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2.

Operational Combat Rules


These rules cover historical missions. If you wish to build your own fleet and carry out an
ahistorical operation, that will be covered in the Fleet Construction rules.
Definition of Terms
AW: The ships air wing.
BM: The aircrafts bomb attack rating.
DF: The aircrafts dog fighting rating.
GN: The ships main surface gun attack rating.
OR: The aircrafts operational range.
PT: The units point total.
SC: The aircrafts scouting rating.
ST: The aircrafts strafing attack rating.
TP: The torpedo attack strength of the ship.
VP: Victory Points
Parameters
Each day equals 2 daylight turns and 2 night turns, each of six hours. Daylight: AM/PM/ and
Night: PM/AM. Players must agree upon a starting date, no earlier than 1935 and no later
than 1946.
Scale: 1 hex is 100 miles wide (covering approx. a 10,000 square miles area)
Hexgrid Convention: columns are numbers, rows are letters comprising the hex row on which
they are printed. (i.e. on Map G, Pacific, Sapporo is part of row K, column 42. On Map C,
Atlantic, Key West can be found at AR 6)

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.

2.0

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.

HIJMS Yamashiro, Fuso, and Haruna Before the War

2.0

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.

2.0

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

2.0

Random Events Phase


Roll 1d6 on the first turn of each day. On a 1-3 the event affects the Allies, 4-6 it affects the
Axis. Then roll 2d6 and consult the results below.
2: Collision: Roll two dice. 1-3 a destroyer is hit, 4-5 a cruiser is hit, 6 a battleship or carrier
is hit, your choice. Each ship takes 1 point of HP damage.
3: Fleet Scattered: Divide one fleet, your choice, into two fleets. Each turn afterwords you
may reunite the separate fleets on a roll of 2-6 on 1d6 otherwise they are separate.
4: Mine Field: Roll a die. 1-2 a submarine or auxiliary is hit, 3-4 a destroyer is hit, 5 a cruiser,
and 6 a battleship or carrier. From there choose a random means by which to pick the ship.
The unit takes 1 point of HP damage.
5: Engine Trouble: Roll a die. On a1-3 a destroyer, 4-5 a cruiser, 6 a battleship or carrier.
From there choose a random means by which to pick the ship. That ship must return to base
and remain there for 1d6 turns due to engine problems. It only moves 1 hex each turn.
6 : Fog/Squall Obscures Battle: When the two fleets enter surface battle do not place ships.
Use markers to indicate the forward position of the fleet (a marker for each separate column),
with the markers moving as fast as the slowest ship in the formation. When they are adjacent
deploy the fleets for battle. Battle formation is chosen at the beginning of the battle and not
at the moment of deployment. Entry direction is randomly chosen with 1-2 being left of
center, 3-4 being center, and 5-6 being right of center.
7-8: Nothing Happens. In Arctic areas treat as a result of 6.
9: Admiral Exhausted/Cautious: Choose a fleet at random. During a surface battle roll a die at
the end of each turn. On a 5-6 the fleet breaks away regardless of the results in battle.
However, these navies only breakaway on a 6: America, Britain, and Japan.
10: Poor Coordination: If two friendly fleets enter the same surface battle, one fleet of your
choice may only enter on a roll of +3, to be rolled each turn after the first. Fleets with
separate carrier forces may not combine their attack.
11: Formation Scattered: A fleet must change its formation to column for this turn. If already
in column, the fleet is set up in a 1 line column.
12: 1 randomly chosen submarine is sunk.

