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© 2009 Matrix Publishing, LLC. and 2by3 Games. All Rights Reserved. Matrix Publishing, LLC. and Matrix Publishing, LLC. logo are trademarks of Matrix
Publishing, LLC. and War in the Pacific: Admiral’s Edition™ is a trademark of Matrix Publishing, LLC. and 2by3 Games. All other trademarks and trade
names are the properties of their respective owners and Matrix Publishing, LLC. and 2by3 Games make no claim thereto.
WORLD WAR II ARRIVES EARLY IN THE PACIFIC
The Year is 1922. World War 1 has come and gone and the world
has settled into an uneasy peace. The alliance between the United States
and the other powers is weak as the powers try to maintain peace in Europe. Fearful of the
growing strength of Japan, the United States created a series of plans in case of a pacific
war with Japan. Their name: War Plan Orange. Consisting of three different scenarios, War
Plan Orange was a comprehensive and real life “What if” scenario for the war in the pacific.
In the world of Matrix Games a different story is going to unfold, and Japan, seeking natural
resources to grow their power, will turn the full strength of their navy against the industrial
giant of the United States.
Enter War Plan Orange: Dreadnoughts in the Pacific 1922-1930, where you will command the
pacific fleet for either power in four different campaigns. The two major campaigns will take
you from 1922 - 1926 and from 1926 - 1930. With incredible attention to detail and historical
accuracy, War Plan Orange is the perfect modification to War in the Pacific for anyone who
loves the time period between World War 1 and World War 2. The lack of airpower and
inefficient fuels, as well as the natural resources required by both sides make War Plan
Orange a completely different experience.
Additionally there are two PBEM scenarios included, making War Plan Orange powerful
enough to stand on its own, as well as one of the largest mods and expansions to be released
for any game. War in the Pacific fans will rejoice and newcomers will stand in awe of the
tactical battles that will be waged in one of the greatest wars that never was (or at least,
never was until more than a decade later).
Contents
TABLE OF CONTENTS
1.0 INTRODUCTION............................................................................................................. 13
1.1 Main Manual............................................................................................................... 13
1.2 Editor Manual.............................................................................................................. 13
1.3 Installation.................................................................................................................. 13
Minimum system requirements.................................................................................... 14
Recommended system requirements............................................................................ 14
1.4 Uninstalling the game.................................................................................................. 14
1.5 Product updates.......................................................................................................... 14
1.6 Game forums.............................................................................................................. 15
1.7 Need help?.................................................................................................................. 15
2.0 GETTING STARTED........................................................................................................ 16
2.1 Interface...................................................................................................................... 16
2.2 Hotkeys....................................................................................................................... 17
2.3 Main Game Menu........................................................................................................ 19
2.3.1 Gamestyle Options.............................................................................................. 19
2.3.2 Game Parameter Options.................................................................................... 20
2.3.3 Miscellaneous Options........................................................................................ 20
2.4 Realism Options Screen............................................................................................... 20
2.4.1 Fog of War......................................................................................................... 21
2.4.2 Advanced Weather Effects................................................................................... 21
2.4.3 Allied Damage Control........................................................................................ 21
2.4.4 Player Defined Upgrades..................................................................................... 22
2.4.5 Historical First Turn............................................................................................. 22
2.4.6 December 7th Surprise....................................................................................... 22
2.4.7 Reliable USN Torpedoes...................................................................................... 23
2.4.8 Realistic R&D..................................................................................................... 23
2.4.9 No Unit Withdrawals............................................................................................ 23
2.4.10 Reinforcement (Allied/Japanese)........................................................................ 24
2.5 Game Options Screen.................................................................................................. 24
2.5.1 Combat Reports................................................................................................. 25
2.5.2 Auto Sub Ops..................................................................................................... 25
2.5.3 TF Move Radius.................................................................................................. 25
2.5.4 Plane Move Radius............................................................................................. 25
2.5.5 Set All Facilities To Expand At Start...................................................................... 25
2.5.6 Automatic Upgrade for Air Units........................................................................... 26
2.5.7 Accept Air and Ground Replacements.................................................................. 26
2.5.8 Turn Cycle.......................................................................................................... 26
2.5.9 AI Difficulty . ...................................................................................................... 26
2.6 Preferences Menu....................................................................................................... 27
2.6.1 Map Style........................................................................................................... 28
2.6.2 Hexside Details................................................................................................... 28
5
2.6.3 Map Scroll Delay................................................................................................ 28
2.6.4 Delay Settings.................................................................................................... 28
2.6.5 Show Combat Animations .................................................................................. 28
2.6.6 Show Combat Summaries................................................................................... 29
2.6.7 Show Clouds...................................................................................................... 29
2.6.8 Volume and FX................................................................................................... 29
2.7 Begin a New Game...................................................................................................... 29
2.7.1 A Note on Play-by-Email (PBEM) Games............................................................... 31
3.0 SEQUENCE OF PLAY...................................................................................................... 31
4.0 THE MAIN DISPLAY...................................................................................................... 34
4.1 The Menu Bar.............................................................................................................. 34
4.2 The Map...................................................................................................................... 36
4.2.1 Terrain............................................................................................................... 36
4.2.2 Viewing Hexside Terrain....................................................................................... 40
4.2.3 Other Hex Information......................................................................................... 41
4.2.4 The Tactical Map................................................................................................ 41
4.2.5 The Jump Map................................................................................................... 48
4.2.6 The Strategic Map.............................................................................................. 49
4.2.7 Map Icons.......................................................................................................... 50
5.0 INFORMATION DISPLAYS............................................................................................. 52
5.1 Intelligence Display..................................................................................................... 52
5.1.1 Allied/Japanese Air Operations and Miscellaneous Information.............................. 52
5.1.2 Scoring.............................................................................................................. 53
5.1.3 Menu Buttons..................................................................................................... 53
5.2 List All...Screens.......................................................................................................... 66
5.2.1 List Land Based Air Units.................................................................................... 66
5.2.2 List Naval Air Units.............................................................................................. 68
5.2.3 List All Ground Units........................................................................................... 69
5.2.4 List All Active Ships............................................................................................. 70
5.2.5 List All Task Forces............................................................................................. 71
5.3 Database Screens....................................................................................................... 73
5.3.1 Naval Database.................................................................................................. 73
5.3.2 Plane & Weapon Database.................................................................................. 73
5.4 SigInt Screen............................................................................................................... 74
5.5 Ops Report.................................................................................................................. 74
6.0 NAVAL UNITS................................................................................................................ 75
6.1 Task Forces and Ships................................................................................................. 75
6.1.1 Task Force Symbols............................................................................................ 76
6.1.2 Task Force Information Screen............................................................................. 79
6.1.3 Ship Information Screen...................................................................................... 84
6.2 Creating a Task Force.................................................................................................. 90
6.2.1 Assigning Missions............................................................................................. 91
6.2.2 Disbanding Task Forces...................................................................................... 91
6
Contents
7
7.2.2 Withdrawing and Disbanding Air Units................................................................ 168
7.2.3 Transfers.......................................................................................................... 169
7.2.4 Troop and Supply Transport............................................................................... 170
7.3 Air Group Resizing..................................................................................................... 171
7.3.1 Detachments.................................................................................................... 171
7.4 Air Combat................................................................................................................ 171
7.4.1 Combat Air Patrol (CAP).................................................................................... 172
7.4.2 Air-To-Air Combat............................................................................................. 173
8.0 GROUND UNITS........................................................................................................... 176
8.1 Unit Types................................................................................................................. 177
8.1.1 Headquarters................................................................................................... 178
8.1.2 Combat Infantry, Parachute Infantry, and Cavalry................................................ 179
8.1.3 Engineers......................................................................................................... 179
8.1.4 Air Defense Units.............................................................................................. 179
8.1.5 Artillery and Anti-Tank Guns.............................................................................. 179
8.1.6 Armor.............................................................................................................. 180
8.1.7 Coast Defense Units......................................................................................... 180
8.2 Ground Unit Information Screen................................................................................. 180
8.2.1 Unit Information Screen..................................................................................... 182
8.2.2 Unit Devices .................................................................................................... 188
8.3 Ground Unit Movement.............................................................................................. 189
8.3.1 Overland Movement.......................................................................................... 189
8.3.2 Land movement between the main map and off-map areas:............................... 192
8.3.3 Strategic transfer between two off-map areas:................................................... 192
8.3.4 Transporting Ground Units................................................................................. 193
8.3.5 Counter Invasion Forces.................................................................................... 193
8.4 Ground Combat......................................................................................................... 194
8.4.1 Ground Combat Missions.................................................................................. 194
8.4.2 Ground Combat Resolution................................................................................ 195
8.4.3 Ground Combat Animations............................................................................... 198
8.4.4 Ground Units and Fortifications.......................................................................... 198
8.4.5 Disruption........................................................................................................ 198
8.5 Partisans................................................................................................................... 199
8.6 Russia and the Manchukuo Garrison.......................................................................... 200
8.7 Coastwatchers.......................................................................................................... 201
8.8 Indo-China Japanese Militia...................................................................................... 201
8.9 Island and Atoll Stacking........................................................................................... 202
8.10 Forts........................................................................................................................ 202
8.11 Squad upgrades...................................................................................................... 203
9.0 BASES......................................................................................................................... 203
9.1 Base Information Screen........................................................................................... 204
9.2 Base Symbols........................................................................................................... 207
9.2.1 Map Displays................................................................................................... 207
8
Contents
9
14.2.1 Damage and Repairs ..................................................................................... 240
14.2.2 Gameplay....................................................................................................... 241
14.2.3 Repair Types: ................................................................................................ 244
14.2.4 Weapon Repair:.............................................................................................. 248
15.0 LOGISTICS................................................................................................................ 249
15.1 Supply Operations................................................................................................... 250
15.2 Naval Supply .......................................................................................................... 250
15.3 Ground Unit Supply.................................................................................................. 250
15.3.1 Supply/Fatigue Effects on Land Units............................................................... 251
15.4 Air Unit Supply......................................................................................................... 252
15.4.1 Aircraft Status................................................................................................ 252
15.5 Automatic Convoys.................................................................................................. 253
15.6 Capturing Base Resources....................................................................................... 253
15.7 Spoilage.................................................................................................................. 254
15.8 Burma Road............................................................................................................ 254
16.0 REINFORCEMENTS AND REPLACEMENTS................................................................ 254
16.1 Naval units.............................................................................................................. 254
16.1.1 Automatic Ship Replacements ........................................................................ 255
16.2 Air Units.................................................................................................................. 255
16.2.1 Carrier Aircraft and Off-map Movement .......................................................... 257
16.2.2 Average Pilot Experience by Nationality............................................................ 257
16.2.3 Aircraft Upgrades............................................................................................ 257
16.3 Pilot Replacements . ............................................................................................... 259
16.4 Ground Units........................................................................................................... 260
16.4.1 Ground Unit Weapon Upgrades........................................................................ 261
16.4.2 Special Chinese Replacements........................................................................ 261
16.5 Base Force Replacements....................................................................................... 262
16.6 Arrivals.................................................................................................................... 262
17.0 VICTORY CONDITIONS.............................................................................................. 263
17.1 Victory Levels.......................................................................................................... 265
17.1.1 Victory After 1945.......................................................................................... 265
17.1.2 Using Atomic Bombs....................................................................................... 265
17.2 Automatic Victory.................................................................................................... 265
17.2.1 Automatic Victory in 1943............................................................................... 266
17.2.2 Automatic Victory in 1944............................................................................... 266
17.2.3 Automatic Victory in 1945 or Later................................................................... 266
18.0 SPECIAL RULES........................................................................................................ 266
18.1 Realism Options...................................................................................................... 266
18.1.1 Fog of War..................................................................................................... 266
18.1.2 Advanced Weather Effects............................................................................... 267
18.1.3 Allied Damage Control Advantage.................................................................... 267
18.1.4 Player Defined Upgrades................................................................................. 267
18.1.5 Historical First Turn......................................................................................... 267
10
Contents
11
THE DAWN OF THE GREATEST AND MOST
TERRIBLE WAR THE WORLD HAS EVER SEEN
• Three full-length campaign games (Total War, Axis Blitz, and Arsenal of Democracy), all
starting in 1939 and lasting to the end of the war.
• Five shorter scenarios (Spring’40, Summer’41, Spring’42, Summer’43 and East Vs West –
1946).
• Five playable forces (Germany, Japan, the Soviet Union, the Western Allies, and China) and 40
different countries
• Each unit has up to 14 attributes, most of which can be improved through research and
development
• Rules that cover strategic movement, forts, cold weather zones, airborne attack, amphibious
invasions, partisans, militia, and many other features
• PBEM playability for two to five players
• TCP/IP/LAN playability for 2 to five players
• Challenging AI that offers a unique gaming experience
Introduction
1.0 INTRODUCTION
In War in the Pacific, Admiral’s Edition™, players
may choose to direct the Japanese or Allied war
efforts in one of several scenarios that cover a
portion of the war in the Pacific, or may choose
the dynamic campaign game that covers the
entire map.
1.3 INSTALLATION
Please ensure your system meets the minimum requirements listed below. To install the game,
either double click on the installation file you downloaded or insert the xxxxxxxxTM CD into
your CD-ROM drive. If you have disabled the autorun function on your CD-ROM or if you are
installing from a digital download, double-click on the installation archive file, then double
click on the file that is shown inside the archive. Follow all on-screen prompts to complete
installation.
13
MINIMUM SYSTEM REQUIREMENTS
OS: Windows 98SE / ME / 2000 / XP / Vista
Processor: Pentium II 600 Mhz CPU
RAM: 512 mb
Video Card: 8MB Video Graphics Card 16 BIT Color
Sound Card: Direct X compatible Soundcard
CD-ROM: 8x CD-ROM
Hard Drive: 900mb free HD space
DirectX Version: DirectX 9c or higher
RECOMMENDED SYSTEM REQUIREMENTS
OS: Windows 2000 / XP / Vista
Processor: 1 Ghz CPU
RAM: 1 gb
Video Card: 8MB Video Graphics Card 16 BIT Color
Sound Card: Direct X compatible Soundcard
CD-ROM: 8x CD-ROM
Hard Drive: 900 mb free HD space
DirectX Version: DirectX 9c or higher
14
Introduction
Sign Up for a Matrix Games Member account - THIS IS A ONE TIME PROCEDURE; once you
have signed up for a Matrix account, you are in the system and will not need to sign up again.
Go to www.matrixgames.com and click the Members hyperlink at the top. In the new window,
select Register NOW and follow the on-screen instructions. When youíre finished, click the
Please Create My New Account button, and a confirmation e-mail will be sent to your specified
e-mail account.
Register a New Game Purchase - Once you have signed up for a Matrix Games Member
account, you can then register any Matrix Games title you own in your new account. To do so,
log in to your account on the Matrix Games website (www.matrixgames.com). Click Register
Game near the top to register your new Matrix Games purchase.
We strongly recommend registering your game as it will give you a backup location for your
serial number should you lose it in the future.Once youíve registered your game, when you log
in to the Members section you can view your list of registered titles by clicking My Games. Each
game title is a hyperlink that will take you to an information page on the game (including all the
latest news on that title). Also on this list is a Downloads hyperlink that takes you to a page that
has all the latest public and registered downloads, including patches, for that particular title.
You can also access patches and updates via our “Games Section” (http://www.matrixgames.
com/games/), once there select the game you wish to check updates for, then check the
“downloads” link. Certain value content and additional downloads will be restricted to
“Members Area” members. so it is always worthwhile to sign up there.
Remember, once you have signed up for a Matrix Games Member account, you do not have
to sign up again at that point you are free to register for any Matrix Games product you
purchase.
Thank you and enjoy your game!
15
Sunday may wait 48 hours for a reply. You can get to our Help Desk by going to http://www.
matrixgames.com/helpdesk
2.1 INTERFACE
The interface for War in the Pacific, Admiral’s Edition™ is centered on five types of input:
»» Toggle switches that turn on and off associated options.
»» Icons, represented by buttons in the Menu Bar. These buttons are
on the left of the Hex Command Display and on the right in the Base
Information Screen. These bring up lists or menu screens that may
in turn take you to additional screens where you give orders.
»» Icons in the Hex Command Display that represent individual units in the
current hex. Click on the icons to open Unit Information Screens.
»» Directional arrows, which are the small left and right arrows next to many
items. These scroll through a list of available choices. When there is a single
arrow pointing to the right, it either launches another menu, as in “Form
Task Force,” or it toggles orders such as “Automatic Convoy Off/On.”
16
Getting Started
2.2 HOTKEYS
War in the Pacific, Admiral’s Edition™ includes several hotkeys:
[F2] Toggles display between not showing all computer-controlled TFs (auto-convoy
and others), not showing human TFs, and showing all TFs.
[F3] Toggle Plane Range Radius on/off
[F4] Toggle Task Force Move Radius on/off
[F5] Toggle combat animations on/off
[F6] Toggle hexside terrain detail on/off
[F7] Toggle Bad Weather (Clouds) Indicator on/off
[F8] Toggles combat summaries on/off, but will retain combat reports
[F9] Allow human players to enter the Orders Phase at next opportunity
[A] Bring up the List All Land Based Air Units screen
[B] Bring up the List All Bases screen
[C] Bring up the Combat Report screen
[D] View aircraft, troop and vehicle Database
[E] End the Orders Phase
[F] Save the game
[G] Bring up the List All Ground/Land Based Units screen
[H] Show the Auto Convoy System
[I] Bring up the Intelligence Reports screen
[K] Bring up the Weather Report Screen
[L] Bring up the Signal Intelligence reports
[M] View Game Credits
[N] Bring up the List All Naval Air Units screen
[O] Bring up the Operational Report screen
17
[P] Bring up the Preference and Options screen
[Q] Quit game
[R] Toggles Road networks on/off
[S] Bring up the List All Ships screen
[T] Bring up the List All Task Forces screen
[V] View Ship Database
[W] Display Hex/Hexside Ownership
[Y] Toggle Rail Network on/off
[Z] Display the Control Zone Map
[1] Toggles text for terrain in each hex on the Tactical Map
[2] Toggles text for Zone Location in each hex on the Tactical Map
[3] Toggles hex weather forecast
[Ctrl] [A] Show the Large Strategic Map
[Ctrl] [J] Toggles the Jump Map on or off in the full screen map mode
[Ctrl] [f] Reduce main message delay one increment
[Ctrl] [s] Increase main message delay one increment
[?] Center map on Home Bases
[>] Next Task Force with Task Force Display
[.] Next Task Force without Task Force Display (unshifted “>”)
[<] Previous Task Force with Task Force Display
[,] Previous Task Force without Task Force Display (unshifted “<”)
[+] Next Base
[-] Previous Base
[Ctrl] [p] Pause turn resolution
[Esc] Speeds up (in PBEM) or skips (vs. AI) the current animation
18
Getting Started
19
2.3.2 GAME PARAMETER OPTIONS
»» Realism Options – select different rules affecting game play (section 2.4)
»» Game Options – select different options affecting game display (section 2.5)
»» Preferences – select different options regarding message
delay, sound volume, and map appearance (section 2.6)
2.3.3 MISCELLANEOUS OPTIONS
»» Scenario Selection – select to choose a scenario to play
»» Load a Saved Game – select to load a previously saved game
»» Exit Game – This toggle switch will, when clicked, exit War in the
Pacific, Admiral’s Edition™ and return you to your desktop
20
Getting Started
All options can be changed in-game (except during PBEM games) from the tool bar by clicking
the Preferences and Options button. You can find more info on Realism Options in section 18.0
Special Rules.
The options are:
»» Fog of War (section 2.4.1)
»» Advanced Weather Effects (section 2.4.2)
»» Allied Damage Control (section 2.4.3)
»» Player Defined Upgrades (section 2.4.4)
»» Historical First Turn (section 2.4.5)
»» December 7th Surprise (section 2.4.6)
»» Reliable USN Torpedoes (section 2.4.7)
»» Realistic R&D (section 2.4.8)
»» No Unit Withdrawals (section 2.4.9)
»» Reinforcement – Allied or Japanese (section 2.4.10)
2.4.1 FOG OF WAR
This switch controls the amount of information that either side can receive regarding the
enemy. Historically, the commanders relied on spotty and often incomplete information on
which to base their strike decisions. In War in the Pacific, Admiral’s Edition™, the player may
select whether they wish to place themselves more fully in the same shoes as their historical
counterparts.
When turned on, both players will receive incomplete or faulty messages and reports concerning
enemy ship, troop, and air group damage, as well as limited data on enemy bases. If left off, all
enemy units will be visible on the map at all times.
21
2.4.4 PLAYER DEFINED UPGRADES
This switch toggles (on/off) whether players can freely upgrade air units to other aircraft
models, limited only by the aircraft type (fighter, light bomber etc.) of the unit, or whether only
the specifically defined upgrade paths specified for that air unit and/or aircraft type can be
followed.
22
Getting Started
23
2.4.10 REINFORCEMENT (ALLIED/JAPANESE)
This determines when reinforcements for each side appear in the Pacific Theater. The options
include:
»» Fixed
»» Variable (randomizes the appearance of troops, ships, and
air groups; Variable reinforcements appear at plus or minus
15 days from their normal fixed appearance date)
»» Extremely Variable (like the Variable option, except there’s even more
randomizing factors; these can vary in appearance up to plus or minus 60 days)
24
Getting Started
25
2.5.6 AUTOMATIC UPGRADE FOR AIR UNITS
When selected, the player’s air units will automatically look for replacement aircraft from the
Replacement Pool to replace their aircraft (replacing outdated or inferior equipment). While this
will ensure that air squadrons are up to date with the latest designs, it will, like Set All Facilities
To Expand at Start, mean that the number of planes in the Replacement Pool will be reduced.
If not selected, each squadron will need to update equipment individually.
2.5.9 AI DIFFICULTY
The AI Difficulty selection arrows allow the player to extend an advantage to the computer
opponent. The options are:
»» Easy – Human player is given some advantages.
»» Historical (default) – Play is balanced with no advantages given to either side.
»» Hard – Computer is given some logistical advantages.
»» Very Hard – Computer is given some logistical and combat advantages.
26
Getting Started
After playing one or two games, experienced War in the Pacific, Admiral’s Edition™ players
should play at the Hard level of difficulty.
27
»» Naval vs. Naval Delay (section 2.6.4)
»» Sub vs. Naval Delay (section 2.6.4)
»» Troop vs. Troop Delay (section 2.6.4)
»» Bombardment Delay (section 2.6.4)
»» Show Combat Animations (section 2.6.5)
»» Show Combat Summaries (section 2.6.6)
»» Show Bad Weather (Clouds) (section 2.6.7)
»» Main Volume (section 2.6.8)
»» Music Volume (section 2.6.8)
»» Background FX (section 2.6.8)
»» Unit Sound FX (section 2.6.8)
»» Main Menu – return to the main game menu (section 2.3)
2.6.1 MAP STYLE
The player should flip the switch in the direction of their desired choice. If the switch is flipped
up, the map will display with hexes. If the switch is flipped down, the map will display without
hexes. With hexes displayed, it becomes easier to distinguish distance and location.
28
Getting Started
so as to have time to read them all. If this option is not selected, the game’s length will be
lessened as the player will not have to wait for battles to fight themselves out.
29
In this screen, two columns appear. The left-hand column lists all scenarios in the game, while
the right-hand column shows an overview of the currently selected scenario. Click on a
scenario at left to view the description on the right. To play a scenario, select it from the list at
left and click Select Scenario. The Scenario Details Menu screen will appear.
Click the Historical Briefing button to bring up a brief synopsis of how the selected battle went
for the player’s historical counterparts. The Scenario Menu button will bring the player back to
the Scenario Selection screen, where another scenario may be selected. Click Start Game to
play the scenario.
30
Getting Started
31
Load/Unload - Transport Task Forces load and unload cargos. (Section 6.3)
Coastwatcher Check and Trigger Reactions - Coastwatchers attempt to sight enemy Task
Forces. Task Forces that have “React to Enemy” movement orders this turn receive their new
destinations. (Section 8.7)
Auto Minesweeping - Automated Minesweeping Task Forces (those set on computer control)
conduct minesweeping operations. (Section 6.6.2)
Naval Movement - Task Forces move towards their destinations. Ships expend endurance
points, resolve meeting combat, check for system damage due to being at sea, and conduct
mine warfare operations (including being attacked by mines). (Section 6.6)
Night Air Operations* - All air movement and combat is resolved. (Section 7.2.1.3)
Surface Combat - Remaining ship vs. ship surface combat is resolved. (Section 6.4.2)
Naval Bombardment - Naval bombardments of bases and ground units are resolved. (Section
6.4.3)
Ground Unit Movement - Ground units move toward their destinations. (Section 8.3)
Repair Ships - Ships undergo repair. (Section 14.2)
Base Repair/Construction - Base repair and construction occur, along with construction of
fortifications at bases. (Section 9.5)
Supply Needs Calculation and Overland Supply Movement - The supply needs of all units
and bases are calculated and automatic overland movement of supplies occurs. (Section
15.1)
Task Force Adjustment - Crippled ships are automatically detached into their own Task
Forces. Certain Task Forces have their destinations set so that they will return to base. (Section
6.2.3.1) This sub-phase occurs only during the Night Resolution Phase.
Day Resolution Phase - The system continues to process all orders, which are resolved over
a day period of 12 hours. This Phase is resolved by the computer. This list gives the player a
general idea of what happens when.
Load/Unload - Transport Task Forces load and unload cargos. (Section 6.3)
Coastwatcher Check and Trigger Reactions - Coastwatchers attempt to sight enemy Task
Forces. Task Forces that have “react to enemy” movement orders this turn receive their new
destinations. (Section 8.7 & 6.2.5.14)
Auto Minesweeping - Automated Minesweeping Task Forces (those set on computer control)
conduct minesweeping operations. (Section 6.6.2).
32
Getting Started
Naval Movement - Task Forces move towards their destinations. Ships expend endurance,
resolve meeting combat, check for system damage, and conduct mine warfare operations
(including being attacked by mines). (Section 6.6)
Day Air Operations** - All air movement and combat is resolved (see Air Ops for additional
detail in section 7.2.1.2)
Surface Combat - ship vs. ship surface combat is resolved. (Section 6.4.2)
Naval Bombardment - Naval bombardments of bases and ground units are resolved. (Section
6.4.3)
Ground Combat - Combat between ground units is resolved. (Section 8.4) This sub-phase
occurs only during the Day Resolution Phase.
Ground Movement - Ground units move. (Section 8.3)
Repair Ships - Ships undergo repair. (Section 14.2)
Base Construction and Repair - Bases are built, repaired and fortified. (Section 9.5)
Supply Needs Calculation and Overland Supply Movement - The Supply needs of all units
and bases are calculated and automatic overland movement of supplies occurs. (Section
15.1)
Supply Operations** - Supply Operations are conducted including supplying ground and air
units and repairing planes. (Section 15.0)
Task Force Adjustment - Crippled ships are automatically detached into their own Task
Forces. Certain Task Forces have their destinations set so that they will return to base. (Section
6.2.3.1)
Several times during both the Night and Day Resolution Phases, the computer will check
for submarine contacts and submarine attacks. The computer also checks ships with fire or
flotation damage for an increase/decrease in the fire or flotation level and for any additional
damage caused by the fire or flooding.
33
4.0 THE MAIN DISPLAY
4.1 THE MENU BAR
Many of the commands you issue will be given by clicking on the Menu Bar buttons at the top
of the Tactical Map. Alongside the Menu Bar is listed the current player, weather forecast for
the current hex, date, and coordinate for the currently selected hex. The Menu Bar buttons
include (from left to right):
Save game
List all bases for the Allied player (note: for the Japanese player,
this is a red circle)
34
Getting Started
Centers the Tactical Map on the player’s Home Base. The Home
Base is determined by Scenario Parameters
Exit Game
35
4.2 THE MAP
War in the Pacific, Admiral’s Edition™’s map is divided into hexagons (hexes), at a scale of
40 nautical miles per hex. The full map area is 230 hexes wide by 204 hexes high, although the
outermost part of this area is reserved for the location of “off map” areas which are separate
from the main map area.To scroll around the map, drag the mouse pointer in any direction and
the Tactical Map will shift with it. Or, click anywhere on the Strategic map in the lower right
corner and the map will center on that spot.
4.2.1 TERRAIN
Terrain is represented by both hexes and hexsides. Both of these are used to represent various
types of terrain – both land terrain and sea terrain - that exist in the area covered by the map.
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Getting Started
4.2.1.1 HEXES
See section 8.3 for the impact of land terrain on ground movement.
There are several types of hexes:
»» Clear: Areas of open terrain, with excellent visibility and few places to hide.
»» Rough: Areas of hilly and/or broken terrain that are
difficult for mechanized units to operate in.
»» Mountains: Areas of steep, high terrain that are impassible to
mechanized units and nearly impassible to foot units.
»» Forest/Jungle: Areas of heavy foliage and nearly impassible
terrain; this includes most of the terrain you’ll be fighting over.
»» Forest/Jungle+Rough: A combination of rough and forest/
jungle terrain. Almost as difficult to move through as mountain
terrain, and provides the same defensive bonus.
»» Desert: Arid, hot, and inhospitable, in game terms these hexes
are relatively easy to traverse. Desert hexes are therefore the
same as Clear hexes for the purposes of movement.
»» Desert+Rough: A combination of Desert and Rough
terrain. Functionally the same as Rough.
»» Sand Desert: Desert areas filled with sand dunes. Very
difficult for mechanized units to move through.
37
»» Developed: Represents farms and other rural-type terrain in more modernized
areas. Units treat these hexes like Clear for movement purposes. These
areas are assumed to have Main roads going out in all directions.
»» Cultivated: Represents farms and other rural-type terrain in less modernized
areas. Units treat these hexes like Clear for movement purposes. These
areas are assumed to have Secondary roads going out in all directions.
»» Heavy Urban: Large, heavily populated cities that provide a huge defensive
bonus. For movement purposes, Heavy Urban hexes are treated like Clear
terrain and are assumed to have Main roads going out in all directions.
»» Light Urban: Small cities and large towns that provide less of a
defensive bonus than Heavy Urban areas. For movement purposes,
Light Urban hexes are treated like Clear terrain and, like Heavy Urban
areas, are assumed to have Main roads going out in all directions.
»» Swamp: Areas of thick marshland and wetlands, hindering movement greatly.
»» Tundra: Treeless areas in high latitudes. Boggy in Summer and
snow covered in Winter, they hinder movement greatly.
»» Icefield: Frozen land areas impassable to land units.
»» Atoll: Flat island terrain.
»» Ocean: Both light (Shallow Water) and dark blue (Deep Water) hexes,
representing the vast area covered by the Pacific and Indian Oceans
as well as the numerous smaller seas and other bodies of water.
»» Shallow Ocean and Deep Ocean: The only difference between these
two is with regards to submarines and mines: submarines are easier to
detect in Shallow Water than Deep Water, and mines disperse faster in
Deep Water than in Shallow Water. Note: Any hex containing both land and
ocean is considered to be a coastal hex. For purposes of unloading ships,
these hexes are referred to throughout the manuals as “beaches”.
»» Pack Ice/Frozen Sea: Ocean areas impassable to ships.
4.2.1.2 HEXSIDES
Hexsides are used to represent certain types of linear or “barrier” terrain types, such as coral
reefs and rivers. The hexside types used are as follows:
»» Coral Reef: Hexsides that represent areas of built up coral that hinder
naval movement. Coral Reef hexsides are impassable to all land and
naval units except for ships that have a tonnage of 100 tons or less.
»» Impassable Mountain: Hexsides that represent the highest, most
rugged, mountain chains. No ground or naval unit may cross them.
38
Getting Started
»» Major/Minor River: Winding bodies of water that are usually difficult to pass
over if doing so in the face of the enemy. These hexsides will add disruption to
troops crossing them into enemy occupied hexes. Apart from slightly different
map art there is no difference between major and minor rivers in the game.
»» Navigable River: A major river large enough to be navigable to small
and medium-sized vessels. Otherwise acts as a normal river.
4.2.1.3 STRAITS
A separate attribute of some hexside is the presence of a “strait”, or narrow channel, through
which ships must pass to move from one hex to an adjacent hex when performing naval
movement. There are two classes of “strait” on the map – “wide” straits and “narrow” straits.
Straits affect naval units in several ways:
»» Vulnerability to mines: Task Forces moving through straits are more likely
to hit mines that are located in the hexes either side of the strait hexside.
»» Vulnerability to attack by Coastal Guns: Task Forces moving
through straits are more likely to be attacked by coastal guns that
are located in the hexes either side of the strait hexside.
»» Naval Reaction: Task Forces will not react through a strait
if there are any known CD defenses in the strait
The effects of straits on naval movement are more pronounced for narrow straits, and less
pronounced for wide straits. Narrow straits, in particular, can restrict the movement of enemy
forces if covered by minefields and coastal defense units, and should only be traversed if sure
that enemy CD forces or concentrations of mines are not present (or you are desperate).
A list of narrow straits is provided in Appendix C.
39
4.2.1.5 TRANSPORTATION LINKS
Transportation links are roads and railways that connect hexes and provide faster means of
movement between locations. The road network and railway network are separate networks,
so two hexes may be connected by a road, a railway, or both (or neither, of course). The types
of roads and railways are:
»» Major Railway: Higher speed railways usually of standard or broad gauge.
»» Minor Railway: Slower, narrow gauge railway lines.
»» Transcontinental Railway: Special type of railway line ONLY used in the North
American “off map” areas (representing Eastern Canada and Eastern USA).
These railways provide free supply movement (that is, movement of supplies
will not incur any losses due to distance traveled) but are slower to move along
compared to Major railway lines, due to the distances in the North American
off-map areas being compressed to reduce the length of the land paths.
»» Main Road: All weather - usually sealed - main roads.
»» Secondary Road: Smaller or less well-built roads. Still
a faster way to move than cross country.
»» Railway Trail: Railway lines that do not have co-located roads, are
able to be used by ground units by following the railway roadbeds. That
is, by walking or driving along the railway roadbeds, rather than using
actual trains. In game terms this ability is handled by the presence of
the “railway trail” road type along all railways that do not coexist with
main or secondary roads. No other trails exist on the map other than
along such railway lines. The existence of foot trails is assumed in all
hexes on the map that do not have roads defined, and this is accounted
for in the off-road movement rates. Therefore there are no actual “trails”
defined on the map except for along railway lines as described here.
The railway network can be viewed by pressing the ‘Y’ key, while the road network can be
viewed by pressing the ‘R’ key.
40
Getting Started
4.2.3.2 SHIPS
Ships may be placed in the automatic convoy pool or removed in the auto-convoy system
screen or on the ship display screen. On the latter, the phrase “Automatic Convoy:” will have a
“Yes” or “No” option following it. This can be toggled. Note that any time a ship is placed in a
task force by the human player, or is transferred from a base or task force by the human player,
it is removed from the automatic convoy pool. Changing the Control Zone, task force or base
control zone variable or computer/human control variables will not change ship pool values.
41
4.2.4.1 MAP LOCATIONS
Each hex on the map has potential to hold a base, port, airfield, ground units, ships, air units,
and industry. Some of these items are displayed with an icon. For example, if a base also has
a Port, an anchor symbol will appear next to
the base. In the above screenshot we can
see that the city of Tokyo has a port with
ships at anchor (the anchor icon), an airfield
with air units present (the airfield icon), and
ground units present (the ground unit icon –
a box with an ”X” through it). The base itself
is represented by the nationality’s flag in the
center of the hex.
