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Introduction ........................................................................2 Campaigns ..........................................................................2 Victory ................................................................................2 Solitaire Decisions ..............................................................2 Components ........................................................................3 Force Counters ....................................................................4 Force Descriptions ..............................................................5 Ship Forces ..........................................................................5 Set-Up ..................................................................................7 Sequence of Play ................................................................7 Battle..................................................................................11 Battle Set-Up ....................................................................11 Combat ..............................................................................14 Post Battle..........................................................................19 Next Turn ..........................................................................20 Special Campaign Rules ....................................................20 Linked Campaigns ............................................................21 Credits ................................................................................21 Extended Example ............................................................22

aa nimitzrulebook Layout 1 - 1ShoppingCart.com · 2016. 11. 29. · Japanese Aircraft, you must roll a 3 or lower to inflict 1 Hit. If the Ship counter is firing a Surface Attack

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  • Introduction ........................................................................2Campaigns ..........................................................................2Victory ................................................................................2Solitaire Decisions ..............................................................2Components ........................................................................3Force Counters ....................................................................4Force Descriptions ..............................................................5Ship Forces ..........................................................................5Set-Up..................................................................................7Sequence of Play ................................................................7

    Battle..................................................................................11Battle Set-Up ....................................................................11Combat ..............................................................................14Post Battle..........................................................................19Next Turn ..........................................................................20Special Campaign Rules....................................................20Linked Campaigns ............................................................21Credits................................................................................21Extended Example ............................................................22

  • IntroductionWelcome to Fleet Commander Nimitz, the latest in ourseries of Field Commander games. My goal in designingthis game system is to make the careers of some ofhistory’s great commanders accessible in an easy to learn,fast playing game format. I decided on solitaire, because ithad the proper feel. Commanders have a staff and advisors,but in the end, they alone make the hard decisions thataffect lives, change the course of campaigns, and decide thefate of nations.

    In this game, you make all the decisions needed tocommand the US forces. The game rules, charts, and dierolls dictate the actions of the Japanese forces.

    Admiral NimitzAdmiral Chester Nimitz becameCommander-in-Chief of the USPacific Fleet on December 31,1941.

    The previous Commander,Admiral Kimmel’s choicesduring the attack on PearlHarbor were widely criticized,resulting in his immediatereplacement.

    One of Admiral Nimitz’s many successful strategies wasgiving out as much information as possible to those whowould be involved in a battle. He recognized that theofficers making the immediate battlefield decisions wouldbenefit from all the intel available.

    He chose the battle locations, the ships involved, and thekey targets, but trusted the tactical decision making to theofficers in charge.

    For this reason, Admiral Nimitz was well liked, respectedand immediately successful in battle.

    In 1945, he earned the rank of Chief of Naval Operations,which he retained until his retirement from active duty in1947.

    CampaignsYou take on the role of Admiral Nimitz and command theAmerican Forces and their allies in each Campaign. Gamemechanics and die rolls control the Japanese Forces.

    The US and Australian Forces are referred to as “US”Forces or “American” Forces for simplicity in the game.

    Each Campaign Set-Up Sheet details your Objectives forthe Campaign. To secure these Objectives, you must moveyour Forces to the Objective Areas and Hold them.

    VictoryAt the end of the Campaign, your level of victory is basedon the number of Objectives you Hold.

    Campaign Objectives

    Example: If you Hold 7 Objectives at the end of the 1942Campaign, you earn a “Good” evaluation.

    Holding an AreaThere are many named IslandAreas on the Campaign Map.

    You Hold an Area if it meetsall 3 of the followingconditions:

    1) You have Infantry or Land-Based Aircraft Ashore.

    2) There are no Japanese Infantry or Land-Based AircraftAshore.

    3) The Area is In-Supply.

    If an Area does not meet all 3 conditions, then you do notHold the Area.

    Solitaire DecisionsThere will be times during the game when you need tomake game decisions for the Enemy Forces. The rulesprovide you with procedures to guide your decisionmaking. If the rules leave you with more than one equallyvalid option, you are free to choose from the availableoptions.

    Example: You inflict 1 Hit on Japanese Ships in an Area.There are several Ships in the Area with the same value.You get to decide which Ship to Damage.

    2

  • ComponentsCampaign Map (1)

    The Campaign Map showsthe Sequence of Play,Japanese Movement Ordersand other information youneed to play eachCampaign.

    The Map includes anetwork of Movementlines. The Japanese Forcesuse the Movement lines

    when they are given Orders to Move.

    Battle Sheet (1)Use the Battle Sheet to resolveBattles.

    Move all the Forces from theCampaign Map Area where a Battleis taking place to this Sheet toresolve the Battle.

    This Sheet also contains the BattleTurn Track and Battle Sequence ofPlay.

    Set-Up Sheets (4)Each Campaign Set-Up Sheet detailsthe Campaign Year, starting Area foreach Force in the Campaign, yourSupply Points, Reinforcement Points,the Objectives, and Carrier-BasedAircraft details.

    Player Log (1)Photocopy your Player Log anduse it to record your Campaigninformation.

    You can also download and printthe Player Log from thewww.dvg.com website.

    Die (1)Roll a single 10-sided die whenever a die roll is required.The die generates results from 1 to 10. Some dice arenumbered 0 to 9. Treat the 0 as being a 10.

    Counters (8 Sheets)The game uses counters to represent military forces and forvarious record keeping game functions.

    US Counters have a blue background and JapaneseCounters have a red background.

    Forces

    Force counters represent ships, soldiers, and aircraft in thegame.

    US Supply and Reinforcement PointsFind the Supply counters and place them off tothe side. The numbers on the Supply countersindicate their worth in Supply or ReinforcementPoints. The counter mix does not limit game

    play.

    Japanese Resupply Find the Resupply counters and place them offto the side. Resupply counters affect thenumber of Reinforcements Japan receives eachCampaign Turn.

    US ScoutingUse Scouting counters to predict JapaneseForce movement before you move your Forceseach Turn.

    Campaign TurnMove this counter along the Campaign Turn trackto show which Turn you are resolving.

    3

  • Battle TurnMove this counter along the Battle Turn track toshow which Turn you are resolving.

    US and Japanese Battle PlansBattle Plancounters giveForcesadvantages in

    Battle.

    Japanese Battle Plan QuantityUse these counters to record the number ofBattle Plan counters the Japanese draw eachTurn of a Battle.

    Japanese Movement OrderPlace this counter on the Japanese OrdersMovement chart.

    Japanese In TransitThese counters show where Scouted JapaneseForces will move during the Movement step.

    Japanese MovedThese counters show which Japanese Forcescannot Move, or have already Moved, duringthe Movement step.

    Battle LocationUse this counter to mark the Campaign MapArea where the current Battle is taking place.

    Airfield CapacityThese counters show the value of Airfields eachside has on the Island during a Battle. OneLand-Based Aircraft counter can operate fromeach Airfield.

    ObjectivesThese counters designate theCampaign’s Objective Areas. Usethe blue side to show ObjectivesHeld by the US, and the red side to

    show Objectives that are Uncontrolled or Held by Japan.

    Force CountersNationalityThe stripe along the counter’s edge identifies the nationalityof the Force.

    You control the US and Australian Forces. Eachof your Force counters have the noted stripesalong their right edge.

    US Australia

    Throughout this Rulebook, Japanese Forces will bereferred to as Japanese Forces or Enemy Forces. Eachof the Japanese Force counters have the noted stripealong their left edge

    Front and Back of CountersForce counters have a full strengthside and a Damaged side.

    The Damaged side has red slashesthrough the counter.

    When placing new Forces on the Map, place Forces withtheir full strength side face up.

    When a Force suffers a Hit, it is Damaged, flip it to itsDamaged side.

    If a Damaged Force suffers a Hit, it is Destroyed, remove itfrom play.

    Carrier-Based AircraftCarrier-Based Aircraft have a dark blue stripacross the bottom of their counters.

    After a Battle, move all full, Damaged, andDestroyed Carrier-Based Aircraft counters off to the sidefor later re-use. Japan and the US freely use these counterswhen Carrier-Based Aircraft counters are needed to equiptheir Aircraft Carriers at the start of a Battle.

    Japanese BattalionsAfter a Battle, return all Destroyed JapaneseBattalion counters to the Battalion box on theCampaign Map. Freely use these counters asneeded during a Campaign.

    4

  • Force DescriptionsThere are three types of Forces: Ship, Infantry, and Aircraft.

    Force Information:Campaign YearThe Year on a Force counter identifies the Campaign thecounter is used in.

    Example: “42” means the counteris used in the 1942 Campaign.

    Buy CostYou must pay its Cost inReinforcement or Supply Pointswhen purchasing a Force.

    Example: This Ship costs 3Reinforcement or Supply Points.

    Force TypeThis is the Force’s military designation.

    Example: “BB” is a Battleship, “DD” is a Destroyer, etc.

    Force NameSome Ship counters have two names. Both ships werehistorically present during the Campaign.

    Example: This counter represents the Battleships Coloradoand Maryland

    Ship ForcesThe term “Ship” refers to both Ships and Submarinesunless a rule states otherwise.

    Attack valuesShips use their Attack values whenperforming attacks.

    For each Attack, you must roll theAttack value or lower to inflict 1 Hiton an opposing Force.

    Ship’s use their AAA (Anti-Aircraft Artillery) valueto Attack enemy Aircraft.

