The Japanese Offensive in The Pacific, 1942: 1.1 Game Premise
The Japanese Offensive in The Pacific, 1942: 1.1 Game Premise
The Japanese Offensive in The Pacific, 1942: 1.1 Game Premise
CONTENTS
1.0 INTRODUCTION
2.0 COMPONENTS
3.0 SET-UP
4.0 STACKING & BASING
5.0 HOW TO WIN
6.0 SEQUENCE OF PLAY
7.0 OPERATIONS
8.0 MOVEMENT
9.0 SPOTTED AND UNSPOTTED NOTE: To remove the rules from this step by step. The Sequence of Play (6.0), if
magazine, carefully and slowly peel
10.0 COMBAT followed very meticulously, will methodically
them from the subscription card they are
attached to by peeling from the top and take you through all the steps of each game
11.0 IJN TARGET DETERMINATION
then the bottom meeting in the middle. turn, and you’ll discover that the game will
12.0 AIR COMBAT The card is not intended to be removed. hold together well and do exactly what it is
13.0 BOMBING supposed to do. Detail-minded players will
These rules use the following color system: adapt to this game very well, but casual
14.0 NAVAL COMBAT Red for critical points such as errata and players may have more difficulty. So, follow
15.0 COASTAL BOMBARDMENT exceptions, Blue for examples of play. each rule carefully and literally, and you
will discover that the game will quickly
16.0 AMPHIBIOUS LANDINGS
1.0 INTRODUCTION take on an interesting life of its own.
17.0 WHEN A UNIT IS HIT 1.1 Game Premise
18.0 AFTER THE BATTLE Midway Solitaire is a wargame of the Campaign Your task, as the player, is to win the game by
in the Pacific Theater of Operations (PTO) in surmising, guessing, estimating, and judging
19.0 IJN REPAIRS
April-June 1942. This period saw the Japanese how to prevent a Japanese victory within the
20.0 SPECIAL UNITS take the offensive in two major campaigns framework of the solitaire mechanics. From the
21.0 INCIDENTS (Optional) which resulted in the battles of the Coral Sea US perspective, you are taking on the role of
and Midway, both of which were decided Adm. Nimitz in terms of what options you have
22.0 OPTIONAL UNITS by aircraft carrier actions. In the game, the available and what decisions you can make to
player takes command of United States Navy repel the Imperial Japanese Navy’s drive across
and Allied (USN) forces. The game system the Pacific. In this regard, it is recommended
CREDITS
takes command of Imperial Japanese Navy that you play at least two games and consider
(IJN) forces. You, as the USN commander, the first as a sort of training exercise, and
Design: Joseph Miranda must defeat multiple IJN naval offensives then see if you can beat the system during
& Eric R. Harvey while your foe has superior numbers. your next game(s). The key to winning is
good guesswork and properly balancing your
Developer: Eric R. Harvey 1.2 Rules Advisory limited assets to meet the threats that present
Final Rules Editing: Eric R. Harvey This game is unique in the annals of wargames themselves over the course of the game.
Playtesters: Eric R. Harvey, Roger because it ties three very disparate types of
Mason, Joe Youst, Chris Perello, games together as one cohesive experience. 2.0 COMPONENTS
Chris Cummins, John Mason Midway Solitaire is a strategic game A complete game includes:
(featuring most of the Pacific Theater), an
Counters: Tom Willcockson operational game (featuring distinct naval These rules
Map Graphics: Joe Youst units and flotillas with individual air groups One 22 x 34” inch map
and unique operational capabilities), and One counter sheet of 176 game pieces
Production: Lise´ Patterson, Callie
also a dedicated solitaire game, all in one.
Cummins & Chris Cummins
You'll need at least one six-sided die to
To seamlessly accomplish this melding of play the game (although several dice
© 2017 Decision Games different wargame approaches, Midway of various colors will be helfpul).
Solitaire is a relatively complex game,
Bakersfield, CA. procedurally speaking. However, do not be
Made & Printed in the USA. put off by that, because these rules have
been very carefully arranged and organized
so as to allow you to follow the procedures
Task Force ID
(1st Carrier Strike Force)
Task Force Capacity
USN ISLAND
(Optional)
BASE
SPACES Task force markers have two sides, a front side (known as its unspot-
IJN ISLAND ted side) and a back side (known as its spotted side) to indicate its in-
BASE susceptibility or susceptibility, respectively, to attack by enemy units.
Spaces: The white circles on the map are the spaces upon which USN Leaders: USN leaders accompany task forces to enhance their
game pieces, air and sea, may move during the course of a game turn. capabilities (see 20.1).
