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- PACIFIC WAR PLAYER CHECKLIST and TACTICS
-
- (All HOTKEYS are listed on the HELP MENU (press / or ?)).
-
- NOTE: The rule book and the game do not always agree. The rules
- were sent to the printers 4-6 weeks before the game was
- published. There have been hundreds of changes in that time and
- many of those are undocumented. There are also many undocumented
- changes AFTER the game was published (versions x2 and beyond).
-
- A. REPORTS SUBPHASE
-
- 1. Review battles (ALT/B).
- 2. Use SIGINT (F5).
- 3. Check losses/score (F9).
- 4. Check sunken ships (F8).
- 5. Check ship pools (F4).
-
- B. REINFORCEMENT SUBPHASE
-
- 1. Check for reinforcements.
- 2. Check replacement pools (F7).
- 3. Cycle through factories & upgrade planes (F6).
-
- C. HQ SUBPHASE
-
- 1. Examine HQ's (ALT/F).
- 2. List HQ units (ALT/D).
- 3. Relocate HQ's (ALT/E).
- 4. Move HQ's to TF in the same square (ALT/S).
- 5. Assign new leader to HQ's (ALT/L).
- 6. Set HQ control (ALT/K).
- 7. Change base HQ (ALT/C).
- 8. Set HQ target (ALT/G).
- 9. List HQ aircraft (ALT/X).
- 10. Assign HQ air leader (ALT/P).
- 11. Reinforce HQ (ALT/R).
-
- D. LAND SUBPHASE
-
- 1. Examine LCU's in sequence (S/W).
- 2. Divide LCU's (D on Unit Data Display).
- 3. Activate LCU's (A on Unit Data Display).
- 4. Assign leaders (F1 on Unit Data Display).
- 5. March LCU's overland (ALT/W).
- 6. Call for immediate sealift forces (ALT/T).
-
- E. AIR SUBPHASE
-
- 1. Check enemy AZOC's (ALT/Z).
- 2. Check friendly AZOC's (SHFT/Z).
- 3. Examine airfields in sequence (Z OR A).
- 4. Set priority target base (B).
- 5. Set missions.
- 6. Transfer air units (ALT/A).
- 7. Upgrade old planes (C on Air Unit Display).
- 8. Transfer aircraft factory control (ALT/N).
-
- F. TASK FORCE SUBPHASE
-
- 1. Examine ports in sequence (O OR P).
- 2. Examine existing TF's (N/G).
- 3. Unload TF's (U).
- 4. Replenish TF's (Y).
- 5. Transfer ships to new TF's (T).
- 6. Scuttle ships (S ON SHIP DISPLAY).
- 7. Disband TF's (R).
- 8. Check for isolated bases (ALT/O).
- 9. Create TF's to resupply isolated bases (C).
- 10. Create cargo TF's to resupply bases in rear areas (C).
- 11. Create replenishment TF's (C).
- 12. Create combat TF's at friendly ports (C).
- 13. Assign leaders to TF's (F1 on TF display).
- 14. Load TF's with troops,supplies, or fuel (L).
- 15. Set TF's' destinations (D).
- 16. Set TF's' functions/move options (F).
- 17. Reset TF's' home bases as necessary (H).
- 18. Reset sub control (Computer/Human) as necessary (E).
- 19. Adjust submarine patrol locations (ALT/M).
- 20. Rebase all subs as necessary (ALT/M, R).
- 21. Remove TF's that complete their missions (ALT/Y).
-
- A. REPORTS SUBPHASE
-
- 1. REVIEW LAST TURN'S BATTLE REPORTS (ALT/B).
-
- a. Although all movement/action appears to be consecutive in the
- game during execution, it is actually concurrent for that week.
- Task Forces that appear to be in the same hex at the same time
- may NOT actually be in the same place, they may only be passing
- through that hex at different times during the week.
- Understanding this concept is critical for reducing frustration
- and increasing appreciation of the game.
-
- b. To move a little faster do not follow the screen combat, but
- rather wait until completion and use <Alt/B> to check out what
- happened.
-
- c. When a base is captured all of the supply is lost but half of
- the fuel is captured. When a base is captured many of the ships
- in the port will escape into a Task Force (TF) and head for the
- nearest friendly base. The remaining ships will be destroyed in
- port.
-
- d. Moderate damage to a supply depot should destroy about 20% of
- the fuel and 20% of the supplies at the base.
-
- e. LCU's with HIGH ENTRENCHMENT levels will take few losses from
- air bombardment. Air strikes against entrenched LCU's can only
- hope for DISRUPTION (reduced readiness). Disruption is not
- indicated on the after action Combat Report. The rules on base
- disruption should read: Base Disruption is reduced to ZERO
- before the start of each Execution Phase. Bases that receive TWO
- levels of disruption may not be supplied by routine convoys (they
- will show up on the ISOLATED BASE display). A base will never
- exceed level 2 disruption. This is how to isolate an enemy base
- and make it more vulnerable to attack on the ground.
-
- f. The combat reports will usually have inflated claims of enemy
- units destroyed.
-
- g. In version 1.0 there was a serious artificial intelligence
- (AI) bug. The routine used by the AI to defend the west coast of
- the United States was not working and Japanese attempts to invade
- the west coast early in the game were met with feeble resistance.
- This problem was corrected in the version x2 and later versions.
-
- h. There is a bug in the menu that displays the Japanese oil
- reserve. If the OIL RESERVE exceeds 65000 then it will be
- displayed as having 65000 less than it actually has. Version x8
- will fix the OIL RESERVE display bug.
-
- i. The asterisks after a ship means additional penetration
- damage has been done to the ship. Each "*" means 20% damage has
- been done, so a "*****" means the ship is doomed. The periods
- seem to indicate the end of combat from that ship for that round.
-
- 2. USE SIGINT TO REVIEW ENEMY TASK FORCES (TF'S), BASES, AND
- LAND COMBAT UNITS (LCU'S) THAT HAVE BEEN SPOTTED (F5).
-
- a. The information you receive by clicking an enemy TF is FREE
- SIGINT. However, not all enemy TF's will be displayed because
- only those TF's (randomly) detected by radio traffic will show
- up. TF's are also SPOTTED in the execution segment (if you watch
- on higher detail levels you will see what TF's are spotted).
-
- b. To use SIGINT put the cursor on an enemy port, TF or LCU and
- hit F5. Then hit the key corresponding to what you want to know
- about (P--Port, A--Airfield, R--Army, H--HQ, T--TF).
-
- 1) The best selections have been to ask about enemy HQ's,
- because sometimes you get a message that the HQ is planning an
- operation and what the target is (no dates). Use SIGINT to
- locate the important HQ's, then check on them each turn to see
- where they are targeting. Once you know what an HQ's plans, you
- can count on it sticking to the plan for awhile and spend some
- SIGINT watching TF's that support that HQ.
-
- 2) Use SIGINT to check ports for task forces and troops. You
- can click on a TF and select SIGINT. Hit the 'T' and SIGINT may
- tell you where an enemy TF is heading, what it is carrying and
- the names of specific ships in the TF.
-
- c. The only way for the Japanese player to get intelligence on
- enemy bases is to attack them. Only the Allies can get info from
- SIGINT.
-
- d. The Japanese usually keep their CV's in support of their main
- effort.
-
- 3. CHECK LOSSES/SCORE (F9).
-
- 4. CHECK SUNKEN SHIPS (F8).
-
- 5. CHECK SHIP POOLS (F4).
-
- a. Page 24 of the rulebook states that excess ships will be
- returned to the pool after a unit is loaded. In this case the
- rulebook is wrong, the game was never programmed to do this.
- Version x7 allows multiple ship units the OPTION of sending ships
- back to the pool or taking ships from the pool. The ship units
- may only alter their size while in a non-isolated port. The Ship
- Display will have (G)et Pool and (T)o Pool functions. (G)et Pool
- allows a ship unit to draw ships from the pool. The (T)o Pool
- function allows a ship unit to send ships back to the pool. CVE
- type ships may not use these functions. The normal limits for
- maximum ships in a unit will still apply.
-
- b. Ships in the pool are automatically allocated during the
- Routine Convoy Phase. Japanese Routine Convoys (RC's) originate
- in NAGOYA. Allied RC's originate in LOS ANGELES (LA) and from
- the map edge south of INDIA. All ships that participate in RC's
- will end their turn in Nagoya, Los Angeles or Calcutta. For
- ESCORTS to participate in RC's they must START their turn in
- Nagoya, LA or Calcutta. Ships that are used in RC's may not be
- used by the player that turn. BEWARE: escorts that are sent to
- one of the above cities will become unavailable to the player as
- long as they see RC action. Version x2 solves this problem by
- making escorts available for removal from RC duty during the
- first week of each month.
-
- c. The Commonwealth ships are colored differently than the U.S.
- ships in the ship pools.
-
- d. If ALL your MCS units are assigned to TF's then there will be
- no routine convoys. To keep MCS from being utilized for routine
- convoys, put them in a TF and park it. However, it's hard to
- find a way to use all your MCS in TF's. There is not much YOU
- can do with ships in the pool. These ships automatically flow
- into and out of MCS, AP, LST, (etc.) units as required.
-
- e. The Allied routine convoy system should be sending supplies
- to Noumea and Suva (assuming that there no supply or ship
- shortage and that the bases are not isolated/disrupted).
-
- f. The NUMBER of ships in a unit may be adjusted by moving ships
- into or out of the ship pool. You may be able to split large MCS
- and AP groups by assigning them to carry small plane groups. The
- excess ships may be sent back to the ship pool in port.
-
- B. REINFORCEMENT SUBPHASE
-
- 1. CHECK FOR REINFORCEMENTS (IN SYDNEY, CALCUTTA, COLUMBO,
- KWEIYANG, KUNMING, SOERABAJA, AUCKLAND, AND MANILA IF ALLIED; IN
- TOKYO, SHANGHAI, AND PORT ARTHUR IF JAPANESE).
-
- a. Reinforcement ships are automatically activated if there are
- enough shipyard points. Ship production is affected by how many
- damaged ships you are repairing in port. More damaged ships in a
- port means less ship construction points to be used for new
- ships, so they may appear later or not at all.
-
- b. If under 'computer control', the artificial intelligence (AI)
- may 'temporarily disband' badly depleted air groups. These
- groups will show up as reinforcements on the next turn at
- S.F./Tokyo/Calcutta. If you have no use for these groups you can
- disband them. Their aircraft will go into the pool and the group
- will return as a reinforcement in six months.
-
- c. Ship and armor/artillery production is handled by the
- computer and cannot be changed. Armor/artillery can be affected
- by bombing or oil and resource shortage.
-
- d. British capital ships (carriers, battleships and cruisers)
- are periodically withdrawn from the Eastern Fleet. This may
- happen at any time before 1944.
-
- e. Any American CV that is sunk will be 'replaced' by an Essex
- class carrier about one year later. If no carriers are sunk then
- there will be no replacements.
-
- f. If an HQ is destroyed, it's subordinate units should be
- assigned to another HQ. Most destroyed HQ's will return within a
- month at the player's home country. ABDA and Malaya AG will
- never return if they are destroyed.
