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Midway Basic Rules

The document provides the basic rules for playing the board game about the Battle of Midway. It summarizes the components of the game including the game boards, playing pieces representing ships and aircraft, and markers. It explains key concepts like the task force areas that group ships and aircraft, different areas for bases and aircraft carriers, and limits on the number of units that can be in each area. It also gives an overview of how gameplay is structured around turns with an assembly step and action phase for each side to perform movements and operations.

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50% found this document useful (2 votes)
2K views26 pages

Midway Basic Rules

The document provides the basic rules for playing the board game about the Battle of Midway. It summarizes the components of the game including the game boards, playing pieces representing ships and aircraft, and markers. It explains key concepts like the task force areas that group ships and aircraft, different areas for bases and aircraft carriers, and limits on the number of units that can be in each area. It also gives an overview of how gameplay is structured around turns with an assembly step and action phase for each side to perform movements and operations.

Uploaded by

Rick
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

BASIC GAME RULES FOR PLAYING

AM
-
and situations. Players are permitted to watch everything done on the opposing
Operations Card. NOTE: In the Basic Game, the "Max. Strike", "High C A P and
"Low C A P boxes are not used.
2cl) TASK FORCE AREAS: "Task force areas" are identified by names corre-
[ 1 ] GAME EQUIPMENT sponding to those on a side's task force markers. Any units placed in a task force's
Please examine the game's components while reading this section of the rules. boxes are considered to be located in the Searchboard hex occupied by the task
- -AMEBOARDS: There are three gameboards. Two are "Searchboards"
'
force's marker. Ship units are kept in an area's "Ships" box, and "flying" air units
ng the area in which the Battle of Midway was fought. Searchboard edge col- are kept in the other boxes
ors and titles indicate which side uses each. Islands are indicated in green, and vari- 2c2) THE MIDWAY BASE AREA: The Midway "base area" corresponds to the
ous setup areas are outlined and identified by Roman numerals. There is also a Midway base unit (in Searchboard hex "M5"). Air units placed in its boxes are con-
"Battleboard", which shows blank ocean and is used to resolve battles. On all sidered to be located in that hex The Midway base area combines features of both
gameboards, individual hexagons, each identified by a letter-number code, are the task force and named ship areas.
called "hexes", and this grid regulates movement and positioning. 2c3) NAMED SHIP AREAS: Ship units that carry aircraft have "ship areas" with
lb) PLAYING PIECES: The die-cut playing counters must be carefully punched their names. Air units placed in a ship area's "Arming" and "Ready" boxes are con-
out to provide the playing pieces. The numbers, symbols and colors (American sidered to be located "On Board" the corresponding ship unit. Their ship unit is
dark blue and Japanese red print) on the counters provide game information, as located in a "Ships" box in a task force area, so that its air units are also located in
shown below: the Searchboard hex containing that task force marker.
l b l ) UNITS: The "units" represent the ships and aircraft present at the actual bat- 2c4) CAPACITY AND LAUNCH FACTORS: Base and ship areas also contain
tle, plus the American base on Midway Island. Important game information is printed game data. The "capacity" is the maximum number of air units that can be
printed on the units. Most are printed on both sides (back or "reduced strength" placed in the "On Board" or "On Ground" boxes at any one time. For example, the
sides have a white stripe on the unit). "Enterprise", with a capacity of "8" may never have more than eight air units

-
.- --- located in its "Ready" a d o r "Arming" boxes. The "launch factor" is the maxi-
BASE UNIT
Defense Factor
mum number (frontlback) of air units that can "take off' from a ship or base during
Midway a single Turn. For example, the "Enterprise" launch factor is "4/2 "-this means a
Type G c t u r e or Symbol "4" launch fnmr whpn the ship unit'sfront side is up, and a "2" launch factor
Front Facing
Surface Factc
Tapedo Fact
-- Rear Facing
Movement Factor*
Anti-Airaft Factor
2 ~ 8- - when its bat
2d) MULTWLE UNI'I'S' - - G E ~ ' H E R S T A ( Except where otherwise
noted (ie., see 2c4,4a2), there are no limits on the number of units and/or markers
The lener part of Ship/Base defense factors are not used in the Basic Game. that can be placed in the same hex or Operations Card box. Simply stack the coun-
ters in or (if very crowded) near their locations.

-
2e) GENERAL MOVEMENT RULES: Dice do not determine movement-they
/Defense Factor resolve combats. Players may move any or all of their units as desired, in any order,
"""'2
Type
Basing Color
subject to any limitations found elsewhere in the rules (ie., see 3c, 3d1, 3d2). A
counter may be moved from hex-to-hex in any direction or combinations permitted
Picture by the grid and the counter's movement capabilities. Hexes may not be skipped or
Air c o m b a t 4 Movement jumped. Movement may not be transferred from unit to unit or accumulated from
Factor* Factor Tum to Turn. Units that exit the Searchboards in the Basic Game are considered to
B nh Factor
be eliminated.
See the back page of the Battle Manual for additional explanations.
(*) This information is not used in the Basic Game. [ 3 ] THE ACTION PHASE
Competitively roll one die each ar~dcompare the results. Roll again to break ties.
lb2) MARKvRS: "Markers" are used to record game information. The high roll side is Side A for the Turn, and the low roll side is Side B for the
MARKEI FRONT LACK MARKER FRONT : :K Tum. During the Turn, Side B performs a step or phase, then Side A. Both sides
--- E NAME SIDE SIDE should adjust their Turn marker to show their appropriate side (A or B). Then, per-
Enemy form the phase in this order:
Task Task 3a) THE ASSEMBLY STEP: Any desired and available air units may "take off'
Force Force now in order to "fly" during the Turn.
Free Torpedo 3al) No air units may "fly" during night Turns (the dark-shaded Turns on the
Roll (*I TIME RECORD TRACKS).
3a2) Only air units located in "Ready" boxes may "take off'.
3a3) To show a "flying" air unit, move it from a "Ready" box to the appropriate
Hit Turn "Normal Strike" box. At Midway base, shift an air unit from the Midway area's
"Ready" to its "Normal Strike" box. For a ship, shift an air unit from the ship area's
"Ready" box to the "Normal Strike" box of the task force area in which the ship
unit is located.
3a4) The number of air units that may be shifted from a "Ready" box may not
exceed its launch number (see 2c4).
3b) THE READY STEP: Any desired air units in an area's "Arming" box may
lc) SEARCHBP A Dn PN: This is placed between the two Seachboards so now be shifted to that same area's "Ready" box, or vice-versa.
that each side ca 3c) THE SEA MOVEMENT STEP: The opposing player is not informed of this
ld) OPERATIONS These cards, one for each side, are used to organize movement, which is secret on a side's own Searchboard. All desired task force
units off the gamebot--. markers are moved no more than one Searchboard hex per Turn. A counter that
le) RULES: This sheet contains the Basic Game rules of play. "enters" on a particular Turn is placed in a designated hex (see the scenarios) on
that Tum, and that counts as its movement for the entry Turn.
If) DICE: There are two "decimal" dice, numbered from "1" to "0.Always read
the " 0 as "10, the highest possible roll. 3d) THE AIR MOVEMENT AND SEARCH STEP: All "flying" air units are
lg) BATTLE MANUAL: The booklet contains examples of play for rules clarifi- now moved on the Searchboard. Although air units may be moved in any desired
order, a player will normally wish tofirst move the scout air units, which are useful
cation, scenarios, optional rules, and other material of interest. for searching, but not for combat. To move, an air unit(s) is placed on the
[ 2 ] GENERAL GAME RULES Searchboard and moved from the location of its task force marker or base unit.
2a) SETTING UP THE GAME: Decide, in any mutually agreeable manner, the 3dl) AIR MOVEMENT FACTORS: "Flying" units may be moved any number of
sides to command and scenario to play. Then, follow the directions in the General Searchboard hexes equal to or less than their "movement factor".
Scenario Setup Information section (7a in the Battle Manual), and the individual 3d2) AIR MOVEMENT RESTRICTIONS: "Flying" scout.air units may be
scenario setup information (7b, 7c, 7d, or 7e). moved individually, as desired. All "flying" combat air units originating from the
2b) TURNS: A game starts when all setup is complete, and is played in "Turns". same hex must be moved and kept together as far as their movement factors allow
A game ends when a scenario's required number of Tums has been played. Every (drop off units with fewer movement factors as their last hex is entered-if empty,
Basic Game Tum is played in the following order: they cannot participate in a battle).
2bl) THE ACTION PHASE: Use competitive die rolls to determine Sides A and 3d3) AIR SEARCH: Air movement is made on a side's own Searchboard, and
B. For the Turn, Side B performs each step or phase first, then Side A does so. some or all of it may be kept secret, if desired.
Perform the Action Phase in this order: 3d3.1) Air Search Procedure: To "search", the controlling player announces
2bl.l) The Assembly Step: Assemble air units to "take off' and "fly". the hex identification as an air unit(s) enters it. A unit(s) may be used to search
2b1.2) The Ready Step: Shift air units from "Arming" to "Ready" boxes or all, some, or none of the hexes it enters, as the player desires.
vice-versa on the Operations Cards. 3d3.2) Search Information: If there is nothing in an announced hex, the
2b1.3) The Sea Movement Step: Secretly move task force markers. opposing player says so. If a task force marker@)is in an announced hex, it is
"spotted", and the opposing player must reveal that there is a task force
2b1.4) The Air Movement and Search Step: All "flying" air units are moved marker(s) located in that hex, and the exact ship units present.
on the Searchboards, and all searches conducted.
3d3.3) Spotting Reference: The searching player should place an enemy task
2b2) THE COMBAT PHASE: Individual battles are conducted in any order force marker@)in that hex on his own Searchboard, with its "Exact" side@)up,
desired and determined by the Side A player. Individual battle combats are resolved
on the Battleboard, in the following order: and, as a memory aid, the exact information may be written down. No informa-
tion regarding air units in the hex is revealed.
Setup the defending base and/or ship units, then, the opposing combat air units.
3d4) AIR STRIKES: "Air strikes" are represented by all air combat units that end
Resolve all anti-aircraft combats, then all bombing combats. their movement in a hex containing an opposing task force marker@) or base unit,
2b3) THE AIR RETURN PHASE: Air units are returned to task force markers and these air combat units must be used for combat in that hex.
and/or (for the American side) the Midway base unit for "landing". 3d5) SEA SEARCH: After moving all "flying" air units, "sea searches" are con-
' '
-'A) THE T""" "WORD PHAT" mce the Turn markers. ducted by calling out any desired hexes that contain one or more of the side's task
.) USING _ PERATIONS _ _:Ship and air units are placed in the force markers and/or base unit. Search information for these hexes from the oppo-
various "areas" and "boxes" of the sides' Operations Cards to record their locations nent is handled the same as in rules 3d3.2 and 3d3.3.
[ 4 ] THE COMBAT PHASE Bombing combat represents aircraft dropping bombs
Each hex containing a task force marker(s) and/or the base unit where opposing vi an ~ I S C L ~ w
~ J ~ or
e ship. It always takes place @er anti-aircraft com-
combat air units ended movement is a "battle hex", and is resolved as a separate bat. During bombing combat, the side with the air units is the "attacker". The deci-
"battle" on the Battleboard. During a Turn with more than one battle to resolve, the sion as to which which friendly unit(s) to use against which target unit(s) was
Side A player determines the order of their resolution. Then each battle is handled, already made during air attack battle setup (see 4a3).
individually, in tum, as covered below: 4dl) BOMBING COMBAT CATEGORIES: There are a number of "categories"
JP: In the Basic Game, only combats involving bomber types of bombing combat, as follows:
, - , .- ', " M or "T") are considered; opposing ship units in the same 4dl.l) "Dive bombing" must be the category used by dive ( " D type) bomber
Searchboard hex or opposing combat air units in the same Searchboard hex do not units (also see 4a3.1).
have combats with each other. The counters used for a battle must be placed on the 41.2) "High level bombing" musf be the category used by heavy ( " H type)
Battleboard. NOTE: Scout air units in the hex are not used for combat and are left bomber units (also see 4a3.1).
in the Searchboard battle hex.
41.3) "Medium level bombing" must be the category used by medium ( " M
4al) BASE SETUP: If only the Midway base unit is in the hex, the American type) bomber units (also see 4a3.1).
player removes the unit from his Searchboard (the base unit on the Japanese
Searchboard remains there, although any damage should be recorded on both iden- 4d1.4) "Medium level bombing" must be the category used by torpedo ("T"
tical base units), and places it in a hex near the center of the Battleboard. If there type) bomber units when attacking the base unit. When attacking a ship unit,
are also American ship units in the hex, the Midway base unit is setup exactly the "torpedo bombing" must be the category used (also see 4a3.2).
same as a ship unit (see below). 4 2 ) COMBAT BY CATEGORY: Each category of bombing is handled as a sep-
4 2 ) SHIP SETUP: Note the task force markers in the battle hex. Ship units are arate combat, in any order desired by the attacker. For example, a torpedo bomber
removed from these task force's "Ships" boxes on the Operations Card. These ship unit and a dive bomber unit are both attacking the same enemy ship unit. The tor-
units may be setup as desired anywhere on the Battleboard, even if they were in pedo bombing combat is resolved, first then the dive bombing combat is resolved
separate task forces, as long as all units fit on the Battleboard, there is only one unit (or the order of resolution could be reversed, ifdesired).
per hex, all face in the same direction (the front facing to a hexside) and there is at 4d3) ATTACKER'S MODIFIERS: Bombing factors are a combat modifier for
least one empty hex around all units. the attacking side, and each unit may have its bombing factor used only once per
4a3) AIR ATTACK SETUP: Now, all the opposing combat air units are removed Combat Phase. If two or more units are making the same bombing category combat
from their Searchboard battle hex and setup. The air units are placed to show the against the same enemy unit, their bombing factors must be added together as a
enemy ship or base unit to be attacked: combat modifier. Other possible attacker combat modifiers (also see the
Battleboard's COMBAT DIE MODIFIERS CHART) are as follows:
4a3.1) Dive bomber ( " D type), Heavy bomber ("H" type) and Medium
bomber ("M type") air units are stacked directly on top of their target unit. 4d3.1) A "+3" combat modifier applies for a
torpedo bombing combat if any or all of the tor-
4a3.2) Torpedo bomber ("T" type) air units are placed adjacent to and with pedo bomber units front facings are coming in
their front facings pointing at their target ship unit. If stacked, they must face on both sides of a target ship's front facing (an
the same direction. However, if attempting to attack the base unit, torpedo "anvil" attack).
bombers are considered to be dropping bombs instead of torpedoes, and are
4d3.2) A "-2" combat modifier applies for a
IBATS: All combats in MIDWAY are torpedo bombing combat if any or all of the tor-
resolved similarly, as explained below: pedo bomber units face a target ship unit's front
4bl) ATTACK ANNOUNCEMENT: The attacker announces, in any desired and/or rear facing (the ship is "threading" the
order, that a unit(s) is attacking a specific single enemy "target" unit for an "indi- torpedoes).
vidual combat". Even when a hex contains a stack of units, only one unit in the 4d3.3) A "+4" combat modifier applies for a dive bombing combat if the target
stack is selected as the target unit. unit is a ship unit that has a combat air unit(s) in its Operations Card "Ready"
4b2) COMBAT MODIFIERS: "Combat modifiers" are added and/or subtracted box. The defending player must reveal this when the total modifiers are calcu-
to the numbers rolled on a die to resolve a combat. These modifiers come from lated, but not before.
involved units' factors (always positive) and/or their situations (see 4c2,4d3, and 4d3.4) A "-5" combat maer applies for a high level bombing combat if the
44). For example, an air combat unit with a bombing factor of "4" has a "+4" target unit is a ship unit, and a "-1" combat modifier applies for a high level
combat modifier for bombing combat. A "0" factor indicates that a unit can be bombing combat if the target unit is a base unit (which cannot happen in this
used, but there is no modifier. A "-" factor indicates that there is no factor and the game, but the modifier is included for completeness).
unit cannot participate in combats requiring the use of that factor. All of a side's
combat modifiers in an individual combat are cumulative, and combined into a 4d3.5) A "-5" combat modifier applies for a medium level bombing combat if
"total modifier". the target unit is a ship unit, and a "4" combat modifier applies for a medium
4b3) COMBAT NUMBERS: After the total modifiers for each side are deter- level bombing combat if the target unit is a base unit.
mined and announced, both players roll a die and add their side's total modifier to
their die roll. The die roll plus or minus the side's total modifier equals the side's
4d4)
. . . DEFENDER'S
... . MODIFIERS: The defending side's only combat modifier is
it's defense factor.
"combat number". SPECIAL NOTE: If the combat number is modified to less than At the end of each battle, all units are retumed to their
"l", consider it to be a "1" for resolution purposes. se'archboards and/or Operations Cards.
4b4) COMBAT RESOLUTION: Compare the combat numbers to resolve the 4el) SHIP UNITS AND TASK FORCE REORGANIZATION: At the end of a
combat and find the results, as follows: battle, after all combats are completed, all surviving ship units (with all damage
Defender Is Equal or More: If the defender's combat number equals or recorded) are shifted to the "Ships" boxes of their task force markers in the battle
exceeds the attacker's combat number, there is no damage. A "miss"! hex, not necessarily the same ones they were in earlier if more than one task force
marker is in the same hex. This "reorganization" may be performed both on units
Attacker Is More: If the attacker's combat number exceeds the defender's just in battle and, also, in other hexes that were uninvolved, and may not be per-
combat number, but is not two times as much, one hit is scored. formed at any other time during a Turn. If all ship units are eliminated or removed
Attacker Is Two Times As Much: If the attacker's combat number exceeds from a task force's "Ships" box, its task force marker must be removed from the
the defender's combat number by two times, but not by three times, the defend- Searchboard. Any extra t&k force marker (currently off the Searchboard, even if just
ing unit is flipped over. removed) mav be newlv laced in a Searchboard hex containing a shiu unitk) if one
Attacker Is Three Times As Much: If the attacker's combat number exceeds or more ofthike ship &its is placed in its "shipsv box on the +ratidns &d:.
the defender's combat number by three times or more, the defending unit is 4e2) BASE UNIT: If in a battle, the Midway base unit is retumed to Searchboard
eliminated. hex "M5" with any damage recorded identically on both units on both
4b5) RECORDING AND EFFECTS OF DAMAGE: Any damage to a unit is Searchboards. If eliminated, both identical units are removed from play.
recorded and applied immediately. Record damage to units as follows: 4e3) AIR UNITS: Air units (with all damage recorded) are returned to the
Searchboard's battle I
1Hit: If one hit is scored on a unit, stack a 1 hit marker on the unit. If there is
already a 1 hit marker with the unit, flip the marker over so that the 2 hits [ 5 ] THE - -R K----RN PT- -7
marker side shows. If there is already a 2 hits marker, the unit is flipped over,
with the effects covered under "Flipped" and "Eliminated", below. Any unit
After all battles have beel. ,,.,,p,,.ed,
able Searchboard hexes, ifpossible.
all ah ,. '

st return and "land" in avail-


stacked with a hit marker (either side up) has all of its face up factors except for E TO LAND. An air unit may "land" anywhere possible, given these
its movement factor reduced by "-1".
Flipped: When a unit with its front side showing is flipped over, adjust it so 5al) BASING: Air units with green basing dots must "land" in a hex containing a
that its back, or reduced strength, side is up and remove any hit marker. The friendly base unit. Air units with yellow basing dots must "land" in a hex contain-
factors on the unit's back side are now the ones that apply. If the back side of ing a friendly seaplane tender ("AV") ship unit. Air units with white basing dots
the unit says "ELIM the unit is eliminated. When a unit with its back side must "land" in a hex containing a friendly aircraft carrier or light aircraft carrier
already showing must be flipped over, it is eliminated instead. unit, or a friendly base unit.
Eliminated: An eliminated unit is considered as destroyed and removed from 5a2) MOVEMENT: An air unit must be able to reach a "landing" hex using its
play. If a base or ship unit is eliminated, all air units in that unit's "Ready" movement factor. No searching is done during this return movement.
5a3) CAPACITY: The maximum "capacities" of ships and the base (see 2c4) must
"Anti-aircraft combat" represents firing anti- not be exceeded.
aircraft guns at enemy aircraft. During anti-aircraft combat, the side with the base NG E: To "land" an air unit, simply place it in an appro-
and/or ship unit(s) is the "attacker", and makes the decisions (subject to limitations ,..-.._, ..ltion~ -- - . ig" box for the hex where it "lands". For example, an
found below) as to which which friendly unit(s) to use against which enemy unit(s). American air unit moved to hex "MS" could be placed in the Midway base
4cl) RANGE: Anti-aircraft combat can be directed at an enemy air unit up to three
Battleboard hexes from the ship or base unit. This three hex "range" can be counted Any air unit unable to "land" for any reason is eliminated. If
through hexes containing ship, air or base units. there is a choice of air units to eliminate, that side's player makes the choice.
4c2) ATTACKER'S MODIFIERS: Anti-aircraft factors are a combat modifier
for the attacking side, and each unit may have its anti-aircraft factor used only once 61 [E 2ECORD PHASE
per Combat Phase. If two or more units are used against the same enemy air unit, ndvance me Turn MarKers ro point to the next box on both sides' Searchboard
their anti-aircraft factors must be added together as a combat modifier. Other possi- TIME RECORD TRACKS. If the final Turn has been completed, count victory
ble attacker combat modifiers are as follows: 'see7a3 i~ ' BattleM, " ':the ' ' r.
4c2.1) A "-2" combat m&er applies if the target air unit is using high level
bombing (see 41.2).
4~2.2)A "-1" combat modifier applies if the target air unit is using medium 7340001
level bombing (see 41.3 and 41.4).
4c3) DEFENDER'S MODIFIER: The defending side's only combat modifier is
1 ne Avalon n I bame LO]-- pany
DIVISION OF MONARCH AVALON, INL.
the target air unit's defense factor. 4517 Harford Road Baltimore, MD Printed in USA All Rights Reserved
UNIT INFORMATION REFERENCE
I

I
Front Facing

Surface Factor
Torpedo Factor
*
- -
SHIP AND BASE UNIT INFORMATION

* ---/
F-
4 Defense Factor
Rear Facing
Picture or Symbol
Movement Factor *
Anti-Aircraft Factor
I
BATTLE MANUAL

I
Picture
Air Combat Factor *
- - I-Defense

~ o m b i i gFactor
Factor
asi in^ Color b
Movement Factor
I
. Ship and Base Types:AP = Transpyt; A V = Seaplane Tender; B = Base; BB = Battle
lip; C A = Heavy Ctniser; CL = Light C ~ i s e rC; V = Aircraft Carrier; CML .:Light Aircfal
anier; DD = Destroyer. Destroyer a d transport type ship units represent &tee po six ship
rch; all other ship units represent one (name) ship.
Types and Bombing Clltegorles (461): D = Dive Bomber (dive bambing); F
ighter; ff = Heavy Bomber (high level bombing); M = Medium Bomber (medium levt
omlri&& S = Scout; T = Torpedo Bomber (media level bombing vs. the base and torped
mbing vs. ship units). All large size air units are called "air wmbat units", and all sma
ze air units are catted "scout air unit-"
. B d B g Colors:
Ye11aw: May land only on an A V
Green: MY land ooly on a base
White: ~ a land; only on a base, CV, or CVL,
:This infamatian is not used in the Basic Game.
keatlng New Scout Air Units (option 1%):
American: " H Class = Scouts I - K; "M"
Japanese: "D" Class = Scouts A - G; 'T"

iTX@II This manual contains information that supplements the rules.


