926 lines
50 KiB
Plaintext
926 lines
50 KiB
Plaintext
Guadalcanal Campaign
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1.0 Introduction...........................1
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2.0 General Description....................1
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3.0 Sequence of Play.......................1
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4.0 Task Force Adjustment Phase............1
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5.0 Task Force Movement....................3
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6.0 Planning Land Attacks..................3
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7.0 Air Operations.........................3
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8.0 Combat Resolution......................4
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9.0 General Operations.....................6
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10.0 Mini Games..............................7
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11.0 Solitaire Play..........................7
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12.0 Two-Player Games........................8
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13.0 Order of Battle.........................8
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14.0 Strategy Notes..........................8
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1.0 INTRODUCTION
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GUADALCANAL CAMPAIGN is an operational level game featuring combat
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between U.S.and japanese air, land, surface, naval and submarine forces for
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the control of Guadalcanal in 1942. Every ship, airplane, or infantry company
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available to the local Japanese and American commanders in 1942 is now under
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your control. You will need to organize your ships into task forces to
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perform various missions: sea lane interdiction and combat, land bombardment,
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support of air operations, and others. All play revolves around the creation
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of these task forces and your effective manipulation of them. Included are a
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campaign game (covering all the action from 7 August to 31 December 1942) and
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4 mini games (featuring the major battles in the Solomons).
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1.1 Description of Action
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Each game turn represents the passage of 12 hours. A game turn consists
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of (1) building and adjusting friendly task forces; (2) moving your task
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forces; (3) launching air missions during daylight turns; (4) combat
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resolution.
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1.2 Talking to the Computer
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To enter a response to the computer that consists of numbers (such as
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ship or task force identification numbers or the number of aircraft
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performing a mission), type the number into the computer and press the return
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key. To select a routine from the Task force Menu or answer a Yes/No
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question,just press the desired key. if you wish to halt the game during the
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combat resolution phase, type CNTRL-C. This will cause the program to pause
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until you press another key.
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1.3 Saving a Game
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Upon completion of the Combat Phase of each turn the computer will
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allow the player(s) to save the game in progress.You will need a scratch disk
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to store the saved game data. Each disk may save up to 4 games. The disk must
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be initialized for SSI use by following the instructions included in the
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program. Once the game is saved you will be able to restart it from the point
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at which you left off.
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1.4 The Map
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The map is a 40 X 40 square grid representation of the Southwest
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Pacific with each square measuring 60 nautical miles in width. Green squares
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are land, white squares are bases or ports, red squares are Japanese task
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forces, blue squares are U.S. task forces, black squares are open ocean. Each
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space is 60 nautical miles wide. The range between two squares is calculated
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from the center of the first square to the center of the second square. The
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number thus obtained is rounded up. Example: 5 squares over, 1 square up,
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equals range of 5.099 or 6.
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1.5 Starting a Game (DOS 3.2 or DOS 3.3)
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To begin a game, boot your game disc and the game will begin
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automatically. If you are using an Apple II with Pascal, you must first use
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your BASICS disc. If you are using an Apple III you must first go into Apple
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II Emulation Mode.
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2.0 GENERAL DESCRIPTION
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2.1 Parts inventory
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A. Game box
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B. Rule book
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C. 5 1/4" Game disc
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D. Two map data cards
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2.2 Passwords
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At the start of a non-solitaire game both sides will be required to
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enter a password. The password may contain any combination of letters and
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numbers less than 256 in length. It is important that both sides keep their
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passwords secret to insure that the computer will give secret information
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only to the proper side. Some sample Passwords are: "IJN", "1942", and "A".
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2.3 Abbreviations
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Abbreviations used in the game are explained below:
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CV - Aircraft CarrierCL - Light Cruiser
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CVL - Light Aircraft CarrierDD - Destroyer
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BB - BattleshipDMS - Minesweeper
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ML - MinelayerCA - Heavy Cruiser
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CAP - Combat Air PatrolCLAA- Light Anti-Aircraft Cruiser
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APD - Destroyer TransportCS - Seaplane Tender
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SS - SubmarineTK - Tanker
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TR - TransportTF - Task force
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USN - United States NavyIJN - Imperial Japanese Navy
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MG - Main GunsCC - Cargo/Aircraft Capacity
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AA - Light GunsTT - Torpedoes
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MS - Maximum SpeedIF - Infantry Companies On Board
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SU - Supply Units on BoardDM - Damage Percentage
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3.0 SEQUENCE OF PLAY
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GUADALCANAL CAMPAIGN is designed to be a two-sided game: American vs.
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Japanese. The American forces must be commanded by a human player. The
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Japanese forces may be commanded by either a human or the computer.
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3.1 Scenario Selection Phase
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During the scenario selection phase the player(s) Select a scenario and
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determine the conditions under which the game will be played. The set-up may
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be altered by entering the following numbers:
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<1> New game vs. Save game
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<2> Color TV vs. Black & white TV
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<3> Solitaire vs. Two-player
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<4> Solitaire level of difficulty (1-4)
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<5> Sound On vs. Sound Off
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The scenario may be altered by entering the following numbers:
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<5> Campaign game (Aug. 7 to Dec. 31, 1942)
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<6> Coral Sea (May 4 to May 9, 1942)
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<7> Eastern Solomons (Aug. 24 to Aug. 25, 1942)
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<8> Santa Cruz (Oct. 26 to Oct. 27, 1942)
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<9> Guadalcanal (Nov. 12 to Nov. 15, 1942)
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<0> Campaign.2 (Oct. 1 to Dec. 31, 1942)
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3.2 Historical Set-up
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At the start of each game the computer will assign all ships,aircraft,
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infantry and supplies to their historical locations prior to the battle.
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3.3 Daytime (AM) Sequence
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A. American TF adjustment phase
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B. American movement phase
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C. Japanese Tf adjustment phase
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D. Japanese movement phase
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E. Japanese air operations phase
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F. American air operations phase
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G. Combat resolution phase
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H. Save game phase
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3.4 Nighttime (PM) Sequence
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The PM sequence is the same as the AM sequence except steps E and F are
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deleted.
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3.5 Keeping Time
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An AM turn followed by a PM turn equals one day. The calendar is
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adjusted at the end of the PM turn.
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4.0 TASK FORCE ADJUSTMENT PHASE
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At the start of the task force adjustment phase the computer will
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display a menu listing four options for adjusting your forces and six options
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for reviewing the status of your forces. To enter the desired routine just
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press the corresponding numbered or lettered key.
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4.1 Forming Task Forces
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A. Enter the code for the port in which you will assemble your TF (E,
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B, R,T).
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B. Enter the code for the mission your TF will perform. See section
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9.2 for a list of the possible missions.
