessing a Force Size marker. The hidden force with largest Force Size marker goes first, followed by the next largest, and so on. If there are ties, choose randomly which to resolve first.
  3. Resolve one attempt for each hidden force without a Force Size marker. The hidden force closest to any US formation goes first, followed by the next closest, and so on. If two or more hidden forces are equally close, choose randomly the order in which they will go. If a hidden force without a Force Size marker makes a successful detection, draw a marker for it immediately. If the marker is "0," remove the hidden force (it is a dummy) and ignore the detection.
  4. If any undetected US formations remain within Visual Detection Range after the first detection attempts, then each ship formation and hidden force makes a second detection attempt against a different target. A Japanese formation or hidden force can make only one attempt against a given US formation; if it fails in its first attempt and no other undetected US formation is within range, it cannot make a second attempt against the same target. Second detection attempts are resolved in the order given above.

Note: Hidden forces are described in more detail in 7.0.

Any number of different Japanese formations can attempt to detect the same US formation, until one succeeds. However, each formation can make a detection attempt against a US target only once in a segment. Once a US formation is detected, no other Japanese formation will attempt to detect it. A Japanese formation or hidden force cannot make a second detection attempt unless there is an undetected US formation within detection range.

If a "detecting" hidden force is a dummy force, its detection does not actually succeed. Other Japanese formations may continue to attempt to detect the US target, however.

Note: If you have trouble remembering which friendly formations made detection attempts against enemy formations, use the Fire Allocation markers. These markers should be removed, as necessary, before the Combat Step.

Combat Step: If any formations obtained "I" (Immediate Fire) results, combat may now occur. Combat is resolved in this order:

  • Ships make normal torpedo attacks.
  • Hidden forces make Surprise Torpedo Attacks.
  • Hidden forces may be deployed for gunnery.
  • Ships make gunnery attacks.

Note: Hidden force Surprise Torpedo Attacks are described in 10.3 and hidden force gunnery in 9.3.

US Detection Segment

During a US Detection Segment, you determine which Japanese formations are within US Visual Tracking Range or within Radar Tracking Range of any US ship with functioning radar (see below). Japanese formations completely outside these ranges have Undetected markers placed on them during the Detection Status Step. A detected formation becomes undetected only at this time. Note that a Japanese formation could be beyond US Visual Tracking Range and still be within US Radar Tracking Range (or vice versa); in this case the Japanese formation is still detected. Also, a Japanese formation that was previously detected may become undetected in this step if all its ships are outside the US Visual or Radar Tracking Range (they may still be within the maximum US Visual or Radar Detection Range).

Each US formation can attempt to detect any two undetected Japanese formations, using the Detection Table (see 6.2). At least one ship in the US formation must have a clear line of sight to at least one ship in the Japanese formation. Target formations do not have to be the closest Japanese formations; you can choose freely. You may resolve your detection attempts in whatever order you wish. A formation cannot use both its detection attempts against the same Japanese formation, but different formations can attempt to detect a Japanese formation in the same step.

A hidden force counts as one formation for detection purposes. If two or more hidden forces occupy the same hex, they are treated as separate targets. Hidden forces are separate from all ship formations.

Example of Detection Selection: During a Japanese Detection Segment, US Task Group 64.2 is the closest undetected US formation to Japanese formations Kondo and Kimura. If formation Kondo detects Task Group 64.2, Kimura will then attempt to detect the next closest undetected US formation. However, if Kondo fails its attempt, Kimura will then try to detect Task Group 64.2 and Kondo will make its second attempt against some other US formation. Kondo cannot make a second detection attempt against Task Group 64.2.

6.2 The Detection Table

There are two forms of detection in the game: visual and radar. The Japanese use visual detection only, while the US may use visual or radar detection. Before a detection attempt can be made, a clear line of sight must exist between at least one pair of ships in the opposing formations. Detection attempts are resolved on the Detection Table.

Line of Sight

Radar or visual detection can be attempted if at least one ship of the detecting formation has a clear line of sight to any ship of the target formation. The ships must be within Detection Range of each other (see below). A line of sight is determined by tracing a straight line from the center dot of the detecting ship's hex to the center dot of the target ship's hex. You can use any straightedge to determine the line of sight (a ruler, thread, or paper edge).

If the line of sight passes through any type of land, it is blocked. Note that it is the actual contour of the land which blocks the line of sight. A line of sight which passes only through water in a hex containing both land and water remains clear. Ships never block line of sight.

Example of Line of Sight: The US destroyer Drayton in hex 1727 is trying to trace a line of sight to the Japanese destroyer Yudachi in hex 1328. These are the only ships in each formation which might have a mutual line of sight. You trace a straight line from center dot in 1727 to center dot in 1328. The land in hex 1527 interrupts the line of sight, so the US formation cannot attempt to detect the Japanese formation (and vice versa).

Visual Detection

Any formation can attempt visual detection. The chance of success depends on the Lighting condition. There are three possible Lighting conditions: Bright, Average, and Dark. Each scenario specifies the Lighting condition in effect throughout that scenario.

At least one ship of the detecting formation must be within the Visual Detection Range of one ship in the target formation. The maximum Visual Detection Range depends on the Lighting condition in the scenario and the side making the detection attempt.

At the top of the Detection Table are separate sets of column headings for each of the three Lighting conditions. The column headings differentiate between US and Japanese. When resolving a detection attempt, use the heading corresponding to the Lighting condition and the correct side. The numbers in the columns correspond to the range in hexes between the detecting and target ships; do not count the detecting ship's hex when determining range. Use the closest pair of ships in the two formations for which there is a clear line of sight.

Detection by US Radar

Radar detection can be attempted only by US ships with functioning radar (that is, neither destroyed nor disabled by combat or random events). When a formation including radar-equipped ships makes a detection attempt, you choose the kind of detection to use: visual or radar. In each scenario, the US has one of the following quality levels of radar: SC (the worst), Early SG, Late SG (the best), or None (no radar). All ships have the same quality, specified by scenario. If no ship in a detecting formation carries functioning radar, you must use visual detection.

When you use radar to detect a Japanese formation, use the column heading corresponding to the radar type as specified in the scenario. The rightmost column is the maximum range in hexes for each radar type detection.

Destroyed US Radar: Each US ship's radar functions for detection until it is destroyed. In the Standard Game, a US ship's radar is destroyed by gunnery combat if there is a message saying so on the Gunnery Card (see 9.6). If a ship's radar is destroyed, cross off the circle with the "R" in it. Radar can never be repaired.

Note: In the Advanced Game, US radar can temporarily be made inoperable by random events (see 19.2).

Detection Procedure

To resolve a detection attempt, use the following procedure:

  1. Determine the type of detection being attempted: visual or radar. If you are using visual detection, locate the line with the current Lighting condition and the side making the attempt. If you are using US radar, use the line with the correct radar type.
  2. Count the shortest distance in hexes between any ship in each of the opposing formations; do not count the hex occupied by the ship in the detecting formation. (A clear line of sight must exist between the two ships.) This is the visual or radar range. The combination of detection type and distance gives you the column you will use in resolving the attempt.
  3. Roll the die and apply any appropriate modifiers (listed below).
  4. Cross-reference the modified die roll with the column for detection type/range. The result will either be a successful detection or failure (see below for results).

Note: If the distance between the opposing formations exceeds the range on a given line, you cannot use that form of detection. If the distance exceeds both the visual and radar ranges, the detecting formation cannot detect the enemy formation.

Results of Detection Attempts

The result from the Detection Table will be either success or failure. If the attempt succeeds, the detecting side may be able to attack the opposing force immediately. The results on the Detection Table are as follows:

  • –: Failure. The enemy formation is not detected.
  • D: Detection succeeds. Remove the Undetected marker from the formation. If the target is a hidden force with a Force Size marker, it is deployed as a ship formation. If the target is a hidden force without a Force Size marker, draw one for it. If the marker has a value of 0, remove it and the hidden force from the map (it is a dummy); if the marker has a value of 1 or more, deploy the hidden force as a ship formation.
  • I: Detection succeeds, with the same effects as for "D." Also, the detecting formation can use Immediate Fire (see 8.2).
  • D/I: US ships treat this result as "D"; Japanese treat it as "I."
  • F: If the target is a hidden force without a Force Size marker, immediately draw a marker for it. If the value of the marker is 0, the hidden force and the marker are removed from the map. If the marker has a value of 1 or more, place it under the Hidden Force counter. This result does not cause the hidden force to be deployed or detected. If the target is not a hidden force, this result has no effect.

Note: If surprise is in effect, a "D" or "I" result removes the effects of surprise (see 6.3).

Visual Detection Die Roll Modifiers

The following die roll modifiers are cumulative and apply to visual detection attempts:

Die Roll ModifierReason
–4There is only 1 ship in the detecting formation.
–2There are only 2 ships in the detecting formation.
0There are 3 or more ships in the detecting formation.
–2A detecting hidden force with a Force Size marker has a Number of Ships value of 2.
0A detecting hidden force with a Force Size marker has a Number of Ships value of 3 or more, or the hidden force has no Force Size marker.
–2Surprise is in effect against the detecting side (see 6.3).
–2The target formation has a Speed marker of 4 or less.
–1All ships in the target formation are in the rear arcs of all ships in the detecting formation. (If any ship in the target formation is in the bow or broadside arc of any ship of the detecting formation, this modifier does not apply.)
+1 or 2The single largest Detection value of any admiral with the detecting formation.

Note: A +1 modifier also applies in the Advanced Game if friendly float planes are present because of random events (see 19.2).

US Radar Detection Die Roll Modifiers

The following die roll modifiers are cumulative and apply only to US radar attempts:

Die Roll ModifierReason
–2The Japanese formation consists of only 1 ship.
–1The Japanese formation consists of only 2 ships, or a hidden force has a Force Size marker with a Number of Ships value of 2.
0A Japanese hidden force has a Force Size marker with a Number of Ships value of 3 or more, or the hidden force has no Force Size marker.
–2There is only 1 ship with functioning radar in the US formation.
–1There are only 2 ships with functioning radar in the US formation.
–1The detecting US formation is performing a simultaneous Countermarch, S-Turn, or 120° Turn maneuver.
–2Surprise is in effect against the US (see 6.3).
+1 or 2The single largest Detection value of any US admiral with the detecting formation.

Note: In the optional rules for the Advanced Game, a –1 modifier applies if Savo Island is in the background and a –2 applies if Guadalcanal is in the background (see 21.1). These two modifiers are not cumulative with each other, but are cumulative with other modifiers.

Example of Detection: You are playing a scenario where the Lighting condition is Average; the Visual Detection Range for the US is 11 hexes. The US has Early SG radar; its Radar Detection Range is 12 hexes. Neither side is surprised. You draw the US Detection Segment chit and so perform detection attempts. In the Detection Status Step, you find that two previously detected Japanese formations have moved beyond Visual and Radar Tracking Range of all US ships. You place Undetected markers on these formations. Two undetected Japanese formations (Abe and a hidden force) are within range of two US formations (Task Group 67.4 and Task Group 64.2). You select Task Group 67.4 to make the first detection attempt against Abe. A clear line of sight exists between both formations. The closest ship in Abe is 7 hexes from a ship in Task Group 67.4. You decide to use visual detection, since there is a slightly better chance of making the detection by sight than by radar. You will use the US Average Lighting line under the "7" column (the distance in hexes). You roll the die and obtain a 7. Checking the modifiers for visual detection, you find that a –2 applies because there are only 2 ships in Task Group 67.4. No other modifiers apply. Cross-referencing the modified roll of 5 with the "7" column, you find a result of "D." Abe has been detected and so you remove its Undetected marker. Task Group 64.2 makes its detection attempt against the hidden force, which is at a 4-hex range. Your Early SG radar is slightly better than visual detection at this range, so you will use the "4" column of the Early SG line. You roll a 4 and check the modifiers. You have only 2 ships with functioning radar so a –1 modifier applies; in addition, the Task Group is making a simultaneous 120° Turn, so another –1 applies. However, you have Admiral Lee (Detection value of 1), so he adds a +1. The Japanese hidden force does not possess a Force Size marker, so no modifier applies. The final modifier is a –1, so the modified roll is 3. Cross-referencing the modified 3 with the "4" column gives a result of "F." You draw a Force Size marker for the hidden force (with a value of "1" in this case) and place it under the Hidden Force counter, but you do not deploy it in ship formation.

6.3 Surprise

A scenario will specify if surprise is in effect against one or both sides. Surprise, while it lasts, has these effects:

  • A –2 die roll modifier applies to all detection attempts by the side that is surprised (6.2).
  • A +1 die roll modifier applies to ordinary torpedo attacks against the surprised side (see 10.2).
  • If the US is surprised, a column shift applies to Japanese Surprise Torpedo Attacks (see 10.3).
  • US ships do not move until released.

Surprise is terminated under the following conditions:

  • At the end of any Detection Segment in which the surprised side obtains a "D" or "I" result (not "F") against the enemy (see 6.2).
  • At the end of any Combat Segment in which the surprised side is attacked by gunnery (whether hits are inflicted or not) or suffers any hits from torpedo attacks. However, if the enemy attacks only with torpedoes and obtains no hits, surprise is not terminated. (The torpedoes hissed right by without attracting attention.)
  • At the instant a collision occurs between ships of opposing sides.

Note: Do not confuse surprise, a scenario-specified condition, with the Surprise Torpedo Attacks (see 10.3). The two are unrelated.

US Release

If surprise is in effect against the US, it may be slow to respond to oncoming Japanese threats. During the US Formation Phase of Game Turn 2, you roll the die to see if the US is released. Release occurs on a roll of 1 through 6; on a roll of 7 through 10, release does not happen. US ships cannot be grouped into formations, be assigned Speed markers or move until released. Note that release is a separate issue from surprise; the effects of surprise apply against the US even after it is released.

Release automatically occurs in Game Turn 2 at the instant any Japanese ship or hidden force enters a hex within US Visual or Radar Tracking Range (as defined by the scenario), attacks by gunnery, or inflicts any damage by torpedo attack. If release occurs in this way before the Sixth Movement Phase of a Game Turn, you immediately give orders to all US ships and formations as in the US Movement Orders Phase. Your ships follow those orders for the remaining Movement Phase(s). US ships may move as soon as they are released.

If the US is not released in Game Turn 2, it is automatically released in Game Turn 3. You do not roll the die.

If surprise is in effect against the Japanese or if neither side is surprised, the US is considered released, starting with Game Turn 2. However, even if released, no US formation can be assigned a Speed greater than 6 until the Game Turn after a Japanese formation or hidden force has been detected.

6.4 Weapon Use and Detection

An undetected ship that uses its guns will cause its formation to become detected. In the Combat Segment, a Detection marker is placed on an undetected ship that reveals itself by gunnery combat. If the fire occurs in the First Attack Step, use a "Detection 1st Step" marker; if the fire occurs in the Second Attack Step, use a "Detection 2nd Step" marker. The ship is not an eligible target in the step in which it fires, but becomes an eligible target thereafter. See 8.1 for more details.

If the gunnery combat occurs because of Immediate Fire in a Detection Segment, detection occurs immediately.

Use of torpedoes does not cause detection.

6.5 Duration of Detection

Once a formation is detected, it remains so until it moves out of Tracking Range of all enemy formations. The status of each detected formation is determined during the Detection Status Step of an applicable Detection Segment.

During a Japanese Detection Segment, a US formation becomes undetected if none of its ships is within the Japanese Visual Tracking Range of any Japanese ship or hidden force (with or without a Force Size marker). Likewise, a Japanese formation becomes undetected during a US Detection Segment if none of its ships is either within the Visual Tracking Range of any US ship or within the Radar Tracking Range of any US ship with functioning radar.

A detected formation can become undetected only at these times. Place an Undetected marker on a formation that is outside enemy detection range.

7.0 Japanese Hidden Forces

Hidden forces arrive in play according to scenario instructions. When detected, a hidden force is removed from the map and is replaced by ship counters. Its exact strength is not known before that time. However, an approximate strength, its Force Size, may be known.

A hidden force by its very nature is always undetected. You never place Undetected markers on hidden forces.

Note: Additional hidden forces may enter play through random events (see 19.1). US hidden forces are used only in the two-player game (see 22.0).

7.1 Force Sizes

Force Size is an approximate strength of a hidden force and is determined by Force Size markers. Sizes range from 0 to 5. Each scenario will specify the number of Force Size markers available. Keep the available markers in a container during play. When the conditions specified below are met, a marker is drawn for a hidden force; the marker fixes the Force Size of that hidden force for the rest of the game. The Force Size marker includes information on moving the hidden force (see 7.2) and making Surprise Torpedo Attacks (see 10.3).

A Force Size chit shows the Force Size value (for Battle Movement), the Number of Ships value, the Torpedo Salvo Limit, and the Torpedo Ammunition Limit.

Placement of Force Size Marker

You draw a Force Size marker for a hidden force the first time one of the following conditions occurs:

  • A US detection against the hidden force results in "F"; this result does not cause the hidden force to be deployed into a ship formation. On a result of "D" or "I," a Force Size marker is drawn for the detected hidden force, and the force is deployed into a ship formation if the Force Size is 1 or more.
  • The hidden force obtains a "D" or "I" result in a detection attempt against a US formation.
  • The hidden force is deployed as a ship formation (see 7.3).

If the marker has a Force Size value of 0, remove it and the hidden force from the map. (It contained no ships and was a "dummy.") Set the Force Size marker aside; do not return it to the cup.

If the marker has a Force Size value of 1 or more, place the marker under the Hidden Force counter. The marker remains with the hidden force for the rest of the game. You never draw more than one marker for each hidden force.

When a hidden force is detected or deployed, its marker is set aside. You do not return it to the cup.

Hidden Force Logs

A hidden force log consists of torpedo salvo circles only. Printed on the Force Size marker is its Torpedo Ammunition Limit, which is the total number of salvos the hidden force can use during the game. When the marker is first drawn, select a log with a number of circles equal to the Torpedo Ammunition Limit. Write the identity number from the Hidden Force counter on the line next to the circles. When a hidden force expends torpedoes, write down the Game Turn numbers in which they are used inside the torpedo salvo circles on the hidden force's log; this information is important for reloads (see 10.4).

Japanese Strength Level Limit

The Japanese Strength Level, set by scenario, limits the number of Japanese ships that enter play. The sum total of all Force Size markers drawn will eventually equal or exceed the Japanese Strength Level. When a Force Size marker is drawn that meets or exceeds the Strength Level, it is placed under the hidden force for which it was drawn. At that point, all hidden forces which do not have Force Size markers are removed from play (they are all considered to be dummies). If you reach the Strength Level before all hidden forces have entered play, the remainder never appear.

Note: In the Advanced Game, hidden forces above the scenario Strength Level can still enter play later by random events (see 19.1).

Example: The Strength Level of the current scenario is 7. During play, you draw, in order, markers with values of 4, 2, and 2. The sum total of the markers is 8, which exceeds the scenario level. The second 2 marker is placed under the hidden force, but you then remove all remaining hidden forces from the map. The only hidden forces to enter play during the game will be the three with the 4, 2, and 2 markers.

7.2 Hidden Force Movement and Detection

Each Japanese hidden force is a separate formation. They are never grouped together nor can they be grouped with Japanese ships, although they can occupy hexes with other Japanese ships and hidden forces. A hidden force with a Force Size marker of 1 or 2 is considered a light ship formation; a hidden force with a marker of 3 or more or one with no marker is considered a heavy ship formation (see below). A hidden force has a Speed of 6. Hidden forces are not counted for stacking purposes or for determining collisions.

Placement of Hidden Forces and Movement

During the Hidden Force Movement Phase of the Japanese Hidden Force Activity Stage, those hidden forces which begin the scenario on the map move forward 6 hexes in the directions of their headings. This is the only activity that occurs in Game Turn 1. No Action Chits are drawn; no combat or detection occurs. If no Japanese hidden forces begin the scenario on the map, this stage is skipped and the game begins with the Preparation Stage of Game Turn 2.

When Japanese hidden forces appear after Game Turn 1, they are placed on the map during the Japanese Hidden Force Phase of the Activity Stage. Their headings and arrival hexes are determined by the Hidden Force Arrival Table (see 16.2). These hidden forces do not have headings or orders generated for them during the First Japanese Movement Orders Phase; they are considered to have Ahead orders and move forward in the direction of their initial heading. (Do not count the arrival hex as one of the hexes for movement.) They may have new headings and orders determined for them in subsequent Japanese Movement Orders Phases.

Hidden Force Movement

A hidden force that has only 1 or 2 detected US ships within its Visual Tracking Range uses Mission Movement. As with other Japanese formations, you determine the direction to which a hidden force will turn by rolling the die and consulting the Mission Movement Compass of the zone the force occupies (see 5.3). You turn the Hidden Force counter to the correct heading. If the hidden force makes a 180° turn, its Speed marker is reduced by 1. The hidden force then receives an Ahead order.

Note: Remember that if any ship in a US formation has been detected, then all ships in the formation are detected (see 6.0).

A hidden force that has 3 or more detected US ships within Visual Tracking Range uses Battle Movement. When a hidden force uses Battle Movement, the Hidden Force counter functions as the Japanese reference ship. You use the Battle Movement Display for determining the heading and order for the hidden force. If the Hidden Force counter turns 180°, its Speed marker is reduced by 1.

When determining if a hidden force using Battle Movement will change to Mission Movement, you count the number of detected US ships within Visual Tracking Range of the hidden formation and compare this number with the Number of Ships value on the force's Force Size marker. If the hidden force's Number of Ships value is at least 3 times the number of detected US ships, you add 2 to the Threshold value (see 5.3). If the hidden force has no Force Size marker, there is no modifier.

Hidden forces perform all orders the same as other Japanese formations. They make all turns normally. A hidden force that is not retiring cannot leave the map and will make an Emergency Turn to stay on the map; its Speed marker is reduced by 1 (see 5.4).

Detection

A hidden force makes detection attempts against US formations like any other Japanese formation and at the same time as other formations. A hidden force with a Force Size marker uses the Number of Ships value to determine any die roll modifier on the Detection Table (see 6.2). If this value is 2, a –2 modifier applies. If the hidden force has no marker, no modifier applies.

When using US radar detection, use the Number of Ships value on the Force Size marker to determine die roll modifiers. If this value is 2, a –1 modifier applies. If the hidden force has a marker with a value of 3 or more or has no marker, then no modifier applies.

7.3 Deployment of Hidden Forces

A hidden force is deployed into ship formation on the map when one of the following occurs:

  • At the instant a US detection attempt obtains an "I" or "D" result against it. The hidden force is deployed into a detected ship formation.
  • When the hidden force makes a gunnery attack (see 9.3). The hidden force is deployed into an undetected ship formation. The ships then execute gunnery like other Japanese formations. The formation becomes detected as a result of gunnery the same as any other formation.
  • At the instant the hidden force enters either Japanese Deployment Zone or the Supply Zone. (These portions of the map are special; see 13.1.) The hidden force is deployed into an undetected ship formation.

Deploying Hidden Forces: To deploy a hidden force, you first determine the exact numbers and types of ships in it, based on its Force Size. Then you set up these ships in a pattern indicated by the Hidden Force Deployment Display.

To deploy a hidden force, follow this procedure:

  1. If the hidden force does not already have a Force Size marker, draw one. (If you draw a marker with a Force Size value of 0, remove the marker and the hidden force, which was a dummy.)
  2. Consult the Force Size Table on Card #3. Roll the die and cross-reference the die roll with the Force Size value. The table indicates the number of ships of each type which constitute the hidden force.
  3. Draw the ships randomly from the Japanese ships not in use. If the required type of ship is not available, replace it with one of the next lighter ship type (for example, replace a CA with a CL).
  4. The Force Table may specify that certain ships belong to the "Screen" (S) and others to the "Main Body" (M). If no distinction is made, all belong to the main body and there is no screen. Consult the Hidden Force Deployment Display on Card #3. You deploy screen ships in hexes labeled "Screen" and main body ships in hexes labeled "Main Body." The hex numbered "0" corresponds to the hex occupied by the Hidden Force counter itself. This is a "Screen" hex if there is a screen; it is a "Main Body" hex if there is no screen.

When you place the ships on the map, place them in hexes that correspond to their positions on the display.

Screen: If there is an even number of screen ships, group them into pairs. Pair DD's with DD's; if a CL appears, it cannot be grouped with a DD. (As long as you follow this restriction, you can pair up specific ships however you like.) You deploy these ships as follows:

  • If a CL is in the screen, place it in the hex occupied by the Hidden Force marker (the "0" hex on the display).
  • If there are 3 DD's in the screen, place one in the hex occupied by the Hidden Force counter (the "0" hex). The other two are placed on the map, one per hex, in the hexes labeled "Screen 1" in the diagram.
  • If there are 2 DD's, place them on the map, one per hex in the hexes labeled "Screen 1."
  • If there are 4 DD's, place the first pair in the hexes labeled "Screen 1" and the second pair in the hexes labeled "Screen 2." The pairs are placed one per hex on the map.

Main Body: Main body ships are arranged in a column, two ships per hex. If there is no screen, place the first two main body ships in the hidden force hex (the "0" hex of the display). If there is a screen, place the first two main body ships in the hex corresponding to the one labeled "Main Body 1" on the display. Place the next two in the hex corresponding to the display's "Main Body 2," and so on.

Main body ships are placed in the following order: CA's first, then BB's, then CL's, then DD's. If there is an odd number for a ship type, then a ship of the next type will stack with the remaining first ship type. For example, a main body consisting of one CA, one BB, and two DD's would have the CA and BB stack together in the first hex and the two DD's together in the next hex.