Please read the rules before examinin

R
OzEg;
The Avalon Hill Game Company
DIVISION OF MONARCH AVALON, INC.
O 1991 The Avalon Hill Game Company Printed in the USA All Rights Reserved The Avalon Hill Game Company
DIVISIONOF MONARCHAVACON, INC.
[ 15 ] EXPANDED SEARCH RULES ........................................................................
Page 34
15a) Variable Spotting Information .........................................................................Page 34
15b) Loss of Scout Air Units ...................................................................................
Page 35
15c) Creating New Scout Air Units ...............................................................................
a g e 35
TABLE OF CONTENTS [ 16 ] SURFACE COMBATS .....................................................................................
Page 35
[ 17 ] MULTI-PLAYER RULES ................................................................................
P a 41
RULES
........................................................................................... [ 18 ] UMPIRED GAMES ..........................................................................................
P a 42
[ 1 ] GAMZ EQUIPMENT P a1
.................................................................................. OTHER SOURCES ....................................................................................................
P a 44
[ 2 ] GENERAL GAME RULES
2a) Setting Up the Game .................................................................................................
Pae 1
Page 1
UNIT INFORMATION REFERENCE ......................................................................
P a 48
2b) Turns ........................................................................................................................ Page 1
2c) Uskg the Operations Cards ...................................................................................... Page 1
2d) Multiple Units Together-Stacking .......................................................................... Page 1
2e) General Movement Rules .......................................................................................... Page 1 Each "scenario" is a separate game with its own unique rules and victory conditions. To start a
[ 3 ] THE ACTION PHASE . ........................................................................................Pa e 1 game, select one of the scenarios (see 7b, 7c, 7d and 7e) as the one to be played, and use any
3a) The Assembly Step ................................................................................................... Page 1 mutually agreeable method to determine which player will play which side. Scenario 7b is rec-
3b) The Ready Step ........................................................................................................ Page 1 ommended for beginning players. Scenarios Two (7c) and Three (7d) can be played using only
3c) The Sea Movement Step ........................................................................................... Page 1 the Basic Game rules if the "F'type air units given are not used. Scenario Four (7e) requires
3d) The Air Movement and Search Step ........................................................................... Page1 the use of optional rule 16.
[ 4 ] THE COMBAT PHASE ........................................................................................
P a2
7.) GENERAL SCENARIO SETUP INFORMATION: The information found here, plus
4a) Battk Setup .............................................................................................................. Page 2
4b) General R d e s For All Combats ................................................................................ Page 2 the specific information found in the individual scenarios, is needed to setup a game.
4c) Anti-Aircraft Combat ................................................................................................ Page 2 781) PLAYING SURFACES: Lay out the Searchboards on a table between the players, so
4d) Bombing Combat ...................................................................................................... Page 2 that one is directly in front of each player. Place the Searchboard Screen between the two
4e) BrtHle's End. ...............................................................................................age ......2......... Searchboards so that each player can see only his own Searchboard. The players should place
[ 5 ] THE AIR RETURN PHASE .................................................................................
Page 2 their side's Operations Card conveniently beside the Searchboard. Then, lay out the Battle-
[ 6 ] THE TURN RECORD PHASE .............................................................................
P a2 board on the other side of the Searchboards.
THE MIDWAY BATTLE MANUAL
REFERENCE INFORMATION
[ 7 ] THE SCENARIOS ................................................................................................
P e3
7a) General Scenario Setup Information ...................................................................... ge 3
7b) Scenario One: Introductory ...................................................................................... Page 5
7c) Scenario Two: The Midway Campaign .................................................................... Page 6
7d) Scenario Three: The Battle of Midway .................................................................... Page 8
7e) Scenario Four: Night Surface Action...................................................................... Page 11
[ 8 ] BACKGROUND ON THE BATTLE OF MIDWAY ..........................................
P a 12
8a) Training and Leadership .........................................................................................Pa ge 12 Imperial Imperial
8b) Task Forces ............................................................................................................
Page 12 Japanese
8c) Midway Island ........................................................................................................
Page 12 Japanese Operations
Ed) The Warships ..........................................................................................................
Page 13
8e) The Aircraft ............................................................................................................
Page 20 Card
................................................................................................
[ 9 ] HINTS ON PLAY a 23
[ 18 ] EXAMPLES OF PLAY ..................................................................................... P a 23
OPTIONAL RULES
[ 11 ] COMBAT OPTIONS ........................................................................................a e 27
I la) The Free Roll Marker ............................................................................................ Page 27
1lb) Aircraft Damage on Damaged Base and Ship Units .............................................. Page 27
1lc) Dead in the Water ............................................................................................ Page 27
1Id) Repairs .................................................................................................................Page 28
1le) Submarine Attacks ................................................................................................ a e 28
1lf) Different Ship Intervals .........................................................................................Page 28
[ 12 ] MOVEMENT OPTIONS ..................................................................................
Page 28
12a) Variable Sea Movement ........................................................................................ P a 28
12b) Modified Capacity and Launch .............................................................................Page 29
12c) Air Unit Ranges ....................................................................................................... 30 Lmerican
12d) Patrolling Air Units .............................................................................. .....30
age ............ Player
[ 13 ] WAVE ATTACKS .............................................................................................
a 31 A
[ 14 ] FIGHTERS ANB AIR COMBATS ...................................................................
P a 32
782) COUNTER PLACEMENT: points. Victory points are counted after the last Turn of a scenario is completed, and victory
7.2.1) Time: Check the "Time" information in the individual scenario. Both sides should points are always awarded for eliminating or seriously damaging enemy units. The VICTORY
place a Turn marker on their TIME RECORD TRACK on the Searchboards to show the POINTS CHART on the Searchboard Screen lists the victory points awarded for each enemy
starting Turn. For example, when setting up the Introductory Scenario (see 7b), which unit that is eliminatedlflipped to its back side at the end of the game. For example, a line on
starts on Turn 7, the players' TIME RECORD TRACKS should look as follows: the chart reads, "+25/+10: Per CV (Aircraft Carrier) EliminatedFlipped." At the end of a
scenario, if an aircrafi carrier unit is eliminated and another is flipped to its back side, the
June 3,1942 June 4,1942 other side would be awarded "25" victorypoints for the eliminated ship unit and "10" victory
a points for the flipped ship unit.
1) 1 2 3
a
4 7 8 9
c
10 11 1 783.1) Air combat units are worth "2" victory points each, regardless of type, only if elimi-
nated. Scout air units have no value.
7a3.2) An eliminated air combat, destroyer or transport unit that started a scenario already
7a2.2) Searchboard Setups: The task forces and the base unit needed for a scenario are flipped to its back side or which has the word "ELIM on its back side is worth only one-half
listed in the individual scenario's "Setup Information" sections. Place a side's needed task the normal victory points. For example, the Japanese #10 DD unit has "ELIM" on its back
force markers and one of the Midway base units on their Searchboards as indicated by the side. If eliminated, it is worth only "7" victory points (half the normal "14" victory points
individual scenario. For example, when setting up the Introductory Scenario (see 7b), the awarded for the elimination of a destroyer ship unit. This does not apply to other types of units.
United States player would place the Task Force 16 and Task Force 17 markers in any hex ..-.
or hexes (as desired by the American player) on the United Stares Searchboard east of the 783.3) 1 hit or 2 hits markers on units are wor
International Dateline, and a Midway base unit in hex "M5". The Japanese player would
place the Mobile Force task force marker in any "11" area (hexes "HI "H2", "I1 ",". -
7b) SCENARIO ONE INTRODUCTORJ his scenario has a reduced number of units
and Turns. It covers only the most important uay of the fighting (June 4), is intended as an
"12 ", "13 ", " J l ", and "52 ") hex (any one of these hexes, as desired by the Japanese introduction to the game, and should be played using only the Basic Game Rules.
plnyer), nnd the drtplicnte Midwny hose rtnit in her "M5".
~ O T E Any: unit listed in the setup information with "(back)" next to the unit is setup with t h 3
unit already flipped over so that its back side is showing. Any unit listed in the setup information
with "(1 hit)" next to the unit is setup with tk- ..-:'-'-
eady marked with a "1 hit'' marker.

782.3) Operations Card Setups: All or tne game's ship and air units are located on tlrz
Operations Cards in boxes that display their organization and status. Their locations are
represented on the Searchboards by the base and task force markers.

-
Setting Up Ship Units: Place a
side's needed ship units in the
"Ships" areas of the appropriate Task Force 17
task force boxes on their Opera-
tional Cards as indicated by the
individual scenario's Setup
Information sections. For exam-
ple, when setting up the lntro-
ductory Scenario (see 7b) on the
United States Operations Card,
ship units "Yorkrown", "Asto-
ria", "Portland", and destroyer
unit "2" should be placed in the
"Ships" box of the Task Force
17 area, as shown at right: -
1 CV Kaga: KD, IKT,
Setting Up Air Units: Place a side's CV Yorktown
needed air units in the "Ready" or "Arm- 8 Ca~acitv
ing" boxes of the appropriate base and ship
. - 412 Launch
1 AV - Tone: Scout N.
areas on their Operations Card as indicated I ON BOARD I
by the individual scenario's Setup Informa-
tion sections. For example, when setting up
the Introductory Scenario (see 76) on the
United States Operations Card, combat air
units "B3", "BS", "T3 ", and Scout air unit 7b4.1) The Japanese side wins with more victory points than the American side has. The
" 0 " should be placed in the "Ready" American side wins with 10 or more victory points more than the Japanese side has. Any other
andor "Arming" boxes (as desired) of the result is a "tie" game.
Yorktown area, as shown at right: 7b4.2) To play this scenario using the optional rules, especially option 14, setup fighter air-
craft units as follows: 1F6, 2F6 on "Enterprise", 1F8, 2F8 on "Hornet", "1F3, 2F3 on "York-
783) SPECIAL RULESIDETERMINING VICTORY: Read the "Special Rules" section of a town", lF221,2F221 on Midway base, lAF, 2AF on "Akagi", lHYF, 2HYF on "Hiryu", lKF,
scenario's instructions carefully, as it contains rules that apply only to that individual sce-
2KF on "Kaga" and ISYF, 2SYF on "Soryu".
nario. This section will also state what is required to win the scenario, which always depends
on "victory points". A scenario's special rules may include special methods to obtain victory 7b4.3) The American side holds the free roll marker (option 1 la) at the game's start.
4 5
7

This commentary briefly covers the events leading to the Battte aP Midway,
and gives an account of the historical battle.

.Ictory fever" the Japanese would call it later, referring to the overconfidence that
seized them in the spring of 1942. There seemed to be no end to the series o f one-sided victo-
ries. This overconfidence, combined with a mistaken underestimation of United States' inten-
tions and capabilities, led the Japanese to undertake the Midway campaign with only a por-
tion of their available carrier forces. After all, more had been won with less in the recent past.
The daring Doolittle raid on Tokyo in April, 1942 was a severe blow to Japanese pride,
and demonstrated a gap in their defensive barriers. Midway, in Japanese hands, would close
this gap, provide an invaluable outpost to watch Hawaii and as a base for ships, submarines
and aircraji to search the intervening waters. Midway Island's location was important enough
to draw out the weakened United States Navy for a decisive battle with the far stronger
Japanese fleet. What the Japanese high ccmcmand never realized was that American cryptolo-
gists had deciphered JN-25, the Japanese Navy's operational code, and knew exactly when
and where the Japanese offensive was due. Because the American commander, Admiral
Chester Nimitz, knew the Japanese plans in some detail, the Japanese were operating under
some serious misconcepiions.
Unaware that his arrangements were mouitored by the Americans, the Imperial Japanese
Navy commander, Admird Y m m o t o , devised a detailed aid intricate plan intended to sur-
prise and cmfPrse t&e Americans. Such was the virvlence $I the "victory fever", that the plan
depended fer success as mvch cm American &renee as en Japanese. A feint at the Aleutian
Islands to the far north would strike first, drawing American attention and forces out o f the
way. Then, the main blow would f d l on w h was assumed to bc a lightly-defended Midway, to
which the main Japanese fleet could give its undivided Hention, so that it could be swifry
overrun. The Americanfleet w d d t k n react, racing back from the Aleutians, and, after sail-
ing through and being attacked by a screen of Japanese submarines (which wwld also report
the American movements), be destroyed by the superior Japanese fleet, in Yamamto's long-
desired "decisive" battle.
Japanese intelligence services reported that aircraft carrier "Saratoga "was being
repaired (this was correct), and was not available for uperations. It was believed that both
carriers "Lexington" (which was goroe) and "Yorktown" ( d y damaged) had been sunk in the
Battle of the Coral Sea in May. The loss of light carrier "Shoho", the damage to carrier
" S h o l k u " , and the severe losses to the air complement of carrier "Zuikakr" in that same
battle were not regarded as serious, as the Americans were expected to have only the carriers
"Enterprise" and "Hornet", and possibly a few battleships that had survived the attack on
Pearl Harbor the previous December available for a battle. The Japanese fleet, backed by the
planes on their newly-captured Midway base, would win easily.
Admiral Nimitz, armed with whet appeared to be precise infonna-
tion on the Japanese plans, directed his tactical commanders, Admi-
ral Raymond Spruance with Task Force 16 ("Enterprise", "Hornet",
nd escorts), and Admiral Frank Jack Fletcher with Task Force 17
"Yorktown " and escorts) and overall tactical command, to sail
mediately to a position covering Midway. Midway itself, already
considerably strengthened since the start of the war, was rapidly
built-up with all available land and air forces. The Americans
p&nned miring less than a massive "awabush" on the careless and
unsuspecting Japanese aircraft carriers. The American warships
RETCHlECI passed through the Japanese submarine patrol area before the sub-
marines were in position, and joined 350 miles northeast of Midway
at "Point Luck" without k i n g detected. All was ready, a d the Japanese were right on time.

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7c) SCENARIO TWO THE MIDWAY CAMPAIGN: This scenario covers the eltire 7~4.2) Tke American Task Force 1 and the Japanese Screen Force were beth availabk for t*c
period of serious activities new Midway. It is the leagcst a d mest conpkte scersrie Battk of Midway, bat histaricdly took no pYt, se h e i r use is optional a d kfi to the playem.
included in the game. It is recomclded for experienced players of the game using most of Before play starts, both sides should secretly note if h i r o @ d task farre wit1 enter the
the optional rules. Searchbeard or not k used-reveal these . e ( c s at g u m ' s en8 f a verification. If the American
7cl)TIME: Starts w&h Turn 1, md ends .fter Tmn 23 (23 Tuns). playa decs enter Task Face 1 , h e Japacreoc side is awurled 15 h r victory p h t n at the
6
end of the game. If the Japanese player does enter Screen Force, the American side is awarded md Fleet: r l a b r c.1 rura "III" hex 111 c u r

10 bonus victory points at the end of the game. 1 CVL - Zoiho: ZHP,ZHT, Scout I.
7c4.3) The side controlling Midway at the end of the game is awarded 35 bonus victory A - Atago, Chokai, Hagnfo, Myoko.
points. The Japanese side is considered to control Midway if the Midway base unit is elimi-
nated, and, after this elimination, at least one Japanese transport (AP) ship unit can remain in
-
1 CL Yura. u
2 D D - # 8 #9.
hex "M5" for at least three consecutive Turns without being eliminated. If the Japanese side is
Place in any area "V" hex at the game's start.
unable to do this, the American side is considered to control Midway.
ano, Mikuma, Mogami, Suzuya.
7c4.4) Japanese Scout 0 may enter the Searchboard at either "M" area hex ("F11" or "HI 1"
on Turns 9 and 15 only. It returns to a " M hex to simulate landing off-board.
7~4.5)The Japanese side holds the free roll marker (option 1la) at the game's start.
7d4) SPECIAL RULES:
The Battle of Midway was one of the truly decisive battles of World War 11. In this one 7d4.1) The Japanese side wins with more victory points than the American side has. The
battle, the Japanese Navy lost over halfof its total carrier strength, along with many of their American side wins with 10 or more victory points more than the Japanese side has. Any other
finest aircrews. The shooting started on the day before the decisive blows were exchanged. result is a "tie" game.
JUNE 3, 1942: As a curtain-riser, a "Catalina" flying boat based on Midway spotted the 7d4.2) Japanese Scout 0 may enter the Searchboard at either " M area hex ("FI 1" or "HI 1"
Japanese troop transports (Escort Force, in the game) early in the day. That afrernoon, nine on Turns 9 and 15 only.
B-17 "Flying Fortress" bombers from Midway bombed and missed the ships from high alti- 7d4.3) The side controlling Midway at the end of the game is awarded 35 bonus victory
tude (although they claimed to have hit two battleships or heavy cruisers and two transports!). points. The Japanese side is considered to control Midway if the Midway base unit is elimi-
The major fleet units for both sides were still invisible to each other. nated, and, after this elimination, at least one Japanese transport (AP) ship unit can remain in
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--

