Clash in The Pacific
Clash in The Pacific
Clash in The Pacific
Three missions mini-campaign, loosely based on historical events during Battle of Midway in 1942.
MISSIONS
First Mission is Reconnaissance. If successful, attack will be easier.
Second Mission is Sink the Carrier, with advantageous position for the winner of the first mission, who is now attacking.
Third Mission is Hit’em Back, when winner of the first mission now defends their carrier.
CAPTAIN
Each team chooses The Captain. He decides about shot down aircraft’s resurrection, resolves disputes with opposing Captain and
does all other duties according to the Mission rules.
UNOFFICIAL RULES USED IN CAMPAIGN
Altitude. Restricted reversals. Collision. Resurrection. Leaving the Field. Explosion. Critical Damage. Multiple Damage. Flames. Illegal
Maneuver.
ALTITUDE
There will be 4 levels of altitude. Fighter airplanes climb rate is 2, other airplanes have climb rate of 4.
Altitude rules: Use 4 altitude chits, marked Climb (1), Mini-dive (1), No Altitude Change (2).
Use in the same way as speed markers, but with different consequences, according to further instructions.
Restrictions: Use with two-speed-band Turn cards (NOT with Side slips). In addition, use with Streight card (Mini-dive only). Do not
use with steep maneuver or reversal.
Effect: Climb chit and Mini-dive chit turn planned card into altitude card (steep maneuver). All restrictions for planning altitude cards
remain active, as per Rulebook.
Climb chit gives 1 climb marker and automatically changes speed to Low. Use white speed band.
Mini-dive chit loses 1 climb marker and automatically changes speed to High. Use blue speed band.
No Altitude Change chit keeps the altitude unchanged. Use speed band according to speed marker revealed.
Alternativelly: use normal altitude cards instead of chits. Climb Card replaces Climb chit, Dive Card replaces Mini-dive chit. No need
for No Change chits. Plan altitude cards together with non-resticted maneuvers - put "regular" card on top of altitude card - and
apply effects as explained above after revealing maneuver.
RESTRICTED REVERSALS (IMMELMANN AND SPLIT-S)
No shooting after 2nd and 3rd cards of reversal sequence. During sustained reversals (second or subsequent), no shooting after card
preceding the Immelman card itself, as it's last card of preceding reversal also. In addition, when shot at during playing the
Imellmann Card itself, take extra A damage.
COLLISION (if “same altitude and peg” situation)
Base over base - nothing.
Base over peg - Collision Deck.
Both pegs overlapped – COLLISION! Each airplane takes card. Damage suffered this way is inflicted to the airplane (including all
special damage).
RESSURECTION, UNLIMITED
Pilot waits for thee cards before they can ressurect. Resurrected airplane returns at the spot chosen by enemy Captain, but not more
than 3 rulers from any airplane’s opposition, including CSF tokens (identified or not). Facing is chosen by the pilot. Pilot then plans
two cards, the same as he would start the game.
Clouds: Clouds limit visibility for targets located on the opposite sides if the LOS passes through cloud. Targets that are touching the
cloud with any part its base are concealed. Firing at concealed target is possible only at short range. See also: CSF identification
(Clouds) below.
LEAVING THE FIELD
Airplane immediately takes 1 damage (as per illegal maneuver). If survived, it’s pilot, after seeing damage, must decide
immediately does he return to the field or not. If he decides to return, airplane is considered temporarily out of the field.
If he decides not to return, airplane is considered out of the field for good.
Temporarily out of the field airplane returns to the field during next move’s planning phase (all special damage remaining). Place is
chosen by enemy Captain (not more than 3 rulers from any airplane’s opposition, including ground targets) and facing is chosen by
the returned pilot. Pilot then plans two cards, the same as he was starting the game.
If airplane is out of the field in disadvantage (shot at and/or tailed during previous maneuver), airplane is not allowed to return and
is considered chased of the field.
Back to Base (After Identification only): After Identification was made, any planes of that side may leave the field at Safe Edge
yielding no VP to enemy.
EXPLOSION
Player immediately takes 2 extra chits from pile which provoked explosion. Damage suffered this way is inflicted to the airplane
(including all special damage).
CRITICAL DAMAGE
Combination of Explosion & Engine or Explosion & Pilot (drawn any time, simultaneously or not) kills the airplane.
MULTIPLE DAMAGE
Explosions: 2 Explosions drawn at any time, simultaneously or not, shoot the plane down.
Engines: 2 Engines drawn at any time, simultaneously or not, shoot the plane down.
Pilots: 2 Pilots drawn at any time, simultaneously or not, shoot the plane down.
ILLEGAL MANEUVER
Player takes 1 card. Damage suffered this way is inflicted to the airplane (including all special damage).
M I S S I O N I: R E C O N N A I S S A N C E
You are in command of small reconnaissance patrol, consisting of a flight of fighters (CAP) and a reconnaissance planes. Search the
area and locate enemy carrier strike force (CSF).
II FORCES
Aircraft: Each side will have following aircraft at their disposal, depending on number of players, as follows:
6 players – 2 fighters, 1 recon plane OR 1 fighters 2 recon planes
8 players – 3 fighters 1 recon plane OR 2 fighters, 2 recon planes
10 players – 4 fighters 1 recon plane OR 3 fighters, 2 recon planes
12 players – 4 fighters 2 recon planes OR 3 fighters 3, 3 recon planes OR 2 fighters, 4 recon planes
Captain decides which option will use.
Clouds: each side will have 2 clouds (altitude 2)
Carrier Strike Force (CSF) tokens: Tokens marked CSF and of blank tokens (representing possible locations of the CSF), depending on
number of players, as follows:
6 players – 1 CSF token and 2 blank tokens per side;
8-10 players – 1 CSF token and 3 blank tokens per side;
12 players – 1 CSF token and 4 blank tokens per side.
III SET-UP
1. Japanese Captain chooses short table edge as Japanese table edge. It’s considered Safe Edge for Japanese airplanes.
2. USA Captain takes the opposite one as USA edge. It’s considered Safe Edge for Japanese airplanes.
3. Each Captain (starting with USA, and then taking turns) puts clouds anywhere on the table.
4. Each Captain (starting with Japanese, and then taking turns) place their tokens face down and marks it’s site with appropriate
number, starting with 1,, no less than one ruler distance from their table edge.
5. Each Captain (starting with Japanese, and then taking turns) deploys their aircraft along their short table edge.
VI.3 MESSAGING
Messaging: Target is considered positively identified only after airplane sent message to the base. Airplane neither can’t: shoot two
cards (if gunner is also radio-operator), nor can play steep maneuvers and reversals (if pilot is also radio operator), as radio operator
sends the message to the base.
Interrupted Messaging: If any interruption (steep maneuver, shooting etc. as explained above) was made during Messaging,
Messaging sequence is Interrupted and must start again.
Airplane shot down while sending message: If airplane was shot down after Messaging sequence (including immediately after third
card, no Identification was made. In addition, if airplane gets shot down before Identification, enemy may change position of all
remaining Unidentified Tokens, but may not change place of token Sites.
- Enemy airplane killed/chased off: 3pts; Out of the field for good: 2pts.
- Enemy airplane resurrected: 1 pt.
- Enemy CGF Identified: 12 pts.
Exception: Any airplane temporarily out of field yields no VP to the enemy.
IX.1 TEAM TP
Full victory: 3 TP to each player at the winning side; 0 TP for losing side.
Clear victory: 2 TP to each player at the winning side; 0 TP for losing side.
Minor victory: 2 TP to each player at the winning side; 1 TP to each player at the losing side.
Draw: 1 TP to each player of both sides.