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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 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. Ships use their Surface Attack value to attack enemy Ships, Example: “42” means the counter Infantry, and Airfields. is used in the 1942 Campaign. cannot Attack Infantry and Airfields. Buy Cost You must pay its Cost in Ships use their Depth Charge Attack value to attack enemy Reinforcement or Supply Points Submarines. when purchasing a Force. Example: If the Colorado/Maryland Example: This Ship costs 3 performs a AAA Attack against Reinforcement or Supply Points. Japanese Aircraft, you must roll a 3 or lower to inflict 1 Hit. If the Ship counter is firing a Surface Attack at a Force Type Japanese Ship or Forces on an Island, you must roll a 4 or This is the Force’s military designation. lower to inflict a Hit. If the Ship is attacking a , you must roll a Depth Charge Attack of 2 or lower. Example: “BB” is a , “DD” is a , etc. There are several types of Ship Forces in the game. For Force Name game purposes, larger Ships are assumed to have several Some Ship counters have two names. Both ships were escort ships built into their counters. historically present during the Campaign. CV (Fleet Carriers) Example: This counter represents the Colorado and Maryland Ship Forces The term “Ship” refers to both Ships and Submarines CVL (Light Carriers) unless a rule states otherwise.

CVE (Escort Carriers)

BB (Battleships)

Attack values Ships use their Attack values when performing attacks. CRU () For each Attack, you must roll the Attack value or lower to inflict 1 Hit on an opposing Force.

Ship’s use their AAA (Anti-Aircraft Artillery) value to Attack enemy Aircraft.

5 DD () US Carrier-Based Aircraft:

SS (Submarines) Japanese Carrier-Based Aircraft:

Transports Infantry Infantry counters represent ground combat forces. Attack values Infantry Forces use their Ground Attack value Aircraft Forces when performing Attacks There are several types of Aircraft Forces in the game. against enemy Infantry and Airfields. Attack values Aircraft Forces use their Infantry cannot attack Attack values when Ships or Aircraft. performing attacks. For each Attack, you must For each Attack value, roll the Ground Attack value or lower to inflict 1 Hit on an you must roll the value or opposing Force. lower to inflict 1 Hit on an opposing Force. There are several types of Infantry in the game. They all use the Infantry rules. Aircraft use their Dogfight value to attack enemy US and Japanese Army Aircraft. If you roll the Attack value or lower, you inflict 1 Hit. If you roll the Superscript value or lower, you inflict a second Hit.

Aircraft use their Ground Attack value (brown square) to attack enemy Infantry and Airfields. US Marines

Aircraft use their Ship Attack value (blue square) to attack enemy Ships. Aircraft cannot attack Submarines.

A Bomber is any aircraft with the ability to drop bombs, even if it also has a Dogfight US and Japanese Battalions value.

A Fighter is any aircraft with a Dogfight value and no Bomb values.

Land-Based Aircraft:

6 Objective Counters Set-Up Place Objective counters in the Map Areas To begin, select the designated by the Set-Up instructions. Campaign Set-Up When an Infantry starts a Battle on the Island, Sheet for the or moves from a Transport to the Beach, it is “Ashore”. All Campaign you want Land-Based Aircraft in an Area are always “Ashore”. to play. Example: In the 1942 Campaign, We recommend starting with the 1942 Campaign. place Objective counters on: Alaska, Hawaiian Islands, Each Campaign has its own Set-Up Sheet, information, and Midway Island, Gilbert Islands, Force counters. Samoa, Solomon Islands, New Guinea, and New Caledonia. All Campaigns use the same Campaign Set-Up If the US has the only Infantry or Land-Based Aircraft procedures. The Set-Up Ashore at an Objective, place the blue side of the counter section of each Campaign face up. The blue side indicates the Objective is Held by Set-Up Sheet lists the US Forces. year of the Campaign, and provides you with all the information you need to get If there are any Japanese Infantry or Land- started. Based Aircraft Ashore at an Objective, or if there are no Forces from either side Ashore, Only use the Force counters for a Campaign that place the red side of the counter face up. The have the same year as the Campaign. red side indicates the Objective is not Held by US Forces.

Place each Force on the Map in the Area indicated by the Campaign Set-Up Sheet. Sequence of Play

Example: In the 1942 During each Campaign, place the (DD) Campaign Turn, DESRON 2 in the West play the game using Coast Area of the Map. the following steps. You may not go Campaign Turn back to a step once Place the Campaign it has been Turn counter on the completed. Perform “Start” box of the all steps in the order Campaign Turn they are shown. Track. Battle Plans Advance Turn Counter Place the Enemy Battle Plan counters Move the Campaign Turn counter one space to the right in an opaque cup for later drawing. along the Campaign Turn Track.

The Campaign ends when you move the counter past the “Nov/Dec” space on the Campaign Turn Track. Place the US Battle Plan counters next to the Battle Sheet to choose US Resupply from later. Reinforcement Points During each Campaign Turn, you gain the number Forces of Reinforcement Points All Force counters begin the Campaign on the Map in a listed on the Campaign’s designated Area specified by the Campaign’s Set-Up Sheet. Set-Up Sheet. Move the indicated value of Supply counters to the US Battalion counters do not have a specific Year. Each Reinforcements box. Campaign specifies where to place them. Place the extra Japanese Battalions in the Battalions box on the Map. You do not begin the Campaign with Reinforcement Points. You gain them each Turn during the US Resupply step. 7 You may only spend Example: To repair the CV Lexington, Reinforcement Points pay 2 Supply Points (1/2 of 5, to purchase Forces rounding down). from the US Reinforcement box. US Scouting To purchase a Force, pay the Force’s Each Campaign Turn, US Ships must Move Cost in Reinforcement Points. Place before Japanese Ships, however if you use US Forces in the West Coast. Place Scouting counters you can see where groups of Australian Forces in Australia. Japanese Ships will Move before you Move your US Ships. Aircraft Carriers have a special purchase cost. Instead of paying the During the Scouting phase, you can pay 1 Supply Point to cost in brackets, pay the cost in place a Scouting counter on any Area with Enemy Forces. parenthesis. The cost in brackets is Once all Scouting counters are placed, roll Japanese Orders used when allocating Hits in Battle. once for each Scouting counter.

Example: The Lexington costs “(5)” Reinforcement Points to You can place more than one Scouting counter on an Area purchase. The “[1]” is used when allocating Hits in Battle. if you want to make more than one Japanese Orders roll for that Area. The number of Scouting counters do limit the You can save Reinforcement Points to use on a future Turn. number of times you can Scout each Turn. Supply Points In Transit Counters Each Turn, you gain the number of Supply Points Flip each Scouting counter to its In Transit side after you designated by the Campaign’s Set-Up Sheet. roll its Japanese Orders and move the Japanese Forces to their destination. Place the counter on top of the Japanese You do not begin the Campaign with Supply Points. You Forces that were affected by the Japanese Order roll. will gain them each Turn during the US Resupply step. Use the standard Movement rules to Move the Japanese Place your Supply Point counters in the Forces during the Scouting step. box next to the West Coast. Movement You spend Supply Points to Move Prohibited Areas Forces, purchase Scouts and Battle US Forces may move to any Map Area except Japan and Plans, and repair Damaged Forces. East Asia.

You can also spend Supply Points to Japanese Forces may move to any Map Area except the US purchase Forces from the Reinforcement box. Pay the same West Coast and Australia. cost for Forces as you did when purchasing them with Reinforcement Points. You can combine Reinforcement US Movement Points and Supply Points to purchase Forces. Each time you move a US Ship, Land-Based Aircraft, or Infantry, during the Movement step you must pay 1 Supply You can save Supply Points to use on a future Turn. point.

Repair Forces Example: You move 3 Ships and 2 Infantry from the You may Repair your Damaged Hawaiian Islands to the Solomon Islands. You must pay 5 Forces during the US Resupply step. Supply Points.