Some spaces are known as Island Bases.
Route Lines: These are the black lines connecting spaces and/or
home bases together. Game pieces may only be moved on the map to
other spaces via these route lines. Errata: The Terrain Key on the map
incorrectly shows the route lines as a blue line. IJN Operations Markers: Operation markers are drawn randomly
at the beginning of each turn to dictate which route line will be
IJN Island Bases: The red circles (Wake, Rabaul) represent Japa- activated.
nese island air bases. Rabaul consists of two separate red circles,
both representing the same location, but are separate for purposes
of defining each of the two distinct route lines (MO and SO, respec-
tively).
IJN Home Bases: The four large uncolored boxes (two “Japan” Incident Markers: Incident markers are used to denote when inci-
boxes and two “Truk” boxes) represent major Japanese bases from dents occur as a result of task force movement (see 21.0).
where Japanese task forces start their operations.
Note: Home bases are printed with anchor symbols. These have no
tangible meaning during play other than to identify their respective
locations as a home base.
Coastal Defense Unit: Coastal defense units occupy all of the island
USN Island Bases: The green squares (Aleutians, Midway, Solo- bases on the map. They provide their island base with an air basing
mons, Port Moresby) represent Allied air bases. These are objectives capacity (the parenthetical number printed in the top-right corner), an
of Japanese operations; the IJN wins the game if two USN Island anti-aircraft capability whenever bombed (the top-left number), naval
Bases are captured. combat number (middle left number) and a coastal gun capability dur-
ing coastal bombardment (the bottom-left number).
USN Home Bases: The large uncolored boxes (Alaska, West Coast,
Pearl Harbor, Samoa, New Caledonia, Australia) represent major U.S. Air Combat Number
bases; the IJN wins the game if one USN Home Base is captured. (Represents Anti-Aircraft)
Note: Home bases are printed with anchor symbols. These have no
tangible meaning during play other than to identify their respective Airbase Capacity
locations as a home base. Naval Combat Number (Four Air Units)
(Naval Combat)
Task Force and Air Group Boxes: These are used to display and
organized air and naval game pieces.
Ground Combat Number
Available, Reinforcement, Damaged, Eliminated Boxes: These (Coastal Bombardment)
are used to place and record the status of various game’s pieces.
Movement Number Ground Combat Number: When a naval unit conducts a coastal
Naval Combat Number (Range) bombardment, this is the die roll number (or less) required to inflict a
(Bombing) "hit" upon an enemy coastal defense unit in that space.
Naval Aircraft Type Movement Number (Range): This is the maximum number of
Ground Combat
(NAC) spaces that an air unit may fly to for the purpose of conducting an air
Number (Bombing)
strike. Naval units are moved according to different rules (see 8.0),
Bomber-type (SBD) and thus are not printed with any movement number.
NAC Capacity: The number of NAC units that can be based on this
Note: Many USN bombers are printed as either SBD or TBD, but func- aircraft carrier.
tion no differently in any respect than any bomber. Their distinction is
only relevant if playing optional rule 20.3. 2.4 Game Term Definitions
Air units are generally two-sided game pieces, meaning that their
front side is their full-strength side, and their back side is their re- Route Line: One of the four route lines (AL, MI, SO, MO) that will be
duced side. When any air unit is “hit” during combat, it is to be flipped activated by an IJN Operations (Ops) marker drawn each turn.
to its back, reduced side (or eliminated if already on its reduced side).
IJN (Imperial Japanese Navy): General term for game-controlled
forces.
Naval Unit: There are four basic types of naval units in the game, CV,
CVA, CVL (aircraft carriers), BB, CA, CL, DD (warships), TR (transport), IJN Operations: There are four IJN Operations that may occur during
and AVD (aircraft tenders). Each type of naval unit has unique ratings. a game, known by their geographic objective code: AL (Aleutians), MI
(Midway), MO (Port Moresby), and SO (Solomons).
Naval units are one-sided game pieces. They are printed with a flag
on their backs to indicate when they are unspotted. Spotted: This refers to a task force marker which is face down.