Some hexes have a dot in them, which means
they are potential bases. To build there, the
player must attack the hex (although the
defense ability of an enemy dot is negligible),
and then move an engineer unit to that hex
so that construction may begin.
42
Getting Started
have industry or air units, etcetera. Only items present will be viewable in the Hex Command
Display.
In the above example, Singapore is selected. The HCD for Singapore has information present
for all assets located in the hex, including the base, air units, ground units, naval TFs, and other
information.
On the left side of the HCD is a list of all assets types located in the base. They are:
Clicking on one of the above buttons will bring up an information screen similar in appearance
to the screens that appear in section 5.2 List All...Screens. For further information regarding
explanation of these screens, refer to the following sections:
»» List All Ships at Anchor (see 5.2.4 All Active Ships
»» See All Air Groups at this Base (see 5.2.1 Land
Based Air Units or 5.2.2 Naval Air Units
»» See All Task Forces in this Hex (see 5.2.5 All Task Forces)
»» See All Land Based Units in this Hex (see 5.2.3 Land Based Units)
»» See All Industry in this Hex (see 13.0 The Production System)
43
The player may scroll through multiple units in the hex, if present, by clicking on the arrows
next to each of the above buttons. The player may move their mouse over each of the icons in
order to get a brief overview of each:
Clicking on the arrows next to Singapore will let the player scroll through their available bases.
In the full map scenario this could take some time. If the current hex was a TF, these arrows
would allow you to scroll through your side’s available TFs.
The arrows next to the See All Air Groups at this Base button allows the player to scroll through
all of the air units located in this hex (whether a Land hex or Sea hex). In the above screenshot,
the first air unit icon (refer to 7.0 Air Units for a full list) has a yellow box around it, indicating it
is the selected air unit. No 5 Squadron is the name of the air unit that is currently selected. The
player may bring up the Air Unit Information Screen for this squadron by either clicking on the
highlighted icon or on the squadron name.
The arrows next to the See All Task Forces in this Hex button allows the player to scroll through
all of the TFs located in this hex. As with air units, the currently selected TF is highlighted with a
yellow box around its icon (refer to 6.1.1 Task Force Symbols for a full list) and can be selected
by clicking on the icon or on the TF identification (TF 42, which is at sea).
The arrows next to the See All Land Based Units in this Hex button allows the player to scroll
through all of the land based (ground) units in this hex. If the hex contains a TF at sea with
ground units loaded, this will still display. As with air units, the currently selected ground unit is
highlighted with a yellow box around its icon (refer to 8.1 Unit Types for a full list) and can be
selected by clicking on the icon or on the ground unit’s name (in this example, Malaya Army).
There are no arrows next to the See All Industry in this Hex button, as there is no need for it; all
possible industry type icons will be displayed in the Hex Command Display. Refer to 13.0 The
Production System for more details.
Along the top of the HCD is a list of all base assets along with a number indicating a measure
of that asset:
»» Port # (#) indicates the port size (to the left of the parenthesis) and
the Standard Potential Size (SPS) possible (in the parenthesis).
A port can build up to the SPS at normal engineer/supply cost,
44
Getting Started
45
4.2.4.4.1 TRANSIT ZONES
Task Forces can use naval movement to move directly from the main map to an off-map area,
and vice versa, if the off-map area has a sea connection to the main map. Some, but not all,
off-map areas have sea connections to the main map. Access, via naval movement, to off-map
areas from the main map is via special zones, called “Transit Zones”. These zones are placed
along the edges of the main map, in ocean areas.
Each of these zones, which are marked on the map as shaded ocean hexes, provides sea
access between the main map and one or more connected off-map areas. Each off-map area
is only connected to, at most, one transit zone on the main map.
The transit zones present on the main map, and the off-map areas that they are connected to
are as follows:
Transit Zone Location Table
Narrow blue lines drawn on the map indicate sea connections between off-map areas, and
between off-map areas and the main map. These lines are drawn for illustration purposes only,
and do not serve a physical function in naval (or other) movement. They simply illustrate which
off-map areas connect to which other such areas, and which ones connect to the main map.
Some off-map areas have land connections to the main map. Land movement between the
main map and these areas is by strategic movement only.
Some off-map areas are not connected to any on-map transit zone, so are not directly
accessible from the main map. These areas can only be reached by moving to them from
other, connected, off-map areas.
Distances between transit zone hexes and the off-map bases they are associated with are
determined by using a “virtual” hex coordinate for the off-map base. This “virtual” coordinate is
not the actual, or physical, hex coordinate of the base, but one that is only used for calculating
the distance, in hexes, between the off-map base and hexes on the main map.
46
Getting Started
Only bases that are in off-map areas that are connected to the main map have virtual
coordinates. Distances between two off-map bases are not calculated from hex coordinates
but read from fixed data, according to the Off-map Area Connection table.
The virtual hex coordinates of the off-map bases are as follows:
Virtual Coordinates Table:
Note that some of these values are negative, indicating that the base is in a virtual “hex” that
is not included within the boundaries of the playing map.
*Although physically adjacent to each other on the map, Balboa and Cristobal have a larger
difference in their “virtual” hex coordinates. This is to simulate the Panama Canal transit time
when Task Forces are moving directly from the map to the Atlantic side of the Panama Canal
(the Cristobal base).
47
4.2.4.4.3 INTERACTION BETWEEN DIFFERENT MAP AREAS:
All interactions between units and bases are prohibited in the following circumstances:
»» Units on the main map interacting with units or locations in an off-map area.
»» Units in an off-map area interacting with units or locations on the main map.
»» Units in one off-map area interacting with units
or locations in another off-map area.
»» Units on either the main map or an off-map area interacting
with units or locations in a holding box.
»» Units in a holding box interacting with units or
locations in any other hex on the map.
»» Units in a task force in a holding box interacting with
any other task force in the same holding box.
This prohibition includes air missions. For example, an air unit located in Panama cannot select
a hex on the main map as the target for any type of air mission, including transfer.
48
Getting Started
move the map view. As the view in the Tactical Map moves, so too will the smaller yellow box
move in the Jump Map display.
The Strategic Map can be displayed by clicking on the button in the top menu or pressing Ctrl
and A. This is essentially a larger view of the Jump Map. To exit this view, either right click with
your mouse or press the Escape key.
On the left-hand side of the Strategic Map are 7 filters that controls what information is
displayed on the Strategic Map.
»» Show All Units
»» Enemy Units
»» Friendly Units
»» Task Forces
»» Bases
»» LCUs
»» Groups
49
The first 3 filters control which side is shown on the Strategic MAP and the last 4 filters the
type of unit to be shown.
Clicking on a filter will either turn it on (shows as GREEN) or off (shows as YELLOW).
Note that one filter from the top and bottom list must be ON in order to show something on
the Strategic Map.
Across the top of the screen is a list of all Commands that are operating in the current
Campaign. Clicking on a Command name will deselect the units on the Strategic Map that are
attached to that Command. Clicking on the Command name again will redisplay the units. Use
this feature to determine what Commands have units and where they are located; some units
found far afield may stand being transferred to another Command by spending the appropriate
number of Political Points.
The ‘Groups’ filter shows the friendly land base that has some aircraft stationed there. Ship
based groups are not shown, nor are groups at enemy bases.
Enemy units will only be shown if the unit is detected or it is a base.
50
Getting Started
Japanese Base
Note that the following icons are the same whether Allied or Japanese; the only difference will
be their color.
51
5.0 INFORMATION DISPLAYS
5.1 INTELLIGENCE DISPLAY
The Intelligence Display is the most important status screen in the game, as it gives an
overview of all game items. It includes:
52
Info Displays
Political Points - Indicates the player’s current total of Political Points in their Political Point
Pool (refer to 11.0 Political Points for details).
Japanese Score - Indicates the current Victory Point (VP) level of the Japanese side (refer to
17.0 Victory Conditions for details).
Allied Score - Indicates the current VP level of the Allied side (refer to 17.0 Victory Conditions
for details).
Soviets Active/Not Active - Indicates of the Soviets are active or inactive (refer to section
8.6)
5.1.2 SCORING
Allied/Japanese Bases Controlled - The number of bases (in the current campaign) that are
owned by either side.
Allied/Japanese Base Points - The number of points scored for each side from controlling
their current bases. Note that some bases are worth more points than others.
Allied/Japanese Aircraft/Points Lost - The number of points lost from each side’s scoring
due to aircraft losses.
Allied/Japanese Army Loss Points - The number of points lost from each side’s scoring due
to land unit casualties.
Allied/Japanese Ships Sunk - The number of ships from each side that have been sunk.
Points for Sunk Allied/Japanese Ships - The number of points lost from each side’s scoring
due to ships sunk.
Allied/Japanese Strategic Losses - The number of Victory Points scored for damaging/
destroying industry (factories, resource/oil centers, manpower) by aerial bombing (refer to
17.0 Victory Conditions for more details).
53
5.1.3.1 AIRCRAFT LOSSES (HOTKEY 1)
The Aircraft Losses Screen displays a breakdown of all aircraft lost to date in the current
campaign.
On the right side of the list is a filter to show losses for both sides, Japanese or Allied planes.
A summary of Sorties and Losses for the current day and Campaign are listed at right for
reference.
On this screen, there is a button to view a list of destroyed groups.
When Fog Of War is active, the enemy losses will not necessarily be accurate.
The Destroyed Group Screen displays air units that have been destroyed.
Holding the mouse over the air unit name will show how many Political Points are required to
rebuild the unit. A destroyed air unit can be viewed by clicking on the name or rebuilt by right-
clicking on the name. Groups are not automatically rebuilt when destroyed.
54
Info Displays
The Aircraft Reinforcement Schedule lists the player’s air squadrons that are expected to be
delivered in the near future. At left a list of the squadrons that are due to arrive, and information
pertaining to their Aircraft Type, Max A/C (or maximum number of aircraft allowed in that
squadron), Days Until Arrival (the number of game days that must pass before the squadron
arrives), and the Airfield of Arrival (where the squadron will arrive).
The list can be filtered by aircraft type (across the top of the screen) and by the nationality of
the group (down the side).
A list of aircraft types can be found in 20.1.3 Aircraft types in Appendix A.
The “Days until …” delay is shown in days up to 90 days. After that, the delay is shown as an
actual date (day month year). Clicking on the group name shows details of the group.
The Airfield of Arrival is shown in RED if the base is currently occupied by the enemy. If the
base is still in enemy hands at the time of arrival, the group will be deferred to arrive later at
the national home base of the group’s nationality.
At the bottom of the screen is a button to view the Aircraft Withdrawal Schedule.
55
5.1.3.2.1 AIRCRAFT WITHDRAWAL SCHEDULE (HOTKEY A)
The Aircraft Withdrawal Schedule lists the player’s air squadrons that are required to be
withdrawn from play by a certain date. The list has the same columns as for reinforcements but
shows the Withdrawal date and current location of the group. A running PP penalty is incurred
if a group is not withdrawn by the due date.
The list can be filtered by aircraft type (across the top of the screen) and by the nationality of
the group (down the side).
At the bottom of the screen is a button to view the Aircraft Reinforcement Schedule.
The “Days until …” delay is shown in days up to 90 days. After that, the delay is shown as an
actual date (day month year),
56
Info Displays
The Aircraft Replacement Pool lists the expected aircraft replacements that are to be delivered
to the player. On the left is a list of aircraft types that are currently being produced by the
player’s industry, along with their Engine Type (for the Japanese only), how many of that type
are currently in the pool now, how many have been produced and used, when it is available,
rates of production and/or replacement rates and the next upgrade type.
The difference between Production and Replacement is that Production refers to on-map
sources, while Replacement refers to off-map sources. Apart from this distinction, once the
aircraft enter the pool, the aircraft are called “replacements”.
Avail (Availability) is the first date that new planes will begin to be delivered planes to the
replacement pool (the number shown is the expected number of planes to be delivered
each month). The Availability Date will turn red when the aircraft is no longer available to be
delivered.
The Replacement Rate is the total monthly production rate from off-map sources. This is the
expected number of planes that will be delivered to the Replacement Pool each month. When
Japanese production is on, Japanese replacement rate is usually zero.
The Production Rate is the total monthly production rate of all the on board factories. Assuming
they have the required factors to operate at 100%, this is the expected number of planes that
will be delivered to the Replacement Pool each month.
An aircraft factory will not produce aircraft before the availability date for the aircraft, but
instead will be assumed to be researching the aircraft and may move up the availability date.
Availability dates may move up, but never move back.
The ‘Upgrade to’ name will be grayed out if the upgrade is not currently available.
57
Clicking on any of the yellow column headers at the top will sort the list by that item.
The list can be filtered by aircraft type (across the top of the screen) and by the nationality of
the group (down the side). In addition, the list can be filtered by All, Active or RD aircraft, and
by aircraft with or without a pool.
The Leading Pilots list shows the player’s side’s current top pilots. As the Campaign moves on,
this list will change dramatically.
Each pilot’s Rank, Name, Experience (Exp), Fatigue (Fat), number of Missions flown (Mis),
number of Kills (or, air-to-air victories), their Fate, Unit assigned to, Nationality (Nat), and the
Type of aircraft they’re flying.
Numbers of KIA, MIA and WIA pilots are shown in the lower portion of the screen.
Clicking on any of the yellow column headers at the top will sort the list by that item.
58
Info Displays
The Pilot Replacements Screen shows all of the pilots available for the player’s side (Japanese
players never see the Allied Replacements available, and vice versa).
Displayed from left to right on this list are the Nationality, the number of pilots currently in the
Pool (available), last added to pool, Experience, monthly Replacement rate, and the number of
replacement pilots being trained every 3 months.
The last four columns represent those pilots being trained. As each month concludes, the
pilots from the previous month move up one month (with some loss due to accidents). The
pilots in the last month of the training cycle (12 months) become fully trained and get added
to the pilot pool. There is a button at the bottom of the screen to show the list of pilots in the
Pilot Reserve.
The Pilot Reserve Screen shows a list of named pilots who are assigned to groups (but are yet
to arrive), assigned to a general pilot pool or assigned as training instructors. The list displays
the pilot rank, name, availability and some general details, including the status of the pilot.
Pilots in the General Pool are assigned to the reserve based on the type of aircraft that they
flew – Fighter, Bomber, etc.
59
Pilots that are highlighted can be selected and transferred to the Training Command, or
from the Training Command to the Reserve pool. See section 16.3 for more information on
replacement pilots.
This list shows all ships that have been sunk by the enemy to date. From left to right, detail
includes the ship Type, the ship’s Name, the number of Victory Points the ship earned the
enemy player, the nationality of the Navy the ship was with, the date the ship was sunk, what
it was Sunk By, and where the ship was Near when it met its demise. Clicking on any of the
yellow column headers at the top will sort the list by that item.
This displays a list of ships that are due to be delivered to the player, including the estimated
time of arrival on map and their point of entry. From left to right is listed the Type of ship (or,
the ship class, e.g. CV for Aircraft Carrier, DD for Destroyer, etc.), the Name of the ship, the
Estimated Time of Arrival (ETA) measured in days, and the Base (or, location) that the ship will
arrive on map at.
60
Info Displays
Along the top of the screen is a list of abbreviations. Click on each to bring up a list that pertains
to that ship type:
»» All Ships - Displays all ships
»» CV/CVL - Aircraft Carriers and Light Carriers
»» CVE - Escort Carriers
»» BB/BC - Battleships and Battlecruisers
»» CA/CL - Heavy Cruisers and Light Cruisers
»» DD - Destroyers
»» DE - Destroyer Escorts
»» APD - Destroyer Transports
»» AP - Transports
»» AK - Cargo Ships
»» AO - Fleet Oilers
»» TK - Tankers
»» SS - Submarines
»» AUX - Auxiliary vessels
»» Mine - Minelayers and Minesweepers
»» Pat - Patrol Craft
»» LS - Landing Ships
»» LC - Landing Craft
Along the right side is a list of nationalities, along with “All Nationalities”. Clicking on any
nationality will toggle inclusion/exclusion of ships for that nation, while clicking on “All
Nationalities” will toggle all nationalities on or off.
Small craft that are available to be converted from supply are totaled at the bottom.
Clicking on any of the yellow column headers at the top will sort the list by that item.
The “Days until …” delay is shown in days up to 90 days. After that, the delay is shown as an
actual date (day month year),
61
5.1.3.8.1 SHIP WITHDRAWAL SCHEDULE (ALLIED PLAYER ONLY – HOT KEY W)
The Ship withdrawal schedule lists ships that are scheduled to be withdrawn from theatre. The
scheduled withdrawal date for each ship is listed, along with the ship name and type and the
ship’s current location, and the daily cost, in Political Points, for failure to withdraw the ship.
If the ship is overdue to withdrawal, the days overdue will be displayed. Note that only ships
that must be withdrawn are shown on this screen. Selections at the bottom of the screen allow
selection of withdrawals by time period.
The same class type and nationality selections that are used on the Ship Availability Schedule
are also available.
The Ground Reinforcement Schedule lists all ground units that could be delivered in the near
future. From left to right, each unit’s Type (INF for Infantry, HQ for Headquarters, etc.), unit
62
Info Displays
Name, which HQ it is Attached to when it arrives on map, what the Load cost is of this unit to
load it on transports, the unit’s Assault value, the number of Days Until Arrival, and its Port of
Arrival.
The Load cost, Port of Arrival, and Days Until Arrival columns can help the player plan on having
transport in that port for the day the reinforcements arrive, so that they may be immediately
loaded and moved wherever needed.
Along the top of the screen is a list of ground unit types, which are not abbreviated and are
self-explanatory. Click on each to bring up a list that pertains to that ground unit type. Clicking
on any of the yellow column headers at the top will sort the list by that item.
The “Days until …” delay is shown in days up to 90 days. After that, the delay is shown as an
actual date (day month year).
The Ground Reinforcement Schedule lists all ground units that are expected to be withdrawn in
the near future. From left to right, each unit’s Type (INF for Infantry, HQ for Headquarters, etc.),
unit Name, which HQ it is Attached to when it arrives on map, the unit’s Assault value, current
location, the number of Days Until Arrival, and Withdrawal.
The Load cost, Port of Arrival, and Days Until Arrival columns can help the player plan on having
transport in that port for the day the reinforcements arrive, so that they may be immediately
loaded and moved wherever needed.
Along the top of the screen is a list of ground unit types, which are not abbreviated and are
self-explanatory. Click on each to bring up a list that pertains to that ground unit type.
Clicking on any of the yellow column headers at the top will sort the list by that item.
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The “Days until …” delay is shown in days up to 90 days. After that, the delay is shown as an
actual date (day month year),
All resource and industry locations owned by the player are listed on the Industry/Resource
Availability screen. From here the player may see a list of each Location they own with
resources and/or industry, the Type of resource/industry the location has, and the Amount of
resources/industry it currently holds.
The figure in the Amount column that is inside parenthesis is the ‘damaged’ portion of the
resource/industry.
If the industry is aircraft factory, then the name shows the type of engine required and the
available date for the aircraft (if in RD).
On the far right is a Totals list that details all of the player’s resources and industry. From here
each asset is displayed, allowing the player to get a feel for their strengths and perhaps help
guide which direction their offensive plans should go in if they are lacking in a particular item.
Clicking on any of the yellow column headers at the top will sort the list by that item.
Clicking on the location will center the map on that location.
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Info Displays
All industrial items and troops are listed here. This list acts as a sister to the Industry/Resource
Availability screen by detailing asset availability such as different nationality’s infantry squads,
radar sets, engineer squads, and motorized support.
The Name of the item type is listed along with the number of that item that is In Pool Now, the
number Used From Pool so far in the Campaign, and it’s Build Rate.
The item name is printed in GREY to indicate that it is not available at this time. The item is
generally not available outside its Avail From and Till dates.
The summary at right is the same as that found in the Industry/Resource Availability screen.
Clicking on any of the yellow column headers at the top will sort the list by that item.
The Japanese aircraft and engine production is listed here showing both the engine and
aircraft details together.
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The Name of the engine/aircraft is listed along with the number in the pool, used from the pool,
produced last turn and for the month, total production number and the availability date.
The name is printed in GREY to indicate that it is not available at this time. The item is generally
not available until a specific date.
Clicking on any of the yellow column headers at the top will sort the list by that item.
Sorting by the Engine column is useful as it puts the Engine type and aircraft using it together
in order to compare production numbers.
Right-click the “Used” will show the expected “Need” numbers to cover replacement/
upgrades.
The All Land Based Air Units screen lists all aircraft squadrons based at land airbases, not on
ships. This provides the player with a summary of these air assets.
»» Unit Name – The squadron’s name. This name may be clicked on to
access its Air Unit Information Screen (see 7.1 for more details). A #
is printed next to the name if the squadron is set to withdraw.
»» Aircraft Model – The type of aircraft the squadron is flying.
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Info Displays
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5.2.2 LIST NAVAL AIR UNITS
The All Naval Air Units screen lists all aircraft squadrons based, or being carried, on ships, not
land airbases. This provides the player with a summary of these air assets. Information on this
screen includes:
»» Unit Name – The squadron’s name. This name may be clicked on to
access its Air Unit Information Screen (see 7.1 for more details).
»» Aircraft Model – The type of aircraft the squadron is flying.
»» Ready – Indicates the number of the squadron’s
aircraft that are ready to fly Missions.
»» Not Ready – Indicates the number of the squadron’s aircraft
that are currently damaged or undergoing maintenance.
»» Reserve – Indicates the number of aircraft that are in reserve for
this squadron (these are aircraft that are used as replacements
for damaged/destroyed aircraft in the squadron).
»» Num – number of pilots in the squadron
»» Exp – The Experience level of the squadron.
»» Fat – The squadron’s current Fatigue level.
»» Morale – The squadron’s current Morale.
»» Mission – The assigned primary mission of the squadron
»» Patrol – The squadron’s current Patrol search level in percent
of available aircraft. If the squadron has more than one patrol
level set, then an ‘*’ is shown against the Mission
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Info Displays
The Show Allied Ground Units screen details a list of all ground units currently under the
player’s control providing a summary of these assets, including:
»» Type – The type of ground unit (INF for Infantry, HQ for Headquarters, etc.)
»» Name – The name of the ground unit.
»» Attached To – The name of the command that the unit is attached to.
»» Load cost – The amount of space that the unit would take up on a transport.
»» Assault – The assault value of the unit.
»» Location – The unit’s current location.
»» Target – Units future objective.
»» Move – The current movement mode of the unit.
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»» Pack – Any packing or unpacking delay the unit is under at the moment.
»» Combat – Current combat stance. This will always be
Defend if there are no enemy units in the hex.
Along the top of the screen is a list of ground unit types, which are not abbreviated and are
self-explanatory. Click on each to bring up a list that pertains to that ground unit type. Clicking
on any of the yellow column headers at the top will sort the list by that item. At the bottom of
the screen are filters for each nationality. Clicking on a filter toggles the filter for that nationality.
Clicking on All Nationalities toggles all nationalities on or off.
The Active Ships screen shows a list of all active ships controlled by the player, providing a
summary of these assets. Information on this screen includes:
»» Type – The ship type (CV for Aircraft Carrier, BB for Battleship,
etc. – refer to section 20.1.2 Ship Types for a full list).
»» Name – The name of the ship.
»» Endurance – The Endurance of the ship.
»» Speed – The maximum speed (in knots) for this ship.
»» Ops – Each ship has 1000 Ops (Operations) points that can be used
per 12 hour pulse. If the ship does something (like refuel or load
troops) during the Orders Phase, it will use Ops Points (the points
expended will be displayed). This will take away from the distance the
ship will be able to travel in the next 12 hour movement phase.
»» Cap – The ship’s capacity for hauling cargo and/or resources (refer to
6.3 Loading and Unloading Transports for detailed information)
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Info Displays
The Active Task Forces screen brings up a list of all active Task Forces under the player’s
control providing a summary of these assets. Information on this screen includes:
»» ID# – The identification number of the Task Force (e.g., Task Force 505)
»» Mission – The current Mission assigned to the Task Force (refer
to 6.2 Creating a Task Force for detailed information).
»» Endure – A measure of the Endurance of the Task Force, taken
from the ship in it that has the lowest Endurance.
»» Endure Needed – The amount of Endurance the Task Force
needs to return safely to the base it started from.
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»» Speed: Max – The maximum speed, in knots, that the Task Force can travel.
»» Speed: Cruise – The cruising speed, in knots, of the Task Force.
»» A/C – The number of aircraft, if any, in the Task Force.
»» Cargo: Supply, Fuel, or Troops – Indicates the number of the
appropriate item, if any, loaded aboard the Task Force.
»» Total Ships – The total number of ships in the Task Force.
»» Location – The current location of the Task Force if at anchor; if it is
moving, the location it is moving to is listed along with “move to”.
Along the top of the screen is a list of Missions. Click on each to bring up a list of Task Forces
assigned to that Mission Type:
»» All TF - All Task Forces
»» Air Ops - Air Operations
»» Surface - Surface Combat
»» Bombard - Shore Bombardment
»» Fast Trans - Fast Transport
»» Transport - Transport
»» Replenish - Replenishment (of Task Forces)
»» Mine War - Mine Warfare (laying and clearing)
»» Sub Ops - Submarine Operations
In addition, the Show Ammo link at the top right of the screen allows the player to view vital
information regarding the Task Force’s current ammunition supply:
»» Gun – Percent of full capacity that the Task Force is at for main gun ammunition
»» AAA – Percent of full capacity that the Task Force
is at for anti-aircraft (Flak) ammunition.
»» Torp – Percent of full capacity that the Task Force is at for torpedo ammunition.
»» ASW – Percent of full capacity that the Task Force
is at for anti-submarine warfare.
If a dash is listed, the Task Force does not have any weapons of that type.
The Show Ammo option replaces the Cargo information in the display; this can be toggled
back and forth.
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Info Displays
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5.4 SIGINT SCREEN
The SigInt (Signal Intelligence)
Screen is used to get a feel for
enemy movements and locations,
based on the interception of their
communications. The list displayed
will detail the reports received
since the last Orders Phase and will
indicate possible enemy movements
and/or garrisons.
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6.1.1 TASK FORCE SYMBOLS
In War in the Pacific, Admiral Edition™, the TF symbols on the game map vary in appearance,
based on the type of Mission it currently has assigned (for a list of these on map symbols, refer
to 4.2.8 Map Icons). The symbols below appear in the Hex Command Display when the
appropriate TF is selected on the Tactical Map. These will vary in appearance depending on the
side played (Allied or Japanese). The symbols appear as follows:
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»» Amphibious. These TFs are used for invasions of enemy held locations.
They carry troops and supplies in “Combat Load”, which is less
efficient than commercial loading. Maximum TF size is 100 ships.
»» Anti Submarine Warfare (ASW) These TFs are used for hunting enemy
submarines exclusively and will not allow large warships in them
(only AM, DMS, SC, PG, PC, APD, DE, DD type ships). The chance
of this TF contacting enemy subs in coastal hexes is higher when
compared to open water hexes. ASW TFs will get a better chance of
shooting first if a contact is made. ASW TFs are limited to 4 ships.
»» PT Boat. These TFs serve to protect the ports are assigned
to by patrolling for, and reacting to, enemy surface forces or
bombardment TFs. Maximum size is 16 PT boats.
»» Tanker. A TF meant to carry fuel or oil. Maximum TF size is 25 ships.
»» Mine Sweeping. These task group Missions seek to find and remove the
silent killers of the seas – anti-ship mines. Maximum size is 25 ships.
»» Landing Craft. A merger of Barge and Amphibious; a beaching-
craft invasion TF primarily used for shorter range beach-
to-beach invasions. Maximum TF size is 100 ships
»» Support. These TFs contain Repair ships, Tenders, Fuel and Ammunition
ships and their escort. These TF can move to forward locations and
create a temporary Naval base. Also useful for moving support ships
between rear area bases. Maximum of 36 ships in each Task Force.
»» Local Mine Sweeping. These task group Missions seek to find and remove
anti-ship mines in a localized area. The ships that make up these TFs
are generally not deep sea capable. Maximum of 4 ships in each TF.
»» Escort. These are general purpose “ship movement” TFs. They are used to
evacuate damaged ships from the battle area, and to move ships between
bases. They cannot load or unload, or perform any other function, and will
flee all enemy forces. They may include any type of surface ship, including
those too badly damaged to fight. Maximum TF size is 100 ships.
»» Midget Submarine. A subset of Sub Patrol TFs, that are available only to
the Japanese. These small subs have very limited range, but can be used
to protect bases. They can also be used in conjunction with a Midget
Sub carrier to attack enemy bases. Limited to 4 midget subs per TF.
»» Midget Sub Carrier. Certain Japanese (only) submarines were
configured to carry midget subs into combat. These TFs require
both a suitable carrier sub and an available Midget Sub to
combine into the TF. TF must contain exactly 2 ships.
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Only operational ships of the appropriate type can be assigned to the various Task Forces.
Badly damaged ships or ships taken offline for repairs, upgrades, or conversions are not
available. However, all surface ships except those taken offline can be added to an escort Task
Force. In addition, a special evacuation rule allows offline ships to be added to Escort TFs if
they are not too badly damaged (i.e. in danger of sinking) or if the enemy is about to capture
the base. The formation of the evacuation TF is automatic at the time of base capture. Offline
ships added to escort TFs will also incur additional damage - the assumption being normal
repairs are interrupted.
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6.1.2.1 TF DESTINATION
6.1.2.1.1 SET TF DESTINATION
The Set TF Destination option allows the player to
determine a destination hex for the current TF. To
change the TF’s Destination Hex, click the arrow to
the left of this title. In the above example, Task Force
406’s current destination hex is 155,95. To cancel this
action, click the right mouse button before selecting a
destination hex.
The Set TF Routing option allows the player to set the current TF to follow another TF, meet
another TF, patrol within a set of boundary hexes, or define the path the TF will take to a set
destination, by setting Waypoints. The Set TF Routing option also allows the player to select the
safety level of the routing path determined by the AI. The Safety levels are:
»» Normal - defines a normal routing path;
»» Safest - defines a routing path that completely avoids
all known enemy air concentrations;
»» Safer - defines a routing path that avoids known
significant enemy air concentrations
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Both of these order one TF to track the movement of another. There is an important difference
in the implementation of the two methods:
»» Follow is designed for TFs that begin in the same general location and move
together to a destination. The following TF will fall in behind the followed TF and
the followed TF will slow down if necessary to let the following TF keep up.
»» Meet is designed for TFs that begin at different locations and
set paths of intercept at some mid-point. The meeting TFs
continuously adjusts its path to reach a meeting point.
6.1.2.1.3.1 FOLLOW TF
This option orders one TF to follow another to it’s destination. The distance by which the
following TF will trail the followed TF can be specified (zero is valid) and the following TF can
be ordered to stand off from the followed TF at destination.
In the above example, Task Force 406 is currently not following another TF. To set it to Follow
TF, click the arrow to the left of this title. The screen will be replaced by a large display of the
tactical map; scroll around and click on a TF for the current one to follow. To cancel this action,
click the right mouse button before selecting a TF to follow. Since it is not following another
TF at this time, the TF Followed field displays ‘None’. Otherwise, the TF number being followed
would be displayed here.
6.1.2.1.3.2 MEET TF
The Meet TF option allows a TF to meet another selected TF in open water. To set TF 406 to
meet another, click the arrow to the left of this title. The screen will be replaced by a large
display of the tactical map; scroll around and click on a TF for the current one to meet. Once
they meet, the player may choose subsequent actions from a list of options: Meet then: Refuel
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the TF, Merge with the TF, or Follow the TF. This option is especially useful for replenishment
TFs. The Distance option can be set to the number of hexes the TF will trail the chosen TF if the
Follow option is selected and the two TFs have met.
The Use Waypoints option allows a TF to define its course to a destination, by using waypoints.
The Use Waypoints option is only available when a destination is set for the TF. Three waypoints
are available and each may be set by clicking the arrow to the left of this title. The screen will
be replaced by a large display of the tactical map; scroll around and click on a hex in order
to set that waypoint. To cancel this action, click the right mouse button before selecting a
waypoint hex.
The Set Patrol Zone option allows a TF to define the area in which it will patrol. The Set Patrol
Zone option is only available when a destination for the TF is not set. Clicking the arrow to the
left of this title brings up two patrol options: Set Boundary, and Patrol Around Target.
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Once each patrol boundary hex is chosen, the player may set the number of days the TF will
linger at the boundary hex. This is very useful when a replenishment TF, for example, has
orders to Meet the TF in a designated hex. In this case, the patrolling TF may elect to refuel,
when present in that hex.
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6.1.3 SHIP INFORMATION SCREEN
To get information about any of the various ships in a Task Force, or in a Port, click on the name
of the ship (the same goes for Air and Land screens as well; click on the unit’s name to open
up a more detailed screen).
The crew is decent at Day fighting (with an
experience of 62), but would be very poor
at Night (with an experience of 37). The
ship’s Captain, CPT Sherman, F., has a
Leadership rating of 65 and an Inspiration
rating of 69.
Lexington’s weapons are mostly defensive in nature. We can see that she has eight 8-inch gun
batteries. Each weapon device is broken down as follows:
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Tonnage - Tonnage is used by the game to determine a ship’s construction costs, how many
ships may be “docked” at ports of various sizes, how much of a port’s “repair” capacity will be
used to repair damage or upgrade or convert the ship, and the like.
In this case the ship Tonnage is 36,000, which is similar to her listed “Standard” tonnage. This
will not be the case for auxiliary vessels or cargo ships.
Next listed is her Durability, which is an overall measure of the ship’s seaworthiness, rated at 126.
The ship’s Belt Armor, essentially the thickness of her hull at and below the waterline, is 175.
Her Deck Armor, measuring the thickness of armor covering her topside deck, is 50. The Tower
Armor rating of 50 shows that the aircraft carrier’s island structure (or central structure in other
vessels) is as well-protected as her deck.
The System Damage, Flood Damage, Engine Damage and Fires ratings are, thankfully for
the Lexington’s crew, all at 0 right now. Again, these numbers are color-coded; the ’0’ is in
green because this is an ideal setting; they can change to yellow (indicating damage) and red
(indicating severe damage).
Lexington’s Aircraft Capacity is shown as 90 / 88, which means her maximum capacity is
90 but only has 88 aircraft on board. Also, her ability to conduct sorties is measured by Max
Sorties, which we see is set at 414 / 414. The left-hand number indicates the maximum
number of sorties able to fly, while the right-hand number dwindles as Lexington launches
them. This number is added with other carrier’s Max Sorties ratings and totaled in the Task
Force Information Screen’s total.
Next is listed the number of torpedoes available to be carried by aircraft capable of carrying
torpedoes.
Also, Lexington’s Victory Value is 396, which is the number of points scored for the Japanese
when this ship is sunk.
At the bottom of the Lexington’s screen are several orders that can be given:
»» Scuttle, which sinks the ship and is only available if
the ship is suffering from serious damage.
»» Next Ship, which will change the information on the screen to reflect the
next ship (or previous ship, depending on the arrow clicked) in the TF.
»» Back, which will move the display back one screen.
»» Exit, which will exit to the Tactical Map.