You may spend Supply Points to flip US Land-Based Aircraft Movement Restriction each of your Damaged Forces to its full strength side. Pay Land-Based Aircraft may only move to an Area that started 1/2 the Cost of the Force, rounding down, with a minimum the Movement step with US Infantry or Land-Based cost of 1. Aircraft already in the Area.

Examples: A Force costing 5 has a Repair cost of 2. A Example: Midway Island started the Movement step with a Force costing 1 has a Repair cost of 1. US Infantry counter already present. You can move Land- Based Aircraft to Midway.

Example: Iwo Jima started the Movement step with only Japanese Land-Based Aircraft present. You cannot move Land-Based Aircraft to Iwo Jima. 8 Example: Wake Island started the Movement step with both Submarine Raiding Mission US and Japanese Infantry on the Island. You can move You can move Land-Based Aircraft to Wake. US Submarines into the Raiding Most Areas designate the box next to maximum Airfield value the Japan. Each Area can support. You cannot Submarine place more US Land-Based reduces Japan’s Aircraft on an Area than the Reinforcement number designated for that roll by 2. Area. Pay 1 Supply point for each Submarine moved to the Example: You can place up to 6 US Land-Based Aircraft on Raiding box. the Solomon Islands. Japanese Orders The West Coast, Hawaiian Islands, and Australia can have Start the Orders step by placing a “Moved” an unlimited number of Land-Based Aircraft. counter on each Area that has only 1 Japanese Airfield values do not restrict Japanese Land-Based Infantry or Land-Based Aircraft. The exceptions Aircraft. are Japan and East Asia. The Japanese can Move the last Force out of those Areas. These Forces US Infantry Movement cannot Move, even if additional Japanese Forces move into If a US Infantry Force is moved to an their Area during the Movement step. Area, place it on a Transport ship. This will make it easy to remember which Replace all In Transit counters with Moved counters. Infantry Forces are not yet Ashore and which started the Battle already Ashore. Japan cannot Move its Infantry out of Areas that also contain US Forces. Place a Moved counter on them. Do not You do not purchase Transport Ships. Take them as needed. roll an Order for these Forces, and ignore them if you are Place them off to the side as soon as the Infantry move to rolling Orders for other Forces in their Area. the Island. Example: An Area has Japanese Infantry and Ships, as well as US Forces. The Japanese Infantry cannot Move, but You cannot Move US Infantry out of an Area that contains you still roll Orders for the Ships as normal. Japanese Forces. The Japanese Example: You have Infantry, Ships, and Land-Based Aircraft in the Solomon Islands. Japan has 1 Ship also present in Orders chart is the Solomons. You cannot Move your Infantry out of the located on the Solomons. Campaign Map. Roll a die to Australian Movement Limitation determine what the Enemy Forces in each Area will do.

If there are a large number of Japanese Forces in an Area, you might need to roll several Any Forces with the Australian flag down their right side times to determine can only move to an Area with the Australian flag. the Orders for all the Japanese Example: You can move an Australian Force to New Forces in the Area. Guinea, but not to Midway. You choose the order in which the enemy Forces move. Move all Forces in an Area before rolling for another Area.

The last Japanese Infantry or Land-Based Aircraft in an

9 Area will not move out of the Area, regardless of the Order and the Order calls for 2 Infantry to move. Add 1 Battalion rolled. The exceptions are Japan and East Asia. The to the moving Forces. Japanese can Move the last Force out of those Areas. Move the Forces in order of: Ships, then Infantry, then Land- Example: The Area being moved from has US Forces and Based Aircraft. the Order calls for 1 Infantry to Move. The Infantry cannot Move due to the presence of US Forces. Add 1 Battalion to Example: An Area with 1 Ship, 1 Infantry, and 2 Land- the moving Forces. Based Aircraft receives a Reinforce Order. You move 1 Ship, 1 Infantry, and 1 Land-Based Aircraft, but the 2nd Many times, an Order will give Japan a choice of two or Land-Based Aircraft does not move because it is the last more equally valid movement destinations. When this Japanese Infantry or Land-Based Aircraft in the Area. happens, randomly determine which Area the Forces move to. If a Japanese Infantry is moved to an Area with US Forces, place it on a Example: Forces in the Caroline Islands roll a South Order. Transport ship. This will make it easy They can move to either New Guinea or the Solomon to remember which Infantry Forces are Islands. Roll to see which of the two they move to. not yet Ashore and which started the Example: Forces receive a Battle Order. At the time of the Battle already Ashore. roll, there are 4 Areas with both US and Japanese Forces. Roll to see which of the 4 Areas they move to. The Japanese do not purchase Transport Ships. Take them as needed. Place them off to the side for re-use as soon as Japanese Movement Orders the Infantry move to the Island. Hold Order Japanese Forces may only move once each Their Forces do not Move. Randomly select 6 Ships, 2 Turn. When Forces move to another Area, place Infantry, and 3 Land-Based Aircraft to remain in the Area. a Moved counter on the Forces to designate Example: The Area has 5 Ships, 3 Infantry, and 0 Land- they have already moved. Based Aircraft. All 5 Ships and 2 of the Infantry would Hold. You then roll another Order for the 1 remaining Infantry. If an Order cannot be performed, treat the die roll as being a Hold Order. Each time Enemy Forces receive a Hold Order, place a Resupply counter in the Resupply box Example: You are rolling for Forces in New Guinea and they on the Map. receive a “South” Order. They cannot follow the Order. Treat it as being a Hold Order. Refit Order If an Order results in no Forces being Moved, treat the die Randomly select 4 Ships and 1 Infantry to Move to the roll as being a Hold Order. Japan Area. They cannot perform this Order if you are Example: You are rolling for Forces that are in an Objective rolling for Forces in Japan. that has Japanese Forces Ashore. They receive a Reinforce Order. There are 3 different Objectives with Japanese South Order Forces Ashore (including their own Area). You randomly Randomly select 3 Ships and 1 Infantry to Move 1 Area assign each of the 3 Areas an equal chance and roll to see closer to Australia. If the destination Area has at least 1 which Area they move to. The roll comes up with their Japanese Infantry or Land-Based Aircraft Ashore, they also current Area. They do not move. Treat the roll as being a move up to 2 Land-Based Aircraft. Hold Order. The Forces cannot perform this Order if they are already When Japanese Forces are Moved to an Area adjacent to Australia. with US Forces they may not always be able to take the maximum number of Infantry specified East Order by the Order. If the Japanese Move fewer Randomly select 4 Ships, 2 Infantry, and 2 Land-Based Infantry than are called for by the Order, take 1 Japanese Aircraft to Move 1 Area closer to the Hawaiian Islands that Battalion from the Battalion area on the Map for each is Held by Japan. Infantry that was not available to move. The Forces cannot perform this Order if there is not an Example: An Order calls for 2 Infantry to move from an adjacent Area that is 1 Area closer to Hawaii and Japanese Area, but the Area does not have any Infantry. Take 2 Held. Battalions from the Battalion Area and add them to the moving Forces. Battle Order Randomly select 2 Ships and 1 Infantry to move to an Area Example: The Area being moved from only has 1 Infantry that has both US and Japanese Forces. If the destination 10 Area has at least 1 Japanese Infantry or Land-Based Aircraft Ashore, they also move up to 2 Land-Based Aircraft. Battle

The Forces cannot perform this Order if there are no Areas with both US and Japanese Forces. Battle Turn Sequence Use the Battle Turn Sequence listed on the Battle Sheet to Engage Order resolve each Battle. Randomly select 3 Ships and 2 Infantry to move to the closest Area with US Forces. If the destination Area has at Battle Set-Up least 1 Japanese Infantry or Land-Based Aircraft Ashore, they also move up to 2 Land-Based Aircraft. Reinforce Order Move up to 2 Ships, 1 Infantry, and 2 Land-Based Aircraft to an Objective that has at least 1 Japanese Infantry or Land-Based Aircraft Ashore.

