Professional Documents
Culture Documents
....5 =;rE
e First, read Sections 1,.0 and 2.0
of the Standard Rules Booklet
to understand the main concepts
3.3 Movement Orders
FH
H
m
3.4Movement...
3.5
3.6
3.7
3.8
Combat
Torpedo Combat . .
Gunnery Combat .
Damage
.
.
...10
...12
. .,L2
...16
. ..19 #
rT
of the game. Then return to this
booklet and read Section 3.0 for
the Basic Game Rules. Play the
Basic Game Scenario (3.9) until
ffi
...20
3.9 Basic Scenario
Historical Analysis ...21
ilili you feel comfortable with the
game mechanics for formations,
ShipRosters.... .....
ffi
...23 movement, and combat. Return to
H.:-^ Design Notes . ...24 the Standard Game Rules to read
-rf,
Itfrrr Sections 4.0 through L4.A before play-
*riH? O 1988, Victory Games, New York 10001 irg the Standard Game Scenarios.
TOKYO EXPRESS Basic Game Booh, Page 2
Activity Stage, you execute all moves one hex at a time. At K. Fourth Movement Phase
a randomly determined time in this Stage, torpedo and This phase is identical to the First Movement Phase.
gunnery combat occur between sides. During the Terminal L. Fifth Movement Phase
Stage, you determine what ships are sunk and prepare all Identical to the First Movement Phase.
ships for the next tulrl.
M. Sixth Movement Phase
Identical to the First Movement Phase.
PREPARATION STAGE
TERMINAL STAGE
A. Action Chit Phase
Place the Combat Action Chit and five blank Action Chits N. Damage Effects Phase
into the cup or container. Record on each ship's log any Speed change caused by
damage. Remove sinking ships from play.
B. US Formation Phase
Group US ships into formations and assign Speed markers O. Counter Adjustment Phase
to them. All ships are flipped over to their Unfired sides. Remove
all Formation markers from the map.
C. US Movement Orders Phase
Assign an order to each US formation by choosing its P. End of T\rrn Phase
maneuver. If the game is now over, check Victory Conditions. If the
game continues, move the Game .Turn marker one space
D. US Freedom of Action Phase along the Game Turn Track and begin the next Game Turn.
Determine Freedom of Action for each US formation that
has no admiral. Change the order for the formation as AgfloN cHrTs
required.
Action chits determine when combat occurs during the
E. Japanese Formation Phase Activity Stage (and in the Standard and Advanced Games
Group Japanese ships into formations and assign Speed when detection occurs|. There are 18 chits: one US Detec-
markers to them. tion, one Japanese Detection, one Combat, oDd 15 blank chits.
F. First Japanese Movement Orders Phase In the Basic Scenario, only 6 Action chits are used: the
All headings for Japanese formations are assigned via the Combat and 5 blank chits. During the Action Chit Phase at
Battle Movement Display and Order markers are assigned. the beginning of the Preparation Stage, place these 6 chits
A Japanese formation that makes a 180o turn because of the in the container.
display has its Speed marker reduced by 1. Note: In the Standard and Advanced Games, all 18 Action chits are
placed in the container at this time (see 4.21.
ACTIVITY STAGE In the Action Chit Draw Segment of each of the six Move-
G. First Movement Phase ment Phases, |ou draw one chit from the cup without look-
ing. You draw this chit even if no ships moved in the phase.
1. US Movement Segmenf; Each US ship moves the number The chit is placed aside after being picked and is not returned
of hexes (0, 1, or 2f indicated by the Movement Chart. Before to the container until the Action Chit Phase in the Prepara-
or after (not bothl, a formation may make any turn permitted tion Stage of the next Game Turn.
by its order. When a blank chit is drawn, you do nothing. When the
2. Japanese Movement Segmenf; Each Japanese ship moves Combat chit is drawn, the Combat Segment occurs. In the
the number of hexes (0, 1, or 2| indicated by the Movement Beginning Scenario, combat occurs only during this phase
Chart. A formation with an About order makes a turn after - when the Combat chit is drawn. The procedure for resolv-
moving. After a formation with a 60o Turn order has moved, ing combat is explained in sections 3.5 through 3.7. Damage
make a die roll to determine whether or not it turns. is explained in section 3.8.
rcKYO EXPRESS Basic Game Book, page S
FORMATION MARKERS
Each side has several sets of Formation markers which
can be used to distinguish formations. Japanese markers bear
the names of Japanese officers lAbe, Goto, Kimura, Kondo,
Hashimoto|; US markers bear task force {Task Force 64f , task
group (Task Group 67.4, Task Group 64.21, and formation
(Desron 12! designations.
To help you remember which ships belong to which
designations, place the same Formation markers on groups
of ships in the same formation. You do not have to place a
marker on each ship, only on those ships which you might
otherwise confuse with other formations.
US FORMATION GROUPINGS
You have much more freedom in forming US formations.
Ships of any type may be grouped into the same formation.
Formlng US Formations
US ships are grouped into formations during the US
Formation Phase of the Preparation Stage. US ships may be
5, "*tt formed into formations any way you wish, provided that the
following two restrictions are met:
clt"** 6g
o Ships grouped into the same formation must all have the
same heading.
ExnTnLE oF HEADTNGS: ln the illustration Blue, Lardner, South o If the formation contains more than one ship, each ship
Dakota, Walke, and Chicago all have the same heading, since must be within 2 hexes of some other ship in the same
they all point to the same hexside. Likewise, Portland and formation. Each ship need not be within 2 hexes of every
Cushing have the same heading. other ship in the formation, just one other ship.
TOKYO EXPRESS Basic Game Book, Page 4
It is not mandatory to group all US ships within 2 hexes value .If. a ship becomes damaged from combat, its Speed is
of each other into the same formation. Indeed, you could form reduced at the end of the Game Turn (see 3.81.
any number of formations from US ships within 2 hexes of Assigning Speeds
each other, as long as the two restrictions given above are During the US Formation Phase, 1lou assign a Speed to
obeyed. each US formation. You can assign any Speed up to, but not
exceeding, the current maximum Speed of the slowesf ship
in the formation.
DIFFERENCES BETWEEN JAPANESE During the Japanese Formation Phase, each Japanese
AND US FORMATIONS formationls assigned a Speed. The Speed is always equal to
Note the following differences between Japanese and US the current maiimum Speed of the slowest ship in the
formation groupings: formation.
o Unlike the Japanese, US CA's and BB's can belong to the Speed Markers
same US formation with DD's and CL's. Speed markers are used to record a formation's Speed.
o There is no requirement to make US formations as large Deteimine the lowest Speed of any ship in a formation and
place a Speed marker with the corresponding value on any
as possible. US ships within 2 hexes of one another do not
strip in the formation. The marker remains at this value for
have to belong to the same formation.
the remainder of the Game Turn.
o US ships can belong to the same formation only if they have Speed markers are numbered from 1 to 6. If all sh_ipt il
they same heading when the formation is formed. a formation have a Spee d of. 7, you do not place a Speed
marker on that formation.
Note: Once you become more familiar with the game, you do not
FORMATION SPEED have to assign markers to all formations. If all ships in a formation
To keep formation, ships must move at a common speed, have the same maximum Speed, you do not have to place a marker
called the "formation speed." on this group.
During the Preparation Stage, each formation is assigned
a Speed, which is the number of hexes the ships in the DISTANCES BETWEEN FORMATIONS
formation can move during the six Movement Phases. Once Later rules will refer to "the distance from one forma-
assigned, this Speed normally does not change for the rest tion to another" or "one formation moving closer to another."
of the Game Turn, even if ships are damaged by combat. (A The distance from one formation to another is the sm allest
formation making a 180" turn immediately has its Speed number of hexes from any one ship in the first formation and
reduced by 1.1 any one ship in the second formation. A formation "moves
Printed on each ship is its Speed value (4,5, 6, or 7l.A closer to" or "moves toward" another if it moves So that this
ship cannot be assigned a Speed higher than this printed distance decreases.
YY)ffi
AA
mmll ll ll
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EXAMPLE OF JAPANESE FORMATIONS:
YYY\
-LL-
*os
|
-.,f<lfr, **69=l,l c,.-Ls.rf-- formation. The destt'oyers Yunagi and
"o ll"" I Kagero form a second formation,
because they are both DD's and within
two hexes of each other. The destroyer
Fubuki is a third formation because it is
A./
more than two hexes from Kagero,'even
though it is within two hexes of the for'
mation containing Sendai and Aoba, il
cannot ioin that formation because DD's
\n I
can only form formations with GL's or
m
14l
n
m EHMPLE oF FoRMATIoN sPEED: ln the illustration, the f ive US
u**zs ships are grouped into the same formation; none of the
I ooo'***r;
Y'*'l
loo I I ships is damaged. Gwin, Duncan, and Latfey have a
maximum Speed of 7; Juneau has a maximum Speed of
\-/ 6; Wash ington has a maximum Speed of 5. The formation
is assigned a Speed of 5, which is equal to the slowest
L3*llk- ship in the formation, Washington. Note that the forma'
I l"Jlt "* tion could also be assigned a lower Speed than 5 (to a
-l u l-r m
minimum of 1).