    Aircraft Carriers have a Superior Attack value, noted with asuperscript on their AAA Attack value. If you roll theAttack value or lower, you inflict 1 Hit. If you roll theSuperscript value or lower, you inflict a second Hit.

    Example: An Aircraft Carrier has a AAA value of 4/2. If youroll a 5 or higher, you inflict 0 Hits. If you roll a 3 or 4, youinflict 1 Hit. If you roll a 1 or 2, you inflict 2 Hits.

    Ships use their Surface Attack value to attack enemy Ships,Infantry, and Airfields.

    Submarines cannot Attack Infantry and Airfields.

    Ships use their Depth Charge Attack value to attack enemySubmarines.

    Example: If the Colorado/Marylandperforms a AAA Attack againstJapanese Aircraft, you must roll a 3 orlower to inflict 1 Hit. If the Shipcounter is firing a Surface Attack at a

    Japanese Ship or Forces on an Island, you must roll a 4 orlower to inflict a Hit. If the Ship is attacking a Submarine,you must roll a Depth Charge Attack of 2 or lower.

    There are several types of Ship Forces in the game. Forgame purposes, larger Ships are assumed to have severalescort ships built into their counters.

    CV (Fleet Carriers)

    CVL (Light Carriers)

    CVE (Escort Carriers)

    BB (Battleships)

    CRU (Cruisers)

    5

  • DD (Destroyers)

    SS (Submarines)

    Transports

    Aircraft ForcesThere are several types of Aircraft Forces in the game.

    Attack valuesAircraft Forces use theirAttack values whenperforming attacks.

    For each Attack value,you must roll the value orlower to inflict 1 Hit onan opposing Force.

    Aircraft use their Dogfight value to attack enemyAircraft. If you roll the Attack value or lower,you inflict 1 Hit. If you roll the Superscript value

    or lower, you inflict a second Hit.

    Aircraft use their Ground Attack value (brown square) toattack enemy Infantry and Airfields.

    Aircraft use their Ship Attack value (blue square) to attackenemy Ships. Aircraft cannot attack Submarines.

    A Bomber is any aircraft with the ability todrop bombs, even if it also has a Dogfightvalue.

    A Fighter is any aircraft with a Dogfight valueand no Bomb values.

    Land-Based Aircraft:

    US Carrier-Based Aircraft:

    Japanese Carrier-Based Aircraft:

    InfantryInfantry counters represent ground combat forces.

    Attack valuesInfantry Forces use theirGround Attack valuewhen performing Attacksagainst enemy Infantryand Airfields.

    Infantry cannot attackShips or Aircraft.

    For each Attack, you mustroll the Ground Attack value or lower to inflict 1 Hit on anopposing Force.

    There are several types of Infantry in the game. They alluse the Infantry rules.

    US and Japanese Army

    US Marines

    US and Japanese Battalions

    6

  • 7

    Set-UpTo begin, select theCampaign Set-UpSheet for theCampaign you wantto play.

    We recommend starting with the 1942 Campaign.

    Each Campaign has its own Set-Up Sheet, information, andForce counters.

    All Campaigns use thesame Campaign Set-Upprocedures. The Set-Upsection of each CampaignSet-Up Sheet lists theyear of the Campaign, and

    provides you with all the information you need to getstarted.

    Only use the Force counters for a Campaign thathave the same year as the Campaign.

    Place each Force on the Map in the Area indicated by theCampaign Set-Up Sheet.

    Example: In the 1942Campaign, place the (DD)DESRON 2 in the WestCoast Area of the Map.

    Campaign TurnPlace the CampaignTurn counter on the“Start” box of theCampaign TurnTrack.

    Battle PlansPlace the Enemy Battle Plan countersin an opaque cup for later drawing.

    Place the US Battle Plan countersnext to the Battle Sheet to choosefrom later.

    ForcesAll Force counters begin the Campaign on the Map in adesignated Area specified by the Campaign’s Set-Up Sheet.

    Battalion counters do not have a specific Year. EachCampaign specifies where to place them. Place the extraJapanese Battalions in the Battalions box on the Map.

    Objective CountersPlace Objective counters in the Map Areasdesignated by the Set-Up instructions.

    When an Infantry starts a Battle on the Island,or moves from a Transport to the Beach, it is “Ashore”. AllLand-Based Aircraft in an Area are always “Ashore”.

    Example: In the 1942 Campaign,place Objective counters on:Alaska, Hawaiian Islands,Midway Island, Gilbert Islands,Samoa, Solomon Islands, NewGuinea, and New Caledonia.

    If the US has the only Infantry or Land-Based AircraftAshore at an Objective, place the blue side of the counterface up. The blue side indicates the Objective is Held byUS Forces.

    If there are any Japanese Infantry or Land-Based Aircraft Ashore at an Objective, or ifthere are no Forces from either side Ashore,place the red side of the counter face up. The

    red side indicates the Objective is not Held by US Forces.

    Sequence of PlayDuring eachCampaign Turn,play the game usingthe following steps.You may not goback to a step onceit has beencompleted. Performall steps in the orderthey are shown.

    Advance Turn CounterMove the Campaign Turn counter one space to the rightalong the Campaign Turn Track.

    The Campaign ends when you move the counter past the“Nov/Dec” space on the Campaign Turn Track.

    US ResupplyReinforcement PointsDuring each CampaignTurn, you gain the numberof Reinforcement Pointslisted on the Campaign’sSet-Up Sheet. Move the

    indicated value of Supply counters to the USReinforcements box.

    You do not begin the Campaign with Reinforcement Points.You gain them each Turn during the US Resupply step.

  • 8

    You may only spendReinforcement Pointsto purchase Forcesfrom the USReinforcement box.

    To purchase a Force, pay the Force’sCost in Reinforcement Points. PlaceUS Forces in the West Coast. PlaceAustralian Forces in Australia.

    Aircraft Carriers have a specialpurchase cost. Instead of paying thecost in brackets, pay the cost inparenthesis. The cost in brackets is

    used when allocating Hits in Battle.

    Example: The Lexington costs “(5)” Reinforcement Points topurchase. The “[1]” is used when allocating Hits in Battle.

    You can save Reinforcement Points to use on a future Turn.

    Supply PointsEach Turn, you gain the number of Supply Pointsdesignated by the Campaign’s Set-Up Sheet.

    You do not begin the Campaign with Supply Points. Youwill gain them each Turn during the US Resupply step.

    Place your Supply Point counters in thebox next to the West Coast.

    You spend Supply Points to MoveForces, purchase Scouts and BattlePlans, and repair Damaged Forces.

    You can also spend Supply Points topurchase Forces from the Reinforcement box. Pay the samecost for Forces as you did when purchasing them withReinforcement Points. You can combine ReinforcementPoints and Supply Points to purchase Forces.

    You can save Supply Points to use on a future Turn.

    Repair ForcesYou may Repair your DamagedForces during the US Resupply step.

    You may spend Supply Points to flipeach of your Damaged Forces to its full strength side. Pay1/2 the Cost of the Force, rounding down, with a minimumcost of 1.

    Examples: A Force costing 5 has a Repair cost of 2. AForce costing 1 has a Repair cost of 1.

    Example: To repair the CV Lexington,pay 2 Supply Points (1/2 of 5,rounding down).

    US ScoutingEach Campaign Turn, US Ships must Movebefore Japanese Ships, however if you useScouting counters you can see where groups ofJapanese Ships will Move before you Move

    your US Ships.

    During the Scouting phase, you can pay 1 Supply Point toplace a Scouting counter on any Area with Enemy Forces.Once all Scouting counters are placed, roll Japanese Ordersonce for each Scouting counter.

    You can place more than one Scouting counter on an Areaif you want to make more than one Japanese Orders roll forthat Area. The number of Scouting counters do limit thenumber of times you can Scout each Turn.

    In Transit CountersFlip each Scouting counter to its In Transit side after youroll its Japanese Orders and move the Japanese Forces totheir destination. Place the counter on top of the JapaneseForces that were affected by the Japanese Order roll.

    Use the standard Movement rules to Move the JapaneseForces during the Scouting step.

    MovementProhibited AreasUS Forces may move to any Map Area except Japan andEast Asia.

    Japanese Forces may move to any Map Area except the USWest Coast and Australia.

    US MovementEach time you move a US Ship, Land-Based Aircraft, orInfantry, during the Movement step you must pay 1 Supplypoint.

    Example: You move 3 Ships and 2 Infantry from theHawaiian Islands to the Solomon Islands. You must pay 5Supply Points.

    US Land-Based Aircraft Movement RestrictionLand-Based Aircraft may only move to an Area that startedthe Movement step with US Infantry or Land-BasedAircraft already in the Area.

    Example: Midway Island started the Movement step with aUS Infantry counter already present. You can move Land-Based Aircraft to Midway.

    Example: Iwo Jima started the Movement step with onlyJapanese Land-Based Aircraft present. You cannot moveLand-Based Aircraft to Iwo Jima.

  • 9

    Example: Wake Island started the Movement step with bothUS and Japanese Infantry on the Island. You can moveLand-Based Aircraft to Wake.

    Most Areas designate themaximum Airfield value theArea can support. You cannotplace more US Land-BasedAircraft on an Area than thenumber designated for thatArea.

    Example: You can place up to 6 US Land-Based Aircraft onthe Solomon Islands.

    The West Coast, Hawaiian Islands, and Australia can havean unlimited number of Land-Based Aircraft.

