Professional Documents
Culture Documents
Ship Movement: All ship units are inverted - upside down - on the chartboard (unless you are using stand-up
clips) and (if chosen to move) may move 1 space in any direction per turn, until contact and/or combat is made
- the owning player may examine them at any time. Roll a die to see which player moves first. S/he moves
only unit. Thereafter, in alternating player turns, each player may move 2. Only 1 unit may remain in any
space at the end of a turn. In the most basic game, friendly units may not pass through each other - may not
switch spaces.
Contact is made when a friendly warship unit enters a space occupied by an (unknown) enemy ship unit.
Those become engaged in battle and may move no further during the game. The attacked/defending ship's
identity - warship or convoy unit - remains unknown to the attacker, until after the game is over, when all ships
are revealed. No other ship units may enter their space.
Winning: The player that gets the most victory points wins. 1 victory point each is awarded for:
- Getting a convoy to the opposite side of the chart board in his turn (Then the convoy is removed from the
game.)
- Sinking an enemy aircraft carrier or battleship.
Note: If both sides get an equal number of victory points, the side which got theirs first wins.
BB DE BE AE AE DE AE
CA,CL DE DE BE AE DE AE
DD DE DE DE BE AE AE
SS AE AE AE DE - AE
Convoy DE DE DE DE DE -
Play balance: If a younger player loses too often and risks becoming discouraged, the older player should
play with his pieces face UP. 3:-)
Task Forces: If All ship units are inverted - upside down - on the chartboard (unless you are using stand-up
clips) and (if chosen to move) each unit or task force of units may move 1 space in any direction per turn, until
contact and/or combat is made. The owning player may examine them at any time.
In alternating player-turns, each player may move a number of individual ships or task forces he has equal to
1/3 his total number of pieces – fractions rounded up. A task force can be up to any 3 mutually adjacent ship
units (ergo, if 3 in triangular formation), and its members may move/attack out in different directions, although
that will then require extra turns to re-assemble the task force.
Roll a die to see which player moves first. Again, only 1 ship unit - enemy or friendly - may remain in any
space at the end of a turn, although friendly units may pass through each other - switch spaces.
Duration: As long as it takes for all enemy ships to be destroyed or there is a clear winner in any case.
Ship Movement and Command Control: All ship units are inverted - upside down - on the chartboard
(unless you are using stand-up clips) and (if chosen to move) each unit or task force of units may move 1
space in any direction per turn - including a task force breaking up and its members moving/attacking out in
different directions - until contact and/or combat is made. The owning player may examine them at any time.
In alternating player-turns, each player may move a number of individual ships or task forces he has equal to
1/3 his total number of pieces – fractions rounded up. A task force can be up to any 3 mutually adjacent ship
units (ergo, if 3 in triangular formation).
Roll a die to see which player moves first. S/he moves only half the eligible number of units for a normal
turn. Again, only 1 ship unit - enemy or friendly - may remain in any space at the end of a turn, although
friendly units may pass through each other - switch spaces.
For tactical - battle withdrawal/pursuit - purposes, subs, convoys, and warships marked with an S are Slow.
Contact - made when a ship, sub, or air unit enters a space occupied by an enemy ship unit - and
Combat:
The identities of both attacker and defender are revealed when contact - air or surface - is made.
Air Strikes - naval/carrier-based attacks before before land-based air can attack: Only 1 air attack
(round) may be made per activated aircraft carrier per owning moving/attacking player's turn. A land-based
air unit may attack each turn. After movement, an active carrier or land-based air unit may strike either into its
own space or into an adjacent space. Either may attack 1 hex farther, but the chance of a hit is reduced by 2
on the die, and that may be a voluntary reduction, to mislead an opponent. A player is only required to say if
he is rolling for high or low numbers. He is not required to say what numbers will hit - what the attack's range
is, although a hit required by a 1-hex range will be obvious. A carrier which air strikes is not revealed, unless
the opponents cannot trust each other. Airstrikes against surface warships marked with an S are increased by
1 on the die. The Japanese Chikuma/Tone cruisers' search plane is not active in the Classic Game.