I |
-*ltr-
*"*zs
oo
I
V
I
TDKYO EXPRESS Basic Game Book, Page 5
Description of US ManeuYers but it makes only two 60o turns in two allowable Move-
Ships are allowed to move-only during specific Movement ment Phases. The third turn is ignored. In effect, it makes
Phases, based on formation Speed (see 3.41. In the descrip- a L20" turn over two phases.
tion of maneuvers below, an "allowable" Movement Phase . A formation with a Speed of 3 or more cannot make a 60o
is defined as one in which a ship can move. turn in one phase and then a L20o furn in another phase.
Ahead: The formation must move ahead in a straight line It must make three separate turns in three Movement
from hex to adjacent hex during the Movement Phases in Phases.
which it moves. No turns are permitted. S-Turn: An S-Turn allows a formation steaming parallel to
60o Turn: During one allowable Movement Phase, the ships the enemy to close the range while ending up with its broad-
in the formation make a 60o turn in the direction ordered sides still bearing. During one allowable Movement Phase,
(port or starboardf . Each ship's counter is turned to face the the formation makes its first 60o turn in the direction ordered
next adjacent hexside, depending on the direction of the turn. (port or starboardl; in a subsequent Movement Phase, it
All ships in the formation must make the turn at the same makes a second 60o turn in the opposite direction. Thus, in
time. an S-Turn Port maneuver, a formation would make its first
l20o Turn: During one allowable Movement Phase, the for- turn 60o to port (counterclockwise| and its second turn 60o
mation makes a L20o turn in the direction ordered (port or to starboard (clockwise|; in an S-Turn Starboard maneuver,
starboard). Eacl-r ship's counter is turned to face a hexside two it would make its first turn 60o to starboard and its second
away from its original heading, depending on the direction port. The following restrictions apply to this
of the turn. This maneuver is executed during a single Move- H:l.f;X.j"
ment Phase, at the beginning or end. The ships cannot turn o with a Speed of 1 cannot perform this
60o at the beginning of a phase and then 60o at the end. All #:t#::t:"
ships in a formation must make the turn at the same time. o No LzC. turns are ever allowed.
Countermarch: The purpose of this order is to reverse a
formation's heading. During each of three allowable Move- Simultaneous ManeuYers
ment Phases, all ships in a formation make three 60" turns In the Basic Scenario, il
maneuvers are performed at the
in the direction ordered (port or starboard|. The three phases
same time, or simultaneously, with each ship in the formation
in which the formation turn do not have to be consecutive; turning at the same instant. Each turn can be made before
however, all ships must make the turns at the same time. or after the formation moves in a Movement Phase, but the
The following restrictions apply to this maneuver: ships must turn at the same time: either all before they move
o A formation with a Speed of 1 cannot perform this or all after they move.
maneuver. in corumn can arso perrorm
o A formation with a Speed of,2 can perform this maneuver, N*:"T.**ffi*3.T!;?:ll"oons
ment Phase
JAPANESE MOVEMENT ORDERS 4. Assign Headings and Orders: Roll the die and consult the
Battle Movement Display. The display indicates the direc-
DESIGN NOTE: A Japanese formation uses Battle
tion in which the Japanese formation is immediately turned
Movement to make the best move against whichever
and the order it receives. Every ship in the Japanese forma-
US force it considers the most immediate threat. Light
ships attempt to get into optimum position to f ire their tion turns to the indicated hexside. An Order marker is placed
torpedoes,' heavier sh4os, relying on guns, usually on the formation, if necessary, and the formation performs
attempt to cross the American "7." this order during the subsequent three Movement Phases.
Orders for Japanese formations are determined twice in Follow the above procedure for each Japanese formation
a Game Turn, during the First and Second Japanese Move- on the map.
ment Orders Phases. In the Basic Game, Japanese formations Restrlcllon to Asslgnlng Orders
use Battle Movement only (in the Standard Game, they also In the event that an order will cause any ship of a
use Mission Movement; see 5.31. As with US formations, Japanese formation to leave the mapedge, ignoie the origi-
orders are assigned to the Japanese by formation. Each for- nal result and roll the die again. Keep rolling until you obtain
mation must receive an order. a result that allows the entire formation to remain on the map.
TOKYO EXPRESS Basic Crame Book, Page 9
THE BATTLE MOVEMENT DISPLAY die again until you get any other result.) Check the Japanese
reference ship's sector on the display and find the hex in the
The ll-inch by 16-inch Battle Movement Display has a
sector corresponding to the die roll result; use the red band
ship's figure printed at the center corresponding to the US
reference ship (see above|. The area around this figure is
for light ship formations and the blue band for heauy ship
formations.
divided into sectors, each sector corresponding to a particular
group of hexes near the US reference ship. 3. Determine the formation's new heading. The arrow in the
Each sector contains the information needed to give head- sector hex points to one hexside; this is the direction in which
ings to the Japanese formations. The numbers in the red color all ships in the formation will turn. Turn the Japanese
band refer to "light ship" formations and the numbers in the reference ship on the map so that it points in this direction
blue color band refer to "heaqy ship" formations; these and remove the Reference Ship marker. As with the die roll
numbers are die roll ranges. Each sector contains red (light ranges, red arrows are used by light ship formations while
shipl and blue (heavy ship) arrows pointing to different hex- blue arrows are used by heavy ship formation.
sides; the arrows determine the direction in which Japanese Using the Japanese reference ship as a guide, )ou now
formations will turn. Also printed are the orders that the turn all ships in that formation so they face in the same
Japanese formations will receive (Ah: Ahead, 60oP/S: 60o direction.
Turn Port/Starboard; AbP/S: About Port/Starboard). 4. Determine the formation's new order. In the sector hex
Note: In the Basic Game, ignore the "1" in parentheses in sectors with the heading arrows is the order the formation receives.
L,2,3, 10, and 11. The "1" is used in the Standard Game (see 5.31. If the formation receives an Ahead order ("Ah"), no marker
Light and Heavy Ship Formations is placed on the formation. If the formation receives a 60o
On the Battle Movement Display, the red numbers and Turn ("60o P/S') or About ("AbP/S') order, place the appropriate
arrows are used by light ship formations and the blue marker on it (either port or starboard according to the Battle
numbers and arrows by heaqy ship formations. Movement Display).
You repeat this procedure for each Japanese formation
How to Use the Battle Movement Display on the map. Remember that the US reference ship may be
l. Orient the Battle Movement Display so that the US different for each Japanese formation, and so you may have
to perform these procedure a number of times.
reference ship on the display points in the same heading as
the US reference ship on the map. Determine which hex on 1800 Turns
the display corresponds to the hex on the map occupied by InStep 3 of the Battle Movement Display procedure,
the Japanese reference ship. Note the sector number for this Japanese formations may be required to make immediate
display hex. 180o turns (that is, being rotated to the opposite direction
Note: It is important to stress that you use only the two reference through three hexsides). If this turn occurs, the formation's
ships when determining orders. Even though a given Japanese for- Speed is reduced by 1. Remove the original Speed marker
mation may contain a number of ships occupying different sectors on the formation and replace it with a marker one less than
(in relation to the US reference ship), only the Japanese reference the original marker. It i: possible for a formation to make
ship counts when determining the heading and order for the whole a 180o turn in each Japanese Battle Orders Phase, in which
formation. case the Speed marker may be reduced twice. A formation
2. Roll the die. (In the Basic Game, if you roll a 1, roll the can never have a Speed less than 1.
j
4 .s s? Sector
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F, 1 ,- itil# n., -dt'lrJ-
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Sector
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EXAMPLE OF THE BATTLE MOVEMENT DISPLAY: IN thE f iTSt iIIUStTAtiON, ing the blue band in sect or 2on the Battle Movement Display
the US reference ship and Japanese reference ship are indicated (for a heavy ship formation), you determine that all ships immedi-
by the Reference Ship markers. You orient the Battle Movement ately turn one hexside to the left (port); rotate the Japanese
Display so'that its US reference ship points in the same direc- reference ship on the map to this hexside and remove the marker.
tion as the ship on the map.The Japanese reference ship is in The formation receives a 60" Turn to starboard (60S) order. You
sector 2 on the display while the other ships in the Japanese rotate the rest of the ships in the formation to the same direc-
formation are in sectors 4 and 5. (Note that the sectors are shown tion as the reference ship and place a60'Turn Starboard marker
in the example.) lt does not matter that most of the ships are on one of the ships, as shown in the second illo.
in different sectors when determining the new heading and order Now assume that the formation contains two DD's and
for the whole formation; only the reference ship in sector 2 is one GL and is therefore a light ship formation; you use the red
taken into account. band. On a roll of 6, the formation immediately turns one hexside
The Japanese formation contains two CA's and a CL, so to the left (port), but this time it receives an About Starboard
it is a heavy ship formation. You roll the die and get a6; check. (AbS) order.
TOKYO EXPRESS Basic &me Booh, Page 10
About: This maneuver Serves the same purpose as the MOVEMENT PROCEDURE
Countermarch order for US formations: turning the forma-
tion around to head in the reverse direction. The ships turn o Ships in a formation with an Ahead order move directly
only during those Movement Phases in which they actually into the nort adjacent hex or hexes (towards which their
move; if they do not move in a phase, they do not turn. All bows are pointed! during the Movement Phases in which
ships in the formation must turn in the direction indicated they are allowed to move. They can make no turns during
by the marker (port or starboard). their movement.