7d) SCENARIO THREE THE BATTLE OF MIDWAY: This scenario covers only the hex "M5" for at least three consecutive Turns without being eliminated. If the Japanese side is
most important two days of the Battle of Midway, giving a reduced number of Turns to pro- unable to do this, the American side is considered to control Midway.
vide for a faster-playing game for experienced players using most of the optional rules. 7d4.4) The American side holds the free roll marker (option 1la) at the game's start.
7dl) TIME: Starts with Turn 7, and ends after Turn 17 (1 1 Turns). JUNE 4: June 4, 1942 proved to be the decisive day of the battle.
0430: Both sides launched search planes. One "Jake" floatplane from "Tone" did not get
away until 0500 due to catapult problems. By 0445, the Japanese tactical carrier commander,
Admiral Nagumo, had also launched 108 planes to attack Midway Island.
0520-0530: A "Catalina" spotted the Japanese carrier force. All details were known to
Admiral Fletcher by 0700. The American and Japanese carrier forces were then about 200
miles apart. The Japanese had not yet spotted the American fleet, and, in fact, had no idea
that they were nearby.
0553: Midway Island radar picked up the incoming Japanese attack. All aircraft on Mid-
way took off as rapidly as possible, the fighters to defend the base and the bombers to attack
the Japanese ships.
0616: United States Marine Corps "Wildcat" and "Buffalo" fighters launched from the
island base intercepted the Japanese air strike heading for Midway.
A'umerous escorting Japanese "Zero" fighters brushed them aside.
~utnumberedand outclassed, of the 26 American fighters, 17 were
)st and 7 others severely damaged. The Japanese bombers attacked
7d3) JAPANESE SETUP INFORMATION:
Escort Force: Place in any "IV" area hex at the game's start. 'F te Midway airjield and base facilities and caused serious damage,
-
1 CL Jintsu.
- !3 ut encountered what they considered to be an unexpectedly heavy
nd effective barrage of anti-aircraft fire. Interestingly enough, the
3 AP I, 11, 111 (back).
2 DD - #4, #5. # npanese put few bombs on the runway. reasoning that the base
tould soon be theirs and they didn't want to repair their own dam-
First Fleet: Enters at any "I" area hex on Turn 8.
1 CVL - Hosho: HG, Scout H. \ e, so the attack had few effects on the operations of the surviving
American planes. By 0700, the Japanese air commander radioed car-
-
3 BB Mutsu, Nagato, Yamato. rier commander Admiral Nagumo to report that another attack would
-
1 CL Sendai. be required to destroy Midway's defenses.
2 DD - #3, #7.
0702: The American aircrafr carriers started launching their planes to attack the Japanese
Mobile Force: Place in any area "II" hex at the game's start.
1 CV - Akagi: IAF, 2AF. AD, IAT, 2AT, Scout A. ships. Due to time and range, they were sent off in separate groups. "Yorktown" launched her
1 CV - Hiryu: IHYF, 2HYF, HYD, HYT, Scout B. aircraft last, after recovering search planes. about 0820.
1 CV - Kaga: IKF, 2KF, KD, IKT, 2KT, Scout C. 0705: The six "Avengers" and four "Marauders" based on Midway attacked the Japanese
1 CV - Soryu: ISYF, 2SYF. SYD, SYT, Scout D. carrier task force with torpedoes. The defending "Zero" fighters and heavy antiaircraft fire
1 AV - Chikuma: Scout M. left only one surviving "Avenger" and two"Marauders" after the attack. No hits were scored
1 AV - Tone: Scout N. on the Japanese ships. The Japanese bombers on the carrier decks were ordered below to
2 BB - Haruna, Kirishima. replace their torpedoes with bombs for another attack on Midway.
1 CL - Nagara. 0728: The delayed "Jake" floatplane from the "Tone" spotted part of the American
2 DD - #1, #2.
R
fleet.and radioed back. No American aircraft carriers were reported. Should the American with the superior Japanese surface fleet. Some of the big Japanese flattops burned for hours,
ships, apparently too far away to pose a threat, or the Midway base, which had provided the but by 0900, June 5 all four of the Japanese carriers had sunk. The last of their homeless air-
aircraft which had just attacked, be the Japanese target? After a brief order to again arm the craft had crashed into the sea long before, although many of thefliers were rescued.
planes with torpedoes and armor piercing bombs (suitable for attacking ships), Nagumo JUNE 5: June 5, 1942 saw the defeated Japanese fleet in full retreat.
changed his mind and ordered the planes rearmed to attack Midway.
0255: Now without aircover, the ever realistic Admiral Yamamoto ordered the Midway
8808: In rapid succession, "Dauntless" and "Vindicator" dive bombers and "Flying
operation cancelled. The Japanese fleet was ordered to retire.
Fortress" heavy bombers from Midway attacked the Japanese carriers. None of the
formidable and high-flying heavy bombers were lost, but seven of the dive bombers were lost 0342: Sighting the United States submarine "Tambor" caused the Japanese heavy cruisers
to the efficient Japanese "Zero" fighters and anti-aircraft fire. Again, no Japanese ship was "Mogami" and "Mikuma" to collide while turning away. The damaged "Mogami" and
seriously hit. "Mikuma" were attacked all day with little success by American carrier planes and Midway
dive bombers.
8820: The United States submarine "Nautilus" had located the Japanese carriers and
attacked attacked, but scored no hits. About this same time, Admiral Nagumo finally heard -
7e) SCENARIO FOUR NIGHT SURFACE ACTION:
from the "Tone" that her "Jake" reported hat there was an American aircraft carrier present. This scenario explores what could have happened on the night of June 516, 1942, had an
This information changed everything--an aircraft carrier could be more of a threat to the American surface force been detached to run down the fleeing Japanese cruiser force that had
Japanese forces than the now-battered Midway base! been damaged by air attacks during the previous day. This is not an overall scenario as are the
0830: The Japanese Midway air strike returned, and those planes, plus some of the "Zero" others in this section. This scenario is designed to demonstrate how a surface combat is con-
combat air patrol, were low on fuel and had to land. Still not rearmed for attacks on ship, the ducted, and covers only one hypothetical surface combat as a complete scenario. It is recom-
planes still aboard had to be moved below to clear the decks for the landings. Aircraft recov- mended for players who have just read through option 16, which must be used, and wish to see
ery lasted until 0918. Admiral Nagumo then decided to get all of his planes ready to launch a how surface combat works. The Searchboards are not needed to setup this scenario, only the
massive strike on the American carrier. Battleboard. the two Surface Turn markers, and the ship units given below:
0930-1010: The aircraft from the American carriers had scattered while seeking the 7el) TIME: Starts with Surface Turn 1, and ends when the combat ends. This combat takes
Japanese forces. By a fluke, the three "Devastator" torpedo bomber squadrons from all three place during a night Turn.
American carriers found and attacked the Japanese carrier force.in rapid succession. Forced 7e2) UNITED STATES SETUP INFORMATION: Assume the Americans are s ~ d eB
to fly low and slow to launch their torpedoes, the Americans pressed their attack through the T m &emfore setup first), aad ShQ ~ppo3entg eats@ t8e hex Erom adjawnt hex si-.
swarm of "Zero" fighter planes and dark clouds of anti-aircraft fire. AN 15 "Devastators" of ,PewawIa, Vi&%anes.
Hornet's Torpedo Eight Squadron were wiped out. Only one pilot, Ensign George Gay sur-
vived, watching the rest of the battle while clinging to a rubber seat cushion. Of the 26 "Dev-
astators" from Enterprise and Yorktown, only six survived. The carriers had lost 35 of 41 tor-
- - -

7e3) JAPANESE SETUP INFORMATION: Assume the Japanese are side A this Turn (and
pedo bombers, and still no hits! therefore setup second), and the opponents entered the hex from adjacent hex sides.
4 CA - Kmano, Mikuma (back), Mogami (1 hit), Suzuya.
1024: At this point in the battle, the Japanese seemed well on their way to a major victory. '4'9.
The American advantages apparently had been thrown away in near suicidal piecemeal
attacks. However, massacring the carrier's torpedo bombers had brought all of the defending L RULL,.
"Zero" fighters down to low altitude. Thus, when the U. S. carrier's "Dauntless" dive 7e4.1) The Japanese side wins with more victory points. The American side wins with five or
bombers finally appeared at 19,000 feet, there was no opposition, and their attacks could be more victory points more than the Japanese have (the damage on the Japanese ships at game's
pressed home without serious interference. In only five minutes, the Japanese aircraft carriers start does count, and Mikuma counts full normal victory points). The Japanese side wins with
"Akagi", "Kaga", and "Soryu", their decks packed with aircraft being rearmed and refueled, two or more victory points more than the Americans have. Any other result is a tie.
were inflames, doomed by the explosions of their own bombs andfuel. 7e4.2) Assume that the opposing task force units entered the battle hex through adjacent hex-
1040: The "Hiryu", the only Japanese aircraft carrier untouched by the American dive sides, so the ship units setup facing in the same direction (see option 16b2.1). For variety,
bombers, launched an attack force of 18 "Val" dive bombers and 6 "Zero" fighters, followed assume that the opposing task force units entered the battle hex through opposite hexsides, so
at 1245 by a wave of 10 "Kate" torpedo bombers and 6 "Zeromfighters. the ship units setup facing in opposite directions (see option 16b2.2).
1159-1500: The "Yorktown's" "wihcat"fighter combat air patrol and heavy antiaircraft 7e4.3) Attempts to break contact may not begin before the end of Surface Turn 4.
re destroyed most of the first strike force, but the skilled and deter- 4) The American ! free roll marker (option I la) at the game's start.
mined Japanese dive bomber crews still managed to bore in and get
hits, and severely damaged the big flattop. Admiral Fletcher, his JUNE 6: June 6, 1942 saw the lastfighting of the Battle of Midway.
burning flagship now useless, turned over the tactical command of 0800, 1045, 1330: Successive strikes were launched at the two damaged Japanese cruis-
the battle to Task Force 16's commander, Admiral Raymond S. Spru- ers. Heavy cruiser "Mikuma" was finally sunk, but her sistership "Mogami" was able to limp
ance. "Yorktown", left dead in the water by the bomb hits, managed to safety
to resume 20 knots by 1340, thanks to heroic repair efforts of her
crew. Then, "Hiryu's" second strike force arrived, hitting the "York- 1330: The abandoned "Yorktown ", still afloat, was torpedoed by the Japanese submarine
town" again, this time with torpedoes. By 1500 hours, "abandon 1-168. Destroyer "Hammann': standing by the big flattop, was also hit, and sank quickly.
ship" was ordered, and the smouldering hulk of "Yorktown" was out "Yorktown "finally sank 0600, June 7.
SPRUANCE of the battle for good.
1530: Separated from Fletcher's task force, Spruance's ships never came under attack.
Rapidly rearming the returning "Dauntless" dive bombers (including many from the "York-
town"that were unable to land there) that had already sunk three Japanese carriers, Admiral
Spruance ordered "Hornet "and "Enterprise" to launch a second strike.
1700: "Hiryu" was fatally struck by the attacking "Dauntless" dive bombers. After recov-
ering planes, Spruance ordered a retirement to the east to avoid a possible night engagement
[ 8 ] BACKGROUND ON THE BATTLE OF MIDWAY specialized landing craft and techniques used by the Allies later in the war. In December,
8a) TRAININ< ID LEADERSHIP: 1941, a ragtag handful of United States Marines, service troops and armed civilians had actu-
Even as early in the war as June, 1942, the different American and Japanese policies for ally repulsed the first Japanese landing attempt on Wake Island, although they were finally
crewing their aircraft were apparent, reflecting national differences in philosophy and capabili- overwhelmed by a second invasion. Midway was much more formidable than Wake had been.
ties. Japanese airmen, mostly from a rigorously-trained pre-war elite that was heavily seasoned Allied doctrine later in the war called for a minimum 3-1 numerical advantage and much
by repeated combat missions, were the finest group of carrier aircrews of the war. They were specialized equipment. To face the 5,000 Japanese, there were roughly 3,000 Americans on
also irreplaceable, and, when they were lost, their experience and skill was lost with them. Midway. Although not all the Americans on the islands were combat troops, there were num-
The American pre-war pilots, on the other hand, held key posts and provided leadership for bers of U.S. Marines, including a defence battalion and a company of the elite Marine Raiders.
their carrier air groups, but, by June of 1942, many of them were already at home training a Material had been poured onto the base in anticipation of the attack, and Midway had a
new generation of naval aviators and passing on their hard-earned experience. The bulk of the formidable number of anti-aircraft and shore battery guns, a network of trenches, pillboxes,
American carrier aircrews at Midway were young naval reservists, not nearly as experienced as and bunkers, and beaches covered with barbed wire and mines. Any ground combat on Mid-
their Japanese counterparts. The Marine Corps pilots on Midway, lacking fuel for training, way would certainly have been long and costly, and would have required all the air and naval
were generally inexperienced and using obsolescent equipment. The Air Force crews, further support the Japanese could have mustered.
hampered by a doctrine that called for bombing moving ships from high altitude, failed to score 8d) THE WARSHIPS:
a single hit during the battle, although, for the duration of the war, this was not realized. Both Pacific Ocean naval powers built somewhat similar warships that were designed to
The Japanese commanders, from Admiral Yamamoto on down, were well-trained profes- operate over the vast distances of the world's largest ocean, but their doctrines were very dif-
sionals. On the whole, they were also a rather conservative group, and fond of devising intri- ferent. The Japanese and United States fleets followed very different training programs with
cate plans featuring precise timetables and numerous converging forces to confuse their ene- their ships. The Japanese practiced torpedo attacks and night actions. The Americans empha-
mies. Although pioneers in the use of aircraft carriers, they still relied on their battleships to sized gunnery and daylight actions.
provide the decisive firepower for their anticipated "showdown" with the American fleet off
Midway. Nagumo, the most experienced carrier Admiral in the Japanese navy, proved to be 8 d l ) GENERAL WARSHIP DISCUSSION: Both sides used similar ship classifications.
very indecisive in deciding the targets for his planes, showing the effects of unexpected devel- Aircraft Carriers (AV, CV and CVL): The Japanese and American fleet carriers (CV) and
opments on a too-rigid plan of operations. (for the Japanese) light carriers (CVL) were all large floating airfields, loaded with
The American commanders were equally professional, and, left after the Pearl Harbor dis- flammables and explosives, and vulnerable to any hit. The American ship-board plane han-
aster with no other alternative, swiftly adopted a more radical doctrine of aircraft carrier dling and damage control techniques were somewhat superior to those on the Japanese ships.
supremacy in sea warfare. Admiral Nimitz gave carrier tactics his full backing, and his subor- The Japanese use of floatplanes for long-range search patrol purposes to save the carrier
dinates followed suit. Admiral Fletcher had already commanded in an all-carrier action at the planes for strikes was sound in theory, but broke down due to the lack of sufficient numbers of
Battle of the Coral Sea a month before Midway, and, although not a driving commander, made modem ("Jake") floatplanes. The older biplane floatplanes lacked the range to be very useful.
the right decisions for the initial attack. Admiral Spruance was commanding aircraft carriers For the game, most Japanese floatplanes (ie., those carried on battleships and heavy cruisers,
for the first time, and his prudent tactics completed and preserved the victory. In contrast to etc.) are ignored, as only the "Jake" floatplanes carried by the Chikuma and Tone hybrid
the Japanese commanders, it is important to realize that all of the United States commanders heavy cruiserlseaplane tenders (AV) were likely to do any long-range scouting. American
were in agreement not to use their available slow battleships in the battle, but to use only their floatplanes (also carried by battleships and cruisers) were not used for long-range scouting,
fast aircraft carriers and their escorts against the whole Japanese fleet. but were generally used only for gunnery spotting and close-in anti-submarine patrols, so they
are also ignored in the game.
8b) TASK FORCES:
Warships in a combat zone were invariably organized into "task forces" consisting of vari- Battleships (BB): The Japanese and American battleships were basically similar, although the
ous numbers and classes of ships grouped to render mutual support and calculated to be strong Japanese had more and generally faster types available in June, 1942, and the Americans
enough to accomplish their mission. As can be seen from the game, the American command already had radar mounted on theirs. The Japanese Kongo class ships were extensively mod-
assigned numbers to their task forces while the Japanese command designated their task ernized World War I battlecruisers of British design that could use their speed to accompany
forces with an often bewildering array of names that defined their missions and detailed their the fast carriers. Admiral Yamamoto's flagship, the Yamato, was the newest battleship in the
roles in a plan (many of these names have been shortened or somewhat modified to fit on the Japanese fleet, and the largest and most powerful battleship in the world. Both sides had older
game's task force markers). A fleet might be divided by circumstances or by design into vari- battleships of World War I vintage available. None of the powerful new classes of fast battle-
ous task forces reflecting the ship's different ports of origin, different sailing speeds or differ- ships (the North Carolina, South Dakota, and Iowa classes) were yet available to the United
ent missions. States Pacific Fleet in June, 1942.
The various ships in a task force were intended to use their varying capabilities to provide Heavy and Light Cruisers (CA and CL): American cruisers were intended as pure gunnery
mutual support. If under air attack, the smaller ships would be assembled around the largest, ships, designed (and their crews trained) for daylight surface actions. An exception was the
most important ships (an aircraft carrier or carriers in a carrier task force, battleships or cruis- Atlanta class, armed with twelve to sixteen dual-purpose five inch guns and intended to pro-
ers in a surface task force, troop transports in an escorted convoy, etc.) to provide the maxi- vide powerful anti-aircraft protection. Although some American light cruiser (CL) classes
mum anti-aircraft protection to the most valuable ship or ships. If threatened by an enemy sur- (this included all those present in the game) carried torpedoes, their unreliability made the risk
face force or to bombard enemy land positions, the powerful guns of the battleships and cruis- of moving close enough to use them unprofitable. Japanese light and heavy cruisers carried
ers would come into their own, while more vulnerable ships retired out of gun range or would their excellent "long lance" torpedoes, in addition to their main guns. The Japanese heavy
be detached into a separate task force kept at a safe distance. Destroyers could add to an anti- cruisers (CA) were larger and more powerfully-armed than the same American classes, which
aircraft barrage, support gunnery ships and provide anti-submarine protection.to an entire task had been built to conform to the 10,000 ton limits of pre-war naval treaties (the Japanese had
force. In the Japanese Navy, it was not unusual to provide a light carrier or seaplane tender to cheated and exceeded the limitations), although in both navies they carried eight-inch guns.
an important task force to provide scouts. Newer American light cruisers (CL), excepting the Atlanta class, were armed with awesome
8c) MIDWAY ISLAND: batteries of twelve to fifteen six-inch guns, and were equal or superior in tonnage to their
Midway Island was a much tougher proposition than the Japanese seemed to realize. The heavy cruisers. The older Raleigh and Detroit were smaller and less heavily armed than newer
Japanese transports carried about 5,000 of their tough landing troops, but the Japanese really American light cruisers, and more like their Japanese counterparts. The Japanese light cruisers
had little experience in opposed assault landings on heavily fortified beaches. They lacked the were generally smaller, much inferior in armament (only six or seven five-and-one-half inch
guns), and intended for use as flagships for destroyer squadrons.
Destroyers (DD): American destroyers were essentially their only torpedo-carrying surface U.S.S. MARYLAND: BB.46.
ships, and were roughly equal to their Japanese counterparts, although the Japanese destroyers Maryland class. 31,500 tons, 8x16" and 16x5" guns, launched 3120120.
carried the much superior "long lance" torpedo, and the American destroyers carried better Service Highlights: Battle of Pearl Harbor, 12/41; numerous Pacific invasions, 1943-1945
anti-submarine equipment. Destroyers generally operated in "squadrons", and each destroyer (torpedoed 6/44, extensively damaged by a kamikaze 11/44); Battle of Surigao Strait,
unit in the game represents three to six individual destroyers. 10144. Scrapped in 1959.
8d2) SPECIFIC SHIP DATA: This section provides some brief.data and histories of the
U.S.S. MISSISSIPPI: BB.41.
ships found in the MIDWAY game.
New Mexico class. 33,000 tons, 12x14" and 12x5" guns, launched 1/25/17.
UNITED STATES NAVY Service Highlights: Numerous Pacific invasions, 1943-1945; Battle of Surigao Strait,
Note: United States Navy vessels are assigned hull numbers based on their type and their 10144. Scrapped in 1956.
chronology within that type. For example, the Enterprise is "CV.6. "CV" is the code that
indicates that the ship was an aircraft carrier, and "6" indicates that she was the sixth aircraft U.S.S. TENNESSEE: BB.43.
carrier, the Atlanta, CL.51, was the fifty-first light cruiser built for the Navy, etc. California class. 32,600 tons, 12x14" and 24x5" guns, launched 4130119.
AIRCRAFT CARRIERS (CV): United States aircraft carriers were named after famous and Service Highlights: Battle of Pearl Harbor, 12/41; numerous Pacific invasions, 1943-1945;
historic earlier ships (Enterprise and Hornet) or battles (Yorktown). Battle of Surigao Strait, 10144. Scrapped in 1959.
HEAVY CRUISERS (CA): United States cruisers were named after cities.

