Nimitz Rulebook

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Nimitz Rulebook Introduction ........................................................................2 Battle..................................................................................11 Campaigns ..........................................................................2 Battle Set-Up ....................................................................11 Victory ................................................................................2 Combat ..............................................................................14 Solitaire Decisions ..............................................................2 Post Battle..........................................................................19 Components ........................................................................3 Next Turn ..........................................................................20 Force Counters ....................................................................4 Special Campaign Rules....................................................20 Force Descriptions ..............................................................5 Linked Campaigns ............................................................21 Ship Forces ..........................................................................5 Credits................................................................................21 Set-Up..................................................................................7 Extended Example ............................................................22 Sequence of Play ................................................................7 Introduction Victory Welcome to Fleet Commander Nimitz, the latest in our At the end of the Campaign, your level of victory is based series of Field Commander games. My goal in designing on the number of Objectives you Hold. this game system is to make the careers of some of history’s great commanders accessible in an easy to learn, Campaign Objectives fast playing game format. I decided on solitaire, because it had the proper feel. Commanders have a staff and advisors, but in the end, they alone make the hard decisions that affect lives, change the course of campaigns, and decide the fate of nations. In this game, you make all the decisions needed to command the US forces. The game rules, charts, and die Example: If you Hold 7 Objectives at the end of the 1942 rolls dictate the actions of the Japanese forces. Campaign, you earn a “Good” evaluation. Admiral Nimitz Holding an Area Admiral Chester Nimitz became There are many named Island Commander-in-Chief of the US Areas on the Campaign Map. Pacific Fleet on December 31, 1941. You Hold an Area if it meets all 3 of the following The previous Commander, conditions: Admiral Kimmel’s choices during the attack on Pearl 1) You have Infantry or Land-Based Aircraft Ashore. Harbor were widely criticized, resulting in his immediate 2) There are no Japanese Infantry or Land-Based Aircraft replacement. Ashore. One of Admiral Nimitz’s many successful strategies was 3) The Area is In-Supply. giving out as much information as possible to those who would be involved in a battle. He recognized that the If an Area does not meet all 3 conditions, then you do not officers making the immediate battlefield decisions would Hold the Area. benefit from all the intel available. He chose the battle locations, the ships involved, and the Solitaire Decisions key targets, but trusted the tactical decision making to the officers in charge. There will be times during the game when you need to make game decisions for the Enemy Forces. The rules For this reason, Admiral Nimitz was well liked, respected provide you with procedures to guide your decision and immediately successful in battle. making. If the rules leave you with more than one equally valid option, you are free to choose from the available In 1945, he earned the rank of Chief of Naval Operations, options. which he retained until his retirement from active duty in 1947. Example: You inflict 1 Hit on Japanese Ships in an Area. There are several Ships in the Area with the same value. Campaigns You get to decide which Ship to Damage. You take on the role of Admiral Nimitz and command the American Forces and their allies in each Campaign. Game mechanics and die rolls control the Japanese Forces. The US and Australian Forces are referred to as “US” Forces or “American” Forces for simplicity in the game. Each Campaign Set-Up Sheet details your Objectives for the Campaign. To secure these Objectives, you must move your Forces to the Objective Areas and Hold them. 2 Player Log (1) Components Photocopy your Player Log and use it to record your Campaign Campaign Map (1) information. You can also download and print the Player Log from the www.dvg.com website. Die (1) Roll a single 10-sided die whenever a die roll is required. The die generates results from 1 to 10. Some dice are numbered 0 to 9. Treat the 0 as being a 10. Counters (8 Sheets) The Campaign Map shows The game uses counters to represent military forces and for the Sequence of Play, various record keeping game functions. Japanese Movement Orders and other information you US Counters have a blue background and Japanese need to play each Counters have a red background. Campaign. Forces The Map includes a network of Movement lines. The Japanese Forces use the Movement lines when they are given Orders to Move. Force counters represent ships, soldiers, and aircraft in the Battle Sheet (1) game. Use the Battle Sheet to resolve US Supply and Reinforcement Points Battles. Find the Supply counters and place them off to Move all the Forces from the the side. The numbers on the Supply counters Campaign Map Area where a Battle indicate their worth in Supply or Reinforcement is taking place to this Sheet to Points. The counter mix does not limit game resolve the Battle. play. Japanese Resupply This Sheet also contains the Battle Find the Resupply counters and place them off Turn Track and Battle Sequence of to the side. Resupply counters affect the Play. number of Reinforcements Japan receives each Campaign Turn. Set-Up Sheets (4) US Scouting Each Campaign Set-Up Sheet details Use Scouting counters to predict Japanese the Campaign Year, starting Area for Force movement before you move your Forces each Force in the Campaign, your each Turn. Supply Points, Reinforcement Points, the Objectives, and Carrier-Based Aircraft details. Campaign Turn Move this counter along the Campaign Turn track to show which Turn you are resolving. 3 Battle Turn Move this counter along the Battle Turn track to Force Counters show which Turn you are resolving. Nationality The stripe along the counter’s edge identifies the nationality US and Japanese Battle Plans of the Force. Battle Plan You control the US and Australian Forces. Each counters give of your Force counters have the noted stripes Forces along their right edge. advantages in Battle. US Australia Japanese Battle Plan Quantity Throughout this Rulebook, Japanese Forces will be Use these counters to record the number of referred to as Japanese Forces or Enemy Forces. Each Battle Plan counters the Japanese draw each of the Japanese Force counters have the noted stripe Turn of a Battle. along their left edge Japanese Movement Order Front and Back of Counters Place this counter on the Japanese Orders Force counters have a full strength Movement chart. side and a Damaged side. Japanese In Transit The Damaged side has red slashes These counters show where Scouted Japanese through the counter. Forces will move during the Movement step. When placing new Forces on the Map, place Forces with Japanese Moved their full strength side face up. These counters show which Japanese Forces cannot Move, or have already Moved, during When a Force suffers a Hit, it is Damaged, flip it to its the Movement step. Damaged side. If a Damaged Force suffers a Hit, it is Destroyed, remove it Battle Location from play. Use this counter to mark the Campaign Map Carrier-Based Aircraft Area where the current Battle is taking place. Carrier-Based Aircraft have a dark blue strip across the bottom of their counters. Airfield Capacity After a Battle, move all full, Damaged, and These counters show the value of Airfields each Destroyed Carrier-Based Aircraft counters off to the side side has on the Island during a Battle. One for later re-use. Japan and the US freely use these counters Land-Based Aircraft counter can operate from when Carrier-Based Aircraft counters are needed to equip each Airfield. their Aircraft Carriers at the start of a Battle. Objectives Japanese Battalions These counters designate the After a Battle, return all Destroyed Japanese Campaign’s Objective Areas. Use Battalion counters to the Battalion box on the the blue side to show Objectives Campaign Map. Freely use these counters as Held by the US, and the red side to needed during a Campaign. show Objectives that are Uncontrolled or Held by Japan. 4 Aircraft Carriers have a Superior Attack value, noted with a Force Descriptions superscript on their AAA Attack value. If you roll the Attack value or lower, you inflict 1 Hit. If you roll the There are three types of Forces: Ship, Infantry, and Aircraft. Superscript value or lower, you inflict a second Hit. Force Information: Example: An Aircraft Carrier has a AAA value of 4/2. If you Campaign Year roll a 5 or higher, you inflict 0 Hits. If you roll a 3 or 4, you The Year on a Force counter identifies the Campaign the inflict 1 Hit. If you roll a 1 or 2, you inflict 2 Hits. counter is used in.
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