Victory in The Pacific Rules
Victory in The Pacific Rules
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in port). Must have more damage points to sink. units are lost instead. Exception: "Pearl Harbor"
Attack Bonus: add I to each die roll when the circled reinforcements may come on at Samoa if Pearl
factor attacks. Garr~sons Harbor has been lost.
Turn of Arrival: The turn (1-9) that the piece enters (major port)
the game. Letters indicate the starting positions of Allied 4.42 Removals: The Allied player must come
pieces that are on the board turn I: as close as he can to removing the exact British
"V-Pearl Harbor; "Hm-Hawaiian Islands: "U"-U.S. ships that are listed as removals. If a ship that is
Mandate; "C-Coral Sea; "A"-Australia; "B-Bay of listed has been sunk, he must remove another
Bengal: "I"-Indonesia: "Y-Singapore; "M"- British ship of the same type in its place-a
Philippines; "W,X.Y,Z-"LOCATION UNCER- Garrtsons battleship (a 44-3.4-4-4.4-5-6 or 3-3-6) in place of
TAIN". (~slandbase) a battleship, o r a 0-2-7 carrier in place of a 0-2-7
carrier (the Hermes is not treated as being the
3.5 The small white counters are playing aids same type as 0-2-7 carriers). If all the ships of the
Surface ship counters are printed o n both
used to mark disabled, damaged or sunk ships, listed type are sunk, then the Allied player must
sides. The front side is printed in color, with the
and to keep track of POC on the POC TRACK. remove some other British ship (of his choice) in
ship silhouette printed in black; when the ship is
place of the listed ship. United States, Australian
placed in a sea area with this side face up, the ship
or Dutch ships are never removed, even if he runs
is patrolling in that sea area. The reverse side of
out of British ships.
each ship is white, with the ship silhouette printed
4.5 Amphibious unitsand land-based air units
in the appropriate color; when the ship is placed in
always come back as reinforcements two turns
a sea area with its white side face up, that ship is
after they are eliminated. When these units are
raiding and attacking enemy patrollers instead of
lost, place them in the RETURNING LAND/
patrolling. Disabled Marker Damage Marker sunk Marker AIR UNITS box on the second turn to follow.
3.2 Submarines: There are two large counters 4.6 The repair points that areavailableat each
representing submarines: the Japanese I-Boat, port on each turn are listed on the chart.
bearing a red circle, and the United States' F-Boat 4.7 VICTORY I N THE PACIFIC is an eight-
Points of Control
("Fleet Boat") bearing a blue star. Symbol explan- turn game. An optional ninth turn is included in
ation: the rules and on lhe charts
5.41 First, a submarine in that sea area may area; if the die roll is equal or higher, then the ship
attack, returning to port as soon as it attacks. fails the speed roll. Note that speeds of 7 and 8
5. SEQUENCE OF PLAY- 5.42 Then, either player may choose to always pass.
In each activity the Japanese player moves (or withdraw from that sea area, whereupon the other 6.41 "Patrolling" ships that fail enter the sea
fires) first, then the Allied player. This reflects the player may pursue; a player who is already area but are turned white side face up-they are
advantage the Allies had in being able to read the pursuing may choose to break off his pursuit. treated like "raiding" ships thereafter.
Japanese code. 5.43 Finally any non-retreating amphibious 6.42 "Raiding" ships that fail must immedi-
5.1 Both players consult their ORDER O F units at sea in that area may land (the Japanese ately return to a friendly port or base (see Section
APPEARANCE charts and place their reinforce- player lands first). 10).
ments on the board. Any listed REMOVALS are 5.5 Combat rounds are repeated, steps 5.32 6.43 All speed rolls are doneat the end of each
removed from play. through 5.43, until one side no longer has units at step-all "patrolling" ships move before any'
5.2 MOVEMENT SEQUENCE sea in that sea area, and combat moves to the next "speed rolls" are made for them, all "raiding"ships
5.21 The Japanese player moves his "patrol- sea area. move before any of them make "speed rolls".
ling" ships to sea (black silhouette side up), does 5.6 Any submarine that is still at sea is 6.5 Air units do not "movew-they can simply
repairs, and turns his "raiding" ships white side up returned to port; it may attack before it is be placed in any sea area that touchesany friendly
in port. After moving, he makes a "speed roll" for removed. port or base anywhere on the board. Air units are
each "patrolling" ship that moved an extra sea 5.7 END OF THE TURN: placed one at a time, with the players alternating,
area. Then the Allied player moves his "patrol- 5.71 The players place their Control Flags on the Japanese player placing first.