    Airfield values do not restrict Japanese Land-BasedAircraft.

    US Infantry MovementIf a US Infantry Force is moved to anArea, place it on a Transport ship. Thiswill make it easy to remember whichInfantry Forces are not yet Ashore andwhich started the Battle already Ashore.

    You do not purchase Transport Ships. Take them as needed.Place them off to the side as soon as the Infantry move tothe Island.

    You cannot Move US Infantry out of an Area that containsJapanese Forces.

    Example: You have Infantry, Ships, and Land-Based Aircraftin the Solomon Islands. Japan has 1 Ship also present inthe Solomons. You cannot Move your Infantry out of theSolomons.

    Australian Movement Limitation

    Any Forces with the Australian flag down their right sidecan only move to an Area with the Australian flag.

    Example: You can move an Australian Force to NewGuinea, but not to Midway.

    Submarine Raiding MissionYou can moveUS Submarinesinto the Raidingbox next toJapan. EachSubmarinereduces Japan’sReinforcement

    roll by 2.

    Pay 1 Supply point for each Submarine moved to theRaiding box.

    Japanese OrdersStart the Orders step by placing a “Moved”counter on each Area that has only 1 JapaneseInfantry or Land-Based Aircraft. The exceptionsare Japan and East Asia. The Japanese can

    Move the last Force out of those Areas. These Forcescannot Move, even if additional Japanese Forces move intotheir Area during the Movement step.

    Replace all In Transit counters with Moved counters.

    Japan cannot Move its Infantry out of Areas that alsocontain US Forces. Place a Moved counter on them. Do notroll an Order for these Forces, and ignore them if you arerolling Orders for other Forces in their Area.

    Example: An Area has Japanese Infantry and Ships, aswell as US Forces. The Japanese Infantry cannot Move, butyou still roll Orders for the Ships as normal.

    The JapaneseOrders chart islocated on theCampaign Map.Roll a die todetermine what theEnemy Forces ineach Area will do.

    If there are a largenumber ofJapanese Forces inan Area, you mightneed to roll severaltimes to determinethe Orders for allthe JapaneseForces in the Area.

    You choose theorder in which the

    enemy Forces move. Move all Forces in an Area beforerolling for another Area.

    The last Japanese Infantry or Land-Based Aircraft in an

  • 10

    Area will not move out of the Area, regardless of the Orderrolled. The exceptions are Japan and East Asia. TheJapanese can Move the last Force out of those Areas. Movethe Forces in order of: Ships, then Infantry, then Land-Based Aircraft.

    Example: An Area with 1 Ship, 1 Infantry, and 2 Land-Based Aircraft receives a Reinforce Order. You move 1Ship, 1 Infantry, and 1 Land-Based Aircraft, but the 2ndLand-Based Aircraft does not move because it is the lastJapanese Infantry or Land-Based Aircraft in the Area.

    If a Japanese Infantry is moved to anArea with US Forces, place it on aTransport ship. This will make it easyto remember which Infantry Forces arenot yet Ashore and which started the

    Battle already Ashore.

    The Japanese do not purchase Transport Ships. Take themas needed. Place them off to the side for re-use as soon asthe Infantry move to the Island.

    Japanese Forces may only move once eachTurn. When Forces move to another Area, placea Moved counter on the Forces to designatethey have already moved.

    If an Order cannot be performed, treat the die roll as beinga Hold Order.

    Example: You are rolling for Forces in New Guinea and theyreceive a “South” Order. They cannot follow the Order. Treatit as being a Hold Order.

    If an Order results in no Forces being Moved, treat the dieroll as being a Hold Order.

    Example: You are rolling for Forces that are in an Objectivethat has Japanese Forces Ashore. They receive a ReinforceOrder. There are 3 different Objectives with JapaneseForces Ashore (including their own Area). You randomlyassign each of the 3 Areas an equal chance and roll to seewhich Area they move to. The roll comes up with theircurrent Area. They do not move. Treat the roll as being aHold Order.

    When Japanese Forces are Moved to an Areawith US Forces they may not always be able totake the maximum number of Infantry specifiedby the Order. If the Japanese Move fewer

    Infantry than are called for by the Order, take 1 JapaneseBattalion from the Battalion area on the Map for eachInfantry that was not available to move.

    Example: An Order calls for 2 Infantry to move from anArea, but the Area does not have any Infantry. Take 2Battalions from the Battalion Area and add them to themoving Forces.

    Example: The Area being moved from only has 1 Infantry

    and the Order calls for 2 Infantry to move. Add 1 Battalionto the moving Forces.

    Example: The Area being moved from has US Forces andthe Order calls for 1 Infantry to Move. The Infantry cannotMove due to the presence of US Forces. Add 1 Battalion tothe moving Forces.

    Many times, an Order will give Japan a choice of two ormore equally valid movement destinations. When thishappens, randomly determine which Area the Forces moveto.

    Example: Forces in the Caroline Islands roll a South Order.They can move to either New Guinea or the SolomonIslands. Roll to see which of the two they move to.

    Example: Forces receive a Battle Order. At the time of theroll, there are 4 Areas with both US and Japanese Forces.Roll to see which of the 4 Areas they move to.

    Japanese Movement OrdersHold OrderTheir Forces do not Move. Randomly select 6 Ships, 2Infantry, and 3 Land-Based Aircraft to remain in the Area.

    Example: The Area has 5 Ships, 3 Infantry, and 0 Land-Based Aircraft. All 5 Ships and 2 of the Infantry would Hold.You then roll another Order for the 1 remaining Infantry.

    Each time Enemy Forces receive a Hold Order,place a Resupply counter in the Resupply boxon the Map.

    Refit OrderRandomly select 4 Ships and 1 Infantry to Move to theJapan Area. They cannot perform this Order if you arerolling for Forces in Japan.

    South OrderRandomly select 3 Ships and 1 Infantry to Move 1 Areacloser to Australia. If the destination Area has at least 1Japanese Infantry or Land-Based Aircraft Ashore, they alsomove up to 2 Land-Based Aircraft.

    The Forces cannot perform this Order if they are alreadyadjacent to Australia.

    East OrderRandomly select 4 Ships, 2 Infantry, and 2 Land-BasedAircraft to Move 1 Area closer to the Hawaiian Islands thatis Held by Japan.

    The Forces cannot perform this Order if there is not anadjacent Area that is 1 Area closer to Hawaii and JapaneseHeld.

    Battle OrderRandomly select 2 Ships and 1 Infantry to move to an Areathat has both US and Japanese Forces. If the destination

  • 11

    Area has at least 1 Japanese Infantry or Land-BasedAircraft Ashore, they also move up to 2 Land-BasedAircraft.

    The Forces cannot perform this Order if there are no Areaswith both US and Japanese Forces.

    Engage OrderRandomly select 3 Ships and 2 Infantry to move to theclosest Area with US Forces. If the destination Area has atleast 1 Japanese Infantry or Land-Based Aircraft Ashore,they also move up to 2 Land-Based Aircraft.

    Reinforce OrderMove up to 2 Ships, 1 Infantry, and 2 Land-Based Aircraftto an Objective that has at least 1 Japanese Infantry orLand-Based Aircraft Ashore.

    The Forces cannot perform this Order if there are noObjectives that have Japanese Infantry or Land-BasedAircraft Ashore.

    Sortie OrderRandomly select 3 Ships and 2 Infantry to move to theclosest Objective with at least 1 US Force. If the destinationArea has at least 1 Japanese Infantry or Land-BasedAircraft Ashore, they also move up to 2 Land-BasedAircraft.

    Example: The closest Objective with US Forces does nothave Japanese Infantry or Land-Based Aircraft Ashore. YouMove up to 3 Ships and 2 Infantry, but you do not Move anyLand-Based Aircraft. Those Aircraft remain and must berolled for with additional Order rolls.

    Done MovingOnce you have Moved all the Japanese Forces, remove theMoved counters.

    Resolve BattlesYou must resolve a Battle for each Area containing both USand Japanese Forces.

    Example: You mustresolve the Battle for theSolomon Islands becausethere are both US andJapanese Forces presentin the Area.

    Choose a Battle youwould like to resolve. You can resolve the Battles in anyorder.

    Continue to the Japanese Reinforce step after you haveresolved all Battles.

    BattleBattle Turn SequenceUse the Battle Turn Sequence listed on the Battle Sheet toresolve each Battle.

    Battle Set-Up

    Move US Forces to the Battle MapRelocate all the US Forces from the Area you are resolvingto the Battle Sheet.

    As you move the Forces to the Battle Sheet,mark the Location of the Battle on theCampaign Map by placing the Battle Locationcounter.

    The Battle Sheet is divided into 4 Areas: Japanese Ocean,Coastal, Island, and US Ocean.

    US Force Placement

    Once placed, Ships cannot move during the Battle.

    Place all US Aircraft Carriers in the US Ocean. This is theonly place a US Aircraft Carrier can be placed.

    You may place the other US Ships in either the US Oceanor Coastal Area as you see fit.

  • 12

    US Submarines can be placed in any Area with JapaneseShips. If there are no Japanese Ships present, theSubmarines do not take part in the battle.

    Place Land-Based Aircraft on the US Island Airfields. Placea value of Airfield counters on the Island equal to thenumber of US Land-Based Aircraft counters.

    Example: The US has 6 Land-Based Aircraft. Place Airfieldcounters totalling 6.

    If US Infantry are already on theIsland, place them on the US Foxholes.