Port Moresby Control and Port Moresby coastal defense unit: CV-6 (Enterprise), CV-8 (Hornet), CA-16.2, DD-16.4: Assigned to Task
Port Moresby Force-16
CV-2 (Lexington), CV-5 (Yorktown), CA-17.2, DD-17.4, Spruance: As-
signed to Task Force-17
USN Air Units
CA-17.3: Assigned to Task Force-44
11AF (B-17), 11AF (B-18), 11AF (P-40): Alaska
CV-3 (Saratoga): In the Moderate Damage box of the West Coast Dam-
19 BG (B-17), 11+20 (PBY): Australia
aged/Repair Table
VMF 221 (F2A3), VMSB 241 (SBD), PW 2 (PBY), 7 AF Det (B-17), TS-8
AVD-12: Assigned to Task Force-1
(TBD): Midway
8 PG (P-39), 3 LBG (B-25): Port Moresby
USN Reinforcements
Place in the USN Reinforcements box:
USN NAC Air Units
BB-4
Lexington FTR NAC: CV-2 Lexington box DD-1.4
Lexington SBD NAC: CV-2 Lexington box 7AF (P-40)
Lexington TBD NAC: CV-2 Lexington box 18th BW (B-17; also represents other various types of bombers)
Saratoga FTR NAC: CV-3 Saratoga box RAAF (Hudson)
Saratoga SBD NAC: CV-3 Saratoga box AVD 17.9
Saratoga TBD NAC: CV-3 Saratoga box
2nd CSF, Invasion-AL, Main Body B: Honshu Japan (AL) Home Base box Two random naval units: 1st CSF
Invasion MO, Covering: Truk (MO) Home Base box Two random naval units: 2nd CSF
4th CSF, Invasion SO, Support: Truk (SO) Home Base box Two random naval units: 4th CSF
One random naval unit: Main Body-A
IJN Air Units Two random naval units: Main Body-B
Shokaku FTR NAC: CVA Shokaku box One random naval unit: Support
Shokaku BBR NAC: CVA Shokaku box One random naval unit: Guard Force
Zuikaku FTR NAC: CVA Zuikaku box Two random naval units: Covering Force
Zuikaku BBR NAC: CVA Zuikaku box Two random naval units: Invasion-MO
Akagi FTR NAC: CVA Akagi box Two random naval units: Invasion-SO
Akagi BBR NAC: CVA Akagi box Two random naval unit: Invasion-MI
Kaga FTR NAC: CVA Kaga box One random naval unit: Invasion-AL
Kaga BBR NAC: CVA Kaga box
Note: All IJN naval units are considered unspotted until they become
Hiryu FTR NAC: CVA Hiryu box
spotted.
Hiryu BBR NAC: CVA Hiryu box
Soryu FTR NAC: CVA Soryu box 4.0 STACKING AND BASING
There is no specific stacking limit in the game; any number of game pieces
Soryu BBR NAC: CVA Soryu box
may occupy any particular space on the map. However, aircraft carriers
Ryujo FTR NAC: CVL Ryujo box and bases themselves are limited to specific quantities and types of air
Ryujo BBR NAC: CVL Ryujo box units that they may accommodate, and task forces are limited to specific
quantities and types of naval units that they may accommodate.
Junyo FTR NAC: CVL Junyo box
Junyo BBR NAC: CVL Junyo box 4.1 Aircraft Carrier Basing Capacity
Each aircraft carrier may only accommodate a maximum quantity of
Shoho FTR NAC: CVL Shoho box
friendly NAC type air units equal to that aircraft carrier’s capacity value.
Shoho BBR NAC: CVL Shoho box This value is printed on each aircraft carrier game piece as a parenthetical
Zuiho FTR NAC: CVL Zuiho box number (and is also printed on the Carrier Air Groups Display on the
map as a parenthetical number). All USN aircraft carriers have a basing
Zuiho BBR NAC: CVL Zuiho box
capacity of “3”, but IJN aircraft carriers have various basing capacities.
Hosho BBR NAC: CVL Hosho box
Note: A damaged aircraft carrier retains its full basing capacity and The composition of IJN Task Forces may never be voluntarily changed
retains whatever NAC air units it is carrying while it is being repaired. (though combat losses and scheduled reinforcements, if any, will change
an IJN Task Force’s composition). IJN Task Forces have no composition
When the game begins, each NAC air unit is based aboard an aircraft capacity limits; their composition is dictated by the game’s initial set-up.
carrier of its same name. They may be subsequently based aboard other
friendly aircraft carriers if necessary (if, for example, its own aircraft Naval units that have been eliminated or are presently undergoing
carrier had been sunk), but never in excess of any other aircraft carrier’s repairs on the Repair Track do not count when considering a task force’s
capacity value. composition capacity.
