Review Pacific Theater Operations/SPI Game

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Scenario 10- December 1941 Turn
The Game Counters and O/B follow the Historical not what if aspect of the Pacific, accordingly Japan cannot afford
to lose ships that cannot be replaced, but must take that risk.
Note: At any time either side can claim Reconnaissance on any TF marker within range of any Friendly Air Unit. No Air Unit is actually moved,
The Contents of the TF markers, used to represent 3 or more Naval Units may be inspected.
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Scenario 10 Rules indicate Japan has the initiative and First attacks Pearl Harbor.
6 Japanese Carriers and escorts are placed in Hex E 4914 with Standby Marker to conduct an Air Offensive attack vs Pearl Harbor. Per Rules
U S Naval and Air Units MAY NOT intercept / Air Units may intercept after the Pearl Harbor Attack
  1. A total of 6 Japanese Naval Air Counters 3-4 (3) #s represent Combat # 3- Aircraft Range in Hexes #4- Quality # (3)
  2. After the Attack Japanese Ships return to any Friendly Port. Ships of Both Sides return to a Friendly Port at end of attack or move phase
or pay 1 Economic Point up to 8 Ships in each Sea Area, or 2 Economic Points 8 or More to keep Naval Units at Sea. During any Move Phase
interception may occur.
3. Naval Units that spend less than half the Movement Points may be marked Standby, to attack. The Japanese Attack Force of Carriers and
escorts each have 40 Move Points or More.
  1. Blue clusters of Hexes on the Map with Borders are Sea Areas that Cost 5 MP Each for Naval Unit or TF to Cross.
  2. Air units pay 1 Air MP for each Hex they fly over.
  3. To Start December 1941 Scenario- Place Units to be used on Map - U S O B at Pearl Harbor Oahu and the Japanese Carrier Group in Hex E 4914
Japan has the initiative and moves first and attacks first/ Move the Japanese TF to Hex #3930 - 3 Air Hexes from Oahu- Japanese Naval Air Units
have 4 Hex Range.
7. To Attack subtract 1 Offensive from 13 Japan has Avail for Dec 1941.
a. Place 6 Japanese Naval Air Units on Oahu, The Japanese may inspect all U S Counter at Oahu and designate Targets- The Japanese must
also state which Air Units will be Fighters or Bombers at this Time. The Japanese state 2 will be Fighters 4 will be Bombers
Fighters will attack U S Ground Aircraft making 2 Attack Runs/ Bombers may Each make 3 attack Runs per their Combat #.
8. Attack Procedure: 1 Fighter attacks U S Fighters on Ground by making a dr, compare the dr to the Fighter Combat # and Quality # of 6
a dr of 6 or less is a Hit and the U S Fighter is flipped over to other side, would have to be attack again to eliminate it.
a dr of 6 however has no effect and does not count
2nd Fighter attacks the U S Bomber on the Ground using the same procedure.
9. Attack vs Naval Ships: The Japanese Player selects which Battleship will be the first Target of 1st Bomber/ 2 dice are rolled adding +4 to
the DR Total, if the DR is More than 12 it is a Hit and the Battleship is flipped over to reduced side. Battleships at Pearl Harbor have Armor # of 12
so the DR must be more that 12 for a Hit, the reduced side Armor # is 8. Each Bomber can make 3 passes- Bombers must make separate passes-
ie- Bomber 1 makes run then Bomber 2 etc until all have made a bomb run. Then the 2nd round then a 3rd Round.
a. Dice roll of Doubles automatically sinks a Ship
b. Dice roll of 2 AA Hit vs the Bomber is flipped over and returns to Carrier.
After action report: All U S Air Units at Pearl Harbor were eliminated , 1 Battleship sunk 2 other Damaged.
This ends Japanese Dec 1941 First Attack- the Japanese have 12 more Offensives to conduct for Dec 1941. After the Japanese First Attack then
ONE of the Allied Powers conducts their Naval and Air Phase and any Attacks- that will be detailed later.
Pictures show Japans Economic Income areas that must be maintained The U S receives automatic income each Seasonal Turn
as well as Game Effects:
 

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Game Sequence of Play:
Ports are supply bases, Ships begin a Turn in Port and return to Port, to be in Supply. The West Coast Box is a Supply Base that
cannot be attacked.