ling" ships, does repairs, and turns his "raiding" the sea areas they control and add up the POC 6.6 Submarines may be placed in any sea area,
ships white side up in port; after movement he they gain for the turn. The POC TRACK is regardless of distance or enemy control.
makes his "speed rolls" for Allied "patrollers" that adjusted to show the new POC standing with the
moved an extra sea area. new POC added in. 7. COMBAT-
5.22 Land-based air units are placed one at a 5.72 Any ports or bases that have been 7.1 Combat must be fought whenever both
time, with the players alternating. The Japanese surrounded by enemy-controlled sea areas for the sides have forces in the same area.
player places one of his units first, then the Allied last two turns are converted to enemy control 7.1 1 Combat is resolved one sea area at a time.
player places an Allied unit, and so on, skipping a (their Garrison counters are turned over to show Once combat begins in a sea area, combat is
player once he runs out of units. the new control). resolved only there until only one of the sides is left
5.23 The Japanese player moves his amphibi- 5.73 Any amphibious units still at sea may there.
ous units to sea; then the Allied player moves his invade enemy island bases in (touching) their sea 7.12 The combat procedure is for both sides'
amphibious units to sea. areas. ships and units in the area to fire at each other
5.24 The Japanese player moves his "raiding" 5.74 All ships and units still on sea areas must once, after which losses are removed; then both
ships from ports and bases to sea, and after be returned to friendly ports or bases. sides' forces fire again, and then new losses are
movement he makes "speed rolls" for his "raiding" 5.75 The players proceed to the next turn and removed; and so on until one side is gone in that
ships that tried to move an extra sea area. Then the repeat steps 5.1 through 5.75. At the end of the area.
Allied player moves his "raiding" ships from ports eighth turn, the game is over and theplayer who is 7.13 Each time both sides fire, it is called a
and bases and, after movement, makes his "speed ahead in the POC standings wins the game. "round" of combat. A round represents one battle.
rolls" for "raiding" ships. 7.2 There are two different types of battles
5.25 The player who hasa submarine this turn that can be fought; the type of battle determines
places it on any sea area on the board. 6. MOVEMENT which ships can attack that round.
5.3 COMBAT SEQUENCE 6.1 When a ship moves,,whether it is placed 7.21 "Night actions" are surface battles
5.31 The Japanese player selects the next sea face up or face down depends on when it moves between capital ships with big guns, usually fought
area where combat will be fought. Once combat during the turn. (The "steps" below refer to the at night.
begins in a sea area it is fought to a finish-with TURN SEQUENCE section). 7.22 "Day actions" are battles fought by
only one side remaining in that sea area-before 6.1 1 Ships that move to sea during step 5.2 airstrikes from carriers and island airfields that
combat proceeds to the next sea area. (befere air units are placed) are "patrolling" ships stayed beyond gunnery range.
5.32 Combat within a sea area is fought in and are placed black silhouette face up. 7.3 At the start of each round of combat each
rounds. Each round consists of one "day action" ' 6.12 Ships that move to sea during step 5.5 player chooses whether he wants a "day action" or
(in which only airstrike factors may attack) or one (after air units are placed) are "raiding" ships and a "night action" that round.
