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Table of Contents HIIW TCI REAII THE RUTES

ffi 3.0 Basic Game Rules


3.1 Sequence of Play
3.2 Formations
,...2 q{
....2
....3
=:

....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

3.O Basic Gatne Rules


This booklet contains rules you will need to know to play 3. Action Chit Draw Segment; Draw 1 Action chit from the
the Basic Scenario (see 3.91. After you have read these rules container. If the chit is blank, proceed to the next phase. If
and played this version of the game several times, return to the Combat chit is drawn, the Combat Segment occurs.
the Standard Rules Booklet and begin reading those rules.
H. Second Movement Phase
3.1 Sequence of Play This phase is identical to the First Movement Phase.
I. Third Movement Phase
Tohyo Express is played in Game Turns, each of which Identical to thb First Movement Phase.
is composed of a specific number of Phases. A Phase may
in turn be composed of a number of Segments. When play- J. Second Japanese Movement Orders Phase
ingthe game, you must observe the order of the Phases and Japanese formations again receive orders for Battle Move-
Segments in strict accordance. ment. Existing formation groupings remain in effect. A
In a Game Turn, you plan your moves and determine Japanese formation that makes a 180o turn because of the
the Japanese moves during the Preparation Stage. During the Battle Movement Display has its Speed marker reduced by 1.

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

9.2 Formations JAPANESE FORMATION GROUPINGS


In the Japanese Formation Phase, you organizeJapanese
DESIGN NOTE: An admiral could not hope to give orders to
ships into formations, following these restrictions:
each ship individually amidst the fast, confused action
of a naval battle. lnstead, he grouped his shrps into a 1. There are three possible compositions for formations:
few formations and gave orders by formation. When a r BB's, CA's, and CL's together
side's forces did break down into individual ships milling o CL's and DD's together
about, disaster usually resulted. You will come to think
of each side's ships as a few groups - "formafions" o DD's only
rather than as a large number of individuals. You will - You must group CL's with DD's whenever possible. If a
issue orders to formations, move in formation, detect CL cannot be grouped with DD's, it can then be grouped with
enemy formations, and so on. heavier ships {BB's and CllJsf . DD's can never be grouped with
The Japanese formation rules simulate the following
BB's and CA's.
important principles;
o The Japanese had two fypes of formafions; Destroyer 2. If aformation contains more than one ship, each ship must
formations led by light cruisers would go in to make be within 2 hexes of some other ship in the group. Each ship
torpedo attacks while formations of heavy cruisers and in the formation does not have to be within 2 hexes of every
batfleships pummeled the enemy with gunf ire. (After some other ship in the group, just one ship.
months of combat experience, the US Navy saw the merits 3. Each formation must be as large as possible, subject to
of this sysfem and began to practice it,) ln the game, you the two restrictions above. (Thus, it is possible for two
arrange the Japanese in fhis method. separate formations to move into close proximity during a
I Two hexes (3000 yards)is the maximum distance at which Game Turn and then be combined into one larger formation
shrps could hope to hold together in formation in the dark. in the next Game Turn.)
(Remember, they used no running lighfs./ Usually, ships You begin creating formations by selecting anyJapanese
steamed even closer together. ship and simply grouping as many ships as possible into for-
Ships of both sides move and are detected in groups, mation with it, following the above guidelines. Then you
called formations. A formation can consist of one, two, or select another Japanese ship which is not in the first forma-
any number of ships. During each side's Formation Phase, tion and repeat the procedure. Continue forming formations
you arrange its ships into formations. These formations until every Japanese ship has been placed in some formation.
remain in effect until the next Game Turn. The headings of the ships (see above| are not taken into
account when forming formations. Only the types of ships
HEADINGS and proximity to one another are important.
The direction in which its bow points determines a ship's Single ships can also be formations.
heading. A ship must always have its bow pointed towards Note: In the Standard Game, retiring ships can never belong to the
a hexside. Ships that point to the same hexside have the same same formation as non-retiring ships {see ll.0}.
heading.
Heavy and Light Shlp Formations
A Japanese formation that contains any BB's or CA's is
a heavy ship formation. (This designation holds even if the
formation contains a CL, which is a light ship|. A formation
composed entirely of DD's and/or CL's is a lrght ship formation.
This distinction is important when determining movement.

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
**?;
rsloliil
EXAMPLE OF JAPANESE FORMATIONS:

are all BB's, GA's, and GL's and are


IN thE
illustration, the following ships can form
one Japanese formation: Hiei(BB), Kako
(CA), Aoba (CA), and Sendai (CL). They

within two hexes of another ship in the

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

jL@'- other DD's

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

EHmpLE OF US FORMATTONS: ln the illUStratiOn,


these US ships can belong to the same forma-
tion: Blue (DD), Lardner(DD), Soufh Dakota (BB),
and Walke (DD).They all have the same heading
and are all within 2 hexes of another ship in the
formation. Note that it is not mandatory for these
ships to belong to the same formation.
Portland (CA), Cushing (DD), and Chicago
(CA) must each be a separate formation. Even
though Portland and Cushing have the same
heading, they are 3 hexes apart. Chicago does
not have the same heading as Cushing and is
3 hexes from Walke, so it must be its own
formation.