The Dec 1941 O B scenario Units are Used for Dec 1941, There are no Additional Units/Rein
SOP Sequence of Play:
1.Weather Phase: Each Monthly Turn Weather is determined that affects Air Units ability to Fly and Land Units Movement
a. There are 3 Weather Conditions Fair - Monsoon - Winter
b. Weather Zones: Winter Zone Aleutian Islands- Alaska- Soviet Union and adjacent Sea Areas/Japan is not in the Winter Zone
* Hex 4914 is in the Winter Zone Has no Effect of Japanese Pearl Harbor Force
Monsoon Zone : India-Burma-Thailand-Borneo-Sumatra-Celebes and Parts of those Sea Areas
Fair Zone: Rest of the Map
2. Strategic Warfare Phase: SW Phase reduces Japans Economic Points and Offensive Capability- The U S must have Heavy Land
Base Bombers in Range of Japan or a Submarine Blockade. There is no SW during Dec 1941. Japan has no Strategic Warfare Option. Japan must earn its Economic Points for Offensive Operations- The U S receives automatic Income.
3. Naval Phase- Ships/ Task Force markers in Friendly Port move out for Offensive Action/Attack- Units that move DO NOT HAVE TO ATTACK and may move to another part of the Map. Opposing Naval Units may intercept if TF enters Sea Area connected to
Opposing Port- Opposing Air Units may intercept if Friendly TF move into Bombers Range - ex- 4-8 Bomber- 8 is the # of Hexes
the Bomber can intercept.
a. Naval Units TF that will Attack must use less than half of their Move Points and are marked Standby prior to attack and then
activated during the Attack.
  1. After Ships Move- Air Units Move- Change Bases also for Offensive Action- but also do not have to attack and can be intercepted by opposing Air Units if in Range- Fighters can Attack Fighters or Bombers/ Bombers cannot return fire when attacked by Fighters. Air Transport moves Cargo or Troops to any area with Friendly Airfield/ all Movement whether Naval or Air can be intercepted.
  2. Offensive Phase: If a side has Offensives avail- Attacks are carried out. There are 3 Types of Offensives Air/Naval/Land
  3. End Phase: Naval Units at Sea must return to Friendly Ports to remain in supply- if not may not attack at all but may defend. Economic Points or EP s must be spent from that sides Economic Points total- to leave Ships at Sea- 1 EP up to 8 ships per sea area- 2 EP more than 8 Ships per sea area.
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Game Play:
* Battleships in Port or Coastal Hex Armor # is 1 Less. Ships have no AA Benefit unless they are in a Friendly Port/
Ships except for DD/Destroyers are sitting Ducks for Submarines or Air Units /Unless those Ships have Air Cover or DD Escort
** CV-CVL- Battleships- Heavy Cruisers that are eliminated are permanently removed from the Game- the Game O/Bs only
allow for Historical Ships types in play although the Economic Points Cost Table appears to show that Japan and the U S
could Tilt the Historical Scales and add " Extra Ships" although there are no "Extra Rules or Counters for this".
*** Reconnaissance can only be used if Weather Permits flying.
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December 1941 U S Response:
1. CV Enterprise/CV Lexington/CV Saratoga per scenario rules could not intercept the Japanese Pearl Harbor Force.
a Doolittle type Raid vs Tokio would no effect in Game Terms .
Hawaii-Midway-Wake-Philippines will get reinforcements or replacements, to make any further Japanese moves costly
to burn up scarce Japanese Economic Points.
It is assumed Japans next move will be toward Economic Oil Points and other income before End Game Military Objectives
Australia-Alaska- Hawaii.
2. Task Force 5 of 4 Battle Ships 2 Hvy Cruisers will depart Pearl Harbor move directly toward Wake - running the Gauntlet
of the Japanese 4-8 Bomber at Saipan- that can make 4 Bomb Runs. Land Base Bombers add +2 to the Attack Dice Roll.
Ships have no AA Benefit. The Task Force with Battle Ships has 28 Move Points - 1 MP to Enter Coastal Hex- the 5 MP for each Sea Area - 26 MP to Sea Area N of Wake- then in the End Phase continue on to Philippines at Legasapi during the End
Phase 20 MP and running the Gauntlet of 2 6-10 Japanese Bombers at Formosa- that can each attack 2 due to underline
Combat #. Results of this move 1 Battleship Sunk by Japanese Formosa Bomber rolling Doubles, all other attacks miss.
3. 1 Battleship to Midway- 1 Battleship to Wake
4. 3 CV to Pearl Harbor to Transfer their Planes- 3 Air Unit Counters- to Pearl Harbor then during End Phase return to West Coast Box- Free from attack and in Supply at West Coast Supply Base Box.
 

