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VITP - COMMON CLARIFICATIONS AND EASILY FORGOTTEN RULES

 If LBA retreat, or are disabled due to an invasion, they are valid air raid targets if they return to a
port next to an unresolved zone that contains enemy carriers. There is usually a safe option, just
remember to look. The base you place an LBA doesn’t affect where you can put it next turn.

 The Hermes is not the same "type" of unit as the 027-2 carriers for purposes of removals.

 After a battle round, retreat declarations happen before invasion. First each side gets a chance to
withdraw, and then you may invade with your amphibious units ONLY IF you didn’t retreat.

 You are never required to roll dice in an attack if you want to withhold fire to avoid disabling a
unit you think that you’ll sink in a later round.

 Day-Night preferences are not simultaneous - Japan has to announce theirs before the Allies do.

 The Allies must pre-announce if any CV are firing in night rounds; Japan does not pre-announce.

 Only CVs with a non-0 gunnery factor may choose to fire in night rounds. You may not announce
a 0-attack factor CV as “firing” in order to protect another CV. All CVs must be attacked in Night
rounds, 0 or 1 gunnery, firing or not-firing, for any amphibious units to be attacked.

 Amphibious units only take 1 damage per hit if they are in port being air-raided.

 If you convert an enemy port or base that has units it in, they are not destroyed by the
conversion – they escape (move out to sea and return to port from there).

 All Japanese amphibious invasions after a given round of combat are announced and resolved
fully before any Allied amphibious invasions.

 Turn 1 - the Japanese Pearl Harbor Attack Force is committed to Pearl Harbor and may not switch
to air-raiding Johnston Island, so any Allied units that retreat there are safe.

 Turn 1 - The Allies may not immediately retreat from Indonesia after the 2 automatic air raid
rounds. At least one combat round must take place (possibly with no effect, depending on what
units Japan sends there and if Day or Night is rolled).

 If you invade an island base that the enemy has surrounded with control flags, the other side can
flip the base right back at turn's end if they control all surrounding sea areas yet again.

 Don't forget to place your submarine after both sides place raiders!

 Patrollers that fail speed rolls still make it to the area, they just become raiders. Raiders that fail
speed rolls immediately return to port from the area they were attempting to move to.
 Only Japanese and American ships can raid a third area. British, Dutch, and Australia ships can
only move two, patrolling or raiding. The Dutch and Australians can base anywhere, however.

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