3.3 Movement Orders


DESIcN NOTE: Many people have the impression that There are five possible maneuvers you can select for US
command control was not an issue in Pacif ic formations:
naval f ighting each ship neatly carried out
orders broadcasf- that
c/early over a radio. This impression
o Ahead
is far, far wrong. lt was f latly imposs ible, amidst o 60o Turn
the sudden thunder and fasf action of a night battle, o L20o Turn
for an admiral to maneuver each of his ships individually
in the exact way he wanted, lnstead, he controlled each o Countermarch
formation using a fairly restricfed set of standardized o S-Turn
maneuvers: "port," "starboard," "countermarch," and Each maneuver except Ahead can be executed either to
so on. These orders did not always gef through, were starboard (clockwisef or to port (counterclockwise). Note that
not always executed, and could rapidly become
inappropriate to a fast-developing situation. ship counters have an "S" with an arrow and a "P" with an
arrow at the front (bow| to indicate the direction of turns.
In Tohyo Express, you are restricted as to how you can To give an order, place one Order marker on any ship
move US ships. You must issue orders to your formations, in the formation. Each marker indicates the maneuver and
selecting from a predefined collection of possible'maneuvers." the direction (for example, "S-Turn Port") . If. a formation is
The formations then follow these maneuvers throughout the assigned an Ahead order, it receives no marker; thus, a
Game Turn. Thus, anticipation and advanced planning are formation without an Order marker is assumed to have an
essential. Japanese maneuvers are assigned by the Battle Ahead order.
Movement Display.
Note: The Ahead markers provided in the countermix are used in
US ORDERS AND MANEUVERS the two-player version of the game lsee 22.31.
In the US Movement Orders Phase of the Preparation
Stage, you issue an order to each formation. Each order Restrictions to US Movement
broadly defines what the formation will do. However, each The choice of maneuver determines what turns, if any,
order still leaves you some freedom to choose the exact path a formation may make during the Game Turn. Any forma-
of movement during the six Movement Phases. Each US for- tion with an Order marker that requires one or more turns
mation receives only one order per Game Tfurn, and that order must make the appropriate turns sometime during the Game
constrains its movement throughout the turn. Turn. However, you have your choice as to the Movement
When you issue an order to a US formation, you specify Phases in which these turns are made. In a given Movement
both the maneuver to execute (from the list belowl and the Phase, a required turn can be made either at the beginning
direction (port or starboardl. All ships of a formation must or at the end of the phase. The descriptions below explain
carry out the same maneuver. when a ship turns during the Movement Phases.
Note: In the Standard Gamer |ou also decide for formations in After all required turns have been executed by a forma-
column whether they will execute their maneuver simultaneously tion, remove the Order marker. The formation continues to
or columnwise at this time (see 5.11. move straight ahead for the remainder of the Game Turn.
rcKYO EXPRESS Basic Game Booh, Page 6

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

ExlmpLEoFEocruRN: The US DD Ralph Talbot in hex 2635 (Speed


of 7) is the only ship in a formation; it possesses a 60o Turn Star-
board marker. lf it turns at the beginning of the First Movement
Phase before moving, it would follow path A, ending in hex 2834;
if it turns at the end of the phase after moving, it would follow
path B, ending in hex 2633. (Note that it moves two hexes in the
First Movement Phase because of its Speed of n. The illustra-
tion also shows it turning at the beginning of the Third Move-
ment Phase (path G), ending in hex 2732, and at the end of the
ptnse (pathD), ending in hex 2631; and turning at the beginning
of the Fifth Movement Phase (path E), ending in hex 2730, and
at the end of the phase (path F), ending in hex 2629.
4 10. 8?
--&l*.-
cAffillS a .
o;
EHmpLE oF 1200 ruRN: The US CA Minneapolis possesses a 120"
Turn Port marker and performs its maneuver at the beginning
of the current Movement Phase. lt must turn and move as shown
in path A; it cannot turn as shown in path B because it must
make the complete turn at the beginning or end of the phase.
TDKYO EXPRESS Basic Game Book, Page 7

ExAtrrpLE OF COUNTERMARCX: The Single and dOUble lineS indiCate


two possible paths Barton could follow in carrying out a Counter-
march order. ln the first path, Barton turns at the end of the First,
Second, and Third Movement Phases. ln the second path, Barton
turns at the end of the Third, Fifth, and Sixth Movement Phases.

ExAMPLE oF S-TURN: A US formation (Northampton and


ot t, Sterett) has a Speed of 6 and possesses a S-Turn Starboard
i"'t J marker. ln the First Movement Phase, both ships move
t{oRttttx - -
CA D; forward one hex and turn starboard one hexside. ln the
Second and Third Movement Phases, they continue ahead.
ln the Fourth Movement Phase, they both turn one hexside
to port and then move ahead. During the last two Movement
Phases, they continue moving forward.
DD8lEREff- -
';