U. S. S. ASTORIA: CA.34
U. S. S. ENTERPRISE: CV.6 Astoria class. 9,950 tons, 9x8" and 8x5" guns, launched 12/16/33.
Yorktown class. 19,900 tons, 100 aircraft capacity, launched 1013136. "The Big E" Sewice Highlights: Battle of the Coral Sea, 5/42; Battle of Midway. 6/42; and Guadal-
Sewice Highlights: Tokyo raid, 4/42 (escorted the Hornet); Battle of Midway, 6/42; canal landings and Battle of Savo Island (sunk 8/9/42). The name was transferred to Cleve-
land-Fargo class CL.90.
Guadalcanal landings and Battle of the Eastern Solomons, 8/42 (damaged); Battle of Santa
Cruz, 10142 (damaged); Battle of Guadalcanal, 11/42; Battle of the Philippine Sea, 6/44; U. S. S. MINNEAPOLIS: CA.36
Battle of Leyte Gulf, 10144; and Battle of Okinawa (severe kamikaze damage, 411 1/45 and Astoria class. 9,950 tons, 9x8" and 8x5" guns, launched 9/6/33. Abbreviated as
4/13/45). Scrapped in 1958. "Minn'polis" on its ship unit.
U. S. S. HORNET: CV.8 Sewice Highlights: Raid on Rabaul, 2/42; Battle of the Coral Sea, 5/42; Battle of Mid-
Yorktown class. 20,000 tons, 100 aircraft capacity, launched 12/14/40. ''The Lucky Hornet". way, 6/42; Guadalcanal landings and Battle of the Eastern Solomons, 8/42; Battle of Tas-
safaronga, 11/42 (damaged); Battle of the Philippine Sea, 6/44; and Battle of Leyte Gulf,
Service Highlights: Tokyo raid, 4/42 (carried Doolittle and his B-25s); Battle of Midway, 10144. Scrapped in 1960.
6/42; and Battle of Santa Cruz (sunk by attacks from Japanese carrier aircraft, 10127142).
The name was transferred to Essex class CV.12. U. S. S. NEW ORLEANS: CA.32
Astoria class. 9,950 tons, 9x8" and 8x5" guns, launched 4/12/33. Abbreviated as "N.
U. S. S. YORKTOWN: CV.5 Orleans" on its ship unit.
Yorktown class. 19,900 tons, 100 aircraft capacity, launched 4/4/36. "The Fighting Lady".
Service Highlights: Pearl Harbor, 12/41; Battle of the Coral Sea, 5/42; Battle of Midway,
A much-improved damage control system introduced from experience at the Battle of the 6/42; Guadalcanal landings and Battle of the Eastern Solomons, 8/42; Battle of Tassa-
Coral Sea made her harder to sink at Midway. faronga, 11/42 (damaged); Battle of the Philippine Sea, 6/44; and Battle of Leyte Gulf,
Service Highlights: Admiral Fletcher's flagship at both the Coral Sea and Midway. Battle 10144. Scrapped in 1959.
of the Coral Sea, 5/42 (damaged); Battle of Midway (sunk by attacks from Japanese carrier
aircraft and a submarine on 6/7/42). The name was transferred to Essex class CV.10. U. S. S. NORTHAMPTON: CA.26
Northampton class. 9,050 tons, 9x8" and 8x5" guns, launched 9/5/29. Abbreviated as
BATTLESHIPS (BB): United States battleships were named after states. "N'hampton" on its ship unit.
Service Highlights: Battle of Midway, 6/42; Battle of Santa Cruz, 10142; Battle of
Guadalcanal, 11/42; and Battle of Tassafaronga (sunk 12/1/42). The name was transferred
to Baltimore class CA. 125.
U. S. S. PENSACOLA: CA.24
Pensacola class. 9,100 tons, 10x8" and 8x5" guns, launched 4/25/29.
Sewice Highlights: Raid on Rabaul, 2/42; Battle of Midway, 6/42; Battle of Santa Cruz,
U.S.S. COLORADO: BB.45. 10142; Battle of Guadalcanal, 11/42; Battle of Tassafaronga, 11/42 (damaged); and Battle
of Leyte Gulf, 10144. Target in Bikini atom bomb tests in 1946; sunk in 1948.
Maryland class. 32,500 tons, 8x16" and 16x5" guns, launched 3/22/21.
Service Highlights: Numerous Pacific invasions, 1943-1945. Scrapped in 1959. U. S. S. PORTLAND: CA.33
Indianapolis class. 9,800 tons, 9x8" and 8x5" guns, launched 5/21/32.
U.S.S. IDAHO: BB.42.
Sewice Highlights: Battle of the Coral Sea, 5/42; Battle of Midway, 6/42; Guadalcanal
New Mexico class. 33,400 tons, 12x14" and 12x5" guns, launched 6130117. landings and Battle of the Eastern Solomons, 8/42; Battle of Santa Cruz, 10142; Battle of
Sewice Highlights: Numerous Pacific invasions, 1943-1945. Scrapped in 1947. Guadalcanal, 11/42 (damaged);and Battle of Leyte Gulf, 10144. Scrapped in 1959.
15
Service Highlights: Pearl Harbor attack, 12/41; Indian Ocean raid, 4/42; and Battle of Mid-
U. S. S. VINCENNES: CA.44
way (sunk by attacks from American carrier aircraft, 6/4/42).
Astoria class. 9,400 tons, 9x8" and 8x5" guns, launched 5/21/36.
Service Highlights: Tokyo raid, 4/42; Battle of Midway, 5/42; and Guadalcanal landings LIGHT AIRCRAFT CARRIERS (CVL):
and Battle of Savo Island (sunk 8/9/42). The name was transferred to Cleveland-Fargo
class CL.64.
LIGHT CRUISERS (CL): United States cruisers were named after cities.

I. J. N. HOSHO: CVL
Hosho class. 7,470 tons, 21 aircraft capacity, launched 11/13/21. Name translates as "Aus-
picious Bird". The first Japanese aircraft carrier.
U. S. S. ATLANTA: CL.51 Service Highlights: Battle of Midway, 6/42; and used as a training carrier for the rest of
Atlanta class. 6,000 tons, 16x5" guns, launched 9/6/41. An anti-aircraft cruiser. the war. Scrapped in 1947.
Service Highlights: Battle of Midway, 5/42; Guadalcanal landings and Battle of the East-
I. J. N. ZUIHO: CVL
ern Solomons, 8/42; and Battle of Guadalcanal (sunk 11/13/42-this was the flagship of
Admiral Scott, who was killed in the action and awarded a posthumous Medal of Honor). Shoho class. 11,262 tons, 30 aircraft capacity, launched 6/19/36, but not completed as a
The name was transferred to Cleveland-Fargo class CL. 104. carrier until 1940. Name translates as "Happy or Lucky Bird of Paradise".
Service Highlights: Battle of Midway, 6/42; Battle of Santa Cmz, 10142 (damaged); Bat-
U. S. S. DETROIT: CL.8 tle of the Philippine Sea, 6/44; and Battle of Leyte Gulf (sunk by American carrier aircraft,
Omaha class. 7,050 tons, 10x6" guns, launched 6/29/22. 10125144).
Service Highlights: Battle of Pearl Harbor, 12/41; numerous Pacific invasions, 1943-
BATTLESHIPS (BB):
1945. Scrapped in 1946.
U. S. S. RALEIGH: CL.7
Omaha class. 7,050 tons, 10x6" guns, launched 10125122.
Service Highlights: Battle of Pearl Harbor, 12/41; Pacific invasions, 1942-1944. Scrapped
in 1946.
IMPERIAL JAPANESE NAVY
I. J. N. FUSO: BB
AIRCRAFT CARRIERS (CV): Fuso class. 34,700 tons, 12x14". 14x6" and 8x5" guns, launched 3/28/14. Named after an
ancient Chinese name for Japan.
Service Highlights: Spent most of the war in home waters; Battle of Surigao Strait (sunk
by American battleships 10/25/44).
I. J. N. HARUNA: BB
Kongo class. 31,720 tons, 8x14". 14x6" and 8x5" guns, launched 12/14/13. Built as a bat-
tlecruiser, converted to a fast battleship in the 1930s. Named after a Japanese mountain.
I. J. N. AKAGI: CV Service Highlights: Pearl Harbor attack. 12/41; Indian Ocean raid, 4/42; Battle of Mid-
Akagi class. 36,500 tons, 91 aircraft capacity, launched 4/22/25. Name translates as "Red Cas- way, 6/42; Battle of Santa Cruz, 10142; Battle of Guadalcanal, 11/42; Battle of the Philip-
tle". Originally laid down as a battlecruiser. pine Sea. 6/44 (damaged); Battle of Leyte Gulf, 10144; and sunk by air attacks, 7/28/45.
Service Highlights: Admiral Nagumo's flagship through the Battle of Midway. Pearl Harbor I. J. N. HIEI: BB
attack, 12/41; Indian Ocean raid, 4/42; and Battle of Midway (sunk by attacks from American Kongo class. 31,720 tons, 8x14". 14x6" and 8x5" guns, launched 11/21/12. Built as a bat-
carrier aircraft, 6/5/42). tlecruiser, converted to a fast battleship in the 1930s. Named after a Japanese mountain.
I. J. N. HIRYU: CV Service Highlights: Pearl Harbor attack, 12/41; Indian Ocean raid. 4/42; Battle of Mid-
Soryu class. 17.300 tons, 73 aircraft capacity, launched 11/16/37. Name translates as "Flying way, 6/42; Battle of the Eastern Solomons, 8/42; Battle of Santa Cruz, 10142; and Battle of
Dragon". Guadalcanal (disabled in surface action and sunk by aircraft, 11/13/42).
Service Highlights: Pearl Harbor attack, 12/41; Indian Ocean raid, 4/42; and Battle of Mid- I. J. N. HYUGA: BB
way (sunk by attacks from American carrier aircraft, 6/5/42). Ise class. 36.000 tons, 12x14". 16~5.5"and 8x5" guns, launched 1/21/17. Named after an
I. J. N. KAGA: CV area in Japan. Two rear turrets (and 4x14" guns) were removed and a flight deck installed
aft as a conversion to a hybrid battleshiplaircraft carrier during 1943, but no aircraft were
K a g a class. 38,200 tons, 90 aircraft capacity, launched 11/17/21. Name translates as
ever carried into combat.
"Increased Joy". Originally laid down as a battleship.
Service Highlights: Pearl Harbor attack, 12/41; and Battle of Midway (sunk by attacks from Service Highlights. Spent most of the war in home waters; Battle of Leyte Gulf, 10/44,
sunk in port by aircraft attacks, 7/24/45.
American carrier aircraft, 6/4/42).
I. J. N. SORYU: CV I. J. N. ISE: BB
Ise class. 35,800 tons, 12x14". 16~5.5"and 8x5" guns, launched 1/21/17. Named after the
Soryu class. 15,900 tons, 73 aircraft capacity, launched 12/13/35. Name translates as "Green
or Gray-Blue Dragon". location of a shrine to an ancestor of the emperor. Two rear turrets (and 4x14" guns) were
removed and a flight deck installed aft as a conversion to a hybrid battleshiplaircraft car-
I. J. N. TONE: AV
rier during 1943, but no aircraft were ever carried into combat.
Tone class. 11,215 tons, 8x8" and 8x5" guns and 5 aircraft capacity, launched 11/21/37.
Service Highlights: Spent most of the war in home waters; Battle of Leyte Gulf, 10144, Named after a Japanese river. Designed to combine the power of a heavy cruiser with the abil-
sunk in port by aircraft attacks, 7/24/45. ity to operate floatplanes in support of aircraft carriers.
I. J. N. KIRISHIMA: BB Service Highlights: Indian Ocean raid, 4/42; Battle of Midway, 6/42; Battle of the Eastern
Kongo class. 31,980 tons, 8x14". 14x6" and 8x5" guns, launched 12/1/13. Built as a battle- Solomons, 8/42; Battle of Santa Cruz, 10142; Battle of Guadalcanal, 11/42; Battle of the
cruiser, converted to a fast battleship in the 1930s. Named after a Japanese mountain. Philippine Sea, 6/44; and Battle of Leyte Gulf, 10144 (damaged); and sunk by American car-
Service Highlights: Pearl Harbor attack, 12/41; Indian Ocean raid, 4/42; Battle of Mid- rier aircraft at Kure dockyard, 7/24/45).
way, 6/42; Battle of the Eastern Solomons, 8/42; Battle of Santa Cruz, 10142; and Battle of
Guadalcanal (sunk 11/15/42).
HEAVY CRUISERS (CA):
I. J. N. KONGO: BB
Kongo class. 31,720 tons, 8x14". 14x6" and 8x5" guns, launched 5/18/12. Built in Great
Britain as a battlecruiser and as a model for the class, converted to a fast battleship in the
1930s. Named after a Japanese mountain.
Sewice Highlights: Pearl Harbor attack, 12/41; Indian Ocean raid, 4/42; Battle of Mid-
way, 6/42; Battle of Santa Cruz, 10142; Battle of Guadalcanal, 11/42; Battle of the Philip- I. J. N. ATAGO: CA
pine Sea, 6/44; Battle of Leyte Gulf, 10144; and sunk by a submarine, 11/21/44. Takao class. 13,400 tons, 10x8" and 8x5" guns, launched 6/16/30. Named after a Japanese hill.
I. J. N. MUTSU: BB Service Highlights: Indian Ocean raid, 4/42; Battle of Midway, 6/42; Battle of the Eastern
Nagato class. 39,130 tons, 8x16". 18~5.5"and 8x5" guns, launched 5/31/20. Named after Solomons, 8/42; Battle of Santa Cruz, 10142; Battle of Guadalcanal, 11/42; carrier raid on
an area in Japan. Rabaul, 11/43 (damaged); Battle of the Philippine Sea, 6/44, and Battle of Leyte Gulf (sunk
Service Highlights: Battle of Midway, 6/42; Battle of the Eastern Solomons, 10142; and by a submarine, 10/23/44).
sunk by an accidental explosion, 6/8/43. I. J. N. CHOKAI: CA
I. J. N. NAGATO: BB Takao class. 9,850 tons, 10x8" and 4 ~ 4 . 7 "guns, launched 4/5/31. Named after a Japanese
Nagato class. 39,130 tons, 8x16", 18~5.5"and 8x5" guns, launched 11/9/19. Named after mountain. In constant service as a flagship, Chokai was never refitted and differs considerably
an area in Japan. from her updated sister ships.
Service Highlights: Battle of Midway, 6/42; Battle of the Philippine Sea, 6/44; and Battle Service Highlights: Indian Ocean raid, 4/42; Battle of Midway, 6/42; Battle of Savo Island,
of Leyte Gulf, 10144. Sunk at Bikini atom bomb tests in 1946. 8/42 (damaged); Battle of Santa Cruz, 10142; Battle of Guadalcanal, 11/42 (damaged by air
I. J. N. YAMATO: BB attacks); Battle of the Philippine Sea, 6/44; and Battle of Leyte Gulf (sunk 10125144).
Yamato class. 64,170 tons, 9x18.1", 12~6.1"and 12x5" guns, launched 7/8/40. "Yamato" I. J. N. HAGURO: CA
is the ancient name for "Japan". Myoko class. 13,380 tons, 10x8" and 8x5" guns, launched 3/24/28. Named after a Japanese
Sewice Highlights: Admiral Yamamoto's fleet flagship during the early part of the war. mountain.
Battle of Midway, 6/42; Battle of the Philippine Sea, 6/44; Battle of Leyte Gulf, 10144;
and Okinawa (sunk by American carrier aircraft, 4/7/45). Sewice Highlights: Battle of the Java Sea, 2/42 (damaged); Indian Ocean raid, 4/42; Battle of
the Coral Sea, 5/42; Battle of Midway, 6/42; Battle of the Eastern Solomons, 8/42; Battle of
I. J. N. YAMISHIRO: BB Empress Augusta Bay, 11/43 (damaged); Battle of the Philippine Sea, 6/44, Battle of Leyte
Fuso class. 34,700 tons, 12x14", 14x6" and 8x5" guns, launched 11/3/15. Named after an Gulf, 10144 (damaged); and sunk by British destroyers in the Malacca Straits, 5/16/45.
area in Japan.
I. J. N. KUMANO: CA
Service Highlights: Spent most of the war in home waters; Battle of Surigao Strait (sunk
by American battleships 10/25/44). Mogami class. 12,400 tons, 10x8" (originally 15x6.lW,but modified from 1939-1940) and
8x5" guns, launched 10/15/36. Named after a Japanese river.
SEAPLANE TENDERS (AV): Both of these particular seaplane tenders combined the
attributes of heavy cruisers and seaplane tenders, and are sometimes denoted as "CAY type Sewice Highlights: Battle of Midway, 6/42; Battle of the Eastern Solomons, 8/42; Battle of
ships. Other seaplane tenders were involved, but, as they camed only older, biplane, float- Santa Cruz, 10142; Battle of the Philippine Sea, 6/44; Battle of Leyte Gulf, 10144 (damaged);
planes or midget submarines, they .---
e deleted from the - - ~ eas unimportant. and sunk by air attacks, 11/25/44.
I. J. N. MIKUMA: CA
Mogami class. 12,400 tons, 10x8" (originally 15~6.1".but modified from 1939-1940) and
8x5" guns, launched 5/31/34. Named after an area in Japan.
Sewice Highlights: Battle of Midway (sunk 6/6/42).
I. J. N. CHIKUMA: AV
Tone class. 11,215 tons, 8x8" and 8x5" guns and 5 aircraft capacity, launched 3/19/38. Named I. J. N. MOGAMI: CA
after a Japanese river. Designed to combine the power of a heavy cruiser with the ability to Mogami class. 12,400 tons, 10x8" (originally 15x6.lW,but modified from 1939-1940) and
operate floatplanes in support of aircraft carriers. 8x5" guns, modified to a seaplane tender similar to the Tone class in 1943, launched 3/14/34.
Service Highlights: Indian Ocean raid, 4/42; Battle of Midway, 6/42; Battle of the Eastern Named after a Japanese river.
Solomons, 8/42; Battle of Santa Cruz, 10142 (damaged); Battle of the Philippine Sea, 6/44; Sewice Highlights: Battle of Midway, 6/42 (damaged); carrier raid on Rabaul, 11/43 (dam-
and Battle of Leyte Gulf (sunk 10125144).
aged); Battle of the Philippine Sea, 6/44; Battle of Leyte Gulf (sunk 10125144).
19
"JAKE" (E13A): This was the latest and best Japanese ship-carried
1. J. N. MYOKO: CA floatplane and featured a useful range. Japanese doctrine was to use
Myoko class. 13,380 tons, 10x8" and 8x5" guns, launched 4/16/27. Named after a Japanese these types of floatplanes to scout around a carrier task force, reserv-
mountain. ing the carrier planes for the attack, rather than using large numbers of
Service Highlights: Indian Ocean, 4/42; Battle of the Coral Sea, 5/42; Battle of Midway, carrier aircraft for scouting, as was the practice in American carrier
6/42; Battle of the Eastern Solomons, 8142; Battle of Santa Cruz, 10142; Battle of the Philip- task forces (remember, half the "Dauntless" dive bombers on an
.pine Sea, 6/44; Battle of Leyte Gulf, 10144 (damaged); torpedoed by a submarine, 12/13/44; American aircraft carrier were organized into a "scouting" squadron).
and irreparably damaged by a British midget submarine, 7120145. Few were available during 1942.
"KATE" (BSN): This was the standard Japanese carrier torpedo
I. J. N. SUZUYA: CA bomber. An excellent aircraft for its day, the "Kate" featured much
Mogami class. 12,400 tons, 10x8" (originally 15~6.1".but modified from 1939-1940) and superior speed and range characteristics compared to its American
8x5" guns, launched 11120/34. Name means "Bell Valley". counterpart, the obsolescent "Devastator", although it was generally
Service Highlights: Battle of Midway, 6/42; Battle of the Eastern Solomons, 8/42; Battle of inferior to the newer "Avenger". It could carry bombs and serve as a
Santa Cruz, 10142; Battle of Guadalcanal, 11/42; Battle of the Philippine Sea. 6/44; Battle of level bomber from medium altitudes against land targets. Best of all,
the "Kate" carried a reliable torpedo that could be released from a
Leyte Gulf (sunk 10125144).
higher altitude and at a faster speed than any Allied torpedoes. These were the deadliest
weapons aboard Japanese carriers, and they carried larger percentages of torpedo bombers
LIGHT CRUISERS (CL):
than American carriers.
"MAVIS" (H6K): This was a very long range Japanese flying boat.
Heavily armed and armored for a Japanese plane, the "Mavis" was
poorly evaluated by the American intelligence service at the time. It
was believed that the "Mavis" had a much shorter range, and, operat-
I. J. N. JINTSU: CL ing from Wake Island, could not search north of Midway, which is
Sendni class. 5.195 tons, 7~5.5"and 2x3" guns, launched 12/8/23. where the American fleet concentrated. The American fleet was
beyond the range of the "Mavis", but for the wrong reasons, as the
Service Highlights: Midway Campaign, 6/42; Battle of the Eastern Solomons, 8/42; and "Mavis" search flights actually originated from the Marshall Islands far to the south. Many,
Battle of Kolombangara (sunk 7/13/43). even recently published books, repeat the error that Japanese flying boats were based at Wake.
1. J. N. NAGARA: CL The "Mavis" could carry a heavy bomb load, or two torpedoes .
Nagara class. 5.170 tons. 7~5.5"and 2x3" guns, launched 4/25/21. "VALn (D3A): This was the standard Japanese carrier dive bomber.
Service Highlights: Battle of Midway, 6/42; Battle of the Eastern Solomons, 8142; Battle of Still an excellent airplane in 1942, its fixed landing gear showed that it
Santa Cruz, 10142; and sunk by a submarine, 8/7/44. was already approaching obsolescence. Able to carry a smaller bomb
load than its counterpart, the "Dauntless", its highly skilled aircrews
I. J. N. SENDAI: CL are what made the "Val" a deadly weapon in the vicious carrier battles
Sendai class. 5,195 tons, 7~5.5"and 2x3" guns, launched 10130123. Named after a Japanese city. of 1942.
Service Highlights: Battle of Midway, 6142; and Battle of Empress Augusta Bay (sunk, "ZERO" (A6M): This was the standard Japanese carrier fighter, and
11/2/43). the best fighter in the Pacific in 1942. The carrier-borne "Zero" (also
codenamed "Zeke") featured a long range which was superior to the
I. J. N. WRA: CL
range of any American fighter. Fast and maneuverable, the "Zero", in
Nagara class. 5.170 tons. 7x55" and 2x3" guns, launched 2/15/22. the skilled hands of the Japanese Navy pilots, was the terror of the
Service Highlights: Battle of Midway, 6/42; Battle of the Eastern Solomons, 8/42; and Battle Pacific skies for the first six months of the Pacific war.
of Santa CNZ (sunk by air attacks from Henderson Field, 10125142).