If it ever occurs that there are more NAC air units than available basing 5.0 HOW TO WIN
capacity in a space (if, for example, an aircraft carrier had been sunk), you The IJN wins the game if any IJN Task Force arrives at any of the six USN
must eliminate enough air units (of your choice) to not exceed the avail- Home Base boxes (i.e., Alaska, West Coast, Pearl Harbor, Samoa, New
able basing capacity. Caledonia, Australia) and remains there until the end of the same game
turn.
4.2 Basing Capacity at a Base
Each base, whether an island base or a home base, may only accom- The IJN also wins the game is at least two USN Island Bases (i.e.,
modate a maximum quantity of friendly air units (of any type) equal to Aleutians, Midway, Solomons, Port Moresby) have been captured by IJN
that base’s printed capacity value. This value is printed on the map as an invasion naval units
airfield symbol with an equals sign (=) and either a number or the word
“Unlimited”. Japanese Home Bases are not printed with a capacity value, The USN player wins the game if he prevents an IJN victory.
however, because no Japanese air units are set up or ever placed on any
Home Base Box. 6.0 SEQUENCE OF PLAY
Each game turn is comprised of the following steps (which must always be
Note: NAC air units that are based aboard an aircraft carrier do not executed in the following order). The game ends when the last Operations
count against any base’s capacity value, and vice versa. (Ops) marker is drawn and played, or if the IJN achieves a victory per 5.0.
An island base’s capacity value will become eliminated if its coastal de- IJN PHASE
fense unit is eliminated, or reduced if its coastal defense unit is damaged.
If an island base’s coastal defense unit is damaged, the airbase capacity 1) IJN Operations Determination Step
of that base is thus reduced to the parenthetical number printed on the You must blindly draw one IJN Op marker from the Ops pool.
upper right corner of that coastal defense unit’s reverse side. This indicates which route line a Japanese Task Force will
move along for the current IJN phase. If you drew a "Special"
If it ever occurs that there are more air units than available basing marker instead (CF vs NGS, Intelligence, Reinforcement,
capacity in a space (if, for example, a coastal defense unit has been Redeploy Victory Spirit, Nagano, Yamamoto), see rule 7.1.
reduced), you must eliminate enough air units (of your choice) to not
exceed the available basing capacity. 2) IJN Spotting Attempt Step
When one of the IJN Route Lines is activated (8.0), you must
4.3 Increasing USN Basing Capacity immediately conduct one spotting attempt with each IJN Task Force
If a USN AVD naval unit is present at any USN base, the airbase capacity and/or each IJN Island Base on that route line (7.0) that is within its
there is increased by +1 (so long as that AVD naval unit is physically spotting range of any USN Task Force’s (counted in terms of spaces).
there). Multiple AVD naval units do not cumulatively increase any one
base’s airbase capacity, however. Note: Individual air units within a task force or at a base do not at-
tempt to spot. Spotting attempts are conducted by each task force and
4.4 Task Force Composition Capacity (Optional) island base.
Task force game pieces have no capabilities other than to represent the
map location of one or more friendly naval units that are organized on USN Bases are always considered to be spotted automatically,
their side’s Task Force Display. Each task force corresponds to a specific but a USN Task Force that is present is not spotted
Task Force Box printed on its own side’s Task Force Display; whatever automatically merely because it currently occupies a base.
naval units are in that box are assumed to be occupying their task force’s
location on the map. 3) IJN Task Force Movement Step
You must now move all IJN Task Forces on that activated route
The game’s initial set-up for both sides will indicate which naval units line (only) per the IJN Task Force movement rules (see 8.4).
are assigned to each task force. The player is permitted to reorganize the
composition of USN Task Forces during his G-1 Organization Step (see 6.0 Check for possible incidents if playing with
“(11)”), though no USN Task Force may accommodate more naval units that optional rule (see 21.0).
than its composition capacity. This composition capacity is printed on each
USN Task Force game piece and Task Force Box as a bracketed number. If 4) USN Reaction Step
an admiral is also present with any particular task force, that admiral’s “+” You may do EACH of the following (a and b)
rating is automatically added to that task force’s bracketed composition on the currently active route line:
capacity.
of any captured base, and nor does it automatically resurrect or repair c) Combine Task Forces: Combine two or more task forces in the
any eliminated or damaged units. same space or base into one task force (this does not combine either’s
stacking capacity, however). One task force therefore remains on the
Note: This means you will have to keep track of which IJN CVA, CVL, map (and absorbs the other’s naval units, up to its stacking capacity).
BB, and TR were eliminated/damaged on each route line. Any remaining empty task forces are then removed from that space or
base and placed in the USN Task Forces Available Box.