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C. The computer will list those ships in the selected port that are
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eligible to perform the selected mission. Each ship will be displayed with
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its I.D. number.
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D. Assemble your TF by entering the desired ship numbers. In some cases
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the screen cannot list all of the eligible ships at once; if you do not see
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the ships that you want, press <RETURN> and another batch of ships will be
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listed.
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E. When the computer prompts "CONTINUE SELECTION Y/N" Press <Y> if you
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are satisfied with your selection. Press <N> and the computer will run
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through the list again.
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4.2 Combining TFs
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Two Tfs occupying the same grid location may be combined. In the
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following manner:
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A. Enter the number of the "gaining" TF and the "merging" TF.
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B. All ships in the "merging" TF will be added to the "gaining" TF and
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the merging TF will be deleted.
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C. If the merging TF had a lower endurance level then the gaining TF
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will assume that endurance level.
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D. If the merging TF had an "R" or "FR" mission then the gaining TF
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will assume an "R" mission.
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E. Submarine TFs may not combine with non-submarine TFs.
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4.3 Dividing TFs
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A. Enter the number of the TF you wish to divide. The computer will
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list the ships in the selected TF. A ship with "*** " printed after its name
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is crippled.
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B. If you already have seven active TFs in play, the computer will
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display the message "TOO MANY ACTIVE TFS" and return to the menu.
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C. Enter the number of the ships you wish to transfer to a new TF. The
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computer will set up a new TF for you. The new TF will have the same mission
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and endurance as the original TF.
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D. When there are six or fewer friendly TFs in play the DIVIDE TF
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function maybe used to "scuttle" crippled ships, just enter the letter "S"
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following the number of the ship you are transferring. Your opponent will
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receive one less victory point for ships that are scuttled than would
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ordinarily be rewarded for a ship sunk involuntarily (your crew is assumed to
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have been removed safely).
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4.4 Loading Transports
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Before troops and supplies may be moved to Guadalcanal they must first
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be loaded onto ships in a friendly port.
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A. Use the LOAD TRANSPORTs-TRAIN CV PILOTS routine, enter the code for
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the port in which the loading is to take place. The computer will list all
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eligible ships in that port with a cargo capacity greater than zero.
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B. Enter the number of the ship you wish to load and then enter the
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number of infantry companies and/or supply units you wish to load. Each
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infantry company represents 200 men.
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C. If you wish to unload cargo while still in port type a U in response
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to the question "number of infantry companies/supply units to be loaded". By
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typing a U the current cargo will be unloaded.
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4.5 Training Carrier Pilots
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To replace losses for depleted carrier air groups, land-based aircraft
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(pilots) must be trained for carrier operations.
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A. Use the LOAD TRANSPORTS-TRAIN CV PILOTS routine. Select the code for
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the port that is furnishing the aircraft for training. The carrier must
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already be assigned to this port.
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B. Enter the number of the carrier that is to receive the aircraft.
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C. The computer will list all of the aircraft available in the port.
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Enter the quantity you wish to transfer.
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D. The carrier will be taken out of circulation for 15 days while the
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"training" is being accomplished.
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E. Betty, Nell and fortress aircraft may never operate from carriers.
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4.6 Checking the Pipeline
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Reinforcements and repaired vessels will periodically be sent to ports
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you control. To check the status of these units, you may request the current
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condition of your ship "pipeline".
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A. Enter the code (E, B, R, T) for the port you wish to check.
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B. The computer will list all ships currently in that port and all
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ships due to arrive there.
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C. For ships in the repair, refit or reinforcement "pipeline" the
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computer will list the time in days before that ship can return or arrive.
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4.7 Sunk Ships Display
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The computer will list all ships that have been sunk and the points
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awarded for their sinking.
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4.8 Air Group Display
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The computer will display the number of each type of aircraft assigned
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to each friendly airbase or carrier that is active.
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4.9 List Active TFs
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A. The computer lists the TF number, mission and endurance for each
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friendly TF currently in play.
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B. The computer will prompt "CHECK SHiP STATUS Y/N". If you wish to
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examine the ships in a particular TF then press <Y> and then enter the number
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of the TF you wish to examine.
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4.10 Map Display
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The computer will display the map and all friendly active TFs. If you
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wish to locate a particular friendly TF on the map then enter that TFs
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number. The TF's square will flash to indicate its location.
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4.11 Guadalcanal Status Display
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The computer will display the number of troops and supply dumps you
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control on Guadalcanal.
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4.12 Ending the Game
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Both players should agree before ending the game. The computer will
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display the final score.
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5.0 TASK FORCE MOVEMENT
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TFs move by expending movement points. The number of movement points a
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TF is allowed is dependent on the TFs "fleet speed".
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5.1 Fleet Speed
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A. A TF's fleet speed is calculated as 25 knots or the speed of the
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slowest ship in the TF, whichever is Lower.
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B. The speed of a TF which is assigned a "fast" mission will be 30
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knots or the speed of the slowest ship in the TF, whichever is lower.
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5.2 Movement
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A. A TF receives 1 movement point for each 2 1/2 knots of fleet speed.
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A TF will receive a minimum of 3 movement points.
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B. A TF expends 2 movement points for each square moved in directions
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N, S, E, W. C. A TF expends 3 movement points for each square moved in
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directions NW, NE, SW, SE.
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D. A TF with fewer than 2 points remaining in its move may not move any
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further, but it may still "dock".
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E. If you accidently press the wrong key while moving,you may then
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press the <A>bort key and start your move over.This may not be done after you
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have docked a TF.
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F. A TF may never enter a land square. A TF may move freely through any
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other square.
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5.3 Movement Sequence
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A. During the movement phase friendly TFs must be moved sequentially
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according to TF number. Once a TF has completed its move the action cannot be
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reversed.
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B. A player may examine the ships in a TF at any time during the TFs
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movement segment. Press the <S>hips key and the computer will give a complete
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status display for each ship in the TF. The column heading abbreviations for
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the display are as follows: MG = main guns, AA= light guns, TT= torpedoes, CC
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- cargo/aircraft capacity, MS = maximum speed, IF = infantry companies on
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board, SU = supply units on board, DM = damage percentage.
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6.0 PLANNING LAND ATTACKS
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During AM turns the computer will display the number of troops and
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supplies available and if you are eligible to attack the computer will prompt
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"DO YOU WlSH TOATTACK Y/N".
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A. To attack press <Y> and then enter the level (1 to 5) of your attack.
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B. A level 1 attack is a reconnaissance in force and will consume 1
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supply dump. A level 5 attack is an all out Banzai charge and will consume 5
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supply dumps, etc.
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C. If supply is in sufficient for the planned level of attack then the
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attack will not occur.