"night action" (in which only gunnery factors on are placed white side face up. Only ships in port, 7.31 If the playersagree, they fight that typeof
surface ships may attack) or, rarely, one "day white side up, may move during step 5.5. action.
action" followed by one "night action" taking 6.2 Each ship's "speed" is used only for 7.32 If the players disagree, each rolls a die.
place on the same round. making "speed rolls" and during combat. The player who wants "day action" adds one to his
5.33 The players determine whether they are 6.21 Both "patrolling" and "raiding" ships roll, and the player who currently controls that sea
fighting a "day action" or a "night action". Their and amphibious units always start their move area (if any) also adds one to his die roll (for a total
decision is in effect only for that round of combat from a base or port by first moving onto a sea area .of +2 if he also wants a "day action"). The higher
in that sea area. If it is a "night action" the Allied that touches that base or port. result from the die rolls and additions determines
player must announce which of his aircraft 6.22 Ships and amphibious units may then the type of "action" for that round.
carriers (if any) will be firing their gunnery factors. move from that first sea area to an adjacent sea 7.33 If the result is a tie, the players fight a
5.34 The Japanese player allocates all of his area. "day action" followed by a "night action" in the
attacking forces for this "action" to their targets, 6.221 All "patrolling" ships must make a same round. This combined battle represents
then resolves their attacks and places the appro- "speed roll" if they move into a second sea area. those rare occasions when surface actions took
priate "damaged", "disabled" and "sunk" markers 6.222 Red (Japanese) and Blue (United place during the day, when airplanes could fly.
on targets that were affected. These markers do States) "raiding" ships do not have to make a 7.34 The determination of "day action" or
not go into effect until the end of that "action", so "speed roll" to enter a second area. "night action" applies only to that round of
the Allied ships and units get to return fire before 6.223 Green (British, Australian and Dutch) combat in that sea area, and the process is
the Japanese attacks take effect. "raiding" ships do have to make a "speed roll" to repeated for every round in every sea area. The
5.35 Then the Allied player allocates his enter a second sea area. players may change their selections each time.
attacks and resolves them, placing the appropriate 6.224 Amphibious units do not have to make 7.4 DESIGNATING TARGETS: During
markers as he goes. a "speed roll", but they must stop in the second sea each "action," first the Japanese player designates
5.36 At the end of the "action"al1 "damaged", area they enter. the targets for all of his attacking units, then he
"disabled" and "sunk" markers go into effect. 6:23 Japanese and United States "raiding" resolves all of his attacks, then the Allied player
5.37 If the players are fighting a "day action" ships may move from the second sea area into a designates his attacks and then resolves them. The
followed by a "night action" in the same round, third sea area. All ships that move three areas must results of both sides' attacks go into effect only
they follow steps 5.32 through 5.36 once for the make "speed rolls". after the Allied player has finished attacking, so
"day action", then repeat them once for thewnight 6.2 Ships must always stop whenever they the Allied forces have the opportunity to return
action". Note that ships lost during the "day enter an enemy-controlled sea area; they can move fire before the Japanese attacks take effect.
action" are not available for the "night action". no further that turn. 7.41 IN "DAY ACTIONS":
5.38 Submarine attacks, amphibious landings 6.4 "SPEED R O L L S : When a "speed roll" is 7.411 Each ship or unit can use only its
and "retreats" do not take place until after the made for a ship, one die is rolled and the number is airstrike factor (if any) to attack.
round. compared to that ship's speed. If the ship's speed is 7.412 Any enemy ship or land unit or air unit
5.4 After each round of combat in a sea area, higher than the die roll, then the ship passes the at sea in that sea area can be attacked (ships in
the following actions may be taken: speed roll, and the ship successfully enters the sea ports can be attacked only during AIR RAIDS).
7.42 IN "NIGHT ACTIONS": speed of "I ." 9. AIR RAIDS
7.421 Each ship can use only its gunnery 7.72 A ship's gunnery factor loses the attack
factor to attack (air units cannot attack). bonus if the ship has any damage. (PORTS A N D BASES)
7.422 Land-based air units cannot be at- 7.73 If a ship has damage points equal to its 9.1 Whenever a player retreats in a sea area,
tacked. armor factor, then its armor factor is reduced to each of his ports and bases touching that sea area
7.423 Enemy amphibious units can be at- one (a zero gunnery factor remains a zero) and its is treated as if it were a retreating group, (each port
tacked only if all enemy ships are also being airstrike factor is reduced to zero. or base is a separate group). The other player may
attacked during that "night action." 7.8 In a "day action" followed by a "night assign "pursuers" to attack such bases or ports.