10) IJN Logistics Step
Collect all IJN naval units (but not air units) that have been d) Place New Task Force: Select any USN Task Force markers from
damaged (but not eliminated). Place each such naval unit on the the USN Available Task Forces Box and place it in either the West
IJN Damaged Units Box and then immediately roll one six-sided Coast, Pearl Harbor, or Australia Box (if there are any USN naval units
die for that unit. Consult the IJN Repair Table; any repair result there to be assigned to that task force, any of which can be assigned
immediately repairs that IJN unit (this automatically includes to that task force immediately, if not in excess of that task force’s
all of a CV’s or CVL’s eliminated or damaged NAC in the case stacking capacity).
of aircraft carriers) and then assigns it to an IJN Task Force.
12) USN G-2 Intelligence Step
Use the IJN Random Deployment Table to determine where a During this step, you may attempt EACH (a, b) of the following:
repaired IJN naval unit is assigned (i.e., it may not necessarily
be assigned to the same task force it came from). Any other a) Spotting Attempt: Every USN Task Force and Island Base
result remands that naval unit to the IJN Damaged Units Box. anywhere on the map is eligible to conduct one spotting attempt
apiece of each space on their same route line against each space that
Next, you must roll to repair any one remaining damaged (but not it within its spotting range (see 9.0).
eliminated) IJN air unit anywhere on the map (of your choice,
though it is mandatory) per the IJN Repair Table. If repaired, that b) Perform Signals Intelligence: Roll one six-sided die. On a
particular IJN air unit is flipped back to its front side in place. die roll of “6,” randomly draw the next Op marker for the IJN (thus
allowing you to know what operation the IJN will be conducting next
If there is no damaged IJN air unit at this time, then entirely turn) instead of picking an IJN Op marker during the IJN Operations
resurrect one eliminated IJN air unit (of your choice) instead (to Determination Step. Any other die roll (“1-5”) has no effect.
full strength). NAC air units may only be resurrected if its parent
aircraft carrier is not damaged or sunk, and LAC air units may If an enemy task force is spotted, it may be attacked during
only be resurrected if its base of origin (where it began the game the next step (see step “(13)” immediately below).
set up) is an IJN Island Base with available airbase capacity.
13) USN G-3 Operations Step
If there are no damaged or eliminated IJN air units, During this step, you may attempt EACH
disregard this requirement at this time (eligible (a, b, c, d, e) of the following:
repairs are not saved up from turn to turn).
a) Air Strike: Move any USN air unit(s) on any single route line from
Note: The IJN Logistics Step is performed irrespective of which route one (not all) particular space and/or base to attack a space with a
line is activated (i.e., an air unit that is to be repaired can be from any spotted IJN Task Force or an IJN Island Base or (if it is within the USN
route line). air unit’s printed movement range) on the same route line (see 9.0).
USN PHASE b) Move Task Force: Move one USN Task Force (or independent
naval unit) from its current space or base to another space or base via
11) USN G-1 Organization Step a connected route line (per the naval movement rules; see 8.0).
During this step, you may attempt EACH (a, b, c, d)
of the following actions during this step: Note: A moving task force cannot “pick up” other task forces along
the way as it moves. Two USN Task Forces can indeed be combined
a) Reinforcement: Select one USN unit from the USN Reinforcement during the following USN Organization Step, however; see “(11)”
Box and place it in the West Coast Box (although the RAAF Hudson above.
LAC must always be placed in the Australia Box instead) if not in
excess of the remaining basing capacity there. c) Rebase Bombers: Move (rebase) any or all USN BBR LAC air units
that are currently present on any base(s) anywhere on the map to any
b)Assign Naval Air to Task Force: Assign any or all USN naval other base(s) on the map (if not in excess of basing capacity); range
units and/or NAC air units in a particular space or base (but not those limits are ignored.
in the Reinforcement Box) to any USN Task Force that is present in
that same space or base (if not in excess of that task force’s stacking Note: Airbase capacity may be temporarily ignored in those instances
capacity). Place those units in that task force’s box on the USN Task in which air units will be flying into the same location where other air
Force Display. NAC air units must be placed aboard a USN aircraft units will be flying out (at the same time).
carrier (but only if not in excess of that aircraft carrier’s basing
capacity).
All surviving bomber air units there must attempt to End the current game turn and begin a new game turn by drawing an
bomb (13.0) if any surface targets are present. Ops chit from the pool (unless you already drew an Ops chit during
the G-2 Intelligence Step). This will inaugurate the next game turn.