For the remainder of the current phase, the deployed ships constitute a single formation. They are considered to have the same order and the same Speed as the hidden force.

More Than One Hidden Force per Hex

If several hidden forces with Force Size markers of 1 or more occupy the same hex and must be deployed at the same time, draw the ships that constitute each force separately. Check the Force Table to see how many ships in both forces will comprise the screen and how many the main body; if there is no screen, all ships belong to the main body.

  • If there is no screen, combine the ships of both hidden forces together and place them in the "0" and "Main Body" hexes on the map, a maximum of two per hex.
  • If a screen contains one or two CL's, they are placed in the hex occupied by the Hidden Force markers (the "0" hex on the display), and DD's in the screen are placed on the map one per hex corresponding to the "Screen" hexes on the display. If the screen contains DD's only, the first is placed in the "0" hex and the others in "Screen" hexes, one ship per hex.
  • Main body ships are then deployed in hexes on the map corresponding to the "Main Body" hexes on the display; they are placed CA's first, then BB's, then CL's, then DD's. Ships can be stacked up to two in a hex.

Note: If necessary when deploying hidden forces into ship formation, imagine the display to extend backward to give as many deployment hexes as needed to get all ships on the map.

All ships brought into play are deployed as though they belonged to a single hidden force. (In effect, the deployed hidden forces are combined at this point.) Deploy them all on the heading of whichever hidden force contributed the largest number of ships, using that hidden force's order. If the forces have equal numbers of ships, determine which force's heading will be used randomly.

Example: Two Japanese hidden forces occupy the same hex and both must be deployed at the same time. The first has a Force Size marker of 5 and the second a marker of 3. You roll on the Force Size Table for the first force and obtain a 10. This force consists of a screen of three DD's and a main body of two BB's and two CA's. You roll a 4 for the second force; this force contains one CL and five DD's with no screen. You place the screen DD's first, one in the "0" hex and the others in the "Screen 1" hexes. The two CA's are placed in the "Main Body 1" hex, the two BB's in the "Main Body 2" hex, one CL and one DD in the "Main Body 3" hex, two DD's in the "Main Body 4" hex. The last two DD's are placed behind the other DD's (as though in a "Main Body 5" hex).

Land, Mapedge, and Overstacking

A hex in which ships of a hidden force are supposed to be deployed can be blocked in two ways: It might be a land or shoal hex, or it might already contain two vessels.

Land and Mapedge: Shift the hidden force forward or to the side as many hexes as necessary to avoid the land or mapedge. Shift as few hexes as possible. If shifting one hex forward in the direction of its heading will suffice, do so. Otherwise, shift one hex to the side; if that does not suffice, shift two hexes forward, and so on. Ignore other vessels at this time. If ships are overstacked, see below.

Example: A hidden force in hex 1622, heading SE, consists of four DD's with no screen. Since hex 1623 is land, you cannot deploy the ships. Thus, you shift the force forward one space to 1621, giving the DD's room to deploy.

Overstacking: Place the ships in the specified hex even if they are overstacked. They do not cause a collision at that time. Collisions occur only if ships are overstacked at the end of the next Movement Phase. Japanese ships will try to move so as to avoid collisions with friendly ships (see 5.5).

7.4 Hidden Forces and Combat

Hidden forces can make Surprise Torpedo Attacks against detected US formations. The procedure for such attacks is described in 10.3.

After making torpedo attacks, hidden forces may be deployed and be allowed to perform gunnery combat (see 9.3). Once a hidden force has been deployed to perform gunnery, it ceases to be a hidden force.

Hidden forces possessing Force Size markers block the line of fire for other Japanese ships adjacent to them (see 3.7). Hidden forces without markers do not block line of fire.

8.0 Standard Combat

Whereas movement and detection occur in formations, in combat each ship fights its own battle. The Combat Segment occurs when the Combat Action Chit is drawn, and combat may occur during a side's Detection Segment, too. The Standard Game sequence for combat differs from the Basic Game.

8.1 Standard Combat Sequence

Combat occurs in the Combat Segment (when the Combat chit is drawn) and sometimes in a Detection Segment (after detection attempts are resolved). In the Combat Segment both sides attack; in the Detection Segment only the detecting side attacks. The sequence outlined below states the requirements to be eligible to attack in each segment. Any Japanese ship that has a target and that has not used its combat ability in the Game Turn always attacks.

Combat Segment Sequence

The Combat Segment consists of two nearly identical Attack Steps. In the first step only undetected ships attack. In the second step all remaining ships attack.

The Combat Segment is resolved in the following order:

  1. Random Event Step (Advanced Game only): Generate the number of random events prescribed by the scenario (see 19.0).

  2. First Attack Step: A ship can attack (or illuminate) in this step only if it meets the following two requirements: Its formation is undetected at the beginning of the step, and it is on its Unfired side. Only ships which are detected at the beginning of the step may be attacked (or illuminated). The first attack is resolved in this order:

    • US ships may illuminate detected Japanese ships (for this optional rule, see 21.5). Place a "Detection 1st Step" marker on the formation of any ship which illuminates.
    • Japanese ships make torpedo attacks. Place "Fired Torpedo" markers on these ships.
    • Japanese hidden forces make Surprise Torpedo Attacks.
    • Hidden forces may be deployed as ship formations so that their ships can make gunnery attacks.
    • Japanese ships make gunnery attacks. Any undetected ship which uses its guns receives a "Detection 1st Step" marker. (Its formation does not yet become detected.) Flip any ship that fires to its Fired side.
    • US ships may make torpedo attacks. Place "Fired Torpedo" markers on these ships.
    • US ships may make gunnery attacks. The formation of any undetected ship which uses its guns receives a "Detection 1st Step" marker. Flip any ship that fires to its Fired side.
    • Flip Damage markers on ships from their "Current Step" side to their Damage Level side, as necessary; remove obsolete Damage markers. All damage inflicted in this segment now takes effect for combat purposes.
    • Make sure all ships or hidden forces which have attacked (with guns or torpedoes) are on their Fired sides. Remove "Fired Torpedo" markers.

    Note: Sinking ships are not yet removed, but at this time they lose all capabilities other than movement.

  3. Second Attack Step: In this step any ship on its Unfired side may attack (or illuminate). The sequence is the same as for the First Attack Step. If any ship belonging to an undetected formation fires its guns or illuminates, the formation receives a "Detection 2nd Step" marker. Any ship whose formation is detected at the start of this step can be attacked or illuminated. Also, any ship bearing a "Detection 1st Step" marker can be attacked or illuminated; this kind of attack is known as Return Fire (see below).

  4. Reload Step: Japanese ships are allowed to reload torpedoes (see 10.4).

  5. Detection Step: All formations in which any ship bears a "Detection 1st Step" or "Detection 2nd Step" marker become detected; remove Undetected markers from the formations. Remove all Detection (1st or 2nd Step) and Illumination markers from the map.

Return Fire

Any attack during the Second Attack Step against a ship bearing a "Detection 1st Step" marker is Return Fire. Return Fire attacks incur adverse modifiers (see 9.5 and 10.2). Japanese ships may make Return Fire torpedo attacks, but not US ships.

Detection Markers

A "Detection (1st or 2nd Step)" marker identifies the Attack Step in which a ship revealed itself by gunnery fire. The ship is not an eligible target in the same segment that it fired, but it becomes an eligible target thereafter.

Any undetected ship that uses gunnery combat in the First Attack Step receives a "Detection 1st Step" marker. The ship cannot be a target for fire in this Attack Step, but it can be a target for Return Fire in the Second Attack Step. Its formation becomes detected during the Detection Step of the Combat Segment.

Any undetected ship that fires guns in the Second Attack Step receives a "Detection 2nd Step" marker. It cannot be a target for fire in this step. The only effect is that its formation is detected at the end of the Combat Phase.

Note that if some ships of a formation use guns in the First Attack Step while others do not, only the ships which actually fired receive "Detection 1st Step" markers. Only the ships with Detection markers can be attacked in the Second Attack Step. The entire formation becomes detected, however, in the Detection Step.

A ship which attacks with torpedoes only, and not with guns, does not receive a Detection marker.

8.2 Detection Segment Combat (Immediate Fire)

At the end of the Detection Segment there is an Immediate Fire Step. A ship can attack in this step if it meets these three requirements: its formation obtained an "I" (Immediate Fire) result on the Detection Table against some enemy formation in the current segment, it is within Visual or Radar Fire Direction Range of the detected enemy formation (see below), and it is on its Unfired side. All ships (detected and undetected) in the formation that received the "I" result can attack, if they meet these requirements.

Targets of Immediate Fire must belong to the enemy formation which was detected with an "I" result. Only ships whose formation made the "I" detection can attack the enemy formation they detected. Ships from other friendly formations cannot attack the detected enemy formation in the Immediate Fire Step.

To keep track of which formations can perform Immediate Fire, place Target markers with the same letter on the detecting and target formations and an Immediate Fire marker on both formations.

The sequence for resolving Immediate Fire is:

  1. The detecting side makes torpedo attacks. Place "Fired Torpedo" markers on ships that fired torpedoes.
  2. If the Japanese are detecting, hidden forces may make Surprise Torpedo Attacks.
  3. If the Japanese are detecting, hidden forces may now be deployed for gunnery.
  4. The detecting side makes gunnery attacks.
  5. Any ship which fired its guns causes its formation to be detected. Remove the Undetected marker from the formation.
  6. All Damage markers on ships are flipped from their "Current Step" sides to their Damage Level sides; remove obsolete markers.
  7. All ships or hidden forces that attacked (with gunnery or torpedoes) are flipped to their Fired sides. Remove "Fired Torpedo" markers.

Note that the major difference between combat in the Combat and Detection Segments is that the side which was the target of Immediate Fire does not get to fire in return.

8.3 Combat Restrictions

To attack an enemy ship in either the Combat Segment or a Detection Segment, the enemy ship must be within the Visual or Radar Fire Direction Range of the attacking ship. The Visual Fire Direction Range is always equal to the Visual Tracking Range and depends upon the Lighting condition in the scenario; visual direction is used to fire both gunnery and torpedoes. For the US, the Radar Fire Direction Range is always 7 hexes, as long as a ship's radar is functional (see 9.4). An enemy ship must not only be detected before it can be attacked, but it must also be within Fire Direction Range.

Fire Direction Range

Scenario Lighting ConditionBrightAverageDark
Maximum Japanese Visual Fire Direction Range13 hexes11 hexes9 hexes
Maximum US Visual Fire Direction Range11 hexes9 hexes7 hexes

Maximum US Radar Fire Direction Range: 7 hexes.

A ship or hidden force can attack in only one segment (Combat or Detection) per Game Turn. It may attack with both guns and torpedoes in the same segment. A ship or hidden force cannot attack with guns in one segment and torpedoes in another.

After a ship or hidden force has completed all its attacks in a segment it is inverted to its Fired side. If a hidden force on its Fired side is deployed as a ship formation, the ships composing it are placed on their Fired sides.

Note: The restriction about firing in only one segment is imposed mainly to simplify the record keeping. Players who do not mind the extra record keeping should feel free to allow ships to fire guns in one segment and torpedoes in a different one. A ship may never fire the same type of weapon in more than one segment of the same Game Turn, however.

Fired Torpedo Markers

You use these markers to record which ships have attacked. Once a ship has made its torpedo attacks, a "Fired Torpedo" marker is placed on it. This marker informs you that the ship is still eligible to attack by gunnery in the current segment. After the ship makes its gunnery attack, if any, remove the marker and invert the ship to its Fired side. If any such markers remain at the end of all combat in a segment, flip the vessels to their Fired sides and remove the markers.

8.4 Damage

Damage from gunnery and torpedo combat is assessed as in the Basic Game (see 3.8). Check off Damage Boxes on the ship's log normally. In the Standard Game, there are additional damage effects from gunnery combat.

Damage Level 1: The ship's maximum Speed is reduced by 1. In gunnery combat there is a shift of one row down applied to all attacks.

Damage Level 2: The ship's maximum Speed is reduced by 2. In gunnery combat there is a shift of two rows down applied to all attacks.

  • In addition, the ship loses one unfired torpedo salvo. Select the salvo randomly and cross it off. If the salvo has a reload, it too is crossed off (see 10.4). Note that a salvo that has been fired and has been reloaded counts as an "unfired" salvo.

Damage Level 3: The ship's maximum Speed is reduced by 3. In gunnery combat there is a shift of three rows down applied to all attacks.

  • In addition, the ship loses another unfired torpedo salvo (a total of two at this point, including the salvo from Damage Level 2). Select the salvo randomly and cross it off. If the salvo has a reload, it too is crossed off. (Some of the smaller ships go directly from level 1 to level 3. Such a ship loses its first torpedo salvo, and only one, when it reaches level 3.)
  • In addition, a ship which reaches Damage Level 3 retires (see 11.0).

In the Combat Segment, there are two Attack Steps. All attacks in each step are considered simultaneous. As you perform each type of combat, cross off Damage Boxes on each ship's log as it is hit. Place Damage markers with the "Current Step" side up on damaged ships as each combat is resolved (for example, after the first Japanese torpedo attack, after the second, after Japanese Surprise Torpedo Attacks, after Japanese gunnery attack, and so on). Adjust Damage markers on ships as the Damage Levels rise, keeping the "Current Step" sides face up.

After all combat in an Attack Step is complete, or when all immediate fire has been resolved in a Detection Segment, flip the Damage marker over to its Damage Level side. Sinking markers are placed on ships as necessary. The damage a ship takes in the First Attack Step may affect its combat ability in the Second Attack Step.

Note: A ship's Speed is not affected from damage for the rest of the Game Turn. Speed changes take effect and sinking ships are removed during the Damage Effects Phase of the Terminal Stage.

9.0 Gunnery Combat

Gunnery combat is resolved in the Standard Game as it is in the Basic Game. This section describes the major differences between the two gunnery combat systems.

9.1 General Rules for Gunnery Combat

All scenarios in Tokyo Express take place at night. Therefore, a ship can shoot only as far as it can recognize targets, which is usually a much shorter distance than guns could range in daylight. For a ship to fire at a particular target, the following conditions must hold:

  • The line of fire must be clear.
  • The target must be within gun range.
  • The target must be within Visual or Radar Fire Direction Range.
  • The target must be detected at the start of the current Combat Segment.
  • In the Detection Segment only, a formation of the firing side must obtain an "I" (Immediate Fire) detection result against the target's formation.

Line of Fire

You determine whether or not the line of fire is clear by laying a straightedge from the center dot of the firing ship's hex to the center dot of the target's hex.

  • If the straightedge passes through any land, the line of fire is blocked. Only the actual land terrain blocks line of fire. Line of fire is not blocked if it passes over shoal or sea water in a hex containing land.
  • If a friendly ship both occupies a hex through which the straightedge passes, and is adjacent to (not stacked with) either the firer or the target, the line of fire is blocked. If the line of fire passes exactly along a hexside, it is blocked only if friendly ships (adjacent to either firer or target) occupy both adjoining hexes.
  • If the blocking ship and the firing ship belong to the same column and have the same heading, the line of fire is blocked only along the hex row directly in front of the two ships (that is, the center row of hexes along their front arcs).
  • Japanese hidden forces with Force Size markers block line of fire for other Japanese ships the same as ships do. Hidden forces without Force Size markers do not block line of fire.

Fire Direction

There are two types of fire: visually directed and radar directed. (Only the US can use radar direction; see 9.4.) The type of fire determines the maximum range for fire direction. Note that the guns of each caliber can never fire at greater than the ranges outlined in 3.7.

Visual Fire Direction Range: Normally, visually directed fire cannot be used against a target at greater than the maximum Visual Fire Direction Range. The Visual Fire Direction Range for each side depends upon the Lighting condition of the scenario.

In the following three cases, visually directed fire can be used at up to twice Visual Fire Direction Range:

  • The target is on fire at the start of the segment in which combat occurs.
  • The target is currently illuminated (an optional rule; see 21.5).
  • It is the Second Attack Step of the Combat Segment and the target possesses a "Detection 1st Step" marker. (You are firing at the enemy's gun flashes.)

Visually directed fire can never be used at greater than twice Visual Fire Direction Range. In all cases, gunnery fire at greater than Visual Fire Direction Range is less effective (see 9.5).

US Radar Fire Direction Range: Radar direction can be used up to a maximum distance of 7 hexes. Details of radar direction are explained in 9.4. A US ship can use either visual or radar to direct gunnery fire; US torpedo attacks cannot be directed by radar.

Note: The US radar used to direct gunnery is independent of detection radar.

Example of Line of Fire: In the first illustration, South Dakota is in hex 2134 and Washington in hex 2135, both heading SE. South Dakota does not block Washington's fire to hex 2032 or 2233 (or any hexes along these hex rows), but does block its fire to hex 2133 and along the rest of this hex row. In the second illustration, South Dakota is heading NE. It does not block Washington's line of fire into hexes 2034, 1933, etc., or into hexes 2234, 2333, etc. A straightedge connects the center dot of Washington's hex with the target hexes along the hexside occupied by South Dakota. Washington cannot fire into the shaded hexes in the illustration, because the line of fire enters South Dakota's hex.

9.2 Japanese Gunnery Allocation

The target selection for the Japanese is more finely detailed in the Standard Game than in the Basic Game. The same idea holds, however, that Japanese ships will try to fire at the best US targets.

Attacker and Target Restrictions

There are four factors you must keep in mind when assigning US targets for Japanese ships: the detection status of Japanese light ships, sinking ships, ship types, and division of fire. The first two factors are absolute; the third specifies that certain Japanese ship types must attack certain US types unless no other targets are available; and the fourth specifies that fire must be divided as evenly as possible.

Undetected Light Ships: Undetected Japanese CL's and DD's that have remaining torpedoes (including reloads) do not make gunnery attacks. A ship that expends its last torpedo salvos in any combat step is eligible to make a gunnery attack in the same step.

Sinking US Ships: The Japanese will not attempt to waste shells on a ship they know is sinking (neither should the US).

  • If a US ship possesses a Sinking marker (placed on it in a previous step or placed on it because of a torpedo attack in the current step), it is ignored when assigning Japanese gunnery attacks.
  • If a Sinking marker is placed because of gunnery in the current step, treat the ship the same as other US targets throughout the step. Japanese ships will attack the sinking ship if priorities so dictate.

Ship Type Restrictions: If possible, Japanese destroyers will first try to attack any US target at Short range and then a US destroyer at any range. Finally, they will attack another US ship type at greater than Short range if no other target is available.

Japanese heavier ships (CL, CA, and BB) will attack US ships heavier than destroyers if at all possible. They will attack a US destroyer only if no heavier target is available.

Division of Fire: The Japanese will try to inflict some damage on all targets rather than concentrate on just one. Fire must be divided evenly, subject to the restrictions on ship types (above) and line of fire. A ship will not fire on a US ship already targeted by another Japanese ship if there is another target available. If no other target is available, the Japanese ship will fire at the targeted US ship rather than not fire at all.

Example of Fire Division: In the illustration, assume that Hiei is already assigned to fire against Washington, and no other Japanese ship is assigned against Pensacola or Quincy. Aoba must be assigned against Pensacola or Quincy instead of Washington; Aoba cannot be assigned against the US destroyer Duncan because there are heavier ships available as targets. If Pensacola and Quincy were not present, Aoba could be assigned against Washington; Aoba could not be assigned against Duncan unless there were no other targets available.

Heavy Ship Target Selection

Japanese BB's, CA's, and CL's targeting and gunnery combat is resolved before DD attacks. Allocate fire from these three types as one group. Fire is assigned in order of range, subject to the four factors listed above. After assigning targets initially, you rearrange the target order to improve the chance of success for the Japanese.

Initial Assignment of Targets: You match up attacking ships with targets in order of range — shortest range first — subject to dividing fire evenly.

  1. Determine the single Japanese ship that is closest to a US ship (other than a DD) at which it can fire. That Japanese ship is assigned to fire at that enemy ship. If there are several choices of attacker and target, use the priorities of assignment below. Place Fire Allocation markers with the same letters on both ships.
  2. Determine the Japanese ship that is next closest to a different US ship (other than a DD) and place Fire Allocation markers. Continue in this way until all possible attacks have been assigned against US ships other than DD's, without doubling up against any ship.
  3. Repeat the first two steps and assign all possible additional attacks against US ships other than DD's, by doubling up on ships already under attack.
  4. If any BB's, CA's, or CL's have not been assigned targets, repeat the process and assign as many as possible to fire against US DD's. If all targets available are already being attacked by two ships, then attack a heavier ship in preference to a DD.

If during the above process a US target is in an attacker's bow or stern arc, only that battery will fire against the target. You assign the other battery against another eligible target later.

Priorities of Assignment: If several pairs of attacking and target ships are equally far apart, select the firer and target by the following criteria in order of priority:

  1. Select a target in the firer's broadside arc rather than one in the bow or stern arc.
  2. Select the heavier target first (BB before CA, CA before CL, and so on).
  3. Select the target with a higher Damage Level first (2 before 1, and so on). Take into account any damage inflicted by torpedo combat occurring earlier in the segment.
  4. Select the heavier ship to fire first (BB, CA, CL).
  5. Select the ship with the lower Damage Level to fire first.
  6. If there is still a tie, select the firer-target pair randomly.

You use these priorities both to choose among equally distant targets for a single ship, and to select which of several equally distant potential firers — against the same or different potential targets — to mark next with Fire Allocation markers.

Priority 3 will tend to make the Japanese continue to fire at a target once they have "found the range," which is historical. Priorities 2 and 4 say that, in the event of ties, you fire against heavier ships first and fire with the most powerful ships first.

Rearranging Targets: After initially assigning all US targets, determine if two ships can trade targets. Ships can trade targets only if the targets are the same type (for example, both CA's). If one ship can attack a target at a shorter range and the other ship will fire at no greater a range than initially assigned, exchange the Target markers for the two ships. Make all possible such exchanges. Never exchange targets of two different types.

Combat Resolution: All attacks are resolved target by target, in any order as in the Basic Game (see 3.7 for the procedure). Note that there are additional gunnery combat row shifts in the Standard Game (see 9.5).

Example of Target Selection: Kirishima and Takao are both two hexes away from targets; their fire will be assigned first and each will attack one US ship. By priority 2, South Dakota is attacked first. By priority 4, Kirishima attacks it. Takao is now the closest Japanese ship to a target it can attack; it is 3 hexes away from Northampton, Vincennes, and Astoria. (Takao cannot target South Dakota, by the division of fire rule.) By priority 1, Takao will attack one of the ships in its broadside arc rather than attack Astoria in its stern arc. It will not attack the DD Jarvis, because heavier targets are available. So the choice is between Northampton and Vincennes. If either US ship had heavier damage than the other, that ship would be chosen; otherwise, the choice is made randomly.

Destroyer Target Selection

Japanese destroyer gunnery is allocated and resolved after all heavier ship combat. Again, fire is assigned in order of range. The following are preferred targets for DD's:

  • All enemy ships at Short range.
  • Enemy DD's (only) at Medium or Long range.

Initial Assignment of Targets: You assign targets for Japanese destroyers in much the same manner as you do for heavier ships:

  1. Determine the Japanese DD that is closest to any US ship at Short range or to any US DD at Medium or Long range at which it can fire. That Japanese ship is assigned to fire at that enemy ship. Place Fire Allocation markers on both ships.
  2. Determine the Japanese DD that is next closest to a different US ship at Short range or another DD at Medium or Long range and place Fire Allocation markers. Continue in this way until all possible attacks have been assigned against US ships, without doubling up against any ship.
  3. Repeat the first two steps and assign all possible additional attacks against US ships by doubling up on ships already under attack.
  4. If any DD's still have not been assigned targets, repeat the process and assign as many as possible to fire against heavier US ships at greater than Short range. If all targets available are already being attacked by two ships, then attack a DD in preference to a heavier ship.

Use the priorities listed for heavier ships to break ties in assigning targets. Also, after targets have been first assigned, determine if you should rearrange the Target markers for better Japanese advantage. Resolve all combat for the DD's.

9.3 Hidden Force Gunnery

Japanese hidden forces that performed Surprise Torpedo Attacks may be deployed on the map and their ships may make gunnery attacks. A hidden force will not reveal itself with gunnery unless it has unloaded a Surprise Torpedo Attack, preferring to wait undetected until it can make this attack.

A hidden force with a Force Size marker of 3 or more is deployed if there are three or more detected US ships within Short or Medium range (that is, within seven hexes) of the hidden force's hex. Only count detected US ships to which a clear line of fire can be traced. The hidden force holds its fire, preserving surprise, if this condition is not met.

Note: Even though all ships in a US formation are detected, only ships within 7 hexes of the hidden force are taken into account.

A hidden force with a Force Size marker of 1 or 2, or one with no Force Size marker, never performs gunnery at this time. It will prefer to remain undetected to use its torpedoes.

A hidden force which meets the above requirement is immediately deployed and ceases to be a hidden force (see 7.3). Place the ships on their Unfired sides. The ship formation is still undetected when it is deployed. The ships then make gunnery attacks the same as other Japanese ships. A hidden force can make a Surprise Torpedo Attack and a gunnery attack in the same segment, but it can attack in only one segment (Combat or Japanese Detection) per Game Turn.

9.4 US Radar-Directed Gunnery

As in the Basic Game, you may fire with each of your US ships against any eligible targets (see 3.7). The Japanese ship type restrictions and target selection procedure do not apply to the US in any way. In the Standard Game, you must decide in each attack whether the fire will be visually directed or radar directed.