Shch-311, A Shchuka Class Submarine of the Baltic Fleet

2.0

Fleet Mission Phase


You may secretly change a fleets mission at this time.
Towing
You may also try to tow a ship with -1 SP or 0 HP. The towing ship moves only 1 SP.
Shadowing
A fleet may also attempt to shadow an enemy fleet that it is in the same hex. It may maintain
contact if it rolls equal to or under its SP and only if the fleet it shadows does not move faster
than its SP. Fleets which are shadowed are automatically considered found on the following
turn. The shadowing fleet may not engage the fleet it is shadowing and it must move into the
same hexes the shadowed fleet moved through. The fleet being shadowed may attack, but the
other fleet may evade battle, but only on a roll that is equal to or under the lowest SP rating in
the fleet.
Anti-Submarine Surface Patrol
Once per day at least 1 destroyer can make such a sweep. On an 11-12 (10-12 for Allies, after
May 1943) the surface ships find a submarine. Add a +1 to the roll for every escort added to
the first. The roll is -2 at night. Attack the submarine on the surface, with ramming being
possible. Then go to normal submarine rules. If the submarine survives two turns of attack, it
may attack. It can escape on the third turn of the attack on a roll of 8-12 (10-12 for Axis
submarines after May 1943).
Fleet Formation Phase
Secretly set each fleets formation as either Air Defense, Arc, Column, Loose, or Submarine
Defense at this time.

A6M2-N Being Repaired at Sea

2.0

Fleet Movement Phase


Both sides move fleets at the same time. Fleets are visible to everyone, but each fleet counter
is either real or a dummy, with players keeping the identity of each secret. Whenever a
dummy fleet is discovered, its counter is lost.
Movement Rates
1 SP: 1 hex every other turn.
2-3 SP: 1 hex every turn.
4 SP: 1 hex every turn and 2 hexes the following turn, and then 1 hex, etc. The fleet must
maintain 4 SP to get the bonus.
5-6 SP: 2 hexes.
7 SP: 2 hexes, with a bonus of 1 hex every other turn that 7SP is maintained.
Fleet Decoys
All decoys move 1-2 hexes a turn. If they are ever discovered they are discarded. During each
night turn 1 decoy fleet may be generated per side for each un-shadowed fleet. You can never
have more decoys than you started with. To keep the other player guessing, you may freely
switch a fleets number during the movement phase if the decoy and the parent fleet are in the
same hex. Example: If fleet 8 and 10 is a decoy but 9 is real, feel free to switch the real fleet
over to 8 or 10.
Splitting and Combining Fleets
Fleets may be split up at this time. They may combine, but only if they spent the previous
turn in the same hex as the fleet they are combining with.
Arc Formation
Fleets in the Arc formation may not move.
Speed 0
Ships with 0 SP may move 1 hex on a roll of 4-6 on 1d6. Add +1 to the die for every turn
they fail to move.
Full Movement
If a fleet moves its maximum distance that turn then roll 2d6 for each ship that moved its
maximum SP. On a roll of 2 they burned out their engines and are SP 0 (they can still be
repaired).

USS New Orleans in 1934

2.0

First Air Mission Phase


Aircraft are now launched to accomplish different missions. They may move as many hexes
as designated by their OR, which includes the hex they take off from and need to land in.
This means the actual combat range of most aircraft is about half their OR and it always
includes the hex they take off from. Aircraft using BM have their OR halved rounded up, and
aircraft using TP are halved rounded down. However, level bombers are -2 OR per point of
BM or TP they carry.
Air missions are strictly carried out in this order.
Transfer
Combat Air Patrol
Anti-submarine sweep
Air Strike
Search
Transfer
At this time an air unit may be transferred from a ship or base to another ship or base, but a
carrier or base may only ever receive 1 new aircraft unit.
Combat Air Patrol (CAP)
Aircraft with a DF rating may be designated to defend a fleet for base. After every
engagement with enemy aircraft, units on CAP must return to their carriers or base on a roll
of 3-6 (only 5-6 for Americans starting in 1944).
Anti-Submarine Sweep
For each aircraft sent on this mission roll 2d6. On a 10-12 they find a submarine (randomly
selected) and may use either their BM or ST rating to attack the submarine. If the aircraft as
an SC rating of 5 or higher add +1 to the die roll. The submarine evades by rolling equal to or
under its MN. Otherwise it must survive 1 air attack. MN can still be used to evade damage
like it is used normally.
Air Strike
Aircraft may target fleets or bases in range, or use air search to find a fleet and then attack it.
If attacking a target not previously detected in the Air Search Phase, they must roll equal to or
under their SC rating to locate an enemy fleet using the air search rules. Also, if moving as 1
group they may only use the highest SC value of the aircraft in the group. The number of
aircraft allowed to strike is half rounded up of the carriers AW rating or the bases air
capacity. However, if the carrier had an AW of 4 or higher then it may send 3 air units per
turn. Jets can never join non-jets.
Designate Weapons
Aircraft that may carry either BM or TP must designate which weapon they will be using.
The aircraft do not need to attack as 1 group, but instead may move and attack as separate
forces. Also, they need not target a fleet that was found in the Air Search Phase, but they
suffer a +2 to the SC die roll when targeting such fleets.
Drop Tanks
An aircraft can add 4 OR but it is -1 BM, TP, and SC. Another 2 OR can be added but the
aircraft is a further -1 FD and DF.