    Place Transport Ships carrying USInfantry in the Coastal Area. You canplace more than 1 Infantry counter on aTransport.

    Carrier Aircraft PlacementPlace the Carrier-Based Aircraft counters assigned to eachCarrier next to their Carriers. If you run out of counters,use other counters as stand-ins. The counter mix does notlimit game play.

    Find the Carrier Aircraft typeson the Campaign Sheet.

    Example: The Lexington is avalue 5 CV. At the start of a Battle, place 1 F4F, 2 SBDs,and 1 TBD counter next to the Carrier’s counter.

    Move Japanese Forces

    Place Land-Based Aircraft on the Japanese Island Airfield.Place a value of Airfield counters on the Island equal to thenumber of Japanese Land-Based Aircraft counters.

    If Japanese Infantry are already on the Island, place themon the Japanese Foxholes.

    Place Transport Ships carrying JapaneseInfantry in the Coastal Area. You canplace more than 1 Infantry counter on aTransport.

    Japanese Ship Placement (Carriers and IslandForces)Use this rule section if there are Japanese Aircraft Carrierspresent, and at least one of the following:1) There are Japanese Infantry on Transports2) There are Japanese Infantry Ashore3) There are Land-Based Aircraft from either Japan or theUS on the Island.

    Place all Japanese Aircraft Carriers (CVs, CVLs, andCVEs) in the Japanese Ocean Area.

    Step #1 - Place 1 Japanese Escort (BB, CRU, or DD) withthe lowest Surface Attack value in the Japanese OceanArea.

    Step #2 - Place 1 Japanese Escort with the highest SurfaceAttack value in the Coastal Area.

    Repeat the 2 steps until there are a number of Escorts in theJapanese Ocean equal to the number of Aircraft Carriers,then place all remaining Escorts in the Coastal Area.

    Example: There are 3 Japanese Aircraft Carriers in theJapanese Ocean Area. There are 8 Japanese Destroyers,Cruisers, and Battleships in the Battle. Place 3 Escorts inthe Ocean Area, and 5 Escorts in the Coastal Area.

    Japanese Ship Placement (Aircraft Carriers)If there are Japanese Aircraft Carriers present, but noJapanese Infantry on Transports, Japanese Infantry Ashore,or Land-Based Aircraft from either nation on the Island,place all Japanese Ships in the Ocean area.

    Japanese Ship Placement (Island Forces)If there are no Japanese Aircraft Carriers present, place allJapanese Ships in the Coastal Area.

    Japanese Submarine Placement:Use these rules if there are Japanese Submarines present.

    If there are US Aircraft Carriers, place all the JapaneseSubmarines in the US Ocean Area.

    If there are no US Aircraft Carriers, but there are US Shipsin the Coastal Area, place all the Japanese Submarines inthe Coastal Area.

    If there are no US Aircraft Carriers, and no US Ships in theCoastal Area, place all the Japanese Submarines in theJapanese Ocean Area.

    Carrier Aircraft PlacementPlace types of Aircraft assigned to each Carrier next to their

  • 13

    Carriers. If you run out of counters, use other counters asstand-ins. The counter mix does not limit game play.

    Find the Carrier Aircraft types onthe Campaign Sheet.

    Example: The Kaga is a CV.Place 1 A6M, 1 D3A, and 1 B5Ncounter next to it.

    Roll for Battle TurnsRoll a 10-sided die and consult the Battle Turnnumbers on the Battle Turn track to determinethe duration of the battle.

    Example: You roll a 9. The Battle lasts for 4Turns.

    Place the Battle Turn counter on the Turn Track.

    Determine Japanese Battle PlansTo determine the number ofBattle Plans Japan draws eachBattle Turn, count the numberof Japanese Forces present inthe battle. Only count Forcesthat were transferred from theCampaign Map. This includesInfantry on Transports. Donot count Carrier-Based

    Aircraft or Transport ships.

    Example: The Japanese have 3 Ships, 2 Infantry, 1 Land-Based Aircraft, 3 Carrier-Based Aircraft, and 1 Transport inthe Battle. They have 6 Forces (the Carrier-Based Aircraftand Transport do not count). With 6 Forces, the Japaneseget 2 Battle Plans each Battle Turn.

    Place a Battle Plan Quantity counter with thatnumber in the Battle Plan Quantity box.

    As the Japanese suffer losses during the Battle,do not recalculate their Battle Plan Quantity.

    Select US Battle PlansYou get tochoose yourBattle Plans atthe start ofeach Battle.

    A Battle Plan can only be used once each Battle.

    Example: You purchase the Furball Battle Plan. You can

    only use the counter once during the Battle to inflict anextra Dogfight Hit.

    The Battle Plan Point cost for eachBattle Plan is found on the BattlePlan counter in parentheses.

    Example: AAA costs 2 Battle Plan Points.

    You receive 3 Battle Plan Points to freely use during eachBattle. You can also spend Supply Points to add to yourBattle Plans. You receive 3 Battle Plan Points for eachSupply Point you spend.

    Example: If you spend 2 Supply Points, you can select upto 9 Battle Plan Points.

    Place your selected Battle Plan counters to the side of theBattle Sheet. Place the others off to the side. You will notuse them during the Battle.

    US Battle PlansWhen one of your Ships successfullyinflicts a Hit with a AAA Attack, youcan discard this counter to inflict 1additional Hit on Japanese Aircraft in

    the Area.

    During the AAA step of any BattleTurn, discard this counter to roll anextra AAA Attack. Use the AAAvalue of any of the Attacking Ships in

    the Area.

    You may discard this counter to rollDepth Charge Attacks beforeSubmarines make their SurfaceAttacks.

    You may only use this Plan if youhave an Infantry Ashore. During theInfantry Attack step, discard thiscounter to inflict 1 Hit as if the Hit

    was inflicted by an Infantry counter.

    You can discard this counter to stop 1Hit being inflicted on any 1 of yourAircraft by Dogfight or AAA, at thetime of the Hit.

    During the Infantry step of any BattleTurn, discard this counter to roll anextra Infantry Attack. Use the Attackvalue of any of the Infantry in the US

    Foxholes.

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    You can discard this counter to stop 1Hit being inflicted on any 1 of yourForces, at the time of the Hit.

    When one of your Aircraftsuccessfully Hits with a BombingAttack, you can discard this counterto inflict 1 additional Hit to the Forces

    in the Area.

    Discard this counter at the end of aBattle Turn to add or subtract 1 Turnfrom the Battle.

    Discard this counter to negate the rollof any US Infantry’s Attack andimmediately re-roll the Attack for anew result.

    Roll a die at the start of a Battle Turn.If you roll a 7 or higher, you canselect the Carrier-Based Aircraft fromany 1 of your Carriers to conduct their

    Ground and/or Ship Attacks and return to the Carrier beforeJapan Moves its Aircraft. The Aircraft you select do notMove and Attack during the normal US Move Aircraft step.

    If you roll a 6 or less, save this counter and roll to use itagain. Keep saving until you succeed during the Battle,then discard this counter.

    The Group does not suffer Japanese Dogfight Attacks, but itdoes suffer AAA Attacks as normal.

    After the First Light Action, proceed with the normal Turnfor the other Japanese and US Aircraft.

    If Japan also draws a First Light Battle Plan, discard bothcounters without effect.

    You can discard this counter whenone of your Aircraft successfully Hitswith a Dogfight Attack, to inflict 1additional Hit on the Japanese Aircraft

    Forces in the Area.

    If you have a Marine Ashore in theBattle, discard this counter to stop 1Hit being inflicted on any 1 of yourInfantry Ashore or Airfields, at the

    time of the Hit.

    When one of your Ships successfullyHits with a Surface Attack, you candiscard this counter to inflict 1additional Hit on the Japanese Forces

    in the Area.

    You can discard this counter to stop 1Hit being inflicted on your Airfields,at the time of the Hit.

    Discard this counter to negate the rollof any US Force’s Depth Charge orTorpedo Attack and immediately re-roll the Attack for a new result.

    CombatPerform the following stepseach Battle Turn.

    Draw JapaneseBattle PlansDraw a number of Japan’sBattle Plans from the cupequal to their Battle PlanQuantity. If there are nomore Battle Plans remainingin the cup, return thepreviously drawn BattlePlans and keep drawing.

    Place them to the side of theBattle Sheet for easy

    reference.

    Japanese Battle PlansIncrease the Dogfight and Bombchances of success for all JapaneseAircraft by 3 and any Superior Attackrolls by 2. If an Aircraft does not have

    a Superior Attack value, they will Attack with a SuperiorAttack value of 2. If an Aircraft cannot Bomb or Dogfight,it still cannot Bomb or Dogfight.

    Example: If an Aircraft has Dogfight 4/2, it has 7/4 duringthe Battle Turn.

    Example: If an Aircraft Bombs Ships on a 4, it Bombs on a7/2 during the Battle Turn.

    If Japan has Infantry Ashore duringthe Infantry Attack phase, the UStakes 1 Hit to an Infantry or Airfield.

    Increase all Japanese Attack rollchances of success by 1.

    Example: If a Japanese Ship has aSurface Attack of 4, it has a 5 during

    the Battle Turn.

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    All Carrier-Based and Land-BasedBombers are assumed to roll a 10 (USOcean) for their Attack Area.

    The first Hit inflicted on a JapaneseForce during the Battle Turn isstopped.