7.424 An enemy aircraft carrier(any ship with action" the same round, the players do steps 7.4 9.11 Any ships or units in the port or base at
an airstrike factor) can be attacked only if all through 7.6 once for the "day action," then repeat that moment can be attacked.
them once for the "night action." Note that forces 9.12 The ships and units in port may not
enemy ships that are not aircraft carriersare being
lost during the "day action" are not available for return fire.
attacked during the same "night action," or if that
the "night action." 9.13 The air raid consists of two rounds of
aircraft carrier is firing its gunnery factor during
7.9 END OF THE ROUND: "day action" combat; then the air rdid is over.
that "night action." The Allied player must
7.91 SUBMARINE ATTACKS: A submar- 9.14 "Disabled" results are ignored.
announce at the start of the "night action" which
ine gets one "shot," with the arrack bonus, against 9.2 A player who has the only forces in an area
(if any) of his carriers are attacking, so they can be
any ship or amphibious unit in that sea area. may conduct air raids in that area even if there was
attacked by the Japanese units.
Combat effects take effect immediately. The no retreat there; he just acts as if there were a
7.43 Each attacking ship or unit must execute
submarine can wait and attack after any round of retreat and assigns his "pursuers" to the ports and
its whole attack against only one enemy ship or
combat, but it attacks only once per turn and bases touching that sea area.
unit per action. Different attackers can attack
returns to port once it attacks. Submarinescannot 9.3 Notice that: land-based air cannot make
different targets, or they can combine against the
be attacked. air raids; each "pursuer" can be used in only one
same target.
7.92 After each round (after submarine air raid (two rounds) per turn and if it does air
7.44 Each player resolves his attacks only raid, it cannot pursue other groups; and that a port
after all of hisattackers have been assigned to their attacks, if any) either player may retreat, and the
other player may pursue to continue the combat. or base touching several sea areas could be
targets. Once he has started to resolve combat he attacked by separate air raids from each area. (All
cannot change any targets for that "action", even if 7.93 Finally, non-retreating amphibious units
may land or invade, which is their only mode of ships attacking a particular port or base from the
this means that he ends up attacking a target that same area must be combined into one air raid.)
has already been sunk. attacking.
7.94 Combat rounds are repeated in the area 9.4 Important: Ships (not air nor land units)
7.5 COMBAT RESOLUTION: that are attacked in port can take double damage
7.51 In a "day action" each ship and land- until there is a victor there.
8. RETREATS before being sunk and removed from play.
based air unit attacks with a number of "shots" 9.41 A ship in port that takes damage greater
equal to its airstrike factor. Gunnery factors do 8.1 After each round of battle either player than its armor factor is assumed to be "resting on
not attack. may retreat from that sea area (the Japanese the bottom" of the harbor. The ship cannot move
7.52 During a "night action" each surface ship player decides first). to sea, but it can be raised and repaired.
attacks with a number of "shots" equal to its 8.1 1 When a player retreats, all of his units 9.42 A ship that takes damage totalling more
gunnery factor. Airstrike factors d o not attack. must retreat at the same time, and they are all than twice its armor factor is eliminated from play
7.53 The attacker rolls one die for each "shot." obliged to continue to retreat until they escape or in any case.
Results: are "disabled" or "sunk".
7.531 When the target is a ship or an 8.12 A player who retreats cannot control that 10. PORTS A N D BASES
amphibious unit, a roll of "5" DISABLES the sea area. 10.1 A ship or unit that is returning to harbor
target. A "disabled" marker is placed on the target. 8.2 The retreating player can break his fleeing can return to any major (red) port on rhe board, or
Land-based air units are never "disabled" and ships and units into groups of one or more ships to any island base rhar rouches the sea area the
ignore a die roll of "5." (and units). ship or unit is in.