The Forces cannot perform this Order if there are no Objectives that have Japanese Infantry or Land-Based Aircraft Ashore. Sortie Order Randomly select 3 Ships and 2 Infantry to move to the closest Objective with at least 1 US Force. If the destination Move US Forces to the Battle Map Area has at least 1 Japanese Infantry or Land-Based Relocate all the US Forces from the Area you are resolving Aircraft Ashore, they also move up to 2 Land-Based to the Battle Sheet. Aircraft. As you move the Forces to the Battle Sheet, Example: The closest Objective with US Forces does not mark the Location of the Battle on the have Japanese Infantry or Land-Based Aircraft Ashore. You Campaign Map by placing the Battle Location Move up to 3 Ships and 2 Infantry, but you do not Move any counter. Land-Based Aircraft. Those Aircraft remain and must be rolled for with additional Order rolls. The Battle Sheet is divided into 4 Areas: Japanese Ocean, Coastal, Island, and US Ocean. Done Moving Once you have Moved all the Japanese Forces, remove the US Force Placement Moved counters. Resolve Battles You must resolve a Battle for each Area containing both US and Japanese Forces.

Example: You must resolve the Battle for the Solomon Islands because there are both US and Japanese Forces present in the Area.

Choose a Battle you would like to resolve. You can resolve the Battles in any order. Once placed, Ships cannot move during the Battle. Continue to the Japanese Reinforce step after you have resolved all Battles. Place all US Aircraft Carriers in the US Ocean. This is the only place a US Aircraft Carrier can be placed.

You may place the other US Ships in either the US Ocean or Coastal Area as you see fit.

11 US Submarines can be placed in any Area with Japanese Place Transport Ships carrying Japanese Ships. If there are no Japanese Ships present, the Infantry in the Coastal Area. You can Submarines do not take part in the battle. place more than 1 Infantry counter on a Transport. Place Land-Based Aircraft on the US Island Airfields. Place a value of Airfield counters on the Island equal to the number of US Land-Based Aircraft counters. Japanese Ship Placement (Carriers and Island Forces) Example: The US has 6 Land- Use this rule section if there are Japanese Aircraft Carriers Based Aircraft. Place Airfield present, and at least one of the following: counters totalling 6. 1) There are Japanese Infantry on Transports 2) There are Japanese Infantry Ashore If US Infantry are already on the 3) There are Land-Based Aircraft from either Japan or the Island, place them on the US Foxholes. US on the Island. Place Transport Ships carrying US Place all Japanese Aircraft Carriers (CVs, CVLs, and Infantry in the Coastal Area. You can CVEs) in the Japanese Ocean Area. place more than 1 Infantry counter on a Transport. Step #1 - Place 1 Japanese Escort (BB, CRU, or DD) with the lowest Surface Attack value in the Japanese Ocean Carrier Aircraft Placement Area. Place the Carrier-Based Aircraft counters assigned to each Step #2 - Place 1 Japanese Escort with the highest Surface Carrier next to their Carriers. If you run out of counters, Attack value in the Coastal Area. use other counters as stand-ins. The counter mix does not limit game play. Repeat the 2 steps until there are a number of Escorts in the Japanese Ocean equal to the number of Aircraft Carriers, Find the Carrier Aircraft types then place all remaining Escorts in the Coastal Area. on the Campaign Sheet. Example: There are 3 Japanese Aircraft Carriers in the Example: The Lexington is a Japanese Ocean Area. There are 8 Japanese Destroyers, value 5 CV. At the start of a Battle, place 1 F4F, 2 SBDs, Cruisers, and Battleships in the Battle. Place 3 Escorts in and 1 TBD counter next to the Carrier’s counter. the Ocean Area, and 5 Escorts in the Coastal Area. Japanese Ship Placement (Aircraft Carriers) If there are Japanese Aircraft Carriers present, but no Japanese Infantry on Transports, Japanese Infantry Ashore, or Land-Based Aircraft from either nation on the Island, place all Japanese Ships in the Ocean area. Move Japanese Forces Japanese Ship Placement (Island Forces) If there are no Japanese Aircraft Carriers present, place all Japanese Ships in the Coastal Area. Japanese Submarine Placement: Use these rules if there are Japanese Submarines present.

If there are US Aircraft Carriers, place all the Japanese Submarines in the US Ocean Area.

If there are no US Aircraft Carriers, but there are US Ships in the Coastal Area, place all the Japanese Submarines in the Coastal Area. Place Land-Based Aircraft on the Japanese Island Airfield. Place a value of Airfield counters on the Island equal to the If there are no US Aircraft Carriers, and no US Ships in the number of Japanese Land-Based Aircraft counters. Coastal Area, place all the Japanese Submarines in the Japanese Ocean Area. If Japanese Infantry are already on the Island, place them Carrier Aircraft Placement on the Japanese Foxholes. Place types of Aircraft assigned to each Carrier next to their

12 Carriers. If you run out of counters, use other counters as only use the counter once during the Battle to inflict an stand-ins. The counter mix does not limit game play. extra Dogfight Hit.

Find the Carrier Aircraft types on The Battle Plan Point cost for each the Campaign Sheet. Battle Plan is found on the Battle Plan counter in parentheses. Example: The Kaga is a CV. Place 1 A6M, 1 D3A, and 1 B5N Example: AAA costs 2 Battle Plan Points. counter next to it. You receive 3 Battle Plan Points to freely use during each Battle. You can also spend Supply Points to add to your Battle Plans. You receive 3 Battle Plan Points for each Supply Point you spend.

Example: If you spend 2 Supply Points, you can select up to 9 Battle Plan Points. Roll for Battle Turns Roll a 10-sided die and consult the Battle Turn Place your selected Battle Plan counters to the side of the numbers on the Battle Turn track to determine Battle Sheet. Place the others off to the side. You will not the duration of the battle. use them during the Battle. Example: You roll a 9. The Battle lasts for 4 US Battle Plans Tur ns. When one of your Ships successfully inflicts a Hit with a AAA Attack, you Place the Battle Turn counter on the Turn Track. can discard this counter to inflict 1 additional Hit on Japanese Aircraft in Determine Japanese Battle Plans the Area. To determine the number of During the AAA step of any Battle Battle Plans Japan draws each Turn, discard this counter to roll an Battle Turn, count the number extra AAA Attack. Use the AAA of Japanese Forces present in value of any of the Attacking Ships in the battle. Only count Forces the Area. that were transferred from the Campaign Map. This includes You may discard this counter to roll Infantry on Transports. Do Depth Charge Attacks before not count Carrier-Based Submarines make their Surface Aircraft or Transport ships. Attacks.

Example: The Japanese have 3 Ships, 2 Infantry, 1 Land- You may only use this Plan if you Based Aircraft, 3 Carrier-Based Aircraft, and 1 Transport in have an Infantry Ashore. During the the Battle. They have 6 Forces (the Carrier-Based Aircraft and Transport do not count). With 6 Forces, the Japanese Infantry Attack step, discard this get 2 Battle Plans each Battle Turn. counter to inflict 1 Hit as if the Hit was inflicted by an Infantry counter. Place a Battle Plan Quantity counter with that number in the Battle Plan Quantity box. You can discard this counter to stop 1 Hit being inflicted on any 1 of your As the Japanese suffer losses during the Battle, Aircraft by Dogfight or AAA, at the do not recalculate their Battle Plan Quantity. time of the Hit. Select US Battle Plans You get to During the Infantry step of any Battle choose your Turn, discard this counter to roll an Battle Plans at extra Infantry Attack. Use the Attack the start of value of any of the Infantry in the US each Battle. Foxholes.

A Battle Plan can only be used once each Battle.