If the formation is eligible to move in a Movement Phase, . Japanese formations with 60o Turn Order markers move
it moves ahead one hex and then turns 60o in the correct ahead one hex in each Movement Phase in which they are
direction (port or starboard). If it does not move in the phase, allowed to move. You roll the die at the end of the first
it does not turn. Thus, depending on its Speed, the forma- two Movement Phases to determine if the formation makes
tion may make one, two, or three turns when performing this its turn; it automatically turns at the end of the third phase
maneuver. if it has not done so already. When the ships turn, they
are rotated to the next hexside. Note that port (Pf and star-
EXAMILE: A formation with a Speed of 4 receives an About Port
order during the First Japanese Battle Movement Phase. lt is board (Sl are indicated on each ship counter.
allowed to move in the first two Movement Phases but not in r Japanese formations with About Order markers move
the third (because its Speed is 4). During each of the first two ahtad one hex in each eligible Movement Phase and then
phases, it moves one hex ahead and turns 60'to port at the end turn 60o in the correct direction (port or starboardl at the
of the phase. ln the Third Movement Phase, it does not move end of the phase. If the formation does not move in a phase,
and so does not turn. it does not turn.
r US formations with Order markers requiring them to turn
(60o Turn, 120o Turn, and Countermarch| can turn in any
Movement Phase that you wish, subject to the following
restrictions:
1. A ship may be turned before or after it moves, but not
both.
2. A ship can never make two turns in the same hex.
3. A ship can turn only if it is allowed to move in that phase,
according to the Movement Chart.
4. In the Basic Game, all ships in a forrration must turn at
the same time.
TOKYO EXPRESS Basic kme Booh, Page 11
EXAMPLE OF MOVEMENT:A US fOrmatiOn with a speed marker of 4 In the Basic Game, US ships f.ace one restriction, which
has a Countermarch to Port order. ln the First Movement Phase, may limit their movement. No more than two US ships can
you decide to turn the ships in the formation 60o to port before occupy a hex at the end of. a Movement Phase. If. a number
moving it, and you then move the ships one hex. ln the Second of US ships €ue supposed to move into a hex and their move-
Movement Phase, you decide not to turn the formation, so it ment would result in more than two ships occupying the hex
simply moves one hex ahead. ln the Third Movement Phase, the
formation cannot move, so you cannot turn it. You now have two at the end of the Movement Phase, then some or all of the
eligible Movement Phases remaining to complete the maneuver ships must wait. In this case, the ships that cannot enter the
(the Fourth and Fifth). At the end of the Fourth Movement Phase, hex do not move in this Movement Phase. Select randomly
you move the ships one hex and then turn them 60'. You can- from those US ships which can enter the hex to determine
not make two turns in the same hex, so in the Fifth Movement which ones do. Note that those ships occupying the hex have
Phase you move the ships fonruard one hex and then turn them priority over those attempting to enter.
the final 60o. ln the Sixth Movement Phase, the formation does If. a ship is prevented from moving by this rule, other
not move or turn. ships in its formation may still move normally. A ship that
cannot enter an occupied hex keeps its current order and
ENTERING AN OCCUPIED HEX moves as a one-ship formation for the rest of the Game Turn.
In the Basic Game, both friendly and enemy ships can If the ship's maneuver requires it to turn in a phase it cannot
occupy the same hex at the same time. There is no negative move, it is excused from that requirement. It is possible that
effect for ships of both sides occupying the same hex at the a ship forced to wait in one hex may cause other ships
same time. Any number of Japanese ships can occupy a hex. attempting to enter its hex to wait.
Note that a hex may contain a number of ships having dif- Note: In the Standard Game, multiple ships in the same hex may
ferent headings. cause collisions (see 5.51.
EXAIUPLEoF Us MOVEMENT REsTRlcTloN: ln the Third Movement Now assume that Task Grou p 64.2 has a Speed of 5 and can
Phase, San Francisco and Quincy compose Task Group U.2and move in the Third Movement Phase. They move fonruard one hex,
have a Speed of 4. Two other destroyer formations (Walke and vacating their hex. All three US destroyers are eligible to enter
McCalla in one hex and Aaron Ward in the other) have headings the hex, but only two may do so since a maximum of 2 ships
that would cause them to enter the occupied hex. All formations can occupy a hex at the end of a Movement Phase. You deter-
have Ahead orders. Since the Task Group 64.2 does not move mine randomly that Walke and Aaron Ward enter the hex;
in the Third Movement Phase, the hex remains occupied. Thus, McCalla cannot enter the hex and remains where it is. Note that
neither destroyer formation can enter the hex. They do not move the two destroyers in the hex maintain their current headings
i n th is phase. as shown in the second illustration.
TOKYO EXPRESS Basic Game Book, Page 12
l. Japanese ships make torpedo attacks. Eligible Japanese that US ships can easily inflict no damage even when
ships perform their first torpedo attack. After this first at0ack,
liring lrom an adiacent hex. This rellects the torpedoes'
eligibleJapanese ships which still have torpedo salvos remain- lailure to explode, rathet than missing the target.
ing make a second torpedo attack. US torpedoes very often failed to explode even when
2. Japanese ships make gunnery attacks. After a ship has they hit.
made all its attacks, it is flipped over to its Fired side. Although torpedoes could theoretically run lor
3. US ships make torpedo attacks. Eligible US ships perform longer distatces than those given below, there is no
their fust attack. After this first attack, eligible US $ips which
known instance in all the Solomons Datfres ol a torpedo
hitting a target at a range greater than those listed.
still have salvos remaining can make a second torpedo attack. Also, torpedoes had to run a certain distance belore
4. US ships make gunnery attacks. After a ship has made arming themselves. Shrps tn the same hex might
all its attacks, it is flipped over to its Fired side. sometimes be able to torpedo each otheL but it is
5. Place or adjust Damage markers on ships. Place Sinking certain that they olten would not,
markers on ships. Damage inflicted during combat is applied The basic idea behind Japanese toryedo combat is
after all combat has been resolved. simple: lire the Desl possrb/e stots at as many ships
as poss,ble. An additional consideration is fo use
The procedure for resolving torpedo combat is described toryedoes economically. The ships carried a limited
in Section 3.6. Gunnery is described in 3.7. How damage is number; and iust a few, used properly, would usually
applied is described in 3.8. sink the target. The Japanese are careful in the game
to wait lor good slrots and not to waste torpedoes with
overkill.
DETECflON AND FIRE DIRECNON RANGES The following rules say that an enemy ship is an eligible
A ship must be detected and within range before it can target if a ship can see it and can bring torpedoes to bear on it.
be attacked. In the Basic Game, all ships of both sides are
detected at all times. TARGETS OF TORPEDO ATTACKS
Each side has a Visual Fire Direction Range, which is the An enemy ship is an eligible target for torpedo attack if
distance in hexes that crews can direct fire by eyesight. In the ship making the attack meets the following requirements:
the Basic Game, a ship can fire its guns and torpedoes at
enemy ships within Visual Fire Direction Range. The 1. The attacking ship must have an available torpedo salvo
which bears on the target.
Japanese have a better Visual Fire Direction Range than the
US because Japanese sailors were specially trained as look- 2. The line of fire must be completely free of friendly ships
outs. The Visual Fire Direction Ranges are: in all hexes between the attacker and the target. Enemy ships
o Japanese Visual Fire Direction Range: 10 hexes do not block line of fire.
r US ft'sucl Fire Direction Range:7 hexes 3. The target must be within the attacke/s Visual Fire Direc-
tion Range as defined by the scenario.
Unless the line of sight is blocked, a ship can fire at any
eligible enemy ship within Visual Fire Direction Range (see 4. A ship can never fire torpedoes against an enemy ship
3.6 and 3.7 f.or more detailsl. You determine what enemy in the same hex.
ships are within each side's Visual Fire Direction Range when If the above four requirements are met, the attacking ship
the Combat chit is drawn. It is possible that some ships in can perform a torpedo attack.
an enemy formation will be within the range while others
are outside it. Each ship can attack only those ships within TORPEDO TUBES
Visual Fire Direction Range. Each ship's torpedo capability is indicated by circles to
Do not count the hex occupied by the sighting ship when the right of the damage boxes on the Ship Log Roster. (See
checking the Visual Fire Direction Range. sample log in 2.3.f Each circle is called a salvo, which
represents 3 to 5 torpedo tubes grouped together. In a torpedo
Note: ln the Standard Game, the Visual Fire Direction Range is equal attack a ship will fire one or more salvos. A ship can never
to the Visual Tracking Range (see 6.01. The Visual Fire-Directiion fire part of a salvo.
Range depends on the Lighting condition of the scenario (see g.3|.
Also, the US may use radar to direct gunnery fire lsee 9.4f . Note: Japanese ships frequently have one or more shaded circles
which represent reloads. Ipore the shaded circles in the Basic Game,
since ships cannot use reloads lsee 10.4|.