The option to return to a major off map port (Return to Pearl Harbor) is only available in small
map scenarios. It is only selectable when the player’s ships are in one of the designated main
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bases for the scenario. If not in a main base, this option is grayed out. In full map scenarios this
“off-map” movement is not an option and will not be on the display. The number in parenthesis
next to the “Return to Pearl Harbor” indicates the round trip travel time for this ship (in days)
including time to repair or upgrade the ship once it reaches the off map port.
An additional set of new entries, in the Unit Information section, is the ship’s capacity to carry
Troops, Bulk Cargo, and Liquid Cargo. The capacity for Liquid Cargo represents a ship’s deep
tanks, for example, which can carry raw liquid cargo such as fuel. This is in addition to a ship’s
ability to carry fuel stored in barrels, as bulk cargo, at a penalty capacity rate.
This ship can carry 75 troop points, as well as 75 cargo points. The cargo points represent the
ability to carry supplies and certain support weapons, such as Lt. Artillery, AA guns, mortars,
etc. This particular ship does not have the ability to carry liquid cargo.
And finally we see that an upgrade for the ship can be made on or after 1/42 with No indicating
that the player does not wish this upgrade to occur. Toggling this field to Yes will cause the
upgrade to occur at the first available opportunity. Following the toggle, presence of an arrow (→)
indicates the “Type” of ship will change during the upgrade; in this case, the current Destroyer-
type (DD) will upgrade to an Escort-type (E).
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6.1.3.1 UPGRADES AND CONVERSIONS
Upgrades and Conversions are similar in many ways, but differ in one important respect. The
AI is only able to Upgrade a ship; it is not able to perform a Conversion. Conversions are player
options and, as such, are not available to the AI.
Ships may Upgrade or Convert by clicking on the highlighted Upgrade or Convert field on the
Ship Information Screen. Clicking on either field will bring up a screen that shows the
characteristics of the ship being Upgraded or Converted to. There is an additional conversion
option available to the Japanese player, an “AK Carry Troops” option.
Upgrade: Clicking on the Upgrade field brings up an Upgrade screen that shows the
characteristics of the ship type of the next allowable upgrade. A Next Upgrade button allows
the player to cycle through all the upgrades available to the ship. A Unit Information section, at
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the right of the screen, shows the unit information of the target ship, as well as the Upgrade
timing, damage and yard requirements. When a ship is being Upgraded or Converted, it is taken
off-line and will not appear in the active ship list for the port.
Upgrade System Damage: is the
amount of system degradation
that will occur in the course of the
upgrade/conversion.
Upgrade Engineering Damage:
is the amount of engineering
degradation that will occur in the
course of the upgrade/conversion, and is a function of the difference between the speed of the
original and the upgraded/converted ship.
Upgrade Flotation Damage: is the amount of flotation degradation that will occur in the
course of the upgrade/conversion, and is a function of the difference between the original and
the upgraded/converted durability values.
Upgrade Delay: is the minimum time, in days, the ship will be taken offline in order to effect
the upgrade/conversion. The ship will remain offline for this number of days, even if all damage
has been repaired.
Shipyard Size: is the minimum Repair Yard size necessary to effect the upgrade/conversion.
When this value is “0”, upgrades/conversions can be made at Ports with a sufficient “ability”
rating, as explained in the Port Section, below.
Conversion: The Conversion field shows the ship ‘types’ that the current ship may convert to.
Clicking on the Conversion field brings up a Conversion screen that shows the characteristics
of the ship types of the ‘Convert to’ options; clicking on the yellow highlight for each ship type,
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brings up the characteristics for that type. Conversions have the same damage, delay, and
shipyard requirements as Upgrades. However, they are not available to the AI.
AK Carry Troops: Clicking on the “Convert Cargo Space to Carry Troops” button will allow
certain Japanese cargo ships to convert 1/3 of their cargo carrying capacity directly into troop
carrying capacity. This option does not require the ship to be in a repair yard, but the ship must
be in a Port of level 6 or greater, this conversion will take at least five days to complete. Ships
able to use this feature are Japanese merchant ships with:
»» Cargo Capacity of 3000 or greater;
»» System Damage of 20 or less;
»» Combined Engine and Flotation Damage of 10 or less; and
»» In a Port of Level 6 or greater.
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(40), and is rounded up or down based on the computer’s calculations. Regardless of how fast
it is, no TF may move more than 9 hexes per phase.
All ships are given a movement allowance of at least 1 hex, even when out of fuel or badly
damaged. This has been done for playability purposes to avoid the need to tow ships to port.
Over time, a TF will move the right number of hexes for it’s speed, but some pulses it will move
1 hex more than others (e.g. a TF with a speed of 10 will move 4 hexes 1 out of every 3 turns).
This speed applies to both 12 hour movement pulses. So on the turns that the TF has a speed
of 3, it will move 3 in both the day and night phases (6 total for the day), while on turns it moves
a speed of 4, it will move 4 in both the day and night phases (8 total for the day).
6.2.3.1 AUTOMATIC SHIP SEPARATION FROM TF DUE TO DAMAGE AND LOSS OF SPEED
A badly damaged ship may automatically split off from its current TF and form its own TF (so it
won’t slow the main force down). This will happen if a ship:
»» Is badly damaged, and is either in a Fast Transport TF or in a Surface Combat,
Mine Warfare, or Bombardment TF with a Patrol/Retreat status of Retirement
Allowed. This will happen if the ship’s maximum speed drops below 25 knots.
»» Belongs to any other type of TF, and its maximum speed drops below 5
knots. This slow speed could be due to either the ship always being slow,
damage to the ship, and/or the ship being considered low on fuel and unable
to steam at the required speed (unless it is able to immediately refuel).
»» Is damaged and has a significant speed differential from other ships
in the TF (for this purpose speeds over 25 are counted as 25).
A ship currently unloading will not split off until it is finished unloading. Nor will it split off if it
is carrying troops and is one hex from its destination. If a ship separates from its original TF,
it will be placed in a new TF with Escort Mission and home base as its original TF. The new TF
will have its Destination Hex (DH) set to its home base, and it will have its Patrol/Retreat status
set to Retirement Allowed. Whenever a ship separates as described above, the ship’s original
TF checks to see if it will continue on its Mission or abort it’s Mission and return to base. This
can happen even when the TF has a Patrol/Retreat Status of Patrol/Do not retire. The TF makes
its decision based on how strongly it’s been attacked and how much damage its ships have
taken. Task Forces with a Patrol/Do not retire status are less likely to abort than Task Forces
with a Retirement Allowed status. Whenever a battleship or carrier detaches itself from a TF,
the computer will attempt to detach an additional ship to escort the capital ship. This ship will
be some kind of anti-submarine fighting ship (generally a destroyer). These two ships will
never be automatically separated from each other.
If enemy forces capture the base the TF started from, the option to Return to Base will be
grayed out and unavailable.
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»» Unless set to follow another Task Force, Carrier TFs will react to enemy
carrier forces and try and avoid enemy surface combat forces. Carrier TFs
set to follow another TF are assumed to be providing air cover to that TF.
»» ASW TFs will react to detected enemy submarines.
»» Bombardment TFs that come into contact with enemy surface
forces will convert to Surface Combat and engage the enemy.
»» Minesweeping TFs will sweep mines at their destination hex. They may also
sweep a few mines encountered enroute. Unless ordered to Remain On Station
(or if at home port) the minesweepers will perform one “sweep” and retire.
»» Submarine Minelaying, Submarine Transport, and Midget
Submarine Carrier TFs will concentrate on their primary mission
and attempt to avoid contact with enemy Task Forces.
»» All Task Forces not set to Do Not Retire may decide to temporarily or
permanently retreat in the face of known strong enemy forces in the
immediate vicinity of the Task Force or the destination of the Task Force.
This depends on the strength, ammo and fuel status, and mission of
the Task Force, and the leader rating of the Task Force Commander.
6.2.7 ASSIGNING TF DESTINATIONS
Task Forces are assigned Destination Hexes in the TF Information Screen. Destinations can be
geographical, or a TF can be told to meet another TF, or to follow another TF wherever it goes.
Unless following another TF, patrolling a zone, or simply a Surface Combat TF defending its
home base, TF’s without a DH set will not be able to carry out their Missions. The DH can be
any coastal hex, ocean hex, or a hex or base on a navigable river.
There are times when a TF might not move toward its destination. In certain situations, A TF
set to Retirement Allowed will ignore its DH in an attempt to avoid enemy warships. If the TF
is temporarily attempting to avoid the enemy, a notice will display on the TF screen but the
DH will not change. As long as the enemy threat exists, the TF may continue to ignore its DH.
If you want the TF to ignore this danger, change the TF’s Patrol/Retreat Status to REMAIN ON
STATION.
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base and it will also cause the TF’s Patrol/Retreat status to be set to Retirement
Allowed. When a bombardment TF decides to return to its home base it will
automatically switch its Mission to Surface Combat. Again, an aborted TF
can be given a fresh destination and orders in the next Orders Phase.
It is important to have a thorough understanding of the above conditions that will send a TF
heading for home. Also, keep in mind that you can redirect a TF that has aborted its Mission by
setting a new DH for the TF in your next Orders phase. Be sure to check the orders of TF’s that
have just been in combat or you may find them prematurely leaving the scene of action.
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6. The task force will stay in the holding box for a number of days, calculated
using the length of the sea connection and the speed of the task force. See
the Off Map Area Connection table for a list of sea connection lengths. The
task force does not physically move on the map itself, but remains in the
appropriate holding box until the calculated number of days has passed.
7. Once the calculated number of days has passed, the task force is
removed from the holding box and placed in the destination hex.
It may now dock or disband as it can at any other port.
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6. Once on the main map, the task force uses normal on-map movement
to move from the transit zone hex to the chosen destination.
Alternately, the player may manually perform a two-phase movement by first moving the TF to
any hex in the appropriate transit zone (use Do Not Retire). Then, once the TF has arrived in the
transit zone, setting it’s destination to the off map base. This two-step manual method may be
used for TFs moving on map as well.
Panama (Cristobal)
Panama (Balboa)
Soviet Union (1)
Eastern Canada
Eastern USA
Port Stanley
Cape Town
Main map
Mombasa
Abadan
Map
Aden
UK
area
Main
S S L - L L S S S S S
map
UK 115
- - - 63 82 129 114 173 152 -
(2)
Eastern 149
L - - 63 L, 20 72 57 160 162 -
Canada (2)
Eastern 162
L - - 82 L, 20 60 45 162 170 -
USA (2)
Panama 207
S - - 129 72 60 - 1* 166 176 -
(Balboa) (2)
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Panama (Cristobal)
Panama (Balboa)
Soviet Union (1)
Eastern Canada
Eastern USA
Port Stanley
Cape Town
Main map
Mombasa
Abadan
Map
Aden
UK
area
Panama 192
S - - 114 57 45 1* - 151 161 -
(Cristobal) (2)
Port 232
S - - 173 160 162 166 151 95 -
Stanley (2)
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3. During the movement phase, the task force is removed from its present location
and placed in the holding box that corresponds to the sea connection it is using.
See the Sea Connection table to see where on the map the holding box is located.
4. The task force will stay in the holding box for a number of days, calculated
using the length of the sea connection and the speed of the task force. See
the Off Map Area Connection table for a list of sea connection lengths. The
task force does not physically move on the map itself, but remains in the
appropriate holding box until the calculated number of days has passed.
5. Once the calculated number of days has passed, the task force is
removed from the holding box and placed in the destination hex.
It may now dock or disband as it can at any other port.
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The hex in the transit zone that will be selected is generally the one that is closest to the current
location of the task force. In this case, the closest hex in the transit zone, and therefore the hex
that is chosen as the on-map destination hex for the task force, is hex 226,83.
The on-map destination hex of the task force is set to the closest
hex within the transit zone.
3) After the task force reaches the selected transit zone hex
(226,83), it will start using “off-map” naval movement to move to
Balboa. The task force is placed in the holding box that is
associated with the sea connection and the direction of travel. It
will stay here for a number of days that is calculated using the
task force speed and the distance between the transit zone hex
where the task force is located before starting off-map movement,
and the destination base.
One task forces are in the holding box in hex 228,103,
which is used for task forces moving from the main map to
the Panama off-map area.
4) While the task force is in the holding box, the task force
information window can be accessed by clicking on the
task force symbol, just as it can for task forces on the main
map.
During off-map movement, the task force window includes
the number of days until the task force completes its off-
map movement and arrives at the destination base.
Task force information shows that it has 9 days of off-map movement left before it arrives at
Balboa
A list of task forces that are currently using off-map movement can be accessed from the Task
Force List window (accessed by clicking the “List All Task Forces” button. After a number of
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days the task force arrives at Balboa. Here it can perform functions just as it can at on-map
bases, such as dock, refuel, load or unload cargo and so on.
6.2.10.6 PANAMA:
The Panama map has two bases, one at each end of the Panama canal. Cristobal (228,101)
is at the Atlantic end of the canal, and Balboa (229,102) is at the Pacific end. These bases are
one hex apart, and it is possible for naval task forces to move between the two bases using
normal (“on map”) naval movement.
There are two ways to plot naval movement through the Panama Canal:
1. Plot movement to the Panama base that is on the “near” side of the
canal. When the Task Force gets to the base, plot a “normal” one-hex
move to the base at the other end of the canal (use Do Not Retire).
After this, plot further “off map” movement to a new destination .
2. Instead of using “normal” movement to move between the two canal bases,
plot a move directly to the base at the “far” side of the canal (which will
include a simulated “transit” of the canal). Once the task force gets to the
*destination* base, plot further “off-map” movement to a new destination.
Example using method 1:
A task force is created in San Diego (on the main map) with the intention of moving it to the
Eastern USA base (off map) via the Panama Canal. A move is plotted for this task force to the
“near” canal base of Balboa, which is on the Pacific side of the Panama Canal. Once the task
force reaches Balboa, an “on-map” move is plotted to Cristobal, which is one hex away from
Balboa. Then once the task force gets to Cristobal, another “off map” move is plotted from
Cristobal to the Eastern USA.
Example using method 2:
A task force is created in San Diego (on the main map) with the intention of moving it to the
Eastern USA base (off map) via the Panama Canal. A move is plotted for this task force directly
to the “far” canal base of Cristobal, which is on the Pacific side of the Panama Canal. Once the
task force reaches Cristobal, another “off map” move is plotted from Cristobal to the Eastern
USA.
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North Africa. When the routes become available, they will work in the same way as other sea
connections between off-map areas.
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Origin Destination Holding Box
Hex Location
Cape Town, Aden, UK, Canada, Port Stanley 228,189
Eastern USA, Cristobal, Balboa
6.2.12 SUBMARINES
Submarines are sent on patrol as a TF, usually with only one sub in each one. The computer
can assign patrol orders, or you can choose to give it a DH yourself. Missions for submarines
are Sub Patrol, Sub Minelaying, Sub Transport and, if midget submarines are available, Midget
Submarine and Midget Submarine Carrier. A good strategy for using submarines is to send
them to choke points, or patrol near major enemy supply areas. With the Automated Submarine
Operations option turned on, the computer will take care of creating sub TFs and will send
them on patrol so you don’t have to order them individually (although you can still take any sub
TF off of computer control). For greater realism, Japanese subs can be set to use the Japanese
Sub Doctrine (see section 2.4.1 Japanese Sub Doctrine).
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When building a sub TF, the computer picks one submarine in port and places it in a Sub Patrol
TF. When these Task Forces are created, the computer will assign them a DH and patrol zone
boundaries and place them under computer control. Submarine TFs created by the computer
will already have a DH, but you may at any time give them a new DH or patrol zone. However,
once a computer controlled sub patrol TF reaches its DH, it may decide on its own to move to
a different shipping lane in an attempt to locate targets (it will even attempt to follow enemy
Task Forces that it spots). You need to switch the TF to Human control in order to keep a sub
patrol TF at a particular DH (at least until a good target comes along that the sub TF decides
to follow). The computer will reassume control of the TF when it needs to return to home port
to refuel or rearm.
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If a ship in a TF is judged not to have enough Endurance remaining to be able to move to its
Destination Hex and then return to its home base (at Cruising Speed), the TF is considered to
be “Low on Fuel.”
The program will deduct a certain amount of fuel depending on how much Endurance a ship
has expended. Calculating fuel usage for your ships is unnecessary. More important is to
ensure that you send fuel to your advanced ports so your ships can replenish.
When Low on Fuel, the TF will attempt to refuel at sea, either from a Replenishment TF that is
following it, a Replenishment TF that it is ordered to meet, or from any fuel source in its hex. If
a TF judges itself to be Low on Fuel, it will not move over Cruising Speed, even when its Mission
and Patrol/Retreat Status would otherwise have had the TF moving faster. This can seriously
jeopardize a TF’s Mission as it may stay at a distance from a DH that the TF intends to sprint
towards at night and refuel rather than move toward the DH. Under some circumstances this
could repeat over several turns causing the TF to never successfully complete its Mission (it
heads for home once no ships are left to refuel low-fuel vessels).
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6.2.15 DOCKING
TFs may dock at a friendly base (this is different from ships anchored at a port because they’re
not assigned to a TF). Ships that are docked do not suffer operational damage and will be able
to repair damage faster than if at sea, but they will also be easier to hit by attacking aircraft.
There is a limitation on the total ship “tonnage” of TFs that may “Dock” at Ports of various
sizes. However, there is no limitation on the size of a TF that may “Disband” (anchor) at any
Port. Ships can load and unload cargos when not docked (via lighters) but at a much slower
rate.
Docked TF’s do not use Endurance, but they will automatically respond to enemy naval forces
(both reaction moves and to engage an enemy fleet in the same hex), in which case they will
no longer be docked.
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also used Midget Subs to protect some of their bases. However, all these vessels had to be
transported over the ocean to their new base.
To create a PT boat or barge:
»» Form a Transport TF and load supplies onto it. Once this is done, at any
time the TF may convert some of the loaded supplies to create a TF of
barges or to create a TF of PT boats by clicking on the appropriate Create
Barge, Create PT Boats, Create MGB or Create SSX arrow button. This is
done from the TF Information Screen of the TF carrying the supplies.
»» Build them from any base with a current port size of
at least 1 and more than 10000 supplies.
When the barge or PT boat TF is created, it will consist of up to 15 barges or 12 PT boats and/
or MGBs or 4 Midget Subs if these ships are currently available to be brought into the game. As
long as there are supplies carried by the creating TF and there are ships available, the TF can
continue to create additional barge or PT boat Task Forces.
Supplies are used up for each ship created as follows:
In all cases, the above listed supply point cost is a minimum cost. Any PT, MGB, SSX or barge
with a tonnage greater than the listed supply cost will have its cost increased to its tonnage.
The number of barges and PT boats available to you can be found on the Ship Availability
Screen accessed through the Intelligence Screen.
PT boats, MGBs, SSX’s and barges act in all ways like all other ships; they can rearm in exactly
the same way as all other ships.
Players can return these ships to the pool if desired. They can then be repurchased from the
pool after a delay. This allows movement of small craft between ports, which is difficult or not
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otherwise possible due to their short range. It emulates loading them onto transport ships and
moving them to a new destination.
1. Exceptions: Amphibious TFs and Landing Craft TFs are presumed to have an amphibious
assault Mission and have different unloading rules that are not bound by Port Size restrictions,
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but the exemption only applies for ships ( APA, AKA, and LCx/LSx) that have an “Amphibious
Unload Bonus” capacity. Any TF can load, unload or refuel when not docked, but at a much
slower rate.
2. Indications: The total tonnage of ships that may “Dock” at a Port is given in the Port
Information Screen. The total tonnage that comprises a TF is given in the TF Information
Screen. When the TF is larger than the allowable Port Dock Limit, a player should consider
sub-dividing the TF into “Dockable” portions.
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Medium Equipment: Non-troop devices with load cost between 5 and 8. This represents
larger mortars/machine guns and light artillery; and
Heavy Equipment: Non-troop devices with load cost of 9 or more. This is heavy artillery, tanks,
motorized support, and other vehicles.
Air Groups: This represents the aircraft themselves and their crews. Each air group has a
load cost based on the type of the aircraft (Fighter, Bomber, etc) and the number currently
in the group. Air groups are loaded into cargo space for normal transport, and arrive at their
destination fully disrupted; representing the time required to assemble the aircraft and make
them operational.
Air Group Special Load: Air Groups loaded onto an aircraft transport (an AKV, or CVE) are not
disabled on load, and will arrive at their destination in the same condition as when loaded.
Supplies: Supplies represent all of the material necessary to support units, and is also an
abstraction to represent replacement equipment, aircraft, and small craft being moved to the
front
Resources: Unprocessed raw materials, often loaded in bulk (for example, dumped by a
conveyer system directly into a ship’s hold without external packaging).
Fuel: Processed fuel, created from oil by the process of refining.
Oil: Unprocessed crude oil, not suitable for ship fuel but required by industry.
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Load Item Troop Space Cargo Space Liquid Space
Troops Natural Load Cross Load Can Not Load
Light Equipment Natural Load Natural Load Can Not Load
Medium Equipment Can Not Load Natural Load Can Not Load
Heavy Equipment Can Not Load Natural Load Can Not Load
Supplies Cross Load Natural Load Can Not Load
Resources Can Not Load Natural Load Can Not Load
Fuel Can Not Load Cross Load Natural Load
Oil Can Not Load Can Not Load Natural Load
Specific loading rules and load cost penalties are used when cross loading. Certain ship types
cannot cross load troops into cargo space and others can only carry items when formed into
Fast Transport Task Forces. The cargo space of an Ammo Ship, for instance, is considered to be
magazine space and cannot be made fit for human habitation. Cross load of troops into cargo
space of other ships includes a reduction in load to represent provision of temporary facilities
in the same space.
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All load calculations are done in accumulated total. The total troop and equipment load cost of
a given land unit is accumulated, then allocated to the troop and cargo capacity of available
ships, one by one, depending on the load type.
In addition, there are limits on capacity usage based on ship type. Some types of ships will
never use any specified troop capacity as they cannot be placed into troop loading task forces.
These include Carriers and midget submarines. Other ships, such as AE, AKE, AO, and landing
support ships, such as LCI(G), are specifically excluded as their capacity is intended for other
purposes (i.e., is magazine space). An AGC can carry only Amphibious HQs. Certain other ships
only carry troops/cargo only when placed into Fast Transport TFs (see table below).
Supplies
Troops
Notes
Type
Fuel
Oil
CVB No Yes No No No No
CV No Yes No No No No
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Resources
Airgroups
Supplies
Troops
Notes
Type
Fuel
Oil
CVL No Yes No No No No
CVE Yes Yes Yes No Yes No
BB Fast Transport No Fast Transport No No No
BC Fast Transport No Fast Transport No No No
CB Fast Transport No Fast Transport No No No
CA Fast Transport No Fast Transport No No No
CL Fast Transport No Fast Transport No No No
CLAA Fast Transport No Fast Transport No No No
CS Yes Yes Yes No Yes No
DD Fast Transport No Fast Transport No No No
DE Fast Transport No Fast Transport No No No
TB Fast Transport No Fast Transport No No No
E Fast Transport No Fast Transport No No No
PG Fast Transport No Fast Transport No No No
PF Fast Transport No Fast Transport No No No
KV Fast Transport No Fast Transport No No No
PC Fast Transport No Fast Transport No No No
PB Fast Transport No Fast Transport No No No
SC No No No No No No
PT No No No No No No
MTB No No No No No No
MGB No No No No No No
ML No No No No No No
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Resources
Airgroups
Supplies
Troops
Notes
Type
Fuel
Oil
SS Yes No Yes No No No
SST Yes No Yes No No No
SSX No No No No No No
AMC Yes Yes Yes Yes Yes Yes
CM Yes No Yes No No No
CMc Yes No Yes No No No
DM Fast Transport No Fast Transport No No No
DMS Fast Transport No Fast Transport No No No
AM Fast Transport No Fast Transport No No No
AS Yes No Yes No Yes No No Troops
AD Yes No Yes No Yes No No Troops
AV Yes Yes Yes No Yes No
AVD Fast Transport No Fast Transport No Yes No No Troops
AVP Fast Transport No Fast Transport No Yes No No Troops
AR Yes No Yes No Yes No No Troops
ARD No No No No No No No Troops
AGP Yes No Yes No Yes No No Troops
AG Yes No Yes No Yes No
AO Yes No Yes Yes Yes No Troops
AE Yes No Yes No Yes No No Troops
AGC Amphib No Yes No Yes No
HQ Only
APA Yes Yes Yes No Yes Yes
LSIL Yes Yes Yes No Yes Yes
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Resources
Airgroups
Supplies
Troops
Notes
Type
Fuel
Oil
LSIM Yes Yes Yes No Yes Yes
LSIS Yes Yes Yes No Yes Yes
APD Yes Yes Yes No Yes Yes
AKA Yes Yes Yes Yes Yes Yes
LSD Yes Yes Yes Yes Yes Yes
LSV Yes Yes Yes Yes Yes Yes
AP Yes Yes Yes Yes Yes Yes
AK Yes Yes Yes Yes Yes Yes
AKV Yes Yes Yes Yes Yes Yes
AKE Yes No Yes No Yes No No Troops
AKL Yes Yes Yes Yes Yes Yes
TK Yes Yes Yes Yes Yes Yes
LST Yes No Yes Yes Yes No
LCI Yes No Yes No No No
LCIG No No No No No No
LCIM No No No No No No
LCIR No No No No No No
LSM No No No No No No
LSMR No No No No No No
LCM Yes No Yes No No No
LCT Yes No Yes No No No
LB Yes No Yes No No No
LCVP Yes No Yes No No No
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Resources
Airgroups
Supplies
Troops
Notes
Type
Fuel
Oil
LCSL No No No No No No
YO Yes No No No Yes Yes
ACM No No No No No No
YMS No No No No No No
YP No No No No No No
HDML No No No No No No
APc Yes No Yes Yes Yes No
AMc No No No No No No
xAPc Yes No Yes Yes Yes No
xAP Yes Yes Yes Yes Yes Yes
xAK Yes Yes Yes Yes Yes Yes
xAKL Yes Yes Yes Yes Yes Yes
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6.3.2.4.2 CARGO IN TROOP SPACE OFFSET
The Load Cost Penalty to load cargo into troop space. Allows supplies (assumed packaged or
palletized) to be carried in troop spaces.
Damage
Unload
Space Offset Space Offset
Class
Type
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Damage
Unload
Space Offset Space Offset
Class
Type
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Troops In Cargo Cargo In Troop Daily Disruption
Damage
Unload
Space Offset Space Offset
Class
Type
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Damage
Unload
Space Offset Space Offset
Class
Type
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6.3.3 LOAD PROCEDURE:
Load consists of two separate and divorced events:
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Airgroups may only go into cargo space and may never be fragmented on load. Allocation first
attempts to find ships most suitable for carrying airgroups, such as AKV, AV, or CS. If none are
available, any cargo ship with suitable capacity is selected.
If insufficient ships are available to load all the devices of all of the selected units, an option
exists to get additional ships. If the Task Force being allocated is owned by the AI, this is done
automatically, up to the limit of Task Force size and ship availability. The human player is
presented a “Get More Ship(s)” selection.
If “Use All Ships” is selected, the load routines will attempt to split the unit(s) as equally as
possible between the available ships. This load method attempts to use natural loading (troops
in troop space, equipment in cargo space) and tries to split each device as evenly as possible
between the ships. Differences in capacity of the available ships and the necessity to resort
to cross loading may result in unbalanced loads. All ships will be used, even if the unit(s) will
not fill them.
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6.3.3.2 TASK FORCE LOAD
Task Force Load moves devices from the land unit onto ships, up to the limit of the ship’s
capacity or size of the land unit, at particular load rates. During load, a number of limiting
factors are considered to determine load rates: Item Load Rate, Ship Load Ability, Port Load
Ability, and TF docking status.
These interact to control the load at a specific port. Ship load ability can be considered a
representation of the ability of a single pier or group of lighters to load a single ship, based
on port size; larger ports will have larger and more capable piers, etc. Port load ability is
a representation of how many such piers or loading stations are available in the port. For
example, hypothetical port “A” might be able to fully load a liberty ship in 4 days, and to load
3 ships concurrently. It could not load a single ship in less than 4 days, as pier facilities are
inadequate. If more than 3 ships are attempting to load, the additional ships must wait their
turns. The same port might also be able to load two oilers or tankers concurrently with the
cargo ships, but the cargo ships could not load at the oil loading facility nor the tankers at the
cargo piers.
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»» Fuel. Loaded in bulk at a specific rate. Counts against daily fuel limit
unless in barrels and being cross-loaded into cargo space, in which
case it counts against cargo limits. The Fuel Rate is 500 x (Port Size).
»» Oil. Loaded in bulk into liquid space only. Counts against
daily fuel limits. The Oil Rate is 500 x (Port Size).
6.3.3.2.2. SHIP LOAD ABILITY
The ability to load each individual ship is based on the level of facilities in a port and changes
(increases) as a function of port size.
Fuel/Oil
Cargo
Cargo
Troop
Daily
Daily
Fuel
Size
Oil
0 0 0 0 0 0 100 100
1 325 100 200 500 500 2500 2500
2 400 200 400 1000 1000 6250 6250
3 475 300 600 1500 1500 11250 11250
4 550 400 800 2000 2000 18750 18750
5 625 500 1000 2500 2500 33000 25000
6 700 600 1200 3000 3000 54500 27500
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Resource
Fuel/Oil
Cargo
Cargo
Troop
Daily
Daily
Fuel
Size
Oil
7 775 700 1400 3500 3500 72800 34375
8 850 800 1600 4000 4000 108800 62500
9 925 900 1800 4500 4500 150500 93750
10 1000 1000 2000 5000 5000 176000 125000
Fast Transport 100 100 NA NA NA NA NA
Sub Transport Port 100 NA NA NA Port NA
Rate Rate
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»» Regular Transport Ships. (Commissioned Naval AP/AK) in Amphibious
TFs, unload at a Rate of 600 points per ship per turn.
»» Merchant Ships. (xAP/xAK) in Amphibious TFs, unload
at a Rate of 250 points per ship per turn.
»» Special Japanese early war bonus of 1200 for all AP/AK and xAP/xAK types.
6.3.3.3.2.2 FRIENDLY PORT
For Amphibious docked at and unloading in a friendly port of Size 4 or less, the unload rate is
slightly different for Troops and Cargo.
»» Beaching Craft. Troops unload at a Rate of 1000 points per ship per
turn. Cargo unloads at a Rate of 750 points per ship per turn.
»» Attack Amphibs. Troops unload at a Rate of 1000 points per ship per
turn. Cargo unloads at a Rate of 750 points per ship per turn.
»» Regular Amphibs. Troops unload at a Rate of 300 points per ship per
turn. Cargo unloads at a Rate of 300 points per ship per turn.
»» Merchant Ships. Troops unload at a Rate of 125 points per ship per
turn. Cargo unloads at a Rate of 125 points per ship per turn.
Amphibious TFs not docked at a friendly port unload at a different rate, depending on port
size, amount of free dock space, and the types of ships in the TFs. Amphibious ship types, with
attached landing craft, will unload faster than non-amphibious ships.
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6.3.6 TF OFFICERS
Every task force has an officer in command. Officers have several characteristics, which can
and will affect the TF’s performance in combat, task force fuel consumption, morale, and other
factors. These characteristics include aggressiveness, overall competence, and inspiration to
subordinates, skill in surface actions, skill in carrier actions, skill in invasion, and administrative
skills.
Note that rank is not an in-game factor and can be ignored for the purposes of deciding on
whom to command your TF. Unlike the real world, none of your virtual officers have an ego
to bruise by placing a lower-ranking officer in a position over them. If an officer is on this list,
they are capable of command. Note however that only certain ranks of officers will be made
available for selection. Usually this is based on the rank of the captain of the flagship, plus or
minus a rank or two. Admiral ranks are only made available to command larger combat TFs.
Creating TFs at sea, by splitting off some ships from another TF, will generate a commander
from the flagship in the new task force, generally the biggest ship. No commander may be
assigned.
There is a 50% chance that a TF commander will be killed when the ship he is on sinks.
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unloading in their hex during Load/Unload Phases and enemy bombardment TF’s bombarding
during Naval Bombardment Phases.
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1. Sub’s maximum speed
2. TF’s cruise speed
3. Sub crew’s experience
4. Prior detection of the sub
Most sub attacks will use torpedoes only, but the sub may conserve torpedoes and use its deck
gun against unescorted non-combat ships. The effectiveness of a TF’s escort is determined
by its:
1. Maximum speed
2. Crew Experience
3. ASW Weapons
4. The total number of escorts in the TF
At night there is a small chance that the escort may use gunfire to attack a sub which is
considered to be running on the surface
Prior to 1944, Allied crews perform ASW functions during daylight at 114% of their crew rating,
and at night at 150% of their crew rating (except for British crews which get no bonus at night
as they generally already have extra high night experience). Prior to 1943, Japanese crews
perform their ASW functions at 67% of their crew rating, while in 1943 and thereafter they
perform at 80% of their crew rating.
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6.5.2 HOME BASE FOR REFIT/REPAIRS
When the Production option is turned off and a partial map is being used, each nationality will
have a Home Base automatically assigned that the ship travels to when traveling off map:
»» Australian goes to Sydney
»» New Zealand goes to Auckland
»» Japanese goes to Osaka/Kobe
»» US types, China and Philippines goes to Pearl Harbor
»» Soviet Union goes to Murmansk
»» Other Allied nationalities goes to England
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may be stacked in a base to protect more mines. ACMs must be disbanded into a base to
protect mines there – ACMs will not protect mines while in a task force at the base.
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6.6.1.4 MINE REARMING
Mines are reloaded from the pool. The pool must have a sufficient number of appropriate
mines to reload/rearm any mine capable ship. Mines can be loaded at any port with sufficient
rearm capacity for the specific mines. Rearm capacity is based on port size, increased by naval
support. Mine load cost is based on the load cost of the specific mine type. Generally, loading of
mines functions just like any other ammunition except for “pool” requirement.
When a ship is rearmed, normal mine slots will draw mines from the pool and be rearmed.
When a ship is rearmed and is not in a minelaying TF, special mine slots will remain empty
(zero ammo).
When a ship is rearmed and is in a minelaying TF, special mine slots for the ship will be
rearmed, with the ammo value created from the class’s armor value.
A surface ship with special mines may be assigned to a minelaying TF as if it were a normal
minelayer.
A Task Force containing only ships that are valid for a minelaying TF and ships with special
mine slots may be changed to the minelaying role from any other role. However, this will NOT
cause loading of mines into special mine slots, unless it is done at an appropriate Port.
No adjustment to a ship’s cargo capacity will be made based on carrying or not carrying
mines.
6.6.2.1. CREATION
Valid minesweeping capable ships, in a Mine Sweeping or Local Mine Sweeping TF, sweep a
minefield by having minesweeping orders, for a given a DH (destination hex) location for the
minefield to be swept. If a Mine Warfare TF is clearing mines in a hex that contains coastal
guns, the TF may be fired on.
6.6.2.1.1 MINESWEEPING.
Regular minesweeping TFs may be created both by a player and by the AI. When the AI
creates a Minesweeping TF, it may only include ships of a valid Minesweeping class. Regular
minesweeping TFs sweep 7 hexes; the hex they are in and the six surrounding hexes.