US FREEDOM OF A TION Determining Freedom ol Orders


DEStcN NOTE: US ship s of ten passed radar contact For each formation without the admiral, follow the proce-
information over the same radio circuits with tactical dure outlined below:
orders, thus causing those circuifs fo iam up when they
were needed most, Even if the fBS (Talk Between Ships) 1. Select the formation that must be checked.
radio worked properly, things were too confused and 2. Determine any modifier that applies to the formation (see
happened too quickly for the admiral to control distant below). Roll the die and apply the modifier. The result is your
shrps as though he were on their bridges, He had to rely modified die roll.
on his subordinates, The following rule simulates the 3. Refer to the US Freedom of Action Table on Card #L.
likelihood that your subordinates will not always do what Cross-reference your modified die roll with the column
you wish, The Admiral markers in the game represenf
corresponding to the number of ships in the formation. The
unusually skillful and reliable subordinates who can be
trusted to act as intelligently as you would. table indicates whether or not you must change the order you
have assigned to the formation.
In the Basic Game, an admiral is assigned to a flagship
in one formation. The presence of the admiral gives you com- 4. If there is a change to orders, remove the Order marker
plete control over that formation; whatever order you assign on the formation and replace it, if necessary, with a new
the formation is carried out with no problem. marker.
A formation without the admiral might not carry out the Modifiers to the US Freedom of Action Table
order assigned to it. After assigning orders to US formations, If all ships in a formation are within 10 hexes of the
you must determine Freedom of Action for each formation admiral's flagship (the range of the TBS radio used for tactical
without the admiral during the US Freedom of Action Phase. coordination|, there is no modifier for distance. If all ships
You roll for each of these formations on the US Freedom of in a formation are 11 or more hexes away from the flagship,
Action Table, and you may be required to change the Order subtract 2 from the die roll. If some, but not all, of the ships
markers assigned to them. in the formation are 11 or more hexes away from the flag-
Note: In the Standard Game, US admirals also aid in detection ship, subtracf I from the die roll. Note that-only one modifier
(see Lz.Ll.Japanese admirals are used only in the Advanced Game witl apply per formation based on its distance from the
(see 20.01 and two-player version (see 22.L1. flagship.
TOKYO EXPRESS Basic Game Booh, Page 8
Note: In the Standard Game, the US Cohesion Level may also modify
Japanese, orders, like US orders, specify three possible
US Freedom of Action die rolls {see 5.2l'. maneuvers that a formation will execule: A}ead, 60" Turn,
Results of the US Freedom ol Action Table and About. Unlike USorders, however, eachJapanese order
The results of the table will have a formation either keep completely defines the formation's movement for the three
its current order or change it. subsequent Movement Phases; you make no decisions as to
-.' No effect. The formation retains its current order. when the Japanese will turn.
A: Ahead. Remove the current Order marker; the formation Note: TheJapanese Ahead, S-Turn, l20o Turn, and Countermarch
will perform an Ahead order this Game Turn. If the forma- markers are used only in the two-player version lsee 22.11.
tion is already assigned an Ahead order, it receivesa Counter-
march order insteadi place a Countermarch marker on it. You
have your choice as to the direction (port or starboard! it will BATTLE MOVEMENT
turn. The position of the closest US formation determines the
C: Countermarch. Remove the current Order marker, if Battle Movement the order assigned to a Japanese formation.
necessary, and place a Countermarch marker on the You pick one ship from each side - the reference ships -
formation. You have the choice as to the direction (port or to represent formations when assigning Japanese orders.
starboard| it will turn. If the formation currently possesses Procedure lor Ballle Movement
a Countermarch marker, it receives an Ahead order instead. To assign an order to a formation using Battle Movement,
If the placement of the new Order marker would cause use the following procedure:
the formation to leave the map, ignore that order and treat l. Determine Principal US Threat: The principal threat is the
the die roll as no effect. closest US formation to the Japanese formation for which you
Note: In the Standard Game, there are additional results and other are determining movement.
restrictions to the Freedom of Action Table (see 5.2l'. o If several US formations are equally close, the formation
Death of the US Admiral which has more ships in it is the principal threat. If there
If the admiral's flagship sinks, he dies. Starting on the is still a choice, the principal threat is the formation which
Game Turn after the death of the US admiral, you must check contains the heaviest ship type in this order: BBs first, then
Freedom of Action for all US formations on the map. Sub- CA's, then CL's, then DD's. If there is still a choice, select
tract 2 f.rom all die rolls on the US Freedom of Action Table. one of the US formations randomly.
EXAMPLE oF us FREEDOM oF AcTtoN: A US formation consists of two o Disregard individual US DD's unless there is no other US
DD's, one 10 hexes away from the US flagship and the other 11 formation within 10 hexes of any Japanese formation. If
hexes away. The formation was assigned an Countermarch order no other US formation is within 10 hexes, use the closest
to port. You must determine Freedom of Action for this forma- individual DD as the principal threat.
tion because it has no admiral. Since one of the DD's is within
10 hexes of the flagship, one is subtracted from the die roll. Notes: In the Basic Game, this 10-hex range is the Japanese Visual
Assume that you roll the die and obtain a 6. The modified Tracking Range {see 3.5}; in the Standard Game, you use the Visual
die roll is 5 (6 - 1 = 5). Checking the US Freedom of Action Table Tracking Range to determine the principal US threat. It is very im-
portant that the Japanese disregard individual DD's. Otherwise, you
under the "2" heading (the number of ships in the formation),
the result is "-" thus, there is no change to the formation's Ahead could distract them in a highly unrealistic way by offering them single
destroyers as bait. You could still try to bait the Japanese with larger
order.
ships or with two destroyers, but such a tactic will prove expensive.
Now assume that you roll a 3. The modified die roll is 2.
Checking the table, you find a result of "A." The formation's
Countermarch marker is removed and it is assigned an Ahead
2. Determine Reference Ships; For each Japanese formation,
order for the current Game Turn (the lack of a marker on the locate the ship which is closest to any US ship in the principal
formation indicates an Ahead order). Note that if the formation threat formation. This is the Japanese reference ship. (If more
had been assigned an Ahead order, the order would be changed than one ship is eligible, select one randomly.f
to a Countermarch order instead; you would decide the direc- The US reference ship is the one closest to the Japanese
tion for the formation (port or starboard) when you place the reference ship. (If more than one ship is eligible, select one
Countermarch marker on it. randomly). Place the US and Japanese Reference Ship
markers on these ships to help you keep track of the two
reference ships.
WE FOUR ARE ON COURSE 325 CHASING THE ENEIIIY
DON'T THROW ANYTHING AT US Sinking ships can be used as reference ships by either
side.
I WOULDN'T DO IT FOR THE WORLD
GO TO IT AND GET THE B-DS 3. Refer to tlu kttle Movement Display: Turn the Battle Move-
COOD LUCK ment Display so that the US reference ship on it points in
7R;adlo exchange between two US captains the same heading as the ship on the map. Then locate the
at the Battte of Xotombangara Japanese reference ship on the map in relation to the US ship.
(For a complete description of the Battle Movement Display,
see below.|