8e) THE AIRCRAFT:


8e2) UNITED STATES AIRCRAET:
8el) JAPANESE AIRCRAFT:
The game's American air units reflect their wartime designations, which were more com-
The game's Japanese air units reflect their wartime designations. Japanese carrier aircraft plicated than the Japanene units, which in this game, after all, were all navy carrier aircraft.
in 1942 were referred to by the name of their ship. For example, the aircrafr assigned to the The aircraft aboard an American carrier in 1942 were normally organized into four squadrons:
"Akagi" were usually referred to as the "Akagi Fighter Squadron", the "Akagi Dive Bomber
Squadron", and the "Akagi Torpedo Bomber Squadron ", or in the game, the "AF", "AD",
-
one fighter (F), one (dive) bomber (B), one scout (S these also contain dive bomber aircraft),
and one torpedo bomber (T). For obscure reasons, "VB-5"was temporarily redesignated "VS-5"
and "AT" air units, respectively. The numbers before these letter designations simply during the battle, but the "bombing" designation was kept for the game. These squadrons often
show.that the squadron was too large to be represented in the game by just one air unit. For all had the same number, which matched their ship's hull number (this was the pre-war prac-
example, the "IAF" and "2AF" air units are the two units that together represent the "Akagi tice, but broke down under wartime emergency conditions). For example, the squadrons
Fighter Squadron". For a very small carrier (ie., "Hosho"), all aircraft would be in a mixed assigned to the "Enterprise" (CV.6) were "Fighter or Fighting 6" (or "VF-6"-the Navy
unit-the "HG" combat air unit is the "Hosho Air Group". always included the letter "V" in their heavier than air unit designations, but it is dropped in
Japanese planes were generally lighter, smaller and more lightly armored than American the game to save space on the unit counters), "Bomber or Bombing 6" ("VB-6"), "Scouting
planes of the same types, the Japanese versions being designed for long range andlor high 6" ("VS-6") and "Torpedo 6" ("VT-6"). or in the game, the "F6", "B6", "S6" and "T6" air
units, respectively. The numbers before these designations simply show that the squadron was
maneuverability. Japanese aircraft had a confusing number of different designations, but are
too large to be represented in the game by just one air unit. For example, the "IF6" and
best-known in the West by the code names assigned to them by the Allies during the war, such "2F6" air units are the two units that together represent the "Fighter 6" Squadron ".
as "Kate", etc.
USMC squadrons in 1942 were all land based and designated similarly to naval squadrons, "VINDICATOR" (SB2U): Like the "Buffalo", this was another obso-
but also always included the letter "M"for "Marine". The two Marine squadrons at Midway lescent Navy carrier type passed down to the hapless USMC pilots on
were "VMF-221" and "VMSB-241" (the "SB" means "Scout-Bomber", thus combining the Midway. The "Vindicator" was far less efficient than the newer
functions of both dive bomber squadrons aboard an aircraft carrier), and their game designa- "Dauntless" in most respects. Nicknamed the "Vibrator", among a
tions are similar to those of the carrier units. Army Air Force. host of less than complimentary (or printable) nicknames. The SB241
American aircraft types generally sacrificed range qualities for superior armor protection, crews at Midway were not well trained at dive bombing, leading to
survivability and firepower. Most American aircraft had a letter or letter-number designation both the Dauntless and Vindicator portions of this squadron to be
and a "popular name". classed as "Medium" bombers for game purposes
"AVENGER" (TBF): Midway was the "Avenger" carrier torpedo "WILDCAT" (F4F): This was the standard American carrier fighter
bomber's combat debut, but the only "Avengers" at there were in one in 1942. Better protected than its more nimble "Zero" adversary, the
flight detached from the aircraft carrier Hornet's Torpedo Eight "Wildcat" Navy pilots in mid 1942 were just starting to develop effec-
squadron (the game's "2T8" unit). Developed to replace the older tive tactics to deal with the "Zero". The "Thach Weave", named after
"Devastator", the "Avenger" was superior to the Japanese "Kate", and fighter pilot James Thach, was a maneuver where "Wildcats" continu-
proved to be one of the most versatile carrier aircraft of the war. ously turned toward each other to mutually shoot "Zeros" off their
tails. Thach himself used it for the first time at the Battle of Midway.
"BUFFALO" (F2A): This was an obsolescent carrier fighter used
by the Marines to defend Midway. The "Buffalo" had been the U. S. l PLAY
Navy's first monoplane carrier fighter, and, when replaced by the mIuwAr auplicates the most important aspects of air and sea warfare at the Battle of
newer "Wildcat", they had been handed down to the Marines. Midway. As such, historically successful tactics are also those which prove successful in the
Although "Buffalo" fighters flown earlier by Finnish pilots had had game. There are numerous possibilities regarding plans and tactics that may be tried, and this
great success against the Soviet Air Force, they were all but annihi- section provides only a few general hints and observations.
lated by the "Zero" escort when they intercepted the Japanese Mid-
First, pay close attention to observation, as this is the key to the game. Avoid wasting
scout air units searching areas where the enemy cannot be, or areas too distant to matter. Make
"CATALINA" (PBY): Inferior in range to the Japanese "Mavis", the thorough searches of the important areas so that all necessary hexes are observed. It is almost
"Catalina" was still an excellent and dependable long range search impossible for the Japanese Mobile Force to avoid a well-conducted American search, so the
plane. Much cheaper to build and maintain than its Japanese counter- Japanese players must make every effort to find the American carriers as soon as possible.
parts, these workhorse aircraft also performed air-sea rescue work, and
Second, keep a "combat air patrol" ("CAP") of fighters over all important and threatened
were operated by some of the best and most dedicated aircrews in the
task forces and over the Midway base during all "day" Turns. The Japanese player should not
United States Navy.
neglect to keep fighters over their transports, as these are especially vulnerable to American
"DAUNTLESS" (SBD): This was the standard American carrier dive air strikes, and their loss ensures that the American side retains control of Midway.
bomber. It was tough and maneuverable, sturdy and reliable, and des- Third, organize your task forces very carefully. A large air strike can break through almost
tined to serve through the entire war, although replaced on carriers by any defenses, and score damaging hits. If enough escorts are available, each aircraft carrier
newer types in 1944. The "Dauntless" was superior to the Japanese should be placed in its own circle of escorts to force attackers to split their numbers and face
"Val". The aircraft was affectionately endowed with a host of nick- more total anti-aircraft combats in order to anack more than one carrier. If escorts are few, it
names, including the "Daunty Lass" and "Slow But Deadly". The
is probably best to keep multiple carriers together for mutual anti-aircraft protection. Keep
champion destroyer of aircraft carriers of all time
carriers and transports out of surface combats. Form special task forces for surface missions,
b'DEVASTATOR" (TBD): This was the standard American carrier and keep the vulnerable, high victory point value ships to the rear.
torpedo bomber for the first six months of World War 11. Slow, short The American side definitely has the initiative in the game. There are any number of
ranged, and tragically vulnerable, the "Devastator" was clearly obso- viable plans and their variants that can be tried. The American fleet can be placed north of
lescent. Almost half the "Devastators" ever built were lost in the Midway for an early strike on the Japanese carriers, as was done historically. The fleet can be
relentless massacre of the American torpedo planes at Midway. placed to the south to attack the Japanese transports, but this plan risks early sighting by the
Japanese, and courts disaster if planes cannot be readied for a second strike before they are
"FLYING FORTRESS" (B-17): This was the Allied long-range found and the Japanese carriers can react with an air strike on the American carriers. The
four-engine heavy bomber in the Pacific in 1942. The original design American side could also choose to remain in the eastern end of the mapboard, and allow the
of the "Flying Fortress" called for it to fly far out to sea to destroy Japanese side to get heavily involved against the Midway base before striking. The Japanese
enemy fleets with high altitude precision bombing. This is exactly player must react to any American plan, preferably by finding the American carriers early.
how they were used in the Pacific during 1941 and 1942, but few hits Last, remember that these hints are only suggestions, not rules. The game is very much a
were scored, although many were claimed. So much for pre-war theo- "player's game" and allows for experimentation and unorthodox plans. A plan that works per-
ries! A "Flying Fortress" could prove to be almost too much for the fectly in one game can fail miserably in the next. Surprise can be decisive! It was at the actual
lightly armored "Zeros" to handle. battle.

"MARAUDER" (B-26): This was a fast, "hot", two-engined medium 1 ] EXAMPLES OF PLAY
bomber. Normally capable of carrying a variety of bombs, the rhese examples are intended to clarify the game's rules by showing them in use. Only the
"Marauders" on Midway were specifically modified to carry torpedoes Basic Game Rules apply to these examples. This example follows the same forces through the
to attack the Japanese fleet. The "Marauder" air unit in the game is steps and phases of a typical Turn. It may be helpful to take the components needed and "play
identified as "5AF" because its four aircraft came from two different along" while reading through this example. It is Turn 8 (a day Turn, so "flying" is possible-
bomber groups of the Fifth Air Force. see 3al) and the Task Force 17 marker is located in hex "M4" on the American Searchboard.
Task Force 17 has not yet been spotted by the Japanese side. The "Yorktown" ship unit is
located (with the "Portland", "Astoria" and DD #2 ship units) in the "Ships" box of the Task
23
Force 17 area on the United States Operations Card. The "B5". "T3". and " 0air units are in ship units against one air unit, or each ship unit against one air unit. The latter choice is
the "Ready" box, and the "B3" air unit is in the "Arming" box of the "Yorktown" area. made, and resolved in this order as follows:
10a) ACTION PHASE (3): This phase consists of four distinct steps, after the "sides" for the "Haruna" ship unit ("2" anti-aircraft factor) versus "B5"air unit ("2" defense fac-
Turn are determined. Comparative dice rolls of "4" for the Americans and "6" for the tors). No other combat modifiers apply. The Japanese attacker rolls a "6" ("+2"
Japanese at the start of the Action Phase establish that the Japanese are Side "A", so the total modifier) = "8" combat number versus the American defender's roll of "5"
American side must go first during each of the following steps and phases. ("+2" total modifier) = "7" combat number. The attacker is more (4b4), but not two
Assembly Step (3a): Since "Yorktown" has a launch number of "4" (see its area on the times as much, so one hit is scored. Mark the "B5" air unit with a 1 hit marker.
United States Operations Card), any or all of the three units in the "Ready" box may "take "Nagara" ship unit ("1" anti-aircraft factor) versus "B6"air unit ("2" defense fac-
off' to "fly" by being shifted to the Task Force 17 "Normal Strike" box. If a fourth air unit tors). No other combat modifiers apply. The Japanese attacker rolls a "2" ("+I" total
was also located in the "Ready" box, it could "take off', too, but the "BY air unit, being modifier) = "3" combat number versus the American defender's roll of "7" ("+2" total
in the "Arming" box, may not "take off'. The American player shifts the three air units to modifier) = "9"combat number. The attacker is less (4b4). so there is no damage.
the Task Force 17 "Normal Launch" box. When the American side is finished, the Assem-
Dive Bombing Category Combat: The attacking American player combines the bombing
bly Step is then performed on the Japanese Operations Card by the Japanese side.
factors of all three dive bomber units as all are placed to attack the same target unit and all
Ready Step (3b): During the Ready Step, still on the United States Operations Card, the use the same bombing category (dive bombing).
"B3" air unit is shifted to the "Ready" box in the "Yorktown" area, for possible "take off'
on the next Turn. When the American side is finished, the Ready Step is then performed on Air units "B6" and "S6" ("7" bombing factors each) plus Air unit "B5" (the 1 hit
the Japanese Operations Card by the Japanese side. marker placed due to the anti-aircraft combat reduces its "7" bombing factor to
"6"-see 4b5) have a total modifier (4b2) of "+20" versus the "Haruna" ship unit
Sea Movement Step (k): The Task Force 17 marker is moved to hex "L3" on the Ameri- ("5a" defense factors-the letter has no meaning unless option 16 is used, so only
can Searchboard. When the American side is finished, the Sea Movement Step is then per- the "5" is considered). No other combat modifiers apply. The American attacker
formed on the Japanese Searchboard by the Japanese side. rolls a "4" ("+20" total modifier) = "24" combat number versus the Japanese
Air Movement and Search Step (3d): Scout "On is moved individually and first, succes- defender's roll of "6" ("+5" total modifier) = "I 1" combat number. The attacker is
sively into hexes "K3" "'2". "13". "H3". "H4". and "H5" on the American Searchboard. two times as much (4b4). but not three times as much, so the defending unit is
flipped over. Turn over the "Haruna" ship unit so that its back side is face up.
L
bE
i HINT: If originating from a task force marker that has not yet been spotted, it is Battle's End: The "Haruna" (now with its back side facing up) and "Nagara" ship units
ood idea not to c a t out and search the first few hexes entered by an air h i t to keep
are returned to the "Ships" box of the Mobile Force area on the Japanese Operation Card.
opponent guessing as to where it came from.
The three American dive bomber air units (with "B5" now stacked with a 1 hit marker) are
Only the last four hexes entered are announced, and the Japanese player informed the returned to American Searchboard hex "H4".
American player that the Mobile Force Task Force marker is in hex " H P , containing the 10b2) Battle Hex "L3": The American player empties the "Ships" box of Task Force 17 on
undamaged ship units for battleship "Haruna" and light cruiser "Nagara". An enemy task the United States Operations Card and sets up the ship units on the Battleboard as shown in
force marker is placed in hex "H4" on the American Searchboard. Note that the American the diagram. The Japanese player then takes all combat air units out of Japanese Searchboard
player did not stop searching in hex " H e , but kept moving after "spotting" into hex "H5". hex "L3" and places them on the Battleboard as shown (4a3).
The "BY and "T3" air units are removed from Task Force 17's "Normal Strike" box,
placed on the American Searchboard, and moved together (3d2) as an air strike succes-
sively into hexes "KC, "J4". "15". and "H4". The "T3" air unit has a'movement factor of
only "3". so it must be left in the third hex entered (hex "15"). and will be unable to attack.
Only the "B5" air unit makes it to the "H4" battle hex from the Task Force 17 air strike,
but the "B6" and "S6" air units (from Task Force 16, which, as it turns out, is in hex "K6"
and unspotted by the Japanese side.
I