7.532 Against all units a roll of "6" is a HIT. 8.21 Retreating land-based air units escape 10.1I A ship cannot entera port or base that is
The attacker rolls again for each HIT, rolling one immediately by themselves. They cannot be enemy controlled.
die per HIT, and the number he rolls on this second grouped with ships or amphibious units. 10.12 United States ships can never enter
die roll is the number of damage points suffered by 8.22 Each different group flees separately; it Ceylon.
the target. A "damaged" marker showing the cannot later rejoin with ships from other groups. 10.13 British ships must always return to (if
appropriate number is placed on the target. 8.23 Each group flees at the speed of the friendly) Ceylon, Singapore, Saigon or Yokosuka
7.533 Place a "sunk"-marker on a ship or slowest ship or unit currently with the group. Navy Yard. British ships cannot return to other
amphibious unit when its "damaged" points 8.3 When one player retreats, the other player ports or bases. Exceprion: Victorious must return
exceed its armor factor. may pursue. to Pearl Harbor.
7.534 Place a "sunk" marker on a land-based 8.31 Land-based air units may nor pursue. 10.14 If a ship has nowhere to return to, it is
unit when its "damaged" points equalor exceed its 8.32 The pursuing player specifieswhich of his removed from the game.
defense factor. ships are pursuing and which are not pursuing. 10.15 Ports and bases that can be returned to
7.535 A circle around a gunnery factor or an Each pursuing ship must be assigned to the are listed in each sea area on the board.
airstrike factor indicates that when that factor particular group it is pursuing. It cannot be 10.16 Ships may return to different ports and
attacks a ship or an amphibious unit, all of the reassigned to pursue a different group later. bases from the same sea area.
factor's "shots" get the arrack bonus (the arrack 8.33 A ship can pursue a particular group only 10.2 The above rules govern returning to port
bonus is ignored if the target is land-based air). if the ship's speed is at least as great as the or base, whether the ship or unit is returning
When the die is rolled for a "shot" with the arrack retreating group's. If the ship is slower, then that because it failed a "speed roll", or is "disabled", is
bonus I is added to the number rolled, so a "4" ship cannot continue to pursue that group. retreating, it is the end of the turn, or the ship or
becomes a "5" that DISABLES the target, and a 8.34 Ships that were specifiedas not pursuing, unit had to retreat from a port that was just
"5" or "6" is a HIT. Note that I is added to the or that stop pursuing, cannot pursue for the rest of captured.
"shot's" die roll-NOT to the damage die roll. that turn.
7.6 After both players have completed their 8.4 As soon as a group is not being pursued, it
attacks for that "action," all the combat results immediately returns to friehdly ports or bases (see 11. REPAIRS
markers go into effect. section 10). 11.1 Some damage points can be removed
7.61 "Sunk" ships and units are removed from 8.5 Each fleeing group fights a separate battle from ships, if they stay in port and do not move
the board. against its pursuers. that turn.
7.62 "Disabled" ships and units must be 8.51 Normal combat rounds are fought, 11.2 The total number of damage points that
placed on friendly ports and bases (see section 10). including and affecting only that group and its can be removed in each port each turn varies from
7.63 "Damaged" markers on the same ship or pursuers. Once begun, that group's battle con- port to port. (These totals are also listed on the
unit arecombined and replaced by one "damaged" tinues until it escapes or is sunk. ORDER O F APPEARANCE charts).
marker showing the appropriate total damage. 8.52 After each round, the retreating group 11.21 Six points per turn may be removed at
7.64 Ships and units that are "sunk" and may be split up into smaller groups, with the Yokosuka Navy Base (only the Japanese may use
"disabled" are sunk; ships and units that are pursuer having the option of splitting up his forces these).
"disabled" and "damaged" take their full damage to pursue. Each split-off group flees and fights 11.22 One point per turn may be removed at
before returning to port. separately from the others. Ceylon, and one point per turn at Australia (only
7.7 EFFECTS OF DAMAGE: 8.53 After each round, the pursuer may have the Allies may use these).
7.71 Each point of damage reduces a ship's or any of his ships stop pursuing the group he just 11.23 Pearl Harbor's repair capability in-
unit's speed by 1, down to the lowest possible fought. creases by three points each turn (from 0 on turn
one to 15 or turn 6and thereafter). Only the Allied eliminated causes one enemy amphibious unit in 17.23 Exceprion: The Victorious is placed on
player may use these. that base to be eliminated. Pearl Harbor and may return there.