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
,lr*-
i
i

I
ir

ce***f o j 4
ii
*+

{
a

*"'%,'-o*\h--
,,fu "\,t
r4. rnrdts

i
irr
srctor I a 1?? 10r l0r ?
F, 1 ,- itil# n., -dt'lrJ-
i
cA t*oj cL *nt'o g

Sector
5

* t t 4
d.t:-r
Ii
,tl'"-'
cA*
otot j cA
l{ oRLNS - -
0\i
o

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

JAPANESE ORDERS 9.4 Movement


The order assigned to a Japanese formation by means of Ships move during the six Movement Phases of the
the Battle Movement Display applies during the next three Activity Stage. A formation's Speed marker determines the
Movement Phases. A formation that possesses a 60o Turn or phases in which the ships will move. You use the Movement
About order marker has its marker removed after it has com- Chart (on the Basic Game Charts and Tables Card #lf to
pleted its required turns. No marker is placed on a forma- determine when ships move. Cross.reference the formation's
tion with an Ahead order. current Speed marker with the Movement Phase; the result-
Note: There are two Japanese Movement Orders Phases in a Game ing number is how many hexes all ships in the formation
Turn, and new headings and orders are assigned via the Battle Move- move that phase.
ment Display in each Orders Phase. All ships in a formation musf move in a Movement Phase
Ahead: A ship in a formation with an Ahead order moves if the Movement Chart requires them to. You can nwer keep
straight ahead in the direction its bow faces. It moves ahead a ship from moving when it is required to by the chart. Note,
one hex in each of the next three Movement Phases in which however, that in the Basic Game US ships face restrictions
it is eligible to move. when entering an occupied hex, which may limit their
60o Turns: During one of the ensuing three Movement movement,
Phases, all ships in the formation make a 60o turn in the The Second Japanese Movement Orders Phase occurs
indicated direction (port or starboard) at the same time. To between the Third and Fourth Movement Phases' If a
determine when the formation turns, roll a die at the end Japanese formation makes a 180o turn in either Japanese
of a Movement Phase. If you roll 4 or less, the formation Mbvement Orders Phase, its Speed marker is reduced by 1,
immediately makes its turn. If the formation does not turn but never below 1 (see 3.31. The Speed reduction is in effect
during the first two Movement Phases, it automatically turns for the remainder of the Game Turn.
at the end of the third Movement Phase (you do not have
EXAUPLE: A US formation has a Speed marker of 7. lt moves two
to roll the diel. A formation will make this turn even if it did
hexes in th€ First Movement Phase and then one hex in the next
not move in the phase. Once the formation has made its turn, five phases. A tormation wlth a Speed marker of 4 moves one
the Order marker is removed and it continues to move hex each in the First and Second Movement Phases, does not
straight ahead until it receives a new order. move in the Third Movement Phase, moves one hex each in the
Fourth and Fifth Movement Phase, and does not move in the
EXAMILE: During the First Japanese Movement Orders Phase, a Sixth Movement Phase.
formation with a Speed of 4 has a 60o Turn (Port) marker placed
on it. During the First Movement Phase, it moves one hex and
you roll the die; you roll a 2 so the formation makes its turn. You TERRAIN AND MAPEDGES
remove the Order marker. ln the Second Movement Phase it In the Basic Game, all hexes on the map are sea. Ignore
moves one hex ahead; in the Third Movement Phase, it does not
move or turn (because its Speed is 4). other terrain features, such as Savo Island and shoal hexes.
Now assume that you roll a 5 after the First Movement If any ship reaches the edge of the map and is supposed to
Phase and a7 atler the Second Movement Phase. The forma' move off, move cll the ships on the map a number of hexes
tion moves straight ahead in both phases and does not turn. ln in the same direction away from the mapedge; keeping the
the Third Movement Phase, the formation does not move, but distances between the ships constant.
the ships are turned 60'to port even though they did not move.