-
- 2. CHECK REPLACEMENT POOLS (F7).
-
- a. Replacement pool planes can be used to replace air groups
- with different planes. After clicking on an air group, use the
- \CHANGE option to access the possible replacements from the pool.
- If the air group remains at a base with ample supply and the
- aircraft pool has the type of aircraft available for a particular
- group, it will gradually fill out (replacements). Page 51 says
- land based air groups (LBA) can receive a maximum of 10 aircraft
- per group per turn as replacements. It is usually less. It can
- take a long time to build an air unit up to full strength. A
- table also shows the supply cost for each type of replacement.
- Air groups on remote islands will continue to take on replacement
- aircraft as long there are supply points to spend.
-
- b. The highlights on the planes don't mean anything, it was just
- used to make for easier reading. On the aircraft replacement
- display, every fifth line is highlighted to make it easier to
- read. The data space set aside for aircraft names did not allow
- completely spelling out of P-38F Lightning and SB2U Vindicator.
-
- c. Air groups in San Francisco and other reinforcement areas can
- be air transferred or shipped to different bases by ship. New
- Air groups that enter at San Francisco or elsewhere often only
- start with 4 aircraft. Generally leave new Allied air groups at
- the East Coast ports until they fill out to 30 planes for
- naval/marine air, 50 planes for Army fighter groups, and 40
- planes for Army bomber groups. Use similar tactics in India and
- Australia also. Put these groups on Training missions as soon as
- they arrive.
-
- d. Historically, the Marines converted most of their VMSB
- squadrons into VMTB squadrons during 1944. This happens in the
- game and may be reconsidered later versions. At this stage of
- the war, ground support was more important than bombing ships and
- Avengers were better in that role. Also, by 1944 American
- torpedo performance had improved dramatically.
-
- e. In version x8, the blank spaces on the aircraft pool list are
- a display glitch. This will not effect the play of the game. It
- will be fixed in the x9 version.
-
- f. In version x8, the DH-84 is displayed as an Allied transport
- aircraft. It should have been deleted from the game. It might
- cause problems if you try to use it.
-
- g. To find out the OIL & RESOURCE levels press the F7 key - they
- are displayed at the bottom of the screen. Unless OIL & RESOURCE
- centers are isolated, the routine convoy system will
- automatically ship the entire production of those centers back to
- Japan every week. Supply and Fuel points are moved around on
- land automatically and slowly from hexes that have high levels to
- hexes that have low levels. Players have no control over this.
- When oil production areas are reduced by bombing, they rebuild up
- to a maximum of 5. Fuel IS transported directly from base to
- base during the Routine Convoy Phase but this is only done when
- the Oil Reserve falls below 3000. The way the rules are supposed
- to work (but might not) is: Heavy Industry consumes oil each
- week at a rate of 25 oil per heavy industry point. Oil reserves
- are converted into fuel (1 oil converts to 4 fuel). The fuel is
- used to stock the depots in Japan. Fuel is used whenever
- aircraft fly or ships move. If a city in Japan has fuel fall
- below 10,000 then 1000 will be subtracted from the oil reserve
- and 4000 will be added to the city's fuel depot. Forming TF's to
- do transport oil or resources is a waste of PP's. Historically,
- the Japanese experienced an oil shortage AFTER they captured the
- oilfields and BEFORE the Allied subs started taking their toll.
- Keeping IJN TF's in port will NOT conserve fuel. It is a preset
- system for the most part. There seem to be problems with this
- system.
-
- 3. CYCLE THROUGH FACTORY CITIES TO SEE WHICH PLANES ARE BEING
- PRODUCED AND UPGRADE TO NEWER MODELS WHEN APPLICABLE (F6).
-
- a. IN VERSION X6, A NEW FEATURE, ALT/N CAN BE USED TO TOGGLE
- HUMAN/COMPUTER FACTORY CONTROL. IF YOU DO NOT WANT THE COMPUTER
- TO AUTOMATICALLY UPDATE YOUR AIRCRAFT PRODUCTION, SET IT TO HUMAN
- FACTORY CONTROL.
-
- b. Version x8 fixes the problem of certain aircraft not being
- unavailable for production when the player is using HUMAN FACTORY
- CONTROL. There may be a problem with the P-38F being unavailable
- for production in earlier versions. In the such a case, you can
- make P-38s available by following the procedure:
-
- 1. Change one of your factories to P-39 production.
-
- 2. After a couple of turns, 1 P-38F should show up in the pool.
-
- 3. Convert the P-39 factory to build P-38Fs.
-
- c. New planes usually appear in SF prior to the factory
- availability. When the F2M, B-29, and P-47 aircraft appear for
- the first time in SF as air groups, with 4 aircraft in each
- group, they appear a month or so before they can be selected for
- production. If they show up you should be able to convert a
- factory in a month or so to produce them.
-
- d. If there are adequate supplies at a base and adequate numbers
- in the aircraft pool then your air groups should receive
- replacements.
-
- C. HQ SUBPHASE
-
- 1. EXAMINE HQ'S (ALT/F).
-
- a. Various Japanese Army HQ's are associated with a particular
- Naval HQ. When a combat TF is formed in a port controlled by a
- Japanese Army HQ it will ALWAYS be attached to the Combined
- Fleet. When a non-combat TF is formed, it will be attached to the
- Army HQ's associated Navy HQ. The 14th, 15th, 16th, and 25th
- Armies are associated with the Combined Fleet. The 17th Army is
- associated with South Seas Fleet.
-
- 2. LIST HQ UNITS (ALT/D).
-
- a. When an HQ is destroyed (such as ABDA or Malaya AG) the units
- subordinate to that HQ will automatically be transferred to
- another HQ.
-
- 3. RELOCATE HQ'S (ALT/E).
-
- a. To relocate a land HQ's (such as SWPAC), place the cursor on
- the NEW location. (The initial HQ's location CANNOT be
- isolated.) Place the cursor on a target base (that is under
- SWPAC control), pull down the HQ menu, choose CHANGE BASE and
- then pick SWPAC. Next reselect the target base and pull down the
- HQ menu again and select RELOCATE HQ. The HQ will immediately
- move to its new destination. You can only move an HQ to a base
- it controls. If the HQ IS ISOLATED you can move the leader to a
- SWPAC base by putting him in charge of that base directly. (This
- is how historically MacArthur moved his SWPAC and the Asian Fleet
- HQ back to Australia from the Philippines.)
-
- b. You cannot move an ARMY HQ onto a TF because it cannot be
- located on ships.
-
- c. Japanese players should not try to shift an army HQ's
- geographic area of authority away from what it was historically.
- The game's AI routines will try to shift things back when on
- partial or full computer control. That wastes time and
- preparation points. Do it only temporarily for the bases
- containing land units whose control you want to shift to a
- different HQ.
-
- d. The Japanese Combined Fleet HQ controls most major combat
- task forces (TF's) regardless of where they are formed. This
- means that placement of the Combined Fleet HQ is important.
-
- e. It is possible for a base to belong to more than one HQ, even
- if there are more than one HQ on the base. This can only occur
- if the HQ's are related to each other (such as the Japanese South
- Seas Fleet and the Japanese 17th Army). Only the AI seems able
- to do this.
-
- 4. MOVE HQ'S TO TF IN THE SAME SQUARE (ALT/S).
-
- 5. ASSIGN NEW LEADER TO HQ'S (ALT/L).
-
- a. There was a problem in early verions in that it was not
- possible to examine the leader of an HQ without losing the one
- you started with. This has been corrected.
-
- b. An HQ's leaders may gain experience. They gain it FASTER if
- they are NEARER to the action. Leader ratings will go up if they
- are involved in a lot of combat actions. There is a very small
- chance that a leader will be promoted.
-
- c. Some leaders are listed incorrectly in the rules as being
- available 12/41 when in fact they are not due until much later.
- Also Dutch leaders are only available in ABDA bases and TF's with
- Dutch flagships. You may not notice any of the following Allied
- leaders:
-
- 1. Naval - Berkey (USN), Doorman (Dutch), Shalfroth (USN),.
-
- 2. Land - Brett (USA), Brush (USA), Buckner (USA), Eichelberger
- (USA), Fuller (USA), Krueger (USA), Lavarack (AUS), Poorten
- (Dutch), Stillwell (USA).
-
- 6. SET HQ CONTROL (ALT/K).
-
- a. When you run the HISTORIC first turn, all Allied HQ's are
- computer controlled and the human Allied player has NO control
- over what his HQ's or units will do on the first turn. The
- Japanese have surprise in almost every land and sea battle during
- the first turn even when not using the historic attacks.
-
- b. The Japanese AI has major problems attacking Pearl Harbor,
- even on full human control. Carrier TF's ordered to attack ships
- in port will ignore TF's. Carrier TF's ordered to attack TF's
- will ignore ships in port. It is not possible to order the
- Japanese carriers to attack any ships at sea OR in port in a
- given spot. They will only do one or the other. They are
- incapable of hitting more than one spot per mission.
-
- c. The key to learning the game is to pick one HQ to run and set
- the others to full computer control. Gradually move the HQ's to
- operational control and set their objectives, etc. You may never
- want FULL player control for all HQ's.
-
- d. If an HQ is under 'Full Computer' or 'Computer Operational'
- control then the AI routines will automatically send
- reinforcement ships, planes and troops to the base where the HQ
- is located. Problems sometimes originate in changing HQ's from
- full human control to one of the two varieties of computer
- control. As an example, the US AI gets real excited about Wake
- Island if the Japanese does not capture it early. You may have
- to run Central Pacific Command (CenPac) on full human control in
- order to keep from making Wake the base HQ for CenPac, which can
- result in it transferring most of the Pacific Fleet and several
- LCU divisions to Wake. One solution may be to transfer control
- of Wake Island to ANZAC or SEAC. These HQ's do not care what
- happens to Wake.
-
- e. If the HQ is under 'Computer Operational' control you can set
- the 'target' and the AI will automatically try to capture (or
- defend) the target.
-
- 7. CHANGE BASE HQ (ALT/C).
-
- a. One way to get more control of forces is to Change Base HQ
- from an undesirable HQ to a more desirable HQ, and only then
- begin creating TF's and activating LCU's under the control of
- that desired HQ. It may be necessary to change a Base HQ before
- changing that Base's control.
-
- 8. SET HQ TARGET (ALT/G).
-
- 9. LIST HQ AIRCRAFT (ALT/X).
-
- 10. ASSIGN HQ AIR LEADER (ALT/P).
-
- a. The HQ air leader should only be selected if their air rating
- is greater that the HQ commander. Air HQ leaders handle air
- missions for that HQ's bases. If your main HQ commander's air
- rating is as good or better than the air rating of the proposed
- air leader, do not utilize him. Generally an air rating seems to
- run back up the ladder to the HQ's commander level, so a local
- base leader's air rating are not REAL important. When in doubt,
- assign base leaders that have good air ratings in the hot air
- combat spots.