Radar Direction

A US ship can use radar direction for gunnery at Short or Medium ranges (that is, up to 7 hexes). Radar direction cannot be used at Long or Extreme range. Radar direction has the following effects:

  • Range limits and row shifts relating to Visual Fire Direction Range are ignored.
  • In scenarios in which any type of US detection radar is present, you must shift down 1 row on the Gunnery Cards when resolving any visually-directed US fire. (The American crews had become so dependent on radar direction that their visual technique was deficient.)

If you fire batteries separately, you may use radar direction for both. You specify an arc and formation for each, and each then uses the priority rules listed below.

Choice of fire direction is by ship, not by formation. You can use visual direction for some ships and radar direction for others of the same formation. Different ships in the same formation can use radar direction against different target formations.

A ship can use radar direction only if it is equipped with some form of detection radar. A ship cannot use radar direction if its radar has been destroyed or, in the Advanced Game, is temporarily inoperative because of a random event.

Restrictions on Targets: Radar-directed gunnery faces the following restrictions on which targets can be attacked:

  • If you use radar direction, you designate the arc (bow, port broadside, etc.) into which the ship will fire.
  • You also designate the enemy formation which will be the target. (Not every ship of the designated formation need be in the designated arc, although at least one must be.)

Criteria for Targets: Once the firing arc and formation are chosen, you must use the following criteria, in order of priority, when determining the target ship:

  1. The heaviest ship type that is an eligible target.
  2. If several ships are of the heaviest ship type, select the one that is closest.
  3. If several ships are equally heavy and equally close, you may choose whichever you wish.

Note: Priorities 1 and 2 combine to make you fire at the fattest blip on your radar screen.

A ship must have a clear line of fire to the target in the designated formation. Land terrain interferes with radar-directed fire just as it does with visually-directed fire. Apply the above priorities only to targets that can be attacked. Retiring and sinking ships are eligible as targets and must be taken into account when choosing a target.

Example: You designate a Japanese formation in a ship's port broadside arc. Two CA's and two DD's of that formation are in the arc. By priority 1, the ship attacks one of the CA's. By priority 2, it attacks whichever is closer. Even if one of the CA's is retiring or sinking, it must be selected. If the line of fire to one CA is blocked, the US ship attacks the other CA.

9.5 Gunnery Combat Row Shifts

Gunnery combat is resolved as in the Basic Game by using the Gunnery Cards (see 3.7). However, there are additional row shifts involved in the Standard Game. Row shifts that apply in the Standard Game are as follows:

Row ShiftReason
Down 1A ship uses its primaries against more than one target. This shift applies to all attacks by the ship's primaries in the combat.
Down 1In any US attack using visual fire direction, if the US begins the scenario with any type of radar.
Down 1If the range to the target exceeds the attacking ship's Visual Fire Direction Range. Radar-directed fire does not suffer this shift.
Down 2In any Return Fire.
Down 1The attacking ship possesses a Damage 1 marker.
Down 2The attacking ship possesses a Damage 2 marker.
Down 3The attacking ship possesses a Damage 3 marker.
Up 1The target ship is in the same hex as the attacking ship.
Up 1The target ship's current Speed marker is 1, 2, or 3.
Up 1In visually directed fire if the target ship is on fire. Radar-directed fire does not receive this shift.
Up 1(Advanced Game) If the target ship possesses an Illumination marker. Radar-directed fire does not receive this shift.
Up 1(Advanced Game) In visually directed fire if friendly float planes are present. Radar-directed fire does not receive this shift.

Note: Gunnery fire can be used beyond Visual Fire Direction Range if the target is on fire at the start of the current step in the segment, it is illuminated, or, during the Second Attack Step, it possesses a "Detection 1st Step" marker (see 8.1). In any of these cases, there is a shift of one row down applied to the attack. If the ship is on fire or is illuminated, the upward shifts for these conditions cancel out the downward shift.

9.6 Special Gunnery Results

Certain Gunnery Cards indicate special combat results at their lower righthand corners. These special results are always applied against the target even if no hits are scored.

Admiral Killed: If there is an admiral on board the target ship, he is killed (removed from play). If the US Task Force Commander is killed, he will be replaced (see 12.2).

Fire: Fires break out onboard the target ship. Place a Fire marker on the ship. Fires have the following effects:

  • A ship that possesses a Fire marker at the start of a combat step can be attacked at up to twice Visual Fire Direction Range throughout the step. A fire does not have this effect during the combat step in which it starts.
  • There is a shift of one row up when using visually-directed gunnery attacks against a ship on fire. If the ship is beyond Visual Fire Direction Range, a shift of one row down also applies, cancelling out the shift up. Torpedo attacks against a ship on fire receive a die roll modifier (see 10.2) and Japanese Surprise Torpedo Attacks receive a column shift (see 10.3).
  • In the Fire Phase of the Terminal Stage, roll the die once for each burning ship, consult the Fire Effects Table on Card #5, and apply the result. Note that the US roll is modified in Early 1942 and in all 1943 scenarios, which reflects changes in US fire-fighting abilities.

If you roll a "0" (10) before applying modifiers, roll the die again. On a second roll of "0" (10) the ship explodes; no modifiers apply to the second roll. A ship that explodes immediately sinks, regardless of its current Damage Level, and its counter is removed from the map. If the second die roll is any other result but "0" (10), you apply the damage for the "0" (10) result as per the Fire Effects Table.

When a Japanese ship explodes, other ships in its formation may cease to be within two hexes of one another. If this occurs during the first three Movement Phases, issue separate orders to the fragments in the Second Japanese Formation Orders Phase. Until that time all ships continue to execute their existing formation order.

Example of Ship Explosion: A Japanese formation has ships in hexes 3210, 3211, 3213, 3215, and 3216. The ship in hex 3213 explodes. The formation splits into two 2-ship formations in the Second Japanese Formation Orders Phase.

A Japanese ship cannot perform a mission while it is on fire (see 13.0). A burning Japanese ship exiting the southeast mapedge (hexes 1001 through 2601) to perform a mission keeps its Fire marker. You continue to roll for it in each Fire Phase until the ship sinks, reaches Damage Level 3, or the fire goes out. A ship that reaches Damage Level 3 re-enters the map — still on fire — on the following Game Turn, and it begins retiring (see 11.0). If the fire goes out, the ship completes its mission and comes back on the map normally.

If a ship catches fire after completing its mission, there is no effect on the mission or Victory Points awarded for it, but the ship's final Damage Level is used when determining victory. If a ship exits any other mapedge, you resolve the final effect of the fire when determining victory (see 14.2).

Friendly Ship Hit: If there is a friendly ship in the same hex with or adjacent to the target, the fire hits the friendly ship instead of the enemy. (If there are several friendly ships in the hex, choose one randomly.) The result applies even if the enemy ship would normally block the line of fire to the friendly ship. Mark off any Damage Boxes for the friendly ship instead of the intended target.

Note: If the firing ship is in the same hex as or adjacent to the target, ignore this result completely.

Japanese Illumination (Advanced Rule only): This result applies only when using illumination (see 21.5). If the card says "Jap. Illum. (Combat Seg)" and a Japanese ship is firing, that ship illuminates its target. Place Illumination markers on both ships; the Japanese ship immediately receives a shift of one row up when resolving the current combat. Ignore this result if the ship is already using the top gunnery row. Also, ignore this result in either Detection Segment or when a US ship is firing.

Radar Destroyed: If a US ship is the target, its radar is destroyed. Cross off the radar space on the ship's log. It cannot use radar-directed fire or radar detection for the rest of the game. (Note that a US formation can use radar detection if any ship in the formation has functioning radar.)

Torpedo Tubes Hit: If the ship has any unfired torpedo salvos, one salvo (chosen randomly) is destroyed. Any reload for the salvo is also destroyed. If all salvos have been expended, one reload (if any remain) is destroyed.

10.0 Torpedo Combat

Torpedo combat occurs during the Combat Segment and may occur during Detection Segments. Both ships and hidden forces can make torpedo attacks. A hidden force can make a Surprise Torpedo Attack, which has a procedure different from torpedo attacks made by ships (see 10.3).

On the Japanese Ship Log Roster there often appear pairs of circles, one of which is shaded. The shaded circle represents a reload (see 10.4). There are no US radar-directed torpedo attacks.

10.1 Japanese Torpedo Allocation

In both Basic and Standard Games, you assign all Japanese torpedo attacks before resolving any of them. All ships assigned to fire against the same enemy target have their Torpedo values added together. Use Fire Allocation markers to record which ships are firing at which targets.

The Standard Game improves Japanese torpedo fire. Shots are assigned in order of distance from a US target, and more careful restrictions are imposed.

Restrictions: The following restrictions apply to Japanese torpedo allocation:

  • At Long or Extreme Range, undetected Japanese ships will not fire torpedoes. Detected ships will fire at these ranges. At these ranges Japanese ships will not use torpedoes against US DD's or in Return Fire. It can happen that this restriction will prevent some ships from being assigned targets. Such ships simply do not attack.
  • Japanese will try to conserve torpedoes. They will never fire torpedoes at sinking US ships. A maximum of three ships will attack any single US BB, CA, or CL. A maximum of two ships will attack any single DD. If these restrictions exclude all targets for a Japanese ship, then it does not fire its torpedoes.
  • Japanese torpedo attacks must be divided as evenly as possible among the available targets. (For example, no target can be attacked by two ships until every target has been attacked by one.) However, a ship will violate this restriction rather than make no attack.

Initial Assignment of Targets: The following procedure works just like gunnery assignment. However, in breaking ties when determining targets, the weight of the firing ship is not important. Instead, firing from enemy broadside arcs is important, since this avoids adverse torpedo value modifiers.

  1. Determine the single Japanese ship that is closest to a US ship which it can attack, subject to the restrictions listed above. It is assigned to fire at that US ship. Place Fire Allocation markers with the same letter on both ships.
  2. Determine the Japanese ship that is next closest to a US ship it can attack, subject to the restrictions above, and place Fire Allocation markers. Continue in this way until all possible attacks have been assigned against US ships.

Priorities of Assignment: If a Japanese ship has several potential targets equally far away, select its target by the following criteria, in order of priority:

  1. Select the heavier ship type target first.
  2. Select the target ship at the higher Damage Level first. Take into account damage inflicted any time during a previous combat step in the segment.
  3. Select a target that offers its broadside arc to the attacker, if possible. If no such target is available, select a target offering its stern or bow arc. If two potential attackers are equally distant from a target, select an attacker to which a target offers its broadside arc over one to which a target offers its bow or stern arc.
  4. If there is still a tie, select a target randomly.

If two or more potential attackers are equally distant from targets, select the next attacker-target pair using the same criteria.

Rearranging Targets: After initially assigning all targets, determine if any ships can trade targets. If one ship can attack a target at a shorter range and the other ship will fire at no greater a range than initially assigned, exchange the Fire Allocation markers for the two ships. Make all possible such exchanges. As with gunnery, trade only identical type target ships.

Torpedo Combat Resolution: Resolve the attacks, target by target, in any order you wish as in the Basic Game (see 3.6). Note that there are additional Torpedo value and die roll modifiers in the Standard Game (see 10.2).

Example of Torpedo Attack: Assume all Japanese ships in the illustration have their full torpedo armament remaining. All US ships are undamaged. Myoko is the closest Japanese ship to a US target and is assigned to attack San Francisco. Samidare is next closest, three hexes from both San Francisco and Lamson. Since San Francisco is already being attacked, you target Samidare against Lamson. If Samidare had no other available target, however, it would attack San Francisco rather than make no attack at all. The next assignment must be against one of the three untargeted ships — Aaron Ward, Portland, and Helena — if possible. Harusame can attack either Helena or Portland, and Amatsukaze can attack Aaron Ward, all at a range of 6 hexes. Choosing the heaviest target, you assign Harusame to Portland. Amatsukaze then is assigned against Aaron Ward. Amatsukaze cannot attack Helena, since the line of fire is blocked. One attacker has now been assigned against every US ship except Helena, and all Japanese ships except Fubuki and Yunagi have been assigned targets. Yunagi has no clear line of fire and does not attack. Fubuki does not have a clear line of fire to Helena so it will simply fire at the closest target, Lamson. Fubuki is the second ship targeted against Lamson, which is a DD, so no other Japanese ships can target Lamson in this segment. Fubuki and Samidare each fire one salvo against Lamson. The other Japanese ships fire two salvos each.

10.2 Torpedo Combat Modifiers

In addition to the Torpedo value modifiers listed in the Basic Game (see 3.6), there is one additional modifier in the Standard Game. If a ship making a torpedo attack is undetected, a +1 modifier applies to its Torpedo value.

The only die roll modifiers to torpedo combat in the Basic Game are based on the target's current Speed marker. In the Standard Game, all the modifiers listed below apply:

Die Roll ModifierReason
+3Target's speed is 1.
+2Target's speed is 2.
+1Target possesses a Fire marker (see 9.6).
+1Surprise is in effect against the target's side (see 6.3).
+1All US torpedo attacks in 1943 scenarios.
+1Friendly float planes are present (Advanced Game only; see 19.2).
+1 or 2A Japanese admiral's Torpedo Modifier (Advanced Game only; see 20.2). For example, a Japanese admiral with a Torpedo Modifier of 1 gives a +1 die roll modifier.
–1Japanese are making Return Fire torpedo attack (see 8.1). The US cannot make Return Fire torpedo attacks.

10.3 Surprise Torpedo Attacks

Hidden forces can make Surprise Torpedo Attacks against US targets during the Combat or Japanese Detection Segment. You first determine if the hidden force will make the attack, depending on how many US ships are within torpedo range and how close they are. Then you determine how many torpedoes are expended and how many of them hit their targets. The actual ships that are hit and the damage each takes is determined randomly, but hits are more likely to be scored against heavier ships and against ships closer to the hidden force.

A hidden force can make only one Surprise Torpedo Attack per Game Turn and is then considered to have fired for that turn, just like a ship which has executed normal torpedo combat. The hidden force can make a gunnery attack in that same step (see 9.3).

If several hidden forces are eligible to make Surprise Torpedo Attacks, their attacks are resolved in the order of their distance from US ships. The force closest to any US ship attacks first, followed by the next closest, and so on. Choose randomly if distances are equal.

Hidden forces without Force Size markers can also make attacks. A marker is drawn for such a force as the first step of the combat resolution procedure (see below).

Surprise Torpedo Attack Requirements: A hidden force must have torpedo salvos remaining to make such an attack, and it must not yet have fired in the Game Turn. There must be at least one US target available, and a clear line of fire must exist between the hidden force and target. A hidden force that meets these requirements always attempts a Surprise Torpedo Attack:

  • During the Detection Segment, only ships in a US formation against which an "I" (Immediate Fire) result was obtained by a Japanese hidden force can be attacked. All ships in the formation may be attacked, but only by the hidden force that made the detection attempt. The US ships must be within Visual Fire Direction Range. Ships in other US formations cannot be attacked.
  • During the Combat Segment, only detected US formations can be attacked.
  • Target ships must be within Visual Fire Direction Range.

Surprise Torpedo Attacks are always resolved after all other Japanese torpedo attacks.

Note: As with regular torpedo attacks, friendly ships in any hex between the attacking and target ships block line of fire (see 3.6).

Restrictions: The Japanese will withhold making an attack, thus preserving surprise to use against more and/or bigger targets, if the following conditions are met:

  • Surprise is in effect against the US (see 6.3), and
  • Only one or two US ships are in the bow or broadside arc of the hidden force, and
  • Both these ships are either DD's or CL's.

Surprise Torpedo Attack Resolution Procedure

Each hidden force's Surprise Torpedo Attack is resolved individually, using the following procedure:

  1. If the hidden force does not yet have a Force Size marker, draw one for it. If the marker drawn is "0," remove the hidden force and skip the rest of the procedure. The hidden force is a dummy and there is no attack.

  2. Add up the effective number of US targets, which is equal to the total number of all non-sinking US ships in the hidden force's bow and/or broadside arc, as modified by the Surprise Torpedo Target Number Chart (on Card #4). Round fractions up. Sinking ships are ignored as are ships in the hidden force's stern arc. If the final effective number of US targets is "0" or "1/2," the hidden force does not attack.

    Note: US ships beyond Visual Tracking Range, but within Visual Detection Range, are counted in this step. The multiplier reflects the lesser likelihood of the torpedoes hitting; thus, the Japanese are not willing to waste salvos on poor targets.

  3. Refer to the Surprise Torpedo Action Table on Card #4 and locate the column corresponding to the effective number of US targets. The column shifts listed below may apply and change the column you will use. The column shifts are cumulative.

Column ShiftReason
1 leftJapanese are using Return Fire (see 8.1).
# leftIf the hidden force does not have enough available torpedo salvos (see step 4, below).
1 rightSurprise is in effect against the US (see 6.3).
1 rightEach US BB target within 11 hexes. (This shift applies even if the BB has a multiplier of "0" on the Surprise Torpedo Target Number Chart.)
1 rightAny target ship possesses a Fire marker (see 9.6).
1 or 2 rightFor the Torpedo Modifier of any Japanese admiral with the hidden force (Advanced Game only; see 20.2). For example, an admiral with a Torpedo Modifier of 1 gives a one column shift to the right.
  1. Roll the die and cross-reference the result with the correct column. (There are no die-roll modifiers.) The result will be in the form such as "2(1³)."

    • The first number of the result is the number of torpedo salvos expended. If the hidden force does not have enough available torpedo salvos remaining, shift to the left one or more columns to stay within expenditure limits (see Torpedo Expenditure Limits, below).
    • The second in parentheses is the number of salvos that successfully hit. If this number is a "0" with no superscript number, then the attack missed. You cross off torpedo salvos (see step 6) and skip the rest of the procedure. If there is a superscript number with the "0," there is a chance that one salvo did hit (see step 5).
    • The third number (in parentheses, superscript) is used to determine if one additional salvo successfully hit (see step 5, below).
    • If the result obtained is "N," the hidden force did not make an attack. No torpedo salvos are expended.
  2. Determine if an additional salvo hit an eligible US target. The number in parentheses is the number of successful salvos that did hit. If this number has a superscript (for example, "(1⁴)"), you roll the die again. If you roll less than or equal to the superscript number, an additional salvo hits a target. Thus, on a "(1⁴)" result, a second salvo hits if you roll a 1, 2, 3, or 4. You make only one roll to determine if an additional salvo hits, not one roll per successful salvo.

  3. On the hidden force's log, cross off the number of salvos expended. Also note down in each salvo circle the Game Turn number when the salvo is expended, since this information is important for reloading (see 10.4).

  4. Determine which US ships the salvos were fired at. (You are not yet selecting the successful shots, but determining which ships were attacked, successfully or not.) You assign each salvo fired to a target (including the additional salvo, if applicable). Only US ships which had a multiplier of ".5" or more in step 2 are eligible targets. A ship which had a multiplier of "0" cannot be selected. A salvo is never fired at an undetected or sinking ship. Targets are chosen from among the eligible targets in the following order of priorities:

    • Divide shots evenly. You assign one salvo to each eligible target before assigning a second salvo to any.
    • Select the heaviest ships first: BB's, then CA's, then CL's, then DD's.
    • Select US ships at range 1–3 hexes first, then ships at range 4–9 hexes, then ships at range 10–11 hexes. A ship 12 or more hexes away cannot be selected.
    • Select ships offering a broadside arc to the hidden force first.
    • If there is still a tie for eligible targets, choose them randomly.

    If more salvos were fired than there are eligible targets, each target is attacked by one salvo. Divide up the remaining salvos among the eligible targets, using the above priority order. Place Fire Allocation markers on all US ships being attacked.

Die Roll ModifierReason
–1Hidden force is in target ship's stern arc.
–1Hidden force is in target ship's bow arc.
+1Japanese float planes are present (Advanced Game only; see 19.2).

Torpedo Expenditure Limits

There are two limits on the number of salvos a hidden force may fire per Surprise Torpedo Attack:

  • Torpedo Salvo Limit: The number of salvos a hidden force fires at one time may not exceed the Torpedo Salvo Limit printed on its Force Size marker. (This limitation reflects the number of torpedo tubes aboard the ships.)
  • Torpedo Ammunition Limit: A hidden force cannot expend more salvos than it currently has remaining on its log. The Torpedo Ammunition Limit is the number of salvos the hidden force has initially and is printed on the Force Size marker.

When using the Surprise Torpedo Action Table to resolve an attack, a hidden force can never fire more salvos than allowed by the above restrictions. When you initially cross-reference the effective number of US targets with the die roll result and find that more torpedo salvos are expended than the hidden force possesses or can fire at one time, you must shift left to another column. Use the first column to the left that does not exceed either the maximum number of torpedo salvos remaining to the hidden force or its Torpedo Salvo Limit.

Example: A hidden force has 3 salvos remaining and is firing at 6 effective targets. You roll a 6, which results in a "5(2²)." The result calls for expenditure of more than 3 salvos, so you must shift left two columns to the "4" column heading, since that column indicates an expenditure of 3 salvos, the limit the force may expend. Likewise, if the hidden force has a Force Size marker of 1, its Torpedo Salvo Limit is 4. You would shift over one column to the left from the "6" to the "5" column heading, since that column indicates an expenditure of 4 salvos, equal to the Torpedo Salvo Limit.

Torpedo Expenditure: When you deploy a hidden force into ship formation, divide up the salvos that were expended by the force as evenly as possible among the ships. If the salvos do not divide up evenly (for example, the hidden force has four ships and expended five salvos in Surprise Torpedo Attacks), then cross off the additional salvos, one per ship, starting with ships at the front of the deployed formation and working toward the back. Choose randomly among ships equally far forward (for example, in the same hex).

If a ship has several salvos available, choose one randomly to cross off. If the initial salvos of all ships are crossed off and additional expenditures remain, cross off available reloads.

Check the log of the hidden force to determine the Game Turns in which the torpedo salvos were expended and copy this information onto each ship's log. The number of the Game Turn will determine whether you cross off an available salvo or a reload (see 10.4).

Example of Surprise Torpedo Attack: You determine that a hidden force will attempt a Surprise Torpedo Attack. It does not have a Force Size marker, so you draw one. The marker has a value of "3," so the force is not a dummy. It is allowed to make the attack. The marker indicates that the hidden force has a Torpedo Salvo Limit of 10 and a Torpedo Ammunition Limit of 20. All the US ships in the hidden force's bow and broadside arcs are detected and within Visual Tracking Range. In computing the effective number of targets, Walke and Fletcher are within 3 hexes and so each is multiplied by 2 (2 × 2 = 4). Blue, New Orleans, and Washington are within 9 hexes and each is multiplied by 1 (1 × 3 = 3). Salt Lake City at 10 hexes is multiplied by .5. The total is thus 7.5 (4 + 3 + .5 = 7.5), which is rounded up to 8. Note that the hidden force is in the bow or broadside arc of all US ships, which affects the multipliers.

You now determine column shifts. There is a one column shift to the right for the BB Washington. No other column shifts apply. The attack will be resolved on the "9" column on the Torpedo Action Table. You roll a 6, which gives you a result of "7(2⁵)" from the table. Seven salvos must be expended and be assigned to targets. If the hidden force had only six salvos available, you would have to shift over two columns to the left (under the "7" heading) for a result of "6(2¹)."

You now assign targets for the seven salvos. There are three DD's, two CA's, and one BB eligible as targets, so each is assigned a salvo. The seventh salvo is assigned to the BB (by priority A). Two of the salvos are hits. You now roll to determine if an additional salvo hits. The superscript number is "5," so you must roll a 5 or less. Assume you roll a 4. An additional salvo hits an eligible target, for a total of three successful hits.

Now you determine randomly which ships were hit by assigning a number to each salvo. Washington is assigned two numbers for the two salvos that were fired and the other ships are assigned one number per salvo. You roll for three successful hits.

Die RollTarget Ship
1–2Washington
3Chicago
4New Orleans
5Blue
6Fletcher
7Walke
8–10Roll again

Your first roll is a 7, so Fletcher is hit (it cannot be hit a second time). Your other die rolls are 1 and 2, so Washington is hit twice. Consulting the Surprise Torpedo Damage Table, you roll for Fletcher; a –1 die roll modifier applies because the hidden force is in Fletcher's bow arc. You roll a 4, which is modified to 3. Fletcher receives 3 hits, and you check off 3 Damage Boxes for it. You next roll twice for Washington; no modifiers apply to the rolls, since the hidden force is in Washington's broadside arc. Your first roll is a 2, so the BB receives 2 Damage Points; the second roll is a 9, so it receives another 6 points. You cross off 8 Damage Boxes for Washington. After resolving the Surprise Torpedo Attack, you deploy the hidden force into ship formation to resolve gunnery combat because there are more than 3 US ships within Medium and Short range. Place an Undetected marker on the deployed ship formation.

10.4 Torpedo Reloads

Torpedo reloads are indicated on the Japanese Ship Log by shaded circles to the left of slashes; a reload is associated only with the salvo next to the slash. Reload occurs only during the Reload Step of the Combat Segment. Consult the Japanese Ship Log Roster to determine which salvos are reloaded.

Each time you use a torpedo salvo, note down in the salvo circle the number of the Game Turn in which it was fired. It takes two Game Turns to reload a torpedo. A salvo cannot be fired in the same Combat Segment that it is reloaded. However, if the Japanese Detection Segment occurs later in that same Game Turn as the reload, the salvo can be fired during the Immediate Fire Step.