Example: You purchase the Furball Battle Plan. You can 13 You can discard this counter to stop 1 You can discard this counter to stop 1 Hit being inflicted on any 1 of your Hit being inflicted on your Airfields, Forces, at the time of the Hit. at the time of the Hit.

When one of your Aircraft Discard this counter to negate the roll successfully Hits with a Bombing of any US Force’s Depth Charge or Attack, you can discard this counter Torpedo Attack and immediately re- to inflict 1 additional Hit to the Forces roll the Attack for a new result. in the Area.

Discard this counter at the end of a Combat Battle Turn to add or subtract 1 Turn Perform the following steps from the Battle. each Battle Turn. Draw Japanese Discard this counter to negate the roll of any US Infantry’s Attack and Battle Plans immediately re-roll the Attack for a Draw a number of Japan’s new result. Battle Plans from the cup equal to their Battle Plan Roll a die at the start of a Battle Turn. Quantity. If there are no If you roll a 7 or higher, you can more Battle Plans remaining select the Carrier-Based Aircraft from in the cup, return the any 1 of your Carriers to conduct their previously drawn Battle Ground and/or Ship Attacks and return to the Carrier before Plans and keep drawing. Japan Moves its Aircraft. The Aircraft you select do not Move and Attack during the normal US Move Aircraft step. Place them to the side of the Battle Sheet for easy If you roll a 6 or less, save this counter and roll to use it reference. again. Keep saving until you succeed during the Battle, then discard this counter. Japanese Battle Plans Increase the Dogfight and Bomb The does not suffer Japanese Dogfight Attacks, but it chances of success for all Japanese does suffer AAA Attacks as normal. Aircraft by 3 and any Superior Attack rolls by 2. If an Aircraft does not have After the First Light Action, proceed with the normal Turn a Superior Attack value, they will Attack with a Superior for the other Japanese and US Aircraft. Attack value of 2. If an Aircraft cannot Bomb or Dogfight, it still cannot Bomb or Dogfight. If Japan also draws a First Light Battle Plan, discard both counters without effect. Example: If an Aircraft has Dogfight 4/2, it has 7/4 during the Battle Turn. You can discard this counter when one of your Aircraft successfully Hits Example: If an Aircraft Bombs Ships on a 4, it Bombs on a with a Dogfight Attack, to inflict 1 7/2 during the Battle Turn. additional Hit on the Japanese Aircraft If Japan has Infantry Ashore during Forces in the Area. the Infantry Attack phase, the US If you have a Marine Ashore in the takes 1 Hit to an Infantry or Airfield. Battle, discard this counter to stop 1 Hit being inflicted on any 1 of your Increase all Japanese Attack roll Infantry Ashore or Airfields, at the chances of success by 1. time of the Hit. Example: If a Japanese Ship has a When one of your Ships successfully Surface Attack of 4, it has a 5 during Hits with a Surface Attack, you can the Battle Turn. discard this counter to inflict 1 additional Hit on the Japanese Forces in the Area.

14 All Carrier-Based and Land-Based Example: Three Bombers each have a Ship Attack value of Bombers are assumed to roll a 10 (US 4. You also drew an Air Combat this Turn. The Bombers Ocean) for their Attack Area. now each Attack with a 7/2. If a Bomber rolls an 8 to 10, it inflicts 1 Hit. A roll of 3 to 7 inflicts 2 Hits. A roll of 1 or 2 inflicts 3 Hits. All three Aircraft are then Destroyed. The first Hit inflicted on a Japanese Force during the Battle Turn is The US may not send Aircraft to the stopped. Japanese Ocean this Battle Turn. If the US has a Submarine in the At the end of the Battle Turn, if Japan Japanese Ocean, the Submarine cannot Attack this Battle has more Forces on the Battle Sheet Turn. than the US, increase the Battle Turn duration by 1. If Japan has fewer The first Hit inflicted on a Japanese Forces on the Battle Sheet than the US, decrease the Battle Aircraft Carrier is stopped. If Japan Turn duration by 1. If they have the same number of does not have an Aircraft Carrier, this Forces, this Battle Plan has no effect. Count all Forces, Battle Plan has no effect. including Carrier-Based Aircraft and Infantry on If no Aircraft Carriers were Hit during this Battle Turn, the Transports. Battle Plan is saved and used the next time an Aircraft The Japanese Aircraft Carrier with the Carrier is Hit during the Battle. most Aircraft immediately performs Japan still draws the designated number of Battle Plans Air Attacks. The Group automatically during future Battle Turns. receives an Area roll of a 10. Hits that Damage a US Aircraft Carrier will eliminate the Aircraft on Increase the chances of success for all that Carrier before the Aircraft can be Moved for the Turn. Japanese Ship Surface Attacks by 3 Hits that Damage Airfields take effect on Aircraft before and add a Superior Attack roll of 2. they can Attack for the Turn. Example: A Ship has a Surface Attack value of 4. With this The Group does not suffer US Dogfight Attacks, but it does Plan, it has a 7/2. suffer AAA Attacks as normal. Example: A Carrier has a AAA Attack value of 4/2. With this After the First Light Action, proceed with the normal Turn Plan, it has a 7/4. for the other Japanese and US Aircraft. This Battle Plan does not affect Attacks by or against Increase the chances of success for all Submarines. Japanese Infantry Attacks by 3 and add a Superior Attack roll of 2. Increase the chances of success for all Japanese Submarine and Depth Example: An Infantry has an Attack value of 2. With this Charge Attacks by 4 and add a Plan, it has a 5/2. Superior Attack roll of 2. Move a Battalion from the Battalion Move US Aircraft box on the Campaign Map to the Move each US Aircraft to any Area on the Battle Sheet. Japanese Foxholes. Move Japanese Aircraft Aircraft that have Bomb values are Bombers, This counter has no effect when even if they also have a Dogfight rating. drawn during a 1942 or 1943 Campaign. All Ship and Land-Based Bombers are assumed to roll a 10 (US Ocean) for their Attack Area. All Bombers inflict 1 extra All the Bombers on a Japanese Aircraft Carrier are Hit if they Attack a Ship. considered to be 1 Group.

If there are no US Ships in the Battle, this Battle Plan has All the Japanese Land-Based Bombers are considered to be no effect. 1 Group.

Then, destroy the Aircraft participating in the Attack against Ships.