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7.O AIR OPERATIONS
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During the Air Operations phase a player may (1) launch CAP and search
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aircraft (2) observe search results (3) launch airstrikes (4) prepare
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counterstrikes (5) transfer aircraft.
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7.1 CAP and Search Missions.
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A. At the start of each Air Operations Phase each player must determine
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how manyof his fighters will fly CAP missions and how many of his bombers
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will fly search missions. Aircraft performing CAP or Search may not
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participate in Air Strikes during that turn.
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B. Fighters may fly two types of CAP missions: (1) normal CAPand (2)
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Long Range CAP. Normal CAP will protect only the TF or Airbase from which it
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originated. Long Range CAPwiII protect any friendly TF within a 5 square
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range of the launching base or carrier. Only a fractlon of an air group
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performing Long Range CAP will intercept an enemy air strike (the greater the
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distance between the CAP's home base and the air strike target - the smaller
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the fraction). The percentage of planes intercepting is as follows:
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3O
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Range of Target% of CAP Intercepting
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076
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143
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230
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323
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418
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515
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C. Bombers may fly two types of Search Missions: (1) normaI search and
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(2) sub search. Normal Search Missions can detect only enemy surface TF's.
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Sub Search missions can detect only enemy submarines.
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D. Each active airbase is equipped with 10 float planes which
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automatically fly search missions every AM turn. These planes fly
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independently (they will not fly in conjunction with bombers flying from the
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same airbase). Thesefloatplanes may never be destroyed.
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E. All BB, CA, CL, CLAA and CS class ships are equipped with float
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planes. The cruisers Tone and Chikuma and all CS cIass ships will each add 3
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float planes to its TFs search mission. All the other listed ships will add 1
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float plane to its TF's search mission. Float pIanes will only perform normal
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search. A ship which suffers any damage at all can no longer launch its fIoat
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planes. Ship launched floatplanes will search separately from bombers.
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F. Search ranges for aircraft are listed below:
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DAUNTLESS10FORTRESS 20BETTY20
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AVENGER10VAL12NELL20
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DEVASTATOR 6KATE12FLOAT20
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Range is calculated as shown in section 1.4.
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G. The maximum search range of a base or TF is equal to the search
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range of the lowest range search plane.
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7.2 Search Results Display.
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A. During the Search Phase the computer will list the numbers of each
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enemy TF sighted and display its location on the map with the appropriate Red
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or Blue square.
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B. If you wish to examine the contents of an enemy TF just type the TF
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number and press Return. The computer will list the symbols for each ship
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assigned to that TF. (CV, BB,CA,CL, DD, etc.) The computer will also cause
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the TFs location square to flash on the map. The ship types reported maybe
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incorrect as might be the number of ships reported sighted. You may only look
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at each sighted TF once per search phase.
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C. Press <E> to exit the Search Results Display.
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7.3 Launching Air Strikes.
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Enemy TFs sighted on the Search Results Display may be attacked by
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available friendly aircraft within range.
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A. The computer wilI request a targed for each friendly active
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airbase/carrier. Type in the TF number of the enemy TF you wish to attack.
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The computer will list the range to the target and
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ask you how many of each type of aircraft you want to launch.
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The computer will not allow you to launch aircraft beyond their range. The
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computer will not allow you to attack unsighted enemy TFs. Each TF or base
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may launch only one airstrike per turn. However, each TF may launch one
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airstrike and also prepare a counterstrike.
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B. The Japanese player may bomb Henderson field by targeting TF#1. The
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Americans may bomb the Cape Esperance Supply Base by targeting TF #11.
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C. The ONLY bases that may be attacked are those listed in paragraph
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7.3.B.
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D. The Attack Ranges for aircraft are listed below:
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Wildcat5Zeke15
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Dauntless5Val 6
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Avenger5Kate 6
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Devastator3Betty15
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Fortress18Nell15
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E. Zeke and Wildcat aircraft may be included in Air Strikes but they
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may never attack enemy surface or submarine targets. They function as escorts
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to protect the bombers and shoot down enemy CAP.
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7.4 Preparing CounterStrikes.
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Aircraft Carriers may reserve none, some, or all of their aircraft for
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Counterstrike Missions. If the carriers TF is attacked by an enemy carrier
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air group then the counterstriking aircraft will "follow" that air group home
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and attack the enemy carriers TF.
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A. Duringthe Counterstrike Preparation Phase the computer will list the
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remaining (those not flying CAP, Search or Strike missions) carrier
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aircraftand ask how many of each you plan to reserve for counterstrikes.
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B. If a carrier receives 26% or greater damage or has its speed reduced
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below 15 knots then it cannot launch its counterstrike.
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C. Airbases may never prepare counterstrikes.
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D. Counterstrikes will never attack enemy airbases.
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E. Counterstrike aircraft on the decks of carriers may explode if the
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carrier is hit by bombs, torpedoes or gunfire. Each aircraft that explodes
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will cause 1 damage point. US carriers are only vulnerableto aircraft
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exploding on deck duringthe Coral Sea minigame.
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7.5 Aircraft Transfers.
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Aircraft may be transferred freely between airbases and/or carriers
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with the following restrictions.
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A. Only 1 air transfer mission may be performed each AM turn.
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B. Fortress aircraft may never transfer.
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C. Aircraft may never transfer from an airbase to a carrier (this
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requires pilot training - see para. 4.5)
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D. for transfer purposes aircraft have their range tripled.
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E. The Japanese may transfer only Zeke aircraft into the Shortlands
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Airbase.
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7.6 Airbases.
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A. The Japanese player may operate aircraft from the following
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airbases: Rabaul, Truk and Shortlands. The Shortlands Airbase does not become
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active until October 7th.
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B. The American Player may operate aircraft from the following
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airbases: Henderson fieId, Espiritu Santo and Brisbane. The Henderson field
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Airbase does not become active until August 20th.
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8.0 COMBAT RESOLUTION
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During the Combat Resolution Phase the computer will automatically
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perform the following functions:
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(1) Airstrike Resolution
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(2) Surface and submarine combat resolution
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(3) CoastaI Bombardment
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(4) Return aircraft to their bases and carriers
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(5) Launch and Resolve Counterstrikes
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(6) Return aircraft to carriers
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(7) Unload Transports
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(8) Resovve combat on Guadalcanal
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(9) Repair & Refit of ships
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(10) Activate Reinforcements.
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8.1 Air Strike Resolution.
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Each Air Strike is resolved in 3 segments:
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(1) CAP resolution
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(2) flak Resolution
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(3) Bomb or torpedo hit resolution.
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A. Before an airstrike group can attack an enemy TF or base it must
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first suurvive the onslaught of each CAP fighter group protecting the target.