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

3.5 Gombat 3.6 Torpedo Gombat


There are two t)?es of combat: torpedo and gunnery. In DEslcN NoTE Few sounds in a night action were more
the Basic Game, both forms of combat are simplified. Combat terrifying than the lookout's cry, "Totpedo!" To sight
occurs only when the Combat chit is drawn from the a torpedo at night was hard enough; to evade one was
container. an exacting fesf ol seamanship. The Japanese had much
bettet torpedoes than fhe US and generally used them
much more skillfully. Prewar US training had been
THE COMBAT SEGMENT carried out by day in the placid waters of Long lsland
When the Combat chit it drawn, you perform the Com- Sound. The Japanese had trained by night and in winter
bat Segment with all eligible ships in all formations. Japanese on the higf seas ol the Nofth Pacific. Superior torpedo
ships perform their attacks first, followed by US ships. The work was the single most impodant advantage in night
seguence of the Combat Segment is as follows: naval battles.
As you will see, US torpedo values are low enough
i

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

EXAMPLE oF FIRING ARCS:The f irst illustration shows the hexes into


which Cushing's port salvo can be fired in its first torpedo attack:
the port broadside arc, the portion of the bow arc labeled "port
only," and the hex row along the ship's heading. The target of
this attack is the Japanese ship labeled'A." Both the port and ATAGO .
center mounts are used in this attack. cA ^
bj
The second illustration shows the hexes into which
Cushing's starboard salvo can be fired in its second torpedo
attack: the starboard broadside arc and the portion of the bow
arc labeled "starboard onlyJ'it cannot fire at Japanese ship "8," EXATPLE OF LrNE OF F|RE: AtagO OCCUpieS hex 23m and Nagara
because the target is in the hex row along which Cushing is head. occupies hex 2226. Atago's line of fire is clear to Palte rson (hex
ing (only one broadside mount can fire into this hex row per 2125) and Jarvis (hex 21261, but not lo Honolulu (hex 21271. A
torpedo combat). Cushing can fire its starboard mount at straightedge between 2326 and 2127 enters 2226, containing
Japanese ship "C" or "D." Nagara.
TOKYO EXPRESS tusic Game Book, Page 14

JAPAN ESE TORPEDO ALLOCATION


In each Combat Segment, any Japanese ship which has
an eligible target (as outlined above! will make one or more
torpedo attacks. A ship can make torpedo attacks against two
targets in the same Combat Segment, as long as it has salvos
available. There is no reduction to the effectiveness of
torpedoes for multiple attacks (unlike gunnery; see 3.7|. All
first attacks are assigned and resolved before second attacks
are assigned.

TARGET SELECTION PROCEDURE


You assign all Japanese torpedo attacks before resolving
any of them. All ships assigned to fire against the same target
have their Torpedo values added together. Target markers
are used to record which ships are firing upon which targets.
The Basic Game uses a simplified procedure for torpedo
combat that sacrifices some realism (restored in the Standard
Game). Basically, you assign each ship to the closest target
not already being attacked by two other ships. The Japanese
naturally would want their ships to attack at shorter rather
than longer ranges. To achieve this, you assign ships in order
of their distance from US ships.
These restrictions must be kept in mind when assigning ExArpLE OF TARGET ALLOGAflON: AtagO iS ClOSeSt tO any US Ship
targets for Japanese torpedo attacks in the Basic Game: (Pensacolal, and is assigned to fire first, against Pensacola,
Samidare is next closest and could fire at either Lardner ot
o They never fire at Extreme range. Pensaco/a. Since no ship has yet been assigned against Lardner,
o They never fire at US DD's at Long range. Samidare lires at that target.
. No more than two Japanese ships fire at each target. A ship
will hold its fire rather than attack a target which is being
attacked by two other Japanese ships. a second torpedo attack if they have salvos available and there
are eligible Japanese targets that have not previously been
Assignlng Targels for lhe First Torpedo Attacks attacked.
You assign targets forJapanese ships first torpedo attacks
according to this procedure: RESOLVING TORPEDO COM BAT
1. Select the single eligible attacker closest to any US ship To resolve combat, you first determine the number of
(whether that ship is an eligible target or not|. salvos the attacking ship will fire and then check which salvos
2. Locate the closest US ship at which the selected Japanese will be fired. Japanese ships are restricted as to the number
ship can fire, subject to the restrictions listed above. The ship of salvos they can fire in a round of torpedo combat, and
fires at that target. If there is no such target, the Japanese which salvos they will fire.
ship does not attack. Number ol Salvos Japanese Ships Fire
3. If several targets are equally close, the ship fires at If no other ship is participating in the attack, then a ship
whichever target currently has fewer attackers assigned fires two salvos if possible. If a Japanese ship has only one
against it. In case of ties, choose targets randomly. salvo available, it fires that salvo.
A Japanese ship firing at Short range against a BB, CA,
4. Place Fire Allocation markers on the ships involved. An or CL fires fwo salvos if possible, even if a second ship is
"Attack" marker goes on the Japanese ship and a "Target" participating in the attack. Thus, it possible for a US BB, CA,
marker goes on the US ship that is being attacked. The
or CL to be attacked by a maximum of four salvos in a round
markers should have the same letter (A through Q|.
of torpedo combat.
5. Repeat steps I through 4 until all possible torpedo attacks A Japanese ship will fue only one slvo if these conditions
have been assigned. At each step, select the single, are in effect:
unassigned, eligible attacker closest to any US ship. o The ship is firing at greater than Short range and some other
ship is participating, or
Asslgning Targels lor the Second Torpedo Ailacks
After the first torpedo attacks have been resolved, o A second ship is participating and the target is a DD at any
Japanese ships with available salvos can make a second attack range.
in the same eombat Segment. The procedure is similar to the Which Salvos to Fire
one outlined above. The only change is in step 2. In the o Japanese: A ship will always use side mount salvos as much
second torpedo attack, Japanese ships can fire only at those
as possible.
US ships which were not targets in the first attack. Before
removing the Fire Allocation markers after resolving the first o US; You select which salvos to fire. A US ship can fire any
round of combat, check the Japanese ships to see iflhere are or all salvos it can bring to bear on a target.
any eligible US targets still available. If there are, the second
torpedo attack occurs. If no targets are available, Japanese TORPEDO COMBAT PROCEDU RE
ships make no further attacks. The precedure given below is used to resolve torpedo
combats. In each attack you carry out steps 1 through 3
US TORPEDO ALLOCATION individually for each attacker and then you proceed to steps
4 and 5.
You assign torpedo attacks for US ships as you wish. Each
ship can fire any or all salvos which bear. Remember that 1. Determine the number of salvos to be fired and which
US ships can attack only at Short or Medium range. Allocate salvos to fire (see above).
all targets, using the Fire Allocation markers, before resolv- 2. Mark off in pencil the circles on each ship's log for the
ing the attacks. As with Japanese ships, US ships can make salvos expended.
rcKYO EXPRESS fusic Game Booh, Page 15