Surface/gunfire/submarine combat: occurs if one or more ship units enters the space of an enemy ship unit
or island. Note: An aircraft carrier may use its air attack against an enemy unit in the same space it has
moved into and then – if the target isn’t eliminated – must “attack” it on the surface, even if the result is an
automatic AE.
Tactical Withdrawal: Again, only one ship unit may remain in a contested space at the end of a turn. If one
side wants to voluntarily withdraw, it may do so into an empty adjacent space (back toward its home side or
sideways, if possible) if it is no slower than the opponent. If the withdrawing ship unit is Slow, the opposing
player may demand another battle round. If there are no empty spaces to withdraw to in any direction, a
player must continue to do battle unless the opposing player withdraws.
Strategic Withdrawal: If he already has at least 2 victory points, a player may permanently withdraw any of
his pieces off his side of the chart, if it/they can make it back to do so.
Landings: If islands (having land-based air unit bases) are used, Convoys may take islands, in which case a
friendly land-based air unit may be transferred onto it, next turn. The Convoy so used is then removed from
the game.
Combat results:
DE = Defender Eliminated.
DEn = Defender Eliminated on a die roll of 1-n. (If you prefer high numbers, you can roll for an equal
number of good die numbers, if you wish, so DE2 would be for a roll of 1-2 or 5-6.)
BE or DEn = Players must choose before starting the game, whether Both ship units will be eliminated -
classical/ simplest - or whether instead both players may roll for the DEn number against each other
simultaneously - the wargamer's choice.
AE = Attacking unit eliminated.
"-" = The attacking ship withdraws back into the (empty) space it came from or another adjacent to that, if its
original space is occupied. If there are no spaces it can withdraw to, it is eliminated. A ship unit may remain
in an island space, even if it hasn't eliminated an air unit on it.
Ship class codes: Aircraft carrier = CV, Battleship = BB, Cruisers (2 ships per piece) = CL&CA, Destroyers
(3 ships) = DD. Submarines (periscope wakes on pieces) = SS, and a Convoy has 4 freighters on its piece. .
To Win a player must get more victory points than the opponent and he/she gets 1 victory point each for:
Each enemy aircraft carrier or battleship unit.
Getting a convoy to the opposite side of the board and it surviving the next enemy player-turn. (It then
disappears.)
Taking an island (and the Convoy then disappears) and keeping it until the end of the game.
If the victor has 2 vps more than the defender and also has twice as many or more vps, he wins a Smashing
Strategic Victory worth 2 games.
Player-turn Sequence:
- Ship unit movement and identification, if in same hex.
- Defending submarine attacks.
- Air Strikes – the moving/attacking player only – both land-based and "active carrier"-based.
- Surface/gunfire and attacking submarine combat
Duration: As long as it takes for all enemy ships to be destroyed or there is a clear winner in any case.
Starting Forces and their Deployment - See also Historical Scenarios sheet after Rules:
Each player picks a navy to use: U.S. Navy, Imperial Japanese Navy, British Royal Navy, German
Kriegsmarine, Italian Regia Marina, or Red Navy - and note that most of these have different compositions.
The 7-hexagon-side chart board must be used. If there are to be 3 separate opposing players/navies,
none of the starting sides may be adjacent, unless a special arrangement if a 2-against-one game has been
agreed to (in which case the allies each get 7 ship units and their opponent all 10, and they start in opposite
corners). Each player may set up his ships in his first 2 ranks. Each player picks 7 of his ship types/units for
the game, unless both/all players agree that however many more ship units may be used. An aircraft carrier
counts as 2 ships, and a Dummy is used as the "second ship," until either is contacted. The identities of the
ships selected are secret, until contact/combat on the board occurs. A discovered Dummy is permanently
removed, unless a scenario says it is Returnable to the game, in which case it must return in the owning
player's turn on a space with a real naval unit for the movement of one or both. The owning player may put
his hand in front of it when it is returned, to conceal which piece is the Dummy.