When you reload a salvo, you erase the check mark and Game Turn number in the unshaded torpedo circle, indicating the torpedo is now loaded, and then cross off the shaded circle to indicate the reload has been used. The reload can be used only on the indicated side (center, port or starboard).

Example: A starboard salvo is fired on Game Turn 5. You immediately check off this salvo and note down the Game Turn number in this salvo circle. The salvo can be reloaded in Game Turn 7. Assume in Game Turn 7 that the Combat Segment chit is drawn before the Japanese Detection Segment. During the Reload Step of the Combat Segment, you erase the mark and number in the starboard salvo circle and cross off the shaded reload circle. The reloaded torpedo salvo cannot be used in the current Combat Segment, but it may be used when the Japanese Detection Segment chit is drawn in this Game Turn (unless the ship performed gunnery in the Combat Segment) or it may be used during a future Game Turn.

Surprise Torpedo Attack Reloads: When you deploy a hidden force into ship formation, you cross off torpedo salvos used in Surprise Torpedo Attacks on the ships' logs after noting down the Game Turn number in which the salvo was used. Copy this Game Turn number from the hidden force's log to a ship's log. If a salvo was fired two or more turns earlier and a reload is available, cross off the reload instead of the salvo (the crew has already reloaded). If the salvo was fired in the current or immediately preceding Game Turn, then you reload it according to the above sequence.

Note: Remember that a Japanese ship uses a salvo with a reload before other available salvos.

Example: A hidden force fires two salvos on Game Turn 6 and two on Game Turn 7. It is deployed into ship formation on Game Turn 8, and consists of four DD's. One salvo is expended from each DD. Two of the DD's, determined randomly, are considered to be reloaded, so you mark off reloads, leaving the salvo available for firing. The other two DD's may be reloaded on Game Turn 9.

Damage and Reloads: Gunnery combat may result in reloads being destroyed. When a Japanese ship reaches Damage Level 2, it loses one available salvo, determined randomly (see 3.8 and 8.4). If that salvo has a reload, it too is lost. At Damage Level 3, it loses another available salvo, determined randomly, and an associated reload, if any. If a ship has more than two available salvos on the same side, only one is crossed off (with its reload, if any).

Note: Ships that go from Damage Level 1 immediately to Damage Level 3 lose only one torpedo salvo (and associated reload, if any), not two (see 8.4).

11.0 Retirement and Withdrawal

The captain of a ship may decide to leave the battle area because his ship is no longer battleworthy or because he has accomplished his mission. In addition, the Japanese may decide to withdraw if they have suffered — or might suffer — unacceptable damage.

11.1 Conditions for Retirement

Retiring ships use Retirement Movement. Ships retire under the following conditions:

  1. A ship that reaches Damage Level 3 uses Retirement Movement for the rest of the game, beginning in the Game Turn after this level is reached. Damage is assessed during the Retirement Phase of the Terminal Stage. A ship that reaches Damage Level 3 continues to move with its formation throughout the Activity Stage of the current Game Turn.
  2. Results on the Freedom of Action Table may force US ships to use Retirement Movement for a Game Turn. This movement applies only during the Game Turn in which the result occurs (see 5.2).
  3. The US Task Force Commander's flagship is allowed to use Retirement Movement (see 11.3).
  4. Japanese withdrawal may dictate Japanese retirement (see 11.4).
  5. Japanese ships may retire after accomplishing their missions (see 13.0).

11.2 Japanese Retirement Movement

Retiring ships can never belong to a formation containing non-retiring ships. Retiring Japanese ships are grouped in formations only with other retiring ships, and they are grouped together by Speed: Ships with a Speed of 2 are grouped together, ships with a Speed of 3 or 4 are grouped together, and ships with a Speed of 5 or more are grouped together. Other requirements for Japanese groupings apply to retiring Japanese ships (see 3.2). Retiring formations receive orders as follows:

  1. If any ship of the formation is within 3 hexes of a detected US ship, the formation uses Battle Movement. Otherwise, the formation receives a Retirement Movement order. To generate this order, use the yellow Mission Heading Compass of the highest-numbered zone occupied by any ship of the formation.

    Note: In Mission Movement, you use the lowest-numbered zone when determining heading. Also, you use the red die roll ranges and arrows when determining headings.

  2. Roll the die for the formation and check the yellow die roll ranges and arrows of the appropriate Mission Heading Compass. Turn the retiring formation to the indicated heading. If it makes a 180° turn, reduce its Speed marker by 1 (to a minimum Speed of 1).

  3. The retiring formation receives an Ahead order.

Retiring Japanese formations move in those Movement Phases as based on their Speeds (see 3.4).

Example of Retirement Movement: Yunagi in hex 1416 is retiring. The possible headings for Retirement Movement from the zone 5 Mission Heading Compass are N (die roll range of 1–7) and NW (8–10). However, Maury is in hex 1420 and is detected, and the NW heading takes Yunagi toward Maury. Since only the N heading is available, you turn Yunagi to head N (you do not have to roll the die). If Maury were in hex 1419, it would be within 3 hexes of Yunagi, which would then use Battle Movement.

Effects of US Ships: Retiring Japanese ships will try to avoid all detected US ships within Visual Tracking Range. Before generating Retirement Movement orders for retiring ships, check the yellow arrows of the Mission Heading Compass. If all possible die roll results will cause the retiring ships to assume headings that bring them closer to any US vessel, then simply roll the die and turn the ships to their new headings. If there are any die roll results that will cause the retiring ships to move farther from US ships, keep rolling until you roll such a result. Then turn the ships to their new headings.

Note: You take into account only those detected US ships within Visual Tracking Range of a retiring Japanese ship when determining the direction of its heading. Do not take into account detected US ships outside Visual Tracking Range, undetected US ships, or any possible future moves by detected US ships when determining the closeness of US ships.

As with Mission Movement, if a formation receives a Retirement Movement order in the First Japanese Movement Orders Phase, it does not receive a new one in the Second Japanese Movement Orders Phase. If during the Second Japanese Movement Orders Phase, it meets the requirements to use Battle Movement, it receives a new order via the Battle Movement Display.

A retiring ship or formation may switch between Battle and Retirement Movement any number of times. It never uses Mission Movement once it begins retiring.

Exiting the Map: A retiring Japanese ship which reaches the north (hexes 0120 through 0136 inclusive) or northwest (hexes 0236 through 0839 inclusive) mapedge continues moving off the map. To exit the map counts as one hex of movement.

Emergency Turns: If a retiring formation must make an Emergency Turn, it turns to the following directions in order of priority: N, NW, NE, SW, SE, S. All other rules for an Emergency Turn must be followed (see 5.4).

Note: The order of priority is the reverse of the directions for non-retiring ships.

Combat: Retiring Japanese ships participate in combat the same as other ships. They can become targets on the same basis as any other ships.

11.3 US Retirement Movement

Each retiring US ship moves individually and can never belong to formations, not even with other retiring ships. Ships using Retirement Movement are moved last in each Movement Phase. Retiring US ships are never affected by the Freedom of Action Table.

You choose the direction of movement separately in each phase by the priority given below. Point the ship in that direction and move it one hex in each Movement Phase in which it can move, based on its Speed. A retiring US ship attempts to flee the map through either the southeast (hexes 1001 through 2601) or southwest (hexes 3127 through 3140) mapedge. A retiring ship moves in the following directions in order of priority:

  1. Toward whichever mapedge is nearer, if this does not bring the ship closer to any detected Japanese vessel within Visual Tracking Range. Count the sea hexes to the nearest mapedge hex in both directions. If the distances are equal, the ship moves SE.
  2. If moving SE brings the ship closer to a detected Japanese vessel within Visual Tracking Range and moving SW would not, the ship will move SW (and vice versa).
  3. If moving either SE or SW brings the ship closer to a detected Japanese ship within Visual Tracking Range, then it moves in whichever direction brings it closer to the smaller number of detected Japanese ships.
  4. If the retiring ship makes a 180° turn, reduce its Speed marker by 1 (to a minimum Speed of 1).

Note: You take into account only those detected Japanese ships within Visual Tracking Range (not Radar Tracking Range) of a retiring US ship when determining the direction it heads. Do not take into account detected Japanese outside US Visual Tracking Range or any possible future moves of the Japanese ships when determining directions.

Effects of Stacking: A retiring US ship never enters a hex in which it would cause a collision (see 5.5). Instead, it turns in an alternative direction (SE or SW), even if that would cause it to move closer to more Japanese ships. If turning the ship in either of these directions causes it to enter a hex where it would create a collision, it does not move that Movement Phase.

Exiting the Map: A retiring US ship exits the map only off the SE or SW edge. A retiring US ship that reaches the SE or SW mapedge continues moving off the map. To exit the map counts as one hex of movement.

Emergency Turns: A retiring US ship makes an Emergency Turn to avoid a land or shoal hex or to avoid leaving the map at any edge except SE or SW. In making the turn, it conforms as nearly as possible to the Retirement Movement direction priorities, heading SE or SW. You have your choice of direction if there is a tie. Its Speed is reduced by 1 for the Emergency Turn (to a minimum Speed of 1).

Combat: Retiring US ships participate in combat the same as other ships. They can become targets on the same basis as any other ships.

11.4 Japanese Withdrawal

The Japanese may withdraw at the end of a Game Turn during the Japanese Withdrawal Phase of the Terminal Stage. You start checking for Japanese withdrawal in the Game Turn that any Japanese ship sinks or uses Retirement Movement.

Japanese Withdrawal Procedure

To determine if Japanese ships begin to withdraw, follow this procedure:

  1. Compute the Japanese Withdrawal Index, which is based on the number of ships sunk or retiring and on the number of BB's at Damage Level 2. Use the chart on Card #2 to determine the index.

    Note: Japanese ships at Damage Level 3 are considered retiring (see 11.1).

  2. On the Japanese Withdrawal Table (Card #2), cross-reference the Japanese Withdrawal Index with the Japanese Strength Level for the scenario. The numbers on the table correspond to the die roll ranges for withdrawal. If there is a "–" result, the Japanese do not withdraw at this time, and you do not roll the die.

  3. Roll the die. If the die roll is within the range of numbers on the Japanese Withdrawal Table, the Japanese decide to withdraw.

Note: In the Advanced Game, the presence of Admiral Tanaka gives a +1 die roll modifier when rolling on the Japanese Withdrawal Table (see 20.2).

Effects of Japanese Withdrawal

Starting with the Game Turn after the Japanese decide to withdraw, all Japanese ships begin to retire for the rest of the game. There is no additional effect to ships already retiring. The Japanese ships use Retirement Movement each Game Turn until they exit the map, unless the presence of US ships causes them to use Battle Movement. They no longer use Mission Movement.

If no US ship is detected at the moment the Japanese begin withdrawal, you have the opportunity to end the game immediately (see 14.1). If the Japanese withdraw before any ship accomplishes its mission, you receive 6 Victory Points. You also receive these points if all remaining Japanese ships retire because of reaching Damage Level 3, before any ship accomplishes its mission.

Japanese ships performing missions off the map remain off-map until their missions are completed (see 13.0). They re-enter the map normally and use Retirement Movement for the remainder of the game. Their missions do count towards Japanese Victory Points (see 14.2).

Example of Japanese Withdrawal: The Japanese Strength Level for the scenario is 5. Japanese losses in the game through the current Game Turn total two CA's and two DD's sunk. Each CA is worth 3 and each DD worth 1. The Japanese Withdrawal Index is 8 (3 + 3 + 1 + 1 = 8). Checking the Japanese Withdrawal Table, you find a die roll range of "1–5." On a roll of 1, 2, 3, 4, or 5, the Japanese withdraw. On a roll of 6 or more, they do not withdraw.

12.0 US Admirals

There are two types of US admirals in the game. Destroyer admirals have the letters "DD" on their markers and are restricted to American destroyers. All other admirals are heavy ship admirals. One of the heavy ship admirals is the Task Force Commander, whose presence strongly affects the unity of US command.

In the Historical Scenarios, US admirals and their flagships are listed in the scenario set-ups (see 15.0). In the Scenario Generation System, the number and type of US admirals are determined by die roll (see 16.1). An admiral can never leave the ship to which he is assigned. A ship with an admiral on board is called a flagship.

12.1 Effects of US Admirals

Task Force Commander

In every scenario one admiral is the US Task Force Commander. The ship to which he is assigned is the task force flagship. All other admirals are subordinates. If there is only one admiral listed in the scenario set-up, he is the Task Force Commander. (The Task Force Commander represents you, the player.)

Any US formation that has an admiral of the appropriate type does not have to roll on the Freedom of Action Table. Thus, a US destroyer formation with a DD admiral does not roll on the table nor does a heavy ship formation with a heavy ship admiral roll on the table.

For each US formation without an admiral, you roll on the Freedom of Action Table. A US formation that is outside the 10-hex range of the Task Force Commander's flagship suffers a negative die roll modifier when rolling on the Freedom of Action Table (see 5.2). Subordinate admirals do not give any die roll modifiers to other formations.

Note: In the Advanced Game, the Task Force Commander's flagship affects certain random events (see 19.2).

Destroyer Admirals

A destroyer admiral is always placed aboard a destroyer and he can command only formations composed entirely of DD's. Heavy ship admirals can never be placed on destroyers. A destroyer admiral in a formation including any BB's, CA's, or CL's is ignored. He does not give any benefits to a formation which includes heavy ships: neither in detection nor in Freedom of Action.

If all US ships in play are destroyers (because all heavy ships have been sunk or have retired), then any destroyer admiral immediately becomes the Task Force Commander; he is not considered a replacement commander (see 12.2) and can use his Detection value normally. As Task Force Commander, he also benefits Freedom of Action Table die rolls.

Detection and Admirals

A US admiral with a Detection value of 1 or more (printed on his marker) modifies detection die rolls. Add the single highest Detection value of any admiral in a detecting US formation when rolling on the Detection Table (see 6.2).

A destroyer admiral never benefits a formation containing any cruisers or battleships when making a detection attempt.

12.2 Replacement Task Force Commanders

A US admiral is killed either if his flagship is sunk or if a Gunnery Card with the message "Admiral Killed" is drawn when resolving Japanese gunnery combat against his flagship (see 9.6). If an admiral is killed because of a Gunnery Card message, his ship, if it survives, is no longer a flagship and retains none of its special properties. This restriction applies also to the Task Force Commander's flagship, until he is replaced.

A replacement Task Force Commander takes command after the initial admiral's death or after the initial admiral's flagship retires (see below). If any other heavy ship admirals are in play, one of them must become the replacement for the dead or retiring Task Force Commander. You have your choice of which admiral to select. The replacement commander takes command during the US Formation Phase of the second Game Turn after the initial commander is killed or retires.

If no other heavy ship admiral is in play, you use the reverse side of the original Task Force Commander's marker, which represents his replacement. The replacement appears in the game on the second Game Turn after the initial commander is killed or retires. If the original commander is killed, immediately remove his marker from the map and place it with the "TFC Replacement (Repl)" side up on the Game Turn Track two spaces ahead of the current Game Turn. During the US Formation Phase of the second future Game Turn, remove the replacement marker from the track and place it on the original Task Force Commander's flagship, if it is not sunk or retired. Otherwise, place his marker on one of the heaviest non-retiring US ships (on a BB first, then a CA, then a CL, then a DD). That ship becomes the new Task Force Commander's flagship.

If a Task Force Commander is killed, there is no task force flagship until his replacement appears. If a replacement Task Force Commander is killed or retires, another replacement appears after the delay of two Game Turns.

Retiring a Task Force Commander Flagship

You may voluntarily retire your Task Force Commander's flagship any time after it reaches Damage Level 1. The flagship uses Retirement Movement for the remainder of the game. While the flagship retires, the Task Force Commander remains on the map and continues to function in his role until he is replaced. During the US Formation Phase of the second Game Turn after the flagship begins retiring, you remove the admiral's marker and flip it to its TFC Replacement side. The marker is placed on the heaviest non-sinking US ship in play on the map.

13.0 Japanese Missions

The Japanese will try to accomplish various missions in a scenario: attacking US transports, bombarding, or supplying ground troops. Their success at these missions is one method of determining victory (see 14.2).

Japanese ships accomplish transport attack and bombardment missions by exiting the southeast mapedge temporarily. They accomplish the supply mission by moving into the Supply Zone.

The main Japanese missions will either be to attack transports or to bombard, but not both. Whether they attack transports or bombard, they will also attempt to deliver supplies in a scenario. A ship with a Fire marker cannot perform a mission (see 9.6).

13.1 Determining Japanese Missions

The presence of US transports, as indicated by the scenario, determines whether the Japanese will attack them or will bombard instead. Note that US transports never enter the map; they are always located off the east edge of the map.

  • Bombardment: The Japanese will attempt a bombardment mission if no US transports are present.
  • Transport Attacks: If transports are present, a die roll determines the Japanese mission. The first time a Japanese ship enters either Japanese Deployment Zone (zones 6 or 8) or Supply Zone (zone 9) on the southeast part of the map, roll the die to determine the Japanese mission. Roll only once per game.
Die RollJapanese Mission
1–7Transport Attack
8–10Bombardment
  • Supply: If Japanese heavy ships perform bombardment, their light ships will always attempt supply. If the mission is to attack transports, their light ships can either attack the transports or perform supply, depending on the light ships' movement. They will attack the transports if they exit the map first, and will perform supply if they enter the Supply Zone first.

Special Mission Heading Zones

There are three special zones on the southeast part of the map. The Supply Zone (9) is used to resolve supply missions. The two Japanese Deployment Zones (6 and 8) have two Mission Heading Compasses that are used to determine headings for transport attack and bombardment missions.

Supply Zone: Japanese light ships (CL's and DD's) perform their supply mission only in this zone (see below).

Japanese Deployment Zones: Each zone has two Mission Heading Compasses, one labeled "T" and the other "B."

  • The "T" compass (transport attack) in both zones is used by Japanese heavy ships (BB's and CA's) at all times. Japanese light ships (CL's and DD's) use this compass when the mission is transport attack. In Japanese Deployment Zone 8, you add 5 to die rolls for heavy ships when determining headings. (This modifier is printed on the map.)
  • The "B" compass (bombardment) is used only by Japanese light ships when the mission is bombardment.

Two markers ("T" on one side and "B" on the other) are provided. They are placed on the corresponding Mission Heading Compasses in the two Japanese Deployment Zones to remind you which compass to use when determining headings for ships.

Hidden Forces: A hidden force is deployed into ship formation at the instant it enters either the Supply Zone or one of the two Japanese Deployment Zones. Its component heavy ships will try to perform their assigned mission while the light ships will obey the appropriate "B" or "T" compass.

Mission Movement: If any ship in a Japanese formation using Battle Movement is within 10 hexes of either the Supply Zone or the southeast mapedge (hexes 1001 through 2401), you add 2 to the Threshold value when determining if it will use Mission Movement (see 5.3). The 10-hex radius is marked on the map. Note that this rule applies to a hidden force if it is within the 10-hex radius.

13.2 Mission Types

Transport Attack Missions

Any Japanese ship can attack US transports. The ship must move off the mapedge from Mission Heading Zone 6 or the Supply Zone, using Mission Movement. The exit hexes are between 1001 and 2601, inclusive. To exit the map counts as one hex of Mission Movement, and the ship must have a heading that takes it off the map. A Japanese ship using Battle Movement does not exit and makes an Emergency Turn to stay on the map (see 5.4).

Note: A Japanese DD or CL can perform either a transport attack or a supply mission in a game, not both (see below).

As soon as the Japanese ship leaves the map, note down on the ship log that it performed a transport attack mission. The ship will re-enter the map later (see 13.3). A ship that re-enters the map uses Retirement Movement for the remainder of the game.

Bombardment Missions

Only heavy ships (CA's and BB's) perform bombardment missions. They follow the same procedure as in transport attacks by leaving the map from the same hexes and then re-entering later. Note down on the ship log that a ship performed a bombardment after leaving the map.

Supply Missions

Only Japanese CL's and DD's can perform supply. A supply mission is performed at the end of a Game Turn if during the End of Turn Phase of the Terminal Stage the following requirements are met:

  • The ship is inside the Supply Zone (zone 9), and
  • It has not performed any form of combat during the current Game Turn (the crews would be too busy fighting to deliver the supplies), and
  • It is not on fire.

If these requirements are satisfied, the ship performs its mission. Note this fact down on the ship's log. The ship uses Retirement Movement for the remainder of the game once its mission is complete.

If a ship does not meet the requirements for the mission, it will use Mission Movement (if possible) or Battle Movement if in contact with US ships.

Note: A light ship cannot attack transports after performing a supply mission, and vice versa. Only one mission per ship is allowed in a game. After performing one mission, a ship retires (see 11.0).

13.3 Re-entering the Map

A ship that exits the map to attack transports or bombard remains off-map for two Game Turns and re-enters during the Preparation Stage of the third Game Turn. Set the ships aside when they exit the map. During the End of Turn Phase of the Terminal Stage, place an Exited 1st Turn marker on all Japanese ships that left in that turn. During the End of Turn Phase of the next Game Turn, remove the first marker and place the Exited 2nd Turn marker on the ships. (The Exited 1st Turn marker may be used for ships that exit the map in this Game Turn.) During the next End of Turn Phase, remove the marker. The ships are then available to enter the map during the Japanese Re-entry Phase of the Preparation Stage in the following Game Turn.

Example: On Game Turn 7, three Japanese CL's and two DD's exit the map to perform a transport attack. Place an Exited 1st Turn marker on these ships during the End of Turn Phase. In this phase in Game Turn 8, you remove the first marker and place the Exited 2nd Turn marker on the ships. During the End of Turn Phase of Game Turn 9, you remove the marker. The ships enter the map during the Japanese Re-entry Phase of Game Turn 10.

All heavy ships re-entering in the same Game Turn enter as one column, and all light ships enter as another. The re-entry hexes are numbered 1 through 10 and appear along the southeast mapedge. Roll the die once to determine the corresponding hex in which the heavy ships will enter, and then roll a second time for the light ships. If you roll the same number twice, keep rolling until you get a different re-entry hex for the light ships.

The entire re-entering column is placed on the map during the Japanese Re-entry Phase of the Preparation Stage. Its heading is NW. If an even number of ships are in the column, place the first two (your choice) in the hex number you rolled. The rest of the column is placed, two ships per hex, in adjacent hexes to the northwest of the first placement hex. If an odd number of ships are in the column, place only one ship in the hex you rolled, and place the remaining ships two per hex to the northwest.

If a US ship occupies one of the column's placement hexes, place as many ships as you can in a continuous column. Then place the remainder in a second column originating from a different hex; roll the die to determine the second placement hex.

A re-entering formation is undetected. The ships use Retirement Movement for the remainder of the game (see 11.2).

Example: Five CA's re-enter on the same Game Turn. You roll a 2 and so the first placement hex is 1201. One CA is placed in the hex and two CA's each are placed in hexes 1202 and 1203. They are all heading NW. Assume, however, that a US ship occupies 1203. The last two CA's cannot be set up in this hex, so you roll the die again, obtaining a 4, and you set up these ships in hex 1501 instead, heading NW.

14.0 Victory Conditions

Victory is determined by accumulating Victory Points (VP's). The US scores VP's for damaging and sinking Japanese ships and for forcing the Japanese to withdraw without performing missions. The Japanese score VP's for damaging and sinking US ships, for killing US admirals, and for accomplishing missions.

14.1 Ending the Game

Unless specified otherwise in scenario instructions, a Tokyo Express scenario continues for an indefinite number of Game Turns. There are 10 spaces on the Game Turn Track on the map, but this does not limit the length of a scenario. When the Game Turn marker reaches the last box on the track and the conditions for ending the game have not been reached, simply invert the marker to its "+10" side, place it in the "1" box, and continue playing. If the game goes beyond the 19th Game Turn, invert the marker to its front side, place it in the "1" box, and continue play. The number of Game Turns in a game has no effect upon victory conditions.

You may voluntarily end the game if all Japanese ships that appeared in the game are retiring, no hidden forces remain, and no US ship is detected. You check for these conditions during the End of Turn Phase.

The game must end at the instant one of these two conditions is met:

  • There are no US ships left on the map, or
  • The Japanese Strength Level for the scenario has been reached or passed, and no Japanese ships or hidden forces with Force Size markers remain on the map.

Note: You may quit at any other time if you wish, but the Japanese automatically win a Substantial Victory.

If the game ends with all remaining US ships retiring or with no US ships on the map, carry out the following steps in order:

  1. If the Japanese Strength Level for the scenario has not been reached, draw Force Size markers for the remaining hidden forces until you reach or pass the level (see 7.1). Ignore Force Size markers of 0 during this process.
  2. Determine the ship complement in each hidden force with a Force Size marker (see 7.3). Any hidden forces on the map that do not have markers at this point are assumed to be dummies and are removed.
  3. Any non-sinking and non-retiring Japanese ships still on the map — plus those just generated in steps 1 and 2 — automatically accomplish their missions, in the following order:
    • If no mission has yet been determined for the Japanese ships and US transports are present, roll the die as described in 13.1. If no US transports are present in the scenario, the mission automatically is bombardment.
    • If the Japanese mission is to attack US transports, all eligible ships, including CL's and DD's, complete their attacks. Note down on each ship's log that it completed its mission.
    • If the Japanese mission is bombardment, all non-sinking, non-retiring BB's or CA's complete their bombardment. All non-sinking, non-retiring DD's and CL's complete supply missions. Note down on the ship logs the missions that were accomplished.