11.24 The points listed are the roralnumber of 13.42 If there is no enemy amphibious unit in 17.24 "Raiding" ships may move only two sea
damage points that can be removed in that port the base being invaded, then that base is areas, and must make a "speed roll" to enter the
that turn. Example: in Ceylon, I damage point can immediately converted to friendly control (the second.
be removed from one ship-nor I point from each invading unit is still eliminated). Other units may 17.3 Australian and Durch:
ship. A player may break up his repair points in a now land there without being eliminated. 17.31 Ships can return to any friendly port or
port to repair more than one ship at a time, if he 13.43 Multiple amphibious units may invade adjacent base.
wishes. at the same time. Example: 3 units invade a base 17.32 "Raiding" ships may move only two sea
11.3 Ships with damage can still go to sea (if containing one enemy amphibious unit. One areas.
their damage does not exceed their armor factor). invader is lost to eliminate the defending unit, one 18. THE SURPRISE ATTACK
The damage does have its normal effects on the is lost to convert the base, and the third lands
ship's speed and combat ability. safely. 18.1 On the first turn of the game, the TURN
11.4 Repair points can be used only in the port 13.5 Amphibious units that are eliminated. SEQUENCE is altered slightly to reflect the
listed and on the turn listed. Repair points that are (either in "invasions" or combat), return two turns effects of the Japanese surprise attacks on Pearl
unused on one turn cannot be saved up to be used later. Harbor and Indonesia.
on a later turn. 13.6 Damage does not affect a unit's ability to 18.2 Movement is executed in sequence
invade. normally, excepr:
12. LAND-BASED AIR 18.21 The Japanese Pearl Harbor Raid force
12.1 Land-based air units are placed on sea 14. CAPTURING PORTS cannot move-it must remain in the Hawaiian
areas after "patrolling" ships have moved but AND BASES Islands. Only the ships and units at Yokosuka
before "raiding" ships have moved. Navy Yard can move.
14.1 A major port is captured only when all 18.22 The only Allied units that can move are
12.1 1 The players take turns placing one air the sea areas that touch it have been enemy-
unit down at a time, the Japanese player placing the five cruisers in Australia, Singapore and the
controlled for the last two turns. Philippines. All other ships and unitsare frozen in
first. 14.2 Island bases are captured like ports, or
12.12 Air units ignore distance and enemy- place.
they can be invaded. 18.3 PEARL HARBOR: Combat starts with
controlled sea areas and can be placed on any sea 14.3 When a port or base is captured, the
area on the board, excepr (see next rule): two rounds of "day action" air raids against the
following effects take place: ships and air unit in Pearl Harbor. The two Allied
12.13 A player can place an air unit in a sea 14.31 All ships in that port or base must
area only if he controls a base or port touching cruisers in the Hawaiian Islands are ignored.
immediately return to another friendly port or 18.31 After the air raids, the Japanese player
that sea area. If he does nor control a port or base base.
in the sea area, he may not place an air unit there. must announce whether he will withdraw or stay
14.32 Any amphibious units there are elimi- for more combat. If he retreats now he cannot be
12.2 Land-based air units can attack and be nated.
attacked normally, but only during "day actions." pursued.
14.33 If that was the only friendly port or base 18.32 Then the Allied player rolls one die for
12.21 Land-based air units d o not get the touching a particular sea area, then all friendly air
"attack bonus" when they attack. each of his "LOCATION UNCERTAIN groups
units in that sea area are "disabled" and must in turn. If he rolls a 1, that group is placed in the
12.22 "Shots" fired or land-based air unit; do return to port.
not get the arrack bonus even if the attacking air Central Pacijic Ocean; if he rolls a 2 or 3 that
14.4 Returning ships and units may land at a group is placed in the Hawaiian Islands; if he rolls
strike is circled. base or port as soon as it hhs been captured.