-
- 11. REINFORCE HQ (ALT/R).
-
- a. Only the HQ that is commanding your MAIN EFFORT should use
- REINFORCE HQ.
-
- b. The REINFORCE HQ routine will send ships and reinforcements
- to ANY non-isolated friendly base.
-
- D. LAND SUBPHASE
-
- 1. EXAMINE LAND UNITS IN SEQUENCE (S/W).
-
- a. LCU's automatically gain 1 experience point each turn until
- they reach 50. Units of PHIL, DUT and IND nationality and all
- engineer units only gain experience up to 25. CHIN units never
- gain experience in this manner. Anything under 50 experience is
- a BIG risk for LCU's attacking atolls. If the LCU's miss a
- leadership check (or even two) they are history if there are any
- decent Japanese on the island.
-
- b. The routine convoy system should provide enough supply to
- keep army units at 99 readiness. This assumes that the base is
- not ISOLATED.
-
- c. There are no shore batteries in the game, though there may be
- in a future version.
-
- d. U.S. LCU's: Grey LCU's are Marines while white units are
- U.S. Army.
-
- e. When invading Japanese home islands watch out for 'militia'.
- As an example, the unexpected arrival of the Japanese LCU's at
- Sasebo indicates the presence of 'militia'. You must garrison
- bases in Japan to prevent the militia from retaking them. The
- militia can show up whether the base is garrisoned or not. The
- population of Japan never becomes passive. This is an
- undocumented feature.
-
- f. Shifting control of land units from one HQ to another is a
- cumbersome process. The land unit first has to be 'inactive'.
- Transfer control of the base it is on to the desired HQ and only
- then 'activate' the unit, at which point it should show up as
- being attached to that HQ. Reinforcements must first be removed
- from the base where they arrived to do this, as they generally
- arrive at 'restricted' home area bases whose control cannot be
- changed. Failure to follow these guidelines will result in an HQ
- having units all over the Pacific and significantly reduce their
- effectiveness in battle.
-
- 2. DIVIDE UNITS AS NEEDED (D ON UNIT DATA DISPLAY).
-
- a. Dividing an LCU will decrease it's combat effectiveness.
- Prior to separating an LCU division, increase it to an oversized
- division.
-
- b. Fractional LCU's that are stacked with their parent LCU may
- recombine with them automatically during the supply phase.
-
- c. The NEW unit you create when dividing an LCU should only
- receive replacements when it fall below 30 squads while the
- parent unit builds back to full strength. It appears that new
- units are building back to full size like amoebas. This may be
- corrected in a future version.
-
- d. Dividing Allied engineer units is especially effective. The
- replacements bring both old and new subunits up to workable size
- quickly.
-
- 3. ACTIVATE ALL LCU'S THAT WILL BE LOADED, MOVED, OR THAT WILL
- ATTACK (A ON UNIT DATA DISPLAY).
-
- a. If there is a '$' sign next to the unit then it is NOT
- ACTIVATED.
-
- b. Activated LCU's may still not attack if the odds are bad.
- However, if the LEADER passes an aggressiveness roll they will
- attack at any odds.
-
- c. You may activate LCU's without the necessary PP's but you
- will lose half of the LCU's readiness in the process.
-
- d. To get the Japanese to retreat you need 125:1 odds. They are
- tenacious units, and this IS historical. They don't surrender.
- It is tough to get heavy damage in jungle when the effects are
- divided by NINE.
-
- e. There are 3 leader rolls involved in each land combat. The
- failure to pass a leader roll when low quality LCU's are involved
- may result in the units 'failing to fight'. This would explain
- when a 52 squad LCU failed to fight in one battle and while only
- a 2 squad LCU fought in the next.
-
- f. Check the rules on page 41: Special Headquarters Movement
- Restrictions. LCU's subordinate to restricted HQ's (ANZAC, West
- Coast, China AG, Kwantung and Imperial GHQ) pay 10 times the
- normal activation cost. When activated, these units do not
- change their HQ. SOME LCU's may NOT be loaded onto ships. You
- can move the LCU's in their home country but they take x10 PP's
- to activate. These rules are necessary in order to keep the
- Japanese from pulling all their forces out of China and
- Manchuria, and the Allies from pulling their "Home Defense"
- forces out of Australia and the U.S.
-
- g. At various times during the game, ANZAC LCU's will be
- transferred to the SWPAC HQ's. To determine when ANZAC units
- have switched to SWPAC, click on the LCU as if you were going to
- activate it and look at the HQ's they are attached to. If it is
- ANZAC, the LCU is tied up in home defense duties. If it is
- SWPAC, the LCU is released to go fight outside their home
- country. To ensure the ANZAC LCU's transfer occurs, you may need
- to put the Southwest Pacific HQ under computer control for one
- turn (either operational or total control). You will need to do
- this each time an ANZAC LCU is scheduled to be transferred to
- SWPAC. (Until ANZAC releases LCU's, take a division from Central
- Pacific Command, break it into smaller units, and use them to
- garrison the Solomons and New Guinea.) When an ANZAC LCU
- activates it will switch to SWPAC control and may arrive as a
- reinforcement in Sydney. Listed below is the ANZAC transfer
- schedule:
-
- 1) Apr 42 1st AUS Engr.
-
- 2) May 42 7th AUS Inf Div.
-
- 3) Sep 42 6th AUS Inf Div.
-
- 4) Nov 42 9th AUS Inf Div.
-
- 5) Jul 43 3rd NZ Inf Div.
-
- 6) Aug 43 8th NZ Inf Bde.
-
- h. In the last year of the war the Japanese started transferring
- divisions out of China and Manchuria for use in the Western
- Pacific. The divisions transferred out of China will show up in
- Shanghai (probably attached to 14th or 35th Army). The divisions
- transferred out of Manchuria will show up in Port Arthur.
-
- i. When an LCU is ACTIVATED it will become attached to the same
- HQ that controls the base. This is not true for LCU's that are
- attached to RESTRICTED HQ's (such as ANZAC).
-
- j. Inactive LCU's will always DEFEND in land combat. Activating
- an LCU does not help it's performance while defending.
-
- k. A computer controlled HQ may activate some of your LCU's.
-
- l. Engineers DO NOT need to be activated in order to build
- airfields and ports.
-
- m. The gung-ho 1st Marine Division is influenced by a 'minor'
- bug which keeps the LCU active.
-
- 4. ASSIGN LEADERS TO LAND UNITS (F1 ON UNIT DATA DISPLAY).
-
- a. If there are LCU's belonging to various HQ's at a location
- and there is no onsite leader then the leader will be chosen
- randomly from among the represented HQ's.
-
- b. There was a problem in early versions in that it was not
- possible to examine the leaders without losing the one you
- started with. This has been corrected.
-
- c. Army leaders cannot command an amphibious assault - only
- naval leaders can affect the initial landings. If enemy
- resistance continues then an Army/Marine commander can be
- assigned to the base on the following turn.
-
- d. Both Japanese and Allied leaders have an equal chance of
- becoming casualties. Leaders that are wounded in action will be
- unavailable for 6-12 months while recuperating.
-
- e. To see the available leaders, check the land units under the
- control of each Allied HQ by pressing W on a ground unit under
- the control of each HQ and then press F1.
-
- 5. MARCH LCU'S OVERLAND (ALT/W).
-
- a. Marching (or retreating) to another base requires the LCU to
- start with at least a 50 readiness.
-
- b. LCU's may not move from a hex containing enemy units to
- another hex or base controlled by the enemy (whether or not the
- latter contains any LCU's) unless they have 125-1 superiority in
- the hex they are leaving.
-
- c. You cannot march LCU's from an enemy controlled base (or hex)
- to a friendly controlled base (or hex) when there are enemy units
- at the friendly base unless they have 125-1 superiority in the
- hex they are leaving. This problem with marching LCU's out of an
- enemy controlled base should be fixed in version x9.
-
- d. You also cannot march an LCU's from an enemy
- occupied/controlled base to an enemy controlled/empty base and
- capture it. CURRENTLY LCU's can ONLY march to a connected
- location IF either the starting OR ending location is FREE OF
- ENEMY LCU's.
-
- e. In previous versions, if a base has 7 or more LCU's located
- there, you could not march additional LCU's into the base. This
- restriction was removed in version x7.
-
- f. The game system fosters holding attacks. Moving a LCU into a
- hex containing enemy units pins them down there. An AI group of
- enemy LCU's dug in on a (marching pathed) island, like Rabaul or
- the Philippines, can resort to sneaky tactics to force base
- hopping. After you obtain a toehold base with 7-8 friendly
- LCU's, the AI opposition may retreat one turn to another base,
- then advance back 1 or more units effectively preventing your
- advance. To prevent this, invade behind the AI forces to pin them
- down and prevent retreats and/or end-of-turn advances.
-
- 6. CALL FOR IMMEDIATE SEALIFT FORCES (ALT/T).
-
- E. AIR SUBPHASE
-
- 1. CHECK WHICH ENEMY BASES ARE EXERTING AIR ZONES OF CONTROL
- (AZOC) (ALT/Z).
-
- a. Each time an undetected TF enters an enemy AZOC it will
- trigger searches by all enemy air groups in range.
-
- b. Air Combat TF's will only cancel enemy AZOC if THEY ENTER
- THEM. The AZOC will be cancelled AFTER the Air Combat TF triggers
- any reaction combat or movement. As an example, in order to
- perform an effective amphibious assault in an enemy AZOC, you may
- need to send a Combat Air TF to the enemy base and set the
- STANDOFF RANGE to ZERO. This may CANCEL the enemy AZOC. Your
- transport TF's will then follow and may be immune to reaction air
- strikes. Of course, your carriers will have to withstand the
- full brunt of enemy airpower.
-
- c. After an enemy naval force retires they can no longer be
- targeted by aircraft in the normal combat phase - they may only
- be subjected to reaction attacks as they move towards their home
- port.
-
- 2. CHECK WHICH FRIENDLY BASES ARE EXERTING AZOC (SHFT/Z).
-
- a. If you have good air cover in an area, any enemy TF's
- entering your air zones of control (AZOC) will have a good chance
- of running into any reaction forces you have sitting in port.
- Repeated bombing of a base will reduce the effectiveness of it's
- AZOC. A group of aircraft may not be enough to generate a AZOC
- at a disrupted base. Try moving more bombers to the base and see
- if a AZOC appears. AZOC exerted by TF's are not shown (either
- friendly or enemy). Only AF AZOC are displayed.
-
- b. All TF's are much more vulnerable to enemy aircraft, both
- from carriers and land bases, when they are not covered by
- friendly Patrol squadrons (AZOC).
-
- c. The most important aircraft in the game are the patrol
- (reconnaissance) bombers. They locate enemy TF's, reduce the
- effectiveness of enemy submarines and greatly enhance the
- effectiveness of combat aircraft on bases containing the Patrol
- units (apparently including air defense). You should IMMEDIATELY
- move a Patrol air unit onto any newly conquered base. It will
- then exert AZOC as well as providing targeting information
- concerning enemy TF's.