Each Japanese ship performs only one mission per game.

14.2 Victory Points

After the scenario is finished, determine how many Victory Points (VP's) each side receives. VP's are awarded to the Japanese for damaging and sinking US ships, for completing missions, and for killing US admirals. VP's are awarded to the US for sinking and damaging Japanese ships and for forcing the Japanese to withdraw before performing missions.

Note: In the Scenario Generation System, a number of modifiers apply when determining the final VP total for the US (see 16.1).

Japanese Victory Points

Japanese Missions: The Japanese receive the following VP's for each ship that accomplishes a mission. The VP's are scored even if the ship is later sunk. Check the Japanese ship log to determine the missions the ships performed.

VP's per Japanese Mission

Ship TypeTransport AttackBombardmentSupply
BB85–
CA53–
CL3–1
DD2–2

Damaged and Sunk US Ships: The Japanese receive VP's for each US ship that is sunk or damaged during the game. Unless the US ship possesses a Fire marker, the VP's awarded depend on the ship's current Damage Level at the moment it exits the map.

Ship TypeSunkDamage Level 3Damage Level 2Damage Level 1
BB11753
CA6431
CL5421
DD321–

Killed US Admirals: For each US admiral killed (not one who retires from the map), the Japanese receive VP's worth double his Detection value. If the Detection value is 0, no VP's are awarded.

US Victory Points

Japanese Retirement Without Performing Missions: The US receives 6 Victory Points if all Japanese ships are retiring or sunk and no ship has accomplished a mission. (This may occur because of Japanese withdrawal or because all ships are at Damage Level 3.) If any Japanese ship accomplishes a mission, the US receives no VP's.

Damaged and Sunk Japanese Ships: The US receives VP's for each Japanese ship that is sunk or damaged during the game. Unless the Japanese ship possesses a Fire marker, the VP awarded depend on the ship's current Damage Level at the moment it exits the map.

Ship TypeSunkDamage Level 3Damage Level 2Damage Level 1
BB12964
CA8642
CL4321
DD321–

Note: In the Advanced Game, the US may receive VP's when a Japanese admiral is killed (see 20.2). The VP's awarded equal the sum of the admiral's Detection value and Torpedo Modifier.

Fires

If a ship exits play permanently with a fire onboard, resolve the full effect of the fire (see 9.6). Make successive die rolls, consulting the Fire Effects Table on Card #5, until either the fire goes out or the ship sinks. The final Damage Level determines the VP award.

14.3 Levels of Victory

At the end of the game, subtract the total Japanese VP from the total US VP and consult the following chart to determine the winning side and the level of victory:

Total US VPWinner and Level of Victory
+11 or moreSubstantial US Victory
+1 to +10Marginal US Victory
0Draw
–1 to –10Marginal Japanese Victory
–11 or lessSubstantial Japanese Victory

Play Balance

You may find the US fleet going down by the stern quite often at first, and thus you will experience the same frustration as the historical US admirals. You may want to counterbalance your inexperience by taking a few extra ships. (Your historical counterparts certainly wished for that option.)

As you gain more experience with the game, it will get easier. You can handicap yourself by introducing additional random events (see 19.0). You can also set yourself increasing goals from game to game; for example, you may wish to keep a running score of scenario wins and increase the number of US VP required for the next win.

15.0 Historical Scenarios

Each scenario specifies the starting US ships and their set-up hexes and the number and set-ups of Japanese hidden forces. Following the set-ups are rules that apply to each side, and at the end are special rules that apply to both sides.

Each scenario specifies a Japanese Strength Level, and the usual rules about reaching the Strength Level apply. However, the Japanese receive only the hidden forces listed with the scenario, not the numbers listed on the Force Sizes Chart (see 16.1).

Victory Conditions: In these scenarios, victory is determined by Victory Points (see 14.0). Some scenarios indicate a subtraction to the US Victory Point total before determining the winner and level of victory.

15.1 Cape Esperance: 11-12 October 1942

Deployment

US Forces

Ship (Type)Set-Up Hex
Farnhlt (DD)2331
Duncan (DD)2431
Laffey (DD)2431
Sn Fran (CA)2532
Boise (CL)2532
S L Cty (CA)2632
Helena (CL)2632
Buchnan (DD)2733
McCalla (DD)2733
  1. Admiral Scott is the Task Force Commander. He is aboard San Francisco (hex 2532).
  2. All ships are headed NE.
  3. The US Cohesion Level is –1.
  4. US transports are present.
  5. The Lighting condition is Dark, so the US Visual Detection Range is 7 hexes. The Visual Tracking Range is 7 hexes. The Visual Fire Direction Range is also 7 hexes.
  6. Helena and Boise are the only US ships equipped with radar. Any formation including Helena or Boise has Early SG radar. The Radar Detection Range of Early SG radar is 12 hexes; the Radar Tracking Range is 10 hexes. All other formations have no detection radar. All ships may use radar-directed gunnery fire (7 hexes).
  7. Surprise is in effect against the Japanese. The US is considered released and may begin moving and detecting on Game Turn 2.

Japanese Forces

  1. A total of 6 Hidden Force markers start on the map. Place one Japanese hidden force in each of the following hexes: 0125, 0131, 0535, 0536, 0940, 1039.
  2. All hidden forces are headed S.
  3. Place the following Force Size markers in the container: 7×0, 3×1, 1×2, 1×3.
  4. The Japanese Strength Level is 4.
  5. The Lighting condition is Dark. The Japanese Visual Detection Range is 10 hexes. The Visual Tracking Range is 9 hexes. The Visual Fire Direction Range is 9 hexes.
  6. Surprise is in effect against the Japanese.
  7. Since US transports are present, you must roll to determine the Japanese missions (see 13.1).

Special Rules

  1. The only action occurring in the first Game Turn is that the Japanese hidden forces move 6 hexes straight ahead to the south during the Japanese Hidden Force Activity Stage. No combat or detection occurs in this Game Turn.
  2. When determining VP's, there is no modification to the US Victory Point total.
  3. If you play this scenario using the Advanced Rules, the Japanese receive no admiral. You generate one random event in the Random Event Phase, in the US Detection, and in the Combat Segment. If you add random events, award the US two Victory Points before determining the winner.

15.2 The Battle of Guadalcanal (I): 12-13 November 1942

Deployment

US Forces

Ship (Type)Set-Up Hex
Monssen (DD)2501
Fletchr (DD)2501
Barton (DD)2502
An Ward (DD)2502
Helena (CL)2503
Juneau (CL)2503
Sn Fran (CA)2504
Portlnd (CA)2504
Atlanta (CL)2505
Sterett (DD)2506
O'Banon (DD)2506
Cushing (DD)2507
Laffey (DD)2507
  1. Admiral Callaghan is the Task Force Commander. He is aboard San Francisco (hex 2504). Admiral Scott is aboard Atlanta (hex 2505).
  2. All ships are headed NW.
  3. The US Cohesion Level is –1.
  4. US transports are not present.
  5. The Lighting condition is Dark, so the US Visual Detection Range is 7 hexes. The Visual Tracking Range is 7 hexes. The Visual Fire Direction Range is 7 hexes.
  6. All US ships possess Early SG radar. The Radar Detection Range is 12 hexes. The Radar Tracking Range is 10 hexes. The Radar Fire Direction Range is 7 hexes.
  7. Surprise is in effect against both sides. The US must be released before its ships can move or detect.

Japanese Forces

  1. A total of 4 Hidden Force markers start on the map. Place one Japanese hidden force in each of the following hexes: 1926, 1927, 2125, and 2422.
  2. All hidden forces are headed SE.
  3. Place the following Force Size markers in the container: 2×1, 1×2, 1×5.
  4. The Japanese Strength Level is 7.
  5. The Lighting condition is Dark. The Japanese Visual Detection Range is 10 hexes. The Visual Tracking Range is 9 hexes. The Visual Fire Direction Range is 9 hexes.
  6. Surprise is in effect against both sides.
  7. Since US transports are not present, Japanese ships can perform only bombardment and supply missions.

Special Rules

  1. The only action occurring in the first Game Turn is that the Japanese hidden forces move 6 hexes straight ahead to the southeast during the Japanese Hidden Force Activity Stage. No combat or detection occurs in this Game Turn.
  2. Subtract 2 VP from the US total before determining the winner.
  3. If you play this scenario using the Advanced Rules, the Japanese receive no admiral. You generate one random event in the Random Event Phase and in the Combat Segment. If you use random events, there is no subtraction to the final US VP total.

15.3 The Battle of Guadalcanal (II): 14-15 November 1942

Deployment

US Forces

Ship (Type)Set-Up Hex
Washton (BB)1216
So Dakt (BB)1216
Gwin (DD)1316
Preston (DD)1316
Benham (DD)1415
Walke (DD)1415
  1. Admiral Lee is the Task Force Commander. He is aboard Washington (hex 1216).
  2. All ships are headed S.
  3. The US Cohesion Level is 0.
  4. US transports are not present.
  5. The Lighting condition is Average, so the US Visual Detection Range is 11 hexes. The Visual Tracking Range is 9 hexes. The Visual Fire Direction Range is 9 hexes.
  6. All US ships possess Early SG radar. The Radar Detection Range is 12 hexes. The Radar Tracking Range is 10 hexes. The Radar Fire Direction Range is 7 hexes.
  7. There is no surprise against either side. The US is considered released, starting with Game Turn 2.

Japanese Forces

  1. A total of 6 Hidden Force markers start on the map. Place one Japanese hidden force in each of the following hexes with the indicated heading:
    • 0119, headed S
    • 0120, headed SE
    • 0125, headed S
    • 0131, headed S
    • 0132, headed S
    • 1439, headed SW
  2. Place the following Force Size markers in the container: 2×1, 1×3, 1×4, 1×5.
  3. The Japanese Strength Level is 6.
  4. The Lighting condition is Average. The Japanese Visual Detection Range is 13 hexes. The Visual Tracking Range is 11 hexes. The Visual Fire Direction Range is 11 hexes.
  5. There is no surprise against either side.
  6. Since US transports are not present, the only Japanese missions are bombardment and supply.

Special Rules

  1. The only action occurring in the first Game Turn is that the Japanese hidden forces move 4 hexes straight ahead in the direction of their heading during the Japanese Hidden Force Activity Stage. No combat or detection occurs in this Game Turn.
  2. All ships on both sides and all Japanese hidden forces initially have a Speed of 4. In the Game Turn after a side makes a successful detection against the enemy, that side's ships (or hidden forces) move at normal Speed.
  3. Subtract 1 from the total US VP total before determining the winner.
  4. If you play this scenario using the Advanced Rules, the Japanese receive no admiral. You generate one random event in the Random Event Phase and in the Combat Segment. There is no US VP modifier if you use random events.

15.4 Tassafaronga: 30 November-1 December 1942

Deployment

US Forces

The following ships are deployed at the start of the game:

Ship (Type)Set-Up Hex
Fletchr (DD)1002
Maury (DD)1002
Perkins (DD)1001
Drayton (DD)1001

The following ships are deployed on the map during the US Formation Phase of Game Turn 2:

Ship (Type)Set-Up Hex
Minnpls (CA)1201
N Orlns (CA)1301
Penscol (CA)1401
Honlulu (CL)1501
Northtn (CA)1601
Lamson (DD)1701
Lardner (DD)1701
  1. Admiral Wright is the Task Force Commander. He appears aboard Minneapolis (hex 1201) on Game Turn 2.
  2. All ships are headed NW on their turn of arrival.
  3. The US Cohesion Level is 0.
  4. US transports are not present.
  5. The Lighting condition is Average, so the US Visual Detection Range is 11 hexes. The Visual Tracking Range is 9 hexes. The Visual Fire Direction Range is 9 hexes.
  6. All US ships possess Early SG radar. The Radar Detection Range is 12 hexes. The Radar Tracking Range is 10 hexes. The Radar Fire Direction Range is 7 hexes.
  7. There is no surprise against either side. The US is considered released, starting with Game Turn 2.

Japanese Forces

  1. A total of 5 Hidden Force markers start on the map. Place one Japanese hidden force in each of the following hexes: 0119, 0125, 1430, 1432, and 1434.
  2. All hidden forces are headed S.
  3. Place the following Force Size markers in the container: 6×0, 2×1, 1×2, 1×3.
  4. The Japanese Strength Level is 4.
  5. The Lighting condition is Average. The Japanese Visual Detection Range is 13 hexes. The Visual Tracking Range is 11 hexes. The Visual Fire Direction Range is 11 hexes.
  6. There is no surprise against either side.
  7. Since US transports are not present, the Japanese missions are bombardment and supply.

Special Rules

  1. The only action occurring in the first Game Turn is that the Japanese hidden forces move 6 hexes straight ahead to the south during the Japanese Hidden Force Activity Stage. No combat or detection occurs in this Game Turn.
  2. Subtract 1 from the US VP total before determining the winner.
  3. If you play this scenario using the Advanced Rules, the Japanese receive Admiral Tanaka. You generate one random event in the Random Event Phase and in the Combat Segment. Do not subtract anything from the final US VP total before determining the winner.

16.0 Scenario Generation System

The historical scenarios (15.0) are meant to teach you the rules to the Standard Game. However, Tokyo Express is designed to be played mainly with the scenarios you create, rather than the historical ones. In the scenarios you generate, you will experience the feeling of commanding the US fleets near Ironbottom Sound, with all the uncertainty and confusion felt by the real leaders.

16.1 Scenario Generation Procedure

When creating a scenario, you generate the strength and number of the Japanese hidden forces, the time and conditions of the battle, and the composition of the US ships. The system allows you much flexibility when deciding the types of ships you command. The charts and tables used in generating scenarios are on Card #6.

To generate a scenario, carry out the following steps in order:

  1. Japanese Strength Level: Roll the die and consult the Japanese Strength Level Table to determine the Japanese Strength Level for the scenario (alternately, you may choose the Japanese Strength Level you prefer). Then consult the Force Sizes Chart. The row corresponding to the Japanese Strength Level gives you information on the number and size of Force Size markers to use. Take these markers out and set them aside. In addition, this row also indicates the number of Japanese hidden forces in the game and the Game Turns in which they arrive.

    For example, if the Japanese Strength Level is 4, you would draw eight "0" Force Size markers, three "1" markers, one "2" marker, and one "3" marker. Additionally, 7 hidden forces appear on Game Turn 1, and 6 on Game Turn 3.

    Note: In the Advanced Game, the Japanese Strength Level also determines the Japanese admiral (see 20.1).

  2. Scenario Date: Roll the die and consult the Date of Battle Table (you may also select a date if you prefer). The date will be either Early 1942 (August to October), Late 1942 (November 1942 to February 1943), or 1943. The date you select may give you a die roll modifier used in determining US Cohesion (see below).

    Historically, the last large surface action off Guadalcanal occurred on 30 November 1942. However, if the land campaign had continued longer, naval battles could have occurred in 1943.

  3. US Cohesion: Consult the US Cohesion Table. Roll the die and apply the US Cohesion modifier from the Date of Battle Table. The modified die roll determines US Cohesion for the scenario. Also, the table may indicate a US Victory Point modifier used in determining victory.

  4. US Radar: Roll the die and consult the Radar Type Table, cross-referencing the die result with the scenario date. The result is the US radar type. All ships in the scenario have this type of radar. The type of radar may include a US Victory Point modifier.

  5. Lighting Condition: Roll the die and read the corresponding result from the Lighting Condition Table. The Lighting condition affects the Visual Detection, Tracking, and Fire Direction Ranges of both sides. Also, the table may indicate a US Victory Point modifier. Note that if the Lighting condition is Dark and the US has no radar, the US VP modifier is 0; if the US has radar, the US VP modifier is –1.

  6. US Transports: Roll the die and consult the US Transports Table to determine whether or not US transports are present. Transports affect the types of Japanese missions allowed in the scenario. There is no US Victory Point modifier for US transports.

    Note: If US transports are present, you roll to determine the Japanese mission when a ship first enters either Japanese Deployment Zone or the Supply Zone (see 13.1).

Game Turns 1 and 2 Special Rules

  1. Japanese hidden forces due to arrive on Game Turn 1 are placed on the map at the arrival hexes. In Game Turn 1, only the Japanese Hidden Force Activity Stage occurs. Hidden forces move 6 hexes ahead in the direction of their headings. You do not draw Action Chits during this movement.
  2. US ships cannot move on Game Turn 1. There are no Detection and Combat Segments involved in this Game Turn. Start checking for US release beginning with Game Turn 2 if surprise is in effect against the US.

US Victory Point Modifiers

The awarding of Victory Points is the same in all scenarios (see 14.2). However, you modify the final US Victory Point total for various factors from the scenario generation process. The US VP modifiers are listed with the various charts and tables used in this system. Apply the final VP modifier to the US VP total at the end of the game, before assessing victory.

Note: The purpose of these modifiers is to award handicaps for scenario set-ups which are significantly more or less favorable for the US than the norm.

Ship Availability Charts

There are two charts, one for the US and one for the Japanese. Each chart lists a side's ships and admirals plus the time periods in which each ship was historically available for action off Guadalcanal.

Once you have established the date of battle for the scenario, you may wish to separate the US and Japanese ships according to their Availability Charts. Note that the ship countermix is divided into historical and ahistorical ship counters. You may wish to use only the historical ships when you first play a scenario, to get a feel for the game systems and a sense of historicity of the actual battles. You may then add the ahistorical ships as you wish, even though these ships did not fight in any of the four actual battles off Guadalcanal.

Note that such ships as the Japanese super-battleship Yamato, the experimental destroyer Shimakaze, and the US battleships Iowa and Missouri and destroyers Gyatt and Gearing among others either never appeared in the war or appeared at a much later date. These ships are included so you can test their strengths against each other and their historical counterparts.

Note: Each ship has been identified as "available" for a particular date if it was in service at that time (that is, if it had joined its fleet after building and shakedown, it had not yet been sunk, and it is not definitely known to have been elsewhere). As a result, some ships have been listed as "available" for dates when they may in fact have been assigned to other areas of the Pacific. The point is, they might have shown up off Guadalcanal.

16.2 Hidden Force Arrival

Hidden forces appear on the Game Turns indicated on the Force Sizes Chart. Some begin on the map in Game Turn 1, others arrive later. Hidden forces that arrive after Game Turn 1 appear during the Japanese Hidden Forces Phase of the Preparation Stage at the Japanese arrival hexes.

Note: Japanese hidden forces may also arrive due to random events (see 19.1).

Hidden Forces Arrival Table

For each hidden force that appears in the Hidden Forces Phase, roll the die and consult the Hidden Force Arrival Table on Card #3. The force arrives at the indicated Japanese arrival hex with the indicated heading. In some cases the table requires a second die roll to determine either the hex or the heading.

Stacking: A maximum of one hidden force appears in a given hex. If you roll the same arrival hex for two or more hidden forces, set up the extra forces in unoccupied mapedge hexes nearest the arrival hex. The extra forces are set up preferably towards the north edge of the map (hex 0136 in the upper lefthand corner).

For example, if you rolled two 1's for arriving hidden forces, you would set up the first force in hex 2540 and the other in 2439, to the north of the arrival hex.

Note: Arrival hexes for hidden forces entering through random events are determined by other rules (see 19.1).

Movement of Hidden Forces on Their Arrival

Hidden forces that appear on the map in Game Turn 1 automatically move Ahead in the direction of their initial headings during the Japanese Hidden Force Activity Stage. This is the only activity that occurs in this Game Turn.

A hidden force that enters the game after Game Turn 1 automatically moves Ahead in the direction of its initial heading during the first three Movement Phases. Do not use the Mission Movement Compass. The arrival hex does not count as the first hex of movement. In the Second Japanese Movement Orders Phase, you must determine whether the arriving hidden forces will use Battle Movement or will continue moving Ahead.

17.0 Hypothetical Scenarios

This section offers variants to the Scenario Generation System. Read the Special Rules for the scenario and then generate forces normally.

Compass Markers: The special rules for the hypothetical scenarios (and for additional Japanese missions in 18.0) may change the headings of the Mission Heading Compasses on the map. The headings and die roll ranges on a Compass marker are read like the Mission Movement Compasses on the map. Place Compass markers on the map as directed in the correct zones. Each Compass marker has an identity number in the upper righthand corner, which is used in placing the marker on the map.

These Compass markers are used to determine headings only for Mission Movement. Battle Movement is determined normally via the Battle Movement Display. Retirement Movement uses the yellow arrows and die roll ranges printed on the map.

17.1 End Run

Special Rules

  1. Use the scenario generation procedure to create scenario conditions and the forces for each side.
  2. All US ships are deployed anywhere within Mission Heading Zone 1. Assign them any headings you wish.
  3. The game begins with Game Turn 2. Japanese hidden forces scheduled to arrive on Game Turn 1 are placed in their arrival hexes, but they do not move (there is no Japanese Hidden Force Activity Stage).
  4. When rolling for surprise, ignore any result against the US. The only result that counts is that either the Japanese are surprised or neither side is surprised. The US is considered released at the beginning of the scenario.
  5. Japanese hidden forces arrive on their normal Game Turns of entry. Do not use the Hidden Forces Arrival Table. Use the following table instead:
Die RollJapanese Arrival Hex and Heading
1–31, headed SE
4–52, headed SE
6–77, headed S
8–108, headed S

Victory Conditions

Victory is determined normally. VP's are awarded for damaging and sinking ships, Japanese missions, and scenario generation VP modifiers.

17.2 Chase from the Southwest

Special Rules

  1. Use the scenario generation procedure to create scenario conditions and the forces for each side. The following restrictions apply:
    • Do not roll for US transports. Transports are present.
    • Do not roll for Japanese missions. The primary Japanese mission is transport attack. Light ships are allowed to perform supply.
    • Determine surprise normally. If surprise is in effect against the US, its ships must be released normally.
  2. Deploy all US ships anywhere within Mission Heading Zone 10. They are deployed with any headings you wish.
  3. Japanese hidden forces arrive on their normal Game Turns of entry. However, you do not use the Hidden Forces Arrival Table. Use the table below instead:
Die RollJapanese Arrival Hex and Heading
16, headed SW
27, headed SW
38, headed SW
46, headed S
5–77, headed S
8–108, headed S

Japanese hidden forces for Game Turn 1 are placed on the map by the table and move during the Japanese Hidden Force Activity Stage.

Victory Conditions

Victory is determined normally. VP's are awarded for damaging and sinking ships, Japanese missions, and scenario generation VP modifiers.

17.3 Chase from the North

Special Rules

  1. Use the scenario generation procedure to create scenario conditions and the forces for each side.
  2. All US ships are deployed anywhere within Mission Heading Zone 4. Assign them any headings you wish.
  3. Do not roll for surprise. Neither side is surprised. However, US ships do not move on Game Turns 1 or 2. The US may move normally starting on Game Turn 3.
  4. Japanese hidden forces arrive on their normal Game Turns of entry. Do not use the Hidden Forces Arrival Table. Use the following table instead:
Die RollJapanese Arrival Hex and Heading
14, headed SE
2–33, headed SE
4–62, headed SE
7–101, headed SE

Japanese hidden forces for Game Turn 1 are placed on the map by the above table and move during the Japanese Hidden Force Activity Stage.

  1. All Japanese formations use the "B" compass in Japanese Deployment Zones 6 and 8.
  2. All Japanese ships can perform the supply mission. A BB or CA performing this mission receives the same VP's as a CL. Japanese ships may perform either bombardment or transport attack, depending on whether or not US transports are present.

Victory Conditions

Victory is determined normally. VP's are awarded for damaging and sinking ships, Japanese missions, and scenario generation VP modifiers.

17.4 Waiting on Station

Special Rules

  1. Use the scenario generation procedure to create scenario conditions and the forces for each side. The following restrictions apply:

    • Add 1 to each die roll on the US Ships Table, in addition to the modifier for Japanese Strength Level.
    • Do not roll for surprise. Surprise is in effect against the US.
  2. Divide the US ships into forces so that the number of BB's, CA/CL's, and DD's in each force are as nearly equal as possible. Odd-numbered ship types can be assigned to either force. Designate one force as Northern Force and the other as Southern Force.

    Set up Northern Force in a single column. At least one ship in the column must be set up in hex 0820. The column can have any heading. Set up Southern Force in the same manner; one ship must be set up in hex 2229.

  3. Surprise is in effect separately against each US force. Surprise remains in effect against a force until any formation in the force obtains a "D" or "I" detection result, any ship in the force suffers a hit, or until a Japanese ship makes a gunnery attack while within double the US Visual Tracking Range of some ship in the force.

    Release does not automatically occur on Game Turn 3. You continue to roll in each US Formation Phase for each US force until the conditions for release are met. US ships cannot move until released. Each US force must be released separately.

  4. Japanese hidden forces arrive normally via the Hidden Forces Arrival Table. In Game Turn 1, only hidden forces move.

Victory Conditions

Victory is determined normally. VP's are awarded for damaging and sinking ships, Japanese missions, and scenario generation VP modifiers.

17.5 Slamming the Door

Special Rules

  1. Use the scenario generation procedure to create scenario conditions and the forces for each side. The following restrictions apply:
    • Do not roll for surprise or for US transports. Neither side is surprised and no transports are present.
    • Do not use Japanese withdrawal (11.4) or changes to missions (18.0).
  2. Deploy all US ships within 3 hexes of either 2335 or 0119.
  3. Deploy all hidden forces (those listed for Game Turn 1 and for later Game Turns) on the map after deploying US ships. Roll the die and check below to determine where the hidden forces are placed:
Die RollZone of Placement
1–6Place 1/3 (round fractions down) of the hidden forces in the Supply Zone (zone 9). Place the remaining 2/3 in Japanese Deployment Zone 6.
7–10Place 1/3 (round fractions up) of the hidden forces in the Supply Zone (zone 9). Place the remaining 2/3 in Japanese Deployment Zone 6.