    At the end of the Battle Turn, if Japanhas more Forces on the Battle Sheetthan the US, increase the Battle Turnduration by 1. If Japan has fewer

    Forces on the Battle Sheet than the US, decrease the BattleTurn duration by 1. If they have the same number ofForces, this Battle Plan has no effect. Count all Forces,including Carrier-Based Aircraft and Infantry onTransports.

    The Japanese Aircraft Carrier with themost Aircraft immediately performsAir Attacks. The Group automaticallyreceives an Area roll of a 10. Hits that

    Damage a US Aircraft Carrier will eliminate the Aircraft onthat Carrier before the Aircraft can be Moved for the Turn.Hits that Damage Airfields take effect on Aircraft beforethey can Attack for the Turn.

    The Group does not suffer US Dogfight Attacks, but it doessuffer AAA Attacks as normal.

    After the First Light Action, proceed with the normal Turnfor the other Japanese and US Aircraft.

    Increase the chances of success for allJapanese Infantry Attacks by 3 andadd a Superior Attack roll of 2.

    Example: An Infantry has an Attack value of 2. With thisPlan, it has a 5/2.

    Move a Battalion from the Battalionbox on the Campaign Map to theJapanese Foxholes.

    This counter has no effect whendrawn during a 1942 or 1943Campaign. All Ship and Land-BasedBombers are assumed to roll a 10 (US

    Ocean) for their Attack Area. All Bombers inflict 1 extraHit if they Attack a Ship.

    If there are no US Ships in the Battle, this Battle Plan hasno effect.

    Then, destroy the Aircraft participating in the Attackagainst Ships.

    Example: Three Bombers each have a Ship Attack value of4. You also drew an Air Combat this Turn. The Bombersnow each Attack with a 7/2. If a Bomber rolls an 8 to 10, itinflicts 1 Hit. A roll of 3 to 7 inflicts 2 Hits. A roll of 1 or 2inflicts 3 Hits. All three Aircraft are then Destroyed.

    The US may not send Aircraft to theJapanese Ocean this Battle Turn.

    If the US has a Submarine in theJapanese Ocean, the Submarine cannot Attack this BattleTurn.

    The first Hit inflicted on a JapaneseAircraft Carrier is stopped. If Japandoes not have an Aircraft Carrier, thisBattle Plan has no effect.

    If no Aircraft Carriers were Hit during this Battle Turn, theBattle Plan is saved and used the next time an AircraftCarrier is Hit during the Battle.

    Japan still draws the designated number of Battle Plansduring future Battle Turns.

    Increase the chances of success for allJapanese Ship Surface Attacks by 3and add a Superior Attack roll of 2.

    Example: A Ship has a Surface Attack value of 4. With thisPlan, it has a 7/2.

    Example: A Carrier has a AAA Attack value of 4/2. With thisPlan, it has a 7/4.

    This Battle Plan does not affect Attacks by or againstSubmarines.

    Increase the chances of success for allJapanese Submarine and DepthCharge Attacks by 4 and add aSuperior Attack roll of 2.

    Move US AircraftMove each US Aircraft to any Area on the Battle Sheet.

    Move Japanese AircraftAircraft that have Bomb values are Bombers,even if they also have a Dogfight rating.

    All the Bombers on a Japanese Aircraft Carrier areconsidered to be 1 Group.

    All the Japanese Land-Based Bombers are considered to be1 Group.

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    Aircraft that only have a Dogfight rating areFighters.

    All the Fighter Aircraft on each Japanese Aircraft Carrierare considered to be 1 Group.

    All the Japanese Land-Based Fighter Aircraft areconsidered to be 1 Group.

    Japanese Aircraft MovementRoll a die for each Group to determine which Area eachGroup moves to.

    Example: Youroll a die todeterminewhere theKaga’s

    Bomber Group is Moving. You then roll for the Kaga’sFighter Group (which only has one Fighter).

    When an Aircraft Group moves,roll a die and compare it to theLocation numbers on the BattleSheet.

    A Roll of 1-2 moves the Group tothe Japanese Ocean Area.

    A roll of 3-5 moves the Group tothe Island Area.

    A roll of 6 moves the Group to theCoastal Area.

    A roll of 7-10 moves the Group tothe US Ocean Area.

    Example: You roll a 5 for a Group.Those counters move to theIsland.

    Any roll that places JapaneseAircraft in an Area that does nothave a US target, gets increased tothe next higher Area.

    Example: You roll a 2 for the Japanese Bomber Group, butthere are no US Ships in the Japanese Ocean. TheBombers are moved to the next higher movement number(3-5), placing them on the Island.

    Example: A roll of 6 would place Bombers in the CoastalArea, but there are no Ships in the Coastal Area, so theBombers Move to the next higher Location, which would bethe US Ocean.

    If Aircraft cannot be placed in any of the higher numberedLocations, they will move down the list to the next

    appropriate lower location.

    Example: You roll a 6 for a Bomber Group. The US does nothave any Ships in the Coastal or US Ocean Areas. TheBombers move to the Island.

    If a Group has no legal Areas to move to, they remain ontheir Aircraft Carrier or Airfield.

    Example: All the US Aircraft and Japanese Bombers havebeen Destroyed. The Japanese Fighters remain on theirAircraft Carrier or Airfield.

    Japanese Bomber MovementAll the Bombers in a Group move to the same Area duringthe Move Japanese Bombers step.

    Bombers can only Move to an Area if it meets one of thefollowing conditions:

    1) There are US Ships in the Area (do not countSubmarines), or2) The Island has US Land-Based Aircraft Ashore, or3) The Island has US Infantry Ashore, as well as eitherJapanese Infantry or Land-Based Aircraft Ashore

    Example: If you roll a 6, and there are no US Ships in theCoastal Area, the Bomber Group cannot move to theCoastal Area.

    Example: There are US Infantry on the Island, but there areno Japanese Infantry or Land-Based Aircraft on the Island.Bombers will not Move to the Island.

    Example: There are US Infantry and Land-Based Aircraft onthe Island, but there are no Japanese Infantry or Land-Based Aircraft on the Island. Bombers will Move to theIsland.

    Japanese Fighter MovementJapanese Fighters can only Move to an Area with JapaneseAircraft or US Aircraft.

    Allocating HitsApply all Hits to the lowest cost Force in the Area you areattacking. When allocating Hits to Japanese Forces, apply asecond Hit to Destroy one Force before allocating a Hit toDamage a new Force.

    You may allocate Hits to your US Forces any way you likein order from lowest to highest value.

    Continue allocating Hits until no Hits remain to beallocated, or until no Forces that are allowed to suffer theHits remain in the Area.

    Example: The US inflicts 7 Bomb Hits to the JapaneseIsland Forces. The first 2 Hits Damage and Destroy a 0value Battalion. There are no more Battalions. There are 4value 1 Infantry as well as 5 value 1 Airfields on the Island.You decide to apply 3 Hits on the Airfields, and 2 on anInfantry to Damage and Destroy it.

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    All Aircraft Carriers have a value of 1, so they are alwaysthe first Ships to suffer Attacks in an Area.

    Example: You inflict 3 Bomb Hits on the Ships in theJapanese Ocean Area. They have a CV (value 1), as wellas 2 Destroyer Groups (value 2). The first 2 Hits mustDamage and Destroy the CV. The next Hit will Damage theDestroyer Group of your choice.

    Each Hit inflicted on a Transport inflicts 1 Hit on 1 of theInfantry counters it is carrying.

    Example: There are 3 Infantry on a Transport with no otherJapanese ships in the Coastal Area. Your Bombers inflict 3Hits. You Damage and Destroy one Infantry, then Damageanother Infantry.

    DogfightWhenever both sides have Aircraft in an Area and at leastone Aircraft has a Dogfight rating, roll for their DogfightAttacks.

    Aircraft use their Dogfight value to Attackenemy Aircraft. If you roll the Attack value orlower, you inflict 1 Hit. If you roll theSuperscript value or lower, you inflict a second

    Hit.

    Dogfight Attacks can only inflict Hits on Aircraft currentlyin the Air.

    Example: The First Light Battle Plan was drawn, and theAircraft that participated in the Attack have returned to theirCarrier. When Aircraft Attack that Area, they cannotDogfight the Aircraft on the Carrier.

    Allocating Dogfight HitsWhen you inflict a Hit, apply it to the lowest Cost Aircraftin the Area you are attacking.

    One Hit flips a full strength Forceto its Damaged side, or Destroys aDamaged Force and removes itfrom play.

    Example: There are US and Japanese Fighters andBombers in the Coastal Area. You roll for the US FighterDogfight Attacks and inflict 2 Hits. You roll for the JapaneseDogfight Attacks and inflict 3 Hits. You now inflict losses toboth sides. You must inflict the 3 Hits on US Aircraft in theArea, going from lowest to highest value. You must inflict 2Hits on the Japanese Aircraft in the Area, going from lowestto highest value. You must Destroy a Damaged JapaneseAircraft, before you can Damage a full strength JapaneseAircraft.

    Example: The US inflicts 4 Dogfight Hits in the Island Area.There is only 1 Japanese Aircraft in the Island Area. YouDestroy the Japanese Aircraft. The remaining Dogfight Hitsare ignored. They do not carry over to the JapaneseInfantry and Airfields on the Island.

    AAAShips Attack opposing Aircraft intheir Area with their AAA value. Rollthe AAA value or lower to inflict 1Hit on an opposing Aircraft.