If the scenario calls for an Island, it is placed up to the 5th rank forward of the owning player’s side and in the
direction of the center of the chart, unless the scenario specifies otherwise or players decide they don't want to
use islands and land-based air units.
Ship Movement and Command Control: All ship units are inverted - upside down - on the chartboard
(unless you are using stand-up clips) and (if chosen to move) each unit or task force of units may move 1
space in any direction per turn - including a task force breaking up and its members moving/attacking out in
different directions - until contact and/or combat is made. The owning player may examine them at any time.
In alternating player-turns, each player may move a number of individual ships or task forces he has equal to
1/3 his total number of pieces – fractions rounded. A task force can be up to any 3 mutually adjacent ship
units (ergo, if 3 in triangular formation).
Roll a die to see which player moves first. S/he moves only half the eligible number of units for a normal
turn. Again, only 1 ship unit - enemy or friendly - may remain in any space at the end of a turn, although
friendly units may pass through each other - switch spaces.
For tactical - battle withdrawal/pursuit - purposes, subs, convoys, and warships marked with an S are Slow.
Contact - made when a ship, sub, or air unit enters a space occupied by an enemy ship unit - and
Combat:
The identities of both attacker and defender are revealed when contact - air or surface - is made.
Air Strikes - naval/carrier-based attacks before before land-based air can attack: Only 1 air attack
(round) may be made per activated aircraft carrier per owning moving/attacking player's turn. A land-based
air unit may attack each turn. After movement, an active carrier or land-based air unit may strike either into its
own space or into an adjacent space. Either may attack 1 hex farther, but the chance of a hit is reduced by 2
on the die, and that may be a voluntary reduction, to mislead an opponent. A player is only required to say
if he is rolling for high or low numbers. He is not required to say what numbers will hit - what the attack's
range is, although a hit required by a 1-hex range will be obvious. A carrier which air strikes is not revealed,
unless the opponents cannot trust each other. Airstrikes against surface warships marked with an S are
increased by 1 on the die. The Japanese Chikuma/Tone cruisers may search but not strike into an adjacent
space and are similarly not revealed.
Surface/gunfire/submarine combat: occurs if one or more ship units enters the space of an enemy ship unit
or island. Note: An aircraft carrier may use its air attack against an enemy unit in the same space it has
moved into and then – if the target isn’t eliminated – must “attack” it on the surface, even if the result is an
automatic AE.
Tactical Withdrawal: Again, only one ship unit may remain in a contested space at the end of a turn. If one
side wants to voluntarily withdraw, it may do so into an empty adjacent space (back toward its home side or
sideways, if possible) if it is no slower than the opponent. If the withdrawing ship unit is Slow, the opposing
player may demand another battle round. If there are no empty spaces to withdraw to in any direction, a
player must continue to do battle unless the opposing player withdraws.
Strategic Withdrawal: If he already has at least 2 victory points, a player may permanently withdraw any of
his pieces off his side of the chart, if it/they can make it back to do so.
Landings: If islands (having land-based air unit bases) are used, Convoys may take islands with a
successful "AE1, if not then DE" result, in which case the friendly land-based air unit may be moved into it, for
the next turn. A Convoy so used is then withdrawn from the game.
Combat results:
DE = Defending unit eliminated.
DEn = Defending unit eliminated on a die roll of 1-n. (If you prefer high numbers, you can roll for an equal
number of good die numbers, if you wish, so DE2 would be for a roll of 1-2 or 5-6.) Note, however, the
conditional if/then results for (for example): "AE2, if not DE3" If the attacker isn't destroyed, then he may roll
for a DE3 to destroy the defender.
AE, AEn = Attacker eliminated, maybe upon another necessary die roll number indicated by n. DE3 both
means both attacker and defender roll the die for a 50% chance of destroying the other.
"-" = The attacking ship withdraws back into the (empty) space it came from or another adjacent to that, if its
original space is occupied. If there are no spaces it can withdraw to, it is eliminated. A ship unit may remain
in an island space, even if it hasn't eliminated an air unit on it.