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minesweeping TFs sweep only 1 hex, the DH. The AI will position Local Minesweeping TFs to
defend it’s major ports, if ships are available.
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Class Mine Sub Mine Mine Local Mine
Type Laying Laying Sweeping Sweeping
YMS - - Y Y
YP - - - Y
HDML - - - Y
AMc - - - Y
A ship belonging to any Class that has Special Mines as part of its weapons complement may
also be included in Mine Laying Task Forces.
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6.9 WITHDRAWAL
To reflect the desperate need for combat ships in the Atlantic Theater by the Allied side, the
player will need to periodically withdraw certain US and British ships from the game. The
withdrawal date for each ship is set within the editor. There is a Political Point penalty for failure
to withdraw a ship when scheduled. To withdraw a ship, the ship must be off-map or at any
national home base except the NEI and PI.. If these conditions are met there will be an option
on the ship detail screen that allows for Withdraw Ship to be selected. If the ship is scheduled
to return to the Pacific Theater, the ship will return on its Return Date as a reinforcement.
6.9.1 RETURN
Ships that have withdrawn from the Pacific Theater may return to the Pacific Theater as a
reinforcement, on the Return Date set in the Editor. Returning ships will have received upgrades
to the upgrade state for their class as of the Return Date and will have received need repairs.
Actual return may be delayed to allow these repairs to be completed.
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on many factors such as nationality, type of plane, Japanese formation type, and ship capacity
for planes based on ships.
Aircraft come in five overall varieties: Fighter, Attack, Level Bomber, Transport and
Reconnaissance. Aircraft are not represented on the map as such, but rather are always
located on airfields or ships. The aircraft type of the planes in the unit differentiates them
graphically. During the Air Movement/Combat phases, a line depicting the path of the aircraft
maybe be shown between the base and the target hex. Any actions taken by the air units, as
well as losses, will show up in the Combat Events screen. Furthermore, individual pilots are
rated for Experience and Fatigue.
Air units based at land bases rely on the support of Aviation Support squads, which are found
in both Base Forces and Special Aviation Units (like Aviation Regiments). These units contain
support troops to service aircraft and engineers to construct and maintain the base facilities.
Without these base force units present, the base can’t maintain aircraft and keep the base
functioning in combat. Aviation Support troops are not attached to any particular squadron -
their presence at a base is enough to support the air units present. All engineer squads and
vehicles can construct and repair base facilities.
Level bombers also attack ground and naval targets, but carry a higher
payload of bombs than their dive bombing cousins. Since Level Bombers
fly straight and level, though, they are less accurate against naval targets.
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Carrier in the same hex (loaded with cranes, as they could not land on a Carrier) or may only
fly from the Carrier when ordered to transfer to a base. Also, carriers may never carry more
than 5 air units at one time.
Any Float plane or Float fighter may be based on a Battleship, Heavy Cruiser, CS, or other
non-carrier type ship that has the capacity to carry aircraft. Aircraft Carriers (including Light
Carriers and Escort Carriers) cannot carry float planes. Float planes, float fighters, and patrol
planes can be based at any friendly airfield, including those that are size 0 as long as they are
on a coastal hex.
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Air Units
In this example, we’re looking at Squadron VF-2, a fighter squadron based on the Lexington. A
thumbnail image of the aircraft appears at top center.
At upper left, information regarding
the unit’s nomenclature and service
location is listed. 1694 is this unit’s
identification number that identifies
the unit in the Editor. Refer to the Editor
Documentation for more details.
From this example we see that this is
Squadron VF-2, a US Navy squadron,
acting as an Independent command.
By clicking on Independent, we can see
that this unit may be attached to any
command available in the game. The
number 27 indicates the Max Ready Aircraft, which is the maximum number of aircraft that
can be ready at one time for this unit.
If the group can resize, then the type and date of the resize is shown next to the maximum
operational size of the squadron.
VF-2 is Carrier Trained (meaning its pilots know how to operate their planes from a carrier),
is stationed on the Lexington, and is comprised of F2A-3 Buffalo fighters. There are 18
serviceable aircraft in the squadron (i.e., ready for combat operations), and 4 aircraft are being
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repaired (having been damaged in combat or needing regular maintenance or overhaul) and
none in reserve (extra aircraft to replace those lost or seriously damaged in combat). Losses
are recorded to the right and are broken out by cause. Values to the right of the slash are
cumulative. To the left are for the last day. Causes are Ops / Write offs (WOff), Air to Air (A2A)
/ Flak, and on the Ground. See Section 7.2.1.14 Operational Losses to Aircraft for more on
Write Offs
The average time to repair all aircraft is 3 days. The time to repair can be an indicator of
several factors such as the complexity of the aircraft (see section 15.4.1 and 7.4.2.7.1), current
effectiveness (MOR, FAT, EXP) of your AV support, supply, and the state of Airfield service
damage.
The number of ready pilots is 22, and their average experience is 73 and morale is 99. Their
fatigue level is 6, and they have not made any kills (i.e. have not shot down any enemy aircraft)
yet. Like the A/C loss tracker above, pilots are also listed now as losses due to their fate KIA,
MIA, or WIA and similarly broken down as cumulative or current day.
Because the number of aircraft assigned to the squadron equals the number of pilots assigned,
the buttons which allow us to assign new pilots are gray. The Get_New_Pilot button will assign
one new pilot to the squadron. The Get_2 (or however many pilots the unit is short) button will
assign pilots to the squadron up to the number of planes (2 more than we have pilots) in the
squadron.
Pilots can be added to a group up to 1/3 of the operational size of the group.
At left bottom, we see that the
commander of this squadron is LCDR
Ramsey, P., whose Leadership rating
is 65 and Inspiration rating is 71.
He can be replaced by clicking on
his name, which brings up a new
screen:
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At left is a list of all the officers that can take control of this squadron, as well as each of their
Leadership and Inspiration ratings, Rank, and Political Point cost to assign them (the higher the
Political Point cost for an officer, the cheaper he is to hire for the job, and the more expensive
he is to fire).
Also on the screen is information for the current leader, which details his name, his Political
Point cost, how many Political Points are available to you, and a short evaluation of the leader,
and travel time in game days. As we can see in this example, Commander Ramsey, P. is
evaluated as being very aggressive and very promising. To replace Commander Ramsey, click
on a name from the list and click the arrow next to Done at bottom right. The number of points
the new officer cost will be deducted from the player’s Political Points pool.
Note that Carrier Capable air units landing on a carrier will suffer higher operational losses than
Carrier Trained units. Only Carrier Capable or Carrier Trained air groups may land on a carrier.
Furthermore, at the bottom, clicking on the Pilots text will bring up a list of Pilots:
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This list of pilots will show all currently assigned to the squadron, including their Rank, Name,
Overall Experience (Exp), Fatigue (Fat), number of Missions flown (Mis), number of air-to-air
victories (Kills), and their nationality (Nat). 13 distinct Sub Skills are also displayed and tracked
for each pilot. The highest cumulative Average skills are listed at the top of the screen just
under the unit info line. These can be considered Strengths of the unit.
Colors may be used on this screen to denote significant changes in the status of pilots. A pilot’s
name in yellow indicates his Overall EXP is above 80 and is eligible to transfer to the Training
Command. White indicates he is currently assigned a plane and is ready to fly. Black indicates
he is removed from flight duty due to excessive fatigue or a shortage of aircraft. Red means
this pilot’s aircraft is being repaired and is not usable. The pilot may be given a new aircraft if
one is available due to pilot loss or additional planes. A Green Sub skill means this value has
increased since the start of the month. Skills improve relatively easily at low values, but it is
harder to gain a skill level at higher values.
Next to the Pilots button is the Aircraft Data link. Selecting this will take you to the Aircraft Data
Sub Level of the Air Unit screen. Here you will find database values for the type of aircraft the
unit is currently operating, such as: Various ranges in hex and nautical miles, Aircraft
performance figures, armaments & load outs. Two newly added features are the MVR value at
different altitudes & the Serviceability rating. MVR values typically decrease as an aircraft’s
altitude increases, and the service rating is a factor that accounts for an aircraft’s complexity
and/or ease of maintenance.
Back on the main Air Unit Information Screen:
The central column displays the following information:
»» A picture of the aircraft
»» Maximum Range in hexes and miles (expressed
as Range in Hexes/Range in miles so,
37/1461, means thirty-seven hexes and one
thousand four hundred and sixty-one miles)
»» Extended Radius in hexes and miles
»» Normal Radius in hexes and miles
»» Maximum Altitude, displayed in feet
»» Speed cruise and maximum, displayed as MPH
If the aircraft can use carry drop tanks, an additional line
may appear indicating if drop tanks are in use.
Also, several orders may be given to the air unit in this column, including:
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»» Transfer to Base, which will bring up a new list that allows the player to
select a destination from the list, or select a destination from the map. If no
destinations are listed, then none are in range for this aircraft squadron.
If this option is selected a new screen will be displayed:
Any bases in range will be listed here, along with the number of Supplies located there, the
Range in hexes to that base from the squadron’s present location, the number of other aircraft
Groups (or squadrons) located at that base, as well as the base’s Size, number of Aircraft
present, amount of available Support and the base’s HQ assignment. Restricted HQs have a
(R) attached to the name.
The –r designation identifies bases that the air unit can transfer to overland (by being crated
up and transported). Refer to sections 7.0 & 7.2.3 for more details.
An * against the number of Groups indicates the location of the parent of this group (applicable
to fragments and sub-units).
A range of “-999 days” indicates a movement in excess of one day. This can be to an Off-
map box or to a rail destination that is far away. Selecting this will place the group into the
reinforcement schedule for that many days.
If a base is over-stacked with aircraft/groups, then the number of groups will be RED.
»» Disband Group, which will disband the squadron (if this is selected, the
computer will ask if the unit should be reformed; if so it is returned in 120 days
as a reinforcement, using available planes in the replacement pool to try to fill
the unit up to full strength; if not, the unit is permanently removed from play).
Disbanding will transfer the aircraft and pilots to a group with the same aircraft
at the base. If no group is available, the group’s planes may be disbanded into
the aircraft pool if within reach of the group’s Home Base. If not, the group may
still be disbanded but the aircraft will be lost. The text “Disband Group” will
be in RED to indicate that the aircraft are lost. Groups can’t be disbanded into
another group that would make the new group exceed its operational level.
»» No Replacements/ Replacements allowed, which will either not allow or
allow, respectively, replacements to be accepted by the squadron (this
is useful to select when you want certain squadrons to have a priority in
receiving aircraft). When replacements have been taken, the ‘Replacements
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allowed’ message is changed to ‘Replacements delay 99 days’ to indicate
how long before more replacements can be taken by the group.
»» Draw one Aircraft from the Pool (15), which allows assigning additional
aircraft (up to the maximum allowed) to the squadron, one aircraft at a time.
The (15) number shows that a maximum of 15 aircraft are available in the
pool. Once a group has its maximum planes, more planes may be pulled
directly into the In Reserve section of the group up to a maximum of four
(4). This represents immediate spare aircraft. This does not affect the CV
aircraft limit as these planes are deemed to be “hanging from the rafters”.
»» Do Not Upgrade/Upgrade – aircraft type, which will either block or allow
any upgrading of the squadron’s aircraft. If allowed, the name of the aircraft
type that this squadron will upgrade to is displayed (if available; this is not
an indication that the new aircraft type will be immediately transferred, but
rather that this squadron wants to upgrade its aircraft at the earliest possible
opportunity). Upgrading aircraft requires a minimum of the squadron’s Max
Ready number of aircraft of the new aircraft type available in the production
pool.
If player upgrade option is active, then clicking on the upgrade text will
display a list of available aircraft that can be selected. The list shows
the aircraft name, number in the pool, owner and date aircraft available
from. Right-click on the aircraft name to display data about the new
aircraft, or click on the name to choose to upgrade to that aircraft. Aircraft
that are not currently being produced have their details grayed out.
»» Transfer to Ship, which allows the player to move the squadron to another
carrier that is in range and has room for it. A new list will be displayed of
possible locations; if no locations appear then there is no ship in range
that can take on the squadron. Transferring a non-carrier type aircraft
changes the message to ‘Transfer to docked Ship’ to indicate that the
carrier needs to be docked to move the planes. Loading the group as
cargo on a ship is done by using ‘Load troops’ on the TF screen.
If this option is selected, a new screen will appear:
From here, all available ships that are within range and can take on the squadron will be listed.
The ship Type is shown, it’s Name, its Ops point value, the Range to that ship, the number of
Groups currently on it, the ship’s maximum aircraft Capacity, the current number of Aircraft
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located on it currently, and its Location (a base or TF name). The aircraft is shown in RED if the
transfer will cause the CV to cease air operations.
»» The Withdraw Group option is just like Disband except the pilots remain
with the unit and return with it when it returns to the game Withdrawing will
transfer the aircraft to a group with the same aircraft at the base. If no group is
available, the group’s ready planes may be returned to the aircraft pool if within
reach of the group’s Home Base. If not the group may still be withdrawn but the
aircraft will be lost. The text “Withdraw Group” will be in RED to indicate that
the aircraft are lost. The Withdrawn air unit is not permanently removed from
the game but it will rather returned in 60 days. Groups can’t be disbanded into
another group that would make the new group exceed its operational level.
»» The Upgrade Now option allows the player to order an immediate upgrade
of the aircraft in the unit to a newer model aircraft (see section 16.2.3).
The next several commands allow the player to set orders for one squadron and then have
those orders apply to all other similar squadrons in the base or Task Force:
»» Set All aircraft type in this base/TF allows the player to select orders
for this particular squadron and issue the exact same orders to every
squadron of the same aircraft type in the current base/TF. This saves time
if the player wants to issue the same order to every such squadron.
»» Set All plane type in this base/TF is
similar to All aircraft type (above),
but any selected orders will apply to
all of this plane type (fighter, torpedo
bomber, etc.) in the base/TF, not just
of the currently selected squadron.
For example, a Wildcat and a Corsair
are both fighters. If fighter squadrons
of each of these types were located
in the same hex, selecting this order
will set the order for both of them,
since they’re all fighter type aircraft.
The Set All command DOES NOT set the upgrade
status items (Upgrade Now and Upgrade/Do
not Upgrade), and nor does it set the Accept
Replacements item.
Finally, the player may change the squadron
from Day Operations to Night Operations, or
vice versa. Squadrons that are assigned to Day
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Operations will suffer penalties undergoing Night Operations, as will Night Operation squadrons
operating in the Day.
The rightmost column displays the Group Mission that the aircraft will be assigned to. By
selecting an arrow next to the Mission type, the player is setting up that Squadron to conduct
that particular Mission in the target hex. The target hex is also selected here.
Primary Missions include:
»» Escort – In this Mission, the aircraft will attempt to escort bombers flying
airstrikes from the same airfield (and in some cases from other airfields;
fighters from one base may escort bombers from another base if the fighters
are closer to the target than the bombers). Units given a Mission of Escort
will not initiate an airstrike by themselves, but will instead join up with an
offensive strike being performed. If the strike the escorting planes are covering
has a low detection level, there is a chance the escort aircraft will bounce
the enemy CAP (receiving substantial bonuses to combat). However, it is
much more likely that CAP will bounce than Escort, all things being equal.
»» Sweep – In this Mission the aircraft attempt to draw enemy CAP over the target
hex into an air to air engagement. If the group attacks at 100’, the planes will
also attempt to strafe the target if CAP does not drive them off. Squadrons are
limited to one Fighter Sweep per day; if weather keeps the fighters from flying
a Sweep Mission in the morning, they will be eligible to fly one in the afternoon.
»» Airfield Attack – In this Mission the aircraft will arm with bombs and
attempt to bomb an enemy airfield and other targets at the airbase.
»» Port Attack – In this Mission the aircraft will arm with
bombs and attempt to bomb an enemy port’s facilities and
other targets at the port including ships at anchor.
»» Naval Attack – In this Mission the aircraft will attempt to use
bombs or torpedoes against an enemy Task Force.
»» Ground Attack – In this Mission the aircraft will
attempt to bomb an enemy ground unit.
»» Recon – The unit will send one plane to perform photoreconnaissance
of an enemy base, ground unit or TF. (Large recon air groups may fly
2 planes per Recon Mission flown.) This can increase the detection
level of the target. Recon Missions are especially difficult to intercept
with CAP or shoot down with Flak. Recon type planes are the best at
performing Recon Missions. Bombing Missions will automatically recon
their target (take pictures as they bomb), but this is less effective than
flying a specific Recon Mission. (Refer to section 10.2 Recon Flights)
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Air Units
»» Naval Search – The aircraft will search for enemy Task Forces (subs or
surface) in all directions out to their extended range. They will carry an
extended range bomb load in case they spot a sub or surface ship, in which
case they will attempt to attack unless driven off by CAP or Flak. Individual
planes searching for enemy Task Forces conduct naval search. The search
continues until a TF is detected or the plane exceeds its range. Once a
TF is detected, the plane may terminate its flight depending on range to
target; the nearer the TF is to the plane’s base, more likely that the plane
may continue to fly searches. Searches within 5 hexes of the base are
more likely to detect TFs as there will be a number of planes transiting to
and from the search areas. Setting the max range to a lower range than
the full extended range will improve the chance to detect, as this can
translate to more flights by the same plane. Because the search can be
terminated due to detecting a TF, it possible better targets may be missed.
Search missions can be given an arc of 10-degree sectors to be searched. Planes in a group
are assigned to a search one at a time from the start sector to the end sector. If there are more
planes than sectors, then the process is repeated. For example, 10 planes on search over arc
of 3 sectors end up as 4 to first, 3 to second and 3 to third. The benefit of this is that only TF’s
within this arc are looked at, thus concentrating assets on a particular threat. The chance of
sighting the enemy is increased with the number of planes searching. When a unit has a Nav
Search Level set greater than zero, then the set percentage of the unit will automatically fly this
Mission, with the remainder of the planes either flying the Mission set for the unit or resting (if
the Mission is Naval Search).
»» ASW Patrol – An ASW (anti-submarine warfare) Mission is the same as a Naval
Search Mission except that the range flown is cut in half and the chance of
attacking a submarine once sighted is increased. ASW searches have a better
chance to detect Sub TF than Surface TF, whereas Naval searches have a
better chance to spot Surface TF rather than Sub TFs. The chance of sighting
the enemy is increased with the number of planes searching. When a unit has
an ASW Patrol Level set greater than zero, then the set percentage of the unit
will automatically fly this Mission, with the remainder of the planes resting.
Planes executing an ASW Patrol will only search out to the Maximum Range that has been set
for them. The shorter the range set, the greater the chance they will spot a submarine within
their range setting.
»» City Attack. This option the player gets a pop up with a list of all cities within
range. When the city is selected, the specific industry items are listed on the
right. One of each must be picked. If the player selects commander’s discretion
for the target city, they still must select a general type of industry to bomb.
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When a city is attacked, there is a chance that a fire can be started. A fire level shows up
when the mouse cursor is rolled over a base, just above the list of enemy industry. City attacks
on Manpower have a chance of creating high fire levels that will cause damage to any and
all industry. The fire level can get as high as 40 million, and is divided by 10 each 12 hours
as the fire is put out. Very high levels will continue to cause damage. The greater the target
manpower, the easier it is to get a fire storm going.
Also, air dropped mines are an option here if a city with a port is targeted. Air dropped mine
Missions may not be flown before 1943.
If the Production System (section 13.0) is turned off, no industry, resources, or oil may be
attacked.
»» Supply Transport – The unit will fly supplies to their DH, which does not
necessarily have to have an airfield (thus allowing the ability to airdrop
supplies to ground units in the field) The unit must have a friendly unit set
as the destination in order for the Mission to be flown. Transport Missions
may be flown to destinations that are within half (50%) of the Maximum
range for base supply, or within Normal range for airdrop supply. The
amount of supplies carried is dependent on the capacity of the transports.
»» Troop Transport – The unit will fly troops to their destination base (must have
an airfield of at least size 1 unless the unit being transported is a parachute
unit). The option Pick Up Troops will be available if a destination is set for
the air group. This will allow you to order the air group to fly to a base, pick
up a ground unit at that base, and return it to the air unit’s current location.
For either a transport or a pick up of troops to occur, a ground unit to be
transported must be selected or no Mission will take place. Transport Missions
may be flown to destinations that are within Normal range if transporting
paratroops or half (50%) the Maximum range if moving between friendly bases.
The amount of troops carried is dependent on the capacity of the transports.
Only items in a ground unit with a load cost of less than 7 may be dropped by
air (examples are the 37mm AT gun or 120mm mortar as the biggest items a
plane will carry). Devices up to a load cost of 9 may be moved by air between
two bases. Units that cannot be transported in a single sortie will be split into
two units, with one remaining behind while the other appears at its destination.
»» Training – Aircraft from the unit will fly training Missions in order to improve
pilot experience. The number of aircraft that will fly is based on the Training
Level percentage (i.e. if the Training Level is 30 then 30% of the planes in the
unit will fly training). Planes flying training Missions take Operational Losses
and may stumble into combat with enemy planes flying over their hex. Units
given a Training Mission will have their CAP or Nav Search Level turned into
their Training Level.
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Air Units
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»» Rest – Aircraft with rest set as a Mission will fly only naval attack
Missions, resting at their base if there are no TF’s worthy of attack
(by definition their primary Mission type must be naval attack).
»» Patrol levels – Patrol levels can be set independently for CAP, LRCAP,
ASW, Search, Rest and Training. The total assigned cannot exceed
100%. Within the patrol level screen, ASW and Search sectors can be
set where searches can be concentrated. Concentrated searches have
a higher chance of detection then a general 360-degree search.
Air units that have Naval Attack set as the Primary Mission may select a Secondary Mission in
case there are no TFs to attack as follows:
»» Airfield Attack (which happens to be our example’s selection)
»» Port Attack
»» Recon
»» Rest – If no Naval Attack is conducted, the unit will do nothing.
The Stand Down command is the easiest way to tell the squadron to stop flying. Selecting this
puts the unit into Training mode and sets its Training level to 0%, which will stop all flights. This
will help eliminate fatigue and allow the squadron to rebuild its strength, if necessary.
The Target is initially set to Commander’s Discretion, meaning the choice of target is left to
the air group to decide what hex it will bomb. If an air group is set to Airfield Attack but has no
Target set, the air group will decide for itself which, if any, enemy airfield to attack.. Clicking
this arrow brings up the Tactical Map where the player can select the hex that the squadron will
attack; the player then selects a hex to target, or right clicks to exit without setting a target.
The Nav Search Level option dictates the percentage of the aircraft that will fly Naval Search
while the rest of the unit attempts to carry out its selected Mission(s).
The Current Altitude displays the altitude that the aircraft will fly at when flying to and from the
target hex. The arrows next to the title correspond with fine-tuning this altitude; the arrows
closest to the title move the numbers slowly while the arrows farthest from will move the
numbers to their maximums and minimums. The arrows in between will move the numbers
in large increments.
The Maximum Range sets the maximum range in hexes that the squadron will travel in order
to reach the target. The air unit will not exceed this distance when picking a target using
Commander’s Discretion whether the target is for a strike Mission, escort, or Long-range CAP.
However, if the air unit is assigned a specific target (base or TF), then the air unit will ignore
this max range setting. Planes executing a Naval Search or ASW Patrol Mission will only search
out to the Maximum Range that has been set for them. The shorter the range set, the greater
the chance they will spot a TF within their range setting.
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Finally, at the bottom of the screen are several extra options and information.
»» Location is... tells the player right off where the
squadron is located (TF, airbase, etc.)
»» Set TF to group location will center the player’s
Tactical Map on that group’s location.
»» Show Float Planes will display the float planes attached to the TF
»» Next Group will move to the next squadron in the TF
»» Back will move the player back to the TF screen
»» Exit will exit the display and bring up the Tactical Map
»» Unit Organization will show the parent and any sub-units
associated with a parent group of a fragment or sub-unit.
»» Divide Unit, if available, will allow the player to divide the unit into three
smaller units. The first unit will have a designation /A displayed next to
its name, the second /B, and the third /C. If all three units are located
in the same hex, the Divide Unit option will instead display as Rebuild
Unit. Clicking Rebuild Unit will then recombine the parts into one whole
unit. It is important that the recombining units have the exact same
kind of equipment; otherwise the recombination will not work.
7.1.1 AIRCRAFT RESTRICTIONS
Aircraft assigned to a restricted HQ may not be loaded on ships or transferred to a base that
does not report to its restricted HQ. Restricted HQs are usually shown with a (R) after their
name when displayed.
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aircraft will form a new air unit that is a sub-unit of its parent formation (i.e. 19th BS unit would
form 19th BS/1 unit).
You can also transfer air units to overland to bases that are too far to fly to. These bases will
be listed with a –r next to their names in the list of bases when you select the Transfer to Base
option. Units transferred overland arrive at their new base damaged (they were crated for
transfer) via of the Reinforcement schedule as some transfers may take more than one day
to complete.
A unit may only execute one transfer per Orders Phase, and units that have transferred are
free to perform all normal operations from their new base in the immediately succeeding
resolution phase. All other air operations take place during the Air Ops segment of Day and
Night Resolution phases. The computer, based on the orders given to the air units by you during
the Orders Phase, determines these operations.
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All air group commands). There are fifteen different Missions that air units may be assigned
(this includes CAP which is not set as a Mission but is determined by the CAP Level for fighter,
fighter bomber, float-fighter, and night-fighter aircraft).
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16. Execute Air Transport of Supplies
17. Automatically move Air sub-groups toward their parent formations
18. Land all Aircraft
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Air Units
Air units are not given Secondary Missions if flying at Night. In order to launch an Offensive
Mission at Night, an air unit must have at least 6 ready aircraft and morale of at least 50.
Target selection at Night is similar to the way it is done during the Day. It is much harder for
CAP to intercept enemy airstrikes at Night. Night fighters are better than other plane types at
intercepting enemy airstrikes at Night.
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7.2.1.6 AIRCRAFT RANGE AND AIR MISSIONS
Each distinct naval and ground aircraft is rated for its Maximum Range. This is the maximum
number of hexes that the plane may move when transferring between bases. The maximum
range is also used to calculate the Transport Radius of the aircraft, the Extended Clean Radius
of the aircraft and the Normal Clean Radius of the aircraft.
Range circles displayed on the map show the Normal Clean (black circle) and Extended Clean
(red circle) ranges for the currently active air group. A blue circle is also shown for the player’s
Max range. In most cases, this is the same as the extended range.
Planes operating at extended range can be forced to withdraw due to fuel constraints resulting
in fewer rounds of Air to Air Combat. Planes can also drop out of Air to Air Combat for other
reasons: Heavy Damage, Low Morale, or Low Ammo.
War in the Pacific Admiral’s Edition also makes use of drop tanks. One of the keys to Air
Warfare is the ability to project Air Power. An aircraft’s range was as important as any other if
not more so. The ever-increasing range of WWII Combat aircraft provided a means to put aircraft
where they previously had never been expected; Pearl Harbor; Clark Field; Guadalcanal; Tokyo.
AE takes this aspect one step further by adding drop tanks and giving you the option of flying to
the extreme limits of your men and machines. Any Aircraft that was not historically configured
with drop tanks operates much as it did in the original War in the Pacific.
Aircraft that were capable of extending their range by use of external stores may do so from
the Air Unit screen. By selecting the “Use Drop Tanks” option a player may toggle these devices
and trigger Normal Drop Tank Range and Extended Drop tank Range.
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7.2.1.7 AIR UNIT TARGETS AND DESTINATIONS
Targets and Destinations are Mission objectives, with Targets used in Offensive Missions and
Destinations in Transport Missions. If a Destination has been set for a unit with a Transport
Mission, then that Destination will become the Destination for the Transport Mission. Without a
Destination, transports will not fly a mission.
The setting of a Target is a critical factor in determining where non-Naval Attack Offensive
Missions are flown, and which Offensive Missions escorting fighters choose to accompany. Air
units without a target will determine their own target for these missions (the computer chooses
for you). Although air units on the same base or carrier may have a mixture of missions and
targets, this may lead to an unwanted dissipation of effort. If you wish to concentrate your
airpower on a given target you are advised to select this critical target as the target for each
air unit you want involved.
Air units given Naval Attack orders will always be under computer control for the selection of
targets. Thus targets are listed either as a hex number (with base/beach name if there is a
base/beach in the hex) or a TF number. Targets can be set for units with Naval Attack Missions,
though they won’t be enemy TF’s. If a Target has been set for an air unit with Naval Attack as
the Primary Mission type, the Target will be used for any Secondary Mission assigned, thus
becoming the priority for the unit if no Naval Attack Mission is flown.
Targets have no impact on planes flying Patrol or Training Missions.
Bombers attacking ports will attack any ships at anchor 50% of the time, however, TF’s docked
in port will not be attacked. These attacks use bombs with only a small percentage of torpedo
bombers using torpedoes (as it is assumed these ships may be in dry dock or protected by
torpedo nets). If there are less than 10 ships at port, the chance of bombers attacking ships
lessens with each number less than 10 (so, bombers would be more likely to attack ships if 9
were in port as opposed to 4).
When planes bomb an airfield they can hit aircraft on the ground, support troops at the base
(Headquarters, Anti Air, Artillery, Engineers, etc.), supplies at the base, the airfield runway, and
the airfield service facility. They can also reduce the Morale of air units stationed at the base.
Planes that bomb a port can hit the port facilities, support troops at the base (HQ, AA, ART, ENG,
CD type ground units), ships at anchor in port, supplies at the base and fuel at the base. (Since
seaplanes do not use runways, they do not take op losses due to damaged runways,)
When flying Missions at extended range (that is further than the normal combat radius but less
than the extended combat radius), there is:
»» An increased chance of not finding the target.
»» An increased chance of withdrawal due to fuel limits.
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Air Units
7.2.1.7.1 AUTOMATIC TARGET SELECTION FOR AIR UNITS LACKING A SET TARGET
When determining whether to initiate an airstrike, a unit with an offensive Mission but no Target
set must decide for itself which if any Target it wishes to strike. Units will always initiate a strike
against a valid TF if there is one spotted, and are more likely to attack a TF that is within 180
miles (5 hexes).
Units will not always initiate a strike against a base or ground unit if they deem them to be
unworthy of attack. The specific naval Target TF picked if there is more than one valid Target
TF is determined by the unit based on the importance of the ships in the TF spotted. Carriers
are by far the most important Targets, followed by Battleships, Cruisers, Transports, and other
ships in that order. For air units looking for an appropriate base or ground unit to attack, the
following factors are considered:
»» The greater the assault strength in a base/unit, the more
likely the base/unit will be picked as a Target.
»» The greater the current size of the port, the more
likely the base will be picked as a Target.
»» The greater the current size of the airfield, the more
likely the base will be picked as a Target.
»» The greater the number of enemy aircraft at a base, the
more likely the base will be picked as a Target.
»» The greater the amount of supplies in a base, the more
likely the base will be picked as a Target.
»» If a Target is targeted by another airstrike from another base, it is
more likely to pick the same Target in order to concentrate efforts.
»» If the target is at extended range, it is less likely to pick the Target.
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»» If the number of potential escorts at the unit´s base is not sufficient to defend
against the expected CAP at a Target, the Target is less likely to be selected.
»» If the unit’s altitude is set to 100, then the Target’s AA defenses may
deter the unit from picking the Target and cause it to abort.
7.2.1.7.2 FAILURE TO FIND THE TARGET
Aircraft can fail to find their Targets due to bad weather en route to or over their target, or due
to the inability of the planes to locate their Target before they are forced to return to base due
to fuel constraints.
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Air Units
Each Fighter will have its usual “Base” MVR value and will remain constant from Sea level to
the band where it’s “Critical” altitude is reached. “Critical” Altitude is that altitude at which the
Engine or the Aircraft’s performance is degraded.
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If no HQ or BF is found, then a HQ with the base within the HQ’s Command Radius is checked
for. If one is found, then torpedoes are expended from it.
If no BF or HQ is found, the group will use bombs in the mission.
If a BF or HQ can only supply some torpedoes, then the number of planes flying the mission
with torpedoes will be no more than the number of torpedoes available. Another strike mission
carrying only bombs will possibly be created.
In addition, the base must be able to expend additional supply based on the size of the AF.
Smaller airfields will require more supply to execute the mission than AFs above size 4.
The current Torpedo Ordnance device is visible on the LCU screen, while the level to keep is
shown as part of the TOE.
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Air Units
than the aircraft being escorted. Occasionally this can occur even if no priority target is set for
the escorting unit.
The coordination of air strikes is affected by how many Carrier aircraft are based in
the TF launching a strike. The chance of uncoordination is doubled under the following
circumstances:
»» Allied TF in 1942 and the number of aircraft in the
TF is greater than 100 + rnd (100).
»» Allied TF in 1943 and the number of aircraft in the
TF is greater than 150 + rnd (150).
»» Allied TF in 1944 or later or a Japanese TF at any time and the
number of aircraft in the TF is greater than 200 + rnd (200).
7.2.1.12 WEATHER AND ABORTED MISSIONS
Offensive Missions can be aborted after all preparations have been made, but prior to take-off,
due to bad weather over the air unit’s base or over the intended target. Hexes affected by bad
weather blocks any air units from launching an airstrike from the hex, and it blocks any target
in the hex from being attacked.
A line of bad weather will not stop an airstrike flying through the hex from a good weather hex
to a good weather hex. A no-fly symbol (a cloud) will appear on the tactical map if the Show
Clouds preference option is selected.
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ship due to the raid being spotted in time, only 50% of the fighters on the ship will reinforce
the CAP.
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Air Units
The aircraft left behind by a withdrawn/disbanded air group are distributed to the replacement
pool.
Disbanding means that pilots and aircraft are distributed to another group at the same location
and which is equipped with the same aircraft model. Disbanding is the same as withdrawing
except that the pilots are also merged with the unit that received the aircraft. Once a unit is
disbanded or withdrawn, the computer will attempt to rebuild the unit again. This will be done
60 days after a withdrawal and 120 days after a disbanding. Planes and any needed pilots for
this rebuilding of the unit will come from the replacement pool. When Carriers are sent off map,
their aircraft will be placed in the replacement pool and will be available as replacements. The
pilots will remain with the air groups on the Carriers. When Carriers are recommitted to the
map after they have had their aircraft placed in the replacement pool, they will attempt to refill
their air groups from the replacement pool. Ship-based air groups (apart from fragments) are
not allowed to disband.
The assets of units subject to forced withdrawal are returned to the pilot and aircraft pools.
This is not the case for of units subject to forced disbandment, representing out-of-theatre
transfers and similar. A unit subject to forced disbandment can be identified by only having
the “Disband” option in the unit menu. Units subject to forced withdrawal or disbandment
can be kept in play against a running PP charge. The great majority of units affected belong
in the withdrawal category, which represents force restructuring. Thus forced withdrawal/
disbandment primarily affects the size of the air force the player can field rather than the raw
number of pilots and aircraft.
7.2.3 TRANSFERS
An air unit may only transfer once per turn and it can fly regular air Missions the turn it is
transferred (note that only the planes and pilots are transferred; aviation support units must be
moved like other ground units).
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only occur if the parent formation (or original Carrier) is within two Transfer movements of the
sub-unit. Both of these kinds of Automatic movement may cause the creation of additional sub-
units as ready aircraft begin their movement and leave damaged and reserve aircraft behind.