    If the Ship has a Superior Attack value, and you roll thatnumber or lower, inflict a second Hit.

    Escort ShipsDivide the Ships in an Ocean Area into Aircraft Carriers(CVs, CVLs, CVEs), and Escorts (BBs, CRUs, DDs).

    Place the Escorts in one row and the Carriers in a secondrow.

    Resolve the AAA Attacks for the Escorts, and then resolvethe AAA attacks for the Carriers.

    Each Aircraft can only be Attacked by AAA once fromeach row. If there are more Ships than Aircraft, roll for theShips with the highest AAA ratings.

    Example: TheJapanese have 1Aircraft Carrier and 2Escorts in their OceanArea. 3 US AircraftAttack the JapaneseOcean Area. Roll aAAA Attack for the BB

    and DD. Then roll a AAA Attack for the CV.

    Example: 1 US Aircraft Attacks the same fleet. Roll a AAAfor the BB and the CV. Because there is only 1 Aircraft, only1 Escort and 1 Aircraft Carrier get a AAA Attack.

    Example: There are 6 ships in the Coastal Area, targeting 3Aircraft. Only 3 ships can roll a AAA Attack.

    No Island AAAAircraft Attacking Infantry and Airfields do not suffer AAAAttacks.

    Bomb RunsBombers now Attack the Land or Naval Forcesin their Area. Roll the Aircraft Surface Attackvalue or lower to inflict 1 Hit.

    Use the Attack value with the blue square when Attackingenemy Ships. Use the Attack value with the brown squarewhen Attacking enemy Infantry or Airfields.

    TorpedoesSubmarines Attack Surface Shipsusing their Surface Attack value. Rollthe Surface Attack value or lower toinflict 1 Hit on an opposing Ship.

  • 18

    Depth ChargesShips and Submarines use their DepthCharge Attack value to Attack anenemy Submarine in their Area. Rollthe Depth Charge Attack value or

    lower to inflict 1 Hit on an opposing Submarine.

    Each Submarine can only be Attacked by Depth Chargesonce. If there are more Ships than Submarines, roll for theShips with the highest Depth Charge ratings.

    Roll the Depth Charge Attack value or lower to inflict 1 Hiton an opposing Submarine in the Area.

    Example: There is a Japanese Submarine in the US OceanArea with 6 US Ships. Since it is only 1 Submarine, roll only1 Depth Charge Attack against the Submarine.

    Naval GunsEach Ship in the Coastal Area canAttack enemy Ships in the CoastalArea and enemy Island Forces. Rollthe Surface Attack value or lower to

    inflict 1 Hit on an opposing Force. Apply any Hits inflictedto legal targets in order from lowest to highest value.

    Example: There is a US Ship and Japanese Ships in theCoastal Area. There are also Japanese Infantry and Land-Based Aircraft and US Infantry Ashore on the Island. If theUS Ship rolls a successful Surface Attack, apply the Hit toa Japanese Ship, Land-Based Aircraft, or Infantry with thelowest value.

    Submarines can only Attack Ships. They cannot AttackInfantry or Airfields.

    InfantryInfantry Forces can Attack opposing Infantry orAirfields on the Island. Roll the Infantry’sAttack value or lower to inflict 1 Hit on anopposing Force.

    Only Infantry or Battalion Forces in Foxholes can Attackduring the Combat Infantry phase.

    Infantry can only Attack Infantry Ashore and Airfields.

    Infantry can only be targeted by Aircraft and Ships if thereare opposing Land-Based Aircraft or Infantry on the Island.

    Attacking Island ForcesEnemy InfantryBombers in the Island Area, Ships in the Coastal Area, andInfantry on the Island, may only allocate Hits againstenemy Infantry if there are currently friendly Infantry orLand-Based Aircraft present on the Island.

    Example: It is Turn #1 of a Battle. The Japanese haveInfantry and Land-Based Aircraft on the Island. You haveInfantry on Transports in the Coastal Area. You do not have

    Land-Based Aircraft or Infantry on the Island. You cannotinflict Hits on the Japanese Infantry. You may inflict Hits ontheir Land-Based Aircraft.

    Example: There is a US Ship and Japanese Ships in theCoastal Area. There are also Japanese Infantry and Land-Based Aircraft Ashore on the Island. If the US Ship rolls asuccessful Surface Attack, apply the Hit to a JapaneseAirfield or Ship (but not Infantry since the US does not haveInfantry or Land-Based Aircraft on the Island.)

    Enemy AirfieldTreat Airfields as having a value of 1 when allocating Hits.

    Each Hit allocated to Airfields Destroys 1 Airfield.

    Example: The US Airfield counter has a value of 5. TheJapanese inflict 3 Hits on the Airfield. Replace the Airfieldcounter with a value 2 Airfield.

    Infantry AdvanceMove Infantry on the Beach to the Foxholes.

    Move Infantry on a Transport to the Island Beach.

    Move Marines directly from Transports to Foxholes.

    Return AircraftLand-Based AircraftReturn Land-Based Aircraft to their Island Airfields.

    Carrier AircraftReturn Carrier Aircraft to their Aircraft Carriers.

    You can only place the number of Aircraft on an AircraftCarrier equal to the original number of Aircraft the AircraftCarrier held.

    You cannot place Carrier Aircraft counters on a DamagedAircraft Carrier.

    When Aircraft Carriers are sunk or Damaged, there may notbe enough space on the remaining Aircraft Carriers to landall the returning Carrier Aircraft.

    Japanese Carrier-Based AircraftIf there are too many Carrier Aircraft to land on JapaneseAircraft Carriers, Destroy the Carrier Aircraft one at a timeuntil all the remaining Aircraft can land.

    Destroy Damaged Aircraft in order from lowest value tohighest value.

    Destroy full strength Aircraft in order from lowest value tohighest value.

    US Carrier-Based AircraftIf US Aircraft Carriers are Damaged or Destroyed, you arefree to choose which US Carrier-Based Aircraft to land andwhich to Destroy.

  • 19

    Inflict Airfield LossesCompare the number of US Land-BasedAircraft counters to the number of US Airfields.If there are more Aircraft than Airfields,Destroy Aircraft until the number of Aircraft

    equals the number of Airfields.

    Do the same for the Japanese Land-Based Aircraft andAirfields.

    Example: At the start of the Battle, the Japanese had 7Land-Based Aircraft, so you placed an Airfield “7” counteron the Island for them. After the first Turn of Battle, theyhave 6 Aircraft, and their Airfields suffered 3 Hits, reducingthem to 4 Airfields. They have 2 more Aircraft than Airfields,so you must Destroy 2 of their Aircraft.

    Japanese Airfield LosesFirst, Destroy Damaged Aircraft in order from lowest valueto highest value.

    Then, Destroy full strength Aircraft in order from lowestvalue to highest value.

    US Airfield LosesYou are free to allocate Airfield Hits to your Land-BasedAircraft however you want.

    Advance Battle Turn CounterAdvance the Battle Turn Counter downthe Turn track by one space.

    End of the BattleThe Battle ends if the Battle Sheet only contains Japaneseor US Forces, or when you move the Turn Counter off theTrack.

    Return all the remaining Forces to the Area onthe Map where they came from. The Areashould be marked by the Battle Locationcounter.

    Japanese BattalionsReturn all Destroyed Japanese Battalions to the Battalionbox of the Map. Re-use them as needed.

    Post BattleJapanese Reinforces

    Roll a die and comparethat roll to the NewJapanese Forces Table onthe Campaign Map.

    Add 1 to the roll for eachResupply counter theyreceived due to HoldOrders, then place thecounters off to the side forlater re-use

    Subtract 1 for eachDamaged Japanese Forcecurrently on the Map. Do

    not subtract 1 for Damaged Infantry that are in the sameArea as US Forces.

    Subtract 2 for each Submarine you placed in the Raidingbox on the Map during the US Movement step.

    Move the indicated number of Ships, Infantry and Land-Based Aircraft counters from their Reinforcement boxes tothe Japan Area of the Map.

    If the Japanese do not have enough Forces to meet theirReinforcement needs, replace each counter they are shortwith 2 Battalion counters.

    Example: You roll a 7 for Japanese Reinforcement. Theyhave 6 Resupply counters. You have 2 Raiding Submarines.The end result is a roll of a 9. Japan receives 2 Ships, 2Infantry, and 1 Land-Based Aircraft. It is late in theCampaign, and they do not have any Land-Based Aircraftremaining in Reinforcements, so they receive 2 Battalionsinstead.

    Japanese RepairMove any DamagedJapanese counters tothe bottom of theReinforcement stackfor that type of Force.

    When you move theForce, flip it to itsFull side. That Force

    can now be drawn as an upcoming Reinforcement counter.

    Do not move Damaged Japanese Infantry that are in Areaswith US Forces.

    Do not move the last Japanese Infantry or Land-BasedAircraft from an Area, even if it is Damaged.

  • 20

    US Return to PortYou must move all the Shipsnot in the Hawaiian IslandsArea to the Hawaiian Island’sReturn to Port boxes.

    There is a series of 3 Return toPort boxes located next to theHawaiian Islands.

    If you are playing a 1942Campaign, you only use the“1942 to 1945” box.

    If you are playing a 1943Campaign, you use the “1942 to 1945” and the “1943 to1945” boxes.

    If you are playing a 1944 or 1945 Campaign, you use all 3boxes.