-
- d. Fighters DO NOT exert an AZOC but fighter-bombers DO.
-
- 3. EXAMINE AIRFIELDS IN SEQUENCE (Z OR A).
-
- a. The most important step in improving air bases is to get it
- from size 1 to size 2 (using an engineer unit). This changes a
- base which can only handle one patrol squadron to a base which
- can handle two fighter, fighter-bomber, dive or torpedo bomber
- squadrons plus a patrol squadron. The next is from a size 3 to
- size 4, because that lets tactical and heavy bombers operate
- there. Building bases up to an airfield level of 4 allows you to
- stage bombers from the U.S. to Australia, and points in between,
- by successive air transfers from base to base. Also, the bigger
- the base the more aircraft that are active in your squadrons.
-
- b. The larger the airfield rating of a base, the harder it will
- be to destroy aircraft at that base. The high airfield rating
- implies MORE air strips and a better ability to disperse the air
- groups.
-
- c. The engineer construction rate of airfields is unpredictable.
- Some airfield levels may increase from two to six in eight weeks
- while other bases with more engineers, supply, and better terrain
- may take up to three to four months. The key is to have 1000
- supply points available for construction.
-
- d. The maximum size for a land based fighter group is fifty
- aircraft.
-
- e. The big-wigs in the Pentagon plan to send all B-17s to Europe
- starting late 1942.
-
- 4. SET PRIORITY TARGET BASE (B).
-
- a. To get rid of an unwanted Airfield Target assign the AF to
- target itself. This should cause the airfield to perform
- normally during Execution and also to cancel the target flag by
- the next turn.
-
- 5. SET MISSIONS (D, N, NI, SA, OA, AB, T, D ON AIR UNIT
- DISPLAY).
-
- a. When viewing air groups, following the group name/number
- there is a designation in parentheses such as (D-USA) or
- (T-USMC). The T designates a Training unit and only holds four
- aircraft each. The "D" stands for Day Combat, "NI" stands for
- Naval Interdiction, and so on. Each AIR MISSION has a letter
- code. When you see (D-USMC) at the top of the air group display
- the 'D' stands for DAY mission (T=Training, N=Night, etc).
-
- b. You are not required to set a group's air mission. All
- groups will start with a mission already set - usually Day
- Combat. If nothing is next to the air group data on the display
- then the group has a Day Combat mission. An air group will
- remain active and perform it's assigned mission every turn
- without spending PP's every turn.
-
- c. Air groups with Naval Interdiction missions should only
- attack naval targets. EXAMPLE: a carrier has F4Fs, SBD's and
- TBF's - if the SBD's have an NI mission then only the F4F's and
- TBF's would be allowed to attack an airfield. The TF's target
- priorities would not override this. You can control somewhat
- when CV's launch planes. Set the reaction range to 1 or 2 after
- giving them a destination, and they won't attack until within
- that range. American and Japanese ARMY bombers will not attack
- ships unless they have a Naval Interdiction mission. Bombers
- with NI missions should perform reaction attacks against enemy
- TF's that enter nearby AZOC.
-
- d. When torpedo bombers attack from MAXIMUM range they will
- carry bombs instead of torpedoes. This does not apply to TBD's.
-
- e. Air groups with Training missions will not perform any
- combat. They should be moved to the rear areas.
-
- f. There is no reason to put patrol aircraft, such as seaplanes,
- on Night missions.
-
- g. With the exception of HEAVY BOMBERS, land based bombers
- (LBA's) are reluctant to fly daylight missions against targets
- defended by CAP unless they have a fighter escort or very good.
- The mission may get scrubbed. In version x9 the restriction
- should only apply if an enemy fighter zone is present.
-
- h. If you do not want fighters to move away from their airfield,
- put them on naval interception (NI) missions. Fighters may
- provide CAP over the base. Starting with version x3, fighters
- will no longer strafe/attack COMBAT TF's. The only mission they
- will perform other than CAP, is strafe/attack are NON-COMBAT
- TF's.
-
- i. Transport aircraft, at a well supplied base, can airdrop
- supplies to ALL undersupplied units. They can supply up to two
- times their normal aircraft travel distance. Transport aircraft
- can airdrop supplies up to their maximum allowable distance to
- LCU's (to increase their readiness up to 49%) located with an
- enemy unit. This is handy as long as you can neutralize the
- AZOC. Transport aircraft supply function is controlled by the
- computer.
-
- j. Changing an air groups mission requires PP's. If you do not
- have enough PP's, the mission can be changed but all the aircraft
- in the group become damaged.
-
- k. Planes over their own bases perform almost 3 times as
- effectively in kill rates.
-
- l. Night missions (bombings) allows one to attack strategic
- targets without encountering swarms of daylight interceptors.
- The flak is halved and CAP is limited to those fighters assigned
- Night missions. You can reduce supply capability to Rabaul
- (neutralize it) by the use of night bombing with B-17s. Night
- raids by large numbers of B-29s can cause terrific damage to the
- Japanese cities late in the war. The Japanese can also use well
- trained Betty groups to attack Allied TF's at night.
-
- m. There is a bug that occurs when you recall a saved game from
- the LEYTE and MARIANAS scenarios. The air group pointers get
- scrambled and Allied air groups appear on Japanese carriers.
- This bug occurs on versions x5, x6 and x7. It will be fixed in
- version x8.
-
- n. Army Air Groups will not attack LCU's if they have an NI
- mission. Set your airfield target priority to Ground Attack to
- guarantee that bombers will attack LCU's. Aircraft do not have
- their range multiplied x1.5 when attacking LCU's. See the data
- card comments for page 21.
-
- o. The higher the experience level of your air groups the better
- they perform. If your experience is below 70 you will not do
- very well. Try putting some of those groups on training missions
- in your rear areas, or don't deploy the groups to the battle area
- until they have a 75 - 80 experience rating. Taking losses may
- also keep your experience down as you receive replacements.
-
- p. Zero fighters have a range of 6 while most Japanese tactical
- bombers (naval Betty's & Nells, Army Sally's & Helen's) have
- ranges of 6-9. The most effective anti-shipping weapons are
- land-based air (LBA) units - the US SBD Dauntless dive-bomber and
- the Japanese G4M Betty tactical bomber. Dive-bombers are the
- most accurate anti-shipping planes (accuracy 9) and SBD's can
- deliver the devastating 1000 lb. bomb at 2 hexes range or a 500
- lb. bomb at 3 hexes range. Betties have a range of 9 hexes, an
- accuracy of 7, and can sometimes carry torpedoes. American SBD
- dive-bombers using 1000 lb. bombs can hurt Japanese battleships.
- The Japanese have nothing comparable. Battleship TF's seem
- excessively powerful in this game and that it is essential for
- the Japanese to sink the old US ones at Pearl Harbor on the first
- turn. The large battleship TF's have high anti-aircraft ratings,
- which greatly reduces the effectiveness of air raids, while the
- battleships themselves are almost invulnerable to 250 kg. (550
- lb.) bombs. Torpedoes are more effective but torpedo bombers are
- exceptionally vulnerable to AA fire.
-
- 6. TRANSFER AIR UNITS (ALT/A).
-
- a. Adding a patrol air group to an airfield should not count
- toward the maximum allowable number of units. As an example, a
- level four airfield can have four air groups, not counting
- transport or patrol planes, and each air group can have up to
- forty undamaged active aircraft. But if there are already four
- air groups at the airfield, you cannot add another
- non-patrol/transport airgroup (even if all four of the others are
- patrol/transport). In order to add a non-patrol/transport air
- group, move out one group to reduce the number to three, transfer
- the non-patrol/transport group to the airfield and then bring
- back the patrol/transport unit. This appears to apply with all
- sizes of airfields.
-
- b. The only aircraft that can be based at a size 1 airfield are
- Patrol types.
-
- c. For version x4, air groups may be moved around within China
- (those bases attached to China Exp. Force). However, air group
- may not transfer OUT OF or INTO China or Manchuria. Also, air
- groups in China and Manchuria will not be allowed to disband.
- keep your air groups out of the China and Kwantung areas or you
- will lose control of them. This is not really a bug, but a
- necessary side effect of the restricted HQ functions.
-
- d. Only heavy bombers and patrol bombers can fly directly to
- Oahu from SF, so if you have maxed out Oahu already, only the
- patrol planes will be allowed to go there. Move some planes
- from Oahu to the other islands, then try again. If the heavy
- bombers are not transferring, look at the size of the airport
- they are going to. A size of 4 or greater is needed to put the
- heavies there. The shorter ranged planes (Dauntless, P-40, etc)
- must be loaded on a MCS or CS type ship to move across the big
- ocean gaps. They will show up as damaged at their new port when
- the TF gets there, but repair quickly. CS type ships will unload
- the planes and have them ready to go immediately.
-
- 7. UPGRADE OLDER PLANE TYPES (C ON AIR UNIT DISPLAY).
-
- 8. TRANSFER AIRCRAFT FACTORY CONTROL FROM COMPUTER TO HUMAN OR
- VICE-VERSA (ALT/N).
-
- a. In version x6, a new feature, Alt/N can be used to toggle
- HUMAN/COMPUTER factory control. If you do not want the computer
- to automatically update your aircraft production, set it to HUMAN
- FACTORY CONTROL.
-
- b. Version x8 fixes the problem of certain aircraft not being
- unavailable for production when the player is using HUMAN FACTORY
- CONTROL. If you have an earlier version, make sure you leave one
- factory of each type of aircraft active unless the computer has
- switched that same type of aircraft factory to a newer one. If
- you want to tinker, change them until a couple turns before a new
- type becomes available, then switch back. Otherwise you're apt
- not to get the newer a/c on time, if at all.
-
- c. Players should shift the production numbers of each type on
- an as needed basis while keeping at least one factory producing
- some of each type. There will be times when a given type is
- taking exceptionally heavy losses and its replacement pool
- shrinks dangerously so it is important to keep one of each type
- in production.
-
- d. Do not transfer all Japanese fighter production to Zeroes (a
- Navy fighter), even though the Japanese Army fighter designs are
- inferior until late 1942. The Japanese Army fighter squadrons
- will not re-equip with Zeroes and will gradually vanish due to
- attrition.
-
- e. Do not terminate production of the Japanese twin-engine Ki-45
- Nick fighter-bomber in favor of the Ki-34-I Oscar fighter either.
- This is because of the game's use of air bases. Fighters,
- fighter-bombers, torpedo bombers and dive bombers are the only
- combat aircraft which may be based on size 2 and 3 airfields.
- The Japanese have only one land-based torpedo bomber squadron
- from December 1941 through about May 1942, and no land-based dive
- bombers (the US has lots of land-based Marine Corps dive-bomber
- squadrons). The only way the Japanese can attack ships and
- ground units from size 2 and 3 airfields from December 1941
- through May 1942 is with the Ki-45 Nick fighter-bomber. This
- makes a difference in Japanese Air Zone of Controls (AZOC).
- Fighters DO NOT exert an AZOC but fighter-bombers do.
-
- F. TASK FORCE SUBPHASE
-
- 1. EXAMINE PORTS IN SEQUENCE (O OR P).
