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2.0
Missions
Bombardment: Secretly roll 1d6. You must spend that many complete turns shelling a base.
Each turn gains you 15 VP, but your fleets location must be revealed. For every 2 battleships
present, subtract 1 turn from the total turns required, but this does not effect the VP gained. If
you ever stop the bombardment, the mission is lost and the defender receives 10 VP for each
turn the position was not shelled. On each bombardment turn (handled during the Surface
Combat Phase) assign the fleets GN to various base stats and grounded aircraft. For each 5-6
that base stat or aircraft units (damage being evenly distributed) has taken 1 damage.
Carrier Raid: You must launch an attack on an enemy base using aircraft. The raid is secretly
chosen as light (1 strike with any number of aircraft), medium (1 strike with at least 5
aircraft), heavy (3 strikes with at least 3 aircraft in each strike). Aircraft must have BM or ST
ratings. If against an airfield, use your aircraft to attack the enemy's aircraft (unless they are
flying CAP) like normal, only their planes cannot strike back. Light raids are worth 20 VP,
medium raids are worth 50 VP, and heavy raids are worth 100 VP. If the raid cannot be
carried off, your opponent receives half of the VP you would have gotten. When attacking a
base, if a fleet is in port the opponent must tell you. The fleet can be targeted by your aircraft
and you can divide your aircraft between attacking the base and the fleet. The fleet formation
is air defense when in port.
Convoy: Move a random number of transports from one friendly base to another for 1 turn
per every 4 ships. Transports are decided by 1, 2, 3 4d6 roll (players choice). Transports are
signified through auxiliary ships and they immediately sink the moment they take a hit. For
each undamaged transport that arrives receive 10 VP. Each lost transport is worth 10 VP to
the opponent.
Evacuation: You are trying to move forces from an enemy base to a friendly base. Transports
are decided by 2, 3 4d6 roll (players choice). For every 3 transports in a fleet you must spend
that many complete turns at the base being evacuated. Every 5 warships in the fleet will
decrease the number of turns required. Each lost transport is worth 10 VP to the opponent.
You gain 15 VP for transports that return with evacuees, and 5 VP for every warship that
returns.
Invasion: Move a random number of transports from one friendly base to an enemy base or 1
hex in an enemy controlled region. Transports are decided by 2, 3, or 4d6 roll (players
choice). For every 2 transports in a fleet you must spend that many complete turns at the base
being invaded. You must first survive a round of GN fire before a landing can begin,
although the fleet also bombards the base before the landing. A successful landing is worth
15 points (20 points if the target was a base) for each transport that gets through once the turn
requirement is satisfied. If a fleet ever leaves the square of the invasion, the mission is a
failure and your opponent gains 5 VP for every transport that started the mission. Each lost
transport is worth 10 VP to the opponent. You may attempt an evacuation mission with your
remaining transports if the invasion fails. Once a base is captured, all of its stats are halved.
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Surface Raid: German surface ships must exit the map edge all the way across from their
edge. They gain VP equal to the ships that escape. They may also return to port after 5 full
days at sea and receive VP worth half their PT. They may enter port to refuel, which takes 2
turns. It can be done in any friendly base with a fleet capacity of at lest 10. They may refuel
at sea, but only on a roll of 6 on 1d6 made every other turn. They may also find stray enemy
transports every turn, but only on a result of 2, 3, 11, or 12 on 2d6. The transport is sunk, but
on a roll of 5-6 the location of the German raider is revealed for the following turn. The
opponent must deploy at least fleets with transports in the area. These must travel at least 15
hexes to a pre-determined destination port.
Fleets without Missions
On the map you divide your ships into fleets and set certain missions. If not given a mission,
then a fleet is flexible and can be moved from turn to turn without having to fulfil a mission,
but VP for missions can only be scored by fleets assigned to a mission.