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."

E)(AMPLE OF TORPEDO ATTACX: JintSU and ASagUmO will make a


torpedo attack against Chicago. Both Japanese ships are f iring
into their port broadsides at Short Range; Jintsu has one torpedo
salvo (Torpedo value of 4) and Asagumo has two torpedo salvos
(each with a Torpedo value of 4). These salvos are checked off
on the ships'logs. Note that if the distance had been greater
than Short, each would fire only one torpedo salvo.
Both ships are firing into Chicago's stern arc, so a - 1 modi'
fier applies to each salvo. However, a +2 modifier applies to
each salvo for Japanese torpedo attacks at Short Range. The
final combined Torpedo value is 15 (4 - 1 + 2=5 for each of the
three salvos).
There are no die roll modifiers since Chicago has a current
Speed of 6. You roll a 6. Cross-referencing this result with the
"12-15" column on the Torpedo Gombat Table, you find a "4."
Chicago receives 4 hits; since the attack was into Chicago's
stern arc, the result is increased by one. You cross off 5 Damage
I
I

Boxes on its ship log. ln addition, Chicago's Speed is reduced


by 1, so you note down a "5" on its log.
TOKYO EXPRESS Basic Game Book, Page 16

3.7 Gunnery Gombat Armament and Flrlng Arcs


Each ship has two primary batteries: bow and stern. BB's
DESIGN NOTE: A// scenarios in the game take place at and CA's also have secondary batteries on each side. The
night. Therefore, ships can lire only as lar as they Gunnery values are printed on the counters (see 2.41.
recognize targets, which is a much shorter distance than Each type of battery is limited as to the arcs into which
their guns could range in daylight. it can fire:
Japanese gunnery is one of the game's more
dillicult parts to simulate. The difliculty lies in reducing o Bow Primary; A ship's bow primary can fire into the bow
human decisions to a few simple rules rules that arc and into the two broadside arcs. It can never fire into
must hold good in an enormous variety -of situations. the stern arc.
The basic Japanese goal is to hit as many ships as o Stern himary: A ship's stern primary can fire into the stern
possible at the shortest range with the heaviest arc and into the two broadside arcs. It can never fire into
firepower. the bow arc.
After all torpedo combat has been resolved by a side, o Secondaries; A ship has two secondary batteries, one on
ships may perform gunnery combat. Once a ship has each side. Secondaries are used only in the Advanced Game
completed all gunnery combat, it is flipped to its Fired side (see 21.6!.
(the side with the starburstl. During the Counter Adjustment
Phase of the Terminal Stage, all ships are flipped over to their
Unfired sides. REQUIREMENTS TO BE A TARGET
For a ship to fire at a particular target, the following con-
ditions must be in effect:
CONCEPTS IMPORTANT TO
GUNNERY COMBAT l. The ship must be within gun range.
Important factors to consider when performing combat 2. The ship must be within Visual Fire Direction Range.
are the calibers of the guns and their ranges, the requirements 3. The line of fire must be clear.
for a target to be attacked, the line of sight to the target, and Llne ol Flre
the armament and arcs of fire of the attacking ships. To determine whether the line of fire is clear, lay a
Gun Callbers straightedge from the center of the attacking ship's hex to the
All guns on counters are divided into four cdibers: Light, center of the target ship's hex. If no friendly ship blocks the
CL, CA, and BB. These represent calibers of approximately line of fire, the line of fire is clear and the target can be
S-inch, 6-inch, 8-inch, and 14- to 16-inch, respectively. All attacked.
ships have primary guns at the stern and bow and some ships A friendly ship blocks the line of fire if both these
have secondary guns amidships. conditions are met:
o BB primaries are 'BB" guns. r The friendly ship occupies a hexthrough which the straight-
r CA primaries are'CA" guns. edge passes, and
r CL's have "CL" guns, unless the letter "L" (in a color blockf o The friendly ship is adjacent to {not stacked withf either
is printed next to their primary gunnery values in which the attacking or the target ship.
case these guns are'Light." (For example, Atlantabpimary If the line of fire passes exactly along a hexside, it is
guns are "Light."l blocked only if friendly ships ladjacent to the either the
r DD's have "Light" guns. attacking or target shipf occupy both adjoining hexes. Enemy
ships do not block line of fire. Ships stacked with the attacking
Note: Most secondaries are "Light" guns, except for secondaries of or target ship do not block line of fire.
Japanese battleships which are "CL" guns. (These secondaries are
indicated on their counters by the letters "CL"; their secondary guns Note: Shells travel on a high enough trajectory to pass over ships
were 6-inch and similar calibers.) Secondaries are used only in the in all but adjacent hexes. In the Standard Game, land also blocks
Advanced Game (see 21.6). line of fire {see 9.11.
Ranges Stacking
There are three categories of ranges that affect gunnery Friendly ships in the same hex never interfere with line
combat: distance, 8un range, and Visual Fire Direction Range. of fire. Enemy ships stacked together in a hex are separate
The closer a ship is to its target, the more damage it will targets and do not affect line of fire. An enemy ship in the
inflict with its guns. There are lhree distance ranges for guns: same hex as a friendly ship can freely be attacked and does
o Short not interfere with line of fue. Only friendly ships in adjacent,
(0 to 3 hexesf
intermediate hexes between the attacker and the target block
r Medium (4 to 7 hexes) line of fire.
r Long (8 or more hexes!
For a ship to hit a target, its guns must be able to reach JAPAN ESE GU NNERY ALLOCATION
the target. The maximum gunrange depends upon the caliber
After performing all etigible torpedo attacks, Japanese
of the guns:
ships perform gunnery combat. If a Japanese ship is on its
rAxttut Unfired side and has a target, it is eligible to attack. Using
OUN RANCE
CALTBEB 0r{ HEXES) the target selection procedure below, you assign targets for
Light rz as many eligible firing ships as possible, as long as the con-
ditions for eligibility are met. The targeting procedure may
cL 15
exclude certain ships from firing.
cA 18
Note: The procedure for selecting targets in the Standard Game is
BB 24 more precise than the method in the Basic Game (see 9.2|.
A ship must also be able to see a ship to direct its fire Select any eligible Japanese attacking ship and follow this
at the enemy. A ship can fire at any enemy ship within its procedure:
Visual Fire Direction Range (see 3.5). 1. Each Japanese ship fires at a non-sinking ship of the same
Note: In the Standard Game, US ships also use radar direction for weight class if possible. Thus, a BB or CA must fire against
gunnery, based on their Radar Fire Direction Range (see 9.41. a hedvy ship if one is within range; a CL or DD must fire
TOKYO EXPRESS Basic Game Booh, Page 17