Damaged aircraft will always create a new sub group when transferred.
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Air Combat
7.3.1 DETACHMENTS
Some groups start the game as detachments to a parent group.
These detachments count against the total aircraft of the parent group, as do the pilots.
On the parent group screen, there will be shown the maximum aircraft size less the number
in detachments.
Also, there may be a button “Unit OOB” which will show the groups connected to the parent.
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plane can be damaged 4 times and then destroyed and it would cause a report of 4 planes
damaged and one plane destroyed. Pilots on all sides were notorious for over claiming kills.
Planes flying CAP from bases and task forces with radar will perform better at intercepting
enemy air strikes.
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Air Combat
When a raid is detected a “First Detection” message is generated and a time stamp, notes
a T0. From T0, the cruise speed of the raid’s slowest component is used to generate a time
until over target. When combined with the distance at which the raid was first detected. This
time-distance routine is checked against the “time to climb” of the scrambling fighters and
their various delays depending on their state of readiness. In game terms the EXP of the Radar
operator can also positively or negatively modify the result of a CAP’s intercept. Additionally,
Radar cannot detect raids below the horizon or without Line-of-Sight. This means altitude
settings are important to first detection of a raid.
Without radar this time distance routine is absent and first Detection is usually when Coast
Watchers, Observer Corps, or the Airborne CAP first sights a raid. Fighters in a ready status
will be lucky to get airborne in time to hit the raid as they egress the target area, but follow
on or subsequent raids will be more likely to face larger CAPs, once alerted, than the first raid
of the day.
The altitude at which CAP is assigned is important in the game. As CAP and escorts engage,
the individual planes will be scatter over several altitudes. For example if a CAP plane dives on
an Escort at 10K’ from 15k’, the dive may take the CAP pass 10K’ leaving it open to be also
dived on from an Escort at 15K’.
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The central dividing line details the current situation and gives a text reference to what is
occurring in the battle. The amount of delay between messages may be set in the Preferences
and Options screen. If you do not want to watch the entire battle unfold, click the Done button
in the upper right corner.
When the air strike reaches its target, this display will change depending on the type of raid,
whether it is a naval attack or ground attack:
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Air Combat
7.4.2.3 KAMIKAZES
Kamikazes are activated if the Allies own a base within 15 hexes (traced by sea only) of either
Tokyo, Takao, or Saigon. However, these will never activate before January 1, 1944. Once
Kamikazes are activated, the Air Unit Information Screen for Japanese players will show
a Kamikaze option if no squadron has been converted to kamikaze yet this day and if the
aircraft squadron is of the appropriate type (essentially anything other than a Transport aircraft
squadron can become a Kamikaze squadron). The player is limited to one conversion per day,
but may not re-convert a Kamikaze unit to regular status. The computer will prompt the player
to confirm their choice before proceeding, giving you a chance to reconsider.
Once a squadron is converted to Kamikaze, it may only conduct three Mission types –
Kamikaze, Training, and Stand Down. The Kamikaze Mission is a variant of the Naval Attack
Mission, which of course if successful means unit casualties. Training is not to imply that these
pilots are training by crashing their aircraft into ships, but that they are trying to learn better
flight techniques. Stand Down is detailed in section 7.1.
Think carefully before converting a squadron into a Kamikaze unit; sometimes the men in
the unit are experienced and more valuable to you in their normal jobs. Likewise, however, a
higher-experience Kamikaze unit will fly better than one full of trainees.
7.4.2.4 ALTITUDES
Whether opposing bombers while on CAP or flying escort, fighter altitude is determined by
bomber altitude. The Airacobra, lacking a super-charger, does not perform well at high altitudes.
To take advantage of this, the Japanese player might make a high altitude fighter sweep at
the same time he launches an attack by bombers (from the same base). This simulates high
cover. Otherwise, the escorts will fly close cover. The higher the bomber, the less chance it will
take damage from anti-aircraft artillery. However, with higher altitude, their chance of hitting
anything is reduced.
7.4.2.5 RANGE
Pilots and crews become fatigued as they fly. A long Mission will cause them to end up with
a high Fatigue and Disruption rate upon arriving at the target. For instance, flying a Zero from
Truk to Lunga is much more tiring than flying from Truk to Rabaul, and squadron performance
suffers accordingly.
Also, damaged planes will be less likely to return successfully to their base if they have to fly a
long return trip. Planes that are damaged in combat will show up as either Flak or air combat
losses if they don’t get home safely (and the enemy pilot will get credit for a kill). Planes that
are not damaged, but do not return safely are counted as operational losses. Long range
Missions will take a tremendous operational toll on pilots and aircraft.
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7.4.2.6 INCIDENTAL COMBAT
Planes flying into a hex that contains enemy aircraft may at any point of combat resolution
be caught up in an air battle in that hex. Thus, while witnessing one set of planes fighting
each other, other planes not with that particular set may end up participating and becoming
casualties in the air-to-air fighting.
7.4.2.7 DAMAGE
Damage is cumulative during combat and after the plane lands. A damaged plane may survive
combat and successfully land. The damage may be slight enough that it does not need to be
stood down for repairs. This means that it may be flown in the next phase. If the damage is bad
enough, the plane will be put in to a repair state. When this happens, the pilot will be free to
use another plane if one is available.
7.4.2.7.1 MAINTENANCE
In addition to a repair state, there is also a ‘maintenance’ state. This is usually representative
of non-combat causes (like overhaul, accident, etc) for a plane being stood down. As well as
combat damage, planes gain fatigue from use, strain on the airframe, lack of maintenance, etc.
When enough fatigue points have been gained, the plane will be automatically stood down for
maintenance. A message will be displayed on the screen and in Ops Report when this occurs.
Fatigue can be minimized by periodically standing down the group, as this will cause any
planes that require repair to be worked on. Repairing also removes some fatigue points as the
mechanics will do some needed maintenance at that time. But expect the group to eventually
lose planes to maintenance.
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Ground Units
Ground units represent battalion and larger-sized maneuver formations. These are made up
of individual squads, guns and vehicles, all of many different types. A typical infantry brigade
has support troops, numerous guns, and infantry squads. However, the orders you give will
be to the maneuver units rather than the individual squads and support troops. Maneuver
units are represented on the map as ground unit icons; the support troops associated with
the maneuver units move with them. Each of these maneuver units contain various types of
squads that determine their parent unit’s abilities. The various maneuver and HQ units you
control are listed below.
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8.1.1 HEADQUARTERS
These are all support troops (the much-maligned “brass” sitting in the rear). However, these
rear-area troops earn their keep in War in the Pacific, Admiral’s Edition™ by providing large
numbers of support personnel to support other units and for construction and logistics tasks.
They give combat benefits to combat units who are within a certain range, generally the same
hex, and enable more bombers to fly Missions from bases under their control. A unit can benefit
from its HQ, of which there are six types:
»» Command - Helps in several ways. They help in giving a bonus to ground
combat. If no Corps HQ is in range of a ground unit, the Command HQ can give
a bonus like a Corps HQ if it is in range of a ground unit. If there is a Corps HQ
within range of the battle, and the Command HQ is within 2 times its command
range of the battle, it can add up to an additional 90% bonus to the Assault
Value of an attacking force for odds calculations. The bonuses are impacted by
the leaderships rating of the commander of the HQs. Command HQs are also
important for air replacements and upgrades (see section 16.2.3 for details).
»» Army - Helps with ground combat. Ground units in range can gain up to
a 10% bonus to their Assault Value (whether attacking or defending).
»» Corps – Helps with ground combat. Ground units in range can gain up to
a 10% bonus to their Assault Value (whether attacking or defending).
»» Amphibious – Helps amphibious invasions suffer fewer losses.
»» Naval – Helps to speed ship repair time.
»» Air – Helps by allowing more aircraft to fly and allows more air units
to be based at a base with this type of HQ, coordinating aircraft
replacement/upgrades and supporting more groups at a base.
If a friendly base is in a hex with a Command HQ, the base will attempt to stockpile 25,000
extra supplies. This is in addition to whatever supplies would normally try to move to the base
to meet current and expected supply needs of the forces in the hex or any additional supply
drawn forward by the manual stockpile routine.
HQ’s can be categorized as restricted, temporarily restricted, static restricted and unrestricted
(i.e., normal). The effects of each category are as follows:
»» Restricted – units may not move by air or sea unless the
HQ is changed. Even when HQ’s are changed subordinate
units need to be individually acquired via PP’s.
»» Temporarily Restricted – units may not move by air or sea unless
the HQ is changed. When the HQ’s are changed subordinate
units change to the classification of the parent.
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Ground Units
8.1.3 ENGINEERS
These units include Combat Engineers, Construction units (such as the famed U.S. Navy Sea
Bees), and Base Force units. All engineer squads and vehicles can construct and repair base
facilities. Combat Engineers can also destroy enemy fortifications during combat. Construction
Engineers have only the word “Engineer” in the device name. Combat Engineer units have
additional nationality and function designations (e.g. IJA Engineer Squad, Soviet Sapper Sqd,
Aus Cmbt Eng).
Base Force and other Aviation ground units contain Aviation Support troops to service aircraft,
Naval Support Troops to service ships and engineers to construct and maintain the base
facilities. Without them, aircraft won’t be flying often and ships will not unload or repair as
quickly. Note that Aviation Support troops are not attached to any particular squadron – their
presence at a base is enough to support the air units present
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8.1.6 ARMOR
You won’t find many of these units in the Pacific as opposed to Europe (just try blitzing through
jungle and mountains). But in support of infantry, tanks are deadly against an enemy lacking
anti-tank weapons.
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Ground Units
Clicking the Ground Unit icon will display a list of all units in the hex, as follows:
This screen displays the ground unit’s Type (e.g., Inf for Infantry, Eng for Engineers, etc.), the
Name of the ground unit, what command the unit is Attached to, as well as the Load Cost,
Assault Value, and number of Supplies, current Movement mode, pack/unpack delays, and
Combat mode for each unit and its preparation level and target. If the target column says “At
Target”, the unit is in the same base as its target.
Below this information is a summary of the base’s information (if the ground unit is located in
a base hex). From this information we can see that Rangoon has a Fortification level of 1 and
is not expanding, has 35 engineers present in the hex along with 11 Engineer Vehicles, 2607
Infantry, 11 Vehicles (fighting vehicles, that is, such as tanks or armored cars – not engineer-
type vehicles), 122 Guns, 7382 Second-Line Troops (the support personnel), and the combined
Assault Strength or Value (AV) of all ground units present is 188. Also the number of supplies
present and supplies required for maximum efficiency of all units in the hex is displayed here.
Take note of the yellow text under the heading “Move”. This shows the current operations
mode of all the units in the hex. Left click on the word “Combat” to advance to the next
mode, or right click to cycle backwards. Note that the number under the next heading “pack”
increases. This shows the number of days it will take for the selected unit to change mode. You
can perform this action on any and all units in the hex.
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8.2.1 UNIT INFORMATION SCREEN
Clicking on a specific unit’s name will bring up a new screen for that particular unit:
In this case, we have selected the 13th Indian Brigade, an Infantry Unit. The 90/100 indicates
the total number of non-disabled (ready) and disabled elements as a percentage of the units
TO&E. It is attached to Burma Corps HQ.
In the leftmost column, we can find the following information on this unit:
»» The unit’s Commander (Major General Scott, J.B.)
»» The commander’s Leadership (47) and Inspiration (54) ratings (the higher these
ratings, the more efficient the troops under his command are in combat)
»» The unit’s Experience (35) and Morale (40) (the former coming
from combat experience or training and the latter from the
unit’s current situation, including losses, supply, etc.)
»» The unit’s Disruption (4) and Fatigue (16) (the former from being suppressed
by combat, the latter from being involved in any activity other than sitting still)
The Supplies the unit currently has with it (355), and the Supplies Required (355) to keep it in
combat shape (if the unit does not have enough supplies, the Supplies number will be red).
The Support value (86) is the amount of intrinsic support (i.e., support within the unit) that
is available, while the Support Required value 96) indicates the number of support squads
needed to fully support the men and equipment in the unit. This unit is not able to draw extra
support from other units in the hex, so the Support Required number is in red. One support
squad is needed for every non-Support or Aviation Support element in the unit. Support in a
friendly base hex can be shared between units, so as long as the total support in the hex is
greater than the support needed by all the units in the hex, the units will be fully supported.
Support is not shared if not in a friendly base hex.
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Ground Units
The unit’s Assault Strength (or, Assault Value) is the measure of the unit’s ability to attack and
defend in ground combat.
The unit’s Load Cost is a measure of the amount of a transport unit’s capacity that is needed
when the unit is loaded onto a ship, measured in terms of AP, AK, and LST type ships. If the load
cost is listed as Static, the unit cannot be loaded.
The Control Zone of the unit (currently SW, or Southwest), and the base is under Human
control.
Unit Organization: This command is only available for units that are broken down – either via
the editor in the scenario or for larger units in game (typically Division or Corps level units).
Select the button and a list of all the units associated with the sub unit – in this case 13th
Indian Brigade forms part of the 1st Burma Division is displayed. The report identifies where all
the component parts are currently located and an assessment of their supply and HQ status.
The player decides whether they want to combine sub units to form the larger parent unit. In
order to accomplish this all sub units and any fragments must be in the same hex. If a sub unit
is destroyed totally then the parent unit may still be formed although it will obviously have a
large gap in its current strength – The assault rating displayed for the parent unit is the
maximum assault value possible, assuming its TOE is 100/100. The value is not the effective
strength post combination unless all the sub units are 100/100 at the point of combination.
Divide/Rebuild Unit: Select the arrow to the left of this title in order to divide the unit into
three smaller units in the case of Divisions and Corps; the first unit will have a designation /A
displayed next to its name, the second /B, and the third /C. If all of the units are located in the
same hex, the Divide Unit option will instead display as Rebuild Unit. Clicking Rebuild Unit will
then recombine the parts into one whole unit. It is important that the recombining units have
the exact same kind of equipment; otherwise the recombination will not work although for
Squad Type devices the computer will automatically upgrade to the highest-level squad type.
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Note: All parts of a unit need to be present in the hex for
the unit to combine. A single fragment located on a ship will
prevent the unit from recombining.
Do not accept replacements/Accept replacements: Select the arrow to the left of this title in
order to either not allow or allow replacements to fill out losses it has. This command is useful
for priority in terms of theaters of war. Also, taking replacements uses up supplies, so you
may not want to take replacements in areas where supply is hard to come by. Not accepting
replacements will impact upgrades, which will not happen unless this option is selected.
Disband Unit: If located at a base with greater than 100,000 supplies or in a key base (Delhi,
Auckland, Sydney, Vladivostok, San Francisco, Osaka or Tokyo), then the player may manually
disband units which will return 100% of active devices to the pool and 50% of disabled devices.
If in a key base this is free; if in a base with 100,000 supplies it will cost a portion of the units
VP value. The player is given the option whether or not to have the unit disbanded rebuilt in 180
days as an administrative cadre.
Show unit TOE: Clicking this option will change how the central column displays. If this option
is selected, the central column will list the ideal composition of the unit; once selected this
option changes to Show Unit Values, which changes the column back to showing the current
inventory of each item. If an asterisk is present and the list is yellow (Active text), the player
can also view the TO&E upgrade.
TOE stands for Table of Organization and Equipment, which is a standard way of describing
a unit’s inventory. The original list of the unit’s TOE (as it appears at the beginning of the
scenario) will remain the same and will not change to reflect new weapon types, but units can
still upgrade.
Show units with same HQ: Clicking this option will display all units of the same HQ including
current location this data can be filtered by nationality or type of unit.
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Ground Units
The rightmost column displays the unit’s orders; from here, movement commands may be
issued and combat commands set up:
Set Destination Hex: The Set Destination Hex arrow button may be clicked to order the current
unit to move to another location. Note that if this other location is to a hex the unit cannot
march to (such as crossing an ocean hex), the order will not be carried out; to cross ocean
hexes, the player must set up naval transport.
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»» Are not used in odds calculations
»» Will not suffer casualties in the combat
»» If a defender is forced to retreat, attacking units in Reserve
will be placed into Move OpMode and will pursue.
Units in Reserve in a hex that are defending have the following effects:
»» Do not fire in combat
»» Are not affected by bombardment attack
»» Are not used in initial odds calculations
»» Will not suffer casualties in the combat unless released – see below
»» If attacked and the initial Assault odds are greater than 2:1 a unit in
reserve may be added to the combat if the units Leader passes a LAND
check. If the check is successful the units Op Mode to will change to Move
and the reserve units combat strength will be added to the combat.
»» A unit in Reserve Mode that is forced to retreat and has not
been released will have its Op Mode changed to Combat
and is retreated with the other units in the hex.
»» Rest – Movement speed and combat strength are reduced
compared to other OpModes. The recovery of Fatigue, Disruption,
and Morale is increased compared to other OpModes.
»» Disorganized – Is an involuntary OpMode. While the unit is disorganized
the unit cannot be given attack orders and can only defend.
8.2.1.2 COMBAT ORDERS
Orders include:
»» Defensive – The only option for a unit that is not conducting
an attack. If an attack is not possible (i.e., no enemy units to
attack), none of the attack options will be available.
»» Order Bombardment Attack (see 8.4.3 Ground Combat Missions for details)
»» Order Deliberate Attack (see 8.4.3 Ground Combat Missions for details)
»» Order Shock Attack (see 8.4.3 Ground Combat Missions for details)
Set All to Attack – Orders all ground units in the hex to attack in
the same manner as the current unit (or bombardment if a unit
is not capable of other types of attack, e.g. artillery units).
8.2.1.3 SET ALL MOVEMENT COMMANDS
»» Set All to Follow – Orders all ground units in the hex to follow the current
unit. No following unit will enter a new hex until the unit they were ordered
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Ground Units
to follow enters first. For example, if Unit 1 is the current unit and Unit 2
and 3 are in the same hex, and this command is selected, Unit 2 and Unit 3
will follow Unit 1. Units 2 and 3 will not enter a new hex until Unit 1 does.
»» Set All to March – Orders all ground units in the hex to march to
the same destination hex that is set for the current unit.
»» Cancel move orders for all units – Orders all units in the hex to halt movement.
Requires that the selected unit has no movement orders (the others emulate it.
8.2.1.4 OBJECTIVES
The Set Future Objective command has to do with Planning for action at an Objective (or
Planning points). When the Set Future Objective button is pressed, the map will appear and
you must click on a base/beach hex. This will set the unit’s future objective. The number in
parenthesis next to the objective is reset to 0 if the objective set is a new objective. This
number will increase 1 or 2 points per turn, with a maximum value of 100. The higher the
value, the greater the benefit the unit will receive when the unit participates in combat in the
objective hex (whether attacker or defender). There is also value obtained if a nearby HQ has
Planning points accumulated towards the objective when combat takes place there. Having a
high planning value is critical in reducing losses that are taken when amphibiously invading an
enemy base (or non-base hex with enemy units).
Once a unit reaches 100 planning points, it may conduct training to increase it’s experience
rating. Each nationality has a basic experience value that their units can train to without having
to be in combat. As long as you are under this value and have 100 planning points, there is a
chance the unit will gain experience.
The following table details the maximum level a unit may train to, based on its Nationality:
IJ Army 55 IJ Navy 50
US Navy 50 US Army 60
US Marines 65 Australian 65
New Zealand 55 British 55
French 55 Dutch 50
Chinese 45 Soviet 60
Indian 55 Commonwealth 55
Philippines 45 Canada 50
The Set All command sets all units in the hex to the same Future Objective as the current
unit.
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8.2.1.5 ADDITIONAL GROUND UNIT CONTROLS
Finally, at the bottom are additional controls:
»» Next Ground Unit – Clicking the arrows to the left and right of this command
will scroll through the ground units present in the currently selected hex
»» Back – Select to return to the Tactical Map (if no previous windows exist).
»» Exit – Select to return to the Tactical Map.
8.2.2 UNIT DEVICES
There are numerous ground elements that are used to make up the maneuver formations.
They include:
»» Infantry squads
»» Individual artillery pieces including mortars
»» Vehicles
»» Tanks
»» Tank Destroyers
»» Gun motor carriages
»» Support squads
»» Aviation Support squads
»» Naval Support squads
»» Engineer squads
The elements are displayed as a list of devices on the Unit Information Screen. A number
in parenthesis is the number of disabled units of that type that will not fight until repaired/
healed and brought back to operational status. While disabled, a ground element will have
its manpower counted in the infantry and second line troop totals as if it was at half strength.
Thus, the number of troops can be very misleading. A unit with 100 disabled infantry squads
of 12 men each would list as having 600 riflemen, not 1200; however, these 600 would be of
absolutely no value in combat.
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Ground Units
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Type Defense Supply Move Move - Move - Move -
Value Cost - Art/ Inf/Para Armor Other
AA/Eng
Move
Railway - - 0 60 60 60 60
Transcontinental
Road - Main - 3 30 30 60 15
Road - - 5 15 15 30 10
Secondary
Trail - 10 5 10 5 3
Units moving on trails over Clear terrain will move at the Clear terrain speed.
These speeds are the fastest speed possible, and actual speeds may be slower based on the
fatigue of the unit moving. Rivers do not slow travel speed, but moving across a river hex side
into a hex with enemy units will cause an increase in the disruption of the moving units. Moving
across a River hex side will also cause the crossing unit to initiate a shock attack unless the
moving side has a presence of friendly units that are already in the hex that meet a threshold
of strength when compared to the non-moving side.
Ground units can be ordered to move by giving them a Destination Hex (DH). Units in Strategic
OpMode may only be given a Destination Hex that is a friendly controlled base that is connected
to the unit’s current location by a rail line.
Each hex is 46 statute miles; the unit will stay in its current hex until it has marched 46 statute
miles, at which point it will move to the next hex along the path to the unit’s final destination.
If a unit already marching is given a new Destination Hex that entails an immediate change in
direction towards a different hex, the unit will need to double back and march 46 statute miles
before it enters the new hex (it’s current march distance traveled will be set to 0). No matter
the fatigue of the unit, all units will move a minimum of 1 mile per day.
When a unit moves to an adjacent hex that has different terrain, or a different road type (or
railway type if using Strategic movement), then the time taken to move to the adjacent hex will
depend on both the terrain/road/railway type in the hex of origin, and the type in the adjacent
hex being moved to. To calculate the time required to move to the adjacent hex, divide the
move into two halves of 23 miles each, one using the terrain/road/rail type of the hex of origin,
and the other the destination hex, then add the two times together.
For example: Consider an armor unit moving to an adjacent hex (with no roads or railways
present). The movement rate for armor in clear terrain is 30 miles per day, so if both hexes
were clear hexes, the time to make the move (assuming a theoretical maximum movement
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Ground Units
rate unaffected by unit fatigue) would be 46 miles at 30 miles/day, equal to 2 days (rounded
up). The movement rate for armor in jungle terrain is 3 miles per day, so if both hexes were
jungle hexes, the time to make the move would be 46 miles at 3 miles per day, equal to 16
days (rounded up). If moving from a clear hex to a jungle hex, the move is divided into two
halves, corresponding to the two terrain types. So in this case the time taken for the unit to
move would be 23 miles at 30 miles per day, plus 23 miles at 3 miles per day, for a total of 9
days (rounded up).
Units can only be ordered to march to locations where they will be able to trace a valid supply
path.
Example: Hex A and Hex B are adjacent hexes. There is an Allied Force in Hex A and a Japanese
Force in Hex B. Each side controls the hex their units are in, as well as, all six hex sides that
are a part of the hex.
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The Allied player orders his force in Hex A to move to the Japanese players hex – Hex B. The
Allied player is capable of making this move because he controls the hex side in Hex A that is
adjacent to Hex B.
The Allied player’s force completes the move and his force enters Hex B and vacates Hex A.
The Allied player now controls the hex side in Hex B that is adjacent to Hex A, because the Allied
player crossed this hex side when entering Hex B. The Japanese player continues to control the
other five hex sides of Hex B. However the Japanese player no longer controls the hex side in
Hex B, that is adjacent to Hex A.
The Japanese are now prevented from exiting Hex B across the hex side that is adjacent to Hex
A because they no longer control the hex side. In addition – either side no longer controls Hex A
and its component hexsides because neither side has an LCU in the hex to maintain control.
ZOC also affect the path a unit will choose when force to retreat. This aspect is discussed in
Rule 8.4.1.2.1.1 ZOC Effects on Retreat.
8.3.2 LAND MOVEMENT BETWEEN THE MAIN MAP AND OFF-MAP AREAS:
Some off-map areas have a land connection to the main map. These connections are those
that connect the Soviet Union and Alma-Ata bases to the on-map portion of the Soviet Union,
and connect the Eastern USA and Canada bases to the on-map portions of the United States
and Canada.
Allied land and air units may use strategic land movement to move between the map and
these off-map areas. There is no special type of movement used; the movement is performed
in exactly the same way as other strategic land moves.
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Ground Units
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»» West Coast of North America south of Vancouver.
Allied Entry of:
»» Japan
»» Indo-China by the Chinese
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Ground Combat
»» Shock Attack is going all out, risking higher casualties in order to increase
the chance to overwhelm an enemy position. In order to plot a Shock Attack
the unit must have an Assault Value of at least one. Attack orders remain
in effect from day to day. However, Deliberate and Shock Attack orders are
cancelled for any units participating in an attack executed at odds of less
than 1 to 1. This cancellation occurs after the battle is fully resolved.
8.4.2 GROUND COMBAT RESOLUTION
Ground combat occurs whenever at least one unit is ordered to attack. When combat takes
place in a hex, all units in the hex ordered to attack depending on the units OpMode and all
defending units in the hex depending on their OpMode will participate at once. Ground combat
can only occur between units in the same hex. Maneuver units can attack individually, or if the
Set All to Attack order is given, all units that can execute the current unit’s attack order will
be given that exact attack order. If the order is to execute a Deliberate Attack or Shock Attack,
units that can only bombard will be given the Bombardment Attack order instead.
Ground combat is resolved once a day during the Ground Combat Sub-Phase. If both sides
have been given attack orders, the Japanese attack is resolved first and then the Allied attack
is resolved.
First attackers will open with an attack with any artillery they have.Next, defending units fire
at the attacker, if the attacker is set to Bombard only, defending units will only bombard with
artillery in return. If the attackers are set to Bombard only, combat will end here.Support type
squads (support, aviation support, and engineers) will only fire if they are being attacked
in close combat by enemy troops (determined by the computer). Fortifications enhance the
defensive fire of ground units and also make defenders harder to hit; therefore, defenders are
given some advantages in combat.
Next, for Deliberate and Shock attacks, attacking units will fire at the defender. Defenders
in fortifications are harder to hit. Attacking combat engineer units (those with infantry type
squads in the unit) attempt to reduce fortifications.
Once all unit on unit fire is resolved, the survivors calculate an adjusted Assault Value and
compare the attacker strength versus defender strength. This comparison is expressed as the
Attack Odds. The Attack Odds are used to determine if a base changes hands, as well as retreat
or destruction of the defenders in a successful assault. If the assault fails (attacker fails to get
odds of 1:1 or better), the attacker will suffer effects to their morale, fatigue, and disruption.
These effects will be worse for Shock attacks.
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2. Defender fires (will bombard only if attacker is only bombarding)
3. If attacker is set to Bombard only, combat ends,
otherwise this sequence continues.
4. Attacker fires
5. Assault phase
The assault phase consists of the following steps:
1. Assault values for surviving forces are determined, as well as the
minimum odds for a successful assault. Defending support type squads
are counted as having an assault value of 1/10 for odds calculations.
2. Combat Engineers reduce the value of the defender’s fortifications
3. Assault is resolved and the base holds or is captured
If a base is captured, or the odds are high enough in a non-base hex, the defenders are checked
for retreat. They may retreat, surrender (Allied), Banzai charge(Japanese), simply dissolve as a
unit and the survivors scatter, or in some rare conditions, they may remain in hex.
Weapons may only fire if they have successfully acquired a Target. The Target’s detection
level, the firing unit’s fortification level and experience, and the maximum range of both the
firing and target unit affect target acquisition. Success in firing at soft targets is determined
by the weapon’s anti-soft target rating, while success against armored targets is determined
by comparing the weapon’s penetration to the Target’s armor. Successful fire will result in the
target unit gaining disruption and the target weapon being disabled or destroyed.
When Bombarding or firing defensively at a unit that is Bombarding, only weapons with a range
of at least 3 and an anti-soft rating of at least 5 may fire. Coast defense naval guns and dual
purpose guns with a range less than 15,000 yards may not fire. Not all weapons will fire, but
the longer the range of the weapon the greater the chance of firing.
Note: A unit marching into an enemy occupied hex will have
its Detection Level raised to a point where the enemy can
automatically spot it.
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Ground Combat
8.4.2.2.1 RETREATS
If during the Assault Phase a defending unit is subject to high odds, it will attempt to retreat..
The hex retreated to must be able to trace a valid supply path to a friendly base and cannot
be solely occupied by enemy units. In addition the unit may only retreat out of a hex across
a friendly controlled hexside. If there is no valid hex to retreat to or the unit fails a morale,
fatigue, experience, and leadership check, the unit may surrender, disperse (cease to exist),
or if Japanese, execute a banzai charge. Units that retreat will lose supplies and suffer more
casualties.
If a unit is tries to retreat, but cannot, it will be checked for elimination. Many factors are
checked including morale, fatigue, experience, leadership, and terrain (for atolls). Troops on
atolls will be eliminated if put in conditions that would require retreat in other terrain. Once
elimination is triggered, if the defender is Allied, the force will surrender. If the defender is
Japanese, each unit will make a test. If they pass the test, they will make a Banzai charge. If
they fail the test, the unit will be destroyed. During a Banzai charge, the Allied player gets to
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fire at the Banzaiing unit and then the Banzaiing unit gets a chance to fire one last time on the
Allied player. After this last round of combat, the Japanese unit is eliminated.
Fortress unit types may never retreat, and are destroyed if forced to do so. Individual guns that
are static (i.e. immobile) are destroyed if their unit is forced to retreat
8.4.5 DISRUPTION
Disruption represents degradation to a ground unit’s combat capabilities caused by combat or
poor command control. Disruption may occur every turn depending on the state of the ground
unit.
Any kind of attack against a ground unit will inflict disruption.
Moving across a river hex side into a hex containing an enemy unit will inflict disruption.
Units remove Disruption every turn, and will generally remove even high levels of Disruption
within a few days (recovering Fatigue, however, takes far longer).
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Ground Combat
Attack at odds less than 1:1, will cause a large amount of disruption to the attacking units.
8.5 PARTISANS
Partisans only affect the human player in a game and only if the scenario is a full map
scenario.
In some areas, civilian populations would take it upon themselves to attack a perceived enemy
if they felt the enemy was weak enough in their neighborhood. This happened most often in
occupied territory, but it also existed in some parts of India, Ceylon, and Burma under British
rule as well as in China under Chaing’s rule.
The player must keep a total Assault Value (AsltV) at the base equivalent to the Garrison Value
(GarV) of the base. The Garrison Value of the base is a predetermined value that is based upon
historic population levels. The Assault Value and the Garrison Value at a base is displayed in
the center column of the Base Information Screen under the fort size at the base. The ratio
between the two will appear as Garrison: AsltV / GarV. The AsltV present at the base will be
listed to the left of the slash and the requisite GarV will be listed to the right of the slash. The
garrison requirements for all bases can be seen at one time on the List All Bases screen with
the Show Resource and Garrison Data view.
If the requisite Assault Value is not kept at the base, then the base facilities and industry facilities
are subject to damage (similar to demolition upon capture). This includes damaging port and
airfield facilities, supplies, fuel, oil, resources, and all industry items (except manpower).
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Partisans exist in several areas of the map, and may affect the Allies, the Japanese, or both, as
indicated in the following table:
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Ground Combat
Any unit in the Northwest Control Zone counts toward this requirement. If the total is not met,
there will be a small chance each day that the Soviets will activate.
On the Japanese Intel Screen you will find a line on the far left that lists Manchukuo Garrison,
for example 8611 / 8000. The number to the left of the slash is the number of assault points in
the current garrison and the number to the right is the required assault value to avoid Soviet
Activation.
Some scenarios, however, will already have Soviet activation set. Also, the Soviets will activate
automatically on August 1, 1945 if they have not been activated until that time.
No other Allied units may transfer to Soviet bases before the Soviets are activated.
If the Japanese player moves a unit into the Soviet Union or Mongolia, or in any way attacks a
Soviet unit or base, the Soviet Union is immediately activated.
8.7 COASTWATCHERS
Throughout the war in the Pacific, the Allies made valuable use of native populations and
commandos inserted behind enemy sea lanes. These brave (and often lone) individuals
watched important narrows and sea channels for signs of enemy ships and aircraft, then
reported them back via radio to higher headquarters.
The Allies have Coastwatchers on coastal hexes south of the line 4,119 to 126,119 inclusive,
and south of the line 127,157 to 162,157 inclusive. Also, all of India, Ceylon, Australia, New
Zealand, Hawaii, Alaska, Canada, and the United States (but not Aleutian Islands) have
Coastwatchers.
Japan has Coastwatchers in Japan, Korea, Hainan, Formosa, Indo-China, and China.
Coastwatchers are not present in, desert, sand desert, tundra and ice hexes, or small islands
(which includes nearly all Atolls).
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8.9 ISLAND AND ATOLL STACKING
Islands and Atolls fall into several categories. Each category has a maximum limit of men that
can be stationed on the island:
»» Very small (1) = 6,000
»» Small (2) = 30,000
»» Medium (3)= 60,000
»» Large (4)= Unlimited
»» Very large (0) = Unlimited
The stacking limit is visible on the base information screen. For example, a very small atoll can
have a maximum of 6,000 men before it starts to suffer penalties.
Penalties include:
»» 1 - 5 Fatigue and Disruption to ALL units if base is overstacked
»» Supply usage increases for every 10% over the stacking limit; supply
usage increases by an additional 20% UNCAPPED for both sides (e.g.
if an atoll has a 6,000 man limit and has 12,000 man garrison, supply
usage will increase from 100% to 300% i.e. the base supply for 10,000
men plus a special wastage allowance of 200% of normal supply.)
Over the long term, overstacking an atoll with a 6,000 man limit with 9,000 men will hurt the
defender badly. However, an attacker can successfully assault that atoll with 7,500 men if he
lands quickly, keeps control of the sea lanes and continuously offloads supplies. Once the base
is captured, the attacker should relieve the overstacking quickly.
Typically the defender will have a mix of combat and service units - assaulting forces should
have pure assault units. Unloading 5 Seabee Bns and an Aviation Regt at the same time as
the assault and having the airfield 100% operational the day after the atoll is secured will be
extremely difficult.
The base names of Very Small islands are colored light yellow, as opposed to white, to aid in
the identification of these islands on the map.
8.10 FORTS
Fortification construction costs are based on the SPS of the airfield and port in the base, with
longer time required for bases with larger potential. Level 7 through Level 9 Forts represent
extreme fortification levels (typically constructed prewar e.g. Vladivostok). These levels are
difficult to build and require ‘specialist materials’. Construction of level 7 through level 9 forts
requires a minimum supply level of 25,000 in base to begin construction. Construction will
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Bases
use 3 times the supply of normal fort construction, which reflects the specialist construction
required. Construction costs also increase as the current Fortification Level increases.