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Sequence of Play
Deployment Phase (Turn 1 Only)
Intelligence Phase (Turn 1 Only)
Initiative Phase
Weather Phase
Random Events Phase
Fleet Mission Phase
Fleet Formation Phase
Fleet Movement Phase
First Air Mission Phase
First Air Return Phase
Non-Air Search Phase
Second Air Strike Phase
Second Air Return Phase
Surface Combat Phase
Submarine Attack Phase
Damage Control Phase
Fuel and Ammunition Phase
Operational Mission Phase
Deployment Phase
Each fleet starts stacked with 2 decoy fleets that move just like their parent fleet. Fleets are
given missions to perform.
Intelligence Phase
This occurs only on the first turn of the operational game. Roll 2d6, with the Allies adding +1
to the total after 1938 and +2 after 1941.
2-6: No Effect
7: The opponent must reveal the class of at least 3 carriers or battleships in their fleets.
Cruisers will suffice if the opponent has fewer than 3 of this ship type.
8: The opponent must reveal the class of at least 5 carriers or battleships in their fleets.
Cruisers will suffice if the opponent has fewer than 5 of this ship types.
9: The opponent must reveal a secondary Mission.
10: The opponent must reveal a primary or secondary Mission, opponents choice.
11: The opponent must reveal all Missions
12: The composition of 1 fleet is revealed, opponents choice.
Initiative Phase
Roll 1d6, with the higher roll gaining the initiative. Re-roll ties on the first turn. During
subsequent initiative phases add +1 to the result of the player who fired second during last
turns surface fire phase. If tied, the initiative changes to the side that did not have it last turn.
The Initiative player decides who goes first during each phase.
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Weather Phase
One player rolls for weather on the first turn of each day, adding any modifiers for the area
you are fighting in.
1-2: Clear. Play proceeds normally.
3-4: Overcast. All air searches are +1.
5: Rough Seas. All air searches are +2. All ships are -1SP.
6: Bad Weather. Roll a further 1d6 and consult the results below.
1: Storm. All aircraft are grounded. No ships may move or fight.
2-3: Squall. All aircraft are grounded. All ships are -1 SP and ships with 5 SP or more are -2
SP.
4-6: Fog. All aircraft are grounded.
Special Area Rules
These are not precisely set and should be agreed upon by the players.
North Pacific and North Atlantic : Add +1 to the weather roll and -1 from the bad weather
roll.
Arctic: Add +1 to the weather roll, re-roll any result of 1-2 and subtract -1 from the bad
weather roll.
Arctic Ice: Fleets cannot move into Arctic ice belt hexes. The lightly shaded Artic ice belt is
not in effect from April-September.
USS Pennsylvania, Colorado, Louisville, Portland, and Columbia entering Lingayen Gulf
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Attacking a Base
Attacking a fleet is handled as described in the tactical rules. For bases, first resolve dog
fights. Then, for every point of the bases AA rating, roll 1d6. For each 6 result 1 aircraft
takes a hit. Add to this the total AA of ships in port, halved and rounded down. Then roll 1d6
for every point of BM and ST ratings, targeting either: the bases air capacity, ship capacity,
AA, or grounded aircraft. Dice may be divided among targets. BM hits on a 3-6 and ST hits
on a 5-6. Record the damage done to the base. Each hit destroys 1 point of the bases targeted
stats or the aircrafts HP, evenly divided among the planes.
When non-D aircraft attack a base, double their BM. Triple their BM if they are a L aircratft
and Allied (except for USSR) and attacking after 1943.
Search
Each carrier, battleship, or cruiser that is not crippled or disabled and assigned scout aircraft
may send those scouts to search for an enemy fleet. First target 1 fleet counter and roll 1d6. If
you roll under the aircrafts SC rating, then the identity of that fleet counter is revealed.
Athough a 1 always succeeds and a 6 always fails. Subtract -1 from the die roll if the aircraft
carrying out the mission is a Scout. When using a scout aircraft on an unmodified roll of 6
roll another 1d6. On a further roll of 6 the scout has been lost. For search results check the
Non-Air Search section. The scout may also choose to attack the fleet following the tactical
rules.
Shadowing
Search aircraft may, if they have OR remaining, shadow a fleet. Each turn they must roll
under their SC as if they were looking for the fleet.
