PassandReview
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Coral Sea 1942 Late April-Early May
Situation: After the Doolittle Raid on Tokyo, Japanese Admiral Yamamoto replied with a complex plan that in theory would
be a decisive setback for the U S Pacific Fleet.
The U S Command aware of the developments sent a Task Force to disrupt Part I of the Japanese Plan to invade Port
Moresby and extend Japanese zones of control further south and east to cutoff Australia.
Quick Play Example Game Sequence:
1. Naval-Air Movement/Opposing Naval-Air Units may Intercept if in Range. Naval Unit Range for ships are ships in same
sea area of connected coastal Hex. Air Unit Range in Hexes is the # on the low right side of counter.
After the first side move and intercepts/the other side performs Naval-Air Movement subject to interception
High dr # moves first.
The Game consists of 6 Move Phases /Night Action Option/Combat/End Phase
Control of The 5 Sea Areas determines Victory Conditions per Point Schedule/To have Control there must be
a Friendly Naval Unit in Each Sea Area with no opposing Naval Units present.Subs do not Count for Control.
There is a one time add to Japanese O B of 2 Heavy Cruisers placed at Rabaul when Japanese gain Control of The 5 Sea Areas
Note: Japanese CV Shokaku and CV Zuikaku and escorts are not avail 1st Move Phase/Delayed by Weather other factors. At the End
of Move Phase 1 they are placed on Port Rabaul.
* All Ships start Setup in Friendly Port
** Japanese must land 1-3 Engineer on Guadalcanal 1st Move Phase
Japanese Start O B /Standby Port Rabaul
1.Guadalcanal Landing Group Amphibious Assault
Destroyer x 2/0-8-48/ STP x 9/SNLF 4-3/Engineer 1-3/Supply Marker
Task Force moves directly to Guadalcanal and remains on Station until further notice.
2. 6-10 Bomber at Rabaul
Wild Card Option: The Japanese Player draws 5 Task Force Markers/Place 2 TF Markers on top of each other making 2 dummy Stacks
place the other TF Marker on Top of CVL Shoho/ Japanese player then randomly/blind draw 1 of the Stacks and places it at Rabaul
move phase 1. Remaining TF are set aside. The TF at Rabaul can only be revealed thru contact vs opposing Naval -Air Units. The TF
used as a decoy to one of the 5 Sea Areas may be one idea.
After Japanese Move/and opposing interception/ U S and Australia now proceed with their 1st Naval-Air Move Phase subject to interception
US OB Honolulu P Harbor Standby
Force Marker
Japanese OB 2nd Naval-Air Move Phase
Control of a 5 Sea Areas +5
Loss of Control of 5 Sea A -5
Each Move Phase with
Control +1 Per Each Move Phase
Loss of CV -3
Loss of CVL -2
Loss Destroyer -1
Loss Cruiser -2
Loss Air Unit -1 per unit
Replacement Land
Air/Bomber Unit -1 Per unit
Repair Installation -1 per repair
Failure to Repair Installtion +2 to Air Bomber Units Side
The side with Lower loss point at end of move phase 6 wins.
NIGHT ACTION OPTION
Both sides may use Night Action one time during opponents Move Phase/No Combat or Interception occurs.
Ships may move into sea are with opposing Ships/No air combat or flying during night
Opposing Naval units in next combat phase then each make dr to determine who attacks first high dr first/the combat is
then in daylight CV s may attack with airstrikes.
* Installations that are not repaired no air units may attack or defend from those installatioans
** Both sides have Offensive and EP points to perform Naval Operations
*** After Spending 13 Move Points the Guadalcanal TF arrives at Guadalcanal the landing succeed s on any dr but if dr is 1 the
4-3 is lost to 1-3 is able to land/ if dr is 2-6 both land with supply marker
Situation: After the Doolittle Raid on Tokyo, Japanese Admiral Yamamoto replied with a complex plan that in theory would
be a decisive setback for the U S Pacific Fleet.
The U S Command aware of the developments sent a Task Force to disrupt Part I of the Japanese Plan to invade Port
Moresby and extend Japanese zones of control further south and east to cutoff Australia.
Quick Play Example Game Sequence:
1. Naval-Air Movement/Opposing Naval-Air Units may Intercept if in Range. Naval Unit Range for ships are ships in same
sea area of connected coastal Hex. Air Unit Range in Hexes is the # on the low right side of counter.