The Combat chit is drawn in the Third Movement
, The iumber to the left of the circles is the Torpedo value
EXATPLE:
Phase. A US and Japanese lormation are steaming parallel to of the salvo; this value represents both the number of tubes
each other. You determlne the distances between ships on the on the ship and the seamanship of the crew. To the right of
map and find that two US CA's in hex 1518 are 7 hexes from the
Japanese CL in hex 0818; other shlps in the Japanese forma- the circles are three letters: P (portf, S (starboardf, and C
tion are beyond the 7 hexes of all US ships. The two US shlps (centerl; these letters represent the'torpedo Firing Arcs" and
can attack the CL, but not any other shlps ln the Japanese are explained below.
formation. After a salvo is fired, its circle is crossed off. Each salvo
The Japanese, on the other hand, can attack all shlps ln the can be fued only once. Torpedo salvos may be destroyed
US formatlon, sinc€ they are within 10 hexes. when a ship reaches Damage Letrel 2 or 3 (see 3.8f .
TOKYO EXPRESS Basic Game Booh, Page 13
TORPEDO FIRING ARCS If the letter "C" appears after the torpedo salvo circles,
DEStcN NOTE: Torpedoes were carried either in swiveling these salvos are center mounts. Center mount salvos can be
mounts along the ship's centerline ("center mounts") or fired into either broadside arc and into the bow arc. Center
lower down on the deck along one side ("starboard mounts can be used against any portion of the bow arc. The
mounts" and "port mounts"). illustration below shows the hexes into which a center mount
If the letter P or S appears beside salvo circles, the salvo salvo can be fired.
can be fired only into the port or starboard broadside arc,
as well as half the bow arc. (These are called port-side mounts
and starboard-side mounts; the tubes are fixed on one side
of the ship.)
Port and starboard side mounts can be fired into the bow
arc, but only into that half of the the bow arc on their sides.
They can also fire directly through the hex column along
which the ship is heading. The example below shows the
hexes into which each side mount can fire.
Port and starboard side mounts cannot both fire in the
same torpedo attack. One side motrnt (and center mount| can
fire at a target in the first attack, and then the other side
mount can fire at a different target in the second attack. The
targets of two torpedo attacks cannot be in the hex row along
which the ship is heading.
Torpedoes can never be fired into the stern arc.
Note: Torpedoes can be fired into the bow arc because a slight change
of course makes this possible. This slight change of course enables
the ship to fire either port or starboard side mounts, but not both
at once hence that restriction.
TORPEDO RANGES
There are four categories for torpedo ranges:
. Short (1 to 3 hexes|
o Medium (4 to 7 hexes)
o Long (8 to 11 hexes!
o Extreme lLZ to 14 hexes)
Japanese torpedoes can attack at any of these ranges (that
is, up to 14 hexes ma:rimuml. US torpedoes can attack only
at Short or Medium range (that is, up to 7 hexes maximuml.
LINE OF FIRE
A ship must be able to trace a line of fire to the target
ship to make a torpedo attack. Lay a straightedge between
the center dot of the attacker's hex and the center dot of the
target's hex. The line of fire is clear if it the straightedge does
not pass through any hex containing a fnendly ship. If the
straightedge passes along a hexside, the line of fire is clear
if a friendly ship occupies only one hex adjacent to the hex-
side. Enemy ships do not block line of fire.
oo'T^n 7 j
3. Read the Torpedo values from the ship's log and modify Note: The first two modifiers apply when the attacking ship is in
the values of each salvo (see below). the target ship's bow or stern arc, not because the target is in the
attacker's bow arc. A ship presenting its bow or stern to the attacker
4. Add the modified Torpedo values of the ships participating
offers a much narrower target. Admirals faced with torpedo attacks
in the attack and refer to the Torpedo Combat Table on Card often turned directly toward or away from the threat, so as to present
#1. There are two rows at the top of the table; the row labeled a narrower target. The ideal way to make a torpedo attack was from
"Japarl'is used to resolve Jap€rnese attacks and the row labeled two directions simultaneously say at 0 and 90 degrees on the
"LIS' is used to resolve US attacks. Find the heading in the compass. Then whichever way the target turned, it would be broad-
row that corresponds to the modified Torpedo value total. side to one firer.
5. Roll the die, applylng modifiers (see belowf , and cross- TORPEDO COMBAT DIE ROLL
reference the modified die roll with the column chosen in
step 4. The results of the torpedo combat (see below) are
MODIFIERS
applied. In the Basic Game, only two modifiers may apply to the
based upon the Speed of the target. These modifiers
Continue this procedure until all torpedo attacks have
been resolved.
ll:,t"tl,
DIE ROLL
Torpedo Value Modiliers ]IIODIFIER REASON
+.tD
'r The Torpedo value of a salvo may be modified by the +3 Thrget's Speed is 1
range at which the attack occurs and by the position of the
attacker. The following modifiers are applied to each salvo
+2 Thrget's Speed is 2
individually. Note: Other modifiers to torpedo combat are explained in the
Standard Rules (see L0.2l'.
MODIFIER TO
TORPEDO VALUE REASON EFFECTS OF TORPEDO COMBAT
-1 Attacking ship is in the target's bow arc There are two results on the Torpedo Combat Table: a
number or the letter "N." A number result may be enhanced
-1 Attacking ship is in the target's stern arc
if the attacker fired into the target's stern arc.
+ 2 Japanese ship attacking at Short range The number (from 0 to L4l is the number of Damage
{1-3 hexes} Points inflicted on the target. Mark off. a number of Damage
0 Japanese ship attacking at Medium range Boxes equal to the number result on the ship's log. See
l4-7 hexes| Damage (3.81 for the effects of these marks.
-1 Japanese ship attacking at long range
If the attacking ship fired into the target's stern arc and
{8-11 hexesl
receives a number result greater than 0, it has damaged the
target's screws or rudder. On any numbered result of 1 or
0 US ship attacking at Short range (1-3 hexes|
greater, you add I to the result. (Thus, if the result was a 2
-1 US ship attacking at Medium range l+7 hexesf against the target's stern, the result would be a 3.) In addition,
The above modifiers are cumulative. If the modifiers the targefs macimum Speed is reduced by 1 for the remainder
cause a combined Japanese Torpedo value to fall below 1, of the game. Note down this Speed reduction on the target
the attack is cancelled (that is, treat it as an "N" result; see ship's log; make this mark in pencil, since the ship may con-
below). If the modifiers cause a combined US Torpedo value tinue to lose Speed from other torpedo hits in the stern. {Ships
to fall below 2, the attack has an automatic "0" result; the were less well protected in the stern than elsewhere.l A result
torpedo salvo has no effect, but the torpedo salvo circles used of 0 remains 0, and the ship's Speed is not affected.
for the attack are still crossed off. An "N" result applies only to Japanese ships. It indicates
US ships cannot attack at greater than Medium range. that the attack has been cancelled. Erase the pencil marks
Also, no ship can attack an enemy in the same hex. Note that for the expended salvos on the log sheet. US ships treat a
the Japanese cannot fire at Extreme range in the Basic Game. result of "N" as "0."
'Yr
EHMPLEOF LTNEOF F|RE: The fOllOWing example
I to 8" shows blocked and unblocked lines of fire.
--&gL-- All US ships have unblocked lines of f ire to
vlllcEflS - -
CA D; all Japanese ships. The Japanese ships, on
the other hand, have some lines of fire
blocked by adjacent ships.
UNBLOCKED BLOCKED
LINES OF FIRE LINES OF FIRE
I cr-'u*"zJ lfl
c^'*"oes
v\/
cA o; - -
I
against a light ship if possible. If no target of the appropriate using the Gunnery values printed on the counter. The attacks
weight class is possible, a ship fires at the closest non-sinking are iesolved separately. A Gunnery Card row shift applies
target. to each attack (see below).
2. Among ships of the appropriate weight class, a ship fires 3. Fire one primary but not the other. No row shift applies
at the closest possible target (in hexes!. to the attack, unless you split this one battery's fire between
3. If there are several targets of the same weight class equally two targets.
close, select an enemy that has previously not been targeted. Multiple Attacks
4. If there is still a choice, decide randomly. If option 2 or 3 is chosen, 1lou may split up the fire of
5. Place Fire Allocation markers on the attacking and target oneprimary (not both) to attack two targets. In this case, the
ships. Use any'Attack" marker for the attacking ship and then appiopriate Gunnery value is divided by 2 (round fractions
place a "Target" marker with the corresponding letter on the dbwn to the next whole numberf and is applied to each target.
target ship. In opti on 2, you can split up one primary fire to attack
two targ-ets and you c€rn also fire the other primary at a third
A Japanese ship will fire both its primaries at a target that target lihe second primary cannot be split up to attack two
is within either broadside arc. Otherwise, it will fire its bow targets!.
primary or stern primary at a target within its bow or stern -
You can never split up the combined sum of both
arc, respectively. If. aJapanese ship fires at one target with primaries to attack two targets. If you wish to attack two
its bow or stern battery, it will try to fire at another target iargets, 1rou must use one primary against each target or one
with its other batt€ty, if possible. In this case, a row shift primary both targets.
applies when resolving the attacks (see below). A Japanese - A rowagainst
shift applies if you attack two or three targets,
ship cannot split up a primary Gunnery value to attack two whether you split up one battery's fire to attack two targets
US targets. or use the bow battery against one target and the stern bqttery
Once you have selected dl
targets for aU eligible Japanese
against another. Thele is no additional row shift for firing
ships, resolve the gunnery attacks one by one (see below). against three targets.