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The Economic Points Cost Tables are to Build New Ships Units or Repair those Units
 

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After the U S Carriers depart for West Coast Box - End of U S 1st Naval /Air Phase Dec 1941
Japan now conducts all Steps for 2nd Naval Air Phase
The Steps for Each side during a Monthly Turn:
1. Weather - Dec 1941 Weather is Winter has no effect in areas in play
2.Strategic Warfare: U S has no SW Capability Dec 1941 vs Japan
3. Naval Movement- Units that use less than Half of their Movement Points can be marked Standby for Offensive Attack
Movement is subject to Opposing Naval Air Unit Interception. Friendly Ships can enter an Opposing Port if no Opposing Battle ships or Hvy Cruisers are in that Port- entering an Unoccupied Opposing Port with ships does not change who Controls that Port until a Friendly Infantry/Marine Infantry Unit Lands and establishes Control.
  1. Air Movement Change Bases for Offensive Action
  2. Offensive are paid for and carried out/ If all sides pass and no further Offensives are played that is the end of that Monthly Turn
  3. End Phase: Naval Units/TF may move entire MP Allotment and return to Friendly Port- to be in supply
These Steps are repeated per each 3 Monthly Turns/ at the end of 3 Monthly Turns both sides do a Seasonal Turn of
Collecting Income/Economic Points - Rebuilding Units- Buying Offensives etc- each side secretly records # of Offensives for
next 3 Months- then the side with More Offensives has the Initiative and moves first for the following 3 Months- if both sides
have the same # of Offensives- make a dr to determine who has the Initiative- High dr has the Initiative .
*Units may be used for 1 Offensive Per Month- the Japanese Carriers and Escorts of the Pearl Harbor Force cannot be used in Dec 1941 for another Offensive / but may be moved to any place on the Map to Intercept moving Opposing Naval -Air Units
during the Opposing Units Naval-Air Phase Step/that enter a Sea Area /Coastal Hex/ Port they Occupy .
** Ships that enter an Aircrafts Range may be intercepted and attacked after they ship/TF is attacked they cannot be attacked again unless they leave the Aircrafts Range and reenter into Range. Air Units Bombers with Underline Combat # factor is halved Fractions rounded down- a 6-10 Japanese Bomber could then only attack twice.
 

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The Economic Points Cost Table is the Cost to Construct/Build Naval Units- The Carriers Listed in each O B are for Counters to be used in the Game.
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Supply Situations:
Ports are supply Hexes for Naval Units Only- Naval Units Start Turn in a Friendly Port and Return to a Friendly Port at the End Phase , are considered to be in supply at this time, and do not have to TRACE SUPPLY LINE.
Pearl Harbor is a Supply Base and is a Supply Source
Truk is a Supply Base and a Supply Source- Land or Air Units that Trace Supply to Truk must be within 9 Naval Move Points to be in supply- the same for Pearl Harbor-
Supply Line to Supply Base may also Trace over Land and thru Coastal Hexes
All Other Units- Land and Air Units must Trace Supply to a Supply Base- usually located in a Major Port, Supply Base in a Major Port can have Air Units-Land Units- and Naval Units for Protection.
  1. Sea Supply Markers in a Hex- can Supply ALL Units in that HEX- if a Land Unit moved out of the Hex- that unit would have to either Trace Supply to that Marker or other Supply Source or be Out of Supply. The Marker would be considered Used if the Unit after moving out of the Marker Hex Traces Supply to it.
  2. The Same Applies to Air Supply Markers in a Hex- Air Supply can Supply 3 Units in that Hex- Naval Units do not use Supply Markers.
3.Units in Cities do not suffer out of Supply Penalties/Depletion /Naval-Air Units are not subject to Depletion
4. the Supply Step during the End Phase Units Supply Status is determined.
 

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Supply Table:
Port- if for Naval Units
Supply Base is supply for Land -Air Units that must Trace line of Friendly Hexes of any distance to that Supply Base - Jungle Hexes
Mountain Hexes block supply unless a Friendly Unit is in that Hex.
Supply Base are Constructed and Cost 12 Points to Build during a Seasonal Turn- are completed after 3 Months- must be in
Hex that has a 2 Airfield Capacity.
Ports have 1 Airfield Capacity
Cities have 1 Airfield Capacity
Port and City would have 2 Airfield Capacity
Major Port - Red Dot with White Border have 2 Airfield Capacity.
If Supply cannot be Traced to a Supply Base Supply Markers are used.
Supply Markers are built at a Supply Base and then loaded onto STP-Naval Transport- 1 STP can Carry 1 Supply Marker
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Example: The Japanese Supply Base at Shaghai Supplies all Japanese Units in China that trace a supply line of Hexes under Japanese Control whatever distance- from the Units Hex to Shaghai.
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Note: From Dec 1941 to Dec 1945 Game Turn Japan receives 17 Aircraft Carriers that Arrive per O B Schedule, all Carriers are already Scheduled for Deliver per Game O B and do not have be Constructed and Cost Deducted from the Economic Points Cost Table for Building Units.
The U S itself receives 30 + Carriers.
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December 1941 Japan 2nd Naval Air Phase
  1. Japan has no immediate concerns in China and No Offensives are Planned
  2. Per Rules- Only Japan has quick strike Naval Landing Units- SNLF-
  3. Regular STP Transport can be used or a combination DD Counter and CL Counter can be used
  4. Japans next move may be from Taiwan/ Tainan using the 4-3 SNLF Unit and DD- DL Combination down to Borneo that appears largely unguarded.
5.Before departing Tainan- The Japanese Pearl Harbor Strike Group will move down to the Philippines to intercept the U S
Bomber Air Unit near Manila. If the U S Bomber attempts to intercept the SNLF Group- the Japanese Carrier Naval Air Units
can Counter Intercept- Counter Intercept always occurs first.
6. The SNLF Unit will need to have a Supply Marker landed after the SNLF Unit Lands at One of Borneo s Port Hexes. No Other
Allied Air or Naval Units appear to be in position to be able to Intercept the SNLF Move/ Land Offensive
  1. Land Offensive- 2 Enemy Hexes can be attacked- and another SNLF Unit would have to be at Tainan for this
  2. By Spending DOUBLE the EP Cost - 1 and only 1 Extra Offensive could be added for a Total of 2 Offensives allowed per Naval Air Phase Turn During Each Month. Then Subtract the Offensives from those Avail per that Monthly Turn.
  3. Dec 1941 Japan does not need to squander the Offensives avail.
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Images Show:
Japans China Deployments
Taiwan and possible Move
Japan and Carrier Group and Task Force Marker to use instead of Large Stack of Counters
 