    During the Return to Port step, advance each stack of Shipsone box closer to Hawaii. Move the Ships in the “1942 to1945” box to the Hawaiian anchor to show they areavailable for action during the next Campaign Turn.

    Example: You are playing a 1943 Campaign. You move theShips from the 1942 box to Hawaii. You move the Ships inthe 1943 box to the 1942 box.

    Move all the US Ships from the other Areas of the Map tothe last box you are using.

    Example: In your 1943 Campaign, you move your Shipsfrom Wake, Midway, Borneo, and the Solomon Islands tothe 1943 to 1945 box.

    US Supply CheckYou must check to make sure each of your Areas withInfantry or Land-Based Aircraft is In-Supply.

    To be In-Supply, you must be able to trace an uninterruptedpath of US Held Areas starting from the US West Coast andleading up to the Area.

    If an Area is not In-Supply, inflict 1 Hit to each Infantryand Land-Based Aircraft in the Area.

    Example: You Hold the Hawaiian Islands and MidwayIsland. There are both US and Japanese Forces on WakeIsland. You also have 3 Infantry and 1 Land-Based Aircrafton the Mariana Islands. Wake happens to be your only linkto the Mariana Islands. You do not Hold Wake, but you doHold the Islands leading to it, so Wake is In-Supply. You donot Hold a continuous path of Islands leading to theMariana Islands, so your Forces on the Mariana’s are notIn-Supply. Inflict 1 Hit to each of the 3 Infantry and theLand-Based Aircraft on the Mariana’s.

    Defeat Check“Replaced” Defeat ConditionIf the US is reduced to Holding the number of Objectiveslisted for the “Replaced” evaluation level at the end of anyCampaign Turn, you immediately lose the Campaign.

    Example: You are playing the1942 Campaign. If you arereduced to Holding 3 or fewerObjectives at the end of aCampaign Turn, you getReplaced and immediatelylose the Campaign.

    Hawaiian Islands Defeat ConditionIf Japan moves Forces into the Hawaiian Island’s Area,resolve the battle as normal. However, you must Destroy allthe Japanese Forces during the first Battle Turn, or youimmediately lose the Campaign.

    Next TurnThis concludes one CampaignTurn. Return to the start ofthe Sequence of Play andresolve the next Turn.Continue to do so until theend of the Campaign.

    Special Campaign Rules1944 Japanese InfantryDuring the 1944 Campaign, draw 2 extra Japanese Infantrycounters during each Japanese Reinforcements phase.

    US Strategic Bombing MovementThe 1944 and 1945 Campaigns include US B-29 Bomber Wing Land-Based Aircraft counters.The counters have a “BW” Unit Name.

    Bomber Wings not in the Mariana Islands engage incombat as normal. Bomber Wings in the Mariana Islandsmay engage in combat, or perform Strategic Bombingagainst Japan.

    To perform Strategic Bombing,move one or more Bomber Wingcounters (that started theMovement step in the MarianaIslands) from the MarianaIslands to the “BW” StrategicBombing box located next to theMariana Islands. Pay 1 Supply

    Point for each counter you move.

    At the start of the Japanese Orders step, move 1 Ship,

  • 21

    Infantry, or Land-Based Aircraft from the top of each stackto their Reinforcement box. Continue to move countersuntil you have moved a number of counters equal to thenumber of your Strategic Bombers in the box. If you movea Battalion, move it to the Battalion box, not the InfantryReinforcement box.

    Example: You have 3 Bomber Wings in the Mariana Islands.You pay 3 Supply Points and move all 3 to the StrategicBombing box. At the start of the Japanese Orders step, youdecide to move 1 Ship, and then an Infantry, and thenanother Ship to their Japanese Reinforcement boxes.

    Move the Strategic Bombers back to the Mariana Islands atthe end of the Battle step.

    If a Battle takes place in the Mariana Islands, count theBomber Wing counters performing Strategic Bombingwhen calculating your Airfield value. If the Japanese inflictHits on your Airfields, allocate Hits to the StrategicBombing Aircraft as normal.

    1945 Japan Invasion MovementThis rule section only applies to the 1945 Campaign. Inpreparation for the possible invasion of Japan, the USstarted reserving forces to conduct the invasion.

    At the start of each US Movement step, you may move upto 7 Force counters from the Hawaiian Islands and WestCoast to the 1945 Japan Invasion box. Pay 1 Supply Pointfor each Force moved.

    At the end of the Campaign, add up the Buy Cost of all theForces in the box to determine the number of ObjectivePoints they earn toward Victory.

    Example: The Cost of the Forcesin the box total 82 points. Thiscounts as 2 Objectives towardVictory. If you also Hold 13 ofthe 16 Objective Areas on theCampaign Map, you have 15Objectives, which is a“Historical” Evaluation.

    1945 Iwo Jima and OkinawaDuring the 1945 Campaign, do not roll Japanese Orders forthe Forces on Okinawa and Iwo Jima.

    1945 Early Campaign EndingDuring the 1945 Campaign, end the Campaign after the“Jul/Aug” Campaign Turn.

    Linked CampaignsInstead of playing each Campaign as a stand-alone game,you can link them into a series of linked Campaignsstretching from 1942 through 1945.

    Play each Campaign and record the number of Objectives

    you Held at the end of the Campaign on the Player Log. Ifa Campaign ends with a Replaced Evaluation, or endsimmediately due to Japanese Forces in the HawaiianIslands, do not continue with the Linked Campaign.

    When you have finished playing all 4 Campaigns, compareyour total Objectives Held to the following chart:

    Objectives Held Evaluation50 to 51 Great45 to 49 Good35 to 44 Historical26 to 34 Poor25 or less Dismal

    CreditsGame Design Dan VerssenGame Development Holly VerssenMap Artwork Cloud QuinotBox Artwork Paul HoefenerResearch Dave Schueler

    Playtesters Chris RichardsonRulebook Proofing Hans Korting

    Copyright 2015 • Dan Verssen Games (DVG)

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    Extended ExampleThis is an example of play for the 1942 Campaign. Some of thedecisions in this example were made to illustrate gamemechanics, rather than being the optimal winning strategy.

    Set-UpI start by deciding to play the 1942 Campaign. I reference the1942 Set-Up Sheet to place the 1942 US and Japanese Forces onthe Campaign Map. I place all the listed Forces in theirdesignated Areas. I then randomize the Japanese Forces in eachstack (Ships, Infantry, and Land-Based Aircraft). I then placeObjective counters and gather the 1942 US and Japanese Carrier-Based Aircraft counters and place them to the side. I place all theJapanese Battalion counters that were not placed on the map inthe Battalion box on the Campaign Map. I am now ready to play.

    First Campaign TurnI begin by moving the Campaign Turn counter from the “Start”box to the “Jan-Feb” box.

    US ResupplyI place 7 points of Supply counters in the US Reinforcementsarea as well as 20 points of Supply counters in the US SupplyPoints box. I’ll start by purchasing my Reinforcements: The CVHornet for 5 points, the 1st Marine for 2 points, and the RAAFBG 2 for 2 points, for a total cost of 9. I spend all 7 of myReinforcement points as well as 2 of my Supply Points, leavingme 18 Supply Points. I place the Hornet and 1st Marine in theWest Coast, and RAAF BG 2 in Australia.

    ScoutingI decide to Scout the Japanese Forces in the Philippines once, andtheir Forces in Japan twice. I spend 3 Supply points to do so.

    I roll for the Philippines and get a “4”, a “South” Order. The onlylegal Area to move to is Borneo. I move the top 3 Ships,Myoko/Haguro, Ashigara/Nashi, and Destroyer Gp 6, and 1Infantry, the 16th Inf. Since the Japanese had Infantry or Land-Based Aircraft Ashore in Borneo at the start of the Scouting step,I also move 2 Land-Based Aircraft, the 14 Sentai and 3 Kokutai. Imove all 6 Forces to Borneo and place an “In Transit” counter onthem. I also place the 16th Inf on a Japanese Transport counter.This will remind me that the 16th Inf begins the Battle in theCoastal Area of the Battle.

    I now perform a Scouting roll for the Forces in Japan. My firstroll is a “2”, a “Hold” Order. I select the top 6 Ships: Soryu,Shoho, Nagato/Mutsu, Tone/Chikuma, Destroyer Gp 1, Sub Gp 1,and 2 Infantry which are 2 Battalions. I would also select up to 3Land-Based Aircraft, but there are none on Japan. I place these 8Forces in a separate stack by Japan, and place an In Transitcounter on them. I also place a Resupply counter in the box nextto the New Japanese Forces chart.

    I then roll again for Japan, and get a “10”, “Closest Objectivewith US Present”. I look on the Campaign Map and see there are3 Objectives with US Forces that are equally close: Midway,Solomon Islands, and New Guinea. All are 4 moves from Japan. Iroll a die (1-3 = Midway, 4-6 = Solomon Islands, 7-9 = NewGuinea, 10= roll again), and I get a “2”. I now know they aremoving to Midway. I take the top 3 Ships: Kaga, Akagi,Hiei/Kirishima and 1 Infantry from Japan. They do not have anyInfantry in Japan, and they are moving to an Area with USForces, so I take 1 Battalion from their Battalion box. The

    Japanese do not have any Infantry or Land-Based Aircraft Ashoreon Midway, so I do not take any Land-Based Aircraft. I move the4 Forces next to Midway, place the Battalion on a JapaneseTransport, and place an In Transit counter on them.