15) Return Step
Return all aloft air units to their base(s) of origin (or an available Finally, flip all spotted task forces (from both sides) to their
alternate base if their base of origin has been eliminated). unspotted sides.
Once an Op marker has been drawn and played, it is out of play perma- 4 = Automatically resurrect one eliminated IJN LAC, if any, of your
nently and placed in the Ops Played Box (although some special markers choice. Then assign it to any IJN Island Base (with available basing
will cause an expended Op marker to be returned to the Ops pool; see 7.1). capacity) of your choice. If there is no eliminated IJN NAC, disregard
this special marker and redraw from the Ops pool.
You are not entitled to know what Op markers are currently in the Ops
pool, nor examine or keep a written record of what Ops or special markers 5 = Automatically repair one reduced IJN coastal defense unit. If there
have already been played. is no damaged IJN coastal defense unit, disregard this special marker
and redraw from the Ops pool.
7.1 Special Markers
When a special marker is drawn from the Ops pool, it is implemented 6 = Automatically resurrect one eliminated IJN coastal defense unit.
according to its special instructions (although sometimes a special marker Then place it on its same-named island base. If there is no eliminated
will instruct another Op marker to be drawn). The list of special markers IJN coastal defense unit, disregard this special marker and redraw
are the effects is as follows: from the Ops pool.
CF (Combined Fleet) vs NGS (Naval General Staff): The IJN Phase Victory Spirit: Move all USN Task Force back one space on every
immediately comes to an end. Proceed to the USN Phase and route line, except those that are present on a Home Base Box.
place this counter in the IJN Ops Marker (already played) Box.
Yamamoto: Both the AL and MI Route Lines are activated.
Intelligence: Roll one die for each USN Task Force on any Conduct operations with all IJN Task Forces and Island
space on all route lines. On a roll of “1”, flip that USN Task Bases on both route lines normally, starting with the
Force to its spotted side. Any other die roll result (2-6) is AL Route Line and then the MI Route Line.
no effect. Then blindly draw a new IJN Op marker.
8.0 MOVEMENT
Nagano: Both the MO and SO Route Lines are activated. Air and naval units are the only game pieces that are capable of move-
Conduct operations with all IJN Task Forces and Island ment, and only within the strictures of the sequence of play.
Bases on both route lines normally, starting with the
SO Route Line, and then the MO Route Line. 8.1 Air Unit Movement
Air units exist on the map at bases or upon the Carrier Air Groups Display
Redeploy: If the IJN controls any USN Island Bases, roll one six-sided (for NAC air units that are assigned to aircraft carriers). NAC air units that
die per each IJN Task Force that is on the same route line as that are on their Carrier Air Group Display do not move, but are assumed to be
island base to determine if that IJN Task Force is redeployed with their assigned aircraft carrier wherever it moves to.
to another route line, per the IJN Random Deployment Table
printed on the map. If no USN Island Base is controlled by the An air unit must be physically moved to participate in any attack against
IJN, disregard this Ops marker and redraw from the Ops pool. another space (if a spotted task force or island base is present there), but
no air unit may be moved to attack a space that is further than its own
Regardless of whichever route line that IJN Task Force is deployed printed range number (counted in terms of spaces) from its present base or
to (even if it is the same one it is already on), it is placed into the IJN its parent aircraft carrier’s location. Range is always calculated to include
Home Base Box of that route line. every space towards and into the target’s space (but not the space or base
the air unit launches from).
Reinforcement: Roll one die and implement the result as follows:
Note: An air unit’s range number is its maximum outward distance
1-2 = Automatically repair one IJN naval unit presently in the IJN (returning to its launching base is automatically included as part of an
Damaged Units Box. If there is more than one IJN naval unit in the IJN air unit’s range number; see 18.0).
Damaged Units Box, you must prioritize repairing the most valuable
naval unit in the box (defined as CVA, CVL, TR, BB, CA, CL, DD in the Range limits are always ignored when rebasing an air unit (see the G-3
order of most valuable to least valuable). All else being equal, you Operations Step). However, no air unit may ever artificially increase its
decide which naval unit is to be repaired. In either case, place that range by “staging” (i.e., stopping off) at friendly bases along the way
repaired naval unit in the Japan Operation MI Home Base Box. during the course of its movement to a space.
Note: When a CVA or CVL is repaired by this special marker, all of its An air unit may never move off of its current route line to jump over to
NAC air units are immediately returned to it at full strength (even if another route line, even if adjacent (for example, Rabaul).
eliminated) automatically.