Scout Limits
Scout aircraft cannot be launched the turn after they are used.
Air Return Phase
Aircraft that was used last turn now returns to either a base or a fleet, using their used OR
points. The aircraft must return to the base or carrier they launched from if able. If they
cannot return to their base or carrier because it cannot due to damage or loss then they may
freely transfer to another carrier or base. Otherwise they are lost. In this phase aircraft do not
count the hex they currently occupy against their OR.
Non-Air Search Phase
Fleet Search
Any hex occupied by a fleet is eligible for an immediate search. If the searching fleet has
radar or scout aircraft it is successful on a 2-6. If not it is successful on a 4-6. This die roll is 1 in overcast weather and -2 in rough seas. In bad weather only radar works and then only on
a roll of 6.
Submarine Search
Submarines also search for enemy fleets in non-bad weather. For every submarine you
purchased, roll 1d6. For every 6 rolled, roll again. On a further result of 6, that submarine has
spotted an enemy fleet. The fleet that is spotted is randomly determined by a random means
acceptable to all players.
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Search Results
Once a fleet has been spotted roll 1d6 and consult the results, unless it is a decoy, which is
then removed. This die roll is -1 in overcast weather and/or if the aircraft travelled at least
half its OR distance. It is -2 in rough seas and/or if a submarine spotted the fleet. Subtract 3 if
the submarine spotted an enemy fleet at night. Modifiers are cumulative. If the die result is
ever less than 0, the scout aircraft is lost. In all cases, the opponent must tell you which
formation the fleet is currently in. If 2 or more fleets are in the same hex, then both are
discovered, but the die roll for information is made separately.
0: The opponent must tell you how many ships are in the fleet, but they can add or subtract 8
from the actual total. They may tell you if there are any battleships, but they do not have to be
honest. Yes, you can lie and say you have battleships even if you have none.
1: The opponent must tell you how many ships are in the fleet, but they can add or subtract 5
from the actual total.
2: The opponent must tell you how many ships are in the fleet, but they can add or subtract 3
from the actual total.
3: The total number of ships in the fleet is known as well how many battleships and carriers.
4: The total number of ships in the fleet is known as well as how many battleships, carriers,
and cruisers.
5: The total number of ships in the fleet is known as well how many of each kind.
6: The total number of ships in the fleet is known as well how many destroyers, cruisers,
carriers and battleships are in the fleet. 2 battleship and/or carrier classes must be identified.
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Base GN
If attacking a base with a surface fleet, you must first survive its GN rating, which is fired
each operational turn that the base is under attack. The opposing player rolls 1d6 for each
point of GN the base has, dividing the GN as evenly as possible among all ships of 1 or 2
classes, except for carriers. If there are more ships than there are GN points, then the player
controlling the base may allocate their the GN as they see fit. On a roll of 6 a ship is hit,
although transports are hit on a 5-6. The defender must roll equal to or below the ships SD,
with a -1 to the die, to survive 1 HP damage. On a roll of 5 (4 if the ship is a transport) minor
damage is suffered.
Operational Victory
At the end of any turn, a player may choose to disengage, and thereby end the game but only
after 12 turns of play, and only if the opponent agrees to accept the disengagement. When a
fleet must roll to involuntarily disengage is discussed in each scenario.
First both sides compare the total points of their respective fleets. The side with the fewer
points is granted those points as victory points. In addition, each ship that a player has sunk
counts for VP, while each crippled ship counts for half of its points rounded down. Mission
VP are then counted. The player with the higher total is the victor, however, their total is
checked against the opponents to create a ratio. All fractions are rounded down.
Below 2-1:Marginal victory
2-1: Substantial victory
3-1: Major victory
4-1 or greater: Brilliant victory
Credits
Rules: Sean Michael Chick
Art Design: Andrea Tran
Playtesters: Daniel Chick, Derek Green, Michael Kraemer, Andrew Simoneaux, Lance
Wattigney
Proofreader: Bob Polacheck
Historical Advisor: William Sariego
Mitsubishi A6M2
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