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Individual CAP fighters will randomly select a bomber or escort fighter
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target and attack it. If the attack fails to shootdown the target aircraft
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then the target aircraft will counter-attack. This sequence is repeated for
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each participating CAP fighter.
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B. An example of CAP target selection is as follows: if an airstrike
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has 10 escort fighters and 20 bombers then each CAP fighter will have a 33%
|
|
chance of selecting an escort fighter for a target and a 67% chance of
|
|
selecting a bomber for a target.
|
|
C. The folIowing table shows the chances for a CAP fighter to destroy
|
|
each type of aircraft and the chances of a counter-attack destroying the CAP
|
|
fiChter:
|
|
AIRCRAFT SHOOTS DOWN
|
|
AIRCRAFT SHOT DOWNCAP FlGHTER
|
|
Zeke18% (27%)22% (13%)
|
|
Wildcat18%22%
|
|
Val35% 5%
|
|
Dauntless35% 5%
|
|
Kate35 5%
|
|
Avenger35% 5%
|
|
Devastator35% 5%
|
|
Betty35% (52%) 5% (1%)
|
|
Fortress10%10%
|
|
The numbers in parentheses are for Rabaul-based aircraft making LONG
|
|
RANGE STRlKES.
|
|
D. Each bomber that survives CAP combat will select a target ship from
|
|
those in the target TF and attempt to penetrate the TF's flak and deliver its
|
|
ordnance. Target selection is accomplished in the following manner: each ship
|
|
is assigned a selection value (SV) equal to its Defense factor plus ten times
|
|
its cargo/aircraft capacity. The chance of a particular ship being attacked
|
|
is equal to the SV of that ship divided by the combined SV of the target TF.
|
|
E. The chance of a bomber being shot down by flak is equal to the TF
|
|
Flak Strength divided by 500. If there are more than 12 ships in the TF then
|
|
the TF Flak Strength is equal to the Average AA rating for sips in the TF
|
|
times 12. For Japanese TFs the Flak Strength will be halved. (Japanese AA
|
|
fire was usually ineffective.) AA fire directed at B-17's will only be 1/10
|
|
as effective as against all other aircraft.
|
|
F. The chances of bombers hitting their targets are affected by: (1)
|
|
bomber accuracy (2) maximum speed of target (3) flak intensity (4) the range
|
|
of the strike (5) size of target. The relative accuracy of each bomber is
|
|
listed below:
|
|
FORTRESS 1BETTY 4
|
|
AVENGER 2KATE 8
|
|
DEVASTATOR 2VAL16
|
|
DAUNTLESS12NELL2
|
|
All bombers are equally accurate when attacking enemy bases except the
|
|
FORTRESS which wiLl cause twice the damage of the other bombers. Air strikes
|
|
against bases can only destroy parked aircraft or supply dumps.
|
|
G. The first airstrike on any particular submarine will cause the
|
|
submarine to submerge.The act of submerging will protect the submarine from
|
|
further air attacks during that turn.
|
|
8.2 Surface Combat Resolution.
|
|
Surface combat may occur between opposing TFs that occupy the same
|
|
space if at least one of theTF's is performing a Combat Patrol Mission (C)
|
|
and has an endurance of at least 9.
|
|
A. Surface combat is resolved using the following sequence: (1) each
|
|
U.S. ship in a TF performing a "C" mission will fire at one of the ships from
|
|
one of the Japanese TFs in the same space (2) each Japanese ship that
|
|
occupies the same space as the attacking U.S. TF will fire at one of the
|
|
ships from the attacking TF (3) each Japanese ship in a TF performing a"C"
|
|
mission will fire at one of the ships from any U.S. TF that occuppies the
|
|
same space (4) each U.S. ship that occuppies the same space as the attacking
|
|
Japanese TF will fire at one of the ships from the attacking TF.
|
|
B. Target selection for surface combat is similar to that used for air
|
|
attacks. In surface combat a ship selection value (SV) is equal to that
|
|
ship's defense factor.
|
|
C. When attacking, each shipwill (1) fire torpedoes (2) fire main guns
|
|
(3) fire secondary guns. Ships carrying 12 or more torpedoes will fire half
|
|
of them at the target. Ships carrying less than 12 torpedoes will fire all of
|
|
them at the target.
|
|
D. The accuracy of gun fire and torpedoes is adjusted according to the
|
|
speed and size of the target. Japanese surface launched torpedoes will be 8
|
|
times more accurate than U.S. surface launched torpedoes. Japanese gunfire
|
|
will be twice as accurate as U.S. gunfire except the U.S. battleships which
|
|
will be 50% more accurate with gunfire than the Japanese.
|
|
E. During the first 7 days of the campaign game U.S. ships will suffer
|
|
a major disadvantage in surface combat.
|
|
F. The following restrictions apply during daylight surface combat: (a)
|
|
AA guns will not fire at ships with main guns. (b) IJN torpedo accuracyis
|
|
reduced by 2/3 when firing at uncrippled ships. (c) USN ships wilI only fire
|
|
torpedoes at crippled ships.
|
|
G. APDs and DMSs will fire only 50% of the time during surface combat.
|
|
TRs, TKs, CVs, and CVLs will never fire. A ship that picks as its target a
|
|
ship that has already sustained enough damage to sink, will not fire. A ship
|
|
that picks as its target a carrier, will onIy fire if it has a speed greater
|
|
than the carrier.
|
|
8.3 Submarine Combat.
|
|
A. Submarines patrol an area up to 2 spaces away from their actual TF
|
|
location.
|
|
B. Each sub in a TF will have about a 10% chance of attacking an enemy
|
|
surface TF within its patrol area. Each sub in a TF will have about a 2%
|
|
chance of attacking an enemy sub TF within its patroI area.
|
|
C. The chance of engaging and torpedoing an enemyship will be reduced
|
|
by the number of escorts (DD, DMS, APD) present in the defending TF.
|
|
D. A sub which has been sighted by enemy sub search will have its
|
|
chance for successful attack reduced and its chance of being sunk by "depth
|
|
charge: increased.
|
|
E. When attacking, submarines will fire a salvo of 6 torpedoes OR all
|
|
of their remaining torpedoes, whichever is less.
|
|
F. Japanese submarine torpedoes will be 2.5 times more accurate than
|
|
U.S. submarine torpedoes.
|
|
G. After a submarine launches an attack opposing escorts will fire
|
|
depth charges at the sub. American depth charges are twice as effective as
|
|
Japanese depth charges.
|
|
8.4 Coastal Bombardment.
|
|
If a TF with a "B" mission ends its move on the Henderson field base
|
|
square then it will automatically bombard during the combat resolution phase
|
|
(unless forced to abort due to surface combat).