8.2 Naval Unit Movement
3 = Automatically resurrect one eliminated IJN NAC, if any, of your Naval units exist on the map upon the Task Forces Display (for naval
choice. Then, assign it to any known IJN aircraft carrier (with avail- units that are assigned to task forces. Naval units that are on their Task
able basing capacity) of your choice. If there is no eliminated IJN Forces Display do not move, but are assumed to be with their assigned
NAC, disregard this special marker and redraw from the Ops pool. task force whenever it moves). Each naval unit and task force marker is to
be construed as a single element when being moved, when spotted, and
when engaging in combat. Naval units that comprise a task force cannot
Exception: If there is a USN “PBY” air unit present in the Air Combat
same space as a USN Task Force or Base (regardless of Bombing
where its based), that USN Task Force’s and Base’s maximum Naval Combat
spotting range is three spaces (instead of two). Coastal Bombardment
Amphibious Landing
When an IJN Task Force or Base is mandated to attempt to spot (see 3.3
(5)), or when you want to attempt to spot for your own USN Task Force or Many types of units are capable of combat during multiple combat
Base, conduct each spotting attempt via the procedure below. Spotting categories, assuming they survive each category. For instance, a naval unit
attempts are only ever attempted against specific spaces, not against that is printed with a naval combat number and a ground combat number
individual task forces or units: is eligible to participate during the Naval Combat Category and then the
immediately-following Coastal Bombardment Category.
Note: No units are actually moved to conduct a spotting attempt.
Generally, a unit is entitled to use each of its distinct combat factors
Roll one six-sided die for each task force and base that is attempting (once) during each combat category in which it could be applied. No two
to spot (whether an IJN spotting attempt or a USN spotting attempt), units may ever combine their combat factors as a single attack, however,
resolved as follows: and no two different types of combat factors may ever be combined or
switched (e.g., a bomber may not use its ground combat number to attack
1-3 = Spotting succeeds; Flip every enemy task force in that same any naval unit).
space over to its “Spotted” side. Any individual naval unit(s) in that
space are likewise considered spotted. You may examine all IJN units 10.1 Combat Restrictions
that are present in a spotted space. A unit with a printed combat strength of “0” may not ever have it raised to
“1” or more, and a unit with a combat strength of “1” or more may never
4-6 = Spotting fails; No spotting occurs, and the task force or base be lowered to “0” (“1” is the minimum).
that attempted to spot may not attack the space where the spotting
attempt failed. A failed spotting attempt does not prevent any USN 11.0 IJN TARGET DETERMINATION
Task Force’s entrance into that space, however. Combat is automatic when IJN and USN units occupy the same space or
base (regardless of which side encroached that space).
However, each spotting attempt die roll is subject to die roll modifications
by all of the following circumstances that apply: You must therefore roll two six-sided dice for each participating IJN unit
(in any order of present IJN units you prefer) to ascertain which present
-1 = If a USN spotting attempt is east or south of the Japanese USN unit(s) will be attacked by each participating IJN unit (if otherwise
Defense Perimeter line printed on the map. eligible to attack that type of USN unit). The types of IJN units are listed
as follows:
-1 = If an IJN spotting attempt is west or north of the Japanese
Defense Perimeter line printed on the map. BBR LAC (Bomber Land AirCraft)
FTR LAC (Fighter Land AirCraft)
-1 = If the spotting attempt is conducting from and into the same BBR NAC (Bomber Naval AirCraft)
space. FTR NAC (Fighter Naval AirCraft)
9.2 Automatic Spotting Attempts You simply cross-reference the dice roll result with the given IJN unit’s
Task forces that occupy the same space are always automatically spotted listed type on the IJN Target Determination Table; this will indicate which
by the other side. present USN unit shall be attacked by that particular IJN unit.
In cases when there are more FTR air units than targets to engage, the 13.0 BOMBING
extra FTR air units can simply “double-up” (or “triple-up”, etc.) against Whenever it occurs that any BBR, SBD, and/or TBD air unit(s) are present
whatever enemy air units are present there. However, a doubling-up unit in the same space as any enemy surface targets (i.e., naval units or a
may not be changed to a different target if its initial target has been coastal defense unit at an island base), and assuming they were not
eliminated before it had a chance to attack. eliminated during any air combat there (see 12.5), they will attempt to
bomb the surface target(s) there. To resolve bombings, all of the bombing
12.1 Resolving Air Combat air units and surface targets that are present in that same space must be
After a target has been determined for each present FTR air unit, roll one arrayed in the Battle Display Box printed on the map. If IJN BBR air units
six-sided die per each FTR air unit (one at a time): If its die roll is equal to are bombing, consult the IJN Target Determination rules (see 11.0) to
or less than its printed air combat number, the enemy air unit it is target- ascertain each BBR air unit’s target. If USN BBR, SBD, and/or TBD air units
ing is hit and immediately flipped to its reduced side (or is eliminated if it are bombing, they may target any present enemy surface targets of the
had already been flipped or has no reduced side). player’s choice.