    US MovementI need to defend Midway, so I move the Lexington,Chester/Louisville, DESRON 1, and the 11th BG from theHawaiian Islands to Midway. That costs me 4 Supply points. Ialso move the 2 Battalions on the West Coast to Midway, andplace them on Transports, for a cost of 2. I move the Enterprise,Chicago/Northampton, DESRON 2, the 18th FG, and the 28thBG to the Solomon Islands, just in case the Japanese moveForces there, for a cost of 5. I also move MAG 21 and RAAF BG1 to Borneo for a cost of 2.

    Japanese OrdersI replace the 3 In Transit counters with Moved counters. I alsoplace Moved counters on the Lone Infantry and Land-BasedAircraft on: Okinawa, Iwo Jima, Mariana Islands, CarolineIslands, Gilbert Islands, and Wake Island.

    I now start rolling for Japanese Orders. I start with the Carolinesand roll a 4 - South. They can move to New Guinea or theSolomon Islands. I roll again, and they go to the SolomonIslands. I move the Furutaka/Kako, Aoba/Kinugasa, Destroyer Gp5, 1 Battalion, and no Land-Based Aircraft to the SolomonIslands. The Order calls for 1 Infantry Move, but there are noLand-Based Aircraft and only 1 Battalion in the Carolines, so theBattalion cannot Move. Instead, I take 1 Battalion from the boxand place it on a Transport. I place a Moved counter on the stack.I roll again for the Carolines, 7 - Join a Battle. There are 4 Areaswith Battles right now: Borneo, New Guinea, Solomon Islands,and Midway. I roll, and they go to Midway. I move DestroyerGroup 4, Sub Group 3, and 1 Battalion (from the Battalion box)to Midway. This ends the Movement for the Carolines.

    I proceed to the other Japanese Areas and roll Orders to resolvethe movement for all of their Forces. During this time, the Hiryumoves to the Solomon Islands.

    Solomon Island’s BattleTime to resolve the Battles! I choose to resolve the Battle in theSolomon Islands first. I move all the Forces from the SolomonIslands to the Battle Map. I place the Enterprise and DESRON 2in the US Ocean Area, the Chicago/Northampton in the CoastalArea, the Battalion in the US Foxholes Area, and the 18th FG,and the 28th BG on the US Airfields. I also place an Airfields “2”counter next to them. I then move the Japanese Forces: The Hiryumust go in the Japanese Ocean Area. The Ship with the LowestSurface Attack rating, Destroyer Group 5, also goes in theJapanese Ocean Area. A Ship with the highest Surface Attackrating, the Aoba, goes in the Coastal Area. The next Ship with thelowest Surface Attack rating would then go in the Japanese OceanArea, but the Japanese only have 1 Aircraft Carrier and there isalready 1 Ship there, so the Furutaka goes to the Coastal Area.The Transport also goes to the Coastal Area. I now place Carrier-Based Aircraft. I place 1 A6M, 1 D3A, and 1 B5N next to theHiryu. I also place 1 F4F, 2 SBDs, and 1 TBD next to theEnterprise.

    I roll a “4” for Battle Turns, so the Battle will last 2 Turns. Japanhas 5 Forces, so they will receive 2 Battle Plan draws each BattleTurn. I choose my Battle Plans. I receive 3 free Battle PlanPoints, and I spend 1 Supply Point to get 3 more Points. I select:Furball (1), AAA (2), Anti-Aircraft (1), and Seabees (2).

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    I begin the 1st Battle Turn by drawing 2 Japanese Battle Plans:No Contact and Ship Combat. I now get to move my US Aircraft.Their No Contact prevents me from sending Aircraft to theJapanese Ocean Area, so I send 28th BG, 2 SBDs, and the TBDto the Coastal Area. I leave the 18th FG on the Island, and theF4F in the US Ocean. I roll for the Bombers on the Hiryu, andget a “2” - Japanese Ocean. There are no legal targets there, so Imove forward to the Island. They can bomb my Airfield so theymove to the Island. I roll for the Hiryu’s Fighter, and get a “6” -Coastal. There are Aircraft in the Coast, so it is a legal move.

    I resolve Dogfight combat for Areas with opposing Aircraft. Inthe Coast, I roll a 2 for their A6M Attack and it inflicts 2 Hits. Ihave 2 Aircraft of value 1 to allocate the Hits against. Since myCarrier-Based Aircraft get freely replaced at the start of eachBattle, I inflict 2 Hits on the TBD, Destroying it. On the Island, Iroll for the 18th FG, and score no Hits.

    I resolve AAA combat for the Coastal Area. They have 2 Ships,each Hits on a 2 or less. However, they also have the ShipCombat Plan, which increases their rolls to 5/2. I roll a 6 and 3,inflicting 1 Hit. I must take it to the 28th BG, Damaging it. I rollAAA for the Chicago against the A6M and score no Hits.

    I roll for Bomb Runs. I’ll start with mine in the Coastal Area. Ihave a 4, 4, and 1. I roll for each and get: 2, 3, and 9, and inflict 2Hits. I Destroy the Aoba. The Japanese get 2 rolls of a 4 and 2 onthe Island. I roll a 2 and 1, for 2 Hits. My Battalion has thelowest value on the Island, but the Japanese cannot attack itbecause they do not have Infantry or Land-Based Aircraft on theIsland. I must take the Hits to my Airfield. I expend Seabees tostop 1 Hit, and reduce my Airfield from a 2 to 1.

    There are no Submarines in the Battle, so I skip the Torpedo andDepth Charge steps.

    I roll for Naval Guns. My Chicago needs to roll a 4 or less, and Iroll a 2, inflicting 1 Hit, which Damages the Furutaka. TheFurutaka also has a 4, increased to 7/2 due to Ship Combat, androlls a 1, for 2 Hits. I must take 1 Hit to my Airfield (reducing itto a 0), and 1 Hit to the Chicago, Damaging it.

    The Japanese do not have Infantry or Land-Based Aircraft on theIsland, so I skip Infantry Attacks.

    During the Infantry Advance step, I move the Japanese Battalionto the Japanese Beaches and remove the Transport from theBattle.

    I return the 2 SBDs to the Lexington, the Damaged 28th BG tothe Island, and the A6M, D3A, and B5N to the Hiryu. I have aproblem. I have 2 Land-Based Aircraft trying to land, and myAirfields have been reduced to 0. I Destroy the 18th FG and the28th BG.

    I advance the Battle Turn counter from the 2 to the 1. This endsthe 1st Battle Turn.

    To start the 2nd Battle Turn, I draw 2 Japanese Battle Plans:Infantry Combat and Carrier Attack.

    I move my 2 SBDs to the Japanese Ocean.

    I don’t roll for their Bomber movement, they automatically roll a“10”. I move their D3A and B5N to the US Ocean.

    I roll for their A6M and get an 8, so I move their A6M to the USOcean.

    I roll for the Dogfighting in the US Ocean. The A6M rolls a 7and Damages my F4F. My F4F rolls a 4, inflicting 1 Hit. Iexpend Furball to inflict a 2nd Hit. I Destroy the A6M.

    I roll for AAA in The Japanese Ocean. I roll a 6 for DestroyerGroup 5 and a 9 for the Hiryu. No Hits. I roll AAA for the USOcean. I roll a 7 for DESRON 2, a miss, and a 5 for theEnterprise. Another miss. I expend the Anti-Aircraft Plan to re-roll for the Enterprise, and get a 3, 1 Hit. I expend the AAABattle Plan to inflict a 2nd Hit. I choose to inflict 2 Hits on theD3A, Destroying it.

    I roll for my Bomb Runs in the Japanese Ocean. I have 2 rolls ofa 4, and roll a 6 and 1, scoring 1 Hit, and Damaging the Hiryu.

    I roll for their Bomb Runs in the US Ocean. They have a roll of a6. I roll a 3, 1 Hit, Damaging the Enterprise.

    I roll for Naval Gun Attacks. I roll a 9 for the Furutaka, a Miss. Iroll a 2 for the Chicago, 1 Hit. I Damage their Battalion.

    I roll for Infantry Attacks. Their Battalion is on the Beach andcannot Attack. Their Infantry Combat Plan has no effect. I roll anAttack for my Battalion and get a 1, scoring 1 Hit, and Destroytheir Battalion.

    I return Aircraft. I Destroy the B5N because the Hiryu isDamaged and cannot land Aircraft. I Destroy the SBDs and F4Fbecause the Enterprise is Damaged and I have no other AircraftCarriers in the Battle for them to land on.

    This completes the Battle for the Solomon Islands.

    I go on to resolve the Battles in Borneo, New Guinea, andMidway.

    Japan ReinforceI roll a die and add 3 due to the Resupply counters. I roll an 8,plus 3, minus 2 for the Damaged Hiryu and Furutaka, equals 9.The Japanese receive 2 Ships, 2 Infantry, and 1 Land-BasedAircraft. I move those counters from their Reinforcement stacksto Japan.

    Japan RepairI flip the Hiryu and Furutaka to their full strength sides and placethem at the bottom of the Japan Reinforcement Ship stack.

    US Return to PortI move the Ships in the 1942 to 1945 Return to Port box to benext to the Hawaiian Islands. I move all the surviving US Shipsin the Solomon Islands, Australia, and Midway to the 1942 to1945 Return to Port box.

    US Supply CheckI check, and all my Forces are in Supply.

    US Defeat CheckI Hold 6 Areas, so I am not Replaced. This ends the 1stCampaign Turn.