15 Aircraft that only have a Dogfight rating are appropriate lower location. Fighters. Example: You roll a 6 for a Bomber Group. The US does not have any Ships in the Coastal or US Ocean Areas. The Bombers move to the Island. All the Fighter Aircraft on each Japanese Aircraft Carrier are considered to be 1 Group. If a Group has no legal Areas to move to, they remain on their Aircraft Carrier or Airfield. All the Japanese Land-Based Fighter Aircraft are considered to be 1 Group. Example: All the US Aircraft and Japanese Bombers have been Destroyed. The Japanese Fighters remain on their Japanese Aircraft Movement Aircraft Carrier or Airfield. Roll a die for each Group to determine which Area each Japanese Bomber Movement Group moves to. All the Bombers in a Group move to the same Area during the Move Japanese Bombers step. Example: You roll a die to Bombers can only Move to an Area if it meets one of the determine following conditions: where the Kaga’s 1) There are US Ships in the Area (do not count Bomber Group is Moving. You then roll for the Kaga’s Submarines), or Fighter Group (which only has one Fighter). 2) The Island has US Land-Based Aircraft Ashore, or 3) The Island has US Infantry Ashore, as well as either When an Aircraft Group moves, Japanese Infantry or Land-Based Aircraft Ashore roll a die and compare it to the Location numbers on the Battle Example: If you roll a 6, and there are no US Ships in the Sheet. Coastal Area, the Bomber Group cannot move to the Coastal Area. A Roll of 1-2 moves the Group to the Japanese Ocean Area. Example: There are US Infantry on the Island, but there are no Japanese Infantry or Land-Based Aircraft on the Island. A roll of 3-5 moves the Group to Bombers will not Move to the Island. the Island Area. Example: There are US Infantry and Land-Based Aircraft on A roll of 6 moves the Group to the the Island, but there are no Japanese Infantry or Land- Coastal Area. Based Aircraft on the Island. Bombers will Move to the Island. A roll of 7-10 moves the Group to the US Ocean Area. Japanese Fighter Movement Japanese Fighters can only Move to an Area with Japanese Example: You roll a 5 for a Group. Aircraft or US Aircraft. Those counters move to the Island. Allocating Hits Apply all Hits to the lowest cost Force in the Area you are Any roll that places Japanese attacking. When allocating Hits to Japanese Forces, apply a Aircraft in an Area that does not second Hit to Destroy one Force before allocating a Hit to have a US target, gets increased to Damage a new Force. the next higher Area. You may allocate Hits to your US Forces any way you like Example: You roll a 2 for the Japanese Bomber Group, but in order from lowest to highest value. there are no US Ships in the Japanese Ocean. The Bombers are moved to the next higher movement number Continue allocating Hits until no Hits remain to be (3-5), placing them on the Island. allocated, or until no Forces that are allowed to suffer the Hits remain in the Area. Example: A roll of 6 would place Bombers in the Coastal Area, but there are no Ships in the Coastal Area, so the Example: The US inflicts 7 Bomb Hits to the Japanese Bombers Move to the next higher Location, which would be Island Forces. The first 2 Hits Damage and Destroy a 0 the US Ocean. value Battalion. There are no more Battalions. There are 4 value 1 Infantry as well as 5 value 1 Airfields on the Island. If Aircraft cannot be placed in any of the higher numbered You decide to apply 3 Hits on the Airfields, and 2 on an Locations, they will move down the list to the next Infantry to Damage and Destroy it. 16 All Aircraft Carriers have a value of 1, so they are always AAA the first Ships to suffer Attacks in an Area. Ships Attack opposing Aircraft in their Area with their AAA value. Roll Example: You inflict 3 Bomb Hits on the Ships in the the AAA value or lower to inflict 1 Japanese Ocean Area. They have a CV (value 1), as well Hit on an opposing Aircraft. as 2 Destroyer Groups (value 2). The first 2 Hits must Damage and Destroy the CV. The next Hit will Damage the Destroyer Group of your choice. If the Ship has a Superior Attack value, and you roll that number or lower, inflict a second Hit. Each Hit inflicted on a Transport inflicts 1 Hit on 1 of the Escort Ships Infantry counters it is carrying. Divide the Ships in an Ocean Area into Aircraft Carriers Example: There are 3 Infantry on a Transport with no other (CVs, CVLs, CVEs), and Escorts (BBs, CRUs, DDs). Japanese ships in the Coastal Area. Your Bombers inflict 3 Hits. You Damage and Destroy one Infantry, then Damage Place the Escorts in one row and the Carriers in a second another Infantry. row. Dogfight Resolve the AAA Attacks for the Escorts, and then resolve Whenever both sides have Aircraft in an Area and at least the AAA attacks for the Carriers. one Aircraft has a Dogfight rating, roll for their Dogfight Attacks. Each Aircraft can only be Attacked by AAA once from each row. If there are more Ships than Aircraft, roll for the Aircraft use their Dogfight value to Attack Ships with the highest AAA ratings. enemy Aircraft. If you roll the Attack value or lower, you inflict 1 Hit. If you roll the Example: The Superscript value or lower, you inflict a second Japanese have 1 Aircraft Carrier and 2 Hit. Escorts in their Ocean Area. 3 US Aircraft Dogfight Attacks can only inflict Hits on Aircraft currently Attack the Japanese in the Air. Ocean Area. Roll a AAA Attack for the BB Example: The First Light Battle Plan was drawn, and the and DD. Then roll a AAA Attack for the CV. Aircraft that participated in the Attack have returned to their Carrier. When Aircraft Attack that Area, they cannot Example: 1 US Aircraft Attacks the same fleet. Roll a AAA Dogfight the Aircraft on the Carrier. for the BB and the CV. Because there is only 1 Aircraft, only 1 Escort and 1 Aircraft Carrier get a AAA Attack. Allocating Dogfight Hits When you inflict a Hit, apply it to the lowest Cost Aircraft Example: There are 6 ships in the Coastal Area, targeting 3 in the Area you are attacking. Aircraft. Only 3 ships can roll a AAA Attack.

One Hit flips a full strength Force No Island AAA to its Damaged side, or Destroys a Aircraft Attacking Infantry and Airfields do not suffer AAA Damaged Force and removes it Attacks. from play. Bomb Runs Example: There are US and Japanese Fighters and Bombers now Attack the Land or Naval Forces Bombers in the Coastal Area. You roll for the US Fighter in their Area. Roll the Aircraft Surface Attack Dogfight Attacks and inflict 2 Hits. You roll for the Japanese value or lower to inflict 1 Hit. Dogfight Attacks and inflict 3 Hits. You now inflict losses to both sides. You must inflict the 3 Hits on US Aircraft in the Use the Attack value with the blue square when Attacking Area, going from lowest to highest value. You must inflict 2 enemy Ships. Use the Attack value with the brown square Hits on the Japanese Aircraft in the Area, going from lowest to highest value. You must Destroy a Damaged Japanese when Attacking enemy Infantry or Airfields. Aircraft, before you can Damage a full strength Japanese Aircraft. Torpedoes Submarines Attack Surface Ships Example: The US inflicts 4 Dogfight Hits in the Island Area. using their Surface Attack value. Roll There is only 1 Japanese Aircraft in the Island Area. You the Surface Attack value or lower to Destroy the Japanese Aircraft. The remaining Dogfight Hits inflict 1 Hit on an opposing Ship. are ignored. They do not carry over to the Japanese Infantry and Airfields on the Island.

17 Depth Charges Land-Based Aircraft or Infantry on the Island. You cannot Ships and Submarines use their Depth inflict Hits on the Japanese Infantry. You may inflict Hits on Charge Attack value to Attack an their Land-Based Aircraft. enemy Submarine in their Area. Roll Example: There is a US Ship and Japanese Ships in the the Depth Charge Attack value or Coastal Area. There are also Japanese Infantry and Land- lower to inflict 1 Hit on an opposing Submarine. Based Aircraft Ashore on the Island. If the US Ship rolls a successful Surface Attack, apply the Hit to a Japanese Each Submarine can only be Attacked by Depth Charges Airfield or Ship (but not Infantry since the US does not have once. If there are more Ships than Submarines, roll for the Infantry or Land-Based Aircraft on the Island.) Ships with the highest Depth Charge ratings. Enemy Airfield Roll the Depth Charge Attack value or lower to inflict 1 Hit Treat Airfields as having a value of 1 when allocating Hits. on an opposing Submarine in the Area. Each Hit allocated to Airfields Destroys 1 Airfield. Example: There is a Japanese Submarine in the US Ocean Area with 6 US Ships. Since it is only 1 Submarine, roll only Example: The US Airfield counter has a value of 5. The 1 Depth Charge Attack against the Submarine. Japanese inflict 3 Hits on the Airfield. Replace the Airfield counter with a value 2 Airfield. Naval Guns Each Ship in the Coastal Area can Infantry Advance Attack enemy Ships in the Coastal Move Infantry on the Beach to the Foxholes. Area and enemy Island Forces. Roll the Surface Attack value or lower to Move Infantry on a Transport to the Island Beach. inflict 1 Hit on an opposing Force. Apply any Hits inflicted to legal targets in order from lowest to highest value. Move Marines directly from Transports to Foxholes.