9.0 BASES
The war in the Pacific was fought for many
reasons; one of the main ones was in order to
secure bases for ports and airfields. In War in the
Pacific, Admiral’s Edition™ only certain specified
hexes may contain a base. There can never be
more than one base in any given hex, although a
base can contain both a Port and an Airfield.
Bases are important for their five primary
functions:
»» They can include a Port.
»» They can include an Airfield.
»» They can serve as a Supply Depot with stockpiled supplies and naval fuel.
»» They can minimize the impact of sustained
combat and disease on ground troops.
»» They can contain numerous production facilities (factories,
manpower centers, resource and oil centers, etc.)
Troops at bases need support troops; be sure to have enough on hand. The Base Information
Screen (below) will display how many support troops are needed for the units in a base to be
at maximum efficiency. If the base contains an airfield, the Aviation Support personnel, both
on hand and required, will be listed as well. Also listed will be the amount of supplies and
fuel on hand, and the supplies needed to function properly. Being undersupplied has many
ramifications: the base can’t be expanded as rapidly, combat units can’t be supplied as needed
and will function below their abilities, and the base will be worth less when victory points are
counted.
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9.1 BASE INFORMATION SCREEN
When the cursor is placed over a Base, a small window will display that shows an overview
of the contents of the Base, including its X,Y coordinates, Victory Point value to either side,
capacities, and supplies.
When the mouse is over a base, the information window for the base will show details
dependent upon which side owns the base.
Two important items in the window is the current detection level and the weather.
Click on the Base symbol in the center of the hex to bring up the Base Information Screen.
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Bases
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»» Aviation Support Required - The minimum amount of
support required for any Aviation Support Units (11).
»» Engineers - The number of construction troops available to expand the base (4).
»» Engineer Vehicle - The number of construction
vehicles used to help expand the base (2).
»» Artillery - The number of artillery pieces available for the base’s defense (6).
»» Automatic Convoy On or Off – If production is on this will appear and allow
you to put the base into the auto convoy system by toggling to On.
»» Forecast – The weather forecast for this hex, including whether the base is in a
Temperate, Malaria, or Cold Zone.
Facilities at the base. Midway has a Port Capacity of 1 (which is at its SPS of 1), and an Airfield
Capacity of 4 (which has been expanded well past its SPS of 1). Next, to both of these numbers
(if building on these areas) is a percentage of completion if the base’s engineers are working
to expand that particular facility; as long as there is room for expansion and the supplies are
available, the engineers will work to expand it. Right now the engineers on Midway are only
working on Fortifications.
The Fortifications Level (here, currently 0). Next to this
number is a percentage, representing the progress
of the work of the engineers on base to expand the
base’s protection.
Commands exist for expanding the Port, Airfield, or
Fortifications. In the above example, the Port facilities may be expanded (as this option is
available), but the Airfield cannot be expanded at the moment (as it is grayed out). Also, the
player may order to engineers to stop building the Fortifications if they wish.
Any and all aircraft here are listed under Aircraft
located at Midway. The small button with the airfield
icon to the left of the title may be clicked to display
a list of all air units located at this base. This list of
aircraft is divided by aircraft type. In this screenshot,
only 11 Patrol Aircraft are located at Midway
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Bases
Any and all ground troops here are listed under Troops located at Midway. Each category of
ground troops is listed out in total; to view a list of
each unit located at the base, click the small button
with the flag icon next to the title. In addition, if the
base is located on an atoll hex, it is noted here. Also,
if Coastwatchers are located in the hex, they will be
listed here.
Any and all ships here are listed under Ships
anchored at Midway. All ships at anchor may be
formed into new Task Forces by clicking on the
Form New TF button. The small button with the
anchor symbol to the left of the title may be clicked
to display a list of all ships at anchor. If the port
can build Barges or PT Boats, these options will be
available (in this example they are not). This list of
ships is divided by ship type.
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9.2.1.2 BASE WITHOUT LAND, AIR, OR NAVAL UNITS PRESENT
This is an operational base containing a Port and/or an
Airfield (designated by the side’s nationality flag). The
airfield and port symbol will only display if an air unit or
ship, respectively, is located at the Base.
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Bases
airfield facilities. These SPS ratings are fixed for all bases. When viewing an information screen
for a base, you will see 5 key factors that relate to that base as follows:
»» Current Size of Port
»» SPS of Port (shown in parenthesis)
»» Current Size of Airfield
»» SPS of Airfield (shown in parenthesis)
»» Fortification Level of the Base
Airfields and Ports can be built up to a current value equal to the SPS using normal construction
costs. Airfields and Ports can be built up to a current value equal to 3 levels greater than
their SPS (up to a maximum of 9), but at a much higher construction cost. All bases have a
Fortification Level that gives protection for any friendly ground units that are in the hex and
defending against an enemy attack. All friendly ground units assume the Fortification Level of
the base whenever in the same hex with a base. Also, the higher the Fortification Level, the
harder it is to capture a base. This level is a number from 0 to 9.
The Port and/or Airfield will be shown in RED if total damage exceeds 49, ORANGE if exceeds
19 or YELLOW if exceeds 10.
If the Airfield is overstacked, then a ‘*’ will be shown in front of the “Airfield”.
Bases also can contain stockpiles of supplies, fuel, resources and oil (resources and oil only
when production is on). Fuel stockpiles are used to refuel ships, while supply stockpiles are
used to maintain aircraft, resupply ground units, and replenish naval ammunition. Each day,
supplies from a base’s stockpile are distributed to ground units in the same hex as needed.
Supply, fuel, resources, and oil stockpiles will also be moved automatically from bases overland
to restock other bases or ground units that are running low on these items if the two bases (or
ground unit) are linked by a valid supply path. When these items are automatically moved to
another hex, some of the items are expended during the transfer (never more than 20% will
be expended).
Once supplies move to a ground unit, any excess supplies over and above the supplies needed
for the ground unit will be shared with any other friendly ground units or base in the hex that
are short on supplies.
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9.3 PORTS
Ports are represented on the game map with an
anchor symbol; rolling your mouse cursor over the
symbol will provide information on that Port. Ports
allow your ships to repair and resupply and their
size affects the speed of loading and unloading
transports.
The size of a port greatly impacts loading and
unloading times. Repair times required for ships
in port (or docked at the port as part of a TF) are
directly related to the size of the port. However,
even a current size 10 port will not repair ships
as quickly as a port with repair shipyards or an
off-map port, so heavily damaged ships should be
sent to these ports for extensive repairs. Specific
weapons systems that have been destroyed on a
ship can only be repaired at larger ports or ports
with repair shipyards or repair ships and tenders present.
Larger ports are harder to damage (reflected as a number from 0 to 100% damage), but once
damaged, take longer to repair. Ships can avoid operational system damage and improve their
repair capability if they are docked at a friendly base (including friendly beach hexes, which
are considered anchorages).
Ships that are docked expend no Endurance unless they are attacked. Ships at a friendly port
with a current size of at least 3 may exist in the port separate of a TF in which case they will
maximize their repair capability at the expense of additional vulnerability to enemy attacks (this
is considered being at anchor). Ships docked or at anchor at a port with a current size of at
least 3 are immune to enemy submarine attacks.
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Bases
Basic values are adjusted by port damage. Thus a port with a damage level of 10 would lose
10% of its capacity in all functions.
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9.3.3.2 CARGO AND FUEL HANDLING
This is the total amount of “over the pier” and “thru the pipe” load/unload that can be done in
a port of that size. The cargo handling and fueling limits are Daily values, the others limits are
constant. Rearming and Loading Troops consumes cargo capacity, as does loading supplies,
resources, fuel in barrels, and aircraft. Refueling and loading ships with oil or fuel (other than in
barrels) consumes fueling capacity. Once the daily cargo/fuel limits are reached, no more cargo
handling/fueling can take place that day. Cargo limit can be increased by Naval Support (extra
stevedoring) but not fuel limits. Undocked TFs can load/unload cargo at any port, but can only
refuel if the port is size 5 or larger (as smaller ports do not have equipment to support it).
Rearm Level uses a rearm cost for each device aboard a ship. For Mines, ASW devices and
Torpedoes, the load cost is used (this is usually the weight of the weapon). For guns (Naval,
DP, flak), double the effect (as load cost does not reflect the size of ammo) Aircraft Sorties has
a flat cost of 500.
Note the large jump at a level 7 port, which basically insures that torpedoes, most mines, and
Battleship size guns cannot be rearmed at smaller ports.
Rearm Limit is applied to each device on a ship being rearmed. Depending on the load cost
of each weapon and the adjusted capability of the port, some or all of the weapons may not
be rearmed. A medium sized port might be able to rearm cruiser guns and smaller, but not BB
guns, torpedoes, or mines.
Naval Support Adjustments for:
»» Cargo Handling = plus 10 for each undamaged Naval Support Device Present.
»» Rearm Level = plus 5 for each undamaged Naval Support Device Present.
»» Repairs = 100 undamaged Naval Support Devices(NS) approximately
equals an AR, 50 NS approximately equals a tender.
9.3.3.3 AUTOMATIC TRANSFER OF BULK CARGO BETWEEN ADJACENT PORTS
Bulk cargo (supplies, fuel, resources and oil) can be automatically transferred between friendly
ports that are in adjacent hexes and separated by a hexside that is navigable by ships, including
navigable river hexsides. Whether this automatic transfer occurs depends on the need for the
material to be transferred between the two ports. This transfer occurs automatically, without
the use of ships. This transfer represents the existence of local shipping that is not otherwise
represented in the game.
The amount of material transported in this way is determined by the need for the material to
be transferred from the source port to the adjacent destination port. For example, if a port has
excess fuel present, and an adjacent port has Heavy Industry present but no fuel, then some of
the excess fuel will be automatically transported from the port containing the fuel to the port
with the Heavy Industry (as fuel is required to make Heavy Industry centers operate).
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Bases
The maximum amount of material that will be transferred in this way, per day, depends on the
smallest port size of the two ports as follows:
Example: To continue the example above, if the port containing the fuel is a size 3 port, and
the adjacent port containing the Heavy Industry is a size 7 port, then the maximum amount of
fuel transferred to the destination port will be 300 points per day (100 x the smaller port size,
which in this example is size 3).
This transfer only occurs between friendly controlled ports in adjacent hexes. It will not occur
between ports that are two or more hexes apart.
9.4 AIRFIELDS
Airfields accommodate, repair and resupply air
units, and serve as a point from which to launch
air strikes.
Airfield size has many effects. It is easier to
damage and destroy aircraft on the ground at
smaller airfields (less dispersion). It is also more
likely that planes will suffer operational losses
when landing at smaller airfields.
Level bombers require an airfield equal to size 4
+ (bomb load / 6500) rounded down. So, a B29 requires a size 7 airfield to avoid the penalties.
Light bombers require a starting airfield of 2 rather than 4.
Penalties include:
»» Increased operational losses on takeoff.
»» A reduction in their range as air units cannot fly combat
Missions at greater than their normal range.
»» A diminished (extended range) bomb load.
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If a base has less Aviation Support than is required, level bomber offensive missions are
reduced by 25%.
If an Airfield has too many aircraft (physical space) or groups (administrative) present, then the
airfield is deemed overstacked. And is indicated by an ‘*’ next to the airfield.
An overstacked airfield affects how many aircraft can be launched, casualties from attacks
and aircraft repairs.
A 9+ airfield does not suffer from overstacking.
An airfield can operate 50 single engine (or 25 two engine, or 12 four engine) planes per AF size
or 1 group per AF size. The best Air HQ of the same command as the base which is within range
can add its command radius to the number of groups that can be administrated, or if not in the
same command, the nearest HQ will add ½ its command radius to the number of groups.
In addition, groups at rest or in training only count as 1/3 for the purposes of counting aircraft
at the base, and don’t count at all against the number of groups. Split groups only count as
individual groups if they are attached to different HQs.
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Bases
The remaining engineers at a base that have not conducted repairs will, if the base has been
given the appropriate order, attempt to increase the size of the airfield and port and increase
the amount of fortifications protecting the base. This work often takes many days before a level
increase is accomplished. Engineering efforts will be split between these three items unless
you intentionally instruct the base to discontinue the construction efforts of a particular item.
At the beginning of every scenario, construction defaults to On for fortifications at all bases and
for ports and airfields with current sizes that are below their SPS values, if the Set All Facilities
To Expand At Start option is selected for the game. You must turn these off if you don’t want to
expend resources on the construction.
At the instant a base is captured from the enemy, all construction is immediately turned off.
Construction work consumes supplies, and if a base is low on supplies, construction efforts
will slow accordingly.
One supply point is consumed every twelve hours for each engineering squad (or equivalent)
that is involved in construction operations. It is very important that you realize that construction
consumes supplies, as it is often best to discontinue construction (especially expensive
construction over the SPS) rather than use up precious supplies.
Construction costs to increase an airfield or port by one increase as the current size of the
airfield or port increases (i.e. it takes longer to go from a size 6 to size 7 than from a size 5
to a size 6).
Once a port or airfield reaches its SPS, the cost of additional construction increases significantly,
You should consider halting construction or else risk consuming large quantities of supplies
for possibly little benefit. In addition to the normal costs, it takes 10 times longer than normal
to increase a current size 0 airfield with a SPS of zero to a size of 1. These size zero locations
were very unsuitable for airfields (such as Wau, which was built on the side of a mountain).
Fortification construction costs are based on the SPS of the airfield and port in the base, with
longer time required for bases with larger potential. Construction costs also increase as the
current Fortification Level increases.
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9.5 COMMAND ORGANIZATION OF BASES
Each base on the map is attached to a Command Organization. These organizations are
responsible for managing the units under them and operate best when their units are closer
to their HQ.
In small map scenarios, other HQs may be designated as a Command Organization and the
HQs listed may not be in the scenario. The above list of the command HQs applies only for the
full map scenarios. The easiest way to know which HQs are Command HQs in a scenario is to
look at the filter list on the Strategic Map.
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Spotting
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enemy based on both recent and less current information, and it is this level that is used to
determine which enemy units are placed on the map.
An MDL of zero indicates the unit has not been spotted by the enemy and is not shown on the
map (enemy bases are always shown on the map even if a base has an MDL of zero nothing
but the name of the base will be known by the enemy). MDL’s above zero indicate the enemy
has spotted the unit. When Fog of War is Off, all units have a minimum MDL value of one. The
greater the MDL, the more is likely to be known about the unit by the enemy and displayed
on the screen.
The greater the DL the easier it is to inflict damage on the enemy in combat. Often even
when the DL is zero, friendly forces will take action due to an MDL value that is higher (i.e.
even though an enemy TF disappears at night, expectations of enemy movements based
on following the enemy closely the previous day can lead to friendly forces anticipating the
enemy’s next move). The DL of every unit changes constantly during the resolution phase
based on the unit’s activities and enemy actions.
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Spotting
Add 1, 2, or TF is spotted by a recon flight (see 10.2 Recon Flight section below)
4 to DL
Set DL to 0 All Task Forces at the very beginning of each
Day and Night resolution phase
10.1.1.2 DL OF A BASE
Add 1, 2, or 4 to DL Base is spotted by a recon flight (see 10.2
Recon Flight section, below)
Subtract 1 from DL End of each Day and Night Resolution Phase
(essentially once every 12 hours)
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10.1.1.4 DL OF A MINEFIELD
Add 1 to DL Ship hits mine in minefield
Add 1 to DL Minesweeper clears a path in the minefield
Add 1 or more to DL Minesweeper widens a path in the minefield
Add 10 to DL Enemy minefields in hex with enemy base when
the base is captured by friendly forces
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Spotting
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11.0 POLITICAL POINTS
The Political Point system in War in the Pacific,
Admiral’s Edition™ is implemented to reflect the need
for the player to have flexibility when it comes to making
command assignments.
Some units need to be reattached to different HQ’s as
the game moves on. A unit operating under an HQ that
is thousands of miles away is not nearly as efficient in
its operations as it would be were it attached to an HQ
in the same hex (or a nearby one).
Each side (Japan and the Allies) begins with an initial pool of Political Points (based on the
scenario selected) and accumulates additional Points each day. Each day, each player has the
option to spend Political Points to:
»» Change a ground, air unit, or base to reports to a different HQ
»» Replace a leader of a ground unit, air unit or task force
with another leader from the leader pool.
The larger the size of the unit, the greater the Political Point expenditure required to change
the HQ. Costs are as follows:
»» Base – cost is a function of the airfield and port sizes.
»» Air Unit – cost is 4 times the number of planes (e.g., a squadron
of 24 planes would cost 96 Political Points to change)
»» Ground Units – the cost is a function of the number
and types of devices in the unit
All units (ground units, squadrons, bases, ships, etc.) are assigned a leader; each one has a
Political Point value from 1 to 9. To replace a leader, you must expend the Political Point value
of the leader being removed, select a new leader from the appropriate leader pool, and pay 10
minus the Political Value of the new leader.
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Weather
In section 7.1 Air Unit Information Screen, we detail the leader replacement screen. This screen
is similar regardless of whether or not a leader for a base, squadron, or ground unit is being
replaced. Please refer to that section for details.
The player can fortunately make the decision to replace any leader with a more capable one, if
they have enough Political Points to make the change.
Chang Kai-Chek and Mao Tse-tung are the only leaders in the game that may not be
replaced.
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while in the South they function from May through August. Cold Zones during the winter impact
ground units the same way as Malaria Zones (above), with the following added penalties:
»» Ships moving in Cold Zones during the winter will suffer
operational system damage at double the normal rate.
»» All base construction in Cold Zones during winter takes twice as long.
»» Air units will fly 25% less aircraft on strike-type Missions.
»» Ground units unloading at an enemy base/beach or into a non-base hex with an
enemy unit will suffer roughly three times the losses they would normally suffer.
The areas covered by the Cold Zones are shown on the weather map.
Temperate Zones (all other areas and certain major bases within otherwise Malaria Zones) –
No adverse impact to units.
12.1 WEATHER
In addition to these weather zones, the map has been divided into 9 quadrants on the Weather
Map. Each of these weather quadrants will generate a different weather forecast for all hexes
in their quadrant. Offensive Missions can be aborted after all preparations have been made,
but prior to take-off, due to bad weather over the air unit’s base or over the intended target. A
message will display if this occurs. The aircraft will not fly another Mission during that Air Strike
phase. The weather at each base or target is determined each air phase, and is not linked to
prior weather at that location. Each base is checked each air phase for its weather independent
of all other bases. Each day a weather forecast is generated for each hex on the map based
on the forecast in the hex’s quadrant. Also the forecasted weather in the current hex is given
in the menu bar at top and for a base hex on the base orders screen. This weather forecast
impacts the check that is done at each base each phase to see if the base will have weather
bad enough to cause a cancellation of Missions. The forecast levels from best weather to
worst are clear, partly cloudy, overcast, rain (snow in cold zones in winter), and thunderstorms
(blizzard in cold zones in winter).
If the Advanced Weather Effects option is switched Off, the weather forecasts will always be
Partly Cloudy (except for turn 1 which will be clear). If it is switched On, a different weather
forecast will be generated every Day: Clear, Partly Cloudy, Overcast, Rain, Thunderstorms (turn
1 is always clear). The worse the weather that day, the greater the likelihood of an air Mission
missing the target, or even of being grounded before takeoff. With advanced weather, the
weather forecast in each quadrant from day to day will generally change slowly (moving only
up or down one level), but sometimes it can change dramatically from one day to the next.
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Production
Los Angeles has several buttons along the bottom of the screen representing the production
facilities it has.
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The Production Buttons that can be found are as follows:
Manpower
Heavy Industry
Light Industry
Refinery
Resources
Oil
Repair Shipyard
Aircraft Factories
Engine Factories
Armament Factories
Vehicle Factories
Merchant Shipyard
Naval Shipyard
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Production
The above example is what appears when Los Angeles’ Manpower button is clicked on. The
information in the right column will remain the same for the current location no matter what
button is clicked on; t gives the Totals for all Industry located throughout the player’s controlled
areas on the map as well as the accumulated points (in parentheses). This includes total
Manpower, total Heavy Industry, total Light Industry, total Refinery, total Resources, total Oil,
and total value of Shipyard Repair facilities. The value of Aircraft Assembly represents the
player’s industrial strength for building aircraft; in this example, 65 aircraft are being built
per month, and there are factories researching new aircraft models that will ultimately build
another 843 aircraft (the more factories that are researching, the sooner new plane types will
go into active production).
Finally, the number of Atomic Bombs the player has is listed here as well. A-Bombs are built
(if the scenario is set to produce them for the Allies) starting in July of 1945 at a rate of 1 per
month.
The information on the left, though, will change to reflect the current button selected. In this
example, we can see that Los Angeles’ Manpower level is currently 36; the number in
parenthesis indicates the number of Manpower Centers that are damaged (Manpower is not
created by a factory per se, but the value is quantified representing the fact that strategic
bombing a city causes casualties and will reduce the amount of manpower produced, if this
“industry” is damaged). By placing the mouse cursor over the button at the bottom of the
screen, a pop-up window will appear that displays this same information:
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From the other buttons we can determine the following:
The Heavy Industry button displays 860 points for Los Angeles. The number in parenthesis
represents the number of damaged Heavy Industry factories.
The number of Resources in Los Angeles is 200. The number in parenthesis represents the
number of damaged Resource locations.
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Production
The number of Oil Points in Los Angeles is 5580. The number in parenthesis represents the
number of damaged Oil locations.
The Aircraft Factories (Assembly Facilities) in Los Angeles are showing various levels each for
thirteen different aircraft types. To change an aircraft type, click on it (this is not allowed for the
Allied player). The player may also select whether or not to repair facilities of this type.
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Next to the Expand option, you will have the option to Halt. Once halted, you will have the option
to Restart (this will turn production back on). This helps to save resources if there is a need.
The player can also turn off or on any automatic industry upgrade. This is useful if the player
wishes to continue producing a particular item (like a certain aircraft) without having the
factory suddenly upgrade.
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Production
13.2.2 INDUSTRY
Once the raw materials are gathered, they must be processed into useful items. Resources,
Fuel, and Manpower are combined to build the weapons and supplies of war within each
country’s industrial centers. These centers are divided into many different categories, as
follows.
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Heavy Industry points are required by the various factories – Aircraft, Vehicle, Engine and
Armaments – as well as Naval and Merchant Shipyards.
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Production
respective pools are expended when the aircraft are produced and placed in the replacement
pool.
This also displays the number of engines mounted by each aircraft for which the player may
exchange existing aircraft in the format “aircraft name (engine type x number of engines)”. In
addition, the currently selected aircraft on the left of the pop-out has the number of engines
mounted written immediately below the aircraft listing.
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When a non-vehicle weapon or squad is required to fill out or replace a ground unit element
armament points are expended. 1 armament point and manpower points equal to the load cost
of the squad will be expended from their pools for each squad. For weapons, armament points
and manpower points will be expended equal to the load cost of the device.
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Production
a reduction). The choice of aircraft that can be selected for conversion will also depend on the
selection of the Realism option “Realistic R&D” (see section 2.4.8)
Aircraft factories that exist prior to the availability date of the aircraft will be considered to be
researching the aircraft and may move up the availability date of the aircraft. Aircraft factories
will upgrade on their own to produce new models of aircraft when those aircraft become
available (instant upgrade with no damage to factories). However, this will not happen prior to
1942. On January 1, 1942, all factories will upgrade if there is a new aircraft to upgrade to, and
then thereafter factories will upgrade as new planes become available.
For example, all A6M2 Zero factories convert to A6M5 Zeke factories immediately and at no
cost, once the A6M5 is available.
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13.4 SHIP CONSTRUCTION
Ship Construction – The Japanese player may give instructions to alter the construction rates
of ships under construction. Each ship under construction is defaulted to normal construction,
but each ship may be ordered to halt construction or to accelerate production. Ships with their
construction halted will not have their delay decrease, except as per section 13.4.1. Ships
with accelerated production may reduce their delay by an additional day, but this accelerated
production will use up double the shipyard points for the additional delay removed (3 times
durability for 2 days delay removed).
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Production
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Production
of the ship being Upgraded or Converted to. There is an additional conversion option available
to the Japanese player, an “AK Carry Troops” option.
14.1.1 UPGRADES
Upgrade: Clicking on the Upgrade field brings up an Upgrade screen that shows the
characteristics of the ship type of the next allowable upgrade. A “Next Upgrade” button allows
the player to cycle through all the Upgrades available to the ship. A Unit Information section, at
the right of the screen, shows the unit information of the target ship, as well as the Upgrade
timing, damage and yard requirements. When a ship is being Upgraded or Converted, it is taken
off-line and will not appear in the ship list for the port.
Upgrade System Damage: is the amount of system degradation that will occur in the course
of the upgrade/conversion.
Upgrade Engineering Damage: is the amount of engineering degradation that will occur in
the course of the upgrade/conversion, and is a function of the difference between the speed of
the original and the upgraded/converted ship.
Upgrade Flotation Damage: is the amount of flotation degradation that will occur in the
course of the upgrade/conversion, and is a function of the difference between the original and
the upgraded/converted durability values.
Upgrade Delay: is the minimum time, in days, the ship will be taken offline in order to effect
the upgrade/conversion.
Shipyard Size: is the minimum Repair Shipyard size necessary to effect the upgrade/
conversion. When this value is “0”, upgrades/conversions can be made at Ports with a sufficient
“ability” rating, as explained in the Port Section, below.
14.1.2 CONVERSIONS
Conversion: The Conversion field shows the ship ‘types’ that the current ship may convert to.
Clicking on the Conversion field brings up a Conversion screen that shows the characteristics
of the ship types of the ‘Convert to’ options; clicking on the yellow highlight for each ship type,
brings up the characteristics for that type. Conversions have the same damage, delay, and
shipyard requirements as Upgrades. However, they are not available to the AI.
AK Carry Troops: Clicking on the “Convert Cargo Space to Carry Troops” button will allow
certain Japanese cargo ships to convert 1/3 of their cargo carrying capacity into troop carrying
capacity. This option does not require the ship to be in a repair yard, but the ship must be in a
Port of level 7 or greater. It takes approximately 7-14 days to make this conversion (depending
on size of ship and of location where conversion is taking place).
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Production
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14.2.1 DAMAGE AND REPAIRS
Ships receive damage to guns and topside structure (System Damage), the hull (Floatation
Damage), and propulsion/power plants (Engine Damage). There are two degrees of damage,
Normal Damage and Major Damage. Normal Damage may be repaired almost anywhere (with
large differences in repair time, of course), but Major Damage can only be repaired at a suitably
sized Port or Repair Shipyard, or for small craft or low levels of major damage, at a port or
alongside a repair ship or tender. Major Floatation Damage can be repaired by an ARD, but
an ARD cannot repair any other type of damage. Repair ships (AR) can repair major engine
damage.
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Production
14.2.2 GAMEPLAY
Once a ship is damaged and directed to an appropriate Repair Facility, the player has a number
of options as to how to schedule repairs.
Assignment to repair facilities is done from the Ship Display screen or from the Manage ships
under repair button on the List of Ships in Port screen.
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If the ship is damaged, this area shows the estimate (in days) for the repairs to be done and
the Repair Type, which is either Readiness or Stood Down. The default mode of repair will be
Readiness Repair, which is the ship’s own crew trying to fix all the damage. If port facilities or
repair ships are available, they will supply some assistance. In this mode, the ship is constantly
ready for sea, so repair is less efficient. For all other repair types, the ship must be Stood Down
or taken out of service for repair. Taking the ship out of service has a chance of adding 1-2
to the Sys damage due to equipment failures during the shut-down process. Restoring a ship
from Stood Down state before repairs are complete incurs a delay of 1-3 days for the ship
systems to all come back online.
If a ship is changed from Readiness to Stood Down, a few more lines appear, allowing the
player to select the type of offline repair, and the priority. Two round buttons appear allowing
the player to set or cancel the changes. For Stood Down repairs, there are 3 Repair Modes:
»» Pierside
»» Repair Ship
»» Shipyard
Clicking on the type cycles through the options. The estimated time for repair for each type
will show above in the Estimate Time field. Sometimes Pierside can be the fastest repair type.
This is due to the nature of the damage and the time it takes to stand down the ship and
bring it back to readiness. The time required to return a ship to service is built into the repair
estimate.
If a Repair Ship is not available to assist (either none in port or all in port are busy with other
repairs), the option will not be selectable when the Repair Mode is clicked. Similarly if there
is no Shipyard, or the Shipyard does not have capacity for the ship selected, it will not be
selectable. In some cases, nothing will happen when Pierside is clicked because the other
options are not available.
The Priority toggles between the two each time you click it. The estimated time reflects the
current setting of this field.
When you click Set Changes, whatever is the current selection will be the orders for that ship.
If you change your mind, there may be a delay in getting the ship back to Readiness. If you
click Cancel Changes, the repair settings go back to what they were with no penalty. Leaving
the Ship Display screen with changes pending sets those changes as if you clicked the Set
button.
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Production
It is possible to over assign ships to any of the port’s facilities. If the shipyard is overloaded, a
message in red will appear below the list of ships indicating the current tonnage assignments.
If any port facility is overloaded, the repair facilities will try to get to ships as best they can.
As ships are repaired, the ones that have been delayed will move up in the repair queue. This
enables a player to assign a large number of ships to repair in a port and leave it up to the port
to fix them as soon as they can get to them.
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Shipyards and Repair Ship repair will only be available if the port has those repair abilities in
port. Repair ships cannot repair if they are in a task force docked at a port.
Once the Repair Screen is closed, or another ship is selected, the repair selections picked
are set for that ship. During the same turn, a player can go back and change their choices for
repair for that ship, however, any Sys damage accumulated from setting that ship to a stood
down repair mode will remain. This represents damage that happened to the ship while the
crew started to shut down systems for repair. If a ship was set to a stood down mode and then
changed to Readiness in the same turn, it will not incur a delay for bringing back into service.
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Production
3. Priority. Ships may be assigned to one of four possible priorities for repair: Normal, High,
Critical, and Low. High and Critical priority accelerate the completion of repairs, but with a
capacity utilization cost to the Repair Yard. This simulates maximum utilization of available
“yard workers” to repair the High-Priority vessel. Ships on High-Priority will repair at a rate of
1.667 times normal, but with a 2x ops penalty while ships assigned critical priority will repair
at twice normal rate with a four-fold consumption of repair capacity.
AR May assist repair of any ship type. Can repair low levels of Major
damage on all ships. Also all Major Damage for small craft.
ARD May assist repair of any ship type, but only floatation
damage; may repair Major floatation damage.
AS May assist repair of submarines only. Cannot repair Major damage
AD May assist repair of DDs or any Small Escort types only.
Can repair Major damage only for small craft.
AGP May assist repair of PT and other Small Craft only.
Can repair Major damage for small craft
AG May assist repair of Small Escort and Small Craft only.
Can repair Major damage only for small craft.
Small DE, APD, DMS, DM, AVD, E, TB, KV, PF, PB, PC, SC, AM, ML
Escort:
Small PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, AMc
Craft:
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complete turn, will generate 1000 Ops points in that turn. Ops points are not cumulative. You
must use them, or lose them.
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Production
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the remaining Port Assist Ops points are less than the Port Assist Cost for a given ship, the port
repair value is just the remaining percentage.
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Logistics
Tender Repair - Tenders are limited in what weapon systems they can repair (as described in
section 14.2.3.2), but to the extent they can repair weapons, their weapon repair points are
set to 250.
Port Repair - To the extent a port can repair weapon systems, its weapon repair points are set
to the port size x 25.
In small scenarios (i.e. not full map), the AI will send damaged ships off map.
15.0 LOGISTICS
Supply comes in two categories:
»» Basic supplies, which are used to feed, clothe, arm,
repair, and build land, sea, and air units.
»» Fuel, which is used only for naval units.
Each unit (Air, Ground, and Naval) has a minimum requirement of supplies, which is constantly
calculated and updated by the computer. Supply needs are an estimate of future needs based
on recent supply usage. Thus, if aircraft at a base are flying a lot of Missions, or ground units
are engaging in combat at a base, or ships are replenishing ammo from a base, the supply
needs of the base will increase. As combat activity declines, the supply needs value will also
decline, although units always require a basic subsistence level of supplies. While supplies are
actually consumed as used, without adequate supplies on hand to meet the expected needs,
units instinctively begin to curtail operations in order to stretch out the available supplies.
Units that are undersupplied don’t perform at their maximum efficiency, and ships that are
under-fueled are only able to move one hex every day. Units with no supplies operate at about
25% of their peak efficiency.
Supplies are stockpiled at bases. Supplies are created via the production system and can
also come into the game at bases that are assigned a daily allotment. From there they can be
distributed to satellite bases in a variety of ways already described; via air transport, by ships in
TFs, submarines with transport Missions, and overland. A base may transfer supplies, oil, and
resources to an adjacent base regardless of the terrain the separates the two hexes (allows
inland sea movement of resources and oil).
Support troops are required for a base to operate efficiently. Without engineers, bases can’t
be created, expanded, or repaired. Without aviation support, aircraft can’t remain operational,
and without support troops, units at the base will not recover from the fatigue they suffer from
combat and malaria.
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15.1 SUPPLY OPERATIONS
Twice a day, during the Supply Needs Calculation and Overland Supply Movement Phases,
the computer calculates the supply needs of all the units and bases in the game. It then looks
for units and bases that need supplies, and which are near bases ((or ground units in the
same hex) that have an abundance of supplies. Supplies are then automatically transported
overland to the needy units and bases if there is a clear supply path on the ground. Many
supply operations occur during the daily Supply Operations Phase.
Ships are limited to loading 10% of the supplies at a base if the base either has less than
30,000 supplies present or its current supply level is less than four times its supply needs.
The Supply Operations Sequence is broken down as follows:
1. Expend required supply points to maintain ground units and aircraft formations.
2. Repair aircraft and determine effect of available Aviation Support on the
readiness of aircraft formations. Add pilots to air units that need them.
3. Adjust Pilot Morale.
4. Adjust fatigue of ground units.
5. Units not at bases construct fortifications.
6. Add replacement aircraft to air formations.
7. Create ground unit replacement sub-units.
8. Perform Aircraft Unit Upgrades.
9. Perform Ground Unit weapon Upgrades.
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Logistics
supplies or the ground unit moving to the destination. This supply value determines whether
the move is legal, and how much of the supplies are used up during the move.
To order a ground unit move to a specific hex, the path of the move must generate a positive
supply value to constitute a valid supply path. Ground units will move along a path that provides
the best possible supply route from their current hex to their destination. For automatic supply
movement, the supply value must be greater than 0. The greater the supply value, the more
often supplies will be moved and the less supplies will be expended during the move.
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15.4 AIR UNIT SUPPLY
Aircraft in an air unit can be in one of three states:
»» Serviceable (can fly)
»» Maintenance/Damaged (un-serviceable, unable to be flown)
»» In Reserve
Ready aircraft are those aircraft that are capable of flying during the next day. Aircraft being
repaired and in reserve are not available to participate in Missions. Aircraft require aviation
support and supplies to remain ready, or to be repaired or activated from reserve. An aircraft
that is ready may become damaged due to combat or operational losses from flying (even
during Transfer Missions).
One Aviation Support point is required for each aircraft operating at an airbase for those aircraft
to function at maximum efficiency.