Note: Division of fire in most cases represents one turret's guns being
used against one target and another turret's used against a different
US GUNNERY ALLOCATION target. This method puts heaqy demands on the fire control systems,
The Japanese target allocation restrictions for class weight hence the row shift penaltY.
and distance do not apply to US ships. You select which
RESOLVING GUNNERY COMBAT
I
Sample Gunnery Card 7. Cross-reference the row you are using with the correct
distance column (S, M, Ll under the target's ship type (BB,
CARD TARqET
NUMBER SHIP TYPE CA, CL, DDl. There will either be a blank box (indicating
no result) or a box with a number, which is the Damage Points
applied to the target (see 3.81.
CL CA
8. Set the used card aside on a discard pile or place it at the
t It bottom of the correct deck.
60 5 3 3 5 2 2 3 2 2 2 1 1
9. Repeat this procedure for each gururery attack made by
45 5 3 2 5 2 2 3 2 2 2 1 1
each ship until all attacks have been resolved.
30 3 3 2 3 2 2 2 2 2 1 1 1 OAMAGE
POINTS Note: Messages appear in the lower righthand corner on certain cards
20 3 2 2 3 2 1 2 2 1 1 1 1
GUNNERY
(see 9.61. These messages are ignored in the Basic Game.
1 3 2 2 2 2 1 2 1 1 1 1 1
VALUE
12 2 2 2 1 1 2
2
2 1 1 2
1 1 1 1 1
ROW SHIFTS
8 2 2 1 1 1 1 1
6 2 2 1 2 1 1 1 1 1 1 1
After locating the row corresponding to the attacking fire-
4 2 1 1 2 1 1 1 1 1
power on the Gunnery Card (step 3 in the procedurel,you
1 1 1 1 1 1 1 1 1
check to see if any of the following row shifts apply. If you
GUN: LIGHT ADMIRAL KILLED; FIRE shift "down" a row, you go to the next line down (unless you
are already on the lowest row); if you shift "up" a row, you
go to the next line up (unless you are already on the upper-
SPECIAL COMBAT
most row). For example, from the 12 row to the 8 row would
ATTACKER
GUN CALIBER RESULT (gee 9.6) be "down," and from the 8 row to the L2 row would be "up."
A shift down reduces the effect of the attack and a shift up
enhances the effect.
2. Determine which Gururery Deck to use, based on the gun Row shifts are cumulative. Net cumulative shifts above
caliber of the ship. the uppermost row or below the lowermost row have no
3. Turn over the top card of the correct deck. In the left- effect. The following row shifts apply in the Basic Game:
most column, locate the number that corresponds to the ROW SHIFT REASON
Gunnery value of the combat. (If the value does not exactly Down 1 A ship uses its primaries against more than one
correspond to one of the numbers listed, use the next lower
target. This shift applies to all attacks by the
number.I
ship's primaries in the combat.
4. Determine if any row shifts apply (see belowf . The row Down 1 Attacking ship possesses a Damage 1 marker.
shifts may cause you to look at a row other than the initial
one. You can never go higher or lower than the top or bottom
Down 2 Attacking ship possesses a Damage 2 marker.
row on the card. Down 3 Attacking ship possesses a Damage 3 marker.
5. Determine the target's ship 4?e (BB, CA, CL, or DD|. Up 1 The target ship is in the same hex as the
There are four groups of columns. You use the group that attacking ship.
corresponds to the target ship file, printed above the column Up 1 ship's current Speed marker is 1, 2,
group. lf.target
6. Determine the distance of the attacking ship to the target Reshuffle Cards
ship: Short, Medium, or tong. Under each ship 0?e listing One card in each deck reads "Reshuffle Cards." As soon
are three columns with the initials S (Shortl, M (Medium), as this card is drawn, you immediately reshuffle the entire
and L (Long). You use the correct column to determine the deck. Then you turn up the top card to resolve the current
result of the attack. attack.
ffiffiffiffi
DD target. ln this case, the box is blank, which means that the
Japanese target was not hit.
Note that it Atlanfa had performed the attack, you would
have used the "Light" card deck to resolve the combat, since
Atlanta has an "L" next to each primary battery value.
rcKYO EXPRESS Basic Game Book, Page 19
3.8 Damage
DEStcN NOTE: lt may seem odd that torpedo hits affect WE HAVE JUST HAD ANSfHER CIOSE MISS
ships' guns, but torpedoes can cause all kinds of HOPE YOU ARE NOT SHOOTING AT US
internal damage - flooded magazines, electrical fires, SORRY BUT YOU'LL HAVE TO EXCUSE THE NEXT FOUR
/oss of hydraulic or electric power, etc, which in turn SALVOS THEY'RE ALREAI'Y ON THEIR WAY
aftect the tunefs. exchange between two US com manders
-Radio
at the Battle af Empress Augusta Bay
Combat results are expressed in Damage Points, which
as they accumulate affect a ship's speed and combat
capability. As torpedo or gunnery combat is resolved, Damage
Boxes on a target ship's log are crossed off if the combat result
is a number of "L" or greater. When the last box on the log
is crossed off, the ship sinks. WHEN DAMAGE TAKES EFFECT
At the instant a ship reaches a new Damage Level, place
DAMAGE LEVELS the corresponding Damage marker face-down on it. The
All ships begin the game undamaged. As they accumulate reverse side of. a Damage marker reads "Current Step" to
Damage Points, you cross off Damage Boxes on the ship's log indicate that the dam age has not yet taken effect. A ship is
corresponding to the number of Damage Points taken in not affected while it has a marker with the "Current Step"
combat. You cross off starting with the leftmost box on the side showing. After all combat by both sides in the Combat
top row and proceedittg across each row before moving down Segment haJbeen resolved, the markers are flipped over to
to the next row. Some boxes have numbers in them lL, 2, or their Damage side. Refer to the Ship Log Rosters to verify
3), which are the Damage Levels. A ship reaches a new the correct Damage Levels for ships in play.
Damage Level when the box corresponding to that number
Note: In the Standard Game, there are two Attack Steps in a Combat
is croised off. The last box has a iumbei in parentheses, Segment and damage taken in the first step may affect a ship's combat
which is the ship's maximum Speed (see below). capabilities in the second step (see 8.1).
Damage to a ship can never be repaired.
If the last Damage Box is crossed off, the ship sinks 1nd
a Sinking marker is placed on it. A ship with a Sinking marker
EFFECTS OF DAMAGE
is not affected during the current Combat Segment; once the
When a ship's Damage Level increases, its Speed and segment is over, a sinking ship continues to move at its
combat ability are affected. normal Speed, but it cannot perforrn any other actions in the
o Damage Level 1: The ship's ma:rimum Speed is reduced Game Turn.
by 1. In gunnery combat there is a shift of. one row down Damage and Sinking markers affect ships as follows:
applied to all attacks. o In the Basic Game, destroyed torpedo salvos are marked
. Damage Level 2: The ship's ma:rimum Speed is reduced off at the end of the Combat Segment. Note that only
by 2. In gunnery combat there is a shift of fwo rows down unused torpedo salvos are destroyed; if all torpedo salvos
applied to all attacks. In addition, the ship loses one unfired have been used, there is no effect. Note that all combat
torpedo salvo. If only one salvo remains, cross it off; if there occurs simultaneously, s all ships fire their torpedo salvos
are two or more salvos, select one randomly and cross it before damage is assessed against remaining salvos.
off. If no unfired salvos remain, ignore this result. o The row shifts for gunnery combat take effect at the end
o Damage Level 3; The ship's maximum Speed is reduced of the Combat Segment.
by 3. In gunnery combat there is a shift of. three rows down o Reduction to a ship's Speed goes into effect during the
applied to all attacks. Also, the ship loses one unfired Damage Effects Phase in the Terminal Stage. Note down
torpedo salvo; this salvo is in addition to the salvo lost at on the ship's log in the space provided the new maximum
Damage Level 2.If. no unfired salvos remain, ignore this Speed of each ship as it is damaged. A damaged or sinking
result. ship continues to move with its formation at the same
Some smaller ships (DD and CLI go directly from Damage Speed as the other ships for the remainder of the current
Level 1 to Damage Level 3. Such a ship loses its first unfired Game Turn.
torpedo salvo, and only one, when it reaches Damage Level 3. o Sinking ships are removed during the Damage Effects
Note: In the Standard Game, you also cross off an available reload Phase of the Terminal Stage. Until that time they continue
for each unfired torpedo salvo that is eliminated (see 8.4). In addition, to move with their formation at the same Speed as the other
a ship that reaches Damage Level 3 retires (see 11.1). ships. They may still be used as reference ships during -th.
Ships with One Damage Box Remaining Secbnd Japaneie Movement Orders Phase. At the end of
The last Damage Box of each ship has the number 2 in the Combit Segment in which the Sinking marker is placed,
parentheses. When only this box remains for a ship, its ma:<- the ship loses all capabilities other than movement.
imum Speed is 2. Note: In the Standard Game, damage from combat is assessed at
Note: The US BB California has a 1 in parentheses in the last Damage the end of each Attack Step in the Combat Segment (see 8.41.
,1> Box. This is its maximum Speed when its last Damage Box is left. Reduction to a ship's Speed does not take effect until the Damage
Effects Phase of the Terminal Stage, however.
(
This ship appears only if you are using ahistorical ships in a scenario.