-
- a. In Campaign 41 or the Rising Sun Campaign, when you decide
- not to use the historical first move, there is a chance that some
- of the US Fleet will put to sea.
-
- b. When a port is expanded it may receive more supplies during
- routine convoy supply and TF's based at large ports will receive
- more PP's. Ports with HQ's present also receive additional
- supplies during the routine convoy phase. The maximum
- fuel/supply level at a base is 50,000.
-
- c. The Preparation Point Allocation System is very complicated.
- Preparation Points (PP's) are allocated to TF's at the start of
- each EXECUTION PHASE. This means there NO way to see how many
- PP's the TF in question has. The PP number seen when clicking on
- a port is for the HQ's commanding the port. A shortage of PP's
- reflects exhausted resources or unpreparedness (at the start of
- the war). Only NAVY HQ's will provide TF's with PP's. All PP
- allocation is done by the computer. The players have no control
- PP allocation.
-
- 1) A TF which has a DESTINATION that is the same as it's HQ's
- TARGET will receive an additional 20 PP's.
-
- 2) A TF will receive both the 5 and 10 point bonuses if it has
- moved less than 30. A TF patrolling around it's home port
- (DEST=HOME PORT) does not receive a bonus for moving less than
- 30.
-
- 3) A TF receives PP's based on the TASK FORCE LEADER'S rating.
- If the leader has a high naval rating the TF receives more PP's.
- If a TF's HQ's has less than 10 PP's then the TF will not receive
- the 5+ Naval Leader Rating bonus but will receive all the other
- PP's listed. If more than 10 PP's are left in the HQ's you will
- get the 5+ Naval Leader bonus and 10 PP's will be subtracted from
- the TF's HQ's.
-
- 4) The headquarters will never spend more than 10 PP's on a
- single TF. However, if the HQ has ZERO PP's then the TF will
- ONLY receive PP's equal to it's leader's rating (a maximum of 9
- TOTAL). A TF will ALWAYS drain at least 1 PP from it's parent HQ
- each turn.
-
- 5) TF's do NOT retain unused PP's from one turn to another.
-
- 6) If a TF's headquarters is low on PP's then the TF will also
- have reduced PP's. However, a minimum of 5 PP's is allocated to
- all TF's.
-
- 7) Staying in port all turn does not add extra PP's to a TF.
- But if a TF starts a move at their home port, it will receive
- PP's 2x the port size (so base at larger ports).
-
- 8) The fact that all Japanese combat TF's are attached to
- Combined Fleet may cause combat TF's to have limited numbers of
- PP's. Starting in about mid January '42, the Combined Fleet HQ
- receives about 25 PP's each turn, while the North Fleet, South
- Fleet, 14th, 15th, and 16th Army get about 120 PP's.
-
- 2. EXAMINE EXISTING TF'S FOR DAMAGE, FUEL, AND THREAT LEVELS
- (N/G).
-
- a. You can determine the vital statistics of any ship by
- examining the ship display. Find the ship in question on the
- TF/PORT display. Point the arrow at the ship and click the left
- mouse button. Dimmed or different color ships are actually
- British, Australian or Dutch ships.
-
- b. The number of asterisk(s) displayed after a bomb, torpedo, or
- gun hit reflects additional or critical damage has been
- inflicted. Each asterisk represents about 20% damage to the ship.
-
- c. You do not need a shipyard to repair. However, the ports
- with shipyards get more repair points. Some ports with shipyard
- ratings include Sydney, Calcutta, the West Coast ports, and Pearl
- Harbor. These are good places to leave damaged ships. One
- disadvantage in repairing ships in shipyard facilities is that it
- may cause a delay in receiving 'new construction' reinforcements.
- If a non-shipyard port has enough repair points then there is no
- problem EXCEPT that a shipyard port has a higher chance of
- accelerated repairs (since it has more repair points). Ships
- should be placed in port or they will only perform at sea repairs
- (possible 1 point per turn). The higher the port rating, the
- quicker the ship is repaired. Ports with a lot of repair points
- will NOT expend their repair points over and over again on the
- same ship until all their points are gone. If a port has
- sufficient repair points, it will automatically repair one damage
- point per turn for each damaged ship in port. Subsequently each
- damaged ship in port will undergo two random checks with the
- possibility of removing two additional points. As an example,
- the maximum a battleship can repair in 1 turn is THREE damage
- points. Even though a port may have a number of excess repair
- points remaining after performing repairs on the battleship, it
- will not USE these points even if there are no other damaged
- ships in port. The maximum number of damage points that
- will be removed in this example is 3 but the odds are only 1 or 2
- will be repaired.
-
- d. Starting with the x6 version, it became somewhat easier to
- obtain a critical hit on battleships. This will affect the
- outcome of the Pearl Harbor attack on the first turn. It will
- also hinder attempts to send BB's charging through heavily
- defended areas.
-
- e. Computer-controlled TF's disband when they complete their
- missions. Human-controlled TF's do not disband.
-
- 3. UNLOAD TF'S AT DESTINATION BASES (U).
-
- a. Transport TF's will only unload if their standoff range is
- zero. Both Transport and Cargo TF's should unload automatically.
- The Unload TF feature is useful if you load a ship and then
- change your mind.
-
- b. Oil cargo has one purpose in the game - to feed Japan's Oil
- Reserves. Therefore the only place Oil can be unloaded is in
- Japan.
-
- c. Unloading a TF containing an air group which overloads an
- airfield will increase the number of damaged aircraft. Until the
- situation is corrected, you will not have the FULL USE of any of
- the air groups at that airfield.
-
- d. When ships unload supplies in support of an amphibious
- assault, the supplies may be used in two different ways: If the
- assault units capture the base then the supplies are unloaded at
- the port. These supplies go into the base supply depot and may be
- used normally by LCU's, air groups and ships at the base. If the
- assaulting units failed to capture the base then the supplies are
- unloaded 'over the beach'. These supplies must be used
- immediately to raise LCU readiness (to a maximum of 49) or
- replace losses in the LCU's. Those supplies that are left over
- are lost.
-
- 4. REPLENISH TF'S IF POSSIBLE (Y).
-
- a. CV's will always attempt to replenish their air groups while
- in port. You can get replacement A/C for CV's by returning to a
- well supplied friendly port, or via a replenishment CVE group
- with ac:r as their load. The port will require enough supplies
- for the normal replacement costs for the a/c types involved
- (generally 2-3 supply points per replacement aircraft) plus a
- buffer so the port isn't unsupplied.
-
- b. CVE's may replenish carrier air groups while AT SEA. If the
- carrier has depleted air groups and the Replenish TF has CVE's
- loaded with replacement aircraft ([ar:r]) are within range
- (usually about 10 hexes) the transfer should occur. When you go
- to replenish, select the AC TF to be replenished, then pick
- "Replenish" from the menu. The CVE TF should automatically move
- to the AC TF. Now select "Replenish" a SECOND time. There is no
- special message to inform you that replacement aircraft are being
- transferred. Oilers and tankers can also refuel TF's in this
- manner.
-
- c. To refuel long-distance missions, create replenishment TF's
- at islands along the way, assign them a Destination of the island
- where you want them to be and a Home Base someplace else, and a
- Stand-0ff range of 1-2 hexes with a Remain On Station command.
- They can refuel any TF's passing by that need it if you order
- them to.
-
- d. Replenishment TF's should periodically disband and then
- reform at a well supplied base. It takes a lot of supply points
- to load up those CVE's with replacement aircraft (20x200). If
- supplies are not adequate then the CVE's will reactivate their
- own air groups.
-
- 5. TRANSFER DAMAGED (OR UNDAMAGED) SHIPS TO NEW TF'S (T).
-
- 6. SCUTTLE BADLY DISABLED SHIPS (S ON SHIP DISPLAY).
-
- 7. DISBAND TF'S AT DESTINATION PORTS (R).
-
- 8. CHECK FOR ISOLATED BASES THAT MAY REQUIRE SPECIAL CONVOYS IN
-
- ORDER TO RECEIVE ADEQUATE SUPPLIES (ALT/O).
-
- 9. CREATE TRANSPORT TF'S (AND/OR TOKYO EXPRESSES, IF JAPANESE)
- TO RESUPPLY (ISOLATED) BASES IN RANGE OF ENEMY AIR OR SEA ZONES
- OF CONTROL (C).
-
- a. Create supply TF's when building an amphibious assault force
- (include MCS ships in TF) and to supply ISOLATED bases. Also
- create TF's to move some supply to a base that has engineers
- doing construction work, but only if the base has a supply level
- less than 1000. If a base is not isolated, supply will get there
- fine, either by routine supply convoys or overland. Locations
- where your HQ's are located receive large amounts of routine
- supply.
-
- b. The GET TRANSPORT function will automatically send ships and
- reinforcements to ANY NON-isolated friendly port. The GET
- TRANSPORT function will NOT work at a base that is isolated.
- When GET TRANSPORT is used, the ship units come from the nearest
- eligible base. If you want transports (AP) to show up, be sure
- that an LCU is activated at the base in question.
-
- 1) Activate a LCU before you AUTO-SELECT the Transport TF. It
- should form a TF with an AP or LST unit of exactly the correct
- size to load the LARGEST ACTIVE LCU at the base.
-
- 2) GET TRANSPORT should only take units from areas subordinate
- to the requesting HQ or areas subordinate to computer controlled
- HQ's.
-
- 3) GET TRANSPORT moves AP, APD and/or MCS units directly into
- the desired port. These ships should be immediately formed into
- TF's to prevent them from being moved the next time you use the
- GET TRANSPORT function. You should receive extra MCS units each
- time GET TRANSPORT is used.
-
- 4) If a British HQ uses the GET TRANSPORT command it will try to
- find a BRITISH AP unit. If all British AP's have been sunk or
- assigned to TF's then you will not receive any AP's. The same
- applies to APD's.
-
- b. For Transport TF's, the number of PP's will effect the
- READINESS level of combat troops that are unloaded. This is very
- important for Amphibious Assaults.
-
- c. Ships used in routine convoys may not be used by the player
- during the same turn. A delay flag is set to prevent it from
- being added to a TF. If you access a port display, and see a #
- sign next to a transport ID, this means that transport was used
- for routine convoy duty that turn and will be unavailable for any
- missions. If you want to verify this, access target base (B).
-
- d. Ships used in routine convoys may not be used by the player
- during the same turn. A delay flag is set to prevent it from
- being added to a TF. If you access a port display, and see a #
- sign next to a transport ID, this means that transport was used
- for routine convoy duty that turn and will be unavailable for any
- missions. If you want to verify this, access the unit data for
- that transport and you will see a one turn delay next to it.
-
- e. Only JAPANESE CL's and CS's can load troops.
-
- f. You cannot change the mission of a TF. You must disband it
- in port and reform it with a new mission.
-
- 10. CREATE CARGO TF's TO RESUPPLY BASES IN REAR AREAS (C).