12.23 Land-based air units are not affected by a 4.5, or 6 the group is in the United States and will
"disabled" results against them. come in as reinforcements on turn 2-put it in the
12.24 Land-based air units are "disabled" and 15. CONTROLLING turn 2 box on the Allied chart. These groups are
must return to port immediately if they are in a sea SEA AREAS now normal ships occupying the areas where they
area without a friendly port or base, so if the were placed.
15.1 At the end of a turn, a player controls a 18.33 Then the Allied player may move any
enemy invades their only base in that sea area they sea area if he has a "patrolling" ship or a land-
must return to port immediately. surviving ships and units from Pearl Harbor into
based air unit on that sea area. the Hawaiian Islands sea area (ships with damage
12.25 Air units are "sunk" when their damage 15.2 "Raiding" ships, amphibious units,
exceeds or equals their defense factor. (They are greater than their armor factor may not go to sea).
submarines and ships and units on ports or bases 18.34 The I-Boat may now attack if it is in the
removed at the end of the action.) do nor count towards controlling a sea area.
12.3 "Sunk" air units are placed on the Hawaiian Islands.
15.3 A . ship is "patrolling" if it is black 18.35 Finally, the Allied player may choose to
ORDER O F APPEARANCE chart and re-enter silhouette side up; it is "raiding" if it is white side
the game two turns later. retreat from the Hawaiian Islands (with all his
UP. ships and units at sea there) before any further
12.4 Land-based air units count for control-
ling a sea area. 16. SUBMARINES combat. If he does retreat, he cannot be pursued.
18.36 After the first two air raids, the
16.1 Submarines may attack after a combat Japanese fleet can stay in the Hawaiian Islandsfor
13. AMPHIBIOUS UNITS round or, if they have not yet attacked, after all only two more combat rounds (because of fuel
13.1 Amphibious units move to sea just before other combat. shortages). He may use these combat rounds for
"raiding" ships. They move like ships, except they 16.2 Each attacking submarine gets one additional air raids on Pearl Harbor if the Allies
can always move two sea areas and they never "shot" with the attack bonus; it may attack any retreat or are eliminated, but he must retreat at the
make "speed rolls". ship or amphibious unit at sea in its area. Combat end of the second round. no matter what. Combat
13.2 Amphibious units do not take part in effects take effect immediately. and retreats during thdse rounds (and later) is
combat except as targets. 16.3 Each submarine attacks only once per normal-retreating units can be pursued.
13.21 During "night actions" they may not be turn and then immediately returns to base. 18.4 INDONESIA: Next, the Japanese player
attacked unless all friendly ships in the area are 16.4 Submarines can never be attacked. executes two rounds of surprise attack air raids
also being attacked. against all the Allied ships in Indonesia. All
13.22 In other respects, amphibious units are 17. ALLIED FLEETS Japanese airstrikes in Indonesia can take part
treated like ship targets. 17.1 Unired States: (including land-based air), and the Allied player
13.3 Amphibious units may "invade" enemy- 17.1 1 New reinforcements are placed on Pearl cannot return fire.
controlled island bases (but not major ports). Harbor. 18.5 This completes the surprise attack.
13.31 Amphibious units may not "invade" if 17.12 Ships and units may return to any Combat now reverts to normal in all sea areas
they have retreated or have been disabled that friendly port or base except Ceylon. where both sides still have forces.
turn. In these cases, the units must return to a 17.13 "Raiding" ships may move three sea
friendly base or port. areas, making a "speed roll" to enter the third.
13.32 Amphibious units can "invade" after 17.2 British:
each round of combat in their sea area, or at the 17.21 New reinforcements are placed on
end of the turn (step 5.73 in the TURN SE- Ceylon. Ships in play must be removed on certain
QUENCE). They can also land on friendly ports turns as specified on the ORDER O F APPEAR-
or bases at these times. ANCE card.
13.4 An amphibious unit that lands on an 17.22 Ships cannot return to any bases, nor to
enemy base is automatically eliminated. any ports except (when friendly) Ceylon, Singa-
13.41 Each invading amphibious unit that is pore, Saigon or Yokosuka Navy Yard.
OPTIONAL RULES 20.8 A player may retreat with only part of his
DESIGN CREDITS
.