TOKYO EXPRESS Basic Crame Booh, Page 20
3. The US Visual Fire Direction Range is 7 hexes. + 11or more US Substantial Victory
+1 to +10 US Marginat Victory
Japanese Forces
0 Draw
SHIP PLACEMENT
TYPE HEX -1 to -10 Japanese Marginal Victory
cA 0815 -11 or less Japanese Substantial Victory
cA 0815
cL :0716 E)(IMPLE: Assume that at the end of the scenario, the US inflicted
CL O7L6 the following damage on Japanese ships:
DD 0616 . One Japanese CA sunk (8 VP)
1. All o One Japanese CA with Damage 1 marker (2 VP)
Japanese ships are headed south.
2. The Japanese Visual Fire Direction Range is 10 hexes. . One Japanese CL with Damage 3 marker (3 VP)
o One Japanese DD sunk (3 VP)
GAME LENGTH The US receives a total of 16 VP.
The game is 5 Game Turns long. Now assume that the Japanese inflicted the following
damage on US ships:
SPECIAL RULES o One US CA with Damage 2 marker (3 VP)
1. Only the Combat and 5 blank Action Chits are used. The o Two us cA's with Damage 1 marker (2 vP, 1 per ship)
other Action Chits are set aside. Draw one Action Chit at the o One US DD sunk (3 VP)
end of each Movement Phase.
o One US DD with Damage 1 marker (0 VP)
2. All hexes are sea. Ignore all land and shoal. If. a ship
The Japanese receive a total of 8 VP.
reaches the mapedge, slide all ships a number of hexes in
the same direction towards the center of the mflp, keeping The Japanese VP total is subtracted from the US total for
the distances between ships constant. a f inal US VP total of + I (16 - 8 = 8). checking the victory
schedule, you find that +8 results in a US Marginal Victory.
3. Admiral Callaghan must remain stacked with the CA
to which he is assigned throughout the game. His only
function is to affect US Freedom of Action. If this CA is sunk, OPTIONAL RULE
Callaghan is considered killed. In this case, all US formations After playing this scenario a few times, you may wish
must roll on the US Freedom of Action Table for the rest of to experiment with the Standard Game rule for columns and
the game, with 2 subtracted from each roll. columnwise maneuvers (see 5.11.
TOKYO EXPRESS Basic Game Booh, Page 21
smaller target.
by Jon Southard
In the waters between Guadalcanal and Savo Island on a late Before the war, the Japanese practiced torpedo tactics in all
night in 1942, two columns of darkened ships race toward each kinds of weather, by day and by night, on the high seas of the
other at 30 knots. Aboard the US fleet, radar operators anxiously North Pacific. The US Navy trained only by day and on the calm
watch their scopes for the blips that will indicate the oncoming waters of Long Island Sound; torpedoes cost money and thus,
in those prewar days of penurious military budgets, they had
Japanese - the feared 'Tokyo Express.'Aboard the Tokyo Express to be recovered after each exercise. The war unfortunately
Lai-eyed lookouts scan the moonlit ocean. When the fleets finally
meet, torpedo handlers, glad firtally to be relieved of the tension validated the truth now enshrined as the motto of the Navy
of waiting, will spring into action and send dozens of "fish" racing Fighter Weapons School: "You fight like you train."
through the water. Main batteries will crash forth with salvos
of heavy shells. Smoke and searchlights will cover lronbottom
Sound. Before dawn, many ships will sink beneath the waves.
Detecting the EnemY First
The Guadalacanal campaign was America's first counter- As Captain Wayne P. Hughes points out in his book Fleet
offensive in the Pacific. After six months of victory, Japan's Tacfrbs, the winner of a naval battle is usually the side that attacks
expansion had halted with the crushing defeat at Midway (June effectively first. To attack first usually requires that a side detect
19421, in which four carriers were sunk. As a preliminary to a first. In tlis area the marvelous new invention of radar should
planned invasion of Australia - plans abandoned after Midway have conferred a substantial advantage on the Americans. Most
- Japan had seized the small island of Guadalcanal, at the US ships scanned the seas with some form of radar, which all
southern tip of the Solomons chain. When the Japanese began the Japanese lacked.
work on an airstrip there, the American command decided to tfie elrly radar sets, however, were short'ranged, unreliable
launch a hasty operation to grab the island back. Neither side and impreciCe. The nearby land - Guadalcanal and Savo Island
anticipated that the struggle for this island would last six months - gave off strong returns, sometimes confusing the operator
and c-onstitute the second major turning point of the war. altdgether. Thus, while radar could inform the US admirals ve-ry
Marines landed at Guadalcanal on 7 August 1942. Almost roulhly where the Japanese were, using it to track_ targets for
immediately, a fierce naval and air campaign for control of the gunnery was another matter' Often the Japanese, lookouts -
sea around Guadalcanal began. Control of the island depended Jpecially selected for their superior vision - would spot the US
on control of the sea communications which supplied it. fGet belore its guns could open fire under radar control.
Between August and November 1942,lhe Imperial Japanese Most actions began at between 8,000 and 12,000 yards. In
and US navies fought five night surface actions in the waters one case, the fleets detected each other at a mere 3,000 yards.
between Guadalcanal and neighboring Savo Island. So many Detection in these battles remained highly chancy at best'
ships were sunk that these waters acquired the name "Ironbottom Quite apart from technical problems, the US Iacked a tactical
Sound." During the upcoming year, in the central and upper doctrine tolxploit radar. Prewar US training had been oriented
Solomons, five more actions occurred. The Guadalcanal- toward long-range duels; confronted with night actions, the US
Solomons campaign was by far the most intensive surface naval had to impiovise. Initially, US admirals believed it best to close
campaign of the war. the range - to 5,000 or 6,000 yards - to maximize fire effect.
Each side possessed some key technological advantage: the Unfortunately, this tactic also maximized Long Lance effect, the
Japanese their powerful, long-range torpedoes and the US its exchange favoring the Japanese' Not until the Central Solomons
radar. The Japanese, however, not only had a superior weapon, campaign did the US develop better tactics., exploiting radar to
but also the doctrine and training to exploit the weapon fully. fire irolm longer ranges and thus reducing enemy torpedo
The US initially lacked both doctrine and training, but developed accuracy.
both over the course of the campaign. A second problem was that, without proper coordination,
every ship of a fleet using radar control would fire on the same
Weapons and Ships targel - the biggest radar blip. The fire would wreck one
Japlnese ship - usually the closest - but leave the rest free to
Four types of ships - destroyer, light cruiser, heavy cruiser, launch their torpedoes.
and battleship - fought the major surface actions off Guadal- Detecting the enemy first was worthless if the detectingfleet
canal. Their main weapons were guns and torpedoes. did not immediately exploit the advantage. At both Cape
By far the most numerous ships of both sides were the Esperance and the First Battle of Guadalcanal, the US detected
destroyers: 1,500 to 3,000 tons, carrying torpedoes as their main firlt but failed to open fire immediately. At Tassafaronga, the
weapon, supplemented by light guns (about S-inch calibersl. US opened fire first but concentrated all their guns on one ship,
Cruisers ranged from 6,000 to 13,000 tons and usually carried leaving the rest free to launch a devastating counterattack.
6- or 8-inch guns, although some cruisers carried S-inch guns.
Japanese cruisers also carried torpedoes, a significant advantage.
Battleships (l2-inch guns and larger) appeared only rarely. Maneuvering the Fleet
The single most powerful weapon on either side was the Difficult as it was to determine the enemy position, the task
Japanese torpedo. The "Long Lances," racing at a speed of 49 of tracking friendly vessels and giving them orders was just as
knots, could reach 22,000 yards. This range was much greater daunting. Ships sailed in formation, each ship keeping proper
than the distance of usual night detection, and in practice the position with respect to those ahead of or beside it, either
Japanese made most of their attacks at 8,000 to 10,000 yards. iollowing in a column or staying abreast. Keeping formation was
Driven by compressed air, the Long lances left virtually no wake; very important, for an admiral could not possibly give orders
thus, there was little warning prior to the explosion of the to e-ach individual ship simultaneously in the disorganized mess
225-powd warhead against a ship's side. One hit would usually that occurred once battle began.
sink a destroyer, and two would suffice for a cruiser. Most US fleets entered battle arranged in single, long columns:
Japanese ships carried a second set of torpedoes and the crews destroyers in front (van| and behind {rear} with heavier ships
were trained to reload them during battle. in the center. This arrangement prevented the destroyers from
American torpedoes, by contrast, were seldom effective at fighting effectively; they had to stay back with the heavier ships,
ranges greater than about 3,000 yards. In fact, in the Guadal- with the enemy beyond range of their own weapons, and usually
canal campaign they were seldom effective at any range, since had to present their broadsides to the enemy, thus making it
they often failed to detonate. American ships carried only one difficult to fire their torpedoes. The Japanese arrangement was
set of torpedoes. better; heavy ships fought in one group and destroyers in
The Japanese developed a practical doctrine to exploit such independent squadrons led by light cruisers.
a powerful weapon. They would make the first attack and then The Japanese also realized the importance of teamwork
turn away to reload for a second attack, trying to avoid gunfire among ships. Their ships trained in units and usually fought the
unless they were detected. By far, the surprise attack was best. same way. The US had to commit whatever was available to meet
TOKYO EXPRESS Easic Game Booh, Page 22
emergencies as they arose. Thus, US fleets were usually "scratch explosive ammunition, not armor-piercing shells. The US, again
teams," thus lacking coordination as shown in the early battles under Admiral Scott, boldly opposed this heavy battleship fire-
when US ships failed to communicate clearly and missed orders power with five cruisers /A tlanta, &n Flotcisco, Portland, Helena,
or executed them incorrectly. On more than one occasion, a US and, JuneauJ and eight destroyers lCushing, Inffey, Sterett,
admiral, uncertain of a friendly ship's position and afraid that O'Bannon, Aaron Ward, Monssen, and Fletcher)..
fire might be hitting it, ordered cease fire at the height of action. The Japanese detected the US first and frantically changed
to armor-piercing ammunition while continuing to close range.