Hidden Forces are deployed per zone in the following order of priority:

  • Supply Zone: 2509, 2507, 2505, 2503, 2609, 2607, 2605, 2603, 2508, 2506, and 2504.
  • Japanese Deployment Zone 6: 1001, 1202, 1402, 1602, 1802, 1101, 1301, 1501, 1701, 1201, and 1401.

All hidden forces initially are headed NW. Hidden forces must be detected before they are deployed into ship formation; they are not automatically deployed as is usual when in the Supply Zone or one of the Japanese Deployment Zones.

Example: You have 13 hidden forces and you roll 7 for placement. Five hidden forces are placed in the Supply Zone and eight in Japanese Deployment Zone 6. (13 divided by 3 equals 4.3, rounded up to 5.) The five in the Supply Zone are placed in hexes 2509, 2507, 2505, 2503, and 2609. The eight in Japanese Deployment Zone 6 are placed in hexes 1001, 1202, 1402, 1602, 1802, 1101, 1301, and 1501.

  1. Begin the scenario on Game Turn 2 (there is no Japanese Hidden Force Activity Stage of Game Turn 1). All hidden forces are considered to have Ahead orders and move in the direction of their initial heading during each Movement Phase of this turn. All US ships may move normally on the first Game Turn of play.
  2. The Japanese never use Mission Movement. They move by Retirement Movement, using the yellow Retirement Movement die roll ranges and arrows for determining headings.
  3. In Japanese Deployment Zones 6 and 8, use the "T" compass (the yellow Retirement Movement die roll ranges and arrows).
  4. A Japanese formation will use Retirement Movement instead of Battle Movement if all detected US ships within Visual Tracking Range are either retiring or are individual DD's (not part of a formation).
  5. Roll for changing to Retirement Movement as you would for Mission Movement. The Threshold value for using Retirement Movement is 5. Do not apply the usual Threshold value modifiers.
  6. The Japanese ships may exit the north and northwest mapedges (through hexes 0119 to 0140). Japanese ships cannot exit the southeast mapedge and will make Emergency Turns instead.
  7. If you are using the Advanced Game, do not use the Flight rule (see 21.4). Treat any random event calling for Flight as no event. Also, ignore random events calling for new hidden forces to arrive in specific hexes. However, those events which call for arrivals in a hex based on the US flagship's position still apply (see 19.2).

Victory Conditions

Victory Points are awarded normally for sunk and damaged ships, but not for completed Japanese missions (see 14.2). The Japanese perform no missions in this scenario. VP modifiers from the scenario generation system are applied to the final US VP total. The winner and level of victory is otherwise determined normally.

17.6 US Convoy

Special Rules

  1. Use the scenario generation procedure to create scenario conditions and the forces for each side. The following restrictions apply:

    • This scenario could not historically occur in the Early 1942 time period.
    • Do not roll for US transports. Transports are not present.
    • Do not use Japanese withdrawal (11.4) or changes to missions (18.0).
  2. The US Convoy marker is used. Place it in any mapedge hex between hexes 1001 and 2301 inclusive. Deploy all US ships within 6 hexes of the Convoy marker.

  3. The US convoy is a formation by itself. Its maximum Speed is 5, no matter how many Damage Points it receives. It does not count towards stacking in a hex and it cannot be involved in collisions. You never roll for it on the Freedom of Action Table (that is, it always obeys the orders you give it). The convoy can exit the northwest mapedge between hexes 0839 and 2540, inclusive.

    The convoy performs no combat or detection. It can absorb any number of hits; it never sinks. However, hits on the convoy count towards Japanese VP's. Check off boxes on the convoy's log as it takes hits. When it is attacked by gunnery combat, use the DD target columns on the Gunnery Cards; ignore "Fire" results.

  4. The convoy and US ships do not move on Game Turns 1 or 2. US formations may make detection attempts on Game Turn 2. Starting with Game Turn 3, US ships and the convoy move normally.

  5. Japanese hidden forces arrive normally by means of the Hidden Forces Arrival Table. The Japanese do not perform bombardment or supply missions; their mission in this scenario is to score hits on the US convoy.

  6. During the Japanese Detection Segment, any Japanese formation will use the first of its two detection attempts against the convoy if the convoy is not yet detected and is within Visual Detection Range. A formation cannot use both detection attempts against the convoy.

  7. When using Mission Movement, the Japanese do not use the Mission Heading Compasses. Instead, when selecting the Mission Movement heading for a Japanese formation or hidden force, use these priorities:

    • Turn the Japanese formation or hidden force to a heading that will cause it, at the end of its movement, to be closest to the current position of the US convoy. For a formation, trace distances through sea hexes from the Japanese ship closest to the convoy.
    • If two or more headings are still possible, select the one that places the formation or hidden force farthest westward (towards the left side of the map). For a formation, use the ship farthest westward to make this determination.
    • If there is still a choice of headings, choose one randomly.
  8. If the convoy is detected and is within Visual Tracking Range, a Japanese formation uses Battle Movement with the convoy as the US reference ship. Ignore other US formations when determining heading and orders. No die roll modifiers for formation size or ship type apply when using the convoy as reference ship.

Victory Conditions

The US convoy must exit the northwest mapedge by the end of Game Turn 13 or the Japanese automatically win a Substantial Victory.

If the convoy does exit on or before Game Turn 13, the game ends immediately and you determine Victory Point awards. VP's are awarded normally to both sides for damaging and sinking enemy ships. No VP are awarded the Japanese for bombardment or supply missions. Depending on the number of Japanese hits inflicted on the US convoy, VP are awarded either to the US or Japanese as follows:

Number of Hits on US ConvoyVictory Points
08 VP to US
16 VP to US
24 VP to US
32 VP to US
4–50 VP
6–151/3 the number of hits (rounded down) equals VP's awarded to Japanese
16 or more2/3 the number of hits (rounded down) equals VP's awarded to Japanese

Determine the winner and level of victory normally.

Example: If the Japanese score 11 hits against the US convoy, they receive 3 VP. (11 divided by 3 equals 3.67, rounded down.) If they scored 17 hits, they receive 11 VP (2/3 of 17 equals 11.33; round down to 11).

17.7 Japanese Convoy

Special Rules

  1. Use the scenario generation procedure to create scenario conditions and the forces for each side. The following restrictions apply:
    • Do not roll for US transports. Transports are not present.
    • The Japanese do not perform missions in this scenario.
    • Do not roll for surprise. Neither side is surprised. The US is considered released, starting with Game Turn 2.
    • Do not use Japanese changes to missions (18.0).
  2. US ships must be placed within 8 hexes of 2603.
  3. Japanese hidden forces arrive normally on their Game Turns of arrival. Do not use the Hidden Forces Arrival Table. Use the following table instead:
Die RollJapanese Arrival Hex and Heading
0 or less4, headed S
14, headed SE
2–45, headed S
5–76, headed SW
8–108, headed S

Apply a –3 die roll modifier when determining arrival hexes for hidden forces entering on Game Turn 3.

After rolling for arrival hexes, set aside all hidden forces scheduled for arrival at hexes 1 through 7; they arrive on Game Turn 2. Only hidden forces scheduled to enter at arrival hex 8 appear in Game Turn 1 and move during the Japanese Hidden Force Activity Stage.

Set aside one hidden force scheduled to arrive in Game Turn 3. It arrives with the Japanese convoy (see below). A –3 die roll modifier applies to hidden forces entering on Game Turn 3.

Note: If no Japanese hidden forces start the game on the map, skip Game Turn 1 and begin the game on Game Turn 2.

  1. During the Japanese Hidden Forces Phase of Game Turn 2, roll to determine if the Japanese convoy arrives. On a roll of 1 or 2, the convoy enters in arrival hex 6, with a SW heading. On a roll of 3 or more the convoy does not arrive.

    If the convoy does not arrive on Game Turn 2, roll the die during the Japanese Hidden Forces Phase and then consult the table below:

Die RollJapanese Arrival Hex and Heading
1–26, headed S
3–46, headed SW
5–75, headed S
8–10Arrives on Game Turn 4 in arrival hex 6, headed S

One hidden force arrives stacked with the convoy. It executes exactly the same moves as the convoy until it is detected or first uses Battle Movement.

  1. The Japanese convoy always uses Mission Movement. When determining a Mission Movement heading for the convoy, select one that will move the convoy away from any detected US formations, if possible. You do not need to roll the die. However, you must select one of the headings on the Compass markers. (See below for Compass markers.)

    The convoy's maximum Speed is 6, regardless of the hits it suffers. (It will sink on the ninth hit, however.) The convoy does not count towards stacking for either side and can never be involved in a collision.

    The convoy heads south to exit the map between Guadalcanal Island and the last southwest hex on the map (hexes 3127 through 3140 inclusive). It can never enter any hex with numbers ending in -24 or lower (for example, it could enter 0125 but not 0124). It will make an Emergency Turn, heading SW, to avoid this. Also, it will make an Emergency Turn to the S rather than exit a hex on the northwest (hexes 0136 through 0839) or southwest (hexes 0940 through 3039) mapedge.

    Example: The Japanese convoy is in hex 0925, heading S. The next movement would take it into hex 1024, but it is prohibited from entering a hex with the last two numbers of -24 or lower. Thus, it makes an Emergency Turn to the southwest to enter hex 1025. If it was in hex 2540, heading SW, its movement would take it off the northwest mapedge, so it would turn S to enter hex 2639 instead.

  2. The Japanese convoy cannot make any attacks or perform detection attempts. When it is attacked by gunnery combat, use the DD target columns on the Gunnery Cards; ignore "Fire" results. The convoy can take up to 8 hits without affecting its Speed; on the ninth hit, it is sunk and is removed from play. Keep track of its hits on the convoy log. Hitting or sinking the convoy gives VP's to the US.

  3. If the convoy is sunk, all the remaining Japanese ships and hidden forces immediately withdraw. The Japanese cannot withdraw before the convoy is sunk.

  4. Do not use the Mission Heading compasses printed on the map. Instead, place Compass markers on the map as follows:

ZonesCompass Marker NumberDie Roll Ranges and Directions
6 and 911–10 NW
7 and 821–8 NW, 9–10 SW
All others31–6 SW, 7–10 S

When computing the Threshold value for using Mission Movement, ignore the modifiers for being within 10 hexes of the Supply Zone or the southeast mapedge (see 5.3).

  1. Do not automatically deploy Japanese hidden forces into ship formation when they enter the Supply Zone or either Japanese Deployment Zone (6 and 8).
  2. US ships are considered released, starting with Game Turn 2.

Victory Conditions

When the game is over, you determine VP awards for damaging and sinking ships and for hits against the Japanese convoy. VP modifiers from the scenario generation apply to the US VP total. No VP's are awarded for Japanese missions.

If the convoy is sunk, the US receives 12 VP's. (When the convoy sinks, the Japanese begin to withdraw, but the US does not get 6 VP's for this withdrawal.) If the convoy exits the map, the Japanese receive 12 VP's, and the US receives 1 VP for each hit inflicted on the convoy.

The winner and level of victory is determined normally.

18.0 Additional Japanese Missions (Optional)

When using this rule you add two or three Change to Mission markers to the Force Size markers drawn via the Force Size Chart in the scenario generation system. If the Japanese Strength Level is 3, 4, or 5, add two chits; if it is 6 or more, add three chits.

If you draw a Change to Mission marker instead of a Force Size marker, roll the die immediately and consult the Change to Mission Table on Card #8. After resolving the possible change of mission, draw again to obtain the Force Size marker.

Regardless of the result on the table, set the Change to Mission marker aside the same as you would a "0" Force Size marker. After the first time the Japanese change their mission, ignore all further Change to Mission markers for the remainder of the game. The Japanese can change missions only once per game.

Unless stated otherwise under the new mission, any hidden forces scheduled to arrive after the change of mission enter play normally.

If the Japanese withdraw (see 11.4), ignore all Change to Mission markers for the rest of the game.

Changes of mission may be used in hypothetical scenarios 17.1 through 17.4, but not in 17.5 through 17.7. Normally, they would not apply to the scenarios in 15.0, but you may experiment with them if you wish.

The effects of mission changes are explained below.

Attack Tulagi

The Japanese are bent on attacking the seaplane base and anchorage at Tulagi, which is off the upper righthand corner of the game map.

The following special rules come into effect when this mission change occurs:

  1. Hidden forces using Mission Movement in Mission Heading Zone 5 in and north of hexrow 09xx (towards the top of the map) automatically receive a heading of SE. Headings for hidden forces within zone 5 that are in hexrow 10xx or south of this hexrow (towards the bottom of the map) have their direction determined by die roll. On a roll of 1–7, they head NE; on a roll of 8–10, they head SE.

    You may wish to place Compass markers on the map in zone 5. Use Compass marker number 4 (1–10 SE) and place it in any hex in hexrow 09xx. Use Compass marker number 5 (1–7 NE, 8–10 SE) and place it in any hex in hexrow 10xx.

  2. Japanese ships on this mission exit the map between hexes 0106 and 0902, inclusive, in the same way that they normally exit between 1001 and 2601 for bombardment. (They are attacking Tulagi.) The Japanese receive the same VP awards as for regular bombardment. However, any ships which exit in this manner never re-enter the game.

  3. Japanese ships may also exit between hexes 1001 and 2601 to perform bombardment, transport attack, and supply missions normally, even after this change to mission occurs. The mission they perform is determined normally.

  4. If this change of mission occurs before the hidden forces scheduled to arrive on Game Turn 3 appear on the map, add 1 to die rolls on the Hidden Forces Arrival Table.

Note: In the Advanced Game, the arrival of hidden forces by random event are not affected by this change to mission (see 19.2).

Victory is determined normally. The Japanese may receive VP's both for bombardment (including the ships attacking Tulagi), for transport attack, and for supply.

Convoy Appears

A Japanese convoy is trying to run through the area. Intercepting it is a high priority for US forces.

During the Japanese Hidden Forces Phase, place the Japanese Convoy counter in hex 0135, heading S. A hidden force accompanies the convoy on its entry unless the Japanese Strength Level of the scenario has already been exceeded.

For the rest of the game, special rules 3, 5, 6, 7, 8, and 9 of Scenario 17.7 govern Japanese movement, combat, and hidden force arrival.

When this mission change occurs, the Japanese immediately cease attempting to perform standard missions. They still receive VP's for missions already accomplished. Ships currently off-map return to play normally and retire. Other Victory Points are awarded as in the Japanese Convoy scenario (see 17.7).

Passing Through

The Japanese force is attempting to pass through this area toward the southwest corner of the map, rather than attacking Guadalcanal. The US force must stop them.

Note: If five or more Japanese ships or any hidden force with Force Size marker of 3 or more is located in Movement Heading Zone 10, ignore this change of mission and choose another at random.

The following special rules immediately take effect when this change of mission occurs:

  1. The printed Mission Heading Compasses are henceforth ignored and Compass markers are placed on the map as follows:
ZonesCompass Marker NumberDie Roll Ranges and Directions
1–361–10 SW
471–7 NW, 8–10 S
581–8 SW, 9–10 S
6–911–10 NW
1061–10 SW
1191–5 NW, 6–10 SW

Note: These compass changes will cause the Japanese to move towards the SW corner instead of towards the S corner and SE edge as they usually do.

After placing the Compass markers, roll the die for each formation or hidden force currently using Mission Movement. Give them new headings according to the Compass markers.

  1. If a Japanese ship must make an Emergency Turn, it turns in the following directions in priority order: SW, NW, S, N, SE, NE. This priority list holds for the remainder of the game.
  2. The Threshold value for the Japanese to change from Battle Movement to Mission Movement is 5. Ignore the modifier for being within 10 hexes of the Supply Zone or southeast mapedge; the other modifiers apply normally (see 5.3).
  3. The normal Retirement Movement rules remain in effect.
  4. Any hidden forces due to enter the map cannot come in at arrival hexes 1, 2, or 3. Keep rolling on the Hidden Forces Arrival Table as necessary until you obtain any other arrival hexes.
  5. Japanese ships and hidden forces may exit the map normally between Guadalcanal Island and the southwest mapedge (hexes 3127 through 3140 inclusive). When a hidden force exits the map, draw a Force Size marker for it if necessary. If the Force Size is 1 or more, keep the marker with that Hidden Force counter. At the end of the game, determine what ships were in the hidden force; this is important for victory conditions.
  6. Japanese ships no longer perform supply, bombardment, and transport attack missions. Any VP's already scored for such missions do count when determining victory. Any ships currently off-map on transport attack missions re-enter the map and retire normally.
  7. Japanese withdrawal may still take place after this change of mission occurs (see 11.4).
  8. The game ends normally. If all US ships are retiring at the end of the game, any Japanese ships and hidden forces remaining on the map are considered to exit successfully.

Determining Victory Conditions: Each Japanese ship exited between 3127 and 3140 is worth the number of VP's listed below. Determine the ship composition of Hidden Force counters that exited and add them to the total. Each Japanese ship is worth:

Ship TypeVictory Points
BB4
CA2
CL or DD1

Victory Points are also awarded for damaging and sinking ships, for Japanese missions performed before the mission change, and for modifiers from the scenario generation procedure. The winner and level of victory are determined normally.

Switch of Missions

Whoever told the Task Force Commander about the presence of US transports in the area was wrong.

If the roll on the US Transport Table indicates that US transports are not present, they henceforth are considered to be present. If the initial Japanese mission is bombardment, it now becomes transport attack. Any VP's already scored for bombardment still count. If the Japanese mission has not yet been determined, determine it normally (see 13.1).

If US transports are present, they henceforth are considered not to be present. The Japanese must perform bombardment instead. Any VP's already scored for attacking transports still count.

Note: A Japanese ship can still perform only one mission per game.

Hit and Run

This mission change occurs only if no Japanese ships have yet been deployed. If this is the case, the Japanese withdraw as soon as they have enough Victory Points to win. Keep a running total of VP's for both sides from Game Turn to Game Turn. As soon as the difference is great enough for any Japanese level of victory, the Japanese withdraw. This applies even if Japanese ships have been deployed in the meantime. The usual penalty for Japanese withdrawal without having executed any missions does not apply (see 11.2).

If this mission change occurs after any Japanese ships have been deployed, treat it as no result.

Advanced Game Rules

The following rules add to the realism of the game, but they also increase playing time and complexity.

19.0 Random Events

Random events are generated at three times in a Game Turn: during the Random Event Phase and during the US Detection and the Combat Segments. During the US Detection and Combat Segments, random events are generated as the first step, before any other actions occur.

The Random Event Number Chart in the Scenario Generation System (on Card #6) indicates how many random events to generate in a phase or segment. There are three restrictions on random events:

  • They never occur on Game Turn 1.
  • They are not generated in the Combat Segment if there are no detected formations on either side.
  • They are not generated until the US is released.

Generating Random Events: To generate a random event, roll the die twice to generate a number from 1 to 100. The first roll is the first digit and the second roll the second digit. (Unlike other rolls in the game, a roll of 0 is considered a "0," not a "10.") If you roll two 0's, however, the result is 100, not "00."

Consult the Random Event Table on Card #6 and read the result. The Random Event Summary (19.2) explains the effects of each event. Unless otherwise specified, each event can occur any number of times.

Example: You roll the die twice to generate an event. The first roll is a "1" and the second is a "7"; the result is a 17. Another time you roll a "0" and then a "4"; the result is 04.

Inapplicable Events: Some events from the table take effect only in a specific phase or segment and are disregarded entirely if generated at any other time. Events referring to Japanese ships are ignored if no Japanese ships have been deployed. When an event is ignored, do not roll for another.

Random Event Markers: Events may affect specific ships or formations. Place appropriate Random Event markers on ships and formations as instructed by the Random Event Summary. Some events do not have markers, so you may wish to note down information as necessary.

Duration of Random Events: The effects of most random events apply for the rest of the Game Turn. The Random Event Summary specifies each event's duration. At the beginning of the Random Event Phase, all markers on the map are removed before new events are generated and markers placed on the map.

19.1 Hidden Forces Random Events

Some random events bring hidden forces into play. If a hidden force enters the game by random event before the Japanese Strength Level has been reached, place it on the map and treat it the same as any other hidden force. Draw a Force Size marker for it from those available in the scenario at the proper time. The Force Size marker mix is not changed because of hidden forces appearing by random events.

A hidden force may enter the game after the Japanese Strength Level has been reached or passed. When it is necessary to determine the Force Size, roll the die and consult the Random Event Hidden Force Size Table on Card #3. (Note that you use this table only after the Japanese Strength Level has been met or exceeded.) Cross-reference the die result with the Japanese Strength Level for the scenario to determine the Force Size marker. If a marker of the proper size is available among the countermix, place it on the Hidden Force counter. (You can use any marker of the right size, even if it is not among the ones you generated on the Force Sizes Chart.) If all markers of the size generated are in play, treat the result as "0" and remove the hidden force.

Note: The Random Event Hidden Force Size Table is used only after the Japanese Strength Level has been reached or passed. Once this level is reached, the only hidden forces not possessing Force Size markers will be those which enter the game through random events after the Strength Level is reached or passed.

19.2 Random Event Summary

The following summary lists the random events and die roll ranges as they appear in order on the Random Event Table.

Subtract dice roll from Battle Movement rolls (01–04): Subtract the number you just rolled for the random event from all Japanese Battle Movement die rolls for the rest of the Game Turn. For example, if you rolled "04," you would subtract 4 from the dice rolls. If this event is generated more than once in a Game Turn, the later modifier supersedes the earlier modifier. For example, if you rolled an "04" in the Random Event Phase, a –4 modifier is in effect; if you later roll an "02" during the Combat Segment, a –2 applies for the rest of the Game Turn.

Position reports inaccurate I (05–08): Select the hidden force closest to a US ship (choose randomly if there is a tie), and move it forward 3 hexes on its current heading. Do not move the hidden force into a land or shoal hex, off the map, or into a US-occupied hex, but move it as far as possible. The hidden force continues to move normally during all Movement Phases at its current Speed. Note that the US ship does not have to be detected.

Position reports inaccurate II (09–12): Same as above, but select the hidden force farthest from a US ship and move it forward 3 hexes. Choose randomly in case of a tie.

Position report inaccurate III (13–16): Select the hidden force closest to a US ship (choose randomly if there is a tie), and move it 3 hexes towards the top edge of the map, keeping it in a hex with the same final two numbers as its original hex. However, if this movement brings it closer to a US ship, move it 3 hexes towards the bottom edge of the map. Do not move it into a land or shoal hex, off the map, or into a US-occupied hex, but move it as far as possible. The hidden force keeps its original heading.

Remove hidden force (17–21): One hidden force without a Force Size marker is immediately removed from play. Remove the one closest to either the southeast mapedge or the Supply Zone. If all hidden forces possess Force Size markers, ignore this event.

Force size reports inaccurate (22–25): Select the hidden force with the highest-numbered Force Size marker and one with the lowest-numbered marker (choose randomly if there are ties). Increase the highest-numbered Force Size marker by 1, and reduce the lowest-numbered marker by 1. If reducing by 1 causes the marker to become 0, then remove that hidden force and the 1 marker permanently.

You cannot select a Force Size 1 marker if that hidden force has performed a Surprise Torpedo Attack. Use the next lowest-numbered marker instead.

If possible, take the new Force Size markers from among those not in play (you are not limited to the markers listed on the Force Size Chart). If necessary, use one of the markers already selected and in the container; in this case, place the marker you removed back in the container.

Ignore this event if only one hidden force possesses a Force Size marker, if the new size would be larger than any marker in the countermix, or if the necessary marker is not available.

Example: Hidden forces of size 3, 2, and 1 are in play. You remove the 1 marker and the hidden force. The 3 marker becomes a 4. However, the only 4 marker is in the container, so you take it out and place the 3 marker back in the container. The 1 marker you removed is not placed in the container.

Hidden force appears in hex xxxx (26–30): Place a Hidden Force marker in the indicated hex unless it is adjacent to or occupied by a US ship, in which case this event is ignored. This event applies only during the Random Event Phase. Use the Mission Movement procedure (5.3) to determine the hidden force's heading for its first turn in play. You can use a counter that was previously removed if necessary. If all Hidden Force counters in the countermix are in play, ignore this event.

Note: This event occurs even after the Japanese Strength Limit has been met or exceeded. Use the Random Event Hidden Force Size Table to determine this force's size when necessary.

Hidden force appears near fleet flagship (31–40): A hidden force appears at a randomly determined distance and direction from the US Task Force Commander's flagship. Roll the die once to determine the direction: 1 = S, 2 = SE, 3–4 = SW, 5–6 = NE, 7–8 = NW, 9–10 = N. Roll again to determine the distance, and add 4 to the number you roll; this is the distance in hexes from the flagship in the direction you rolled first. Use the Mission Movement procedure to determine the force's heading for its first turn of play.

This event does not occur if the placement hex is a land or shoal hex, inside the Supply Zone, off the map, or in a hex adjacent to or occupied by any US ship. If there is no Task Force Commander in the game or if he is aboard a retiring ship, this event does not occur. Also, if all Hidden Force counters are currently in play, ignore this event.