All sighted Task Forces must take part in the Airstrikes are "repaired" at the same time and
"night action," and the players may add any of Design Development: Richard Hamblen
place other repairing is done, and the repairing
their attacking Task Forces to the fray. The "night units cannot move that turn. Components Design: Richard Hamblen, Donald Green-
action" is fought as one large, normal night action wood
When a carrier airstrike takes a casualty, it
between these forces, except that Task Forces that loses a "shot" immediately, whereas a land-based Box Art: Jean Baer from a painting by R.G. Smith
were not specified as attacking may not attack, Production Coordinator: Thomas N. Shaw
air unit attacks at full strength until eliminated. Playtesting: Bill Barr, Seth Carus, Jim Rumpf, James
and only Task Forces that were sighted o r added Both carrier- and land-based airstrikes can be Stahler, Donald Greenwood
to the "action" can be attacked. rebuilt. Printing: Monarch Services, Colonial Composition,
20.7 Repeat steps 20.2 to 20.6 for each round, Baltimore, Md.
with the normal submarine attack and landings Copyright 1977, The Avalon Hill Game Company,
(only amphibious units announced as invading Baltimore, Md.
may invade). Printed in The United States of America
EXAMPLE OF PLAY: This example illustrates one turn's combat in a sea area. It is the Coral Sea, currently controlled by the
Japanese player (so he adds I t o his daylnight die rolls there), and the only Japanese port o r base there is Guadalcanal. Arrowsand numbers
indicate attacks and number of "shots." circles indicate attack bonus. All ships are "raiding."
Round 1: Japanese choose "day action," roll a 3, +I for choosing "day," +I for control. Allies choose "night action," roll 6. Result: 6 t o 5, "night action."
25 A~rFlot
The Saratoga chooses not to fire, but it is attacked anyway because the
Japanese have overlap after attacking all non-carrier ships. The I Marines
cannot be attacked until all carrier and non-carrier ships are being attacked.
Results: against Nevada5 (bonus) = hit, damage roll - 4 Against Saratoga 1.2,
4.4.4.6 = one hit. damage roll = 3. Against Yamato 2.3.5.6 =disabled, one hit.
damage roll = 2. Combat results take effect after all attacks.
1 1 th A.F.
Between Rounds:
(leaving)
25 AirFlot
(leaving)
kl Nachi
The I-Boat attacks the I Marine, rolls a 5 (bonus) = hit, damage roll = 4. Then
the I-Boat returns to port. The Marines survive (barely) and land on
Guadalcanal; the 25th Airflot, without a base or port in the area, is"disabled"
and returns to base.
(lands)
Round 2: Japanese choose "night action," roll a 3, + 1 for control. Allies choose "day action," roll a 3, +1 for choosing"day." Result: tie, 4 to4,"day" followed by "night."
Day Action: Saratoga cannot attack by airstrike Night Action: Saratoga will attack. Nevada and
because its damage equals its armor factor. Sararoga have gunnery factors of 1 because their
Results: against I1 A.F. (no attack bonus, no damage equals their armor factors.. Nachi,
"disabled" results) 1.4.5.6 =.I hit, damage roll = damaged, has no armor bonus. Results: Against
3. Against Akagi 3, 6 = I hit, damage roll = 2. Nevada 6, 6 = 2 hits, damage rolls = 6 (sunk).
Against Nachi 2, 6 = I hit, damage roll = 1. Against Nachi I = miss. Against Akagi 4 = miss.
Combat results take effect.
Between Rounds: The Japanese retreat in two groups, the Nachi a t a speed of 6 and the Akagiat a speed of 4. The Allies pursue a s shown
below. Saratoga is too slow t o pursue Nachi, and the land-based air (which still has a n attack strength of 2) cannot pursue at all.
End of Combat: Baraan and Saratoga are "raiding" ships, so they d o not count for control, but the I 1 A.F. air unit does. The Allies control the Coral Sea.