Each side's ships finally opened fire - eight minutes after the
initial detection - at between 3,000 and 4,500 yards. At these
The Gampaign in Outline ranges the cruisers and destroyers could quickly kill each other
and could maul a battleship despite its armor. Admiral Scott was
These, then, were the navies that joined battle off Guadal-
canal. Immediately after the US amphibious landing on 7 August, killed ead on, and Admiral Abe proved unable to exercise suffi-
the Japanese counterattacked on the night of 8-9 August. Allied cient command over his ships to exploit the US disorder. Both
sides simply brawled independently, breaking off after less than
air reconnaissance failed to pass on word of the approach of
Admiral Gunichi Mikawa's column of five heavy cruisers /Clroftct', an hour of furious action. The Japanese lost the battleship Fliei
Aoba, Kaho, Kinugasa, and FvrutahaJ. Arriving at Guadalcanal, (crippled, then sunk by US aircraft the next day| and the
Mikawa found the Allied fleet split into four packets and unalert. destroyers lhazuchi and Ahatsuhi. The US lost Atlanta, Barton,
In the ensuing Battle of Savo Island, Mikawa's ships devastated Laffey, Cushing, and Monssen, wilh Portlanil being crippled.
The next day the Japanese landed troops from four trans-
the "Southern Force" lCanberra, Chicago, Bagley, and Patterson)
ports, six others having been sunk en route. On the following
and then iri short order crushed the 't{orthern Force" (Vincennes,
night (14-15 Novemberf , the fleets battled again, as theJapanese
Quincy, Astoria, HeIm, and, WiIsonJ. Mikawa stnk Vincennes, again attempted to bombard Guadalcanal. This time the Japanese,
Quincy, Astoria, and Canberra without suffering significant under Admiral Kondo, brought the battleship Kirishima, two
damage, but then turned for home without destroying the trans-
ports moored at Guadalcanal. Thus, the Japanese missed what heavy and two light cruisers lAtago, Tahao, Nagara, and Sendai),
may have been their one chance to turn a tactical naval victory and eleven destroyers lTeruzuhi, Inazuma, Asagumo, Oyashio,
into the strategic victory of the campaign. Shirayuhi, Hatsuyuhi, &midare, Kagero, Uranami, Shihanami, and,
Ayanami), while the US fought with two battleships lWashington
Each side then attempted to build up its forces on Guadal-
canal. The US rapidly brought Henderson Field into operation, and Soutft Dahota, just arrived in the area| and four destroyers
and aircraft based there dominated the sea by day. On two (Walke, funham, Gwin, and Preston). The US opened fire first
occasions the Japanese contested this dominance by sending against the Japanese light ships, but ineffectively. Responding
down their carrier fleet; this provoked the carrier vs. carrier with Long Lances and gunfire, the Japanese quickly sank all the
battles of the Eastern Solomons (24 August) and Santa Cruz destroyers except Gwin. In the battleship duel, however, Wash-
(26 October|. ington and South Dahota sank the battleship Kirishima and the
Apart from these two carrier sorties, the Japanese relied on destroyer Ayanami. The Japanese retired and failed to reinforce
Guadalcanal significantly.
night convoys. Japanese destroyers - and sometimes cruisers
After the night Naval Battle of Guadalcanal, Japan's position
and battleships - would steam down to Guadalcanal to bombard
on the island steadily declined. The Japanese Navy, tired of losing
the airfield or Marine positions and to deliver supplies. The
Marines dubbed these night runs the'Tokyo Express." Occasion- ships in what seemed a hopeless struggle, proposed that the island
ally, a US fleet would attempt to intercept the Express, causing be abandoned, but the dominant Army leaders insisted on further
a battle. effort. Therefore, the Tokyo Express continued to run and
The first such battle now called the Battle of Cape achieved one more impressive tactical success.
- On 30 November, five US cruisers /Minneapolis, New Orleans,
Esperance - occurred on 11-12 October. Four cruisers /San
Francisco, Boue, Salt Lahe City, and Helenal and five destroyers Pensacola, Honolulu, and Northamptonl and six destroyers
lFarenholt, Duncan, Laffey, Buchanan, and McCaIIaJunder Rear lLamson, Inrdner, Fletcher, Drayton, Maury, and Perhinsl - under
Admiral Norman Scott intercepted three Japanese cruisers /Aoba, Admiral Carleton H. Wright, who had held his command for just
Furutaha, and Kinugasa/ and two destroyers lHatsuyuhi and two days - collided with a Tokyo Express of eight destroyers
Fubuhil bent on bombarding Henderson Field. This time the lKawahaze, Suzuhaze, Kagero, Tahanami, Kuroshio, Oyashio,
Makinami, and Naganamilunder Admiral Raizo Tanaka, Japan's
Japanese, under Admiral Aritomo Goto, were unaware of US
forces and so were unready for action. The US bungled its finest destroyer commander. The US ships at first delayed firing
opportunity, however, since the first ship to detect the Japanese and then all fired at the same target, obliterating one destroyer.
failed to report the fact and later messages were ambiguously The remaining seven Japanese vessels launched Long Lances,
worded. In the middle of the action Scott suspended fire which sank Northampton and crippled Minneapolis, New Orleans,
temporarily to avoid hitting friendly ships. and, Penscola.
This battle - now called the Battle of Tassafaronga - failed
The US won a victory, but not the overwhelming victory that to change the basic strategic position: The US forces continued
the advantage of surprise should have yielded. Furutaha and to grow steadily more powerful and their sea Iines of communi-
Fubuki were sunk. On the US side, Duncanwas fatally damaged cation more secure. The Japanese garrison was reduced to
and Farenholt and Eorse heavily damaged. The Japanese con- starvation, and its remnants untimately evacuated the island by
tinued to control lronbottom Sound after night fell each day, and early February 1943.
the US supply position remained critical. The Japanese, however, Throughout the Guadalcanal battles the Japanese Navy
were unable to build up sufficient strength to push the Marines demonstrated tactical superiority. The US failed to solve its basic
off the island. tactical problems during the Guadalcanal campaign, and not until
In mid-November, the Japanese made a major effort to rein- the Central Solomons campaign did the US finally reach an
force their garrison and regain the island. This attempt provoked effective solution: longer-ranged, radar-controlled fire (using
three days of intense naval action - now called the Naval Battle better radar models|. US torpedoes likewise remained ineffec-
of Guadalcanal - that turned the course of the campaign. The tive. It was only in mid-1943 that American destroyers began
Japanese committed a strong surface force to bombard the island making effective, independent torpedo attacks.
and to escort a large convoy of soldiers. Two large surface bat- Fortunately for America, Japan possessed no strategies or
tles were fought in three days, with air action in between. logistic capabilities to match it tactical prowess. Thus, Japan
The First Battle of Guadalcanal, on the night of 12-13 Novem- frittered away ship after ship in a battle of attrition, which
ber, was simply a disorganized slaughter. The Japanese force of ultimately only the United States could win. Japan continued
two battleships lHiei and Kirishima), ahght cruiser /Nagaral, and to win tactical victories in the central Solomons throughout 1943,
eleven destroyers llhazuchi, Inaanma, Ahatsuhi, Yudachi, but the Solomons campaign ultimately resulted in decisive US
Harusme, Amatsuhaz.e, Teruzuhi, Yuhihaze, Asagumo, Murasame, victory. The Japanese Imperial Navy was seriously depleted by
and, Samidare)under the command of Admiral Hiroaki Abe once losses, and the US emerged with improved doctrine and new
again approached to bombard the American positions; they were confidence. Guadalcanal was the first step in a long, continuous
not prepared for battle, theirs guns being loaded with high American advance to victory.