I
Unspotted, the American player does not announce a sea search with the Task Force I I
marker. However, this is one of the disadvantages of going first, and, when the Japanese
player performs the same step. Task Force I7 is "spotted" by a Japanese scout air unit, and a
powerful air strike is moved to hex '13"from an unknown (to the American player) location.
lob) COMBAT PHASE (4): Side A (the Japanese this Turn) decides the order in which com-
bats are fought, and the Japanese player decides that the battle in hex "H4" will be resolved Anti-Aircraft Combats: Within the limitations of the particular type of combat's rules,
first, followed by the one in hex "L3". the attacker always determines how the individual combats are resolved.
10bl) Battle Hex "H4": The Japanese player empties the "Ships" box of the Mobile Force GAME HINT: The American player d~videsthe combats as shown in hopes of el~minat-
area and sets up the "Haruna" ship unit in Battleboard hex ""K9" and the "Nagara" ship ing the "HYT" air unit to avoid the "anvil" combat modifier (43.1) and also eliminat-
unit in hex "KI 1" (4a2). The American player then takes all three dive bomber units out of ing or at least reducing the "AD" air unit to avoid the dive bomber combat modifier
American Searchboard hex "H4" and places them in Battleboard hex "K9" to attack the (43.3) during the later bombing combat.
"Haruna" ship unit (4213.1).
Anti-Aircraft Combats: The attacking Japanese player, faced with three identical air The attacking American player chooses to resolve the following anti-aircraft combats in
units all in range (4cl) of both ship units, bas only two choices+ombine and use both the following order:
25
The "Astoria", "Portland", and "DD #2" ship units ("2" anti-aircraft factors each)
have a total modifier of "+6" versus the "HYTWairunit ("2" defense factors). No OPTIONAL RULES .
other combat modifiers apply. The American attacker rolls a "7" ("+6" total modi-
fier) = "13" combat number versus the Japanese defender's roll of "3" ("+2" total The Basic Game rules and the various scenarios provide for a great variety of games,
modifier) = "5" combat number. The attacker is two times (4b4). but not three times although more experienced players may wish to go for even more variety and more realism
as much, so the defending unit is flipped over. Turn over the "HYT" air unit so that by using, some or all of these additional optional game rules. These options are just that-
its back side is face up. optional-they may be added to the game singly or in just about any combinations to suit
player's tastes. Each optional rule adds some additional scope and detail to the game, as
The "Yorktown" ship unit ("3" anti-aircraft factor) versus the "ADair unit ("2"
well as some additional complexity and playing time. It is suggested that players master the
defense factors). No other combat modifiers apply. The American attacker rolls a
Basic Game rules before trying any of the rules in this section. These options, in most cases,
"6" ("+3" total modifier) = "9" combat number versus the Japanese defender's
simply add to the Basic Game rules, all of which still apply. There are changes to the Basic
roll of "6" ("+2" total modifier) = "8" combat number. The attacker is more
Game Turn Sequence if some of these options are used (simply ignore the parts that apply
(4b4), but not two times as much, so one hit is scored. Mark the " A D air unit
only to options that are not used), and a COMPLETE SEQUENCE OF PLAY is found on
with a 1 hit marker.
the Searchboard Screen.
Bombing Combat: The attacking Japanese player chooses to resolve the following bomb-
ing combats in the following order: [ 11 ] COMBAT OPTIONS
Bombing Attacks O n the "Yorktom": 11a) T H E FREE ROLL MARKER: If this option is used, every scenario starts with one
Torpedo Bombing Category Attack: Air units "IAT" and "2AT" ("7" bombing given stde holding the free roll marker, that side being given in the scenario's
factors each) plus Air unit "HYT" (being flipped due to the anti-aircraft combat EE Special Rules section. The free roll marker can be used whenever the holding
gives its only "5" bombing factors-see 4b5) are making an "anvil" attack ("+3" LL player desires to re-roll the dice once for any one combat (rolls for purposes other
combat modifiers-see 4d3.1) and have a total modifier (4b2) of "+22" versus the than combat are not allowed). Obviously, this should be used only in a case
"Yorktown" ship unit ("3c" defense factors). No other combat modifiers apply. The where the holding player is very unhappy with the original rolls! After the dice are rolled
Japanese attacker rolls a "3" ("+22" total modifier) = "25" combat number versus for a combat, the player holding the free roll marker announces that it is to be used. The
the American defender's roll of "6" ("+3" total modifier) = "9" combat number. original rolls are then ignored, and both dice are rolled again to resolve the combat. The
The attacker is two times as much (4b4). but not three times as much, so the new rolls resolve the combat. After use of the free roll marker, it is then passed to the other
defending unit is flipped over. Turn over the "Yorktown" ship unit so that its back player, who can then hold it until he desires a re-roll on any later combat, after which it is
side is face up. passed to the other player, etc.
Dive Bombing Category Attack: Air unit " A D (the 1 hit marker placed due to the l l b ) AIRCRAFT DAMAGE ON DAMAGED BASE AND SHIP UNITS: When the Mid-
anti-aircraft combat reduces its "7" bombing factors to "6"-see 4b5) is making a way base or a ship unit is damaged, this may mean that the air units "On Ground" or "On
dive bombing attack on a ship unit that has a combat air unit in its Operations Card Board" these units are also damaged. When a base or ship unit takes a hit or hits and/or is
"Ready" box (remember that the "B3" air unit was shifted to the "Ready" box dur- flipped over (ie., this is handled the same, regardless of the severity of the damage) during a
ing the Ready Step--this adds a "+4" combat modifier-see 4d3.3) and has a total Combat Phase, any air units in its "Arming" and/or "Ready" boxes must, in any order, be
modifier (4b2) of "+lo" versus the "Yorktown" ship unit (now "2c" defense factors checked for damage at the end of the Combat Phase. This is done by both sides rolling a die
because that is the number on its back side). No other combat modifiers apply. The once per air unit involved, and marking damage the same as in a combat. For each roll, the
player controlling the air unit is the defender, and the opponent is the attacker.
Japanese attacker rolls a "3" ("+lo" total modifier) = "13" combat number versus
the American defender's roll of "7" ("+2"total modifier) = "9" combat number. l l b l ) If the air unit is "On Board" a ship, there is a "+2" modifier to the defending die roll,
The attacker is more (4b4), but not two times as much, so one hit is scored. Mark and no modifier to the attacking die roll.
the "Yorktown" ship unit with a 1 hit marker. l l b 2 ) If the air unit is "On Ground" at the Midway base, there is a "+3" modifier to the
Dive Bombing Category Attack O n the "Astoria": Air unit " H Y D ("7" bombing defending die roll, and no modifier to the attacking die roll.
factors) versus the "Astoria" ship unit ("3b" defense factors). No other combat modi- l l b 3 ) A "1 hit" result is not marked and has no effects on a scout air unit. However, if the
fiers apply. The Japanese attacker rolls a "3" ("+7" total modifier) = "10" combat num- attacker's combat number is two times or more the defender's combat number, a scout air unit
ber versus the American defender's roll of "7" ("+3" total modifier) = "10" combat is eliminated.
number. The combat numbers are equal (4b4). so there is no damage.
l l b 4 ) If a base or ship unit is eliminated, all air units "On Ground" or "On Board" are still
Battle's End: The American ship units (with "Yorktown" now flipped and with 1 hit marked) also eliminated, as in Basic Game rule 4b5.
are returned to the "Ships" box of the Task Force 17 area on the United States Operations l l c ) DEAD IN THE WATER: Any ship unit that represents an individual ship (ie., this does
Card. The Japanese air units (with "HYT" flipped over and "HYD" marked with 1 hit) are
not apply to " A P or " D D units) is considered to be "dead in the water" and incapable of
returned to Japanese Searchboard hex "L3". movement if it is flipped to its back side and also has a 2 hits marker on it. The following spe-
10c) AIR RETURN PHASE: This considers only the air units that "took off' from the York- cial rules apply to a ship unit that is "dead in the water":
town. Scout air unit " 0(from Searchboard hex "H5"). the ""B5" air unit (from Searchboard l l c l ) In a Surface Combat (see option 16). a "dead in the water" ship unit may not be moved
hex "H4"). and the ""T3" air unit (from Searchboard hex "15") are all moved to Searchboard or used in a breakoff attempt. If all the ship units on one side are "dead in the water", and an
hex "L3" (location of the Task Force 17 marker and the "Yorktown" ship unit) and placed in enemy ship(s) that is not "dead in the water" also remains on the Battleboard after a Surface
the Yorktown area's "Arming" box on the United States Operations Card. Combat is ended, the "dead in the water" ship units are automatically eliminated.
10d) TURN RECORD PHASE: Both players advance their turn markers on their own TIME l l c 2 ) A "dead in the water" ship unit may be "towed" on the Searchboard (see option 12a4).
RECORD TRACK. It is a good idea to check and make sure there is agreement as to the cur- Air units may not "take off' or "land" on a "CV", "CVL" or "AV" class ship unit that is "dead
rent Turn. If nothing else happens the rest of the game (highly unlikely!), victory points, based in the water", even if it is "towed".
only on what was covered here, total as follows (see 7a3):
llc3) If there is no wish or ability to "tow" a "dead in the water" ship unit, it may be volun-
The Japanese side gets 10 victory points since "Yorktown" (a CV) was flipped. tarily "scuttled", that is, eliminated by the controlling player at the start of a side's Ship
The United States side gets 5 victory points since "Haruna" (a BB) was flipped. Movement Step.
26 27
l l d ) REPAIRS: A limited amount of "repair" is possible for damaged air units that remain a movement factor of "2" is moved one hex during most Sea Movement Steps, but can be
"On Board" or "On Ground" (which they will) for two consecutive moved one or two hexes during the Sea Movement Steps of Turns "3"."9","15" and "21".
night Turns, and a limited amount of repair is also possible for dam- These Turns are marked with a solid triangle ( A ) on the TIME RECORD TRACKS on the
aged base or ship units that remain in the same Searchboard hex for Searchboards.
two consecutive night Turns. During these two Turns, the base or
12a3) THREE MOVEMENT FACTORS (@): A task force marker whose slowest ship unit
ship units (or the air units "On Ground" or "On Board" these units) also may not be engaged
in any form of combat. If these conditions are met, during the Turn Record Phase of the sec- has a movement factor of "3" is moved one hex during the Sea Movement Steps of even num-
ond night Turn, a player may do the following to repaired units: bered Turns, but can be moved one or two hexes during the Sea Movement Steps of odd num-
bered Turns. These Turns are marked with a solid circle (@) on the TIME RECORD TRACKS
l l d l ) Flip a 2 hits marker over to become a 1 hit marker. This can not be done to an air unit on the Searchboards.
that was used to generate a scout air unit or units (see option 15d).
12a4) TOWING: A ship unit that is "dead in the water" (see option 1lc) can be considered to
l l d 2 ) Remove a 1 hit marker. This can not be done to an air unit that was used to generate a be "towed" if there is another ship unit in the task force that is not dead in the water and avail-
scout air unit or units (see option 15d). able to do the "towing".
l l d 3 ) Combat air and ship units flipped to their back side may not be flipped to their front 12a4.1) Each "dead in the water" ship unit requires one and only one ship unit that is not
side. The base unit with its back side up and no hit marker may be flipped bac k to its front "dead in the water" to "tow" it. No ship unit may be used to "tow" more than one other
side and a 2 hit marker added. ship unit. BB, CV, and CVL class ship units may not be used to "tow" other ship units.
l l e ) SUBMARINE ATTACKS: There were numerous submarines for both sides operating in 1204.2) A "towed" ship unit is considered to have a movement factor of "1" for use only
the waters covered by the game's Searchboards. These are
, . A- not represented in the game, but their effects are
abstracted here. At the conclusion of an Air Return Phase
during Sea Movement Steps only (ie., move as in rule 12al). A task force marker contain-
ing a "dead in the water" ship unit(s) that is not "towed", may not be moved during a Sea
Movement Step.
(including during night Turns), after all air units have been landed and/or marked to patrol
(see option 12d) there may be a submarine attack: 12a4.3) Only a "towed" ship unit and the ship unit that "tows" it may exit the Searchboards
without being considered eliminated. To exit, move to a hex on the edge of the Search-
l l e l ) WHO ATTACKS: Both sides roll one die and compare the numbers. There are no board, then, during the next Sea Movement Step, the ship units are considered to exit the
modifiers for this roll. If one side's number exceeds the other side's number by three times or Searchboard. Their task force marker is not considered to exit with them, but is removed if
more, the side with the larger number may make a "submarine attack". Otherwise, neither side all ships in it do exit. American ship units can only exit off the east edge of their Search-
gets a submarine attack.
board, and Japanese ship units can only exit off the west edge of their Searchboard. Ship
l l e 2 ) WHAT CAN BE ATTACKED: A side getting a submarine attack may only use it units that exit may never re-enter the Searchboard, but engage in no further combats. Any
against any opposing task force marker on which there is "exact" information (this is the damage to exited ship units that is worth victory points is still counted at game's end.
Basic Game information or as covered in 15a1.2). If there is no such task force marker, there
12b) MODIFIED CAPACITY AND LAUNCH: This expands on Basic Game rule 2c4.
is no submarine attack. After choosing a task force, the attacking side selects a specific ship
unit in the task force as the target unit. 12bl) SMALL AIR UNITS: A scout air unit, a combat air unit with an "ELIM on its back
l l e 3 ) SUBMARINE ATTACK PROCEDURE: Both sides roll a die and combat is resolved side, or a combat air unit that has been flipped so its back side is up all count as just one-half
and marked normally, using the following combat modifiers (for easy reference, these are also of an air unit when determining ship or base capacities and for use with launch factors. For
printed on the Searchboard Screen): example, the Japanese "Chikuma" (AV) has a capacity of "I ", but using this option could be
used to hold two scout air units.
lle3.1) ATTACKER MODIFIERS:
+3: The attack comes during a night Turn. 12b2) EXPANDED LAUNCHES: This option expands on Basic Game rule 3a. A launch fac-
-1: Attacking a destroyer ("DD) ship unit. tor may be exceeded to a maximum of twice the normal launch factor for that side of the unit
+4: Attacking a "dead in the water" ship unit. with these modifications and restrictions:
lle3.2) DEFENDER MODIFIER: 12b2.1) Air units using the normal launch factor to "fly" may be shifted to the appropriate
+1: Per destroyer (this is for individual destroyers, of which there may be three to six "Normal Strike" (the only box used in the Basic Game) andlor "High CAP" (only fighter
per destroyer ship unit) in the task force marker (this is just in the individual task force units) boxes, as desired.
marker, not those in other task force markers in the same hex). 12132.2) Once the normal launch factor has been used, additional air units not to exceed
110 DIFFERENT SHIP INTERVALS: Under air attack, the Japanese deployed their ship at twice the launch factor can also be shifted into appropriate "flying" boxes to show that
wider intervals (usually around 3,000 yards apart) to allow each ship to make violent, inde- they too are "flying9'-these are "maximum launch" units.
pendent maneuvers. American doctrine was to keep their ships closer together (often about 12b2.3) Maximum launch units may be shifted only into the appropriate "Max. Strike"
2,000 yards apart) and have the escorting ships match the maneuvers of the ships that they and/or "Low CAP" boxes.
were escorting. Using this option, which amends Basic Game rule 4a2, American base and
ship units are setup exactly as in the Basic Game, with at least one empty hex between and 12b3) EFFECTS O F PLACEMENT IN THE VARIOUS "FLYING" BOXES: Air units
around all units. Japanese ship units are setup as in the Basic Game, but there must be at least shifted to the four "flying" boxes have restrictions on what can be done with them during the
two empty hexes between and around all units. Air Movement and Search Step.
12b3.1) Normal Strike: Air units in this box have the same capabilities as
[ 12 ] MOVEMENT OPTIONS Normal those from this same box in the Basic Game. Fighter (see option 14) units
These rules expand on the players abilities to realistically use and maneuver their units. Strike placed in this box form part of an air strike as "escorts" fighter units for the
12a) VARIABLE SEA MOVEMENT: Instead of all desired task force markers being moved bomber units in their air strike and will (if possible) accompany them to the tar-
one Searchboard hex per Turn, as in Basic Game rule 3c, this movement rate varies, depend- get-they may not be used for "CAP".
ing on the movement factor of the slowest ship unit in a task force. 12b3.2) Max. Strike: Combat air units in this box simulate the take offs of
12al) ONE MOVEMENT FACTOR: A task force marker whose slowest ship unit has a move- Max. additional aircraft and the extra time required to spot them on deck and get them
ment factor of "1" is moved one hex every Sea Movement Step (same as in the Basic Game). Strike into the air. Units in the "Max. Strike" box are treated as if their movement fac-
12a2) TWO MOVEMENT FACTORS (A): A task force marker whose slowest ship unit has tors are one less than the normal printed number. As with the "Normal Strike"

28
box, fighter (see option 14) units placed in this box are "escorts" for the bomber units and of the opposing Sea MovementStep, before any task force markers are moved.
will (if possible) accompany them to the target-they may not be used for "CAP". Note 12d2.1) When the task force marker is moved, the "shadowing" scout air unit is moved
that if used with option 12c, the movement factor reduction has the effect of reducing the with it, and the air unit's side must be informed of the movement.
unit's range by two hexes (one each way). If moved with the units in the "Normal Strike" 12d2.2) If there are multiple "patrolling" units in the hex, any or all may be assigned to
box as a single air strike, they may be dropped off in their last hex if unable to reach a bat- shadow the same task force marker, or they may be announced to "shadow" different task
tle hex, the same as covered in Basic Game rule 3d2. force markers, etc.

Fl 12b3.3) Higb CAP: "CAP' = "Combat Air Patrol". o i l y fighter ("Fclass) air
High units may be placed in these boxes. They are meant to defend the hex from
enemy air strikes. They may be used to combat enemy bomber air units using
any category of bombing (see 4dl) and/or enemy escort fighter units, and some
or all may be moved to a "High CAP" box (only) located in another hex(es) containing a
12d2.3) The movement (if any) involved in "shadowing" is considered to expend all of the
air unit's movement factors, so it is not moved during the Air Movement and Search Step,
although its remaining movement factors may be converted to search modifiers (see option
15al.l) if better information is still sought.
friendly base unit or task force marker(s) within their movement factor during their side's
Air Movement and Search Step.
1283.4) LOWCAP: Only fighter ("F class) air units may be placed in these
LOW boxes. They represent fighter aircraft that have not had enough time to gain nlsroncally, n was alrr~cultto coordinate large air strikes against a common target area, espe-
CAP altitude in order to intercept higher-flying enemy aircraft. They may be used cially if the range was long. Usually, air strikes from different locations would arrive over the
to combat enemy bomber air units that are using the bombing categories of same target area at different times.
medium level bombing and/or torpedo bombing and/or enemy escort and strafing fighter 13a) COMBINING AND SEPARATING AIR STRIKES: This option modifies Basic
units, and may not be moved from their box or to another hex during their side's Air Game rule 3d.
Movement and Search Step. 1 3 ~ 1SEPARATIONS:
) "Flying" scout air units may still be moved individually, but "flying"
1%) AIR UNIT RANGES: There are two ways to augment the "reach" of the game's air units. combat air units must be moved and kept together only if they originate from the same task
force marker or base unit and start from the same strike box. For example, under this modifi-
12cl) UNEQUAL MOVEMENT LEGS: Considering both the movement during an Air
Movement and Search Step and an Air Return Phase, an air unit actually has a "range" that is cation, air units originating from different task force markers in the same hex can, ifdesired,
twice its movement factor number. With this option, this "range" does not have to be split be moved to different destinations. Also, air units from a "Normal Strike" box may, ifdesired,
evenly. This rule applies only to combat air units, and does not allow for more movement dur- be moved to a different destination than those from a "Max. Strike" box in the same Opera-
ing an Air Return Phase than during an Air Movement and Search Step. A unit using this type tions Card area. Under this option, a separate "air strike" (unlike Basic Game rule 3d4, where
of movement may not also be "staging" (see 1 2 ~ 2 )During
. an Air Movement and Search Step, an "air strike" is always all of the combat air units in a hex) is any stack of combat air units
a combat air unit(s) may be moved a number of Searchboard hexes that exceeds its movement (an "air strike") that had to be or was combined to be moved together.
factors, if there is a ship or base where "landing" is possible (meeting all "landing" conditions 1 3 ~ 2COMBINATIONS:
) To put together powerful forces, separate "air strikes" can be com-
in rule 5a) located close enough that the total number of hexes moved during the Air Move- bined into larger "air strikes". Separate "air strikes" may, if desired, be combined if they origi-
ment and Search Step plus the An Return Phase does not exceed twice the movement factor. nate in the same hex. Separate "air strikes" may also be combined by moving an "air strike(s)"
For example, the "B6" Allied dive bomber unit has "5" movement factors and is moved seven through a hex where one or more other "air strikes" originate, and combining all into one "air
hexes during its Air Movement and Search Step, then three hexes during the Air Return Phase, strike" before moving out of that Searchboard hex.
for a total of ten hexes, twice its movement factors. After moving during an Air Movement and
Search Step, make a note of the movement still remaining for a unit used in this way. 13b) "WAVE" ATTACK RESOLUTION: Separate "air strikes" that have not combined and
end movement in the same hex with an opposing task force marker(s) or base unit should be
1 2 ~ 2 STAGING:
) "Staging" involves servicing, fueling and arming at a base or ship that is
kept distinct (one way to do this is to face the air units of each "wave" in different directions
distant from a target, flying to another closer base or ship, quickly refueling (only) and then
performing a mission. The procedure can be reversed to retum to the original base, etc. Air while they are stacked together in the Searchboard battle hex), as each separate "air strike"
units "take off' normally, but, when "staged", are moved from their "Normal Strike" and/or constitutes a different "wave" of attacking air units.
"Max. Strike" box(es) during the Ready Step. An air unit(s) may not be used for searching 1 3 b l ) ORDER OF WAVE USE: When the time comes to resolve the battle, place each
during this movement, and all the usual restrictions on "landing" apply (see 5). Movement "wave" in a separate stack near the Battleboard. Then, the controlling player rolls a die once
factors (including reductions, as in 12b3.2) must allow an air unit(s) to reach a hex where for each "wave". The "wave" for which the highest number was rolled must resolve combats
"landing" is possible, and the "staging" air unit(s) are "landed" there. Unlike most "landings", first (the first "wave"), then the next highest, etc. If die rolls were tied, those "air strikes", by
a "staging" air unit(s) must be placed in the area's "Ready" box; "take off' as early as the next sheer luck, arrived at the same time, and are combined to form one "wave".
Tum is possible.
13b2) "WAVE" COMBAT RESTRICTIONS: Each "wave" is fought as a separate battle in
12d) PATROLLING AIR UNITS: Some scout air units have the word "PATROL" on their the same battle hex against the same defending units (reduced by their losses against earlier
back sides (an asterisk on the unit's front side reveals that "PATROL" is on the back). These "waves").
are air units that can "fly" for exceptionally long periods of time. 13b2.1) The base and/or ship units are setup (see 4al and 4a2) only once, for the first
12dl) REMAINS "FLYING": During an Air Return Phase, if desired, after "landing" all "wave". They are not rearranged between "waves", but they are used for separate anti-air-
other air units, these scout air units are not moved, but may be flipped over to its craft combats after each "wave" of air units is setup.
back side so that the word "PATROL" shows, and left "flying". Although the back
"PATROL" side remains showing, these "patrolling" scout air units may be moved 13b2.2) As the each "wave" completes its battle, its air units (including its escorting
normally during the next Turn's Air Movement and Search Step and Air Return fighter units) are returned to their Searchboard's battle hex.
Phase. Be careful that they end movement close enough to return! 13b2.3) The CAP fighter units may be used for separate air combats (see option 13)
12d2) SHADOWING: A scout air unit that is flipped over to its "PATROL" side while against each "wave", but what they can engage in air combat may change with each
located in the same Searchboard hex as an opposing task force(s) may be used to "shadow" a "wave". Only fighter units used to combat high level or dive bomber units in the previous
task force marker in that hex. To do so, the controlling player announces that the air unit will "wave" are considered to be from a "High C A P box for air combats against the next
be used to "shadow" a specific task force marker (inform the opponent which one) at the start "wave-all others are considered to be from a "Low C A P box against the next "wave".
[ 14 1 FIGHTERS AND AIR COMBATS ber, and the Japanese player rolls a "3" ("+2" total modifier) = "5" combat number. The
Fighter air units are not used in the Basic Game, so to use this option attacker's combat number is two times the defender's combat number, so the Japanese "IKF"
the Fighter units must be setup at the start of a game. Fighters are used unit is flipped to show its back side. The American "1F6" escort fighter units has a total of
as "escorts" for bombers and as "combat air patrols" ("CAP") to defend "5" air combat factors (a "+5" combat modifier) versus "2" defense factors (a "+2" combat
friendly targets. The are used to engage in "air combats" with other air modifier)for the Japanese "2KF" CAPfighter unit. The American player rolls a "9" ("+5"
units. Aiu combats are resolved before resolving anti-ai~craftcombats. total modifier) = "14" combat number, and the Japanese player rolls a "2" ("+2" total mod-
14a) AIR COMBAT SETUP: This section can be skipped if no CAP fighters units are pre- ifier) = "4" combat number. The attacker's combat number is three times (actually more)
sent in the hex. If there are no CAP fighter units, any escort fighter units in the hex may be than than the defender's combat number, so the Japanese "2KF" unit is eliminated. The elim-
kept out of combat, or some or all may be setup to strafe (see option 140. Battle setup is han- ination of the Japanese CAPfighter unit frees the "lF6"fighter unit to be immediately placed
dled normally (see 4a), except that, after setting up the other units normally, the fighter units as a strafingfighter unit, ifdesired (see option 14f).
are setup for air combats, as follows: 14d2) CAP ATTACKS: Now the CAP side attacks, but only the "IKF" unit remains to do so,
1411) ESCORT SETUP: Pick a corner or edge of the Battleboard with some empty hexes to and with its back side air combat factor at that, so the "lF6" unit is no longer involved in an
setup an air combat between fighter units. Place the escorting fighter units in a line, one per hex. individual combat, and is not attacked. "lF3" and "2F3" are still in an individual combat,
and the Japanese player decides to attack the "2F3" unit, as its back side is up. The Japanese
14a2) CAP SETUP: All fighter units in both the "High CAP" and "Low CAP" boxes in the "IKF" CAPfighter unit has a total of "3" air combat factors (a "+3" combat modifier) ver-
battle hex must be used in the air combat. Keep fighter units shifted from the two boxes sepa- sus "1 " defense factors (a "+I" combat modifier)for the American "2F3" escort fighter unit.
rated, or, if necessary make notes as to which is which. The Japanese player rolls a "7" ("+3" total modifier) = "10" combat number, and the Amer-
14a2.1) To mark individual combats, place the CAP fighter units with their front facings ican player rolls a "4" ("+1" total modifier) = "5" combat number. The attacker's combat
each pointing at one desired opposing escorting fighter unit. number is two times the defender's combat number, so the American "2F3" unit is flipped. As
14a2.2) Excess CAP fighter units must be stacked with other units, as desired, so that two its back side is already up, the unit is eliminated.
or more CAP fighter units are in combat with one escort fighter unit, but, if possible, at 14e) AIR COMBAT BREAKTHROUGHS: Any individual air combat that ends with the
least one CAP fighter unit must be matched up with each escort fighter unit. elimination of the only escort fighter unit in the individual combat, releases the CAP fighter
14a3) ESCORT SETUP ADJUSTMENT: If there are more escort fighter units involved, the unit(s) engaged in that same individual combat to "breakthrough" and have an additional air
excess units may be stacked with other units for air combat, as desired, so that two or more combat with an enemy bomber or strafing fighter (see 14f, below) unit. If there are no escort
escort fighter units are in combat with one CAP fighter unit, or some or all of the excess fighter units, treat all CAP fighter units as breakthrough fighter units.
escort fighter units may be setup to strafe (see option 140. 14el) The CAP player places, as desired, the breakthrough fighter units facing enemy air units
14b) AIR COMBAT MODIFIERS: The attacking side's only combat modifier is the (which are already setup to attack a base and/or ships) they will combat, thus establishing the
attacking air unit's air combat factor. If two or more units attack the same target unit, their individual air combat participants. EXCEPTION: A breakthrough fighter unit that came from
air combat factors must be added together. The defending side's only combat modifier is the a "Low CAP" box may only engage in air combat with a strafing fighter unit or a bomber unit
target air unit's defense factor. using torpedo or medium level category bombing, while one that came from a "High C A P
14c) AIR COMBAT SEQUENCE: The escort side is the attacker first. Each individual com- box may engage any desired enemy strafing fighter or bomber unit on the Battleboard.
bat is resolved using the escort side's air combat factors as modifiers against the CAP side's 14e2) If breakthrough CAP fighter units are stacked and facing a stack of enemy air units,
defense factors. If the only CAP unit in an individual air combat is eliminated, any escort they may combine air combat factors to attack one enemy unit, or be used for separate air
fighter units in that individual combat may be immediately placed for use as strafing fighter combat attacks, as the attacking player wishes. It is not necessary to attack all units in an
units, or just end their participation against the current "wave", as desired. Then, where the opposing stack in these combats, but, if possible, all strafing escort fighter units in a stack that
CAP unit was not eliminated, the individual combat still exists, but now the roles change, and is involved must be attacked. All opposing bomber and/or strafing fighter units in a stack may
the CAP units attack. Now, use the CAP side's air combat factors as modifiers against the be used to attack in their turn, even if all were not actually attacked by the CAP fighter units.
escort side's defense factors. The attacking player always decides the order in which the indi- 14e3) In these breakthrough air combats, the breakthrough CAP fighter units always attack
vidual combats are resolved. first, then the surviving enemy unit(s) that they face may attack for air combat. The CAP
14d) AIR COMBAT EXAMPLE: Two Japanese CAP fighter units are in two individual air player is allowed to decline to commit any or all of the breakthrough CAP fighter units to
combats with three American escort fighter units, as shown: do this.
14f) STRAFING BY ESCORT FIGHTER UNITS: Excess escort fighter units that are setup
to strafe (see 14a and 14c, above) are placed on the Battleboard facing and adjacent to enemy
ship units, the same as if they were torpedo bomber units. They may be stacked with (and, if
so, must be faced in the same direction as) a torpedo bomber unit(s). The effect of strafing is
that, during anti-aircraft combat, a "-1" combat modifier applies to attacks by a ship unit that
is faced by one or more strafing fighter units.
14g) AIR COMBAT BATTLE'S END: When all air combat has been resolved, return the
escort units to the battle hex on their Searchboard. CAP fighter units are shifted to their appro-
priate Operations Card CAP box, as follows:
14gl) All air units that were in a "Low CAP" box before the battle are returned to the "Low
CAP" box.
14g2) All other air units that engaged in a breakthrough air combat with an enemy air unit
14dl) ESCORT ATTACKS: The ~ m e r i i a n"1F3" and : 2 ~ 3 " (back) escort fighter units using the categories of torpedo or medium level bombing, or a strafing fighter unit, are
have a total of "8" air combat factors (a "+8" combat modifier) versus "2" defense factors returned to the "Low CAP" box.
(a "+2" combat modifier) for the Japanese "IKF" CAPfighter unit. No other modifiers apply 14g3) All air units that were in a "High C A P box before the battle are returned to the "High
in air combats. The American player rolls a "2" ("+8" ~ o t a modifier)
l = "10" combat num- CAP" box, unless 14f2 applies.
32 33
[ 15 ] EXPANDED SEARCH RULES suggested that the "Exact" side of an enemy task force marker be displayed only when the
information is reliable ("2X" and "3X). and that the "?" side be displayed otherwise. Of
15a) VARIABLE SPOTTING INFORMATION: Air search information is changed, with course, written notes are still useful for recording what is known about each enemy task force
this option replacing Basic Game rule 3d3.2. For easy reference, much of this information is marker.
repeated in the SEARCH CHART on the Searchboard Screen.
15b) LOSS OF SCOUT AIR UNITS: This option is only used if option 14 is also used. Any-
15a1) AIR SEARCH PROCEDURE: If there is nothing in an announced hex, the opposing time a scout air unit enters a hex containing an enemy fighter CAP ("High CAP" and/or "Low
player says so. If a task force marker(s) is in a hex called out to be searched, it is spotted, but C A P ) , there is a chance that the scout unit will be eliminated by the opposing fighters.
the opposing player merely states that "something is there". To try for more exact information,
competitive die rolls are used, with both players rolling a die and comparing the results, as 1Sbl) When a scout air unit(s) enters a hex containing an opposing fighter unit(s) in a CAP
follows: box(es) or was used to "shadow" (see option 12d2) a task force marker where this applies.
both sides immediately make an unmodified die roll and compare the results. If the fighter
15al.l) Search Modifiers: All of the following "search modifiers" apply to the searching CAP side's roll exceeds the scout side's roll by three times or more, the scout air unit(s) is
side's die roll: eliminated. Otherwise, there is no result.
+0: This modifier applies during a night Turn (applies only to sea searches). 15b2) If eliminated, a scout air unit is still considered to search a hex before elimination, and
+3: This modifier applies during a day Turn. the search is conducted as in option 15a1, but no search modifier for expending additional
movement factors in the hex is applied to the searching.
+2: If the air unit has not used all of its movement factors, the searching player may
announce that additional movement factors will be expended in the hex (as the search 1%) CREATING NEW SCOUT AIR UNITS: Scout air units represent small detachments of
aircraft circles the area trying for a better look). Each additional movement factor two to four aircraft that are actually detached from larger combat air units. Use of this rule is
expended adds a "+2" die roll modifier. For example, a scout air unit with "6" move- the only way some scout air units can be used in game.
ment factors enters a hex containing an opposing task force marker after moving only 15cl) Scout air units may be created at the start of an Assembly Step by marking a "parent
three hexes. The remaining three movement factor could be converted into a "+6" unit", that is, an undamaged combat air unit that shows its front side, with a 1 hit or a 2 hits
modifier, or, ifthe player still wished to move the scout unit another hex, two ofmove- marker to show the reduction of its strength. This creates, respectively, one or two new scout
menr factors could be converted into a " + 4 " modifier, and the air unit moved into air units which are placed in the same Operations Card box as the "parent unit" Be careful that
another hex when the search in the current hex is over, etc. (This modifier applies only creating these scout air units does not exceed capacity. Only available (ie., those included in
to air searches.) the game and not currently in use-whether never used or eliminated earlier) scout air units
+3: This modifier applies if the hex contains any land or reef. may be created. If option 1l d is also used, make a written record of these parent units", as
they can not be "repaired".
+6: This modifier applies if the hex contains the Midway base unit. 1Sc2) The scout air units must be of the same type as their "parent unit". This means that only
15111.2 Search Results: Compare the modified numbers rolled to find the result, as follows: the following types of combat air units may be used to create the following specific scout air
Tie o r Less: If the searching side's modified roll is equal to or lower than the opposing units:
roll, there is (still just "something is there"). AMERICAN SCOUT UNITS: The pictures match those on their "parent units".
"H": "H" class units may be used to create scouts "I", "J" and " K .
Exceeded: If the searching side's modified roll exceeds the opposing roll, but is not at "M": " M class units may be used to create scout "L".
least two times the opposing roll, the opposing player must provide a number of ship D : D class units may be used to create scouts "M", " N , "On,"P" and " Q .
66 99
6'