Example: There is a US Ship and Japanese Ships in the Return Aircraft Coastal Area. There are also Japanese Infantry and Land- Land-Based Aircraft Based Aircraft and US Infantry Ashore on the Island. If the Return Land-Based Aircraft to their Island Airfields. US Ship rolls a successful Surface Attack, apply the Hit to a Japanese Ship, Land-Based Aircraft, or Infantry with the Carrier Aircraft lowest value. Return Carrier Aircraft to their Aircraft Carriers.

Submarines can only Attack Ships. They cannot Attack You can only place the number of Aircraft on an Aircraft Infantry or Airfields. Carrier equal to the original number of Aircraft the Aircraft Infantry Carrier held. Infantry Forces can Attack opposing Infantry or You cannot place Carrier Aircraft counters on a Damaged Airfields on the Island. Roll the Infantry’s Aircraft Carrier. Attack value or lower to inflict 1 Hit on an opposing Force. When Aircraft Carriers are sunk or Damaged, there may not be enough space on the remaining Aircraft Carriers to land Only Infantry or Battalion Forces in Foxholes can Attack all the returning Carrier Aircraft. during the Combat Infantry phase. Japanese Carrier-Based Aircraft Infantry can only Attack Infantry Ashore and Airfields. If there are too many Carrier Aircraft to land on Japanese Aircraft Carriers, Destroy the Carrier Aircraft one at a time Infantry can only be targeted by Aircraft and Ships if there until all the remaining Aircraft can land. are opposing Land-Based Aircraft or Infantry on the Island. Destroy Damaged Aircraft in order from lowest value to Attacking Island Forces highest value. Enemy Infantry Bombers in the Island Area, Ships in the Coastal Area, and Destroy full strength Aircraft in order from lowest value to Infantry on the Island, may only allocate Hits against highest value. enemy Infantry if there are currently friendly Infantry or Land-Based Aircraft present on the Island. US Carrier-Based Aircraft If US Aircraft Carriers are Damaged or Destroyed, you are Example: It is Turn #1 of a Battle. The Japanese have free to choose which US Carrier-Based Aircraft to land and Infantry and Land-Based Aircraft on the Island. You have which to Destroy. Infantry on Transports in the Coastal Area. You do not have 18 Inflict Airfield Losses Compare the number of US Land-Based Post Battle Aircraft counters to the number of US Airfields. If there are more Aircraft than Airfields, Japanese Reinforces Destroy Aircraft until the number of Aircraft Roll a die and compare equals the number of Airfields. that roll to the New Japanese Forces Table on Do the same for the Japanese Land-Based Aircraft and the Campaign Map. Airfields. Add 1 to the roll for each Example: At the start of the Battle, the Japanese had 7 Resupply counter they Land-Based Aircraft, so you placed an Airfield “7” counter received due to Hold on the Island for them. After the first Turn of Battle, they Orders, then place the have 6 Aircraft, and their Airfields suffered 3 Hits, reducing them to 4 Airfields. They have 2 more Aircraft than Airfields, counters off to the side for so you must Destroy 2 of their Aircraft. later re-use Japanese Airfield Loses Subtract 1 for each First, Destroy Damaged Aircraft in order from lowest value Damaged Japanese Force to highest value. currently on the Map. Do not subtract 1 for Damaged Infantry that are in the same Then, Destroy full strength Aircraft in order from lowest Area as US Forces. value to highest value. Subtract 2 for each Submarine you placed in the Raiding US Airfield Loses box on the Map during the US Movement step. You are free to allocate Airfield Hits to your Land-Based Aircraft however you want. Move the indicated number of Ships, Infantry and Land- Based Aircraft counters from their Reinforcement boxes to Advance Battle Turn Counter the Japan Area of the Map. Advance the Battle Turn Counter down the Turn track by one space. If the Japanese do not have enough Forces to meet their Reinforcement needs, replace each counter they are short with 2 Battalion counters.

Example: You roll a 7 for Japanese Reinforcement. They End of the Battle have 6 Resupply counters. You have 2 Raiding Submarines. The Battle ends if the Battle Sheet only contains Japanese The end result is a roll of a 9. Japan receives 2 Ships, 2 or US Forces, or when you move the Turn Counter off the Infantry, and 1 Land-Based Aircraft. It is late in the Track. Campaign, and they do not have any Land-Based Aircraft remaining in Reinforcements, so they receive 2 Battalions Return all the remaining Forces to the Area on instead. the Map where they came from. The Area Japanese Repair should be marked by the Battle Location Move any Damaged counter. Japanese counters to Japanese Battalions the bottom of the Return all Destroyed Japanese Battalions to the Battalion Reinforcement stack box of the Map. Re-use them as needed. for that type of Force. When you move the Force, flip it to its Full side. That Force can now be drawn as an upcoming Reinforcement counter.

Do not move Damaged Japanese Infantry that are in Areas with US Forces.

Do not move the last Japanese Infantry or Land-Based Aircraft from an Area, even if it is Damaged.

19 US Return to Port Defeat Check You must move all the Ships “Replaced” Defeat Condition not in the Hawaiian Islands If the US is reduced to Holding the number of Objectives Area to the Hawaiian Island’s listed for the “Replaced” evaluation level at the end of any Return to Port boxes. Campaign Turn, you immediately lose the Campaign.

There is a series of 3 Return to Example: You are playing the Port boxes located next to the 1942 Campaign. If you are Hawaiian Islands. reduced to Holding 3 or fewer Objectives at the end of a If you are playing a 1942 Campaign Turn, you get Campaign, you only use the Replaced and immediately “1942 to 1945” box. lose the Campaign.

If you are playing a 1943 Campaign, you use the “1942 to 1945” and the “1943 to Hawaiian Islands Defeat Condition 1945” boxes. If Japan moves Forces into the Hawaiian Island’s Area, resolve the battle as normal. However, you must Destroy all If you are playing a 1944 or 1945 Campaign, you use all 3 the Japanese Forces during the first Battle Turn, or you boxes. immediately lose the Campaign. During the Return to Port step, advance each stack of Ships Next Turn one box closer to Hawaii. Move the Ships in the “1942 to 1945” box to the Hawaiian anchor to show they are This concludes one Campaign available for action during the next Campaign Turn. Turn. Return to the start of the Sequence of Play and Example: You are playing a 1943 Campaign. You move the resolve the next Turn. Ships from the 1942 box to Hawaii. You move the Ships in Continue to do so until the the 1943 box to the 1942 box. end of the Campaign. Move all the US Ships from the other Areas of the Map to the last box you are using. Special Campaign Rules Example: In your 1943 Campaign, you move your Ships from Wake, Midway, Borneo, and the Solomon Islands to the 1943 to 1945 box. 1944 Japanese Infantry During the 1944 Campaign, draw 2 extra Japanese Infantry US Supply Check counters during each Japanese Reinforcements phase. You must check to make sure each of your Areas with Infantry or Land-Based Aircraft is In-Supply. US Strategic Bombing Movement The 1944 and 1945 Campaigns include US B- To be In-Supply, you must be able to trace an uninterrupted 29 Bomber Land-Based Aircraft counters. path of US Held Areas starting from the US West Coast and The counters have a “BW” Unit Name. leading up to the Area. Bomber Wings not in the Mariana Islands engage in If an Area is not In-Supply, inflict 1 Hit to each Infantry combat as normal. Bomber Wings in the Mariana Islands and Land-Based Aircraft in the Area. may engage in combat, or perform Strategic Bombing against Japan. Example: You Hold the Hawaiian Islands and Midway Island. There are both US and Japanese Forces on Wake To perform Strategic Bombing, Island. You also have 3 Infantry and 1 Land-Based Aircraft move one or more Bomber Wing on the Mariana Islands. Wake happens to be your only link counters (that started the to the Mariana Islands. You do not Hold Wake, but you do Movement step in the Mariana Hold the Islands leading to it, so Wake is In-Supply. You do Islands) from the Mariana not Hold a continuous path of Islands leading to the Mariana Islands, so your Forces on the Mariana’s are not Islands to the “BW” Strategic In-Supply. Inflict 1 Hit to each of the 3 Infantry and the Bombing box located next to the Land-Based Aircraft on the Mariana’s. Mariana Islands. Pay 1 Supply Point for each counter you move.

