Anti-air factors/Xs: Intrinsic AA, Each defending CV or CVE (in hex for USN or in
task force for IJN), Extended range.
USN ranged attacks 1 hex -- extended range 2 hexes; Japanese 1-2 hexes -- extended range 3 hexes.
NAVAL AIR SCOUTING DETECTION
(D = Enemy Task Force Detected.)
Die Roll | 0 | 1 | 2 | 3 |
---|
1 | D | D | D | D |
2 | D | D | D | D |
3 | D | D | D | - |
4 | D | D | - | - |
5 | D | D | - | - |
6 | D | - | - | - |
NIGHT SURFACE BATTLE DETECTION/SURPRISE
Die Roll | Surprisor |
---|
6 | Allies |
5 | Allies |
4 | - |
3 | - |
2 | Japanese |
1 | Japanese |
If one side is entering a hex already occupied by enemy ships,
those enemy ships receive a die roll shift/advantage of 1.
(Thus, defending Japanese ships would gain surprise on 1-3 and
the entering American ships only on a 6.)
Also: The side with the advantage of surprise shoots first and
gunfiring alternates thereafter -- unlike simultaneous firing during
the day or at night if neither side gets surprise.
VI. SEQUENCE OF PLAY:
- A. Replacements and Reinforcements.
- B. Full Day's Turn
- 1. AM/Daytime Phase
- a. IJN Movement Plot (1? 2? hexes)
- b. USN-then-IJN movement/combat
- 1)"Morning" movement
- 2)"Morning" battle
- a) Submarine attacks
- b) Same-hex air attacks, scouting, and ranged air attack launches
- c) Surface ship battles with withdrawals/pursuits
(Undamaged ships may attack screened TRs and CVs in 2nd battle round.)
- d) 2nd same-hex and ranged air attacks' resolution
- e) Land-based air detection (if target not already detected) and attacks
- 3) "Afternoon" movement
- 4) "Afternoon combat
- 5) U.S. 5th Air Force land-based air detection and strikes in south.
- 2. PM/Night Phase
- a. IJN plot (1? 2? hexes)
- b. USN-then-IJN movement/combat
- 1) "Before Midnight"
- a) Submarine attacks
- b) Surprise?/Surface battles with withdrawals/pursuits
- 2) "After Midnight"
- C. Supply determination and victory point accounting
[17Dec01]