-
- a. Cargo TF's behave exactly like Transport TF's with one
- exception: Cargo TF's will never enter an enemy ZOC unless there
- is no other way to return to base. Cargo TF's will always try to
- avoid enemy ZOC's. Cargo TF's also do not use PP's while
- Transport TF's do. Unless you are PLANNING to penetrate into
- enemy areas you should send your troops and cargo in Cargo TF's
- to minimize PP use.
-
- b. To load an air group onto ships select a CARGO TF and load
- the group onto MCS, CVE or CS type ships.
-
- 1. When an air group is loaded onto MCS type ships they must be
- taken apart and CRATED for the journey. Thus when they arrive
- they are NOT READY to fly (they are damaged).
-
- 2. Single engine aircraft that are loaded onto CVE or CS type
- ships are not crated. The advantage of using CVE and CS ships is
- that single engine aircraft are not crated (damaged or
- disassembled) on loading, and are immediately operational once
- unloaded at their destination. This is very useful as a quick
- reinforcement strategy for airfields.
-
- 3. CS ships may only be used to transport LAND based air groups.
- When transporting air groups, the capacity of a CS type ship is
- equal to the capacity shown on the display x20. You may need at
- least three CS ships to carry an air group. Examples of
- transport capacity include: a CS with a capacity of 12 could
- carry 12 fighters (uncrated) or 8 tac-bombers (crated) or 6 heavy
- bombers (crated). CS ships are also a bit more survivable than
- typical MCS units, though not enough to send them into harm's way
- without escort.
-
- 4. AP type ships may not transport air groups.
-
- 5. As an example of adding air groups on ships in a CARGO TF: A
- fighter takes up 20 cargo points, so a 30 fighter air group
- totals 600 cargo points. A 8000 ton freighter has a load
- capacity of 100 (100 cargo points). It takes six 8000 ton ships
- to carry those 600 points. Create a CARGO or TRANSPORT TF, don't
- use AUTOSELECT, rather select the ships from PORT. Select a ship
- unit of 8000 ton cargo ships that has at least six ships in it
- and exit. That TF you just created should be listed in the
- bottom right hand of the display. Now select the LOAD TF Ships
- (L key or from unit menu), choose Air Group from Load choice
- menu, and then the air groups at that base are listed. Select an
- air group and it gets loaded on the ships. Note that crating the
- a/c for shipment damages them, but don't worry, they will be
- repaired/reassembled quickly at your TF's destination. In your
- case select Oahu as TF destination. Aircraft will be unloaded
- automatically at TF's destination. You can adjust the number of
- Cargo ships in groups when viewing them IN PORT (if port isn't
- isolated), so you can size those ship groups PRIOR to assigning
- them to a TF.
-
- c. To get ships from Columbo to S.F., create a Cargo TF, give
- them a Destination of Perth and a Home Base of Suva. When they
- get to Suva they can be routed anywhere on the east side of the
- map.
-
- 11. CREATE REPLENISHMENT TF's (C).
-
- a. Only CVE type ships may carry reserve aircraft to replenish
- carriers at sea. In order to get reserve aircraft on a CVE, you
- can manually assign the ship from a port (it must start the turn
- manually attached to a port with an adequate supply level) and
- add the CVE to a Replenish TF. You can also AUTO-SELECT a
- Replenish TF and get CVE's in the TF pre-loaded with replacement
- aircraft (ac:r). Oilers and tankers also come loaded with fuel
- when selected in this fashion. After a replenish mission, you
- have to go back to a port, disband the TF and create a new
- replenish TF. Aircraft replenish missions seem to be a one time
- deal. If a CVE is in a TF or shows aircraft squadrons, it's in
- escort mode, and you can't load replenishment aircraft. Whenever
- CVE's are NOT carrying reserve aircraft they will be able to
- operate with their normal complement of 2 squadrons. CVE's may
- carry replacement aircraft equal to DOUBLE their capacity.
-
- b. CS ships do NOT perform replenishment missions. CS ships do
- NOT have the ability to LAUNCH fighters, dive-bombers and torpedo
- bombers from their decks. CS ships can only launch float planes.
- CS ships may TRANSPORT land based air groups.
-
- 12. CREATE COMBAT TF's AT FRIENDLY PORTS (C).
-
- a. For Air Combat TF's the number of PP's will determine the
- number of FULL airstrikes the TF can launch and chances of
- achieving surprise.
-
- b. For Surface Combat TF's the number of PP's will effect the
- chances of achieving surprise and which TF fires first.
-
- c. For Bombardment TF's the number of PP's will effect the TF's
- chances of firing TWO bombardments instead of one.
-
- d. When forming a Japanese combat TF in a port controlled by
- South Seas Fleet or North Seas Fleet, the TF will be attached to
- Combined Fleet. ALL Air Combat, Surface Combat and Bombardment
- TF's will ALWAYS be attached to Combined Fleet, no matter what HQ
- controlled the base where the TF was formed. All other types of
- TF's (Transport, Cargo, etc.) will be attached to the Naval HQ
- that controlled the base. The problem with Combined Fleet is
- that it is the only HQ that can control Combat TF's for the
- Japanese. The main battle fleet was never entrusted to the
- backwater North Seas, South Seas or 8th Fleets. Combined Fleet
- also transfers some of it's PP's to the subordinate fleets. In
- order to build up the PP's for Combined Fleet you need to
- restrict the number of TF's. These TF's cost 10 PP's each and
- Combined Fleet pays for all of them, directly or indirectly.
- This feature was included to reflect the real-life logistical
- bottleneck that the Japanese Navy experienced in 1942.
-
- e. If you use the AUTO-SELECT TF feature when building any type
- of task force the computer AUTOMATICALLY selects, as the
- destination for that TF, the Target base of the originating HQ.
- For example, if you created a Air Combat TF at Oahu, with Oahu
- being under CENTPAC HQ, and CENTPAC has Wake Island as the HQ
- target, using the auto-select feature builds the AC TF, assigns a
- leader, and sets TF the destination to Wake Island and assigns
- your home port as Oahu.
-
- f. For long-distance deep strike missions (Doolittle Raid,
- raiding Tokyo with SBD's on carriers instead of B-25's, which
- will drive the AI running the Japanese berserk), include some
- oilers (AO) with the strike force and then, when the DD's are
- about to run out of fuel and you want to make a fast run into the
- target, create two new TF's, one replenishment and one Air Combat
- or Bombardment (depending on the mission) TF. Then transfer (T)
- ships out of the old TF into the two new ones and then refuel the
- combat TF (Y). You can also send the replenishment TF ahead and
- then send the combat TF the next turn to catch up to it, refuel
- the latter, etc.
-
- g. The best US naval air technique early in the war is to put
- three US carriers in a single AC TF, give it an escort of at
- least a half dozen cruisers and a dozen destroyers (preferably
- more), assign Admiral Halsey as its Leader, and send him where
- the enemy is most threatening.
-
- 13. ASSIGN LEADERS TO TF's (F1 on TF display).
-
- a. There was a problem in early versions in that it was not
- possible to examine the leaders without losing the one you
- started with. This has been corrected. A new problem has
- appeared such that the list of available leaders are now too long
- to be displayed on one screen - it is difficult to impossible to
- access leaders not on the first screen. If you are having
- trouble getting a particular leader, you might try changing the
- flagship to various ships in a TF to see if you can get a
- specific TF leader to come aboard.
-
- b. Any TF that might see combat should have a TF leader. Do not
- assume that if you leave the TF leaderless then the leader of the
- TF's HQ will conduct operations unhindered. This assumption is
- incorrect because in surface combat, an HQ leader is NEVER used.
- Only a TF leader can effect the outcome of surface combat. TF's
- without leaders are VERY quick to withdraw and/or abort. This
- includes Amphibious Transport TF's. There are BIG combat
- penalties for not having a leader in a TF. Leaderless TF's will
- frequently abort their missions if attacked by a handful of
- bombers. Leaderless TF's can be badly outclassed in surface
- combat (being surprised or the opponent will get the first shot).
- If no leader is present then a default rating of 2 is used. In
- deciding if a TF will retire after being attacked, only the TF
- leader's aggressiveness rating can be used. If the TF has no
- leader then a default aggressiveness of 3 is used. When
- conducting amphibious assaults, 1 is added to a TF leader's
- rating. If an HQ leader is used then 1 is subtracted from his
- rating if the HQ is located more than 10 hexes from the site of
- the assault. For carrier air operations add 1 for a TF leader,
- subtract one for an HQ or HQ AIR leader that is more than 10
- hexes away from the battle.
-
- c. You can include an American ship in a TF in a ANZAC TF and
- make it the flag giving you access to the American commanders for
- that TF or vice versa for other nations by picking it as the
- first ship in the TF, or by changing the flagship to a ship of
- the desired nationality after creation of the TF. It helps to
- toss in a few American merchant ships in ANZAC TF's so that you
- can use some aggressive invasion commanders.
-
- d. Routinely cycle through all TF's at ports at the beginning of
- each turn and disband them to free up their leaders. Then create
- new TF's in order of priority to make certain they get the
- appropriate leader.
-
- e. The leaders of Japanese Amphibious TF's do not influence land
- battles.
-
- 14. LOAD TF's WITH TROOPS,SUPPLIES, OR FUEL (L).
-
- a. When LCU's are loaded onto ships a percentage number will
- appear for each ship unit. This represents the percentage of the
- combat unit that can be loaded onto that ship unit. The LCU's
- lift capacity of a CS is 5 times its printed (aircraft) capacity.
-
- b. Here is a list of transport costs for all types of aircraft:
-
- 1) 20 for fighter, fighter-bomber, dive-bomber and torpedo
- bomber.
-
- 2) 30 for tactical bomber.
-
- 3) 40 heavy bomber, transport and patrol.
-
- c. British transports can only carry British troops. You can
- use any nationality ship to carry supplies.
-
- 15. SET TF's' DESTINATIONS (D).
-
- a. The DEFAULT <D> feature is intended to make it easier to give
- multiple TF groups the same destination, home port or target. It
- remembers the last destination picked. As an example, if you
- assign 5 TF's to hit Guadalcanal, you target the first TF
- normally. With the second TF, you hit <D>estination and the
- screen shows "...or <D>efault: Guadalcanal." It eliminates a lot
- of mouse-work (especially if your destination is a long way from
- your starting point), as well as making it easier to switch the
- home port of a TF to the next target destination. You can target
- the TF, then <H> to change home Port and then <D> to set home
- port at the default destination.
-
- b. When steering your ships around enemy bases it is best to
- retain as much control as possible. Set the Destination and Home
- Base so that your TF's dogleg around enemy bases.
-
- c. Clark Field cannot be set as a TF destination because it is
- not a coastal area. You must land units in one of the connected
- bases and march them to Clark Field.
-
- 16. SET TF's' FUNCTIONS/MOVE OPTIONS (F).
-
- a. If a TF starts it's move in it's Home Port then it will
- receive a PP bonus based on the size of the port.
-
- b. Bombardment TF's will only bombard if their standoff range is
- zero. Bombardment TF's will never initiate surface combat.