You can use a counter which has previously been removed from play. This event occurs only in the Random Event Phase and occurs even if the Japanese Strength Level has been met or exceeded. Use the Random Event Hidden Force Size Table to determine its Force Size marker.

Japanese/US float planes appear (41–46): The side affected receives a Float Planes marker, which is placed anywhere on the map. For the rest of the current Game Turn, the marker gives the owning side these benefits:

  • +1 to visual detection attempt die rolls.
  • +1 to Torpedo Combat Table die rolls.
  • +1 to Surprise Torpedo Damage Table die rolls (Japanese only).
  • A one row shift up in visually-directed gunnery combat.

The Float Planes marker remains on the map until the beginning of the next Random Event Phase, at which time it is removed.

Formation radar failure (47–48): Choose one US formation at random and place a Formation Radar Failure marker on any ship in the formation. (If there is only one US formation, ignore this event.) For the rest of the current Game Turn:

  • If this formation has Late SG radar, it now has Early SG radar.
  • If it has Early SG radar, it now has SC radar.
  • If it has SC radar, it now has no radar at all.

The marker remains with the formation until the beginning of the next Random Event Phase.

TBS failure (49–50): Choose one US formation at random and place a TBS Failure marker on any ship in the formation. (If there is only one US formation, ignore this event.) The marker has the following effects:

  • If this event occurs during the Random Event Phase and the formation does not have the Task Force Commander, you roll immediately on the Freedom of Action Table. Apply a –2 die roll modifier (regardless of whether or not the formation has an admiral).
  • If the US Detection Segment occurs after the marker is placed, the formation with the marker loses one of its detection attempts.

The marker remains with the formation until the beginning of the next Random Event Phase.

Note: Failure of the TBS (Talk Between Ships) radio would prevent detection information from being passed properly from ship to ship. Even if the enemy were detected, the admiral would not learn of it.

Circuit breakers tripped (51–53): Select one US ship at random (a BB or CA must be selected if any are in play) and place a Circuit Breaker marker on the ship. For the rest of the current Game Turn:

  • The ship cannot perform any combat.
  • The ship does not count towards the number of ships in its formation for detection (of either type).
  • If the ship is alone in its own formation, it cannot make any detection attempts.
  • Ignore the ship's radar when determining the radar quality level of its formation.

The marker remains on the ship until the beginning of the next Random Event Phase. Ignore this event if there is only one US formation.

Ship radar failure (54–56): Select one US ship at random (a BB or CA must be chosen if any are in play) and place a Ship Radar Failure marker on it. That ship cannot use its radar for gunnery combat or detection for the rest of the current Game Turn. Remove the marker at the beginning of the next Random Event Phase.

Crew detection failure (57–58): The first successful detection result achieved by the US for the rest of the Game Turn is treated as a failure. If the US Detection Segment has already occurred, ignore this event.

Crew combat failure (59–62): The first combat result (torpedo or gunnery) of 1 or more hits obtained by any ship in the rest of the Game Turn is treated as no hit. Ignore this result if no combat result of 1 or more occurs.

This event affects the Japanese only if it is generated during the Combat Segment. It never affects Surprise Torpedo Attacks. For any Japanese torpedo attack, the number of salvos are expended normally even though they did not hit.

Torpedoes not loaded (63–64): The first torpedo combat result of 1 or more hits obtained by any US ship in the rest of the Game Turn is treated as no hit. Ignore this result if no torpedo hit of 1 or more occurs. Note that the torpedo salvos used are not expended (the tubes were not loaded). This event affects the US only.

Submarine sighted (65–66): Choose one US destroyer randomly and place a No Combat marker on it. The destroyer cannot engage in torpedo or gunnery combat for the rest of the Game Turn (it has sighted a Japanese submarine and is dropping depth charges). Ignore this event in the Random Event Phase. Remove the marker at the beginning of the next Random Event Phase.

Japanese sight submarine (67–69): The same as above, except one Japanese DD is chosen. This event occurs only in the Combat Segment.

Ship loses turret power (70–73): Choose one ship of the affected side randomly (a BB or CA must be selected if any are in play) and place a No Gunnery marker on it. It cannot perform gunnery combat for the rest of the Game Turn (its turrets have lost hydraulic power). This event affects a US ship if generated in the Random Event Phase or US Detection Segment and a Japanese ship in the Combat Segment. Remove the marker at the beginning of the next Random Event Phase.

Enemy ship recognition error (74–75): Select one US formation at random and place a No Combat marker on any ship in the formation. The entire formation cannot perform torpedo or gunnery combat for the rest of the Game Turn (it has confused the positions of friendly and enemy ships and is delaying fire). Ignore this event in the Random Event Phase. Remove the marker at the beginning of the next Random Event Phase.

Japanese small craft sighted (76): Choose one US destroyer at random and place a No Combat marker on it. It cannot perform gunnery or torpedo combat for the rest of the Game Turn (it sighted a motor patrol boat and is attacking it with light weapons). Ignore this event in the Random Event Phase. Remove the marker at the beginning of the next Random Event Phase.

Japanese sight PT boat (77–80): Same as above except select one Japanese destroyer. This event can occur only in the Combat Segment. Ignore this event if no Japanese destroyers are deployed on the map. Remove the marker at the beginning of the next Random Event Phase.

Japanese formation retires (81–88): Select one Japanese ship formation at random. It uses Retirement Movement for the remainder of the Game Turn, unless the presence of US ships causes it to use Battle Movement. This event can occur only in the Random Event Phase. Ignore this event if there is only one Japanese ship formation on the map or if only Japanese hidden forces are on the map.

Maneuver order misunderstood (89–96): Select one US ship at random (not the Task Force Commander's ship). The ship is assigned a new order as indicated on the Random Event Table. If removing the ship from its original formation divides that formation into two or more parts, each becomes a formation, with the same order as the original formation. These events occur only in the Random Event Phase.

Japanese light ship formation moves by flight (97–100): This event applies only when the optional Flight rule is used (see 21.4). Select one Japanese light ship formation at random. It moves according to the flight procedure for the rest of the Game Turn (it need not have expended all its torpedoes). If you are not using this optional rule, ignore the event. This event can occur only in the Random Event Phase.

20.0 Japanese Admirals

When using this rule, you add Japanese admirals to the Force Size markers placed in the container at the start of the game. Use only admirals Izaki, Mikawa, and Tanaka in the solitaire version of the game (the other admirals are used only in the two-player version; see 22.1).

Each Japanese admiral in Tokyo Express is listed by name. An Admiral marker has two values: Torpedo Modifier and Detection value.

Note: Ignore the back sides ("TFC Replacement") of Japanese admiral markers, which are used only in the two-player version (see 22.1).

20.1 Arrival of the Japanese Admiral

When you draw a Japanese admiral instead of a Force Size marker, you place his marker with the largest ship formation. Admirals Izaki and Tanaka must be placed with light ship formations and Admiral Mikawa with a heavy ship formation on a BB or CA. Determine randomly the admiral's flagship, if necessary.

If no hidden forces have been deployed into ship formation, place the admiral with a Hidden Force counter possessing the largest Force Size marker; the marker must have a value of 2 or more. Admirals cannot be placed on hidden forces that have no Force Size marker or that have a marker with a Force Size of 1.

In case of a tie, determine the formation or hidden force randomly. If the admiral cannot be placed on a formation or hidden force, return his marker to the container.

Only one Japanese admiral appears in a game. Once an admiral has been assigned to a formation, set aside and ignore other Admiral counters you draw.

The Japanese admiral is not a Task Force Commander. He benefits only the formation he commands, not the whole Japanese fleet.

Note: In the two-player game, a Japanese admiral is a Task Force Commander and does benefit the whole fleet (see 22.1).

A Japanese admiral is killed in the same manner as US admirals, either through his ship sinking or by an "Admiral Killed" message on a Gunnery Card. Japanese admirals are never replaced.

20.2 Effects of the Japanese Admiral

The Japanese admiral has the following effects on the formation he commands:

  • Add the admiral's Detection value to the die roll for any detection attempt made by his formation.

  • An admiral assigned to a hidden force benefits the force when it makes Surprise Torpedo Attacks. After determining the modified Effective Number of Targets column to use on the Surprise Torpedo Action Table and rolling the die, use the result one column to the right if the admiral's Torpedo Modifier is 1, and two columns to the right if his modifier is 2. However, the number of salvos actually expended by the hidden force are determined from the original column. In effect, the admiral causes more hits to be scored for the same expenditure of torpedoes.

    Note: You must take into account the remaining torpedo salvos and the Torpedo Salvo Limit on the Force Size marker when determining the column to use in resolving the Surprise Torpedo Attack.

  • The admiral's Torpedo Modifier is also used during regular torpedo attacks. If his modifier is 1, the admiral gives a +1 die roll modifier when resolving torpedo attacks made by all ships in his formation. If his modifier is 2, he gives a +2 die roll modifier.

Example: Admiral Tanaka (Torpedo Modifier of 2) has been drawn and is with a hidden force that performs a Surprise Torpedo Attack. After taking into account other column shifts, you use the "6" column on the Surprise Torpedo Action Table. Cross-referencing your die roll of 2 with the "6" column, you find a result of "3(1)"; because of Tanaka's Torpedo Modifier of 2, you use the "8" column (with a result of "4(1⁴)") to determine the number of salvos that hit. The Japanese expend only 3 torpedo salvos in the attack, not the "4" listed under the "8" column.

Victory Points for Japanese Admirals: If the Japanese admiral is killed either by his flagship sinking or by a special message on the Gunnery Card, the US is awarded Victory Points. The VP's equal the sum of the admiral's Detection value and Torpedo Modifier.

Japanese Withdrawal: If Admiral Tanaka is in play, add 1 to all Japanese withdrawal die rolls. This is the only time a Japanese admiral affects the whole fleet.

21.0 Optional Rules

You can layer in the following optional rules as you wish. They do increase game complexity considerably.

21.1 Land and Radar

Land may interfere with US radar detection. When a US formation attempts radar detection, determine the two closest ships in the opposing formations. Lay a straight rule between the center dots of the two hexes. If there is any land in a hex within 6 hexes of the Japanese ship and that land lies in the same arc (bow, stern, or broadside) as the direction from the US ship to the Japanese ship, the land gives a negative die roll modifier to the US detection attempt.

If there are several pairs of ships equally close to each other in the opposing formations, land has an effect if all Japanese ships are within 6 hexes of the land and are in the same arc as the land. If any Japanese ship in the formation is outside the 6-hex distance or the arc of detection, no negative die roll modifier applies.

Note: US radar cannot detect "through" land (see 6.2). Also, land in the background has no effect on US visual detection or radar-directed gunnery fire.

There are two possible negative modifiers:

  • –1: Savo Island is in the background.
  • –2: Guadalcanal Island is in the background.

Only one of the above modifiers applies, not both. The modifier is cumulative with other modifiers for US radar detection.

Example: A Japanese ship occupies hex 2125. The closest US ship making a detection attempt is in hex 2424; the US ship is headed SE. The Japanese ship is in the US ship's port broadside arc. The closest land is 4 hexes away (hex 1725) and is in the same arc, so a –1 die roll modifier applies to the detection attempt because of Savo Island. Now assume that the ships' positions are reversed. In this case, Guadalcanal is within 6 hexes and in the US ship's starboard arc. A –2 die roll modifier would be applied.

21.2 Hidden Force Torpedo Reloading

Japanese ships in hidden forces need time to reload torpedoes. To account for this time, subtract the number of torpedo salvos fired during a Surprise Torpedo Attack in the last Game Turn from the hidden force's Torpedo Salvo Limit printed on the Force Size marker. When using the Torpedo Action Table, shift to the left when resolving a Surprise Torpedo Attack as many columns as necessary until you reach the maximum number of salvos that can be expended in the current attack.

Keep a running track from Game Turn to Game Turn of how many salvos were expended for the hidden force on the Torpedo Action Table. Note that for this rule and ordinary torpedo reloading you must keep a record of when each salvo is fired.

Example: A hidden force possesses a Force Size marker of 2. Its Torpedo Salvo Limit is 6, and on the previous Game Turn it expended 3 torpedo salvos. On the current Game Turn, it can expend a maximum of 3 salvos. Assume that the Effective Number of Targets column the hidden force would normally use in resolving an attack is "6" and you roll a 7. The result on the table is "6(1⁴)," which expends more salvos than allowed. You shift over three columns to the left for a result of "3(0⁴)," the maximum number of salvos allowed in the attack.

21.3 Advanced Battle Movement

Battle Movement Display

Results from the Battle Movement Display are implemented in a slightly different manner under this rule. Ignore the order printed on the display if either case below occurs:

  • A formation ordered to turn through two hexsides (making a 120° turn) for its new heading does not turn through both hexsides immediately. Instead, it is turned one hexside in the required direction and receives a 60° Turn Order marker (in the same direction). This turn is automatically executed after it moves in the next eligible Movement Phase. Ignore any other order on the Battle Movement Display for the formation.
  • A formation ordered to turn through three hexsides (making a 180° turn) for its new heading does not do so immediately. Instead, it receives an About order (direction determined randomly) and performs this maneuver during movement. Ignore any other order on the Battle Movement Display for the formation. The formation's Speed marker is not affected.

A formation in column performs its maneuver columnwise. If the formation is not in column and its ships do not have the same heading, all ships in it assume the heading of the Japanese reference ship and then execute the above directions simultaneously.

Bringing Torpedoes to Bear

It often happens that all ships of a Japanese formation will have no torpedoes available to fire on one side of the ship, but will have torpedoes on the other side. (For example, they might have no torpedoes to fire into the starboard broadside and still have some that can fire into the port broadside.) In this situation, the Japanese must bring torpedoes to bear, if possible.

Before turning the ships, using the Battle Movement Display, examine the possible results of the orders compass for the sector. If any of the possible results will, upon assumption of the prescribed heading, bring torpedoes to bear on any ship of the US formation, use that heading. If several headings can be used, roll the die until one of them results. If no heading brings any torpedoes to bear on US ships, roll as usual for determining heading and orders.

Available torpedoes include only those able to be fired during the current Game Turn, not reloading torpedoes. If no torpedoes are ready to be fired, roll as usual on the Battle Movement Display.

21.4 Flight

A Japanese formation composed entirely of DD's and CL's will use flight in the following cases:

  • If no ship in the formation has a torpedo salvo loaded and ready to fire, but at least one ship in the formation still has a torpedo reload available, the formation may use flight movement. The formation uses flight on a roll of 3 or more (no modifiers apply) when its heading is determined by the Battle Movement Display.
  • If all ships in the formation have exhausted their torpedo salvos and reloads, the formation will attempt to use flight on a Battle Movement Display die roll of 8 or more.

If the flight random event is rolled during the Random Event Phase (see 19.2), one Japanese light ship formation, chosen randomly, uses flight for the current Game Turn. Ignore this event if no Japanese light ship formation is using Battle Movement.

The Japanese formation using flight movement changes its heading to the direction most directly away from the US reference ship. If several headings are still possible, choose a direction by the following priorities: N, NW, NE, SW, S, SE. The formation receives an Ahead order on its new heading. If it turns three hexsides (180 degrees), reduce its Speed marker by 1.

Flight movement occurs for the rest of the Game Turn.

21.5 Illumination

Illumination occurs only during the Combat Segment. As the first action in either Attack Step, you decide which US ships will illuminate detected Japanese ships. Each US ship can illuminate one detected Japanese ship at this time. Place Illumination markers on both ships. Illumination is completely voluntary.

A Japanese ship illuminates a detected target US ship only during the Combat Segment. When you draw a Gunnery Card to resolve the fire, it must have the following message: "Japanese Illum. (Combat Seg)." Before resolving the combat, place Illumination markers on both ships. The marker gives a one row shift up when resolving the gunnery combat; you use the card drawn to resolve the combat. If the Japanese ship is already using the top row on the card, there is no column shift. If the same Japanese ship receives a second illumination message when resolving a gunnery attack in the second Attack Step, ignore the message. A Japanese ship can illuminate a US ship in only one Attack Step.

The maximum range for illumination is 7 hexes (Medium gun range). Do not count the hex occupied by the ship illuminating the target when determining range. The line of sight must be clear of land; friendly and enemy ships do not affect line of sight for illumination.

Illumination has only one effect: All friendly ships using visually-directed gunnery combat against an enemy ship that has an Illumination marker receive a one row shift up on the Gunnery Card. Illumination has no effect on US radar-directed gun fire. This row shift is in effect during both Attack Steps. Only the ship possessing the marker is affected, not any other ships in the same hex. Note that ships that illuminate and ships that are illuminated are affected identically.

All Illumination markers are removed at the end of the Combat Segment.

Note: Illumination has no effect on detection attempts.

21.6 Secondary Batteries

For the sake of simplicity, ships are not allowed to fire their secondary batteries in the Basic and Standard Games. This optional rule allows them to be fired, although a ship will seldom find it preferable to fire its secondaries.

A ship may fire its secondaries instead of its primaries during either Attack Step of the Combat Segment. A ship can fire its secondaries or its primaries in a given Attack Step, but not both.

The Secondary Battery value on a ship's counter applies to both broadside arcs (see 2.4). A ship can fire its secondaries into both broadside arcs in the same Attack Step, and each secondary can fire twice (that is, make two separate attacks against the same or different targets). Thus, a ship could attack a total of four targets, all using the full secondary value. A secondary incurs no penalty for firing twice in the same step, unlike primaries.

If the target ship occupies the same hex as the attacking ship, then one secondary battery can be used and can fire twice. You cannot use both secondaries against the same target in the same step, however. (Even if the enemy vessel is in the same hex, it is still on only one side of the attacker.)

Japanese Secondary Battery Target Priorities

When making gunnery attacks with Japanese heavy ships, you determine if any will fire their secondaries instead of their primaries. Two conditions must be met before a Japanese ship will fire its secondaries: First, there must be at least two US DD's or CL's within Short range, and second, these US ships must not have yet been attacked. In this case, each secondary battery attacks two ships, if possible. The targets are selected by the following order of priorities:

  • Fire at a light ship within Short range that is not the target of another friendly ship.
  • Fire at a light ship within Short range that is already the target of another friendly ship.
  • Fire at a heavy ship within Short range that is not the target of another friendly ship.
  • Fire at a heavy ship within Short range that is already the target of another friendly ship.

When selecting a target using the above priorities, choose the closest target first if there are two or more ships within range. If there are several targets at equal distance, select targets randomly. If only one target of any kind is within Short range, the secondary battery attacks the target twice.

US Secondary Armament

Instead of firing primary armament, you may make two broadside attacks with each secondary battery. You select which targets to attack. Each secondary battery can fire twice into its broadside arc, either at the same target or at two targets. If in the same hex with a Japanese ship, only one secondary battery can fire, although it can fire twice at the same target.

21.7 Mistaken Targets

Normally, enemy ships do not obstruct line of fire in any way. In this optional rule, torpedo and gunnery fire may hit a different enemy ship in the line of fire rather than the original target of the attack. When making a torpedo attack, check to see if a torpedo salvo passes through any hex occupied by enemy ships (not hidden forces). When making a gunnery attack, determine if any enemy ships (not hidden forces) occupy a hex adjacent to either the attacker or the target. In either case, the attack may hit a different target. This rule applies to both US and Japanese attacks. Fire never strikes hidden forces mistakenly.

Resolve the attack normally. If the attack inflicts any damage, roll the die. On a roll of 1 to 3, the hits are inflicted on the blocking ship instead of the target ship. On a roll of 4 to 10, the hits are inflicted on the target.

If there is only one ship blocking the fire, it becomes the new target. If there are several possible targets (for example, a torpedo salvo passes through two hexes containing enemy ships), you select one of these ships randomly as the new target. For torpedo combat, mark off hits against the target selected. For gunnery combat, read the number from the same card, but use the column for the new target ship type.

Note: Friendly ships still block line of fire normally (see 3.6). Firing through friendly ships is still prohibited.

Two-Player Game Rules

22.0 Two-Player Game

The following rules adapt Tokyo Express to play by two players, one controlling the US and the other the Japanese. In this version, each side uses hidden forces, like the Japanese in the solitaire version. However, each side uses the solitaire rules for US formations, movement, and combat.

All rules from the solitaire version apply except as specifically changed in the following rules.

Note: Many of the rules in the two-player version require players to perform actions in secrecy. The two Hidden Force Displays on Cards #9 and #10 are used to keep information secret. It is vitally important that each player keep a good record of his actions and reveal all information truthfully to his opponent.

22.1 Force Determination and Set-up

Any of the solitaire scenarios may be used in the two-player version. After selecting a scenario, carry out these steps:

  1. Choose a Japanese Strength Level either by mutual consent or by rolling on the Japanese Strength Level Table.
  2. The US player determines the date of battle. The date may be selected by mutual consent or by rolling on the Date of Battle Table.
  3. Each player secretly determines his ships by rolling on the US and Japanese Ship Tables. Each player rolls secretly on his Admirals Table for admirals. Ships and admirals are drawn from those listed on the Ship Availability Chart. The Japanese Ship Table and Admirals Table are on Card #8.
  4. Each player secretly allocates his ships into hidden forces on his Hidden Force Display. Admirals are assigned to their ships.
  5. The US player then generates the rest of the scenario information (radar type, US Cohesion Level, Lighting condition, US transports, random events, and surprise). He reveals the Lighting condition for the scenario at this time, but keeps the other information secret.
  6. The Japanese player plans his entry hexes.
  7. The US player sets up his hidden forces.

The game is ready to begin.

Ship Tables

The US player uses the US Ship and US Admirals Tables as described in the scenario generation system (16.1). The Japanese player uses the Japanese Ship and Japanese Admirals Tables in a similar manner. He rolls four times, once for each ship type. He may exchange ships if he wishes (see below).

Both players should sort out available ships by date of the battle, using the Ship Availability Charts. Ships are pooled by type (DD, CA/CL, and BB for the US; DD, CA, CL, and BB for the Japanese) and then the appropriate number of each type is drawn blindly. It is important that neither player see the ships picked by the other player.

Japanese Ship Exchanges: The Japanese player may exchange ship types as follows:

  • 3 DD/CL's for 1 CA
  • 2 CA's for 1 BB
  • 1 CA for 3 DD's or 2 CL's
  • 1 BB for 2 CA's

Note: Japanese cruisers and destroyers were substantially more powerful and their battleships less powerful than their US counterparts. Therefore, the exchange rate is different.

Japanese Admirals

The Japanese player always receives one Task Force Commander as does the US player. He rolls on the Japanese Admirals Table to determine the Task Force Commander. On a roll of 1 to 4, he receives either Admiral Tanaka (if his force consists entirely of light ships) or Admiral Mikawa (if his force contains any heavy ships). Mikawa may be placed only on a heavy ship; Tanaka may be placed on a CL or DD. On a roll of 5 or higher, the Japanese player receives a "0" rated admiral (drawn blindly from those available) as Task Force Commander.

Additional Admiral: If the Japanese Strength Level is 7 or 8, the Japanese player receives one additional admiral. He draws this admiral blindly from those rated "0" for both Detection value and Torpedo Modifier.

Placement of Admirals: The Japanese player assigns his admirals to ships the same as the US player does (see 12.1).

Effects of Japanese Admirals: Japanese admirals have the same benefits as described in the Advanced Game (see 20.0). In addition, the Japanese Task Force Commander affects Freedom of Action for Japanese ships and formations. (Both players use the Freedom of Action Table.)

Task Force Commander Replacements: If the Japanese Task Force Commander is killed or his ship retires, he is replaced just as the US Task Force Commander is (see 12.2). The backs of the Japanese Admiral markers say "TFC Repl" (Replacement); note that the Detection value and Torpedo Modifier of all replacement Task Force Commanders are "0."

Hidden Forces

At the start of play, both sides have only hidden forces in play, which represent groups of ships. After selecting ships and admirals, each player secretly groups his ships into hidden forces on his Hidden Force Display. He allocates his available ships to hidden forces as he wishes. This information remains secret from the opponent until the hidden force is detected. A player is limited to the number of Hidden Force counters provided in the countermix. Each hidden force may contain any number or combination of ships.

When forming a hidden force, a player divides up the ships into "Screen" and "Main Body" ships on the Hidden Force Display. The following restrictions and options apply:

  • For the US, only DD's can belong to the screen.
  • For the Japanese, only DD's and CL's can belong to the screen.
  • A player must have main body ships if he wishes to have a screen.
  • A player is never required to have a screen.
  • If a player fails to assign a screen and main body, all ships are presumed to belong to the main body.

Dummy Hidden Forces: A player may receive dummy hidden forces, which are used to confuse the opponent. Use the following guidelines:

  • If a player has 4 or more hidden forces containing ships, he receives a number of dummy hidden forces equal to his real forces (up to the limits of the countermix).
  • If he has 3 or fewer real hidden forces, he receives 4 dummy hidden forces.
  • A player may take fewer dummy forces than he is entitled to, if he wishes.

The following rules apply to dummy hidden forces:

  • A player assigns both a Speed and an Order marker to each dummy hidden force on the display and executes moves for each Hidden Force counter on the map the same as for real hidden forces.
  • Dummy hidden forces remain in play until detected, at which time they are removed from play. While undetected, they remain in play even if all the real forces have been detected.
  • A dummy hidden force has a maximum speed of 7.
  • A dummy Japanese hidden force that exits the southeast mapedge as though performing a mission cannot re-enter the map.

Deploying Hidden Forces: Depending on the scenario, the Japanese player either sets up his hidden forces on the map or plans their arrivals. In historical scenarios (and hypothetical scenario 17.5), the Japanese hidden forces begin on the map and are placed first according to the scenario set-up instructions.