|
|
A. Japanese bombardments will destroy parked aircraft and supply dumps
|
|
on Henderson field.
|
|
B. U.S. bombardments will destroy Japanese supply dumps.
|
|
C. A ship which has sustained 10$ or greater damage will not bombard.
|
|
D. Only the four "heaviest" ships in a bombardment TF will bombard.
|
|
E. For bombardment purposes BB main guns have 12 times the firepower of
|
|
all other main guns and 24 times the firepower of AA guns.
|
|
F. Bombardment missions may be aborted if the TF engages in surface
|
|
combat with a large enemy TF.
|
|
8.5 Aircraft Returning to Base.
|
|
A. After completing their missions, aircraft will attempt to return to
|
|
the same base or carrier from which they were launched.
|
|
B. If launched from a carrier which received 26% or more damage or had
|
|
its speed reduced below 15 knots, the aircraft will try to make an
|
|
"emergency" landing on another carrier or base.
|
|
C. Emergency ;andings will; occur automatically if there is a friendly
|
|
base or carrier within 3 squares of the origin carrier.
|
|
D. If an emergency landing is required and there are no eligible bases
|
|
or carriers within 3 squares then the aircraft will ditch in the ocean.
|
|
E. Strike aircraft will land before Counterstrikes are launched. CAP
|
|
and Search aircraft will land after all other air operations have been
|
|
completed.
|
|
8.6 Unloading Transports.
|
|
Any ship carrying troops or supplies, whose TF ends its move on the
|
|
Henderson field space, will unload some or all of its passenger/cargo on
|
|
Guadalcanal.
|
|
A. A ship can unload a maximum of 2 infantry companies OR 1 supply dump
|
|
OR 1 infantry company and one supply dump in a single turn.
|
|
B. Infantry and supplies may be used for land combat on the same turn
|
|
they are unloaded.
|
|
8.7 Land Combat.
|
|
Planned land attacks (see section 6.0) will be executed during the
|
|
combat resolution phase. First U.S. attack resolution will be completed, then
|
|
Japanese attack resolution.
|
|
A. All available attacker forces will participate in the attack and are
|
|
subject to casualties. The U.S. force must reserve 9,000 men (45 companies)
|
|
to defend Henderson FieId, these 9,000 men are NOT AVAlLABLE to attack. The
|
|
U.S. forces will not attack with less than 10,000 men on Guadalcanal.
|
|
B. Land attack procedure is as follows: (1) defender forces open fire
|
|
inflicting casualties on the attacker (2) surviving attacker forces inflict
|
|
casualties on the defender (3) the computer gives an estimate of the
|
|
remaining defender forces (+/- 50%).
|
|
C. Defending against Japanese attacks will consume 1 U.S.supply dump.
|
|
If there are no U.S.supply dumps on Henderson field then U.S. casualties will
|
|
be DOUBLED.
|
|
D. As a general rule, the higher the level of attack (1-5) the greater
|
|
the casualties infIicted on both sides.
|
|
8.8 Repair and Refit of Ships.
|
|
A. Damaged ships which docked during the previous movement phase are
|
|
placed in the REPAIR PIPELINE. Undamaged CV, CVL, BB, TR and SS cIass ships
|
|
will be placed in the REfIT PIPELINE. Damaged CV, CVL, BB, TR and SS class
|
|
ships must complete both REPAIR and REfIT PIPELINE functions before they can
|
|
be reactivated. REfIT requires one week in Truk or Brisbane and two weeks in
|
|
Rabaul or Espiritu Santo. (Submarines require only one week REFIT
|
|
irrespective of port.) A TF that docks with an endurance remaining greater
|
|
than 50 will not be required to REFIT.
|
|
B. Undamaged ships (other than those mentioned in para. A), which
|
|
docked during the previous movement phase, do NOT require REFIT. These ships
|
|
may be placed in a TF with a full endurance during the next TF Adjustment
|
|
Phase.
|
|
C. The average number of turns needed for repair is equal to 8 to 10 x
|
|
damage points suffered. Repairs performed in Rabaul and Espiritu Santo will
|
|
require 20% longer than the formula given above. The number of damage points
|
|
sustained by a ship can be calculated by multiplying the ship's DF by the
|
|
percentage damaged. Also, repair time for a ship may be doubled with smaller
|
|
ships having a greater chance of lengthened repair time (there is 71% chance
|
|
that an average DD's repair time will be doubled while a US BB has only a 6%
|
|
chance of requiring double repair time).
|
|
8.9 Reinforcement Arrival.
|
|
Ship reinforcements will arrive on a day to day basis as scheduled on
|
|
the Pipeline Display. Infantry and aircraft reinforcement may arrive during
|
|
AM game turns. Infantry and aircraft reinforcements will be as follows:
|
|
INF CO. ZEKE VAL KATE BETTY
|
|
RABAUL11180024R
|
|
TRUK 0 776 0
|
|
SHORTLANDS 018R00 0
|
|
INF CO. WILDCAT DAUNTLESS AVENGER FORTRESS
|
|
ESPlRlTU SANTO 8 763 3
|
|
BRlSBANE 0 784 0
|
|
A. Aircraft reinforcements coded "R" are actually replacements. Rabaul
|
|
will only receive Betty replacements if there are less than 40 Bettys
|
|
currently on hand. Rabaul or Shortlands will only receive Zeke replacements
|
|
if there are less than 30 Zekes on hand.
|
|
B. If Shortlands receives Zeke replacements then Rabaul will not
|
|
receive Zeke replacements.
|
|
C. Shortlands will not receive any aircraft until after October 6th.
|
|
D. Each AM turn there is a 1/7 chance of occurrence for each of the
|
|
foIIowing events:
|
|
1) Infantry reinforcements arrive in Rabaul and air reinforceforcements
|
|
arrive in Truk.
|
|
2) Air replacements arrive in Rabaul and Shortlands.
|
|
3) Infantry reinforcements arrive in Espiritu Santo and air
|
|
reinforcements arrive in Brisbane.
|
|
4) Air reinforcements arrive in Espiritu Santo.
|
|
9.0 GENERAL OPERATIONS
|
|
9.1 Damage To Ships.
|
|
Ships accrue damage "points" when they are hit by bombs, torpedoes or
|
|
gunfire. When the totaI damage points are greater than or equal to 50% of a
|
|
ships DF then that ship is "Crippled".