- Surface Combat TF's will both initiate surface combat AND
- bombard. A Surface Combat TF may only fire ONE bombardment
- during a turn. If you want to keep your options open, you should
- assign Surface Combat missions even to those TF's you expect to
- bombard.
-
- c. Setting a Surface Combat TF standoff range to GREATER than
- ZERO will greatly REDUCE the chances of having surface combat
- with an enemy TF. The best way to get a surface combat is to
- send your Surface TF's to friendly bases that you expect will be
- invaded or use SIGINT to see where an enemy fleet is headed, and
- set your destination there. As long as enemy carriers or AF's
- are around, going straight for a major enemy port with a Surface
- TF could be problem. Surface Combat TF's are fairly immune to
- air attacks (compared to carriers and merchants) since the enemy
- aircraft tend to go for the larger, more heavily armored, ships
- as priority. On the other hand, one critical hit can kill a
- battleship. Surface combat opportunities are increased after one
- or both sides have their carrier forces exhausted. Unless you
- achieve SURPRISE, an enemy Transport TF will always abort and
- withdraw BEFORE your Surface Combat TF can attack them. It is
- possible to catch an Air Combat TF in surface combat. However,
- this should be a VERY RARE occurrence. It is hard to force a
- surface combat with carriers. In all of WW2 it only happened
- twice (Norway 1940 and Leyte 1944).
-
- d. STANDOFF RANGE relates to how many hexes you want a TF to
- remain away from a target or destination. Its useful to use in
- order to stay out of the range of some land based bombers. It
- can also be used to keep transports offshore until you wish them
- to move in. You can set the STANDOFF RANGE (how far from the
- target hex you want to be) when a TF's destination is different
- from it's home port (set base). If you set the MOVE OPTIONS for
- a TF whose destination is different from the home port, then you
- will set a STANDOFF RANGE and give RETURN/REMAIN ON STATION
- orders. A TF, whose destination is their home port, will have a
- REACTION RANGE. A TF that is eligible to react does NOT have a
- STANDOFF RANGE.
-
- e. If you are on the same spot as your set base - you can REACT.
- Also a TF whose destination is the same as the home base is
- eligible to REACT. If you set MOVE OPTIONS for this TF you will
- only set the REACTION RANGE. A TF will not perform a reaction
- move to a distance greater than it's reaction range (the MAXIMUM
- reaction range is 15). Reaction MOVES are NOT automatic when
- enemy TF's enter a ZOC within reaction range of a Combat TF. The
- enemy TF must be spotted before there is even a chance of a
- reaction move and the chance decreases with range. For a
- reaction to be triggered, it is usually necessary for the enemy
- TF to plow through friendly AZOC (be detected) or move very close
- to the reaction TF. No reaction combat or movement will ever be
- triggered by an undetected TF. If a TF is eligible to react, but
- never gets the chance, then it will never leave it's home port
- hex.
-
- f. In the x6 version, TF's will be able to react while ON
- STATION, even with a destination different from their home port.
- A TF REACTION should happen if the RETURN OPTION is set to
- LEADER'S DISCRETION. The TF's REACTION RANGE will be equal to
- their STANDOFF RANGE. Since reaction moves ONLY happen in
- friendly AZOC there should not be too many situations where
- reaction moves are suicidal.
-
- g. Air Combat TF's ON STATION will perform REACTION AIR STRIKES
- against TF's that enter nearby AZOC. It is possible for more
- than one air combat TF to do a reaction strike against an enemy
- TF. They would do so one at a time. The first TF would react
- and resolve combat and then the second TF would react, etc.
-
- h. If an Air Combat TF is supporting an invasion, set the
- standoff range to 0 or 1. If raiding an enemy base set the
- standoff range to 2 or 3. Make sure that the standoff range does
- not exceed the range of any of the aircraft on the carriers.
-
- i. If an Air Combat TF has a priority target set to attack a
- port, has more than 45 Prep Points and the enemy airfield at the
- target poses a threat, then the carriers will send their FIRST
- STRIKE to hit the enemy airfield.
-
- j. If there are TOO MANY carriers in a TF, then there is a
- problem of coordinating effective airstrikes. What happens is
- that some or all of the carriers in the TF will launch HALF or
- QUARTER strength strikes. There is a similar problem with
- coordinating large numbers of CAP.
-
- k. A Transport TF's decision to 'Retire' and not unload is based
- on the TF leader's aggressiveness rating compared to the number
- of bombers that attack the TF. If the TF has more than 9 PP's
- then the aggressiveness rating is squared. You should allow
- retiring TF's to return to port before redirecting them back to
- an enemy base because these TF's are very low on PP's.
-
- l. Do not ignore your Patrol Crafts (PC's) when playing the
- Allied side. Put the PC's on "reaction" status in small non-
- priority friendly ports that you do not want to lose too quickly.
- Unless the enemy arrives with firepower, the transports will
- abort their mission. The Japanese tend to keep trying with the
- same force until some larger capital ships are in the area or air
- power. PC's are also great for soaking up land-based air attacks
- such as damaging or shooting down a bunch of Betties.
-
- m. The best way to soften up a beachhead for an amphibious
- assault is in two turns. On the first turn, put the enemy base
- under a friendly AZOC and bombard it with Air Combat TF's and
- Surface TF's. The carrier AZOC keeps the enemy troops from
- receiving supplies to boost their readiness. Air and surface
- bombardment tends to help wipe out enemy supplies. During the
- second turn, bring in the troops ships. Land combat occurs at
- BOTH the beginning AND at the END of the execution phase.
- Activated LCU's will not attack during the first phase unless
- they can get good odds or make a leader aggressiveness check.
- Since all damage during the phase is cumulative, most tough
- battles happen at the end of the execution phase.
-
- n. Move MCS's to San Francisco (SF) instead of moving them to
- Los Angeles (LA). LA tends to accumulate many more MCS's than it
- could ever use, and every so often run a large convoy up the
- coast so the ships will be at SF where they're needed. Also
- scour out the rear area islands every month or two, sending the
- extra MCS's back to SF. Get Transport works, but it tends to
- give you 40-odd ship units, which is a waste for carrying a small
- squadron of F4Fs to Oahu or Tonga. Sending the ships to SF by
- hand uses your merchant ships more efficiently.
-
- 17. RESET TF's' HOME BASES AS NECESSARY (H).
-
- a. Changing the home base of a TF from an HQ computer
- operational control to an HQ under full human control does NOT
- give the latter control of the ship. The artificial intelligence
- (AI) will sometimes ignore any orders given to such ships. The
- AI sometimes changes an HQ's objective all by itself when it is
- under computer operational control. To change the "control" of a
- TF, you have to create it in a port under the control of the HQ
- you want controlling it. This means sailing to the port,
- disbanding the TF, then reforming the TF. This will keep the TF
- under full human control (assuming the port they are reformed in
- belongs to a full human controlled HQ).
-
- 18. ADJUST SUBMARINE PATROL LOCATIONS (alt/M).
-
- a. Shipping lanes are in a constant state of flux. Watch the
- opponent's merchant convoy routes during the turn execution
- phase, look for long delays, and place subs accordingly as
- reasonably close to the action. Move the subs approximately
- every five turns at least one hex. Moving subs too often means
- they're off patrol too much and too little means they will get
- destroyed. You can also figure out where the busy areas are by
- moving subs to an area and checking the number of 'attacks' they
- make.
-
- b. Watch the resolution of enemy sub battles (since these don't
- show up on the battle reports) and pick out the main zones where
- they are patrolling. Shift engineers, bombers and maybe even
- some hunter-killer groups to the area. The engineers will expand
- airfields and planes will extend AZOC over the area. Each side
- should be careful to cover all their convoy routes with friendly
- AZOC to suppress enemy submarines. This means keeping a lot of
- Patrol aircraft squadrons in rear areas and positioning them
- carefully. Having more aircraft covering a given area helps, but
- wider geographic coverage should have a higher priority.
-
- c. Hunter-killers groups will make the subs move off your convoy
- route. Hunter-killer groups refer to AC TF's. Use a stand-off
- range to settle an AC TF (and their zone of control) right on the
- subs if a group is getting too many transports. This is tactic
- is probably only viable for the Allies later in the war when
- ample AC TF's are available.
-
- d. Shift escorts to the main convoy ports as mentioned in the
- manual (Los Angeles, Nagoya, etc). The Japanese player should
- send his subchasers, possibly most of his torpedo boats and 5-10
- destroyers to Nagoya in the first few turns to serve as ASW
- escorts for routine convoys. Also be careful to include ASW
- escorts for most Japanese cargo and transport convoys. This is
- less of a problem for the Allied player unless the Japanese
- player has his subs on human control or the AI running the
- Japanese in a solitaire game adopts a mercantile warfare strategy
- (which it does sometimes). Also a group of Destroyers with a
- surface combat mission can be used as ASW decoys if sent from
- port-to-port in areas of high sub activity. Be sure carriers
- have plenty of ASW support. ASW is factored into the number of
- Destroyers in port and the amount of air cover in the area.
-
- e. Japanese subs were extremely effective during 1942 directing
- their efforts against American capital ships. Japanese subs are
- maddeningly successful in picking off crippled Allied warships en
- route to dockyards for repairs. Give injured aircraft carriers
- in particular a large ASW escort on their way home. Allied
- submarines are less capable at this initially. Allied ASW
- technology improved as the war went on and by 1943 Japanese sub
- successes were rare.
-
- f. Control of your subs is not determined by HQ control. Press
- the 'E' key to toggle SUB CONTROL (Computer/Human). This will
- determine who controls ALL of your subs.
-
- g. The game allows the players to deploy subs at an extreme
- distance from their home base. As the distance increases, the
- subs lose effectiveness. Coastal submarines (RO,'S',K.XIV
- classes) have their patrol range doubled for the purpose of
- determining effectiveness. In the x7 version coastal subs will
- have their patrol range multiplied x8. Thus they will be unable
- to attack at all when patrolling greater than 19 hexes from their
- home base.
-
- 19. REBASE ALL SUBS AS NECESSARY (alt/M, R).
-
- a. In order to change the Home Port of a sub you must first move
- the sub into it's new port. First select the sub group. Then
- move the sub onto the new port's hex. Then enter SUB MODE
- (Alt/M) and press R or click the REMV button. (Place the cursor
- on the new base and pressing "R" for remove.) On the next turn
- the sub should be available to return to patrol at the new home
- port.
-
- 20. REMOVE TF's THAT COMPLETE THEIR MISSIONS (Alt/Y).
-
- a. Starting with version x2 the Alt/Y routine will move the
- cursor to each TF that is in port and ask if you want to disband
- it. It will put the TF icon display on the screen to give you an
- idea what you are disbanding. You should use this routine BEFORE
- you start forming new TF's. A ship is sitting in port (NOT in a
- TF) may still be damaged by bombers that are attacking the port.
-
- b. Do not release troopships to rear areas. Try placing cargo
- task forces into rear area HQ's so that they do not soak up
- carrier and combat forces PP's. This appears to be more of an
- issue with the Japanese than the Allies as they are more
- restricted on PP's in the long run.