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Supply Conditions: A Supply Base in a Port Surrounded by Water- Pearl Harbor - Truk- Land or Air Units Trace Supply Line of 9 Naval Movement Points - From Unit to Supply Base.
A Mainland Supply Base located at a Port such as Shanghai- Land Units Trace Line of Supply any Length over Land or Coast Hexes.
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Transport Shipping Table: Per Unit Transported
SNLF Japanese Unit cost 1 STP /Transport - anywhere across Map
Another Unit/ Allies or Axis 2 STP/Transport 6 Hexes/ 3 STP/ Transport Beyond 6 Hexes
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7. After the SNLF Unit is landed at one of Borneo Ports- that Port is then Japanese Controlled and Friendly-
* Stacking Limit in Cities/Port for Land Unit 4 Units
a. The SNLF Unit moves from the Transport Unit/s is placed in the Port Hex and may advance no further.
b. The STP Transport with Supply Marker stacked w/SNLF CL/DD Ships then Unloads the Supply Marker in Port
Hex with SNLF Unit
c. SNLF Units /and any Amphibious Trained Units from any Side is not subject to the -3 Combat dr Landing Modifier
that applies to all Amphibious Assault/Attack/Offensive Action.
d. After the Landing- and Control is established - other Army Units can be landed in the now Friendly Port as a Transport
Mission and no Combat Landing dr is made- Transport MIssions are to Friendly Ports or Coastal Hexes under Friendly Control
Amphibious assault Combat Landing dr is made when assaulting any Port or Hex under opposing side Control.
e. Ports/Hexes under Opposing side control that are empty with no defending Ground Unit are still attacked via amphibious
assault and have a defense strength of 1 - if a Fortified Marker is Present an empty hex has a defense strength of 2.
8. Prior to moving the SNLF Task Force the Japanese Pearl Harbor TF moves into Sea Area of Philippine Port Legaspi to
Bottle up U S Task Force 5, making sure to have Air Units in Range of Manila Airfield to intercept that U S Bomber.
a. 2 CVL s with 2-4(3) x2 Air Units and 4 Battleships depart Kure Port and move to Sea Area of Manila to Bottle Up
any U S Ships at Manila.
9. Submarines are not used in Task Forces and must operate alone- each counter represents several Submarines.
 

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Combat Odds Table: The Japanese SNLF Unit # s on the Counter 4-3/ 4 Combat/ 3 # Move Points
The Combat # 4 would be used vs the Defender Combat # and factor into Odds.
The Port/City Hex Defense Strength of 1 the Japanese SNLF 4 would be 4 to 1
a. The Japanese Marine SNLF Unit making Amphibious Assault per the Combat Odds Table dr Modifiers -3
b. Marine Unit of any Nationality making Amphibious Assault per Combat Odds Table +2
c. For the Landing in progress at Borneo Port the SNLF Unit would then have a -1 Table dr Modifier.
d. Each City that is under control gives 2 Economic Points to whoever controls it. Once all Cities in an Area are Under Control then the Economic Points for that Area in this Case Borneo with 16 Economic Points then Belongs to whoever Controls that. Area .
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Sequence of Play End Phase:
From Start of Monthly Turn Weather-Strategic Warfare-Naval/Air Phase/ - Offensive Phase- End Phase
End Phase
  1. All Ships Return to Friendly Ports to be in Supply
  2. Supply status of Units of whoever had the initiative this Turn is determined
  3. Airfield Construction: Engineer Units are Used Only for Airfield Construction. a dr is made if an Engineer Unit is in Supply and
in a Open Ground or Jungle Hex/ dr of 1 no Airfield can be Built - 2-3 no Effect- 4-5 Small Airfield Completed- 6 or more
Large Airfield Completed. dr Modifiers -2 if Jungle - + 1 if U S Engineer
 