Ship class codes: Aircraft carrier = CV, Battleship = BB, Cruisers (2 ships per piece) = CL&CA, Destroyers
(3 ships) = DD. Submarines (periscope wakes on pieces) = SS, and a Convoy has 4 freighters on its piece.
"HISTORICAL" BATTLE MATRIX
Attacker: ___CV____ BB CA,CL DD SS Convoy
LndBsdAir
Defender:
CV Air: DE4 DE5 DE4 DE3 AE2 - DE3
Surf: - if not, DE
At night starting in 1941 for the Japanese and British, 1942 for the Germans, and 1943 for the
Americans - unless otherwise noted in scenarios - add 1 to firing die roll both when attacking and
defending.
To Win a player must get more victory points than the opponent and he/she gets 1 victory point each for:
- Each enemy aircraft carrier or battleship unit or two 2-ship cruiser units sunk.
- Getting a convoy to the opposite side of the board and it surviving the next enemy player-turn. (It then
disappears.)
- Taking and island (and the Convoy then disappears) and keeping it until the end of the game.
- If the victor has 2 vps more than the defender and also has twice as many or more vps, he wins a Smashing
Strategic Victory worth 2 games.
Note: Victory point values are sometimes altered in historical scenarios, as appropriate.
Player-turn Sequence: :
- Ship unit movement and identification, if in same hex.
- Defending submarine attacks.
- Air Strikes – the moving/attacking player only – both land-based and "active carrier"-based..
- Surface/gunfire and attacking submarine combat
Untested Advanced Game: Task forces are now up to 3 units on the same space - no longer adjacent units.
When a task force moves into an enemy-occupied space, the defender selects which of his units to defend with
first and it battles with the attacking unit of the defender's choice. After that battle is resolved, the attacker
chooses which of his units to attack with and which defender's unit to attack, and it goes back and forth until
only one side controls the space.
Esperance O42 - N Santa Cruz N42 1st Guadalcanal - N 2nd Guad N42 - N Tassafar
N42-N
USN IJN# USN IJN USN IJN USN IJN USN# IJN
CV 2(EH) 3(ZSh?)
BB 1(SDa) 2 2 2(WSD) 1
CA,CL 2+ 2+ 2 2 2 1 2+
DD 2 1 2 2 2 3 1 2 2 2+
SS 1
--------------------------------------------------------------------------------
--
Dmys 2 2 1 2 2 1 2
Cnvy 1+ 1+ 1+
L-BAir
Bases
Notes:
Esperance: U.S. Navy has radar and Admiral Norman Scott knows how to use it. Japanese units always
exposed. To win, Japanese must exit opposite end of board
Tassafaronga: Japanese start along side next to and left of U.S. units. U.S. units always exposed, because
wily Japanese initially hugged Guadalcanal shore, confusing our radar. Japanese can only escape via
opposite side.
Philippine Sea Je44 SurigaoStrait O44 - N Cape Engano O44 Wake Island D41
Kommandorskis
USN IJN USN IJN USN IJN USN IJN USN IJN
CV 6 4 6 2(ShZ) 1(Sar) 2(HiryuSoryu)
BB 7 5 6S 2(YamFus) 6 2
CA,CL 4 4 2+ 1 2 1 2 2 1 2
DD 4 3 4 2 4 2 1 2 1 1
SS 2 2 1
--------------------------------------------------------------------------------
--
Dmys 2 2
Conv 2+ 1 1+ 1+
L-BAir 2 1 1
Bases 2 1
Notes:
Philippine Sea: Convoys are landing forces only.
Surigao Strait: Japanese ships can only exit opposite side of chartboard and get 1 victory point for each unit
able to do so. Each U.S. battleship sunk = 2 vps, each Allied cruiser unit = 1 vp..
Wake Island: U.S. enters in east. IJN carriers in NW and invasion convoy in SW. Sara = 2 vps. US convoy
gets a point if it makes it to Wake and then gets off the eastern/American side.
Kommandorskis: U.S.L-BAir (B-26) appears and attacks only on each one die roll per turn of boxcars (2 6s).