in the hex. However, the ship unit's player may lie about the real numbers of ships
present-the player may say any number from half (round up) to double the actual JAPANESE SCOUT UNITS: The pictures match those on their "parent units".
number of ships. .
'9":" D class units may be used to create scouts "An, "B", "C","D","E,"F'and " G .
66T99 : T" class units may be used to create scouts "H", "I", "J", "K", and "L".
2X: If the searching side's modified roll is at least two times the opposing roll, but is
not at least three times the opposing roll, the opposing player must tell the "actual
number" of ships and task force markers in the hex.
face combats dmost a separate game, and, in fact there is a scenario (7d) that is exclu-
3X: If the searching side's modified roll is at least three times the opposing roll, the sively a surface combat. There is a great deal of abstraction in these surface rules to make
opposing player must announce exactly which ship units are present-ie., the "exact" these actions fit on the Battleboard, and they admittedly use a "split scale" where ships are
infor "on, as in the Basic Game. deployed as if the hexes were under one thousand yards across, and their weapon ranges work
SPEC NO : en eterm~ningt e number of ships in a hex, remember that transport as if each hex were 5,000 to 7,000 yards across, but the rules still provide a decent "feel" for
D
)"- ship unit: represent more than one actual ship--they represent 1942 surface actions. These rules are used to resolve surface combats between opposing ship
number of ships equal to the number of ship symbols on their counters. For example, thc units and between Japanese ship units and the Midway base unit. Surface combats are resolved
ipanese destroyer ship unit number one represents six actual ships when its front side it after all bombing combats are completed.
p, and three actual ships when its back side is up. This number of "shipsw-not necessaril] 16a) SURFACE CONTACT: The Searchboard hexes are large enough (over 70 miles across)
IS number of "ship 'Is"-provides the numbers for the "Exceeded" and "2X"res ' that it is possible for ships from both sides to be located in the same hex and still not "spot"
each other or get close enough to fire their guns. "Surface contact" is required to fight a sur-
15a2) AIR STRIKE SPOTTING: An air strike(s) may be moved to end movement and attack face combat. Surface contact occurs and a surface combat must be resolved if both sides have
in a hex where exact information is not available. In this case, exact information on the ship a task force marker(s) in the same hex and one or both sides had search results in that hex of
units is given, but only when they are setup for the battle. In other hexes that an air strike "2X" ("actual number") and/or " 3 X ("exactw-see option 15a1.2). or, if option 15a is not
enters, handle as in 15a1, above. used, the normal Basic Game "exact" information (see 3d3.2). If only one side has this infor-
mation, that side's player decides if there is to be a surface contact or not, and a surface com-
15a3) OPTIONAL SEA SEARCH: This is performed as in Basic Game rule 3d5, except that bat is resolved only if that player wishes to do so-otherwise, there is no surface contact and
the procedures in option 15al for determining what information is available are used. See there will be no surface combat. If there is a surface contact, exact information on the ship
also option 16a for surface contacts with opposing ship units. units present is given to both sides when they are setup for battle.
15a4) MARKING AND RECORDING SPOTTINGS: The enemy task force markers are, as 16b) TASK FORCE FACING: If this option is used, it is necessary to know exactly what
in the Basic Game (see 3d3.3). used to mark enemy positions. For use with this option, it is direction a task force marker was moving hen it entered a battle hex.
34 35
each battleline must be placed even with the lead ship (the one in the " X hex) in the first
16bl) MOVEMENT DIRECTION: The direction is easily shown by designating the top of
task force markers as their "front" facings (see picture). Then, when a task force marker is battleline. For example, if the lead ship in the first battleline is in " X hex "MI1", the
moved during a Sea Movement Step, always orient its front facing to show the direction it lead ship in a second battleline must be in hex " 0 11 ", the lead ship in a third battleline
moved when it entered the hex. must be in " Q l l ", etc.
TASK FORCE MARKER'S FRONT FACING TASK FORCE MARKER ENTERED INTO HEX 16~2.4)Ship units that are "dead in the water" (see option l l c ) must be placed at the
back(s) of a battleline(s), behind any ship unit(s) that are able to move.
1 6 ~ 3 SAMPLE
) SURFACE COMBAT SETUP: This is during a night Turn where the
opposing ships must be setup facing in opposite directions. The American side has only four
ship units, so all must be in a first battleline. The Japanese side has seven ship units, which
could all be placed in a first battleline, but the Japanese player decided to give the aircraft
16b2) DIRECTION COMPARISONS: The directions the opposing task forces moved are carriers a measure of protection by placing them further back in a second battleline.
used to determine the directions the ship units face when setup on the Battleboard.
16b2.1) If opposing task force markers entered a battle hex and crossed the same or adja-
cent hexsides to enter the hex, the ship units are setup facing in the same direction.
16b2.2) If opposing task force markers entered a battle hex and crossed opposite or non-
adjacent hexsides to enter the hex, the ship units are setup facing in opposite directions. If
16b2.3) If there are multiple task force markers on one or both sides, and, because of this,
both 16b2.1 and 16b2.2 apply to some task force markers, the ship units are setup facing in
the same direction.
16b2.4) In the example at left, the Task Force I6 marker entered the
\ /

X~V;
battle hex as shown by the arrow. If all enemy task force markers
entered the hex from directions A, B, and/or C, the ship units are
setup facing in the same direction (16b2.1 applies). If all enemy task
force markers entered the hex from directions D, E, and/or F, the ship
units are setup facing in opposite directions (1662.2 applies). If one
enemy task force unit entered from direction A and another from
/ .-\ direction F, then 1662.3 applies, and the ship units are setup facing in
the same direction.
16c) SURFACE COMBAT SETUP: Ship units are removed from their task force's "Ships"
boxes on the Operations Card. If ship units were earlier setup for anti-aircraft and bombing 16d) SEQUENCE OF SURFACE TURNS: Once setup is complete, a surface combat is
combats, they must be removed from the Battleboard and placed in new locations. Side B sets ready to begin. Place the Surface Turn markers to point to Surface Turn "1" on the SURFACE
up all Side B ship units, then Side A sets up all Side A ship units. These ship units may be TURN RECORD TRACKS on the Battleboard. Surface combats consist of up to ten "Surface
setup as desired on the Battleboard, even if they were in separate task forces, as long as all Turns", and the sequence of play for each Surface Turn is as follows:
units fit on the Battleboard, there is only one unit per hex, and their setup conforms to all the 1 6 d l ) SURFACE COMBAT SIDES: Roll one die each and compare the results. Roll
following rules: again to break ties. The high roll side is Surface Side A for this Surface Turn and the low
16cl) SETUP LINES: If the combat occurs during a night Turn, the opposing ship units in roll side is Surface Side B. Both sides should adjust their Surface Turn marker to show its
their first battlelines are setup behind and right on the opposing "Night Setup Lines", sepa- appropriate side.
rated by the two open hexes between. If the combat occurs during a day Turn, the opposing 16d2) SURFACE MOVEMENT: The Surface Side B ship units are moved, then the Surface
ship units in their first battlelines are setup behind and right on the opposing "Day Setup Side A ship units.
Lines", separated by the four open hexes between. The lead ship unit for each side's first bat-
tleline is placed in an "Xhex ("I1 1" or "L11" for night Turns and "HI 1" or "MI 1" for day 16d3) INDICATE TORPEDO FIRE: Any Surface Side B torpedo markers are placed, then
Turns). Since Side B sets up first, that player selects the setup line for his side, and Side A any Surface Side A torpedo markers.
uses the other setup line. 16d4) GUNNERY COMBATS: Resolve all Surface Side B gunnery attack combats, then all
1 6 ~ 2 BATTLELINES:
) Ship units must be setup in "battlelines" where one ship unit is Surface Side A gunnery attack combats.
placed directly behind (in an adjacent hex) the the ship to its front and facing in the same 16d5) TORPEDO COMBATS: Resolve all Surface Side B torpedo attack combats, then all
direction as the lead ship unit (the one placed in the " X hex in a first battleline.). Surface Side A torpedo attack combats.
16~2.1)The opposing ships are all placed facing in the same or opposite directions, as 16d6) BREAKOFFS: Surface Side B designates any breakoff ship units, then Surface Side A
determined by rule 16b. All ship units on a side must be setup facing in the same direction, does so. Then Surface Side B resolves his attempts, followed by the resolution of the Surface
even if in different battlelines. Side A attempts.
16~2.2)The maximum length of an individual battleline is limited by the number of hexes 16d7) END TURN: Advance the Surface Turn markers to point to the next Surface Turn. If
to the edge of the Battleboard. there are no ship units left on the Battleboard from one side (see option 1l c l for the automatic
16~2.3)If there are five or less ship units on a side, all must be placed in the first battle- elimination of "dead in the water" ship units), or if Surface Turn " 1 0 is completed, the bat-
line, the one placed right on the appropriate setup line with its lead ship in the " X hex. As tle's end procedure (see Basic Game rule 4e) is followed to return all units to the Search-
many as three additional battlelines may be placed, each two hexes back (ie., there is an boards, including those that made successful breakoffs.
empty hex row between the battlelines, and succeeding ones must be further from the NOTE: 16dl and 16d7 are self-explanatory, so only the other portions of a Surface Turn are
enemy ships) from the previous one, as long as each battleline has at least three ship units, explained in detail below.
and the total number of battlelines on a side does not exceed four. The lead ship unit in
36
16e) SURFACE MOVEMENT: A player may move a ship unit to expend all of its movement 16gl) GUNNERY RANGE AND HALF RANGE: A "+2" modifier applies if a target unit is
factors or less (even not moving, if desired) for movement on the Battleboard. at "half range" from the attacking ship unit. The range of a ship unit's gunnery depends on the
size of its guns, as reflected by the letter "range" that is part of a ship unit's surface factor.
16el) It costs one movement factor to enter a new hex, and a ship unit may only be moved The ranges for these ratings are "a" (battleship guns of 14" to 18") = 6 hexes (3 hexes = half
forward-ie., into the hex to which its front facing points. range), "b" (8" heavy cruiser guns) = 5 hexes (2 hexes = half range), "c" (6" light cruiser
16e2) It also costs one movement factor to "turn" (change its front facing) a ship unit one hex- guns) = 4 hexes (2 hexes = half range), and "d" (3" to 5.5" light guns) = 3 hexes (1 hex = half
side. A ship unit may be turned within a hex up to as many hexsides as it has movement factors. range). For easy reference, these ranges are also printed on the Battleboard.
16e3) A ship unit may move through a friendly or opposing ship unit while being moved, but 16g2) GUN SECTORS: A "-2" modifier applies if a target unit falls into an attacking ship
may never end movement in the same hex as any other ship unit. unit's front or rear sector. All ship units have a front sector, a rear sector, and side sectors on
16e4) No units may exit the Battleboard during a surface combat, except through breakoffs or each side. This modifier reflects how these ships were designed-a ship is considered to be
after the end of the tenth Surface Turn. If necessary, shift all units the same number of hexes able to fire all of its big guns into a side sector, while the aft gun turrets are useless against a
in the same direction to maintain their relative positions and avoid the edges of the Battle- target in its front sector, and forward gun turrets are useless against a target in its rear sector.
board. If this proves impossible, then players are forbidden to move their ship units in a way The hexes that fall into a ship unit's sectors, depending on the ship unit's facing, are shown in
that would cause them to exit the Battleboard. the following diagram (also repeated for reference on the Battleboard):
161) INDICATE SURFACE TORPEDO FIRING: Ship torpedoes take a while to reach their
target, so they are fired before the gunnery combats are resolved, but not resolved until after
the gunnery combat is completed. Only ships with torpedo factors may be used to fire torpe-
does at enemy ship units (they may not be fired at a base unit).
16fl) To indicate that a ship has fired its torpedoes, a torpedo marker is Arrows
placed in a hex beside the firing ship, with the torpedo marker's front facing show
torpedo
(as shown at left) pointing at the enemy target ship. directions

Av;2)Japanese torpedoes have a maximum range of five hexes and American torpedoes have a
maximum range of two hexes. This range is measured from the firing ship unit. The torpedo
markers show the nationality and range numbers on the two sides of the counters, so have the
appropriate side facing up when a torpedo marker is placed on the Battleboard.