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Correction Borneo 12 Economic Points.
Per Scenario 10 December 1941, Japan has 13 Offensives, translate into 13 Ports anywhere on the Map, including Panama Hex,
but not the West Coast Box, that is not allowed to be entered by Japan.
To get the Panama Hex a TF would enter the Box, then have to remain on Station, and Spend 1 Economic Point , 6 Ships or Less, Japan has 10 Economic Points to Spend. Then Next Turn make the Landing with SNLF Unit. Carrier Escort would most likely not be required.
The December 1941 Turn , the Objective appears to get control of as many Ports as possible, Japan could land SNLF Troops at Port Moresby or Australia, or Alaska. The challenge is to maintain Control and Supply , of all the Ports across the Map.
Pearl Harbor would require a commitment of Force to have MAYBE a 1-1 attack vs the 6-3 U S Army Units and a 5-3 Marine Unit.
Undefended Ports are easier to take.
Task Forces must have 3 or more Ships, to have a TF Marker. Ships should groups with other Ships with the Same # of Move Points, Carriers have 40 MP and should stack with other Ships with 40 Move Point, Task Force can move at the rate of the Slowest Ship in the Group.
 

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Ex: Play Panama Canal Box- MP Cost to Enter is 25 MP
a. A Japanese Task Force From Truk , TF Ships have 40 Movement Points, could enter the Panama Canal Box but
could not be marked Standby for an Offensive because of using More Than Half of their MP.
b. The TF could remain on station in the Panama Canal Box by by spending 1 Economic Point, then in the next Japanese
Naval- Air Phase be marked Standby for Land Offensive Landing SNLF Unit in the Panama Box, then a Supply Counter.
A supply Base cannot be Built until the Seasonal Turn AFTER Dec 1941, after Spending 12 Economic Points, during the
Seasonal Turn, when both sides prepare for the Next 3 Months of Naval Operations. A supply Base would then be completed
3 Months Later - in March, Engineers are Not used to build Supply Bases , Only Airfields.
Naval Combat: All Combat Air vs Air- Air vs Naval- Naval vs Naval is by die roll or Dice Roll.
Ex. 2 Heavy Cruisers exchange Fire, the low left # 4 on the Counter is the Firepower Factor- a Dice Roll is made and the 4 Firepower is added to the Dice Roll, if the Dice Roll is more than the Armor Factor of the other Cruiser it is a Hit and the
other Cruiser is flipped over to its reduced side.
Japan gets no Economic Points from Cities in China that are already under Japanese Control as of Dec 1941
see Japanese Setup in China image; Japan would have to launch Offensive to take Control of more Cities in China.
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Japanese 2nd Naval Air Phase December 1941 cont'd
1. The SNLF Landing dr at Borneo 4-1 Odds is a dr of 2.
The dr is modified by -1 for Amphibious Assault Modifying the dr to 1 result on the Combat Table DI / #
a. Explanation: Modifiers
Amphibious Assault -3
SNLF/Marine Unit + 2
Per Odds Table -1 Total Modifier
2. D1/ # D1 Defender Lose Step or Retreat one Hex
# Attacker Lose Step/ The SNLF Unit must take a Step Loss
3. The Landing on Borneo Port is complete and now under Japanese Control- a supply marker already on a Transport Ship
STP with the Landing TF land the Supply Counter with the SNLF Unit.
  1. The Port on Borneo is worth 2 Economic Points for the Next Seasonal Turn after Dec 1941.
  2. Any Japanese Air Unit in Range of the Landing COULD have been placed on the Landing Hex for a -1 Air Superiority
Combat dr Modifier to avoid the regrettable losses to the SNLF Unit , by the remaining -1 dr Modifier on the Combat Table
6. The Japanese Task Force and SNLF Unit cannot be used in Dec 1941 For another Offensive.
had a Friendly Air Unit arrived for -1 Air Superiority - the Air Unit is not counted as part of the Offensive and can be used
in further Dec Offensive.
7. Any Movement is Subject to Interception if it is within Range- Naval Interception is when opposing NAVAL SHIPS enter
Sea Area Connected to Coastal Hex/Port with Friendly Naval Ships.
Interception Sea Area can be avoided if Ships in TF have Higher Move Point Factor/ exc Cannot Avoid Air Unit s that
Intercept Naval Ships.
8. Air Interception is the Range of the Air Unit that is the # of Hexes the Air Unit can Reach.
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9. Example : Taking Panama Hex: Naval Movement is carried out Before any Offensive Take Place- Naval Units that expend less than their Move Points can be marked Standby for Offensive Action- are moved to Area of Offensive- and are allowed to move
10 Naval more Naval Points to Target- then carry out Offensive Operation such as described for Borneo Landing.
a. as an example; Prior to Borneo Landing, a TF from Truk moves toward the Panama Box expending all Move Point
During the 1st Naval /Air Phase- the TF does not have enough MP to Enter the Panama Box and must wait until
the End Phase Naval Movement and can expend all remaining Move Points to Enter the Panama Box 25 MP and
5 MP- 30 MP. and does not return to a Friendly Port as would normally happen during End Phase. The Truk TF would
have to spend 1 Economic Point and remain at Sea until Next Japanese Dec 1941 Naval /Air Phase and to be used
in a Land Offensive to take the Panama Box/Port. After this Offensive, ONE of the US or Allied Powers may then carry out Their
Naval/Air Phase and any Offensive, then it Japans would take its Naval / Air Phase Turn, taking Turns in that order.
11. Naval Ship to Ship Gun Battery Fire - after Interception or Sea Offensive. Both Sides pick Targets - all Ships involved
are each selected to target one other ship until all are targeted
Opposing Battleships/Cruisers etc are placed on Map- and exchange Broadside Salvos- Both sides in Simultaneous Firing
a. All Ships with Higher Fire {Power Rating Fire /Make Dice Roll - Dice Roll Effects are not applied at this time for Broadside Fire- on their Selected Targets-
b. All Ships with next lower Fire Power Rating Fire- Etc Until all Have Fired
c. Apply all results
12. Naval Gun Battery Fire 2nd Round- is a Free for All Firing with an Attacking Ship Fire on Target- Then Defending Ship Fires
a. Each Ship may Fire ONE TIME in Each Round - of Broadside or Free For All
13. Submarines:
a. Submarines must move First before any other Ships or not move at all- and may not stack with any other Ships or Submarines.
b. Submarines cannot be intercepted while Moving- at the end of a Submarine Move - if the Submarine Enters interception
Range of Friendly Destroyers/Submarine or Aircraft it can then be intercepted if an interception dr of 1 or 2.
Subs receive a +1 dr Modifier vs Search result- Air units automatically intercept if in Air Unit Range of a Bomber.
 