At the start of the Japanese Orders step, move 1 Ship, 20 Infantry, or Land-Based Aircraft from the top of each stack you Held at the end of the Campaign on the Player Log. If to their Reinforcement box. Continue to move counters a Campaign ends with a Replaced Evaluation, or ends until you have moved a number of counters equal to the immediately due to Japanese Forces in the Hawaiian number of your Strategic Bombers in the box. If you move Islands, do not continue with the Linked Campaign. a Battalion, move it to the Battalion box, not the Infantry Reinforcement box. When you have finished playing all 4 Campaigns, compare your total Objectives Held to the following chart: Example: You have 3 Bomber Wings in the Mariana Islands. You pay 3 Supply Points and move all 3 to the Strategic Objectives Held Evaluation Bombing box. At the start of the Japanese Orders step, you 50 to 51 Great decide to move 1 Ship, and then an Infantry, and then 45 to 49 Good another Ship to their Japanese Reinforcement boxes. 35 to 44 Historical 26 to 34 Poor Move the Strategic Bombers back to the Mariana Islands at 25 or less Dismal the end of the Battle step. If a Battle takes place in the Mariana Islands, count the Credits Bomber Wing counters performing Strategic Bombing when calculating your Airfield value. If the Japanese inflict Game Design Dan Verssen Hits on your Airfields, allocate Hits to the Strategic Game Development Holly Verssen Bombing Aircraft as normal. Map Artwork Cloud Quinot Box Artwork Paul Hoefener 1945 Japan Invasion Movement Research Dave Schueler This rule section only applies to the 1945 Campaign. In preparation for the possible invasion of Japan, the US Playtesters Chris Richardson started reserving forces to conduct the invasion. Rulebook Proofing Hans Korting

At the start of each US Movement step, you may move up Copyright 2015 • Dan Verssen Games (DVG) to 7 Force counters from the Hawaiian Islands and West Coast to the 1945 Japan Invasion box. Pay 1 Supply Point for each Force moved.

At the end of the Campaign, add up the Buy Cost of all the Forces in the box to determine the number of Objective Points they earn toward Victory.

Example: The Cost of the Forces in the box total 82 points. This counts as 2 Objectives toward Victory. If you also Hold 13 of the 16 Objective Areas on the Campaign Map, you have 15 Objectives, which is a “Historical” Evaluation. 1945 Iwo Jima and Okinawa During the 1945 Campaign, do not roll Japanese Orders for the Forces on Okinawa and Iwo Jima. 1945 Early Campaign Ending During the 1945 Campaign, end the Campaign after the “Jul/Aug” Campaign Turn. Linked Campaigns Instead of playing each Campaign as a stand-alone game, you can link them into a series of linked Campaigns stretching from 1942 through 1945.

Play each Campaign and record the number of Objectives

21 Japanese do not have any Infantry or Land-Based Aircraft Ashore Extended Example on Midway, so I do not take any Land-Based Aircraft. I move the 4 Forces next to Midway, place the Battalion on a Japanese This is an example of play for the 1942 Campaign. Some of the Transport, and place an In Transit counter on them. decisions in this example were made to illustrate game mechanics, rather than being the optimal winning strategy. US Movement I need to defend Midway, so I move the Lexington, Set-Up Chester/Louisville, DESRON 1, and the 11th BG from the I start by deciding to play the 1942 Campaign. I reference the Hawaiian Islands to Midway. That costs me 4 Supply points. I 1942 Set-Up Sheet to place the 1942 US and Japanese Forces on also move the 2 Battalions on the West Coast to Midway, and the Campaign Map. I place all the listed Forces in their place them on Transports, for a cost of 2. I move the Enterprise, designated Areas. I then randomize the Japanese Forces in each Chicago/Northampton, DESRON 2, the 18th FG, and the 28th stack (Ships, Infantry, and Land-Based Aircraft). I then place BG to the Solomon Islands, just in case the Japanese move Objective counters and gather the 1942 US and Japanese Carrier- Forces there, for a cost of 5. I also move MAG 21 and RAAF BG Based Aircraft counters and place them to the side. I place all the 1 to Borneo for a cost of 2. Japanese Battalion counters that were not placed on the map in the Battalion box on the Campaign Map. I am now ready to play. Japanese Orders I replace the 3 In Transit counters with Moved counters. I also First Campaign Turn place Moved counters on the Lone Infantry and Land-Based I begin by moving the Campaign Turn counter from the “Start” Aircraft on: Okinawa, Iwo Jima, Mariana Islands, Caroline box to the “Jan-Feb” box. Islands, Gilbert Islands, and Wake Island.

US Resupply I now start rolling for Japanese Orders. I start with the Carolines I place 7 points of Supply counters in the US Reinforcements and roll a 4 - South. They can move to New Guinea or the area as well as 20 points of Supply counters in the US Supply Solomon Islands. I roll again, and they go to the Solomon Points box. I’ll start by purchasing my Reinforcements: The CV Islands. I move the Furutaka/Kako, Aoba/Kinugasa, Destroyer Gp Hornet for 5 points, the 1st Marine for 2 points, and the RAAF 5, 1 Battalion, and no Land-Based Aircraft to the Solomon BG 2 for 2 points, for a total cost of 9. I spend all 7 of my Islands. The Order calls for 1 Infantry Move, but there are no Reinforcement points as well as 2 of my Supply Points, leaving Land-Based Aircraft and only 1 Battalion in the Carolines, so the me 18 Supply Points. I place the Hornet and 1st Marine in the Battalion cannot Move. Instead, I take 1 Battalion from the box West Coast, and RAAF BG 2 in Australia. and place it on a Transport. I place a Moved counter on the stack. I roll again for the Carolines, 7 - Join a Battle. There are 4 Areas Scouting with Battles right now: Borneo, New Guinea, Solomon Islands, I decide to Scout the Japanese Forces in the Philippines once, and and Midway. I roll, and they go to Midway. I move Destroyer their Forces in Japan twice. I spend 3 Supply points to do so. Group 4, Sub Group 3, and 1 Battalion (from the Battalion box) to Midway. This ends the Movement for the Carolines. I roll for the Philippines and get a “4”, a “South” Order. The only legal Area to move to is Borneo. I move the top 3 Ships, I proceed to the other Japanese Areas and roll Orders to resolve Myoko/Haguro, Ashigara/Nashi, and Destroyer Gp 6, and 1 the movement for all of their Forces. During this time, the Hiryu Infantry, the 16th Inf. Since the Japanese had Infantry or Land- moves to the Solomon Islands. Based Aircraft Ashore in Borneo at the start of the Scouting step, I also move 2 Land-Based Aircraft, the 14 Sentai and 3 Kokutai. I Solomon Island’s Battle move all 6 Forces to Borneo and place an “In Transit” counter on Time to resolve the Battles! I choose to resolve the Battle in the them. I also place the 16th Inf on a Japanese Transport counter. Solomon Islands first. I move all the Forces from the Solomon This will remind me that the 16th Inf begins the Battle in the Islands to the Battle Map. I place the Enterprise and DESRON 2 Coastal Area of the Battle. in the US Ocean Area, the Chicago/Northampton in the Coastal Area, the Battalion in the US Foxholes Area, and the 18th FG, I now perform a Scouting roll for the Forces in Japan. My first and the 28th BG on the US Airfields. I also place an Airfields “2” roll is a “2”, a “Hold” Order. I select the top 6 Ships: Soryu, counter next to them. I then move the Japanese Forces: The Hiryu Shoho, Nagato/Mutsu, Tone/Chikuma, Destroyer Gp 1, Sub Gp 1, must go in the Japanese Ocean Area. The Ship with the Lowest and 2 Infantry which are 2 Battalions. I would also select up to 3 Surface Attack rating, Destroyer Group 5, also goes in the Land-Based Aircraft, but there are none on Japan. I place these 8 Japanese Ocean Area. A Ship with the highest Surface Attack Forces in a separate stack by Japan, and place an In Transit rating, the Aoba, goes in the Coastal Area. The next Ship with the counter on them. I also place a Resupply counter in the box next lowest Surface Attack rating would then go in the Japanese Ocean to the New Japanese Forces chart. Area, but the Japanese only have 1 Aircraft Carrier and there is already 1 Ship there, so the Furutaka goes to the Coastal Area. I then roll again for Japan, and get a “10”, “Closest Objective The Transport also goes to the Coastal Area. I now place Carrier- with US Present”. I look on the Campaign Map and see there are Based Aircraft. I place 1 A6M, 1 D3A, and 1 B5N next to the 3 Objectives with US Forces that are equally close: Midway, Hiryu. I also place 1 F4F, 2 SBDs, and 1 TBD next to the Solomon Islands, and New Guinea. All are 4 moves from Japan. I Enterprise. roll a die (1-3 = Midway, 4-6 = Solomon Islands, 7-9 = New Guinea, 10= roll again), and I get a “2”. I now know they are I roll a “4” for Battle Turns, so the Battle will last 2 Turns. Japan moving to Midway. I take the top 3 Ships: Kaga, Akagi, has 5 Forces, so they will receive 2 Battle Plan draws each Battle Hiei/Kirishima and 1 Infantry from Japan. They do not have any Turn. I choose my Battle Plans. I receive 3 free Battle Plan Infantry in Japan, and they are moving to an Area with US Points, and I spend 1 Supply Point to get 3 more Points. I select: Forces, so I take 1 Battalion from their Battalion box. The Furball (1), AAA (2), Anti-Aircraft (1), and Seabees (2).