After the first side move and intercepts/the other side performs Naval-Air Movement subject to interception
- Offensive/Attacks Combat Phase
- End Phase- Determine Control of The 5 Sea Areas and Award 1 Point to side with Control. 1 Point Possible per Move Phase.
- Ships return to base unless left on Station to maintain control of 5 Sea Areas
- Repeat Process until all 6 Move Phases and Game play is ended.
High dr # moves first.
The Game consists of 6 Move Phases /Night Action Option/Combat/End Phase
Control of The 5 Sea Areas determines Victory Conditions per Point Schedule/To have Control there must be
a Friendly Naval Unit in Each Sea Area with no opposing Naval Units present.Subs do not Count for Control.
There is a one time add to Japanese O B of 2 Heavy Cruisers placed at Rabaul when Japanese gain Control of The 5 Sea Areas
Note: Japanese CV Shokaku and CV Zuikaku and escorts are not avail 1st Move Phase/Delayed by Weather other factors. At the End
of Move Phase 1 they are placed on Port Rabaul.
* All Ships start Setup in Friendly Port
** Japanese must land 1-3 Engineer on Guadalcanal 1st Move Phase
Japanese Start O B /Standby Port Rabaul
1.Guadalcanal Landing Group Amphibious Assault
Destroyer x 2/0-8-48/ STP x 9/SNLF 4-3/Engineer 1-3/Supply Marker
Task Force moves directly to Guadalcanal and remains on Station until further notice.
2. 6-10 Bomber at Rabaul
Wild Card Option: The Japanese Player draws 5 Task Force Markers/Place 2 TF Markers on top of each other making 2 dummy Stacks
place the other TF Marker on Top of CVL Shoho/ Japanese player then randomly/blind draw 1 of the Stacks and places it at Rabaul
move phase 1. Remaining TF are set aside. The TF at Rabaul can only be revealed thru contact vs opposing Naval -Air Units. The TF
used as a decoy to one of the 5 Sea Areas may be one idea.
After Japanese Move/and opposing interception/ U S and Australia now proceed with their 1st Naval-Air Move Phase subject to interception
US OB Honolulu P Harbor Standby
- CV Yorktown CV Lexington Each CV Naval Air x 3 3-3 quality 2/Destroyer x 4/0-8-48
- Cruisers: Minneapolis/New Orleans/Astoria/Portland/Chester
- Destroyer x 6
- Cruisers; Cranberra/Australia/Chicago
- Submarine 2-8-26
- Carirs 4-7 Bomber/Townsvilled 4f-7 Bomber/P Moresby 6-3 Inf/3-2 Fighter 1 quality/4-7 Bomber
Force Marker
Japanese OB 2nd Naval-Air Move Phase
- Submarine x 2
- CV Shokaku CV Zuikaku Each CV with Naval Air x 3 3-4 quality 2
- CVL Shoho unless already in play with Naval Air 2-4 Quality 3
- Destroyer x 5 /0-8-48
- Cruiser x 4/ 2-10-48
Control of a 5 Sea Areas +5
Loss of Control of 5 Sea A -5
Each Move Phase with
Control +1 Per Each Move Phase
Loss of CV -3
Loss of CVL -2
Loss Destroyer -1
Loss Cruiser -2
Loss Air Unit -1 per unit
Replacement Land
Air/Bomber Unit -1 Per unit
Repair Installation -1 per repair
Failure to Repair Installtion +2 to Air Bomber Units Side
The side with Lower loss point at end of move phase 6 wins.
NIGHT ACTION OPTION
Both sides may use Night Action one time during opponents Move Phase/No Combat or Interception occurs.
Ships may move into sea are with opposing Ships/No air combat or flying during night
Opposing Naval units in next combat phase then each make dr to determine who attacks first high dr first/the combat is
then in daylight CV s may attack with airstrikes.
* Installations that are not repaired no air units may attack or defend from those installatioans
** Both sides have Offensive and EP points to perform Naval Operations
*** After Spending 13 Move Points the Guadalcanal TF arrives at Guadalcanal the landing succeed s on any dr but if dr is 1 the
4-3 is lost to 1-3 is able to land/ if dr is 2-6 both land with supply marker
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