A base must have supplies equal to its stated supply needs for the aircraft operating at the
airfield to function at maximum efficiency (exception: level bombers require their base to
have supplies equal to double the supply need in order for the bombers to operate at max
efficiency).
Planes other than level bombers flying an Offensive Mission and planes flying an Escort
Mission expend one supply point per plane per Mission. Level bombers flying an offensive
Mission expend supplies equal to their Maximum Load divided by 1000 per Mission. All planes
flying other Mission types (search, CAP) expend 1/3 of a supply point per plane per Mission.
These supply points must be available for expenditure or the planes will not fly.
All aircraft groups require that their base contain supplies at least equal to the supply needs
for the base, or the group will not fly more than 75% of the ready aircraft in the group on an
Offensive or Escort Mission.
Level bomber squadrons require that their base contain supplies at least double the supply
needs for the base, or the level bomber group will not fly more than 75% of the ready aircraft
in the group on an Offensive Mission.
All groups attempting to fly any other Mission type (Naval Search, CAP, etc.) require that their
base contain supplies at least one half (50%) the supply needs for the base or the group will
not fly more than 75% of the ready aircraft in the group.
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Logistics
its airfield’s service facility, the amount of aviation support available and the supplies available
at the base. Planes may also be placed in reserve due to insufficient supplies and/or aviation
support. A unit can never have more than its maximum ready aircraft ready at one time, with
any remaining planes being placed in reserve. Once the number of ready planes falls below the
unit’s maximum, the unit will attempt to move reserve aircraft to ready, but this will be based
on the aviation support and supplies available at the base.
253
a scenario is created with a base having a nationality that does not belong to the controlling
player, the daily allotments will not arrive unless the base is captured by the other side.
15.7 SPOILAGE
Spoilage (or waste) of fuel and supplies at a base may occur, based on the size of the base. To
determine this possibility, first add the port and airfield sizes. Any base with combined port and
airfield of 10 or more has no spoilage. Otherwise:
»» Fuel over 1000 + ( ( port + airfield size ) * ( port +
airfield size ) *2000 ) suffers spoilage.
»» Supplies over 5000 + ( ( port + airfield size ) * ( port
+ airfield size ) * 3000 ) suffers spoilage.
254
Logistics
systems, AA guns, radar, etc.). Once ships have reached their availability date, they become
available and enter the map at their entry location.
255
»» The air unit is located on a ship and a replenishment air unit
is within normal range of the ship, the unit will receive planes
from the replenishment unit instead of the pool.
»» The air unit is located on a ship in the same hex as a base with an airfield size
of 1+ (TF or at anchor) and the base has over 20000 supplies. Supplies will be
expended at the base and the unit will receive damaged planes from the pool.
If none of these conditions apply, land based air units may automatically have a sub unit
created for it at the base containing the HQ that the air unit is assigned to or the Command HQ
of the air unit’s HQ if it is not in the base. The base with the HQ must have supplies that are at
least equal to twice the base’s supply needs plus the supplies that will be expended in creating
the sub unit, the supply base must be within twice the maximum range of the aircraft type, and
there must be planes in the pool equal to:
»» 10 + (plane build rate / 2)
If these conditions are met, a sub unit of damaged planes will be placed at the HQ’s location
and supplies will be expended from the base. Note Japanese build rates are usually 0 when
production is on. Another subgroup will not be formed for the air unit until at least 7 days have
elapsed.
A maximum of 12 planes will be added to a group as replacements every 7 days.
A group may take replacements in their national home base, subject to the above conditions.
It acts as a Command HQ base.
In scenarios with production set to On, all new air units (including reinforcements, reformed
disbanded and withdrawn groups) must take planes from the replacement pool to fill out the
air unit when it arrives. Note that reinforcement units will arrive with the number of planes
specified in the editor. These planes are not drawn from the pool as they are deemed to have
been supplied elsewhere.
Aircraft units may receive replacements during the Supply Operations Phase. Air units on
airfields only check for replacements 2 out of every 3 days, while air units on ships check
for replacements every day. Any unit, excluding fragments, with less aircraft (Total Ready,
Repairing, and Reserve) than its maximum aircraft level is eligible for replacements (the main
unit’s maximum ready aircraft level is checked versus the total number of aircraft from the
main unit and sub-units). Air units with more losses will receive priority for replacements.
Air groups on carriers with more than 50% system or flood damage cannot receive
replacements.
Bases with more than 59% of service or runway damage cannot be used as a source for
replacements or upgrades.
256
Logistics
Replacements are taken from the replacement pool if the appropriate planes are available
(fighter aircraft for fighter squadrons, carrier-capable aircraft for carriers, etc.). To view the
number of planes currently in the replacement pool, access the Aircraft Replacement Screen
from the Intel Screen. Also, the expected average rate of monthly replacements (and/or
production) by plane model will give you an idea of how quickly losses can be made up.
The Aircraft Replacement Screen lists the number of available planes and the number of planes
used so far during the scenario. The number used can become negative if more planes have
been returned from upgrading air units than have been used as replacements.
Destroyed air units can return as reinforcements by expending political points. Destroyed air
units can be accessed from the Aircraft Losses on the Intel Screen.
257
and the unit will receive damaged planes from the pool (they may
repair before the next orders phase during the repair phase).
»» The air unit is located at a base and the HQ that the group is assigned
to is within transfer range of the air unit’s current or upgrading
aircraft type and the HQ is located at a base with an airfield size of
7+ and has over 20,000 supplies. Supplies will be expended at the
HQ base and the unit will receive damaged planes from the pool.
»» The air unit is located at a base and the Command level HQ that the
group is assigned to is within transfer range of the air unit’s current
or upgrading aircraft type and the Command HQ is located at a base
with over 20,000 supplies. Supplies will be expended at the HQ
base and the unit will receive damaged planes from the pool.
»» The air unit is located on a ship in the same hex as a base with an airfield size
of 7+ (TF or at anchor) and the base has over 20000 supplies. Supplies will be
expended at the base and the unit will receive damaged planes from the pool.
If one of these conditions is met, the unit’s current aircraft are placed in the player’s Replacement
Pool, and the unit has its number of damaged aircraft set equal to the maximum ready aircraft
level for the unit or the number in the pool if less than the group maximum level.
The minimum AF size required for the upgrade can be reduced by the presence of HQs.
If the base’s command HQ is within range, the AF size is reduced by the HQ command radius.
Else if an Air HQ is within range of the base, the AF size is reduced by ½ the command radius
if more than 2 or by one.
The minimum AF size is one.
A group may upgrade in their national home base, subject to the above conditions. It acts as
a Command HQ base.
Bases with more than 59% of service or runway damage cannot be used as a source for
replacements.
Automatic aircraft upgrades will not happen in a base where the total aviation support is
less than ½ the aviation support required, as the new planes may not become serviceable.
However, player initiated upgrades can occur.
The number of old aircraft being replaced in the group will be added back to the Aircraft
Replacement pool, but they will slowly reappear with a delay of up to 7 days. A message will
appear in the player’s Operations Report when they arrive. This is an attempt to represent the
time required to repair and service the old aircraft, and to make them combat ready to be sent
out as replacements.
258
Logistics
»» Trained Pilot Replacement pool – These Pilots are new FULLY trained
replacements that have not been detailed to an operational unit
»» Trainee Pilot pool – These Pilots are in training. They are subject to a training
program of 12 months, but can be drawn on PRIOR to their completing
training and thus entering an operational unit at some less than nominal EXP
level. This depends on what “class” or month they are in when requested.
»» Reserve Pilot pool – The Pilots are trained, have been assigned to
operational units for at least one day, are in the training command, or
pilots from disbanded units awaiting deployment to new units)
The number of trained pilots and the base experience levels of these replacement pilots
are listed on the Pilot Replacement screen. However, if replacement pilots are needed and
none are available from either the Reserve pool or the replacement Pilot pool, poorly trained
replacement pilots will be provided to the air groups from the Trainee Pilot pool. These poorly
trained replacement pilots will enter the game with whatever experience they have gained up
to but not exceeding the last month of their nationality’s trained replacement pilots.
The month replacement rate represents the number of pilots entering the training roster. The
training roster is 12 months in duration. As each month passes, pilots are moved up one month
and the pilots in the final month are added to the Trained Pilot pool. Pilots who achieve a
significant gain in experience may jump into the Trained pool before completing the roster.
259
Some groups can be defined as “Training Groups”. Not to be confused with groups on a mission
of Training. These Training Groups can be loaded up with pilots from the last few months of
the training roster, and be assigned training missions like any other group. But they cannot fly
combat missions. Once the pilots have gained a certain level of skills, they can be released
back into the Reserve Pilot pool. Instructors can be pulled into the group to increase training.
When a pilot is required in a group, he is selected in the following order:
1. Pilot is in the group’s pool assigned by editor, or
has returned from being wounded, etc
2. Pilot is in the pilot reserve, has not been assigned to a particular group
and has flown a similar type of plane (fighter, Level bomber, etc.)
3. Pilot is pulled from the Trained pool
4. Pilot is in the Pilot reserve but has flown a different
type of plane (experience penalty)
5. Pilot is pulled from the Trainee pool
260
Logistics
base that the unit is within supply range of may send replacements, so there is an advantage
of being near lots of well stocked bases. Sub units may never receive replacements unless it
is an engineer type unit under computer control. If the sub unit is an engineer type unit, it may
take replacements for Aviation Support, Support, and Engineers (if the sub unit has any of the
specific item). The desired TOE it tries to build to is up to 90 Aviation Support, 90 Support, and/
or 48 Engineers.
Except for most HQ units and some Chinese units (see section 16.4.2), ground units are not
replaced when destroyed. Most HQ units do return to the game as a reinforcement if they are
destroyed.
261
16.5 BASE FORCE REPLACEMENTS
Base Forces also receive replacements just as any ground unit does, but their expected full
strength level for the computer player can change during the game. Every friendly airfield with
at least one Base Force unit at the airfield will pick one Base Force to be its primary Base
Force. The primary Base Force will have its expected full strength value for aviation support
points change so that its expected value equals 30 times the current size of the airfield (never
greater than 250). This change in the expected value can cause replacement units to be built
even when losses have not been taken. This will provide sufficient aviation points to support
growing airfields.
16.6 ARRIVALS
The rules for ships, groups and land based units (collectively known as items) coming onto
the map, when the assigned base is controlled by the enemy, are as follows: If not a full map
scenario, the four possible main bases from the data base are checked, and if one of them is
present and owned by the player, the item arrives in that location. In full map scenarios, the
nationality of the item is determined and the following bases are checked in the order shown. If
under friendly control, the item arrives at that base. If all arrival locations for the unit are enemy
controlled, the unit will arrive as soon as one of the locations is recaptured and the unit will be
listed as arriving at an unknown destination.
»» Japan - Tokyo, Osaka/Kyoto
»» China - Chungking, Chengtu
»» Britain – United Kingdom (includes Commonwealth and France)
»» India – Bombay, Karachi
»» Canada - Canada
»» Dutch - Tjilitjap, Soerabaja
»» Philippines - Manila, Cagayan
»» Australia - Sydney, Melbourne
»» New Zealand - Auckland, Christchurch
»» Soviet Union - Krasnoyarsk, Soviet Union
»» United States - Eastern USA (includes any other nationality not listed).
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Winning & Special Rules
263
Intel screen will list the total number of ships on each side that are damaged and the victory
points earned for these ships. A display showing data on ships sunk will appear at the end of a
scenario, and points scored from damaged ships is located in the player’s Intel screen.
Control of Base - Each base has a basic VP level for Allied ownership and one for Japanese
ownership. The final victory point value that is awarded to the controlling player at the end of
the game is figured by the following formula:
»» Basic VP# x [ ( current size of port ) + ( current size of airfield x 2) ]
The basic VP and final VP numbers for each side are displayed for each base when the mouse
cursor is placed over a base (the basic VP number value is in parenthesis).
This full amount of the final VP value is only scored at the end of the game if the base has
supplies at least equal to its needed supplies. If supplies are lower than the required amount,
the VP’s scored will be less than this maximum, (the lower the supplies the lower the scored
VP’s). Bases with 0 supplies would score 25% of the full final points.
Example: Rabaul has a Basic Japanese VP level of 3. Assuming the size of the airfield is 8, and
the size of the port is 7, the Final VP level for Japanese ownership of Rabaul is 3 x [ (7) + (8 x
2) ] or 69. As long as Rabaul had more than its supplies needed, the Japanese player would
score 69. If Rabaul’s supplies were only equal to 30% of its needs, the Japanese player would
score only 33 VP’s.
Industry damage – Two VPs per point damaged, 20 VPs per point destroyed (an item destroyed
when damaged will yield 18 more VPs). Industry can only be destroyed by firestorms and
A-bombs, but can be damaged by any type of attack (including firestorms and A-bombs). VPs
scored by damaging industry is cumulative; if an industry hex is bombed, damaged, repaired,
then bombed again, the player keeps earning VPs as long as the industry hex keeps generating
value by repairing itself.
This is true for all industry types including manpower.
Points will only be scored by the Allies for bombing industry in mainland Japan, and by the
Japanese for bombing industry in North America, Australia, and/or Hawaii.
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Winning & Special Rules
265
in which case the Allies would at best score a Marginal Victory). In addition, if the Allies score
an Automatic Victory after August 31, 1945, the victory scored will only be an Allied Marginal
Victory (unless the Allies have used 3 or more A-bombs, in which case the game would end
a draw).
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Winning & Special Rules
Not all ships will be reported sunk during the Execution Phase if the Fog of War option is
used.
267
18.1.6 DECEMBER 7TH SURPRISE RULE
If the player selects a scenario that begins on December 7th, 1941, this option may be selected.
When chosen, during the Morning Phase only on December 7, 1941, the following occurs to
represent Allied surprise:
»» Allied air units flying patrols (CAP, search, etc.) have
a 50% chance of not flying any aircraft
»» If an air group passes this test and elects to fly, the
number of aircraft that will fly is reduced by 75%
»» The Allies will launch no airstrikes
»» Certain Japanese Naval TFs will move at twenty times
their normal speed to reach their destinations.
»» Aircraft making a port attack during any December 7 phase will attack
ships 100 percent of the time if there are at least 10 ships in the port
»» Aircraft hit on any Allied airfields suffer increased damage
»» Japanese ships on Turn 1 will not use more than 3 hexes
of fuel, representing their tanker support
»» Japanese Fast Transport TFs do not receive a bonus movement rate on Turn 1
18.1.7 RELIABLE USN TORPEDOES
This switch controls whether torpedoes will have dud rates of greater than 10%. If selected,
then the historical problems with US Navy torpedoes are considered to have been immediately
resolved, and the high dud rates for these weapons in the early part of the war do not occur,
so the dud rates reductions specified in section 6.4.2.1 are applied at the start of the scenario,
rather than the dates specified.
This option is provided to allow for experimenting with what the effects would have been if the
US Navy torpedo problems that occurred in real life did not exist.
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Winning & Special Rules
other aircraft that are also being researched (that is – not yet available for production) can be
selected.
This represents the differences between mass production factories and research and
development centers. These two types of facilities were not the same thing in reality, and it
was not easy to change from one type to the other.
If the switch is set to the “off position, no such restrictions apply.
18.3.1 CHINA
The war in China had been underway for years before the commencement of hostilities between
Japan and the Western Allies in December 1941. In locations where recent fighting had taken
place prior to December 1941, the bases are in a damaged state, with a proportion of the
269
factory devices disabled. The affected bases are: Changsha, Chengchow, Ichang, Nanning,
Pakhoi and Chungking.
270
Winning & Special Rules
271
20.0 APPENDICES
20.1 APPENDIX A - GLOSSARY AND ABBREVIATIONS
20.1.1 GLOSSARY: GAME ABBREVIATIONS
A/C - Aircraft
ASW - Anti-submarine Warfare
CAP - Combat Air Patrol
DH - Destination Hex
DL - Detection Level
Dst - Destination
Dur - Durability
Flt - Floatation damage
HQ - Headquarters
MDL - Maximum Detection Level
Mvr - Maneuverability
Ops - Operations
SOPAC - South Pacific
SPS - Standard Potential Size
SWPAC - Southwest Pacific
Sys - System damage
TF - Task Force
VP - Victory Point
272
Appendix
273
Code Ship Type Notes
DE Escort Destroyer A variation of destroyer with reduced speed. Used to
escort slower combat Task Forces and transports
TB Torpedo Boat Smaller versions of Destroyers that resulted from a
clause in the Naval limitation treaties. Not as capable as
Destroyers but sometimes assigned the same roles.
E Escort A Japanese navy designation used for several
classes of warships that fell somewhere
between Patrol Craft and Destroyer Escort.
PG Patrol Gunboat Smaller warships of several types, varying from small
coastal vessels to large ocean going warships.
PF Patrol Frigate A fast escort and patrol vessel. Primarily included
for the British River Class and variations.
KV Corvette Slower ocean-going ASW escorts. Primarily
for Flower and Castle class.
PC Patrol Craft A general purpose patrol ship of
varying types, mostly for ASW.
PB Patrol Boat A Japanese designation historically covering a wide range
of ships, from converted destroyers to modified fishing
trawlers. Effectively the same as Patrol Craft to the AI.
SC Sub Chaser Smaller, short ranged ASW vessels.
PT Patrol, Torpedo Small fast craft armed with torpedoes
and a few small guns.
MTB Motor Torpedo Identical in usage to PT, included for historical accuracy.
Boat
MGB Motor Gun Boat Small craft, in the same general size range
as PTs, but armed only with guns.
ML Motor Launch A British designation, primarily used for Fairmile B
Motor Launches. Used similarly to SC. Note: previous
ML designation of “Mine Layer” is now CM/CMc.
SS Submarine Submersible warships generally armed
with torpedoes and a few deck guns.
SST Transport A submarine primarily used for transport of supplies
Submarine instead of offensive/defensive operations.
274
Appendix
275
Code Ship Type Notes
AGP Torpedo Boat A tender for PT type craft, capable of repairs
Tender and full rearming (including torpedoes).
AG Miscellaneous A general purpose auxiliary with several uses. As a
Auxiliary base ship, can tend small craft – performing repair and
rearming (not including torpedoes). Can also carry cargo
if used in cargo Task Forces. Note: previous AG is now LB.
AO Oiler A ship specially equipped to carry fuel and to
refuel other ships while underway. Note that
many ships with the historical designation of Oiler
were not capable of underway replenishment and
should be classified as Tanker (TK) in WITP.
AE Ammunition Ship A ship specially equipped to carry ammunition
and to rearm other ships while underway.
Underway rearming is only available late in
the war – until then AEs function as AKE.
AGC Command Ship An auxiliary specially modified to carry Amphibious
Headquarters units and to provide command and
control functions during amphibious landings.
APA Attack Transport A transport ship specially modified to land troops
and equipment during amphibious landings. Carries
large number of landing craft and can unload at an
accelerated rate during amphibious operations.
LSIL Landing Ship, A British designation, included for historical
Infantry, Large accuracy. Used identically to APA.
LSIM Landing Ship, A British designation, included for historical
Infantry, Medium accuracy. Used identically to APA.
LSIS Landing Ship, A British designation, included for historical
Infantry, Small accuracy. Used identically to APA.
APD Destroyer A destroyer specially modified for transport
Transport of troops and light equipment.
AKA Attack Cargo Ship A cargo ship specially modified to land equipment
and supplies during amphibious landings. Carries
large number of landing craft and can unload at an
accelerated rate during amphibious operations.
276
Appendix
277
Code Ship Type Notes
LCI(M) Landing Craft, An LCI modified to provide mortar support
Infantry (Mortar) during landings instead of landing troops.
LCI(R) Landing Craft, An LCI modified to provide rocket support
Infantry, Rocket during landings instead of landing troops.
LSM Landing Ship, A general purpose beaching craft for landing
Medium of troops and military equipment.
LCT Landing A beaching craft capable of landing one
Craft, Tank or more tanks directly onto shore.
LB Landing Barge General purpose landing barges of various
types – primarily the Japanese Daihatsu
and similar vessels. Formerly AG
LCVP Landing Craft, A small beaching craft capable of landing a single
Vehicle and vehicle or small troop formation directly onto shore.
Personnel
LCS(L) Landing Craft, A small craft modified to close inshore
Support (Large) support of amphibious landings.
YO District Oiler Although carrying the prefix “Y” for Yard, this is
a district craft capable of operating along the
coast or between nearby islands. Effectively
a light tanker, with all TK abilities except will
not be selected for tanker TFs by the AI.
ACM Minefield Tender A small mine serving craft to repair and update
large defensive minefields. Presence of an
ACM at a port will prevent decay of portions
of the defensive minefields at that port.
YMS District A smaller, general service minesweeper.
Minesweeper Official designation is “Yard Minesweeper”
but capable of world wide deployment.
YP District Patrol A small patrol craft for local duties. Meant to
Craft include only the larger “Yard Patrol” craft of
sufficient size to operate away from bases.
HDML Harbor Defense A variation of YP included specifically for the
Motor Launch larger numbers of Fairmile Harbour Defense
Motor Launches used world wide.
AMc Coastal A smaller, local service minesweeper. The AI will only
Minesweeper select these ships for local minesweeping duties.
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Appendix
20.1.2.1 TF BY CLASS
Mideget Sub
Mine Sweep
Land Craft
Lcl Sweep
CV Escort
Transport
Surf Com
Bombard
Replnish
Fast Tpt
Sub Ptrl
Air Com
Support
Amphib
Sub Tpt
SSx Tpt
Sub ML
Tanker
Air Tpt
Escort
Barge
Cargo
ASW
ML
PT
CVB Y - - - - - - - - - - - - - - - - - - - - - - - Y
CV Y - - - - - - - - - - - - - - - - - - - - - - - Y
CVL Y - - - - - - - - - - - - - - - - - - - - - - - Y
CVE Y - - - Y Y - - - - Y - Y Y Y - - Y - - - - - - Y
BB Y Y Y Y Y - - - - - - - - - Y - - - - - - - - - Y
BC Y Y Y Y Y - - - - - - - - - Y - - - - - - - - - Y
CB Y Y Y Y Y - - - - - - - - - Y - - - - - - - - - Y
CA Y Y Y Y Y Y Y - - - Y - Y Y Y - - Y - - - - - - Y
CL Y Y Y Y Y Y Y - - - Y - Y Y Y - - Y - - - - - - Y
279
Mideget Sub
Mine Sweep
Land Craft
Lcl Sweep
CV Escort
Transport
Surf Com
Bombard
Replnish
Fast Tpt
Sub Ptrl
Air Com
Support
Amphib
Sub Tpt
SSx Tpt
Sub ML
Tanker
Air Tpt
Escort
Barge
Cargo
ASW
ML
PT
CLAA Y Y Y Y Y Y Y - - - Y - Y Y Y - - Y - - - - - - Y
CS Y Y Y Y Y Y - - - - Y - Y Y Y - - Y - - - - - - Y
DD Y Y Y Y Y Y Y - - - Y - Y Y Y Y - Y Y - - Y - - Y
DE Y Y Y Y Y Y Y - - - Y - Y Y Y Y - Y Y - - Y - - Y
TB Y Y Y Y Y Y Y - - - Y - Y Y Y Y - Y Y - - Y - - Y
E - Y - Y Y Y Y - - - Y Y Y Y Y Y - Y Y Y - Y - - Y
PG - Y Y Y Y Y Y - - - Y Y Y Y Y Y - Y Y Y - Y - - Y
PF - Y - Y Y Y Y - - - Y Y Y - Y Y - Y Y Y - Y - - Y
KV - Y - Y Y Y Y - - - Y Y Y - Y Y - Y Y Y - Y - - Y
PC - Y - Y Y Y Y - - - Y Y Y - Y Y - Y Y Y - Y - - Y
PB - Y - - Y - Y - - - Y Y Y - Y Y - Y Y Y - Y - - Y
SC - Y - - Y Y - - - - Y Y Y - Y Y - Y Y Y - Y - - Y
PT - - - - - - - - - - - Y - - - - Y - - - - - - - Y
MTB - - - - - - - - - - - Y - - - - Y - - - - - - - Y
MGB - - - - - - - - - - - Y - - - - Y - - Y - - - - Y
ML - Y - - Y Y - - - - Y Y Y - Y Y - Y Y Y - Y - - Y
SS - - - - - - - Y Y Y - - - - - - - - - - - - - Y -
SST - - - - - - - - - Y - - - - - - - - - - - - - - -
280
Appendix
Mideget Sub
Mine Sweep
Land Craft
Lcl Sweep
CV Escort
Transport
Surf Com
Bombard
Replnish
Fast Tpt
Sub Ptrl
Air Com
Support
Amphib
Sub Tpt
SSx Tpt
Sub ML
Tanker
Air Tpt
Escort
Barge
Cargo
ASW
ML
PT
SSX - - - - - - - - - - - - - - - - - - - - Y - - Y -
AMC - Y - Y Y Y - - - - Y - Y - Y - - Y - - - - - - Y
CM - - - Y Y Y Y - - - Y - Y - Y - - - - - - - - - Y
CMc - - - - Y - Y - - - Y - - - Y - - - - - - - - - Y
DM - Y Y Y Y Y Y - - - Y - Y - Y Y - Y - - - - - - Y
DMS - Y Y Y Y Y Y - - - Y - Y - Y Y - Y Y - - - - - Y
AM - Y - Y Y Y Y - - - Y Y Y - Y Y - Y Y Y - Y - - Y
AS - - - - Y - - - - - - - - - - - - - - - - Y - - Y
AD - - - - Y - - - - - - - - - - - - - - - - Y - - Y
AV - - - Y Y - - - - - Y - Y - Y - - - - - - Y - - Y
AVD - Y Y Y Y - - - - - Y - Y Y Y Y - Y - - - Y - - Y
AVP - - - - Y - - - - - Y - - - Y - - Y - - - Y - - Y
AR - - - - - - - - - - - - - - - - - - - - - Y - - Y
ARD - - - - - - - - - - - - - - - - - - - - - Y - - Y
AGP - - - - Y - - - - - - - - - - - - - - - - Y - - Y
AG - - - - Y - - - - - Y - - - - - - - - - - Y - - Y
AO - - - - Y Y - - - - Y - Y - Y - - Y - Y - Y - - Y
AE - - - - Y Y - - - - Y - - - - - - - - - - Y - - Y
281
Mideget Sub
Mine Sweep
Land Craft
Lcl Sweep
CV Escort
Transport
Surf Com
Bombard
Replnish
Fast Tpt
Sub Ptrl
Air Com
Support
Amphib
Sub Tpt
SSx Tpt
Sub ML
Tanker
Air Tpt
Escort
Barge
Cargo
ASW
ML
PT
AGC - - - - Y - - - - - - - - - Y - - - - Y - - - - Y
APA - - - - Y - - - - - - - - - Y - - - - - - - - - Y
LSIL - - - - Y - - - - - - - - - Y - - - - - - - - - Y
LSIM - - - - Y - - - - - - - - - Y - - - - - - - - - Y
LSIS - - - - Y - - - - - - - - - Y - - - - - - - - - Y
APD - Y Y Y Y Y Y - - - - - Y Y Y Y - Y - - - - - - Y
AKA - - - - Y - - - - - - - - - Y - - - - - - - - - Y
LSD - - - - Y - - - - - Y - - - Y - - - - - - - - - Y
LSV - - - - Y - - - - - Y - - - Y - - - - - - - - - Y
AP - - - - Y - - - - - - - - - Y - - - - - - - - - Y
AK - - - - Y - - - - - Y - Y - Y - - - - - - - - - Y
AKV - - - - Y - - - - - Y - Y - - - - - - - - - - - Y
AKE - - - - Y - - - - - Y - - - - - - - - - - Y - - Y
AKL - - - - Y - - - - - Y - - - y - - - - - - - - - Y
TK - - - - Y - - - - - Y - - - - - - Y - - - Y - - Y
LST - - - - Y - - - - - - - - - Y - - - - Y - - - - Y
LCI - - - - Y - - - - - - Y - - Y - - - - Y - - - - Y
LCI(G) - - - - Y - - - - - - Y - - Y - - - - Y - - - - Y
282
Appendix
Mideget Sub
Mine Sweep
Land Craft
Lcl Sweep
CV Escort
Transport
Surf Com
Bombard
Replnish
Fast Tpt
Sub Ptrl
Air Com
Support
Amphib
Sub Tpt
SSx Tpt
Sub ML
Tanker
Air Tpt
Escort
Barge
Cargo
ASW
ML
PT
LCI(M) - - - - Y - - - - - - Y - - Y - - - - Y - - - - Y
LCI(R) - - - - Y - - - - - - Y - - Y - - - - Y - - - - Y
LSM - - - - Y - - - - - - Y - - Y - - - - Y - - - - Y
LSM(R) - - - - Y - - - - - - Y - - Y - - - - Y - - - - Y
LCM - - - - Y - - - - - - Y - - - - - - - Y - - - - Y
LCT - - - - Y - - - - - - Y - - - - - - - Y - - - - Y
LB - - - - - - - - - - - Y - - - - - - - Y - - - - Y
LCVP - - - - - - - - - - - Y - - - - - - - Y - - - - Y
LCS(L) - - - - Y - - - - - - Y - - - - - - - Y - - - - Y
YO - - - - - - - - - - Y Y - - - - - Y - - - Y - - Y
ACM - - - - - - Y - - - - - - - - - - - - - - Y - - Y
YMS - - - - y - - - - - - Y - - - - - - Y Y - Y Y - Y
YP - - - - - - - - - - - Y - - - - - - - Y - Y Y - Y
HDML - - - - - - - - - - - Y - - - - - - - Y - Y Y - Y
APc - - - - Y - - - - - Y Y - - - - - - - Y - Y - - Y
AMc - - - - - - - - - - - Y - - - - - - - Y - Y Y - Y
xAP - - - - Y - - - - - - - - - Y - - - - - - - - - Y
xAPc - - - - Y - - - - - Y Y - - - - - - - Y - Y - - Y
283
Mideget Sub
Mine Sweep
Land Craft
Lcl Sweep
CV Escort
Transport
Surf Com
Bombard
Replnish
Fast Tpt
Sub Ptrl
Air Com
Support
Amphib
Sub Tpt
SSx Tpt
Sub ML
Tanker
Air Tpt
Escort
Barge
Cargo
ASW
ML
PT
xAK - - - - Y - - - - - Y - Y - Y - - - - - - - - - Y
xAKL - - - - Y - - - - - Y - - - Y - - - - - - - - - Y
284
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285
Rearm 5500 700 300 110 40 25 15
Level -->
4.7in/45 100 y y y y 12 15 17 AE, AKE,
AG*
4in and 60 y y y y 4 7 9 AE, AKE,
10cm AG*
3in and 26 y y y y y 1 3 AE, AKE,
8cm AG*
Mines Rearm Port-7 Port-6 Port-5 Port-4 Port-3 Port-2 Port-1 Tenders
and DCs Cost +Nav +Nav +Nav +Nav +Nav +Nav
Sup Sup Sup Sup Sup Sup
Mk 12 2200 y 300 380 418 432 435 437 *
Mine
Mk 16 1200 y 100 180 218 232 235 237 *
Mine
Mk II Mine 840 y 28 108 146 160 163 165 *
T-88 Mine 795 y 19 99 137 151 154 156 *
T-93 Mine 660 y y 72 110 124 127 129 *
Mk XVII 640 y y 68 106 120 123 125 *
and VH
T-4 Mine 265 y y y 31 45 48 50 *
286
Appendix
CAG Rearm Rearm Port-7 Port-6 Port-5 Port-4 Port-3 Port-2 Port-1 Tenders
Cost +Nav +Nav +Nav +Nav +Nav +Nav
Sup Sup Sup Sup Sup Sup
Sorties 500 y y 40 78 94 97 99 AE, AKE
Torp 1500 y 160 240 278 292 295 297 AE, AKE
Sorties
F Fighter
FB Fighter bomber
NF Night fighter
287
F Fighter
DB Dive bomber
BM All Level Bombers
HB* Heavy Bombers
MB* Medium Bombers
LB* Light Bombers
AB Attack Bombers
RC Recon aircraft
TR Transport aircraft
PA Patrol aircraft
FP Float planes
FF Float fighters
TB Torpedo bombers
The following table lists all of the bases in the game that are located on single hex islands,
along with their nationality (as of December 7th, 1941), hex location and terrain type.