TOKYO EXPRESS Basic Game Book, Page 23
Destroyers (DD)
Arashi Kagero Sunk 817143
Asagumo Asashio Sunk L0125144
NAME CLASS FATE
Ayanami Fubuki Sunk 11/15142
Aaron Ward Livermore Sunk 417143 Fubuki Fubuki Sunk 10/11142
Allen M. Sumner' Allen M. Sumner Stricken L973 Hagikaze Kagero Sunk 817143
Bagley Bagley Broken up L947 Hamakaze Kagero Sunk 417145
Barton Benson Sunk 11/13142 Harusame Shiratsuyu Sunk 618144
Benham Bagley Sunk 11/15142 Hatsukaze Kagero Sunk IIl2l43
Blue Bagley Sunk 8122142 Hatsuyuki Fubuki Sunk 7lL7l43
Buchanan Livermore Sold t949 Ikazuchi Akatsuki Sunk 4lt4l44
Craven Bagley Broken up L947 Inazuma Akatsuki Sunk 5ll4l44
Cushing Mahan Sunk tLlL3l42 Isokaze Kagero Sunk 417145
Drayton Mahan Broken up L947 Kagero Kagero Sunk 518143
Duncan Livermore Sunk LjlLZl42 Kawakaze Shiratsuyu Sunk 816143
Dunlap Mahan Broken up 1948 Kazegumo Yugumo Sunk 618144
Farenholt Benson Stricken L97l Kuroshio Kagero Sunk 517143
Fletcher Fletcher Broken up 1967 Makinami Yugumo Sunk lrl25l43
Gearing *
Gearing Stricken 1973 Matsukaze Kamikaze Sunk 617144
Gwin Livermore Sunk 7lL3l43 Mikazuki Mutsuki Sunk 7128143
Gyatt* Gearing Stricken 1969 Minazuki Mutsuki Sunk 616144
Helm Bagley Broken up 1947 Murasame Shiratsuyu Sunk 316143
Jarvis Bagley Sunk 819142 Naganami Yugumo Sunk LllLLl44
Laffey Benson Sunk lLll3l42 Oyashio Kagero Sunk 518143
Lamson Mahan Expended 1946 Samidare Shiratsuyu Sunk 8125144
Lang Bagley Broken up L947 Shikinami Fubuki Sunk 9lLZl44
Lardner Livermore Sold 1949 Shimak aze* Shimakaze Sunk 1 1/1 Il44
Maury Bagley Broken up 1946 Shimotsuki * Akizuki Sunk LLlzsl44
McCalla Livermore Sold 1949 Shirayuki Fubuki Sunk 313143
Meredith* Allen M. Sumner Sunk 619144 Suzukaze Shiratsuyu Snnk tl26l44
Monssen Livermore Sunk LIlI3l42 Teruzuki Akizuki Sunk tZlLZl4z
O'Bannon Fletcher Broken up 1970 Uranami Fubuki Sunk 10126144
Patterson Bagley Broken up L947 Yudachi Shiratsuyu Sunk 11/13142
Perkins Mahan Sunk lll29l43 Yukikaze Kagero Sold L947
Preston Mahan Sunk IlL4l42 Yunagi Kamikaze Sunk 8l25l$
Ralph Talbot Bagley Expended 1948
The ships marked with asterisks appeared late in the war
Selfridge Porter Broken up 1947
Sterett Bagley Broken up L947 after the Guadalcanal battles portrayed in the game. They are
Taylor Fletcher Sold 1969 included for historical interest.
Walke Sims Sunk IIlI4l42 Notes:
Wilson Bagley Expended L948 l. California was one of the more modern prewar "slow" battleships, sunk
Woodworth Benson Sold 1951 at Pearl Harbor, and later reconstructed.
rcKYO EXPRESS Basic Game Booh, Page 24
2. USS Southard, named after Andrew Jackson's Secretary of the Naqy, as an "experimental destroyer." It approached a light cruiser in size and
fought throughout the Guadalcanal campaign though not in fleet power.
actions. She was lost on October 9, 1945. Her most famous crew member
Sources: Conway's All the World's FightingShips; 1922-1946. Paul H. Dull's
was undoubtedly Herman Wouk, author of. The Caine Mutiny. Battle History of the Imperial Japanese Navy. Hansgeorg Jentschura's
3. Shimahaze, the only one of its class, was constructed later in the war Warships of the Imperial Japanese Navy.
Design Notes
by Jon Southard
The intent of. Tohyo Express is to have a player experience The Action Chits and hidden forces also provide elements
some of the suspense, uncertainty and confusion of command of surprise. There is some frustration in not being to fire at will
in a night surface action. A scenario divides into two parts: the at enemy forces just a few hexes away, but the historical battles
initial period when the Japanese are emerging frorn the dark- provide many examples of fleets holding their fire, or not being
ness, and then the main battle with both sides revealed and slug- ready to fire, or failing to detect in such situations.
ging it out. During the initial period, the emphasis is on suspense. Providing consistency over time was done by structuring
Where will the Japanese come from, how many, and when will hidden forceJ so that theii early actions in the ga-. make sense
the firing start? During the main battle, the emphasis is on con- - usually - by the time their contents are revealed. A hidden
fusion. Where will the Japanese move, when will they fire, and force with a Force Size marker of 1 or 2 will always be com-
how will the US react? In meeting these goals, the most impor- posed of light ships, so it maneuvers like a light ship. Also, a
tant design elements were creating the hidden force rules, mak- hidden force is not allowed to fire more torpedoes at a time than
ing the occurrence of combat and detection in the Game Turn its component ships could. The wide range of possible makeups
unpredictable, controlling formations, and generating Japanese of each hidden force adds more uncertainty to the game, and
orders. more enjoyment. Good or bad luck here makes a big difference.
The special challenges of solitaire game design are sub- Luck is important in many ways: the luck of the Action Chit
stantially different from - and more difficult than those of draw, of the Gunnery Cards, and of surprise torpedo attacks that
two-player games. A solitaire design must include cooperative can quickly reduce a proud flagship to a waterlogged hulk. Luck
and responsive play on the non-player side, variation and is a major component of naval warfare, much more so than
unpredictability, and consistency over time. These ends must combat on land. However, luck cannot be relied on to outdo skill.
be accomplished with a minimum workload for the lone player Historically, the Imperial Japanese Navy showed a considerable
and with a minimum complexity of rules. and enduring superiority in these night naval battles. Their tough,
The complexity in Tokyo Express grew during the design realistic pre-war training, their vastly superior torpedoes, and
process and is more than I first wished it to be. Serious effort the good night vision of their lookouts were decisive advantages.
was made to hold down player workload, as exemplified in the In most of the battles, the Japanese used tactics which exploited
abstractions of hidden forces, the use of Gunnery Cards in place these advantages to the hilt.
of three or four tables, and the relative simplicity of the Battle In your initial encounter with Tohyo Express, you will, I hope,
Movement Display. feel some of the frustration and awe the American admirals did.
Movement for both sides has been reduced to a choice among The objective throughout the design process was to give you their
a few maneuvers. The intent was to show how fleets were really bridge-eye view. You may be defeated often at first, but you
commanded in combat. Giving the player total command of ship should find your own solutions, as the US admirals finally did.
movement is simply not historical. The Tohyo Express system, My special thanks to Mark Herman for suggesting the game
in which the player has limited control over his formations via and for giving me suggestions throughout the design process.
orders, is more true to life. This movement by formation also Also, thanks to Dave Marchesi, Warren L. Greene, and Denton
makes it simpler and faster to generate Japanese orders, rather Stam for their particularly fine playtest efforts.
than to have each ships given orders individually.
Formations were also needed, of course, to make the
Japanese Cooperate properly with each other. An important Bibliography
problem in all solitaire games is to coordinate actions by the Coggins, Jack. The Campaign for Guadalcanal Garden City: Doubleday,
game-controlled units in a reasonably intelligent manner; they 1972.
should not all fire at the same target, for instance. The targeting Dull, Paul S. A Battle History of the Imperial Japanese Navy 1941-45.
rules achieve this coordination - in most cases - for Japanese Annapolis: Naval Institute Press, I978.
combat. An attempt to simplify targeting resulted in stupid Hodges, Peter, and Normal Friedman. Destroyer Weapons of World War
Japanese actions; the quirks that remain are tolerated so as not //. Greenwich, London: Conway Maritime Press, t979.
to complicate the rules further.
Hough, Richard. Dreadnought. New York: Macmillan, L964.
A problem related to cooperation is making units respond
properly to existing tactical situations. The difficulty lies in trying Isby, David C. "CA: Tactical Naval Warfare in the Pacific,"' Strategy &
to describe simple game situations so that the player can readily Tactics nr. 38. New York: Simulations Publications, Inc.
evaluate and translate them into orders for the game-controlled Jane's Fighting Ships, 1939.
side. The Japanese target priorities are designed to allow them Jentschura, Hansgeorg, et al. Warships of the Imperial Japanese Navy,
to make the optimum attacks in each situation. Mission Move- 1869-1945. Annapolis: Naval Institute Press, L982.
ment guarantees that, when unopposed, they will steam toward Morison, Samuel Eliot. History of the UnitedStafes Nava/ Oryration in World
their goal. Battle Movement causes them to maneuver for War //. Boston: Little, Brown, 1950.
advantage when US ships threaten. o Volume V: The Struggle for Guadalcanal
orders generated by Battle Movement are not always . Volume VI: Breahing the Bismarch Barrier
optimum, since only the positions of the two reference ships aie Roscoe, Theodore. United States Destroyer Operations in World War II.
taken into account. Depending on the positions of the rest of the Annapolis: Naval Institute Press, 1953.
formations, the Battle Movement orders may - or may not Silverstone, Paul H. U.S. Warships of World War I/. Garden City: Double-
make good sense. Most of the time the display works well. day, 1965.
Besides, the Japanese occasionally made the wrong decisions in U.S. Naval Institute. Naval Ordnance. Annapolis: Naval Institute Press,
selecting maneuvers. A very important feature of Battle Move- 1 939.
ment is that it is unpredictable. The many variations of Japanese Watts, Anthony J. and Brian G. Gordon. The Imperial Japanese Navy.
movement should keep the player constantly guessing. Garden City: Doubleday, L97L.