22 I begin the 1st Battle Turn by drawing 2 Japanese Battle Plans: I roll for their A6M and get an 8, so I move their A6M to the US No Contact and Ship Combat. I now get to move my US Aircraft. Ocean. Their No Contact prevents me from sending Aircraft to the Japanese Ocean Area, so I send 28th BG, 2 SBDs, and the TBD I roll for the Dogfighting in the US Ocean. The A6M rolls a 7 to the Coastal Area. I leave the 18th FG on the Island, and the and Damages my F4F. My F4F rolls a 4, inflicting 1 Hit. I F4F in the US Ocean. I roll for the Bombers on the Hiryu, and expend Furball to inflict a 2nd Hit. I Destroy the A6M. get a “2” - Japanese Ocean. There are no legal targets there, so I move forward to the Island. They can bomb my Airfield so they I roll for AAA in The Japanese Ocean. I roll a 6 for Destroyer move to the Island. I roll for the Hiryu’s Fighter, and get a “6” - Group 5 and a 9 for the Hiryu. No Hits. I roll AAA for the US Coastal. There are Aircraft in the Coast, so it is a legal move. Ocean. I roll a 7 for DESRON 2, a miss, and a 5 for the Enterprise. Another miss. I expend the Anti-Aircraft Plan to re- I resolve Dogfight combat for Areas with opposing Aircraft. In roll for the Enterprise, and get a 3, 1 Hit. I expend the AAA the Coast, I roll a 2 for their A6M Attack and it inflicts 2 Hits. I Battle Plan to inflict a 2nd Hit. I choose to inflict 2 Hits on the have 2 Aircraft of value 1 to allocate the Hits against. Since my D3A, Destroying it. Carrier-Based Aircraft get freely replaced at the start of each Battle, I inflict 2 Hits on the TBD, Destroying it. On the Island, I I roll for my Bomb Runs in the Japanese Ocean. I have 2 rolls of roll for the 18th FG, and score no Hits. a 4, and roll a 6 and 1, scoring 1 Hit, and Damaging the Hiryu.

I resolve AAA combat for the Coastal Area. They have 2 Ships, I roll for their Bomb Runs in the US Ocean. They have a roll of a each Hits on a 2 or less. However, they also have the Ship 6. I roll a 3, 1 Hit, Damaging the Enterprise. Combat Plan, which increases their rolls to 5/2. I roll a 6 and 3, inflicting 1 Hit. I must take it to the 28th BG, Damaging it. I roll I roll for Naval Gun Attacks. I roll a 9 for the Furutaka, a Miss. I AAA for the Chicago against the A6M and score no Hits. roll a 2 for the Chicago, 1 Hit. I Damage their Battalion.

I roll for Bomb Runs. I’ll start with mine in the Coastal Area. I I roll for Infantry Attacks. Their Battalion is on the Beach and have a 4, 4, and 1. I roll for each and get: 2, 3, and 9, and inflict 2 cannot Attack. Their Infantry Combat Plan has no effect. I roll an Hits. I Destroy the Aoba. The Japanese get 2 rolls of a 4 and 2 on Attack for my Battalion and get a 1, scoring 1 Hit, and Destroy the Island. I roll a 2 and 1, for 2 Hits. My Battalion has the their Battalion. lowest value on the Island, but the Japanese cannot attack it because they do not have Infantry or Land-Based Aircraft on the I return Aircraft. I Destroy the B5N because the Hiryu is Island. I must take the Hits to my Airfield. I expend Seabees to Damaged and cannot land Aircraft. I Destroy the SBDs and F4F stop 1 Hit, and reduce my Airfield from a 2 to 1. because the Enterprise is Damaged and I have no other Aircraft Carriers in the Battle for them to land on. There are no Submarines in the Battle, so I skip the Torpedo and Depth Charge steps. This completes the Battle for the Solomon Islands.

I roll for Naval Guns. My Chicago needs to roll a 4 or less, and I I go on to resolve the Battles in Borneo, New Guinea, and roll a 2, inflicting 1 Hit, which Damages the Furutaka. The Midway. Furutaka also has a 4, increased to 7/2 due to Ship Combat, and rolls a 1, for 2 Hits. I must take 1 Hit to my Airfield (reducing it Japan Reinforce to a 0), and 1 Hit to the Chicago, Damaging it. I roll a die and add 3 due to the Resupply counters. I roll an 8, plus 3, minus 2 for the Damaged Hiryu and Furutaka, equals 9. The Japanese do not have Infantry or Land-Based Aircraft on the The Japanese receive 2 Ships, 2 Infantry, and 1 Land-Based Island, so I skip Infantry Attacks. Aircraft. I move those counters from their Reinforcement stacks to Japan. During the Infantry Advance step, I move the Japanese Battalion to the Japanese Beaches and remove the Transport from the Japan Repair Battle. I flip the Hiryu and Furutaka to their full strength sides and place them at the bottom of the Japan Reinforcement Ship stack. I return the 2 SBDs to the Lexington, the Damaged 28th BG to the Island, and the A6M, D3A, and B5N to the Hiryu. I have a US Return to Port problem. I have 2 Land-Based Aircraft trying to land, and my I move the Ships in the 1942 to 1945 Return to Port box to be Airfields have been reduced to 0. I Destroy the 18th FG and the next to the Hawaiian Islands. I move all the surviving US Ships 28th BG. in the Solomon Islands, Australia, and Midway to the 1942 to 1945 Return to Port box. I advance the Battle Turn counter from the 2 to the 1. This ends the 1st Battle Turn. US Supply Check I check, and all my Forces are in Supply. To start the 2nd Battle Turn, I draw 2 Japanese Battle Plans: Infantry Combat and Carrier Attack. US Defeat Check I Hold 6 Areas, so I am not Replaced. This ends the 1st I move my 2 SBDs to the Japanese Ocean. Campaign Turn.

I don’t roll for their Bomber movement, they automatically roll a “10”. I move their D3A and B5N to the US Ocean.

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