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Correction: Air Superiority dr Modifier +1 not -1 / the SNLF Unit would have taken a Step Loss/
The Landing would have to be made with Higher Odds on Combat Table Column and Higher dr.
a. Friendly Bomber within Air Range add 1 Point to Attacker Combat Factor, Max of 2 Points/ 2 Bombers
ie: 2 Japanese Bombers in Air Range would modify the Odds from 4-1 to 6-1. The SNLF Unit Combat # 4
x 2 Bombers = 6
Bombers would have to be used in an Air Offensive - Combined with Land Offensive/ each Costing 1 Offensive
from Offensives avail per Scenario O B. No extra EP Cost
Joint Offensives: Land /Air or Land/Sea
* Combined Offensive- on Land occurs in the Same Area: ie: Japan declares a Combined Offensive in China-
4 Land Hexes could be attack with Combined Offensive instead of 2 Hexes. The 2nd Offensive Costs 2 Economic Points
b. A Units Combat Factor or Defense Factor can only be doubled.
c. Friendly Bombers in Range of Defending Hex or Unit add their Combat # to Defense.
d. Air Unit Fighters in Range can intercept.
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Submarines Cont'd
a. Destroyers attempting to intercept Submarine must be part of TF of at Least 6 Ships-
* a TF with 8 Ships- 2 Destroyer Counters attempts to intercept a Submarine in a Sea Area
at the end of the Subs Move- and makes a intercept dr-
a dr of 1-2 is needed- the Sub gets a +1 Modifier
The TF with 2 Destroyer gets a -1 per extra Destroyer regardless of how many Destroyers in TF
the dr is -1- and the Sub can be attacked once if Interception is successful
b. If the Sub is not intercepted it can attack any Ship in the TF or is considered to have avoided interception and
the TF returns to Port.
c. If the Sub attacks it is then subject to one attack by Destroyers
d. Subs attack Capital Ships - with names using the Subs 2 Firepower Gunnery Combat #/Capital Ships Aircraft Carriers
Battleships/ H Cruisers Etc
e. Sub Attacks any other Ship Counter - Shipping STP Transport- Opposing Sub etc it does not use Gunnery #
f. after the Sub Attacks it may be attacked Once by Destroyers-
g. Attack Procedure - in both cases a Dice Roll is Made - if the Dice Roll is Higher than a Ships Armor Rating it is a Hit
add the Combat # Gunnery rating to Dice Roll.
h. If the Sub attacks a Capital Ship without Air Cover or Destroyer Escort it may attack 2 Times.
i. 2 Submarines may be used in a Sea Offensive and cannot be part of a TF, an Air Offensive could be used in a Joint
Submarine /Air Offensive.
 