2.0

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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2.0

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.

Second Air Strike Phase


You may launch another strike with aircraft not used in the previous phases. When using your
SC to find a fleet, subtract -1 from the die roll if the fleet was found by any means this turn
and a further -1 if aircraft found the fleet this turn and came from the same base or carrier as
the attacking aircraft.
Second 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 due to damage or loss 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.
Surface Combat Phase
If two fleets are in the same hex, they may fight, weather permitting. Before fighting, you
may evade battle, but only on a roll that is equal to or under the lowest SP rating in the fleet.
You may change your fleets formation, but only on a 1d6 roll of 3-6, adding +1 for
American and British attempts to change formation, and -1 for all navies in the Axis Minor
List (except for Sweden) as well as the Brazilian, Chinese, and Yugoslavian navies are -1 to
their die rolls. Then set up and fight the battle as per the tactical rules.

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2.0

Submarine Attack Phase


If a submarine spotted an enemy fleet, it may engage that fleet on a 1d6 roll of 6. Follow the
submarine attack rules as presented in the tactical rules.
If a submarine fired its TP then it may in this phase reload its TP. This occurs only once per
operational game.
A submarine may also attempt to shadow an enemy fleet that it did not attack this turn. It may
maintain contact if it rolls equal to or under its SSP and only if the fleet it shadows does not
move faster than its SSP. Fleets which are shadowed are automatically considered found on
the following turn.
Damage Control Phase
At the end of the turn after the damage was sustained, roll 1d6 each point that a stat lost and
for each level of fire and flooding. For each 3-6 you may repair either, the SP, MN, GN,
GNR, AA or reduce flooding and fire. Fire and flooding effects are cumulative so 2 fire
results require two successful damage control rolls before the fire is contained. For example 1
successful damage control roll will reduce the fire or flooding from a level of 2 to 1.If the
flooding or fire is not contained during the Damage Control Phase, the ship sinks. Any
statistic that is not repaired is permanently lost. After all rolls have been made, destroyers and
submarines may re-roll 1 failed damage control roll. Cruisers and carriers may reroll 3, and
battleships may reroll 5.
Fuel and Ammunition Phase
If a fleet just fought a surface battle roll 1d6 with a -1 modifier. If the die roll is equal to or
under the turns fought in a surface battle, then the fleet has run out of ammunition. Until it
returns to a port with a fleet capacity of 20 or more and spend 1 one day there.
After a fleet is at sea for 6 straight days roll 2d6. Subtract -1 from each die roll for each turn
passed day 6. On a roll of 2 the fleet must return to the nearest port with a fleet capacity of 20
or more and spend 1 one day there. Or they may remain at sea for 1 turn for every 10 ships in
the fleet, during which they cannot move due to refueling.
Some nations must roll to refuel after 3 straight days at sea. These include Argentina, Brazil,
Chile, China, Colombia, Denmark, Finland, France (starting in 1941), Germany (starting in
1943), Greece, Italy (starting in 1942), Japan (starting in 1943), Norway, Peru, Poland,
Portugal, Soviet Union, Spain, Sweden, Thailand, Turkey, and Yugoslavia.
Operational Mission Phase
Mission Fulfillment
Now declare if you are starting to complete any time sensitive mission, such as
bombardment, convoy, invasion, or evacuation. The turn you declare counts as the first turn
of your mission, so 1 turn missions are considered complete the moment you declare.

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2.0

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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