TORPEDO MARKERS MUST B E FACED AS SHOWN


. xu
16g3) SURFACE VERSUS DEFENSE FACTOR RATINGS: The bigger ships had thicker
IN THE FOUR POSSIBLE HEXES. armor that gave more protection against smaller guns. As part of their defense factor, all ship
/ - \ 1- 16f3) A ship is not always in a good location units have a letter rating that reflects the thickness of their armor, the same as the letter rating
from which to fire its torpedoes. Torpedoes with the surface factor reflects the size of its guns. These modifiers are as follows:
may not be fired if there is no target unit in 16g3.1) A "-6" modifier applies if an attacking unit has a "d" rated surface factor and the
range or in a position to be hit. A torpedo target unit has an "a" rated defense factor.
unit may not be placed in a hex with a ship
unit, or placed so that it points in a direction 1613.2) A "-4" modifier applies if an attacking unit has a "d" rated surface factor and the
where a friendly unit is closer than an enemy target unit has a "b" rated defense factor, or if an attacking unit has a "c" rated surface fac-
unit. A torpedo marker is placed to the side tor and the target unit has an "a" rated defense factor.
of its firing ship unit, and depending into 16g3.3) A "-2" modifier applies if an attacking unit has a "d" rated surface factor and the
which of the four hexes it is placed, may target unit has a "c" rated defense factor, if an attacking unit has a "c" rated surface factor
only be faced in one direction, a s shown in and the target unit has a "b" rated defense factor, or if an attacking unit has a "b" rated sur-
the-illustration at left. face factor and the target unit has an "a" rated defense factor.
16f4) A ship unit may fire torpedoes only once per surface combat and once per game. If nec- 16h) TORPEDO COMBATS: If the ship unit that fired a torpedo marker has been elimi-
essary, to aid memories, keep a written note of which ship units have fired their torpedoes. nated or if no target unit lies in its path, immediately remove the torpedo marker-it automat-
16f!i) Consider this rule as optional even if the rest of the surface combat rules are used, as it ically "missed" everything. Remove other torpedo markers as their torpedo combat attacks
contradicts 16f4 as far as the Japanese are concerned. Japanese ships carried complete are resolved.
"reloads" for their torpedo tubes. If a Japanese ship unit fires its torpedoes during a surface 16hl) TORPEDO COMBAT MODIFIERS: For the torpedo markers that are not removed as
combat, it can be used to fire them again during a later surface combat. If this rule is used, automatic misses, a torpedo combat attack uses an attacking ship unit's current torpedo factor
written records must be kept. number as a modifier against a target unit's current defense factor number as the defender's
16g) GUNNERY COMBATS: In gunnery combats, a single ship unit is always used to attack modifier. If two or more torpedo markers indicate attacks against the same target unit, their
a single enemy target ship unit. The attacks may be in any desired order-there is no need to ships' torpedo factors are added together as a single combat modifier for one torpedo combat.
announce all firings before any are resolved. If desired, a player can fire a ship unit at a target Other combat modifiers that may apply are explained below (for easy reference these are also
unit, then decide to fire another ship unit at that same target unit, etc. There is no "line of found in the COMBAT DIE ROLL MODIFIERS CHART on the Battleboard):
sight" for gunnery combats-a ship unit's range may be counted through hexes containing a 16hl.l) Night: A "+2" modifier applies if the surface combat occurs during a night Turn.
ship unit(s) andlor a torpedo marker(s) (from either or both sides). A gunnery combat attack This reflects that incoming torpedoes are harder to see at night.
uses a ship unit's current surface factor number as a modifier against a target unit's current
defense factor number as the defender's modifier. Other attacker combat modifiers that may 16h1.2) Target Situation: A "+3" modifier applies if two or more torpedo markers are
apply are explained below (for easy reference these are also found in the COMBAT DIE aimed at both sides of a target ship unit's front facing (an "anvil" attack, similar to
ROLL MODIFIERS CHART on the Battleboard). Basic Game rule 4d3.1). A "-2" modifier applies if any or all of the torpedo markers
face a target ship unit's front or rear facing (the ship is "threading" the torpedoes, simi- "c" rating surface factor. Handle the same as when one ship uses gunnery combat to attack
lar to Basic Game rule 4d3.2). another, using all applicable modifiers.
16h1.3) Half Range: A "+2" modifier applies if a target unit is at "half range" from the 16j4) Then, in any desired order, use the ship units' surface factors to attack the base unit
attacking ship unit. The range and half range of a ship unit's torpedoes depends on the once with each stack of ship units, combining all the surface factors in each stack as one mod-
ship's nationality, as follows: Japanese torpedo markers have a range of 5 hexes from the ifier, but otherwise handling the same as when one ship unit uses gunnery combat to attack
attacking ship unit and a 2 hexes half range. American torpedo markers have a range of 2 another, using all applicable modifiers. For example, if the only "b" rated ship units are
hexes from the attacking ship unit and a 1 hex half range. For easy reference, these ranges "Atago" and "Chokai" (both undamaged), this gives a "+3"combat modifier for each ship
are also printed on the Battleboard. unit's surface factor for a total of "+6" and a "-2" combat modifier for "b" rated guns ver-
16h2) TORPEDO b'MISSES": Except for misses defined to miss everything (see 16hl), there sus an "a" rated defense factor for a total modifier for the attacker of "+4".
is a chance that a torpedo combat that "misses" (ie., causes no damage to) a target ship unit 16k) FIRST SURFACE TURN NIGHT "SURPRISE": Consider this rule section as
may still hit another one if it is still within range and lies on the same straight route from the optional, even if the rest of the surface combat rules are used, as it adds a "luck" factor that.
firing ship unit. Basically, a torpedo combat that fails to cause damage is still active and may although realistic, can change the balance of surface combats.unpredictably.
hit the very next ship unit in line (even if it is a friendly ship, in which case the attacking 16kl) DETERMINING "SURPRISE": When rolling to determine Sides at the start of the
player rolls both dice), then (if that "misses") the next in line after that, etc., until the range first Surface Turn during a night Turn, if one side's roll is two times or more the other side's
limit is reached or a ship unit is damaged. roll, it is assumed that the higher number side has not only become Surface Side A, but has
16i) BREAKOFF ATTEMPTS: Either or both sides may attempt one or more "breakoffs" achieved "surprise". The "surprise" rules simulate the effects as if Surface Side A has "seen"
during the same Surface Turn. A breakoff is an attempt to disengage ship units, and represents Surface Side B's ship units, but Surface Side B has not yet "seen" Surface Side A's ship units.
slipping into a fogbank, laying smoke, etc. 16k2) EFFECTS OF "SURPRISE":
16il) BREAKOFF GROUPS: A single ship unit with at least one empty hex all around it 16k2.1) NORMAL "SURPRISE" EFFECT: Side B ship units (except for "dead in the
constitutes a "group" for these rules. Also, two or more ship units that all are each located in water" units, which don't move at all) must all be moved one hex straight ahead during
an adjacent hex to at least one other ship unit to form an unbroken chain of units constitutes a this Surface Turn. Side A ship units can be moved normally. Only Side A can indicate tor-
"group" for this rule. A breakoff attempt may not be made for a group containing a "dead in pedo firing during this Surface Turn. Side B cannot indicate torpedo fire during this Sur-
the water" ship(s). For breakoff attempts, a "group" may not be divided-a player may not face Turn. Side A resolves its gunnery combat attacks first. Capabilities and sequence
choose a ship unit(s) for a breakoff attempt, while choosing not to attempt a breakoff with return to normal after this Surface Turn.
another ship unit(s) of that same group.
16k2.2) DELAYED "SURPRISE" EFFECT: Alternately, the Surface Side A player may
16i2) BREAKOFF PROCEDURE: Surface Side B designates any desired Surface Side B
wish not to use torpedoes or guns during a "surprise" Surface Turn. If this wish not to have
"group(s)", followed by Surface Side A doing the same for his "group(s)". One breakout combat is announced, Surface Side B must be moved one hex as in 16k2.1, and Surface
attempt per group per Surface Turn is allowed. Then, in the same order, each announced Side A is moved normally, but neither side uses torpedoes or gunnery. At the start of the
breakoff attempt must be resolved. next Surface Turn, when rolling for Sides, if Side A remains the same side (simply rolling
16i2.1) To resolve a breakoff attempt, both sides roll one die and their modified rolls are higher now is enough, there is no need for two times the other side's roll), the "surprise"
compared. All modifiers apply to the side attempting to breakoff, as follows (these are also remains intact-Surface Side A may choose to apply 16k2.1, or may choose to repeat
printed in the SURFACE TURN RECORD TRACK on the Battleboard for easy reference: 16k2.2, etc. However, if the other side rolls higher and becomes Surface Side A, the "sur-
A "-5" modifier applies if the surface combat occurs during a night Turn. prise" has been lost, and that Surface Turn and all later ones are resolved normally.
A "-7" modifier applies if the surface combat occurs during a day Turn. 16k3) JAPANESE NIGHT FIGHTING ADVANTAGES: In mid 1942, the Japanese navy
was much better trained and equipped for night sea battles than the United States Navy, and,
A "+I" modifier applies for each Surface Turn completed (ie., each Turn prior to the
as there had been few night actions to date, the U. S. Navy was not even aware of the fact (it
current one).
would become painfully obvious off Guadalcanal in August). To reflect this Japanese advan-
1612.2) If the modified number rolled by the side attempting the breakoff exceeds the num- tage, whenever rolling to determine Sides at the start of every Surface Turn when "surprise" is
ber rolled by the opponent, the breakoff attempt succeeds, and all ship units of the desig- still possible (this does not apply at the start of Surface Turns when "surprise" is not possible).
nated group are removed from the Battleboard (they have successfully disengaged), and a "+3" modifier applies to the Japanese player's roll.
take no further part in the surface combat. Otherwise, the attempt fails.
16j) BOMBARDING A BASE: Surface combat with the Midway base unit (called "bombard-
ment") is resolved separately and after a surface combat with any American ship unit@) that [ 17 ] MULTI-PLAYER RULES
may be in the same Searchboard hex. In such a case, the Japanese side must eliminate andlor MIDWAY can be played by more than one player per side. These are some suggested rules for
force a breakoff by all American ship units involved before having a surface combat with the use in games with up to two players per side. Games with the largest forces available work
base unit; failure to do so means that the Japanese side may nor have surface combat with the best, so it is suggested that only scenarios 7c and 7d be used for multi-player games.
base unit that Turn. Only Japanese ship units that did not breakoff may be used for bombard- 17e) ASSIGNMENT OF PLAYERS: Players should be given specific units to command. For
ment following a surface combat with American ship units. If no American ship unit@) is pre- the American side, one player should get the command of Task Force 16 and its units, and the
sent, surface combat moves immediately to involve the Midway base unit. Surface combat other player should get command of Task Force 17, the Midway base and their units. If Task
with the Midway base unit is resolved as follows: Force 1 is used, it may be assigned to either player. For the Japanese side, one player should
16jl) Place the Midway base unit from the United States Searchboard near the center of the get the command of all units that enter the Searchboard at area "I", and the other player should
Battleboard. get the command of all units that enter the Searchboard at area "VI".
16j2) Divide the Japanese ship units into stacks according to the letter ratings of their surface 17b) UNIT CONTROL: Players may only control the units that they command. This means
factors. Place each stack at a range equal to the maximum range of its surface factor rating let- that only that player moves and rolls the dice for those units.
ter. Place ship units with a "-"surface factor at a seven hex range from the base unit. 17c) COMMUNICATIONS BETWEEN PLAYERS: Communications are considered to be
16j3) The Midway base unit (which can fire in every direction equally-ignore front or rear by "radio", even when player flagships are in the same Searchboard hex, but since fleets tried
ector modifiers) may then use its surface facfor against any one ship unit within range of its to observe "radio silence", and since transmissions could be unreliable or garbled, communi-
40
cations were often difficult and delayed. These rules duplicate the problems of conducting and determine what information is given to a player or side regarding damage dome to eaemy
cmtrdling a World War I1 naval campaign through radio cmmunications: units: 1 through 2 = underreport damage by a factor of two hits; 3 through 4 = underreport
17el) The commanders on a side should meet secretly to discuss their strategy before a game damage by a factor of one hit; 5 through 6 = report tbe actual damage; 7 through 8 = overre-
begins. Om player shouM be nominated as the overall commander; ie., the guy who gives the port damage by a factor of one hit; and 9 through 10 = overreprt damage by a factor of two
orders. After the game begins, m taking is allowed among the players on a side. hits. Consider a "flip" to equal three hits and an "eliminated" te equal six hits for this purpose,
17c2) Each player names one ship as the "flagship" for his forces. This ship is known to the although no impossible scores should be reported (ie., one hit is scored on a unit that already
commamler's side, but not to the opposing side. A flagship should always be an aircraft car- has one hit marked, and the die roll requires overreporting by a factor of two hits, which
rier or a battleship. If a player's flagship is eliminated, that player may not send or receive would equal total damage of four hits, which equals a "flip" plus one hit-in a case like this,
messages for the rest of the game. just report that the unit is "flipped").
17c3) To simulate radio messages, write and send notes on slips of paper at the start of a 1&3) Players can handle their Air Return and Turn Record Phases simutta~~eously, and report
Turn's Assembly Step. Fdd the message and write on the outside the current Turn and the what was done to the umpire.
name of addressee. Then competitively roll a die against an opposing player, with no modi- 18d) OTIIER IDEAS: As anyone who has ever umpired a game knows, there are many other
fiers. If the player sending the message rolls equal to or higher than the opposing player, the ideas that can be used by a knowledgeable umpire to increase player interest and game real-
message wiH be given to the addressee at the start of the next Turn's Assembly Step. If the ism. These ideas must be left to the individual umpires, as, if rH were given here, the players
player sending the message rolls less than the opposing player, the message will be given to could read them and would not be surprised. Good gaming!
the addressee at the start of rhe Turn's Assembly Step in two Turns. Write the Turn of deliv-
ery OR the note and place in a pile (sorted by delivery Turns) with all the other messages
awaiting delivery.
17e4) Sendkg a message reveals the location of the player's flagship immediately (announce
the hex identificahn to the oppesisg side).
NOTES:
[ 18 1 UMPIRED GAMES
This option presumes that aa extra person can be recruited who wiH ~ o play t for either side,
aM will s e n e as an "umpire"and mn the g m e . This situation aHows for far more realism a d
is a c t d y the ultimute version of the game. The rules given in h i s option are less hard-and-
fast rules than they are suggestions on how the use of an umpire can benefit the play of a
game by inclersing the "fog of war".
18.) SPECIAL SETUP: The players or teams of players must be separated into separate
rooms, or at kast kept wt of sight beW partitions. Each side or player must have a copy of
the game, and the umpire must have another copy. This option works weH when all partici-
pasts ere at their bwres, and the game is played by phone-for multi-player games of this sort
it is not even necessary for h e players te have ever met.
1 s ) GAME COPIES: The umpire's copy displays all information and counters for both
sides. The other copies display o d y one side or player's counters and any infomation known
to that side or player.
I&) HINTS ON m E W I E : The game is played similarly to the nomal version, except
tkat 1H Mfernaotisll must ge through the umpire, who also handles other duties. Because the
players are separated, they do not see each other's Operations Cards, and it is possible to
speed up flay by using the foHowing suggestions for play:
1&1) The umpire rdis two dice It the start of every T u n to detenni~eSides A and B. The
players e n b& sides shouM then perform all otber activities in the Actioa Pkase sirnultane-
ously, except for m o v h air strikes, then notify the umpire of everything that has been done,
i n c h i b g the projected rgvrcs ef rkc scout air wits. The umpire then takes this informPtioa
aad gets back to the *yen when h e i r scout air umts enter a hex with a task force marker(s).
The players car h e n choose how many movement factors to expend in a hex (if option 15al is
d) rkc
, umpire perkme h e cen)ctiag die r d s a d reports the appropriate i d o r m a t h te
the side (spotting r q m s go to all players on a side in multi-player games). HINT: If the result
is a "lie", the w e shorld secretly roll one die: 1 through 3 = halve the actual number; 4
through 7 = give the actual number; or 8 through 10 = dovbk the actual nulllber. After the
meveacr of 31 sc- air ueits are cemphed, players must move ;di of their air strikes asd
a w m c e amy sea searches, any addiiional infersnath from the mrpke.
l k 2 ) Each colab.t wiU have to be sctq separately, with ccmsukakms as to what tk i n v d v d
players wiah to Be. M a c e c o a b v s (if qtkm 16 is used) pre the a e s t conplicated as consul-
t h r mmet be lwlc s e v d t k s fer each Svrface Tmn. Tbe big difference, and what A s
h e "fog eC wu" is that OK + U s all dice r d s . ?layers arc ififorad as to tLe dam-
age to heir a m units, kt hnve r k a s than perfect picture as to what they are Qing to the
cnamy. Again, as with "WI*ert "s)a((hg", m umpire may wish to use r secret die r d te
42
I OTHER SOURCES I

VONO war 11, me raclrxc war, ana tne Battle or Midway are all Important events In recent
history. The available reference material is very extensive.
his short and admittedly incomplete list provides a starting point for those wishing to look

World War I1 from Time-Life B o o b This multi-volume series has very readable and infor-
mative texts and numerous excellent photographs, maps and illustrations. Each individual
book covers one particular aspect of the war, and several cover World War I1 in the Pacific.
For just one example, .. volume by Arthur Zich covers the background on the
war, then the course of the war in the Pacific through the Battle of Midway.
BOOKS-THE WAR IN THE PACIFIC: These titles cover the overall campaigns of the
"Western Allies" (principally Australia, China, Great Britain, New Zealand, and United
States) in Eastern Asia and the Pacific Ocean.
Nimitz by E. B. Potter: This is an interesting biographies of the top United States Navy leader
in the Pacific War.
U t o r v of United States Naval O~eLationsin World War I1 by Samuel Elliot Morison:
This 14 volume set, somewhat dated by now, is still one of the best accounts of the Pacific
War in print. Volume 4 covers the Battle of Midway.
ese Warshi~sof Wnrld War I1 by A. J. Watts, and U. S. Warships of World War I1 by
Paul H. Silverstone: There are dozens of books of this type, covering all the major navies of
the war. Pictures, data and text cover all of the warships and support vessels used by the vari-
ous navies.
BOOKS-THE BATTLE OF MIDWAY: These titles cover the events that are the direct
subject of this game.
The First Team by John B. Lundstrom. A very detailed account of aircraft carrier fighter
operations through the Battle of Midway. The section on the Battle of Midway is very thor-
ough.
dible Vie- by Walter Lord. An exciting, very readable, and dramatic chronicle of the
Battle of Midway.
MAGAZINES: All cover a wide variety of topics. Magazines such as these are especially , r ( r L A L n l V I r ( 1 Y 1 r ~ ni'l
well-illustrated with numerous photographs, maps and drawings. The Game and Parts Price List brochure is available llsting prices of all
J h r M War II. Empire Press, 602 S. King Street, Suite 300, Leesburg, VA 22075: This maga- games and components; send a stamped self-addressed envelope with'current
zine devotes its full coverage to the Second World War.
1st-class postage. To get a complete description of our games, send $1 and
MHO: The -v Journal of MUllary Hist=, 29 West 38th Street, New York, NY ask for our Consumer Game Catalog to The Avaloo Hill Game Company,
10018: This extremely well-written magazine covers military history through the ages, but
there is always at least one article on the Second World War. 4517 Harford Road, Baltimore, MD 21214. Credit Card (only) purchases may
be made at 1-800-999-3222 (FAX: 410-254-0991).
MOVIES: Only one movie really covers this topic.
M i b a y Charlton Heston, Henry Fonda, Glenn Ford, Toshiro Mifune, Robert Mitchum, and
many others. 1976.This 132 minute epic also briefly covers the Battle of the Coral Sea. True
to history, but choppily edited and drags a bit.
h * ' * . " b & " , ' * - + -i I 1

IVOW
THE GENERAL
that you k ~ o whow to play the game, the next problem is probably who t~
play. We can help you with that only through your subscription to our bimonthl:
gaming journal. In THE GENERAL you'll not only discover all there is to h o t
# ~SrnithsonianInstitutiona
The Smithsonian Institution was founded by an act of Congress to carry out the
about this game, but will also learn about our dozens of other exciting simulatiol terms of the will of James Smithson, a prominent English scientist who never
games. Every full-color issue is filled with 64 pages of the best strategy and tactic
articles on Avalon Hill and Victory Games. Look at all THE GENERAL offers: visited our shores. Smithson bequeathed his entire estate to the United States of
America ''tofound at Washington, under the name of the Smithsonian Institution,
ADVERTISING: Our Opponents Wanted column allows you to find the player an establishment for the increase and diffusion of knowledge among men. "
you crave. Each issue contains dozens of such ads seen by our many reader
worldwide. The fastest way to find an opponent for this game, whether it be acros As an independent trust instrumentality of the United States devoted to public
the street or across the Atlantic Ocean, is probably in the pages of THE GENERAL education, basic research, and national service in the arts, science, and history,
the Smithsonian today is an important center for research and the largest
NATIONAL CHAMPIONSHIPS: Only subscribers receive the latest i~formatioi museum complex in the world.
on AVALONCON-the National boardgaming championships for Avalon Hi1
games. The inside of every issue's protective wrapper contains two pages of tht The Smithsonian Institution's 15 museums Also part of the Smithsonian, but
AVALONCON bulletin board posting the latest news and event details for th and galleries include: separately administered:
championships of Avalon Hill gaming. Inside the magazine, the latest installrnen In Washington, DC * National Gallery of Art
of the AREA news will keep you posted on who is who in the competitive gamin; * Smithsonian Institution Building * John F. Kennedy Center for the
world with player ratings, championship match reports, and details of posta * Anacostia Museum Performing Arts
matches played around the world. * Arthur M. Sackler Gallery * Woodrow Wilson International Center
for Scholars
SERIES REPLAYS: Follow the course of an entire game played out move-by * Arts and Industries Building
move in our pages-amply illustrated and accompanied by commentary by a rec * Freer Gallery of Art The Smithsonian'sfacilities devoted to
ognized expert. * Hirshhorn Museum and Sculpture Garden research
' ' * National Air and Space Museum * Archives of American Art
HISTORY: Curious about the events portrayed in the game? GENERA1 * Conservation and Research Center of
are the only way to see inside the heads of our designers to see what * National Museum of American Art
* National Museum of African Art the National Zoo
they've drawn to real life events. * National Museum of American History * SmithsOnian Observatory
VARIANTS: Tired of the same old game? Chances are that we've printed numer * National Museum of Natural History Center for Astrophysics
ous variations on this game, as well as many others in the pages of THi * National Portrait Gallery * Smithsonian Environmental Research
GENERAL. Many are accompanied by a sheet of die-cut counters-all FREE tl Center Smithsonian Marine Station at
subscribers-to enhance your enjoyment. Many of our games have had more sce
* National Zoological Park Link Port
narios printed in THE GENERAL than in the game itself. * Renwick Gallery * Smithsonian Tropical Research Institute
* S. Dillon Ripley Center
QUESTIONS & ANSWERS: In our Question Box column you'll find the on1
official source of commonly asked questions and answers about Avalon Hi1 In New York City
games. Be sure to get the issue featuring this game for answers to any question * Cooper-Hewitt National Museum of Design
that have been generated to date. * National Museum of the American Indian
PRODUCT REVIEWS: If you're interested in other games, you can check then Regardless of one's proximity to Washington, DC, involvement in the activities
out in the READER'S BUYERS GUIDE. The RBG is a game review compiled b, of the Smithsonian Institution is open to all through a variety of membership
our combined readership-the people who actually play the games-not a self options. Many membership programs afford discount privileges on books,
appointed critic. Realism, complexity, components, play balance and playing tim records, museum reproductions, and gifts at the Smithsonian Museum Shops
are only a few of the categories rated in the RBG, and through the Smithsonian Mail Order catalogue.
WHAT'S HAPPENING: Each issue is your vantage point on the broader spec For membership information o r previsit planning material, please write
trum of simulation games as we discuss developments in the hobby. Regiona o r call:
game conventions are listed regularly along with news of interest to Avalon Hi1 Smithsonian Information
gamers. And, of course, no one hears about the new games from Avalon Hill faste Smithsonian Institution
than a subscriber who sees them coming and going with details on upcomin Washington, DC 20560
games in our Previews column, full page advertisements when tkey're ready fo
release, and feature coverage a year later. 202/357-2700; TDD for hearing-impaired visitors, 202/357-1729
i
VALUE: Each issue contains a coupon good for $1.00 off the postage charges o
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test of time. It remains by far the oldest and most stable periodical devoted to sim
ulation gaming. And its subscription rates remain the best value. Increase you
enjoyment of this and our other games with a subscription. See the Parts Liz
enclosed with your new game for prices or call Toll Free 1-800-999-3222 to plac
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