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j. If More than 1 Destroyer is in TF intercepting Sub there would be a +1
Ex Sub vs Battleship- A Battleship leaves Port and is Intercepted- the Sub can attack twice
the Battleship cannot attack in any Way vs the Sub. unless Destroyers are with the Battlesip.
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After the Borneo landing the Japanese Control 1 Port- and 2 economic Points for Control of that Port-
Economic Points are a Main Factor in the Game- Oil Effects are Not.
Control of Red Dot Ports decides who stays in the Game-
Supply Bases Decide who Controls Ports and must be Heavily Defended.
Per The Game Process
There fore Japan would have to setup Port Strong Points- Mutually Defending if Possible.
Images Show Supply Base Yellow marker- Supply Base can only be placed in a Red Dot Port
and Supplies all Land Units that Trace Supply of 9 Naval Move Points if over Water- or any Distance
Over Land- Jungle and Mountains Block Supply Line unless Friendly Unit is in Hex.-------------------
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Japans Dec 1941 O B has 7 SNLF Marine Landing Counters- and is then limited to 7 Landings
Army Units used for Amphibious Landing would have -3 or higher dr modifier - on the Combat Table-
such an attempt would have to be carefully considered if the objective is worth the cost.
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Images show Supply Base Yellow Marker and Supply Marker White Blue
Without Supply Base there are no Supply Markers- Supply Base are where Supply Markers are picked
at no cost- per the Number of STP Transports avail.
_
There are 2 Task Forces- One TF with SNLF Troops 4-3 can be shipped with fewer ships than
the Second Task Force with Army Unit 6-3
 

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Using a DD/Destroyer- CL Light Cruiser Combination for Amphibious Assault provides a +1 Combat Landing dr
regardless of the # of DD CL used, for Hazardous Amphibious Landings, per Combat odds Table.
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Supply Base supplies All Land Units that can Trace Supply to a Supply Base that can only be in Red Dot Port
Supply Marker supplies All Land Units in the Supply Marker Hex- if only One Land Unit is in Marker Hex that
Unit may trace Supply Line of no more than 3 Naval Move Points.
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Japans second Naval Move Phase result New Ports taken up to 2nd Naval /Air Phase:
  1. Borneo Port
  2. Rabaul
3.Kavieng
4f.Sydney- Australia
  1. New Caledonia
  2. Landing at Fiji defeated - Landing SNLF Unit Eliminated
Fiji Port is in Jungle- Defender/Jungle Hex -1 added to the -1 Landing dr
 

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Per Amphibious Landing -3/ Amphibious Unit +2 / Jungle -1 = -2 Combat Landing dr
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U S and Allies admit that Japan has Command of the Area for now and to speed up play Japan conducts remaining
Landings during 2nd Naval Air Phase.
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Japan next hustles 5 6-3 Army Units to beef up defense at New Ports. Japan cannot pull any Army Units from
China , and looks elsewhere for 6-3 Units that can be spared elsewhere and to not leave any of Japans 6 current Supply Bases
undefended. The U S has 2 Offensives avail for Dec 1941.
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Supply Markers can only be placed in Red Dot Port or Island with no Red Dot. Supply Marker Stacking Limit
1 Marker per Hex.
Supply Bases are Constructed and placed ONLY in Red Dot Port and cannot be placed on Island.
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The Minimal # of Ships for SNLF Marine Unit applies only to Japan. Any other Marine Unit requires 3 x
Transport for distance beyond 6 Hexes.
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Control Conditions: Should an opposing Inf Unit of any type gain Control of Friendly Port- ALL Friendly Ships
no longer are in supply at that Port and are considered outside that Port in the Coastal Portion of that Hex.
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There is no Guessing about what the other side has- per rules all Units are placed on Map- TF markers can be used
for 3 or More Naval Units that may be kept off map. Until opposing Air Bomber Air Units conduct Air Offensive vs
Port Hex of that TF., or the TF moves and is Intercepted by Air /Naval Units or by Reconnaissance Claim.
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Japan s time is short to get it together- The U S will have 20 Carriers for starting 1943
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After the Dec 1941 Phase Japan will have 113 Economic Points to use during Seasonal Phase of preparing for Next 3 months
Japan chooses the following items:
Supply Base x 2 = 24 Points
1/2 Step Fighters x 5 =24 points
Fortification x 5= 15 Points
5 Army Inf 1/2 = 10 Points
Offensive x 13 = 26 Points
4 SNLF loss
Replacesment = 12 Points
 