'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

Ato F DtoF AtOH


Ato G DtoG Atol
DtoH AtOJ
Bto F Dtol
Bto G DtOJ CtOF
Bto H CtoG
Bto I EtoF CtoH
*
I
I a 12?
--L..-
mtm
| __-rl-- lll L,r I
Bto J
Cto I
Gto J
EIOJ
EtoG
EtoH
Etol
CllOKAl

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

t Japanese ships to attack. A US ship on its Unfired side and


with a target is eligible to attack. You must allocate all US Each ship s attacks are resolved individually. If a ship fires
gunnery, using the Fire Allocation markers, before resolv- against more than one target, each fire is resolved separatgly.
ing any fire. After each combat is complete, remove the Fire Allocation
markers from the attacking and target ships. Flip the attack-
Division ol Primary Gun Fire ing ship to its Fired side. Damage takes effect after both sides
You control how a US ship will fire its primaries. If you have fired (see 3.81.
split up the primaries to fire at more than one target, there You use the Gunnery Cards to resolve the combat. There
is a penalty involved. When firing at atarget, you may either: are four decks of cards, corresponding to the four calibers
l. Fire both primaries against one target (the target must be of guns. You use these cards to determine the outcomes of
in one of the ship's broadside arcsf . In this case, |ou add the gunnery attacks, ds follows:
two Gunnery values together and resolve the fire as one 1. Determine the Gunnery value applied to the attack. If
combat. You cannot attack the same target separately with both primaries are attacking the same target, ygu add the
each primary. values for the bow and stern primaries together. If a primary
2. Fire the bow primary against one target and the stern is attacking only one target, 1lou use its printed value. If one
against another. The targets may be in the same arc or in primary is firing against two targets, divide the appropriate
different arcs, ?s long as each target is within an eligible Gr.,trnery value 6y two and round down to the nearest whole
armament arc. Each primary battery fires independently, number.
TOKYO EXPRESS Basic Game Booh, Page 18

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.