|
|
A. A table listing the average damage points caused by each type of
|
|
weapon is shown below:
|
|
Light (AA) gun .5Bomb3
|
|
CL main gun121 inch torpedo5
|
|
CA main gun224 inch torpedo9
|
|
Yamato main gun9
|
|
US BB main gun8
|
|
Mutsu main gun7
|
|
Other Japanese BB main gun6
|
|
21 inch torpedo hits will reduce a ship's maximum speed by at least 5
|
|
knots. 24 inch torpedo hits will reduce a ship's maximum speed by at least 10
|
|
knots. Only Japanese surface ships carrythe 24 inch torpedo. Whenever a ship
|
|
is hit it may suffer additional damage due to a critical hit. The message
|
|
"explosion on board the..." reveaIs that a critical hit has been scored.
|
|
B. CV and CVL class ships with 26% or more damage or a maximum speed
|
|
less than 15 knots may not launch or land aircraft. Note: This means that
|
|
carriers in TFs reduced to 5 knots due to 0 endurance wlll not be able to
|
|
launch aircraft.
|
|
C. Ships with 10% or more damage will not bombard enemy bases.
|
|
D. Crippled ships have a maximum speed of 5 knots and may accrue
|
|
additional damage while returning to port. Major additional damage will be
|
|
shown by the message "explosion on board the...". It is also possible for a
|
|
ship to repair itself while at sea. Repairs will be attempted until the ship
|
|
is no longer crippled.
|
|
9.2 TF Missions.
|
|
Listed below are the missions that may be assigned to a TF and the
|
|
endurance allowed for each mission:
|
|
C - Combat Patrol:endurance = 60 turns (30 days)
|
|
B - Bombardment:endurance = 60
|
|
T - Transport:endurance = 60
|
|
U - Submarine:endurance = 80
|
|
FC- Fast Combat Patrol:endurance = 6
|
|
FB- Fast Bombardment:endurance = 6
|
|
FT- Fast Transport:endurance = 6
|
|
R - Return
|
|
FR- Fast Return
|
|
A. When a TF completes or aborts a mission then its mission will be
|
|
changed to R.
|
|
B. Carriers (CV, CVL ships) may only perform "C" missions.
|
|
C. Transports (TR ships) may only perform "T" missions.
|
|
D. Submarines (SS ships) may only perform "U" missions.
|
|
E. Only TFs with "C" or "FC" missions may initiate surface combat.
|
|
F. Only TFs with "B" or "FB" missions may perform coastal bombardment.
|
|
G. An FB TF that completes its bombardment will have its mission
|
|
changed to FC.
|
|
H. A fast TF that aborts its mission due to surface combat (see section
|
|
9.3 D) will have its mission changed to FR. A TF that has had its mission
|
|
changed to FR may not unload its cargo on Guadalcanal.
|
|
L. Surface combat may cause a FB or B TF to abort its mission (see
|
|
section 9.3 D).
|
|
9.3 TF Endurance.
|
|
A. A TF's endurance is reduced by one for each turn it spends at sea.
|
|
B. A TF's endurance is reduced to 10 if the TF is attacked by enemy
|
|
bombers. if the endurance is already less than 10 then it is unaffected.
|
|
Fortress attacks of greater than 7 squares in range will not affect
|
|
endurance. Transport TFs will never be reduced.
|
|
C. A carrier TF's endurance wiLl be reduced by 5% for each air strike
|
|
that it launches.
|
|
D. Surface combat reduces endurance as follows: The attacking TFs
|
|
endurance is reduced to 8 (if currently greaterthan 8) If the defending TF's
|
|
combined defense factors multiplied by a random number between 0 and 1 is
|
|
greater than 25 ((total DF of all defending ships) x rnd (1) > 25). The
|
|
defending TF's endurance is reduced to 8 (if currently greater than 8) If the
|
|
total attacker main guns multiplied by a random number between 0 and 1 is
|
|
greater than 15 ( (total MG of all attacking ships) x rnd (1) > 15). For
|
|
these purposes the MG of battleships is multiplied by 4 (battleships will
|
|
tend to scare off enemy TFs). The reduction in endurance given above will
|
|
cause a Bombardment force to abort its mission and prevent fast TF's from
|
|
unloading cargo on Guadalcanal.
|
|
E. If a TF's endurance reaches zero and it fails to dock during that
|
|
turn then all of its ships will have their maximum speed reduced to 5 knots.
|
|
F. Subs with 0 endurance may not fire torpedoes.
|
|
9.4 Supply.
|
|
Supply dumps are used only by infantry and aircraft units on
|
|
GuadaIcanal.
|
|
A. Supply dumps are consumed as follows:
|
|
Infantry attack 1 to 5
|
|
U.S. daily supply1
|
|
Japanese daily supply1
|
|
Henderson Field Air Strike1
|
|
U.S. Infantry defensive fire1
|
|
Henderson Field search/sub-search/cap missions0
|
|
B. Henderson Field may not conduct air operations if there are less
|
|
than 3 supply points available.
|
|
C. Both U.S. and Japanese infantry on Guadalcanal will sufter 1%
|
|
attrition each day there are no supplies available.
|
|
D. U.S. infantry will suffer DOUBLED casualties from Japanese infantry
|
|
attacks if there are no U.S. supply dumps available.
|
|
9.5 Scoring.
|
|
A. Each player receives 1 victory point (VP) for each infantry company
|
|
on GuadalcanaI at the end of the game.
|
|
B. Players receive VPs for sinking enemy ships equal to that ships
|
|
Defense Factor plus its cargo/aircraft capacity. Players receive 1 VP for
|
|
each damage point inflicted on an enemy ship at sea at the end of the game.
|
|
Players also receive 1 VP for each week a ship is out of action as of the end
|
|
of the game. However, they do not receive points for the first two weeks a
|
|
ship is out of action as of the end of the game. (This allows time for
|
|
refitting as opposed to repair time.)
|
|
C. The player controlling Henderson Field receives 500 VPs at the end
|
|
of the game. (The game ends immediately if the Japanese capture Henderson.)
|
|
Henderson Field is captured by the Japanese if the Japanese attack, reduce US
|
|
infantry strength on Guadalcanal to 0, and have at least one remaining
|
|
company on the island.
|
|
D. The current score is summarized at the beginning of each turn.
|
|
E. Subtract US victory points from IJN victory points and compare the
|
|
result to the following table to determine the victor:
|
|
1,000 and upJapanese Decisive Victory
|
|
500 to 999Japanese Substantive Victory
|
|
100 to 499Japanese Marginal Victory
|
|
+99 to -99Draw
|
|
-100 to -499American Marginal Victory
|
|
-500 to -999American Substantive Victory
|
|
-1000 and lessAmerican Decisive Victory
|
|
9.6 Weather
|
|
There are three levels of weather, clear, light overcast and heavy
|
|
overcast. The weather is clear at the start of each game.