Note: Air combat is always considered to be simultaneous, and so It is perfectly legitimate for bombing air units to “double-up” (or “triple-
the reduction or elimination of a particular target has no effect on its up”, etc.) against whatever enemy surface targets are present there.
eligibility or capability during that same air combat. A just-flipped unit However, a doubled-up unit may not then be changed to a different target
must return fire with its full-strength air combat number. if its initial target had been eliminated before it had a chance to attack.
Damaged aircraft carriers do not lose their basing capacity, though they Note: If there are no damaged or eliminated IJN air units, disregard
are removed from playing area of the map to be repaired and cannot this requirement at this time (eligible repairs are not saved up from
launch any aircraft until repaired. turn to turn).
Leader Effects on Movement: If a USN Leader starts Surprise Attack (IJN): Add one more movement to the task force’s
a USN Movement Impulse assigned to task force, movement result
then that task force increases its movement by one
point (or two in the case of Halsey, if in play). Weather (USN or IJN): Neither side may conduct any spotting attempt
nor launch any air missions into or from the space where the weather
Leader Effects on Combat: If a leader is assigned to a task force incident has occurred for the remainder of this phase.
which includes USN carriers, then any single SBD or TBD assigned
to that task force will have its naval combat number increased 22.0 OPTIONAL UNITS
by one (or by two in the case of Halsey, if in play). A leader does The game includes six optional game pieces that you may include to
not affect air combat, bombardment, or naval combat, however. explore alternative history circumstances. Generally speaking, the balance
of the game favors the Japanese side (most standard games will result
20.2 USN DDs in an IJN victory); the inclusion of each additional USN unit listed below
USN DDs automatically incur a +2 die roll penalty to the spotting attempt increases the chances of a USN victory minimally (collectively, they will
of the task force they are with. increase the odds of a USN victory by about 20% if the IJN 26th AG is not
included as well). You should feel free to use any combination of these
20.3 TBD and SBD Bombers optional units as you prefer, though they are all ahistorical inclusions to
USN NAC bombers are specifically differentiated as either a TBD (torpedo some degree. These optional units are listed as follows:
bomber) or an SBD (dive bomber). These aircraft function like normal
bombers in every respect. However, if both a TBD and an SBD attack the Admiral Halsey (Halsey was hospitalized in early 1942
same IJN naval unit during the same combat, the SBD’s naval combat and was out of action until later that year; this optional
number is increased by +1. unit assumes that Halsey had remained in command).
Set-up Halsey with any task force of your choice.
20.4 Optional Units
The units marked “Opt” are only applicable when playing with rule 22.0. BB-1, BB-3, DD-1.5 (these units represent much of the fleet
that was destroyed during the air raid at Pearl Harbor; these
21.0 INCIDENTS (OPTIONAL) optional units presume that the attack at Pearl Harbor had
Whenever any task force or a separate naval unit moves on a route not been a total surprise and therefore far less effective).
line and ends its movement in a space, you must immediately roll one Set-up these units in the Pearl Harbor Base Box.
six-sided die to determine if any incident has occurred. If that die roll is
“6”, roll another die and consult the Incident Table printed on the map to SB2 NAC (this represents air units that were historically
ascertain what specific incident occurs in that specific space. destroyed at Pearl Harbor; this optional unit presumes
that they largely survived the Japanese attacks at Pearl
Note: Do not make incident checks for task force/naval units that end Harbor). Set-up this unit in the Pearl Harbor Base Box.
their move in a home base, or those that are compelled to move back
to a previous space after inconclusive naval combat. IJN LAC 26th AG (this unit did not appear until October
of 1942, but was not a dedicated fighter unit until
21.1 Incident Procedure later in the war; this optional unit assumes that
Consult the Incident Table. Roll one die. Cross reference that die roll with it was pressed into service as a fighter unit much
the Event Column to determine the result, as follows: earlier). Set-up this unit at the Wake Island Base.
*If no such naval unit is present, the result is “No effect” instead.