-
- E-Mail Play
-
- 1. To play an E-Mail game, zip up the three save files (SAVEA,
- SAVEA.MD, SAVEA.CD for example) and put them in your opponents
- mail box. The most appropriate way is to send as an attached
- file utilizing the E-Mail option on page 200 in Genie.
-
- 2. The honor system for E-Mail games is desirable. When
- playing E-mail games the players should alternate watching the
- Execution Phase.
-
- (The following courtesy T.Holsinger)
-
- GENERAL STRATEGY
-
- The general strategic objective of the Allied player in 1942-43
- should be to get US forces into a battle of attrition with the
- Japanese, especially one in which USMC dive-bomber squadrons can
- hit Japanese shipping. The general strategic objective of the
- Japanese player in 1942-43 should be to rest and rebuild oil
- reserves. Don't use up fuel defending the periphery. Move fast
- early on and then do as little as possible to conserve fuel. If
- you succeed, you might have the fuel to make one good
- counterattack in 1944 when Allied casualties increase 50% in
- victory points.
-
-
- AIRCRAFT TABLES FOR PACIFIC WAR
-
- Here are the transport (MCS loading) costs for aircraft:
-
- fighter 20
- fighter-bomber 20
- dive-bomber 20
- torp-bomber 20
- tac-bomber 30
- heavy bomber 40
- transport 40
- patrol 20
-
-
- The number and types of aircraft assigned to carriers varied
- wildly during the war. The number of aircraft aboard a carrier
- seldom matched it's capacity. (Carrier plane loads may run
- approximately 12 planes below capacity.) The capacity of the
- carriers is used, somewhat indirectly, to determine the size of
- the air groups on board. Here are some of the AC complements you
- can expect at various times during the war:
-
-
- FOR YORKTOWN/ESSEX CARRIERS
- early 42: 27 VF, 36 VB, 12 VT
- late 42: 36 VF, 37 VB, 15 VT
- 1943: 36 VF, 37 VB, 18 VT
- 1944: 43 VF, 27 VB, 18 VT
- 1945: 53 VF, 18 VB, 18 VT
-
- FOR SHOKAKU CLASS CARRIERS
- early 42: 24 VF, 24 VB, 24 VT
- late 42: 27 VF, 27 VB, 18 VT
- 1943-44: 27 VF, 27 VB, 18 VT
- 1945: 27 VF, 18 VB, 18 VT
-
- The historical airgroups carried by the British fleet carriers
- (courtesy of Al Nofi from the Military RT)
-
- March 1945
-
- Illustrious 36 Corsair, 16 Avenger
- Indefatigable 40 Seafire, 9 Firefly, 20 Avenger
- Indomitable 29 Hellcat, 15 Avenger
- Victorious 37 Hellcat, 14 Avenger
-
- July 1945
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- Formidable 6 Hellcat, 35 Corsair, 12 Avenger
- Implacable 48 Seafire, 12 Firefly, 18 Avenger
- Indefatigable 40 Seafire, 12 Firefly, 18 Avenger
- Victorious 37 Corsair, 14 Avenger
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- MAXIMUM AIRFIELD SIZE TABLE MINIMUM AIRFIELD SIZE
- REQUIREMENT TABLE
- Terrain Max Size
- # Type Airfield Plane Type Minimum Size Field 1
- 1 Atoll 4 Fighter 2
- 2 Island 6 Fighter Bomber 2
- 3 Island 8 Dive Bomber 2
- 4 Mixed 9 Torpedo Bomber 2
- 5 Mixed 9 Tactical Bomber 4
- 6 Mixed 9 Heavy Bomber 4
- 7 Mixed 8 Transport 2
- 8 Jungle 6 Patrol 1
- 9 Heavy 4
- Jungle
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- (For more detailed plane list see version 1.07 in file section)
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- DB = Dive Bomber HB = Heavy Bomber TB = Tactical Bomber
- F = Fighter P = Patrol TR = Transport
- FB = Fighter-Bomber T = Torpedo DUT = Dutch
- JA = Japanese Army IJN = Imperial Japanese Navy
- BC = British Commonwealth USMC = United States Marine Corps
- USN = United States Navy USAAF = United States Army Air Force
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- JAPANESE PLANES
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- Model Name Type Avail Cost Rang Mnvr Cann Dura Load Carr Service
- Ki27 Nate F 12/41 2 2 19 2 7 1 N JA
- Ki34IOscar F 12/41 3 2 21 4 7 1 N JA
- Ki45 Nick FB 12/41 4 4 17 7 36 11 N JA
- Ki51 Sonia TB 12/41 3 2 12 4 24 4 N JA
- Ki32 Mary TB 12/41 3 3 11 4 19 10 N JA
- Ki48 Lily TB 12/41 4 4 10 2 20 9 N JA
- Ki21 Sally TB 12/41 6 5 9 6 38 22 N JA
- Ki49 Helen TB 12/41 6 5 10 7 40 22 N JA
- Ki46 Dinah P 12/41 4 5 17 1 15 0 N JA
- Ki54 HickoryTR 12/41 5 3 9 0 18 12 N both
- G3M Nell TB 12/41 5 6 7 6 12 17 N IJN
- G4M Betty TB 12/41 6 9 7 7 13 18 N IJN
- H6K Mavis P 12/41 9 13 1 6 44 22 N IJN
- A5M Claude F 12/41 2 2 19 2 7 1 Y IJN
- A6M2 Zero F 12/41 3 6 22 8 7 1 Y IJN
- B5N Kate T 12/41 4 3 11 3 11 16 Y IJN
- D3A Val DB 12/41 4 3 11 2 10 8 Y IJN
- Ki57IITopsy TR 5/42 6 6 10 0 20 15 N both
- J1N1 Irving F 10/42 5 4 18 16 38 5 N JA
- Ki43 OscarIIFB 10/42 3 3 22 4 14 10 N JA
- H8K Emily P 12/42 9 16 1 16 66 44 N IJN
- Ki44 Tojo FB 1/43 4 3 23 8 19 4 N JA
- D4Y Judy DB 2/43 5 3 13 3 12 11 N IJN
- Ki61 Tony F 3/43 4 2 20 8 20 5 N JA
- A6M5 Zero FB 8/43 3 4 23 11 18 3 Y IJN
- J2M Jack F 9/43 4 3 20 16 22 1 N IJN
- B6N Jil T 9/43 5 4 12 1 13 16 Y IJN
- Ki67 Peggy TB 1/44 6 6 14 10 43 18 N JA
- N1K2 George FB 4/44 4 3 23 16 23 11 Y IJN
- Ki102Randy F 5/44 5 3 21 16 34 6 N JA
- Ki84 Frank FB 5/44 4 3 22 12 21 11 N JA
- P1Y FrancesTB 11/44 6 8 10 4 39 22 N JA
- B7A Grace T 1/45 5 5 17 4 25 18 * JN
- A6M8 Zeke FB 5/45 3 4 24 11 15 3 Y IJN
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- ALLIED PLANES
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- Model Name Type Avail Cost Rang Mnvr Cann Dura Load Carr Service
- Hurricane II F 12/41 3 2 19 8 20 5 N BC
- P-36A Mohawk F 12/41 3 2 18 3 9 1 N US,DUT,BC
- P-39 Aircobra F 12/41 3 2 17 13 25 1 N USAAF
- P-40 Warhawk F 12/41 3 3 19 8 24 3 N USAAF,BC
- CA3 Wirraway FB 12/41 2 2 12 6 20 5 N BC
- Martin 139 TB 12/41 3 3 2 2 10 22 N DUT
- Blenheim IF FB 12/41 6 4 10 5 34 8 N BC
- B-18A Bolo TB 12/41 4 3 2 2 30 65 N USAAF
- A-20 Havoc TB 12/41 5 4 10 12 36 20 N USAAF,BC
- B-26 MarauderTB 12/41 5 4 9 8 45 48 N USAAF
- Blenheim TB 12/41 5 4 7 1 34 10 N BC
- B-17Fly Fort HB 12/41 7 8 1 11 80 60 N USAAF
- Hudson P 12/41 5 5 10 2 32 7 N all
- PBY Catalina P 12/41 7 9 2 1 45 40 N all
- C-47 Dakota TR 12/41 5 4 11 0 20 40 N all
- Gladiator F 12/41 2 2 17 4 17 0 Y BC
- Fulmar F 12/41 3 2 18 8 20 0 Y BC
- Swordfish T 12/41 2 2 6 1 18 16 Y BC
- F2A Buffalo F 12/41 3 2 17 8 19 1 Y US,DUT,BC
- F4F Wildcat F 12/41 3 2 19 12 20 2 Y USN,USMC
- Vildebeast T 12/41 2 2 3 2 9 22 Y USN,USMC
- TBD DevastatorT 12/41 4 2 8 2 18 10 Y USN
- SB2UVindicatorDB12/41 2 3 8 2 16 12 Y USN,USMC
- SBD Dauntless DB12/41 4 3 13 4 22 12 Y USN,USMC
- Beaufort TB 1/42 5 4 7 3 26 20 N BC
- B-25 Mitchell TB 1/42 5 4 4 6 43 52 N USAAF
- Wellington TB 2/42 6 6 6 2 45 45 N BC
- Albacore T 5/42 4 3 6 2 20 16 Y BC
- Spitfire VIII F 6/42 3 2 24 12 27 2 N BC
- B-24 LiberatorHB 6/42 7 9 1 9 60 90 N USAAF
- TBF Avenger T 6/42 4 3 11 4 23 20 Y USN
- Sunderland P 6/42 9 10 1 4 62 49 N BC
- Beaufighter TB 7/42 5 4 13 16 39 21 N BC
- Vengeance TB10/42 4 3 10 4 20 20 N BC
- P-38FLightning F10/42 4 4 20 12 37 10 N USAAF
- Seafire F 2/43 3 2 23 12 24 2 Y BC
- F4U Corsair FB 4/43 3 3 22 12 26 20 Y USMC
- FM2 Wildcat FB 4/43 2 2 20 12 24 3 Y USN,USMC
- Barracuda T 4/43 4 2 1 2 30 17 Y BC
- F6F Hellcat FB 6/43 3 3 23 12 27 20 Y USN
- P-47Thunderbo FB 8/43 3 4 23 16 39 25 N USAAF
- P-38JLightningFB 9/43 4 6 22 12 37 25 N USAAF
- B-29Superfor HB 9/43 9 10 1 16 75 150 N USAAF
- SB2CHell-DiverDB 9/43 4 3 10 6 22 13 Y USN
- TBM Avenger T 9/43 4 3 11 4 26 20 Y USN
- CA12Boomerang FB11/43 3 3 21 16 30 5 N BC
- Firefly FB12/43 4 3 19 16 25 4 Y BC
- Mosquito VI FB12/43 4 4 18 20 37 20 N BC
- P-61Black Wid FB 5/44 7 7 20 16 44 64 N USAAF
- P-51 Mustang F 6/44 3 8 24 12 33 10 N USAAF
- A-26 Invader TB11/44 6 4 13 16 64 60 N USAAF