A player may deploy hidden forces as he sees fit in the set-up hexes listed. There is no stacking limit for forces in the same hex; however, a player must use as many of the listed hexes as possible.

In a generated scenario or hypothetical scenario (except 17.5), the Japanese hidden forces arrive from off the map. The Japanese player writes down on his Record Sheet (on the back of the Japanese Ship Log Roster) the arrival hex, Game Turn of entry, and initial heading for each force. A hidden force may be scheduled to enter on any Game Turn at any one of the eight arrival hexes on the map and may be given any heading. The written schedule cannot be changed after the game begins.

The Japanese hidden forces are placed on the map during the Japanese Hidden Forces Phase of the Preparation Stage. If more than one force is scheduled to arrive at the same arrival hex in a Game Turn, they are placed according to the scenario generation system rule (see 16.2). Order markers are assigned to hidden forces when they arrive on the map.

After the Japanese player has placed his initial hidden forces on the map (not those scheduled to arrive from off-map) or scheduled their arrival, the US player deploys his hidden forces (real and dummy). In historical scenarios, use the set-up hexes provided. In generated scenarios and hypothetical scenarios, all US hidden forces are set up within 8 hexes of either hex 2603 or 3129 (not both).

US Reserves: In generated scenarios where US hidden forces are deployed near hex 2603 or 3129, part of these forces may be held off the map as reserves.

  • If US forces are deployed around 2603, US reserves may enter from southeast mapedge hexes only (hexes 1001 through 2601).
  • If US forces are deployed around 3129, US reserves may enter from southwest mapedge hexes only (hexes 3127 through 3140).

The US player must write down on his Record Sheet the Game Turn, entry hex, and initial heading for each US reserve before play begins. This schedule cannot be changed during play. Any number of US hidden forces, including dummies, may arrive in the same hex on the same Game Turn. Order markers are assigned to hidden forces when they are placed on the map.

US hidden forces are placed on the map during the Hidden Forces Phase after Japanese forces are placed (see below).

Random Events: These events are generated for both players. Ignore hidden force random events (die rolls of 26 through 40).

In all 1942 scenarios, the Japanese player rolls once in the Random Event Phase and once in the Combat Segment; in 1943 scenarios, he rolls just once in the Combat Segment. Only events affecting Japanese forces occur. Events directed at the US forces are ignored. No random events are generated during the Japanese Detection Segment.

The US player rolls for random events as in the solitaire version. However, only events affecting US forces occur. Events directed at Japanese forces are ignored.

Surprise: The US player does not announce which side, if either, is surprised at the beginning of the game. If the US is surprised, the US player must roll for US release normally during the US Formation Phase (see 6.3); before he rolls the die in Game Turn 2, he announces that the US is surprised.

If surprise is in effect against the Japanese or neither side is surprised, the US player announces this fact either when the Japanese make their first detection attempt or when the US makes its first torpedo attack. Otherwise, surprise is terminated normally.

22.2 Sequence of Play

The Sequence of Play for the two-player version uses most of the Standard Game sequence.

Japanese Hidden Force Activity Stage (Game Turn 1 only)

A. Hidden Force Movement Phase: All Japanese hidden forces starting the game on the map move 6 spaces forward. US formations do nothing. No Action Chits are drawn.

Note: If no Japanese hidden forces begin the game on the map, skip this stage and go to the Preparation Stage of Game Turn 2.

Preparation Stage

B. Action Chit Phase: Same as in Standard Game.

C. Formation Phase: US and Japanese ships on the map are grouped into formations and assigned Speed markers. Players alternate. The US player assigns a Speed to one formation, then the Japanese does so to one of his formations. They continue until all formations on the map have been assigned Speed markers. Players then secretly assign Speed markers to the hidden forces on their Hidden Force Displays. One marker is assigned per hidden force.

D. Movement Orders Phase: Both players secretly and simultaneously determine the orders for all their formations on the map. They must decide whether the maneuvers will be performed simultaneously or columnwise. They then place Orders markers under their formations. Neither player should see the markers placed by the opponent. Players then secretly assign Orders markers to the hidden forces on their Hidden Force Displays. One marker is assigned per hidden force.

E. Freedom of Action Phase: Both players determine Freedom of Action for their formations on the map, depending on their distances from each fleet's flagship. They change orders for these formations as required. Players also determine Freedom of Action for their hidden forces, based on their distance from their flagship; orders are changed as necessary. Freedom of Action die rolls and results are secret.

F. Hidden Forces Placement Phase: The Japanese player places any arriving hidden forces on the map in their assigned arrival hexes. The US player then places any arriving US reserves on the map. Both players may assign Order markers to these forces on their Hidden Force Displays.

G. Random Event Phase (Advanced Game only): Any Random Event markers currently on the map are removed. Generate the number of random events specified for the scenario.

Activity Stage

Note that there is no Second Japanese Movement Orders Phase in this version. During the Initiative Segment at the beginning of each Movement Phase, the die is rolled. On an odd die roll result, the US player moves his formations first in the phase (0, 1, or 2 hexes according to the Movement Chart); on an even die roll, the Japanese player moves his ships first in the phase.

H. First Movement Phase

  1. Initiative Segment: The die is rolled to determine which side moves first in the phase.
  2. First Player Movement Segment: The player who goes first moves his formations.
  3. Second Player Movement Segment: The player who goes second moves his formations.
  4. Collision Segment: Same as in the Standard Game.
  5. Action Chit Draw Segment: Same as in the Standard Game.

I. Second Movement Phase: Same as the First Movement Phase.

J. Third Movement Phase: Same as the First Movement Phase.

K. Fourth Movement Phase: Same as the First Movement Phase.

L. Fifth Movement Phase: Same as the First Movement Phase.

M. Sixth Movement Phase: Same as the First Movement Phase.

Terminal Stage

Note that the actions in this stage are the same as in the Standard Game.

N. Fire Phase. O. Damage Effects Phase. P. Counter Adjustment Phase. Q. Retirement Phase. R. Japanese Withdrawal Phase. S. End of Turn Phase.

22.3 Formations, Orders, and Movement

Each player uses his Hidden Force Display for assigning Orders and Speed markers to dummies and hidden forces during the Formation Phase. This information is kept secret from the opponent until the hidden force has completed all its turns and movement.

Deployed ship formations are assigned Speed markers openly during the Formation Phase. However, orders are assigned to each formation secretly during the Movement Orders Phase. After assigning an order to each formation, a player places the correct Order marker under any one ship in each formation. The marker remains secret until all ships in the formation complete the turns called for by their Order marker, at which time the marker is shown and removed from play.

In this version of the game, the Japanese player is restricted to formation groupings in the same way as the US player is in the solitaire version (see 3.3 and 5.1). The Japanese player is restricted in the selection of orders he may select: Ahead, 60° Turn, 120° Turn, Countermarch, and S-Turn. No About orders are allowed. Note that Ahead markers are used only in the two-player version of the game.

Note: The Japanese cannot use Battle Movement or Mission Movement in this version. The Battle Movement Display is not used.

Optional Rule: Players may, if they agree, group ships into formations and assign Speed and Order markers in total secrecy. However, doing so requires much more bookkeeping. Note down on the Record Sheet, from Game Turn to Game Turn, the formation to which each ship belongs, the Speed of the formation, and the Order for the formation. If a player fails to assign an Order marker to a formation, it is considered to have an Ahead order. A ship not assigned to a formation or assigned illegally is considered a one-ship formation.

Hidden Force Speeds: Each hidden force is its own formation. A dummy hidden force may be assigned any Speed up to 7 (unlike the solitaire game, they do not have to be assigned a Speed of 6). For real hidden forces, a player may assign any Speed marker up to the current maximum Speed of the slowest ship in the hidden force. Speed markers are placed on the Hidden Force Display, not on the map.

Note: A hidden force's Speed will sometimes indicate its composition. For instance, a US hidden force moving at a Speed of 5 Game Turn after Game Turn may well contain a BB with a maximum Speed of 5. Or it may be a decoy that the US player is using.

Freedom of Action: Both players are equally affected by Freedom of Action for their real hidden forces and ship formations. Freedom of Action is determined normally by the Freedom of Action Table (see 5.2). The number of ships in a real hidden force determines the column to use on the Freedom of Action Table.

The US player rolls normally, applying modifiers for US Cohesion Level and distance from the Task Force Commander's flagship. If the flagship is in a hidden force, count the distance from the hex occupied by the Task Force Commander's hidden force. The Japanese player ignores cohesion, but applies modifiers for distance from the Japanese flagship; in addition, he receives a +1 die roll modifier on all die rolls (thanks to their pre-war training, they suffered less from command confusion; in effect, Japanese cohesion is +1).

Each player resolves his Freedom of Action die rolls secretly. He changes the Order marker assigned to a formation as necessary. Dummy hidden forces are never affected by Freedom of Action.

Note: To confuse the opponent, a player may wish to change all Order markers for all formations. For a formation not moving by Freedom of Action, the owning player replaces the original Order marker with an identical one.

Emergency Turns, Collisions, and Mapedges: The US rules for Emergency Turns and collisions are in effect for both players in this version (see 5.4). Hidden Force counters never cause collisions (see 5.5). Japanese ships and hidden forces may leave the map to perform missions or when withdrawing or retiring. As with US ships, Japanese ships that leave the map accidentally (except off the southeast mapedge when missions may be performed there) cannot re-enter the game.

22.4 Detection

Each player makes detection attempts secretly. The rules for the US player in the solitaire version are used by both players (see 6.0), and detection attempts are resolved exactly as in the solitaire game. The die roll modifiers for number of ships in the detecting formation apply to hidden forces as well. Ignore modifiers for number of ships in the target if the target is a hidden force.

Each hidden force or ship formation may make two detection attempts in the owning player's Detection Segment. When resolving detection attempts on the Detection Table, a player should note down on his Player Record all "D," "I," and "F" results he obtained, indicating the formation that got the result and the enemy formation or hidden force that was detected. After all attempts are resolved, he tells his opponent what formations and hidden forces were detected and the result for each. He does not have to tell which of his formations or hidden forces made the attempts.

Modifiers for Speed (Optional): When players are keeping formation Speed markers secret, the player making a detection attempt asks his opponent if the Speed of the formation is 4 or less. The opponent must reveal if the Speed is 4 or less, but does not have to reveal the exact Speed. The detecting player then receives a –2 die roll modifier in the attempt.

Detection Table Results: The effects of "D" and "I" detection results are the same as in the solitaire version. Detected hidden forces are deployed on the map in ship formations according to the rules for Japanese hidden forces (see 7.3). Ships may be placed in hexes occupied by enemy hidden forces.

When an "F" result is obtained against a dummy hidden force, the Hidden Force counter is removed. If the result is against a real hidden force, the Hidden Force counter remains on the map and the owning player whose force was detected must report its Force Size.

The owning player determines the Victory Point value of the real hidden force, which is the total number of VP that would be awarded if all ships in the hidden force were sunk. He consults his Hidden Force Size Report Table on his Hidden Force Display, rolls the die, and cross-references the die result with the column corresponding to the VP total. The resulting number is the Force Size he reports to the detecting player.

If more than one "F" result is obtained against the same hidden force, the owning player carries out the above procedure each time and reports each resulting Force Size. The reports may differ. Unlike the solitaire version, no Force Size marker is drawn.

US Radar Detection: Only the US player uses radar for detection. When he is making radar detection attempts, he does not have to reveal the type of US radar, but he does use the correct column on the Detection Table. He announces successful attempts as they occur.

22.5 Combat

Both players use the US method of allocating gunnery and torpedo attacks. Only the US may use radar-directed gunnery attacks. Neither side can make Surprise Torpedo Attacks. The Japanese can split up their primary batteries to attack several targets just as the US does.

Hidden Force Attacks: A player can make torpedo and gunnery attacks with an undetected hidden force. Before he performs either type of combat, he deploys the hidden force into ship formation, using the Hidden Force Deployment Display; the formation still remains undetected. The attacks are then resolved normally.

Torpedo attacks alone do not cause the undetected formation to become detected. If the undetected formation performs gunnery combat, it is detected. The restrictions on torpedo salvos and reloads from the solitaire version are in effect. The only restriction against the Japanese is that a maximum of 3 ships can participate in a single torpedo attack.

22.6 Retirement and Withdrawal

All rules for retirement apply to both sides (see 11.0). Do not use random choice to decide among alternative moves for a retiring ship. The Japanese player uses the yellow Retirement Movement compasses to determine headings. For the US player, if more than one move satisfies all other criteria equally well, he has his choice of moves. The US player uses US Retirement from the solitaire version (11.3) and the Japanese player uses Japanese Retirement (11.2).

The rules for Japanese withdrawal are the same as in the solitaire version (see 11.4).

22.7 Japanese Missions

Japanese ships attempt to perform supply, bombardment, and transport attack missions as in the solitaire version (see 13.0). If a hidden force meets the requirements for a mission while still undetected, all ships in the force are considered to have completed their missions.

US Transports: When playing an historical scenario, both players will know the Japanese missions, since the missions are indicated in the instructions. When playing a generated scenario or a hypothetical scenario, the Japanese player will not know initially what missions to perform because the presence of US transports is unknown.

As soon as a Japanese ship or hidden force enters Japanese Deployment Zone 6 or 8 or the Supply Zone (zone 9), the US player must reveal whether or not US transports are present. The Japanese can perform bombardment and/or supply if US transports are not present, and transport attack and/or supply if transports are present. Unlike the solitaire version, Japanese hidden forces are not automatically deployed into ship formation when they enter zones 6, 8, or 9.

Bombardment and Transport Attack Missions: At the instant a Japanese hidden force meets the requirements for performing either a bombardment or a transport attack mission off the map, the Japanese player must reveal the ships in the force to the US player. Japanese formations re-enter the map normally and are undetected when placed on the map (see 13.3). A dummy Japanese formation may exit the map as if to perform a mission, but it can never re-enter the map. The Japanese player must keep track of which ships have performed missions off the map.

Supply Missions: The Japanese player does not have to reveal when his ships or hidden forces perform supply missions. He keeps track of these missions secretly on his Record Sheet. Thus, a Japanese hidden force could accomplish a supply mission and then exit the Japanese side of the map still undetected (or it could be a dummy hidden force pretending to perform such a mission).

If players agree, the Japanese player may pick either the Passing Through, Hit and Run, or Attack Tulagi mission before beginning play. He writes down the mission he will perform and keeps it secret until the game is over. The victory conditions as described in Section 18.0 apply.

22.8 Victory

A game continues until all ships of one side have exited the map or have been sunk. Both players determine Victory Points they receive for damaged and sunk enemy ships and for enemy admirals killed. The US player then totals up VP modifiers from the scenario generation system and applies the result to his VP total. The Japanese player totals the VP he receives for successfully completing missions.

Once both VP totals have been determined, the Japanese VP are subtracted from the US VP and players determine the winner and the level of victory (see 14.0).

Ship Roster

Ships marked with an asterisk (*) appeared late in the war, after the Guadalcanal battles portrayed in the game. They are included for historical interest.

Australia — Heavy Cruiser (CA): Canberra (Australia class).

United States — Battleships (BB): California* (California class); Iowa* (Iowa); Missouri* (Iowa); South Dakota (South Dakota); Washington (North Carolina).

United States — Heavy Cruisers (CA): Astoria (Astoria class); Baltimore* (Baltimore); Chicago (Northampton); Minneapolis (Astoria); New Orleans (Astoria); Northampton (Northampton); Pensacola (Pensacola); Pittsburgh* (Baltimore); Portland (Portland); Quincy (Astoria); Salt Lake City (Astoria); San Francisco (Astoria).

United States — Light Cruisers (CL): Atlanta (Atlanta class); Boise (Brooklyn); Helena (Brooklyn); Honolulu (Brooklyn); Juneau (Atlanta).

United States — Destroyers (DD): Aaron Ward (Livermore class); Allen M. Sumner* (Allen M. Sumner); Bagley (Bagley); Barton (Benson); Benham (Bagley); Blue (Bagley); Buchanan (Livermore); Craven (Bagley); Cushing (Mahan); Drayton (Mahan); Duncan (Livermore); Dunlap (Mahan); Farenholt (Benson); Fletcher (Fletcher); Gearing* (Gearing); Gwin (Livermore); Gyatt* (Gearing); Helm (Bagley); Jarvis (Bagley); Laffey (Benson); Lamson (Mahan); Lang (Bagley); Lardner (Livermore); Maury (Bagley); McCalla (Livermore); Meredith* (Allen M. Sumner); Monssen (Livermore); O'Bannon (Fletcher); Patterson (Bagley); Perkins (Mahan); Preston (Mahan); Ralph Talbot (Bagley); Selfridge (Porter); Sterett (Bagley); Taylor (Fletcher); Walke (Sims); Wilson (Bagley); Woodworth (Benson).

United States — Minesweeping Destroyer (DMS): Southard* (Clemson class).

Japan — Battleships (BB): Hiei (Kongo class); Kirishima (Kongo); Musashi* (Yamato); Yamato* (Yamato).

Japan — Heavy Cruisers (CA): Aoba (Aoba class); Atago (Takao); Chokai (Takao); Furutaka (Furutaka); Haguro (Myoko); Kako (Furutaka); Kinugasa (Aoba); Myoko (Myoko); Takao (Takao).

Japan — Light Cruisers (CL): Jintsu (Naka class); Kitakami* (Kuma); Nagara (Nagara); Sendai (Naka); Tenryu (Tenryu); Yubari (Yubari).

Japan — Destroyers (DD): Akigumo (Yugumo class); Amagiri (Fubuki); Amatsukaze (Kagero); Arashi (Kagero); Asagumo (Asashio); Ayanami (Fubuki); Fubuki (Fubuki); Hagikaze (Kagero); Hamakaze (Kagero); Harusame (Shiratsuyu); Hatsukaze (Kagero); Hatsuyuki (Fubuki); Ikazuchi (Akatsuki); Inazuma (Akatsuki); Isokaze (Kagero); Kagero (Kagero); Kawakaze (Shiratsuyu); Kazegumo (Yugumo); Kuroshio (Kagero); Makinami (Yugumo); Matsukaze (Kamikaze); Mikazuki (Mutsuki); Minazuki (Mutsuki); Murasame (Shiratsuyu); Naganami (Yugumo); Oyashio (Kagero); Samidare (Shiratsuyu); Shikinami (Fubuki); Shimakaze* (Shimakaze); Shimotsuki* (Akizuki); Shirayuki (Fubuki); Suzukaze (Shiratsuyu); Teruzuki (Akizuki); Uranami (Fubuki); Yudachi (Shiratsuyu); Yukikaze (Kagero); Yunagi (Kamikaze).

Notes

  1. California was one of the more modern prewar "slow" battleships, sunk at Pearl Harbor, and later reconstructed.
  2. USS Southard, named after Andrew Jackson's Secretary of the Navy, fought throughout the Guadalcanal campaign — though not in fleet actions. She was lost on October 9, 1945. Her most famous crew member was undoubtedly Herman Wouk, author of The Caine Mutiny.
  3. Shimakaze, the only one of its class, was constructed later in the war as an "experimental destroyer." It approached a light cruiser in size and power.
  • Torpedo Combat Procedure
  • Torpedo Combat Die Roll Modifiers
  • Effects of Torpedo Combat
  • 3.7 Gunnery Combat
    • Concepts Important to Gunnery Combat
    • Requirements to Be a Target
    • Japanese Gunnery Allocation
    • US Gunnery Allocation
    • Resolving Gunnery Combat
    • Row Shifts
  • 3.8 Damage
    • Damage Levels
    • Effects of Damage
    • When Damage Takes Effect
  • 3.9 Basic Scenario
    • Deployment
    • Game Length
    • Special Rules
    • Victory Conditions
    • Optional Rule
  • Note: You may wish to note down on a scrap of paper how many salvos are directed against each US target ship or use Fire Allocation markers.

  • Determine which targets are actually hit. You choose randomly among salvos fired those which actually hit their targets. Assign numbers to each salvo fired so that each salvo has an equal chance of hitting its target. Roll the die. The die roll result determines the salvo that hit its target. Keep rolling the die as necessary until all salvos that successfully hit (including an additional successful salvo) have been determined. A given target may be hit several times if more than one salvo has been targeted for it.

  • Determine the number of Damage Points inflicted by each successful salvo. Consult the Surprise Torpedo Damage Table on Card #4 and roll the die once for each successful salvo. Apply any of the die roll modifiers listed below to each roll. The table gives the number of Damage Points inflicted on the ship. Cross off the appropriate number of Damage Boxes on the ship's log. The additional effect for torpedoes fired into a target's stern arc applies to Surprise Torpedo Attacks as well (see 3.6).

  • Random Events (Advanced Game only): Consult the Random Events Number Chart on the row that corresponds to the date of battle. Under each column is the number of random events to generate in the Random Event Phase and in the Combat and US Detection Segments. No die roll is involved. The chart may indicate a US Victory Point modifier.

    If you are not using random events, there is an automatic –1 US VP modifier applied before determining the winner.

  • Generate US Ships: You consult the US Ships Table and roll the die twice.

    • Roll the die once and modify the result based on the Japanese Strength Level. Cross-reference the modified die roll with the "DD" column to determine the number of US DD's in the game.
    • Roll the die again. This result is modified by the Japanese Strength Level and may be modified again if you received only 3 or 4 US DD's. Cross-reference the final modified roll with the "CL/CA" column to determine the number of US cruisers in the game.
    • You are now allowed to exchange ships. You can exchange 4 DD's for one CL/CA, and vice versa. You can exchange 3 CL/CA's for 1 BB (and Admiral Lee). Make all such exchanges you wish. Decide these exchanges before drawing ships.
    • Draw the US ships. Place all DD's in one group, all CL's and CA's in another, and all BB's in a third. You draw the number of US ships blindly from each group.
    • Check the Ship Availability Chart each time you draw a ship. The chart indicates whether or not that ship was available during the date of battle. If the ship is not available at that time, keep drawing until you have the correct ships for that period. Note that you may use both historical and ahistorical ships if you wish, as long as they were available during the date of the battle.

    Notes: Historically, the US preferred to operate ships of the same class in pairs. You can re-create this situation if you wish. When you draw a ship, check the Ship Availability Chart and select another ship of the same class from those available at the date of battle.

    The only way you can have BB's in your force is if you exchange cruisers for them. You must decide all such exchanges before drawing any ships. If you trade for a BB, you automatically receive Admiral Lee as Task Force Commander. Other admirals are drawn as described below.

  • US Admirals: You always receive a Task Force Commander. Draw one blindly from among the non-destroyer US admirals. Note, however:

    • If you traded for a BB, Admiral Lee automatically is the Task Force Commander.
    • If your force consists entirely of DD's, draw the Task Force Commander from among the US DD admirals.

    Consult the US Admirals Table. If the date of battle is Late 1942 or 1943, you roll the die and check the table. You may be allowed to draw other US admirals blindly. The table may specify that you draw from destroyer (DD) admirals or heavy ship admirals. If the table does not specify a certain type, you may choose either a destroyer or heavy ship admiral; draw blindly from the corresponding type. The table specifies if a US VP modifier applies for admirals in addition to the Task Force Commander.

    You select the flagships for the admirals. A destroyer admiral must be assigned to a DD; a heavy ship admiral must be assigned to a CA or BB.

  • Deploy Forces: All US ships must be placed within 8 hexes of either hex 2603 or 3129. These set-up hexes are indicated on the map. You cannot split up the ships between the two hexes; you must use one hex or the other.

    All US formations begin the game undetected. Place Undetected markers on them.

    Japanese hidden forces that appear in Game Turn 1 are placed in their arrival hexes with the correct headings.

  • Surprise: Roll the die and consult the Surprise Table. The table indicates which side, if any, is surprised. The table may indicate a US Victory Point modifier. If surprise is in effect against the US, you do not move US ships in Game Turn 2 unless the conditions for US release occur (see 6.3).

  • Prepare for Play: Shuffle the four decks of Gunnery Cards and place them next to the map. Place the Game Turn marker in the "1" box on the Game Turn Track and the "Phase" marker on the Standard Sequence of Play Track on Card #8. You are now ready to start the first Game Turn.

  • Determine the Threshold value for using Mission Movement normally, but the only modifier applied to the base value of 1 is the +2 if the number of Japanese ships is at least 3 times the total number of detected US ships within Visual Tracking Range (see 5.3).

  • Japanese ships cannot exit the southeast mapedge (hexes 1001 through 2601); they make Emergency Turns to stay on the map. When a Japanese ship or hidden force makes any Emergency Turn, give it a new heading that takes it as nearly as possible towards the convoy. If two or more headings are equal, select one randomly.

  • The Japanese will try to attack the US convoy before attacking US ships. They can use gunnery combat, torpedoes, and Surprise Torpedo Attacks. Keep track of the number of hits scored against the US convoy. Use the following priorities when resolving Japanese attacks:

    • Try to attack the US convoy if it is within Short or Medium range.
    • Try to attack a US combat ship within Short or Medium range.
    • Try to attack the convoy if at all possible.
    • Try to attack a US combat ship if at all possible.

    Note: The Japanese will not make torpedo attacks (including Surprise Torpedo Attacks) against the convoy at Extreme range.

  • If you are using the Advanced Game and the "Hidden force appears near flagship" random event occurs, use the hex occupied by the convoy to calculate the position of the hidden force, not the US fleet flagship (see 19.2). In effect, the event becomes "Hidden force appears near convoy."