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Correction on SNLF Transport:
1 STP to Transport for 1 Japanese SNLF Marine Unit no matter the distance
All Other Type Units for all sides 2 STP up to 6 Hexes 3 STP Beyond 6 Hexes
CL/DD Combination count as 1 STP to transport Land Inf Type Unit any side- up to half of CL/DD Move Points.
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The Trouble at Derby: Complex Combat Factors/ Supply/Combat Table dr Modifiers and Inf/Marine Unit Combat #
Modifiers;
  1. A Japanese Task Force is underway to Derby
  2. In a Previous Japanese Naval Air Phase- A Naval Unit moved into a Coastal Hex Adjacent to Derby
  3. Japan declares a Land/Air Offensive at Derby, Cost is 2 Offensives. Japan declares which units are on the Offensive
Japans Land Base Bombers are in Range of Derby
4. Air Offensive takes place first:
a. Target of the 6-10 Bomber is the Fortification Counter in Derby that Doubles One Defending Inf Type Unit Combat #
b. Target of the 4-8 Bomber is the Australian Heavy Cruiser/
Heavy Cruisers or Battleships prevent Opposing Naval Units From Entering Port
5. Report on Air Offensive: 6-10 Bomber Bomb run vs Fortification Counter Dice Roll is 6 result AA Hit Step Loss Bomber
Return to Base No effect vs Target A DR of 9 or More would have Destroyed the Fortification Counter
a. The 4-8 Bomber Bomb Run vs the Heavy Cruiser Dice Roll is Doubles/ result the Heavy Cruiser is sunk/ Land Base
add 2 To Dice Roll/ Bombers can attack Naval Units as many times as the Bomb Factor # on the Counter in this case 4.
6. No Air Interception is attempted by Australian Fighter Air Unit , opting to use Air Units for Air Superiority vs
the Japanese Combat odds Table Air Superiority dr Modifier of -1.
7. Australian Units at Derby- One 4-3 Australian Inf Combat # 4 is Double to 8 for Fortification Counter.
Only 1 defending Unit Combat # can be doubled.
8. The Japanese SNLF Marine Unit is 4-3/
The Combat Table odds are now at 1-2 against the SNLF Unit.
a. To Change the Odds- the CL/DD Naval Units each add 1 Firepower to the SNLF Unit for a total of 2 Combat Factors
The SNLF Unit Combat # 4 adding 2 From CL DD is Now 6. If there are more CL/DDs present only 2
Factors can be used.
b. The 2 Japanese Battleships/ or any Battle Ship/ can add 1 Firepower each per each Battleship Firepower Gunnery #
in this Case each Japanese Battleship has 4/ adds 2 more Combat Factors
c. SNLF Unit 4 + 2 = 6 then + 2 for Total of 8
d. Combat odds are now 1-1
9. The Combat Landing Proceeds: Prior to the 1-1 Combat Table dr the Australian states both Air Units are in the Air
For Air Superiority. Japanese Carrier Naval Air Intercepts the Bomber but no effect vs Fighter.
  1. The Amphibious Assault can proceed into Port Derby now that the Heavy Cruiser was eliminated.
  2. The CL/DD Carrying the SNLF Marine Unit enters Port Hex, and a dr is made to determine result on Combat Odds
Table. A dr of 6 is made
dr Modifiers per Table
-3 Amphibious Assault
-1 Australian Air Superiority
+1 Defender Out of Supply
+2 Amphibious Marine Unit making Landing
Total -1 Modifier to dr of 6 = 5 Result D2 #
D2/ The Australian 4-3 2 Step Loss or Retreat 2 Hexes
#/ The Japanese SNLF - Take a Step Loss
The Port Derby is in Japanese Control a supply marker will be landed next
Event Chronical
1. Australian 4-3 and AIr Units Out of Supply at Derby
The Japanese Ship in the Coastal Hex adjacent to Derby Blocks the Supply Line Traced to Supply Base Darwin.
A supply line had to be traced for the Land Units with no Supply Marker or Supply Base at Derby. The Jungle Hexes
and the Desert Hexes Block Supply also.
 

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Supply: The Australian Ground Units at Derby are subject to the Defender Out of Supply Combat Table dr Modifier
Units in Cities , Port/City that are out of Supply are not subject to Out of Supply Penalties.
After the Japanese Dec 1941 Turn Another Key Game Factor appears, the Seasonal Turn Refit Phase
Japan Economic Income of over 100 Points was barely enough to make good losses- new production and
pay for Offensives. Japans Economic Income has to be doubled, Japan is best situated to gain more Income
from Borneo-Burma-India- Philippines etc.
Trying to take Australia may be a detrimental drain early in the Game, if Japan does Conquer Australia, The U S
would lose 15 Economic Points, economic points that may decide the Game.
The one thing Japan cannot double is the # of Aircraft Carriers- and has to make do with 13 Carriers.
 
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