DD CA EHMPLE OF GUNNERY COMBAT: ThE US CL BO'SE AIIACKS tWO


srL , "*t ,- st L ,"rt.. Japanese DD's in her stern arc. Boise's stern Gunnery value
rq-4-l is 5. The Japanese ships are two hexes away, so the Distance
Range is Short. To attack two ships, Eoise's stern Gunnery value
l3l#l is divided by two and rounded down, so each attack is worth
t-frT1
ffi ffi
2. Because the fire is being split between two targets, a row shift
down applies to each attack.
You draw the top card from the 'rCL" Gunnery Deck to
JAP. tLLUrrr. (CO MBAT SEG) resolve the attack against the first Japanese DD (in this case,
you draw card lf6). The lowest row on the card is a "2"; even
though a row shift down should be applied to the attack because
of the two attacks, yoU cannot go lower than this column. You
r= Result of Boise's gunnery attacks next check the leftmost column r'S" (for Short range) under the
letter "DD" (for the target ship type). There is a 'r1" in this box,
which means the first Japanese DD takes one Damage Point.
DD CL CA BB You check off one Damage Box on the Japanese log. This card
#2O smL sML slrl sxrL
is placed in the discard pile.
For the second attack you draw another "CL" card (#20).
Again you use row "2," checking under the "S" heading for a

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

3.9 Basic Scenario vrgroRY coNDtTtoNs


At the conclusion of the fifth Game Turn, consult the
The following scenario teaches you the basics of move-
ment and combat. Play this scenario a number times until schedule below to determine how many Victory Points (VPl
you are familiar with the basic concepts of the game. Then each side receives. Each side receives VP for damaging and
return to the other Rules Book to learn the rules of the sinking enemy ships.
Standard Game (Sections 4.0 through 14.01.
When setting up this scenario, you randomly draw the US Victory Points for Japanese Ships
indicated ship tlpes for the US and Japanese and place them Damage Damage Damage
on the map in the hexes indicated. The scenario is played Sunk Level 3 Level 2 Level 1
in five Game Turns, using the Sequence of Play in 3.1. Special Japanese CA I 6 4 2
Japanese CL
rules that apply to this scenario are listed below. After the 4 3 2 1
game is completed, you determine the Victory Points for the
US and determine the winner of the game and the level of Japanese DD 3 2 1 0
victory.
Japanese Victory Points for US Ships
DEPLOYMENT Damage Damage Damage
Sunk Ievel 3 Level 2 level 1
US Forces
USCA 6 4, :' 3 1,
SHIP PLACEMENT USDD
TYPE HEX 3 210
DD 2AA9 Admiral callaghan Killed z z YP for the Japanese.
cA 2109
CA zTW Add up the total number of VP received by each side and
cA 2208 subtract the Japanese total from the US total (the result may
DD 23s9 be a negative number|. Consult the schedule below to deter-
mine the winning side and its level of victory.
l. The Admiral Callaghan counter is placed on one of the
CA's in hex 2109. The CA is his flagship. TOTAL
2. All US ships are headed north. US VP WINNER AND LEVEL OF VI TORY

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

Situation Analysis An alert enemy could "comb" the oncoming torpedoes -


is, turn bow or stern toward the torpedo tracks to present a much
that

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

SHIP ROSTER Minesweeping Destroyer (DMS)


NAME CLASS FATE

Australia Southard * Clemson Lost 1945


Heavy Cruiser (CA)
NAME CLASS FATE Japan
Canberra Australia Sunk 819142 Battleships (BB)
United States NAME CLASS FATE

Battleships (BB) Hiei Kongo Sunk Llltgl4z


Kirishima Kongo Sunk Ltll5l42
Musashi *
NAME CLASS FATE
Yamato Sunk 10124144
* Broken up 1960
California California Yamato* Yamato Sunk 417145
Iowa* Iowa Still in service
Heavy Cruisers (CA)
Missouri* Iowa Still in service
South Dakota South Dakota Sold 1962 NAME CLASS FATE

Washington North Carolina Sold 1961 Aoba Aoba Sunk 7128145


Heavy Cruisers (CA) Atago Takao Sunk tOlnle
NAME CLASS FATE
Chokai Takao Sunk 10125144
Furutaka Furutaka Sunk 10/1Ll42
Astoria Astoria Sunk 819142 Haguro Myoko Sunk 5lt6l45
Baltimore* Baltimore Stricken L97L Kako Furutaka Sunk 8ll0l42
Chicago Northampton Sunk LBA|43 Kinugasa Aoba Sunk Llll4l42
Minneapolis Astoria Broken up 1960 Myoko Myoko Scuttled 1946
New Orleans Astoria Broken up 1959 Takao Takao Sunk 7l3Ll45
Northampton Northampton Sunk l2lLl42
Pensacola Pensacola Sunk 1948 Light Cruisers (CL)
Pittsburgb' Baltimore Stricken 1973 NAME CLASS FATE

Portland Portland Broken up 1959 Jintsu Naka Sunk 7ll3l43


Quincy Astoria Sunk 819142 Kitakami* Kuma Broken up 1946
Salt Lake City Astoria Sunk 1948 Nagara Nagara Sunk 817144
San Francisco Astoria Broken up 1961 Sendai Naka Sunk LIlzl43
Light Cruisers (CL)
Tenryu Tenryu Sunk LZlL8l42
Yubari Yubari Sunk 4128144
NAME CLASS FATE
Destroyers (DD)
Atlanta Atlanta Sunk LtlLsl42
NAME CLASS FATE
Boise Brooklyn Sold 1951
Helena Brooklyn Sunk 716143 Akigumo Yugomo Sunk 4ltllM
Honolulu Brooklyn Brokqn up 1960 Amagiri Fubuki Sunk 4l23lM
Juneau Atlanta Sunk 11/13142 Amatsukaze Kagero Sunk 416145

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,
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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.
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Japanese actions; the quirks that remain are tolerated so as not //. Greenwich, London: Conway Maritime Press, t979.
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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.
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their goal. Battle Movement causes them to maneuver for War //. Boston: Little, Brown, 1950.
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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.

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