|
|
A. Weather will influence the ability to spot enemy task forces at
|
|
ranges greater than 1.5. The chance of spotting TF's at ranges over 1.5 is
|
|
reduced by 1/3 during light overcast, and by 2/3 during heavy overcast.
|
|
B. There is a random chance each turn that the weather will change. The
|
|
weather is graduated such that in any one turn the weather could not change
|
|
from clear to heavy overcast, it would have to change to light overcast,
|
|
before it could become heavy overcast. The weather can change a maximum of
|
|
one level per turn.
|
|
9.7 Limitations on Airbases
|
|
A. Henderson Field has a maximum capacity for aircraft of 100.
|
|
B. Only Zekes may be transfered onto the Shortlands. Other aircraft may
|
|
land on the Shortlands if forced to due to the loss of a carriers flightdeck.
|
|
Shortlands has a maximum capacity of 60 aircraft.
|
|
9.8 Short Campaign Game (October 1 - December 31)
|
|
Players may start the campaign on October 1st by choosing the CAMPAlGN
|
|
.2 option from the initial menu. All campaign game rules apply, with the only
|
|
change being that the victory point schedule is changed to the following:
|
|
1200 and upJapanese Decisive Victory
|
|
700 to 999Japanese Substantive Victory
|
|
30 to 699Japanese Marginal Victory
|
|
101 to 299Draw
|
|
100 to -299American Marginal Victory
|
|
-300 to -799American Substantive Victory
|
|
-800 and lessAmerican Decisive Victory
|
|
10.0 MINI-GAMES
|
|
The Guadalcanal Campaign includes 4 mini games: Coral Sea, Eastern
|
|
Solomons, Santa Cruz and Guadalcanal. Due to their limited scope the mini
|
|
games include some special rules and restrictions.
|
|
10.1 Mini Game Special Rules.
|
|
A. The U.S. pIayer does not receive 500 VPs for controlling Henderson
|
|
Field at the end of a mini-game.
|
|
B. New TFs may not be formed during Mini games. (Exception: the
|
|
Japanese may form a new TF at Rabaul in the Guadalcanalmini-game)
|
|
C. TFs may NEVER dock during a mini-game.
|
|
D. In the Eastern Solomons Mini game the Japanese player receives 75
|
|
VPs for play balance.
|
|
E. No reinforcements will arrive during mini games.
|
|
F. The VP total shown each turn includes VPs for infantry on
|
|
Guadalcanal (or Port Moresby) and damage caused to ships.
|
|
10.2 Coral Sea Exclusive Rules.
|
|
A. Infantry attacks may not occur during the Coral Sea Mini Game.
|
|
B. Japanese Transports may unload infantry units on Port Moresby. Both
|
|
players receive 1 VP for each infantry company on Port Moresby at the end of
|
|
the game (0 VPs for infantry on Guadalcanal).
|
|
C. The Japanese may bomb the Port Moresby Base by targeting TF#1 during
|
|
the Air Strike Phase.
|
|
D. During this scenario only, U.S. aircraft may operate from the
|
|
following bases: Port Moresby and Cooktown. Port Moresby is limited to a
|
|
maximum of 100 planes.
|
|
E. The weather is heavy overcast at the start of the mini game.
|
|
F. The U.S. player may use his two tankers to refuel TFs at sea. TFs
|
|
with an endurance under 20 and in the same square as a tanker will be given
|
|
an endurance of 25. Each tanker may refuel two TF's during the game with the
|
|
amount of fuel remaining being shown under supply points remaining on the
|
|
tanker. The Tippecanoe is considered to have refueled U.S. TF #5 on the first
|
|
turn of the game and may only refuel one more TF during the game.
|
|
10.3 Mini Game Duration.
|
|
Mini Games will end after a specified number of turns. MiniGame
|
|
durations are listed below:
|
|
Coral Sea12 turns
|
|
Eastern Solomons 4 turns
|
|
Guadalcanal 8 turns
|
|
10.4 Mini Game Levels of Victory
|
|
Subtract US victory points from IJN victory points and compare the
|
|
result to the following table to determine the victory:
|
|
125 and upJapanese Decisive Victory
|
|
75 to 124Japanese Substantive Victory
|
|
25 to 74Japanese Marginal Victory
|
|
-24 to 24Draw
|
|
-25 to -74American Marginal Victory
|
|
-75 to -124American Substantive Victory
|
|
-125 and lessAmerican Decisive Victory
|
|
11.0 SOLITAIRE PLAY
|
|
When playing solitaire games, the computer will command the Japanese
|
|
Forces.
|
|
A. There are 4 levels of solitaire difficulty. The level of difficulty
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|
is determined at the start of the game. At level 4 the Japanese weapons will
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perform according to their historical accuracy. As the level number is
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|
decreased the Japanese bomb, torpedo and gunfire accuracy will increase.
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These levels may be used to handicap a two player game if desired.
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|
B. It is possible to start a game in solitaire mode, save it, and then
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|
restart it as a two-player game. To do this set the main menu to two-player
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mode before beginning to restart the saved game.
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C. It is possible to save a two-player game and restart it as a
|
|
solitaire game when using the following restriction: All Japanese TFs must
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|
end the two player segment IN-PORT.
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|
12.0 TWO-PLAYER GAMES
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When using the two player format the following procedure should be
|
|
observed.
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A. While the U.S. player is giving commands to his forces the Japanese
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|
player should turn away or leave the room.
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|
B. While the Japanese player is giving commands to his forces the U.S.
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|
player should turn away or leave the room.
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|
C. During the combat resolution phase both players should view the
|
|
results.