288
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289
Base Nationality Hex Island Size Terrain
Arorae Commonwealth 138,137 Small Atoll
Atiu New Zealand 160,176 Medium Jungle
Atka Island US Navy 164,52 Very Large Rough
Attu Island US Navy 153,49 Very Large Rough
Babar Dutch 76,117 Large Jungle
Babeldaob IJ Navy 90,97 Large Jungle
Babuyan Philippines 84,71 Small Jungle
Baker Island US Navy 149,136 Very Small Atoll
Balabac Philippines 70,84 Large Jungle
Banggi Commonwealth 69,85 Large Jungle
Basilan Philippines 75,90 Very Large Jungle
Batan Island Philippines 85,70 Small Jungle
Batoe Islands Dutch 43,82 Very Large Jungle
Belep Islands French 112,155 Medium Jungle
Bering Island Soviet 148,44 Very Large Clear
Beru Commonwealth 138,134 Small Atoll
Bikini IJ Navy 131,110 Very Small Atoll
Bintan Dutch 50,85 Very Large Jungle
Bora Bora French 171,174 Small Atoll
Buka Australian 109,128 Very Large Jungle
Buldir Island US Navy 156,50 Very Large Rough
Bunguran Dutch 57,83 Very Large Jungle
Burias Philippines 80,81 Large Clear
Busuanga Philippines 77,80 Very Large Clear
Calayan Philippines 83,71 Large Jungle
Camiguin Philippines 84,72 Large Jungle
290
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291
Base Nationality Hex Island Size Terrain
Enggano Dutch 44,94 Very Large Jungle
Eniwetok IJ Navy 127,108 Very Small Atoll
Epi Commonwealth 120,153 Very Large Jungle +
rough
Erromango Commonwealth 120,156 Very Large Jungle
Eua Commonwealth 138,169 Medium Jungle
Fakarava French 179,177 Small Atoll
Fanning Island Commonwealth 172,137 Medium Atoll
Fatu Hiva French 192,170 Medium Jungle +
rough
Fergusson Island Australian 102,132 Very Large Jungle +
rough
Flinders Island Australian 83,175 Very Large Forest +
rough
Flint Island Commonwealth 175,166 Very Small Atoll
Fraser Island Australian 97,156 Very Large Forest
French Frigate US Navy 170,101 Very Small Atoll
Shoal
Fukue-jima IJ Army 101,58 Large Forest
Funafuti US Navy 138,147 Very Small Atoll
Gardner Island US Navy 149,144 Very Small Atoll
Gau Island Commonwealth 133,161 Large Jungle
Gebe Dutch 80,105 Small Jungle
Goodenough Australian 101,131 Very Large Jungle +
Island rough
Gorong Dutch 81,112 Small Jungle
Great Nicobar Indian 43,66 Very Large Jungle
Great Sitkin US Navy 163,52 Large Rough
Island
292
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293
Base Nationality Hex Island Size Terrain
Kandavu Island Commonwealth 132,162 Large Jungle
Kangean Dutch 59,105 Very Large Jungle
Katiu French 180,178 Very Small Atoll
Kauehi French 180,177 Small Atoll
Ketoi-jima IJ Army 134,50 Medium Rough
King Island Australian 79,173 Very Large Forest +
rough
Kiriwina Island Australian 102,131 Large Jungle
Kiska Island US Navy 157,51 Large Swamp
Kofiau Dutch 80,106 Medium Jungle
Komodo Dutch 63,111 Large Jungle +
rough
Koro Island Commonwealth 134,160 Medium Jungle
Koshiki-jima IJ Army 101,60 Large Forest
Retto
Kume-jima IJ Army 94,65 Medium Clear
Kure Island US Navy 157,90 Very Small Atoll
Kuria Commonwealth 135,131 Small Atoll
Kuroshima IJ Army 100,61 Very Small Forest +
rough
Kusaie Island IJ Navy 125,118 Large Rough
Kwajalein Island IJ Navy 132,115 Very Small Atoll
Lakeba Commonwealth 135,161 Medium Jungle
Lanai US Navy 181,109 Large Jungle +
rough
Langkawi Commonwealth 49,72 Very Large Jungle
Late Island Commonwealth 140,165 Small Jungle
Laysan Island US Navy 164,96 Very Small Atoll
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295
Base Nationality Hex Island Size Terrain
Mare’ French 117,160 Very Large Jungle
Marokau French 182,182 Small Atoll
Mataiva French 176,173 Small Atoll
Mauke New Zealand 161,177 Small Atoll
Maupiti French 170,174 Very Small Atoll
Medny Island Soviet 149,45 Medium Clear
Midway Island US Navy 158,91 Very Small Atoll
Mili IJ Navy 136,121 Small Atoll
Misool Dutch 80,108 Very Large Jungle
Mitiaro New Zealand 161,176 Small Atoll
Miyake-jima IJ Army 112,63 Medium Rough
Miyako-jima IJ Army 91,66 Large Clear
Moa Dutch 74,116 Medium Jungle
Moala Commonwealth 134,162 Medium Jungle
Molokai US Navy 181,108 Very Large Jungle +
rough
Molu Dutch 79,116 Medium Jungle
Moorea French 172,177 Large Jungle +
rough
Mornington Australian 84,135 Very Large Clear
Island
Morotai Dutch 80,101 Very Large Jungle +
rough
Mururoa French 182,191 Very Small Atoll
Mussau Island Australian 105,120 Very Large Jungle
Nagai Island US Navy 176,48 Large Clear
Nakadori-jima IJ Army 101,57 Large Forest
296
Appendix
297
Base Nationality Hex Island Size Terrain
Onotoa Commonwealth 137,135 Small Atoll
Ontong Java Commonwealth 115,131 Small Atoll
Orchid Island IJ Army 85,67 Medium Forest
Ouv’ea French 116,158 Large Jungle
Pagai Island Dutch 43,88 Very Large Jungle
Pagan IJ Army 110,89 Medium Rough
Pago Pago US Navy 148,161 Large Jungle
Palm Island Australian 92,143 Large
Palmyra US Navy 170,133 Very Small Atoll
Pantar Dutch 69,114 Very Large Jungle +
rough
Pearl Harbor US Navy 180,107 Very Large Jungle +
rough
Peleliu IJ Navy 90,98 Small Atoll
Penrhyn Island New Zealand 168,159 Very Small Atoll
Pentecost Island Commonwealth 120,151 Very Large Jungle +
rough
Pescadores IJ Army 84,63 Large Clear
Phuket IJ Army 48,69 Very Large Jungle
Polillo Philippines 81,78 Very Large Jungle
Ponape IJ Navy 119,113 Large Rough
Pukapuka New Zealand 157,158 Very Small Atoll
Pukarua French 188,186 Very Small Atoll
Raevavae French 169,189 Medium Jungle
Raiatea French 171,175 Large Jungle +
rough
Rambutyo Australian 102,120 Large Jungle
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299
Base Nationality Hex Island Size Terrain
Santa Catalina Is US Army 224,77 Large Clear
Santa Maria Commonwealth 120,149 Large Jungle +
rough
Satawal IJ Navy 105,105 Very Small Atoll
Savaii New Zealand 146,159 Very Large Jungle +
rough
Sawoe Islands Dutch 65,115 Large Jungle
Seguam Island US Navy 166,52 Large Rough
Selaroe Dutch 78,118 Medium Jungle
Semisopochnoi US Navy 159,52 Large Rough
Island
Sepandjang Dutch 60,106 Medium Jungle
Serasan Dutch 57,86 Small Jungle
Shasukotan IJ Army 135,49 Large Rough
Shemya Island US Navy 154,49 Small Clear
Shikotan IJ Army 125,53 Large Clear
Shimushiri-jima IJ Army 132,51 Very Large Rough
Siaoe Dutch 77,98 Medium Jungle
Siargao Philippines 82,88 Very Large Jungle
Sibuyan Philippines 80,82 Very Large Clear
Singkep Dutch 49,87 Very Large Jungle
Sipora Island Dutch 43,86 Very Large Jungle
Siquijor Philippines 78,87 Large Clear
Sitkinak Island US Navy 180,45 Large Clear
Starbuck Island Commonwealth 173,154 Small Atoll
Stewart Island Commonwealth 116,139 Very Small Jungle
Subi Island Dutch 57,85 Large Jungle
300
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301
Base Nationality Hex Island Size Terrain
Tinian IJ Army 108,94 Large Jungle
Tioman Island Commonwealth 51,83 Large Jungle
Tockangbesi Dutch 70,109 Medium Jungle
Islands
Tofua Commonwealth 139,167 Medium Jungle
Togian Islands Dutch 71,100 Large Jungle
Tokara Retto IJ Army 100,62 Small Forest
Tokunoshima IJ Army 97,65 Medium Forest
Tongatapu Commonwealth 138,168 Large Jungle
Torishima IJ Army 111,68 Very Small Atoll
Torres Islands Commonwealth 120,147 Large Jungle
Treasury Islands Commonwealth 109,132 Medium Clear
Trinkat Indian 44,64 Large Jungle
Truk IJ Army 112,108 Medium Jungle +
rough
Tsushima IJ Army 103,56 Very Large Forest
Tubuai French 168,187 Medium Jungle
Tugidak Island US Navy 179,45 Large Clear
Tulagi Commonwealth 114,137 Large Jungle
Tureia French 183,189 Very Small Atoll
Ua Huka French 192,167 Medium Jungle
Ua Pou French 191,168 Large Jungle +
rough
Ulithi IJ Navy 98,97 Very Small Atoll
Ulleungdo IJ Army 107,52 Medium Forest +
rough
Umboi Island Australian 100,125 Very Large Jungle
302
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303
20.3 APPENDIX C – STRAITS
There are two classes of strait hexsides in the game – wide and narrow. Of these two, narrow
straits have the greatest effect, so are listed here. Wide straits are numerous – they occur
in any location where the movement path between two adjacent hexes is restricted (say
by peninsulas and islands), but not so restricted that ships are forced to navigate a narrow
channel between two pieces of land. For a detailed description of the effects of the two types,
see section 4.2.1.3.
Narrow straits are located between these hexes:
104,57 (Shimonoseki) and 104,58
106,58 (Hiroshima/Kure) and 106,59
107,58 (Fukuyama) and 107,59 (Takamatsu)
107,59 (Takamatsu) and 108,58 (Okayama)
107,59 (Takamatsu) and 108,59 (Kobe)
113,61 (Yokohama/Yokosuka) and 114,60 (Tokyo)
210,51 and 211,51
211,51 and 212,52 (Seattle)
211,53 (Tacoma) and 212,52 (Seattle)
218,69 (Mare Island) and 218,70 (San Francisco)
218,69 (Mare Island) and 219,69 (Stockton)
218,69 (Mare Island) and 219,70 (Alameda)
218,70 (San Francisco) and 219,70 (Alameda)
56,104 (Soerabaja) and 55,105
56,104 (Soerabaja) and 56,105
78,77 (Bataan) and 79,77 (Manila)
80,171 and 81,171 (Portsea)
81,171 (Portsea) and 81,172
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305
20.5 APPENDIX E – STYLES OF PLAY
War in the Pacific, Admiral’s Edition™ is played by two sides, one side is the Japanese and
the other side is the Allies. War in the Pacific, Admiral’s Edition™ is played by choosing one of
the many different battles or campaigns known as scenarios. A scenario may be played by one
person against the computer, computer vs. computer or by two persons playing against each
other using a variety of possible play styles. The styles of play available in War in the Pacific,
Admiral’s Edition™ are Two-Player Hot Seat and Play By E-Mail (PBEM).
306
Appendix
307
and variation into the code using real world data grounded in a broad understanding of Air
Combat in WWII.
Aircraft Availability
Many new rules were added to govern how aircraft behave in Admiral’s Edition. One of the
design goals of the Air Team was to reduce the number of operational aircraft at the tip of
the spear and reduce the exaggerated effects of large air battles. Operational losses were
increased. AV support and supply were made more crucial. Over-stacking of Air units into one
AF was adjusted to cause inefficiencies that can cripple an Air Force.
Maneuver System
The new altitude-based Maneuver statistics were added to increase variation in the Air Combat
system. An aircraft that once dominated at all levels has been modified to, under the right
circumstances, be able to surprise an erstwhile superior opponent by maximizing its potential
in a band of altitude where it excels. New rules have made altitude and airspeed key modifiers
to a combatant’s maneuver and pilot experience.
Pilot Management
A comprehensive system of Pilot skill sets, replacement pools, and training commands were
added to allow the player to manage one’s pool of pilots to optimize the effectiveness of the
pool. These men were the lifeblood of every offensive campaign, surprise attack, and desperate
defense in WWII. It is up to you to watch over them and insure they are provided with every
combat edge they need to succeed. From Basic Training to specific critical combat skills, rest
and relaxation, morale and competent leadership; you ultimately decide how prepared your
fighting airmen are when they meet the enemy.
Raid-Based Combat
Raids are now the backbone of Air combat. Rather than throwing mass quantities of aircraft
into a target hex to fight it out, aircraft coordinate in raids based on altitude selection, aircraft
type, target and performance. The effect is smaller “packets” of aircraft that essentially attack
the same hex, possibly simultaneously, but resolve their combat in a more local or tactical
fashion. CAP has been adjusted to be less effective in the overall sense and be increasingly
effective with radar and a healthy supply and AV support base. Some raids will be effectively
intercepted, others will not. Not all raids will be subjected to culling by an ever present,
omniscient CAP. Let’s hope your men have been well trained and they are effective when they
meet the enemy!
Air Order of Battle
The land-based aerial order of battle has been rebuilt from the ground up. Oversights have been
corrected and undoubtedly some new ones created. The new, powerful editor has allowed us to
308
Appendix
craft a richer and more complex aerial order of battle. For better or worse, we have generally
chosen historical accuracy over playability in crafting the air OOB, The player will notice that
as the game progresses, many air units transform by changing name, composition and size.
However of greatest impact is undoubtedly the introduction of non-voluntary withdrawal of
air units, representing out-of-theatre transfers as well as often sweeping force restructuring.
This includes the rotation system of the USN and USMC whereby a unit was disbanded on
completing its tour of duty, upon which it was reformed with new personnel. Should the player
choose to play with this feature enabled, expect a noticeable reduction of force levels over the
course of the game vis-à-vis WitP.
While the air-to-air code has been significantly recast, what the player will no doubt notice at
first is the introduction of maneuver values spread over five altitude bands. Successful players
will familiarize themselves with the strengths and weaknesses of their aircraft at various
altitudes compared to those of the opposition. Be warned however, that maneuver alone is far
from the end all of aerial combat: Aircraft speed, firepower, ability to withstand punishment,
pilot skill, radar and sheer numbers are of equal importance.
Another factor to consider when assessing the performance of one’s aircraft is their service
ratings. Older, true-and-tested aircraft types tend towards greater reliability where as some
new-fangled aircraft types might have their superior performance offset by inferior reliability.
Replacement rates for pilots have been significantly increased, but at generally lower
experience levels. That experience is in turn influenced by the amount of time the player allows
trainee pilots to spend in training and the number and quality of the instructors dedicated to
pilot training by the player. However, the player is encouraged to provide pilots with additional
training once they are assigned to on-map aviation units.
And watch out how you allocate those Dutch replacement aircraft. Certain USAAF and RAAF
units also upgrade to them and there aren’t enough for everybody.
Air Side Art
The Pacific Theater was stage to a vast array of aircraft variants and their corresponding
paint schemes and insignia over the course of the war. The planeside art in this game reflects
that variability. Some aircraft were given historical and accurate schemes reflecting actual
units and aircraft serving in the Pacific Theater, while some aircraft were represented in a
more standardized paint. In some cases, information was scarce and an interpretation of that
aircraft was employed using the best evidence at hand, and within the historical limitations
of the game.
The harsh environment of the Pacific Theater took its toll on aircraft paint. Further, paint quality
and guidelines evolved throughout the war. Aircraft painted the same color could often look
starkly different given the rapid weathering and heavy use aircraft endured. In distant bases
and along front lines altering insignia and paint was often a low priority, official bulletins
309
outlining changes were not always clear, and exceptions to the rules were everywhere. This
reality is reflected in the art.
Most aircraft exhibit the paint scheme and insignia of the timeframe they entered active
combat service. The F6F-3 Hellcat, for example, sports the stars and bars with a red outline
and a tri-color US Navy camouflage scheme which was the typical appearance of this aircraft
when it first saw widespread use in summer 1943.
310
Appendix
311
included without an assumption of these conversions and a separate path allowing the player
to perform the conversions.
Likewise, the Destroyers, Battleships and smaller combatants were reworked in accordance
with the available data. This led to a slight reorganization of DD and below classes. The
IJN Surface Combatant OB includes all ships built prior to August 1945. This was done in
accordance with the stock decision to stick to this concept and also the decision by the then
Naval Team Lead to conform to this decision.
IJN aircraft carriers and submarines
In both instances, the entire structure of classes was torn down and rebuilt from scratch. By
necessity, several of the Japanese carrier upgrades are conjectural (e.g. the Midway 4), but
we have endeavored to make them as historical as possible. The same goes for submarines,
where we have added proper AAA and radar upgrades, as well as late-war Kaiten suicide
torpedoes.
Naval Order of Battle
The Allied naval OOB represents an attempt to illustrate the various changes on Allied warships
during World War II. It has often been said that no two American submarines ended the war
exactly alike, but in reality the same is true even of surface warships. Different radar sets and
different gun mountings are represented. Gone are the generic 5in/38 mountings of the U.S.
Surface vessels; now they are represented by specific pieces with different abilities, ranges,
firepower, etc. Other classes are almost split apart, such as the New Mexico class battleships.
No longer do they all finish the war in the same fit. During World War II all three finished with
a different set of armaments and now the same is true in AE. However, as in at least one case,
it was not due to command’s orders (The USS Mississippi lost a mixed 5in battery to gain all
5in/25 AA guns at her Captain’s insistence). The option exists for players to follow this same
mode. It will now be up to players, with the conversion schemes possible, to decide which of
the historical paths was the most accurate.
312
Appendix
[History of transport in modern Japan, Commercial ship tonnage and volume of ship
construction]
Lacroix, E., Wells, L., Japanese Cruisers of the Pacific War, Annapolis: Naval Institute Press,
1997.
Naval History.net. A superb site with very detailed data on ship assignments and movements.
http://www.naval-history.net/index.htm
Nav Source.org. An excellent source for ship data, especially smaller and otherwise less well
documented ships http://www.navsource.org/index.html
Parillo, Mark P., The Japanese Merchant Marine in World War II, Annapolis, MD: Naval Institute
Press, 1993.
Senshi Sosho: Boeicho Boei Kenshujo, Senshishitsu, Asagumo Shinbun Sha, 1967-1976
[War History Series, Defense Agency, Defense Research Institute, Office of War History]
Watts, A., Gordon, B., The Imperial Japanese Navy, London: MacDonald, 1971.
313
Base forces are abstracted. The US has three basic types. An ‘Army’ base force supports a
“division plus” of LCUs, but few aircraft. ‘Naval’ and ‘Air’ base forces support fewer troops, but
provide naval or more aircraft support, respectively.
A pre-game review of devices and units will be rewarded. Players will find flamethrower tanks;
navy civilian engineer battalions that disband as Seabees arrive; certain US infantry regiments
that are reinforced with ‘Dutch’ tanks; harbor defense units that upgrade; cavalry units with
unique TO&Es, and much, much more.
Commonwealth Forces
A lot of work was done to fairly assess unit strength and experience across all nationalities.
‘Fifty’ was set as the norm for the highest experience level an LCU could achieve, without
being in combat. Exceptions were made for elite units or especially well trained units. Weapons
performance was better aligned (ex: All rifle caliber machine guns now have the same ceiling).
Even individual rifles were rated, and their value rolled into the ‘squad’ firepower rating. One
of the biggest changes was counting medium and heavy caliber machine guns as separate
devices.
CW Combat Sections
For the CW, there are 3 types of main combat sections: Infantry (typically 10 – 12 men in the
normal infantry rifle section), Bren sections (most CW Battalions have Bren or Assault Sections
containing 3 Bren or Assault teams -- in game, each one is based on a single section of 3
LMG’s and can either be mounted or dismounted Jungle TOE represented by either motorized
or non-motorized support), and support machine guns assigned in sections of two. Other
machine guns are counted as “anti aircraft”. The end result is CW Divisions have relatively
anemic section firepower as a lot of the firepower of an Infantry Battalion is contained in Bren
and Vickers sections.
CW Special Points of Interest
»» The British have deliberately low replacements and will be
difficult to keep up to strength. Players will rely on surplus
sections released by the “Indianization” of Indian Divisions.
»» Indian units boast the most comprehensive series of TOE upgrades
throughout the war including an increase to 10 Battalion’s later
in the war, reducing numbers of British Infantry Battalions as
the Indianization of the Divisions proceeds. There also special
motorized upgrades for the 17th and 19th Divisions.
»» Australians have a Jungle TOE that comes into effect
for the returning AIF and some CMF Divisions.
314
Appendix
»» Most units are reflected as Brigade Groups where they are stand
alone. Units smaller than Brigades operate as detachments and
will require additional support for long term campaigns.
»» Base forces are abstracted. The CW has five basic types:
»» army base force supports LCUs, but no aircraft.
»» naval base forces support fewer troops, but provide naval support.
»» small advanced base forces to act in support of attacks.
»» standard garrison air base forces able to support 1 -2 squadrons
of aircraft with integrated batteries of LAA and HAA.
»» larger nodal air group base forces able to support a CW air wing
with a Regiment of HAA and LAA guns and supporting troops.
21.3.1 LAND TEAM SELECT BIBLIOGRAPHY
Bellis M.A. Divisions of the British Army, Malcolm A. Bellis – 2000
Bellis M.A Commonwealth Divisions 1939 – 1945, Malcolm A. Bellis – 1999
Bevis, Mark British and Commonwealth Armies 1939 - 43 (Helion and Company) – 2002
Bevis, Mark British and Commonwealth Armies 1944 - 45 (Helion and Company) - 2004
Bevis, Mark British and Commonwealth Armies 1939 - 45 Supplement Vol 1, (Helion and
Company) - 2005
Bevis, Mark British and Commonwealth Armies 1944 - 45 Supplement Vol 2, (Helion and
Company) - 2005
Forty, George, Japanese Army Handbook 1939-45, The History Press Ltd 2002
Hays, J.J. United States Army Ground Forces TOE, World War II. Milton Keynes, UK: Military
Press, 2003.
Kempton C. Loyalty and Honour : The Indian Army Sept 1929 – 1947 Part 1,The Military Press
– 2003
Kempton C. Loyalty and Honour : The Indian Army Sept 1929 – 1947 Part 2, The Military
Press – 2003
Kempton C. Loyalty and Honour : The Indian Army Sept 1929 – 1947 Part 3, The Military
Press – 2003
Latimer, John. Burma: The Forgotten War, John Murray – 2004
Long-hsuen, Hsu and Ming-kai, Chang, trans. Ha-shiung, Wen, History of the Sino-Japanese
War (1937-1945), Taipei, Taiwan, Chung Wu Publishing Co, 1972
315
Madej, W. Victor, Japanese Armed Forces Order of Battle – Vols I-II, 1937-1945. Game Publishing
Company,Allentown, Pennsylvania, 1981
Marston D.P. Phoenix from the Ashes: The Indian Army in the Burma Campaign, Praeger –
2003
Packenham-Walsh R.P. History of the Corps of Royal Engineers Vol IX 1938 – 1948, Institution
of Royal Engineers – 1958
Rottman, Gordon L. U.S. Marine Corps World War II Order of Battle, Westport, CT; Greenwood
Press, 2002
Routledge N.W. History of the Royal Regt of Artillery - Anti Aircraft Arty 1914 – 55, Brassey’s
(UK) – 1994
Sharp, Charles C. Soviet Order of Battle in WWII. Vol 1 – 12, West Chester, OH: The Nafziger
Collection, 1995-2000
Singh S.G. The Indian Armour: The History of the Indian Armoured Corps, 1941 – 1971, Vision
Books – 1987
Slim, W. Defeat into Victory, Random House - 1961
Stanton, Shelby L. World War II Order of Battle, U.S. Army, Mechanicsburg, PA; Stackpole Books,
2006
Underwood Jr., John L., The Japanese Order of Battle in World War II, Volume I-III, West Chester,
OH: The Nafziger Collection, 1999
Wiley, Bell I. The Organization of Ground Combat Troops, Honolulu, HI, University Press of the
Pacific, 2005
World War II Orders of Battle. An invaluable source for units as of December 7th, 1941
http://www.orbat.com/site/ww2/drleo/
Zaloga, Steven J., Red Army Handbook 1939-45, The History Press Ltd 2003
Thanks to Akira Takizawa for answering our questions over the years.
316
Appendix
317
the shipment of these commodities to the Pacific and CBI (China, Burma, India) theaters from
elsewhere.
Resources and Production
The production system in the Admirals Edition is more complex than the original game. No
new resource or supply types were added, but there are new production devices that make
the system more complex than before. These new devices are the “Light Industry” device and
the “Refinery” device.
The “Light Industry” device requires resource points for input, and generates supply points.
These devices represent small scale light industry, including food production. These devices
are allocated to bases in proportion to the population levels of the area and the industrial
development of the country where they are located. Due to the requirement to provide Light
Industry devices with resource points, the use of resource points by manpower centers has
been removed.
The “Refinery” device requires oil points for input and generates fuel points plus a small
amount of supply points (the supply points represent non-naval military fuel requirements,
such as aviation fuel and petrol/gasoline). Refineries are usually located in the same place as
oil production centers, especially in the Dutch East Indies.
Due to the addition of Refineries, Heavy Industry devices now require fuel rather than oil as an
input, so that oil now goes through an additional step when used for industrial production. Oil
centers produce oil, which is processed by refineries to create fuel, which in turn is an input
for Heavy Industry. This replaces the direct input of oil into Heavy Industry in the original game.
As a result, fuel is now required for two major purposes - running an economy and running
shipping. The players (especially the Japanese player) must now balance these two needs
when distributing fuel. This system also requires players to maintain a working set of refineries
to ensure adequate fuel production for both industry and to maintain their shipping.
Another major change is that the volume of resource points required for industry is greatly
expanded. This places a much more realistic burden on the shipping requirements for moving
resources from their places of production (Resource centers) to their places of consumption
(Light Industry and Heavy Industry). The production output of resource centers has been
increased in the same proportion to maintain a balance of resource production versus
consumption. This increase in resources output and consumption more accurately reflects
the volume of raw materials required to run the civilian and military economies of the wartime
powers. The high volumes represent raw materials required to produce all war material,
including the aircraft, ships, vehicles, equipment, arms and ammunition, as well as all material
required to maintain and operate the economies themselves, including supplying the civilian
populations. Only a small portion of the total input of resources becomes available as wartime
318
Appendix
supplies for the armed forces (“supply points” in the game) as opposed to the original game,
in which there is about a 1:1 ratio between the two.
The Japanese Economy
The Japanese empire at the start of the campaign game - December 1941 - is largely self
sufficient in resources thanks to the large number of resource centers that are available in their
imperial possessions - Sakhalin, Formosa, Korea, Indochina, occupied China and especially
Manchukuo - although they must still transport these large volumes of resources back to
Japan.
In oil and fuel, however, the Japanese are very deficient. Although they start with large reserves
of both oil and fuel, if new sources are not captured and exploited - specifically those in the
Dutch East Indies - then, depending on how quickly fuel is expended by shipping, fuel reserves
will run out after about two years. It is essential, therefore, that the Japanese capture and
exploit available oil production centers and refineries in the Dutch East Indies to at least make
it possible for their war economy to continue to operate at full capacity over the long term.
Some oil is also available in Burma, but it is not as close to Japan and so must be transported
over a longer distance.
Additional sources of resources, such as in the Dutch East Indies, Malaya, the Philippines or
China, will also need to be secured to allow for any major expansion of Japanese industry.
Although the Japanese have adequate resources at their disposal, the major consumer of
these resources is the domestic Japanese economy in Japan proper. This means that there
is a requirement for a very large amount of shipping required to move these resources from
elsewhere in Asia to Japan.
The Allied Economy
North America (the United States and Canada) is fully self sufficient in resources and oil. Large
amounts of fuel and supplies are available from the Eastern USA off-map base, from which
they are transported by railway to where they are needed on the US West coast. A large amount
of fuel is also generated by the huge oil refinery at Los Angeles.
The only area of the United States that is not self-sufficient is Hawaii, which requires some
resources to be shipped in as an input to the small amount of Light Industry located there.
At the Western end of the game map, bordering the Indian Ocean, the off-map bases of Abadan
and Cape Town provide large amounts of fuel and supplies respectively. The Abadan base
represents the large sources of oil, and fuel production facilities, that the British controlled in
Iraq and Persia.
319
India is rich in resources, and has a fair amount of Light and Heavy industry, but needs to
import fuel to supply its Heavy Industry and shipping requirements. This fuel can be provided
by Burma, or be shipped in from the off-map area of Abadan.
Australia and New Zealand, like India, generate a resource surplus, but are deficient in oil and
fuel. Fuel must be imported from elsewhere, such as Abadan or the United States, to allow its
Heavy Industry to operate at full capacity and to provide fuel for shipping in these areas.
China has a modest industrial capacity which can provide some supplies, but not a great
number. It is therefore important to provide additional supplies to China, either through keeping
the Burma Road open, or via airlift. These additional supplies will be of considerable benefit to
the Chinese forces.
The parts of the Soviet Union included on the map (Siberia) contain a large amount of resources
and some industry and oil. In addition, a large amount of supplies are available at the off-map
“Soviet Union” base, which represents allocation of military supplies to Siberia from elsewhere
in the Soviet Union.
Large amounts of resources, and especially oil, are available in the Dutch East Indies, Sarawak/
North Borneo and Burma. These are not required to operate the Allied economies, which mainly
are abstracted, but an Allied player has the incentive of trying to deny these resources from the
Japanese, who DO require them. This denial of resources, and especially oil and fuel, should
make up one of the main planks of the Allied strategy to defeat Japan.
320
Credits
23.0 CREDITS
Our thanks to Gary Grigsby, Joel Billings
and Keith Brors for the original “War in the
Pacific” and for their help and support on
the Admiral’s Edition project.
321
GRAPHIC ARTISTS NETWORK AND SYSTEM ADMINISTRATOR
Marc von Martial, Jim Martin Mike Vahan
VIDEO SEQUENCE NETWORK & PC SUPPORT
Barry Munden Ron Duquesnel
PUBLIC RELATIONS & MARKETING QUALITY ASSURANCE LEAD
Sean Drummy Erik Rutins
PRODUCTION ASSISTANT VERY SPECIAL THANKS
Gregory Wilcox Ron Tedesco, Debra Pugh, Renee
Schoenfelder, Marti Nagy, Bob Lippman,
ADMINISTRATION Thomas Heath, Yvonne Heath.
Liz Stoltz
MATRIX NEXGEN
DISTRIBUTOR SALES MANAGER Alexander Rutins, David Vebber, Megan
Ross Jepson Vebber, Andrew Heath, Nicholas Heath,
BUSINESS DEVELOPMENT MANAGER Shane Heath, Austin Stoltz, Noah Stoltz,
Karlis Rutins, Lance Stoltz Cameron Eckenfels, Hannah Eckenfels,
Heidi Fiedler, Kai Cloer and Erik Conkling
SERIOUS GAMES PROJECT MANAGER
Shaun Wallace, David Heath OUR STRENGTH
We thank God for giving us the ability and strength
CUSTOMER SUPPORT STAFF to complete this project and follow our dream.
Daniel Heath, Alex Fiedler, Andrew Williams
We would also like to thank our families
FORUM ADMINISTRATION and friends for giving us their non-stop
Andrew Williams, Marc von Martial, Erik love and support during this project.
Rutins , David Heath, Paul Vebber
WEB-DATABASE DESIGN & DEVELOPMENT
Alex Fiedler
322
Index
323
Basing Aircraft 141 Crew Assist 247
Basing Carrier, Patrol, and Float Aircraft 141 Cross-Load Adjustments and Daily
Beach 207 Disruption 117
Begin a New Game 29
Bombers in Combat 174
Burma Road 254
D
Daily Disruption 118
C Damage 176
Damage and Repairs 239
Capacity Usage 112 Damage Repair Selection 240
CAP and Radar 172 Damage to Ships 132
CAP, Nav Search, ASW Patrol and Database Screens 73
Training Levels 164 Day Air Operations 157
Capturing Base Resources 253 December 7th Surprise 22
Capturing Industry 236 December 7th Surprise Rule 268
Cargo and Fuel Handling 212 Delay Settings 28
Cargo In Troop Space Offset 118 Designer’s Notes 307
Carrier Aircraft and Off-map Movement 257 Detection Levels (DLs) 217
Carrier-based Ordnance 165 Disbanding Task Forces 91
Catastrophic Events 241 Disruption 198
Changing Detection Levels 218 DL of a Base 219
Changing Leaders 222 DL of a Ground Unit 219
China 269 DL of a Minefield 220
Coast Defense Units 180 DL of Naval Task Force 218
Coast Gun Fire at Passing Task Forces 139 Docking 107
Coastwatchers 201 Dropping Supply 170
Combat Air Patrol (CAP) 172 Dropping troops 170
Combat Infantry, Parachute Infantry,
and Cavalry 179
Combat Load 123
E
Combat Orders 186 Editor Manual 13
Combat Reports 25 Emergency Landings 142
Command Organization of Bases 216 Emergency Rescue of Survivors 269
Commercial Load 122 Engineers 179
Computer Controlled Japanese / Engine Factories 233
Allied Forces 306 example of off-map naval movement 100
Computer vs. Computer 306
Continuous Play 26
Coordinating Strikes 166 F
Counter Invasion Forces 193 Factory Alterations 234
Creating a Task Force 90 Factory Expansions 235
Creating PT Boats, Motor Gunboats, Failure to Find the Target 164
Midget Subs and Barges 107
324
Index
325
List All Active Ships 70 Mission Types and their Impact
List All...Screens 66 on Movement 93
List All Task Forces 71 Mission Types by Aircraft (day
List Land Based Air Units 66 missions) 158
List Land Based Units 69 Mission Types by Aircraft (night
List Naval Air Units 68 missions) 159
Load Allocation 122 Modify Repair for Every Damaged
Loading and Troop Carrying Details Ship in Port 243
by Class Type Table 118 Morale and Air Missions 159
Load Procedure 122 Movement along Railway Lines 191
Location Pop-up Information 42
Logistics 249 N
M Naval Ammunition and Retreat 129
Naval and Merchant Shipyards 234
Main Display 34 Naval Attack Animations 174
Main Game Menu 19 Naval Combat 129
Main Manual 13 Naval Combat Animations 130
Maintenance 176 Naval Database 73
Manpower and Manpower Centers 231 Naval Evacuations 128
Map 36 Naval Movement - Between connected
Map Displays 207 off-map areas 98
Map Icons 50 Naval Movement - Main Map to
Map Locations 42 Off-Map Area 96
Map Scroll Delay 28 Naval Movement - Off-Map Area
Map Style 28 to Main Map 97
Map Team Design Notes 316 Naval Supply 250
Meet Task Force 95 Naval Support Assist 247
Meet TF 81 Naval Team Design Notes 311
Menu Bar 34 Naval units 254
Menu Buttons 53 Naval Units 75
Mine Armament 135 Night Air Operations 158
Minefield Creation 134 Normal Unloading 127
Minefield Decay 134 Notes on Combat 270
Minefield Maintenance 134 No Unit Withdrawals 23, 269
Minefield Tenders 134
Mine Laying 134
Mine Rearming 136
O
Mine Sweeping 136 Objectives 187
Mine Warfare and Mine Task Forces 134 Off map area connection table 98
Miscellaneous Options 20 Off-map Areas 45
Mission Limitations 167 Oil and Oil Centers 230
Mission Types 157
326
Index
327
Ship Load Ability 125 T
Ships 41
Ships Caught in Captured Ports 211 Tactical Map 41
Ships Docked 211 Task Force Docking Restrictions 109
Ship-to-Shore Bombardment 131 Task Force Information Screen 79
Ship Type Carrying Ability Table 113 Task Force Leaders 223
Ship Types 273 Task Force Load 124
Ship Upgrades, Conversions Task Force Loading/Unloading 109
and Repairs 237 Task Force Missions 76
Ship Withdrawals 223 Task Force Port Restrictions 109
Ship Withdrawal Schedule 62 Task Forces 41
Shipyard Alterations 235 Task Forces and Ships 75
Shipyard Repair 244 Task Force Speed 91
Show Clouds 29 Task Force Symbols 76
Show Combat Animations 28 Task Force Unloading 127
Show Combat Summaries 29 Tender Assist 247
SigInt Screen 74 Terrain 36
Size 1 Airfields 167 TF By Class 279
Special Aircraft Carrier Movement 128 TF Destination 80
Special Chinese Replacements 261 TF Move Radius 25
Special Coast Defense Units - Convoys 180 TF Officers 129
Special Minelayers 135 TF Off-Map Movement 96
Special Rules 266 TF Returning to Home Base 95
Spoilage 254 The Mediterranean 102
Spotting Units 217 Torpedo Duds 130
Squad upgrades 203 Torpedo Ordnance 165
Straits 39, 304 Transferring Ships Between Task Forces 95
Strategic Map 49 Transfers 169
Strategic transfer between two Transfers from Captured Airfields 170
off-map areas 192 Transit Zone Location Table 46
Styles of Play 306 Transit Zones 46
Submarines 104 Transporting Ground Units 193
Submarines and Anti-submarine Troop and Supply Transport 170
Warfare 131 Troops In Cargo Space Offset 117
Submarines vs. Surface 131 Turn Cycle 26
Submarine Warfare 138
Sub Minelayers 135
Sub versus Sub Combat 132
U
Sunk Ships 60 Unit Devices 188
Supply/Fatigue Effects on Land Units 251 Unit Information Screen 182
Supply Operations 250 Unit Types 177
Supply Production 231 Unload Damage 118
Surface Combat 130 Upgrades and Conversions 88
328
Index
W
Weapon Repair 248
Weapon Repair Costs 248
Weapon Repair Points 248
Weapons Damage 240
329
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