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|
13.0 ORDER OF BATTLE
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|
Scenario
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|
Campaign US 0 0 301 3CV 1BB 11CA 1CL 2CLAA 31DD 19TR 5DMS 2APD
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|
9SS
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|
IJN 1000 5 138 2CL 4DD 1TR 4APD 13SS
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|
Coral Sea US 5000 15 213 2CV 7CA 1CL 13DD 2TK 4SS
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|
IJN 0 0 273 2CV 1CVL 6CA 3CL 1CS 14DD 13TR 3ML 4SS
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|
E. Solomons US 12000 20 338 3CV 1BB 5CA 2CLAA 18DD 6SS
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|
IJN 1000 5 281 2CV 1CVL 3 BB 13CA 3CL 1CS 28DD 1TR 4APD 12SS
|
|
Santa Cruz US 23000 10 279 2CV 1BB 3CA 3CLAA 14DD 11SS
|
|
IJN 20000 20 373 3CV 1CVL 4BB 8CA 1CL 33DD 12SS
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|
Guadalcanal US 32000 25 249 1CV 2BB 4CA 3CLAA 35DD 19TR 6DMS 3APD 17SS
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|
IJN 28000 5 228 1CV 4BB 3CA 2CL 30DD 11TR 14SS
|
|
Campaing.2 US 18000 25 201 1CV 1BB 6CA 3CL 2CLAA 35DD 19TR 6DMS 3APD
|
|
17SS
|
|
IJN 7000 20 307 2CV 1CVL 6BB 13CA 4CL 2CS 56DD 2TR 4APD 22SS
|
|
TOTAL SHIPS IN CAMPAIGN GAMETOTAL
|
|
____________________________________________________________________
|
|
| |
|
|
| US4CV3BB13CA4CL4CLAA58DD20TR6DMS6APD21SS139 |
|
|
|--------------------------------------------------------------------|
|
|
|IJN4CV2CVL6BB14CA7CL3CS69DD18TR4APD27SS154 |
|
|
|____________________________________________________________________|
|
|
TOTAL SHIPS IN CAMPAIGN.2TOTAL
|
|
____________________________________________________________________
|
|
| |
|
|
| US 3CV 3BB 8CA 4CL 4CLAA 55DD 19TR 6DMS 3APD 21SS 126 |
|
|
|--------------------------------------------------------------------|
|
|
|IJN4CV1CVL6BB13CA6CL3CS64DD16TR4APD25SS142 |
|
|
|____________________________________________________________________|
|
|
14.0 STRATEGY NOTES
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|
FORMING TFs
|
|
1. Carrier TFs: All available carriers should be combined in one TF.
|
|
Carrier TFs should include the best available Anti-aircraft ships in their
|
|
screen. Some sample carrier TF screens are shown here:
|
|
USN: BB,CLAA,CLAA, DD, DD, DD, DD, DD, DD
|
|
IJN: CA, CA, CA, CA, DD, DD, DD, DDr DD, DD
|
|
When possible the IJN player should include CA - Tone and CA - Chikumawith
|
|
his carriers to best utilize their enhanced search capabilities. At least 6
|
|
DDs should be incIuded for Anti-sub Protection.
|
|
2. Fast Transport TFs: APD, DMS and Japanese DD units maybe used to
|
|
rush supplies into Guadalcanal insmall quantities. The USN player should
|
|
protect the APDs and DMSs with an equal number of DDs. The IJN player can
|
|
load 6-8 DD's with cargo and plot an "FC" mission.
|
|
3. Transport TFs: 6 to 10 DDs should be included to screen the TRs.
|
|
Transport missions should not be attempted without strong air cover. The IJN
|
|
player should "level" Henderson field with Bombardments and have friendly
|
|
carriers available to support a Transport mission. The USN player should have
|
|
30 or more fighters on Henderson or have friendly carriers available to
|
|
support a transport mission.
|
|
4. Bombardment TFs: The USN player should seldom risk his ships to
|
|
bombard Cape Esperance. The IJN player should bombard Henderson Field as
|
|
often as possible. A sample Bombardment force is shown here:
|
|
BB, BB, CA, CA, DD, DD, DD, DD, DD, DD
|
|
The IJN player has enough ships to "rotate" 3 battleship groups and
|
|
continuously suppress Henderson Field. Battleships cause terrific damage when
|
|
bombarding. Cruiser bombardments are only a nuisance.
|
|
5. Combat patrol TFs: The USN player MUST make an effort to block
|
|
Japanese Battleship bombardment forces. A force of 3 to 6 crisers and 5 to 10
|
|
destroyers peforming a "C" mission will usually cause a bombardment force to
|
|
abort its misssion. CLAA ships should not be used in this role and
|
|
Battleships should only be used when no CLs or CAs are available.
|
|
6. Submarine TFs: Submarine forces should contain 6 to 60 subs. The 15
|
|
knot subs should not be combined in the same TF as 10 knot subs. USN subs
|
|
usually find their best "hunting" when stationed in the slot SE of
|
|
Shortlands. IJN sub usually do best in the waters SE of Guadalcanal.
|
|
AIR OPERATIONS
|
|
1. Normal CAP: Normal CAP provides the best protection for the "home"
|
|
TF or base but no protection for other TFs or bases in the area. Normal CAP
|
|
should be flown over Henderson Field when there are no friendly transport
|
|
groups "unloadin" at Guadalcanal. Carriers should be protected by normal CAP
|
|
whenever contact with enemy carriers is expected.
|
|
2. Long Range CAP: Longe Ragne CAP provides protection for friendly
|
|
units up to 5 spaces away from the launching base/CV. Long Range CAP is best
|
|
used to protect Transport and Bombardment groups that are within range of
|
|
enemy land-based aircraft.
|
|
3. Search: Air Search is useful for providing and advance warning of
|
|
approaching enemy fleets and designating targets for airstrikes. Whenever
|
|
possible, each base should launch 6 to 12 bombers to supplement its search
|
|
Planes.
|
|
4. Sub Search: A successful sub search is a powerful deterrent against
|
|
sub attacks. "sighted" subs have reduced attack effectiveness and are open to
|
|
attack from enemy bombers. Henderson Field should use 20 to 30 bombers on
|
|
sub-search on turns when the IJN surface fleet is out of range. Carrier TFs
|
|
should use a strong sub-search whenever contact with enemy carriers seems
|
|
unlikely. Bombers should never be wasted on sub-search when a carrier vs.
|
|
carrier battle seems likely.
|
|
5. Air Strikes: Carrier vs. Carrier combat is critical and often
|
|
decisive. Carrier air groups should not be frittered away on secondary
|
|
targets when an engagement with enemy carriers seems probable within a couple
|
|
of days. Carrier aircraft should never be used to "soften up" Henderson Field
|
|
- it's too expensive and the results are usually disappointing. Rabaul based
|
|
aircraft should attack Henderson Field only if there are 40 or more Bettys
|
|
available OR if you expect that supplies are critically low on Henderson
|
|
Field. Henderson Field Bombers should attack at every opportunity to inflict
|
|
damage on enemy ships.
|
|
6. Counterstrikes: Counterstrikes allow you to counterattack following
|
|
airstrikes from unsighted enemy carriers. U.S.N. carriers may use
|
|
counterstrikes without penalty (except in the Coral Sea Scenario). IJN
|
|
carriers prepare counterstrikes at the riskof having their armed and fueled
|
|
aircraft explode on deck following enemy bomb or torpedo hits.
|
|
7. Aircraft Transfers: Carriers with 10 to 25 percent damage should
|
|
transfer their aircraft before docking. USN carriers can transfer their air
|
|
groups to reinforce Henderson Field. Henderson Field should transfer all its
|
|
aircraft to Espirtu 5anto when supplies fall below 3 and resupply is not
|
|
immediate.
|