Leyte Gulf

Naval Chess

by © Lou Coatney



For more information: LCoat.tripod.com/index.htm

Notes for the Anti-Ship Firing/Bombing Results Table

S = Sunk; DS = Damaged, or Sunk if already Damaged; D = (no more than) Damaged; G = Land-based air unit caught on Ground destroyed. X = Attacker destroyed, XX = Attacker destroyed if 2 defense factors, etc. (The die roll is never modified for attackers' losses.)

Firing ship's die roll is raised by 1 if it is Fleeing, if (on the 1st round only of a night battle) it is a Surprisor, if it is in harbor but not surprised, or if the Target is Damaged or Very Slow. Sub attack die roll is raised by 1 if it is attacking a Damaged ship unit at sea. A sub may not attack a ship unit in harbor but it may attack one anchored in a coastal hex (like Leyte Gulf or Lingayen Gulf). Subs cannot attack PT boats or air units.

Anti-sub factors/Xs: Intrinsic escorts, Any Undamaged CVs or CVEs in task force during daytime.

* = USN subs do not report/identify enemy ship units on a 1 or 2 -- IJN subs do not on a 1-3.

Air attack die roll raised by 1, if target is Damaged, Very Slow, or Anchored. Air units may not attack subs or PT boats.

Anti-air factors/Xs: Intrinsic AA, Each defending CV or CVE (in hex for USN or in task force for IJN)

Extended range.USN ranged attacks 1 hex -- extended range 2 hexes; Japanese 1-2 hexes -- extended range 3 hexes.

Notes: Night Surface Battle/Surprise Table

If one side is entering a hex already occupied by enemy ships, those enemy ships receive a die roll shift/advantage of 1. (Thus, defending Japanese ships would gain surprise on 1-3 and the entering American ships only on a 6.) The side with the advantage of surprise shoots first and gunfiring alternates thereafter -- unlike simultaneous firing during the day or at night if neither side gets surprise.

VI. SEQUENCE OF PLAY

A. Replacements and Reinforcements.
B. Full Day's Turn

1. AM/Daytime Phase
a. IJN Movement Plot (1? 2? hexes)
b. USN-then-IJN movement/combat

    1)"Morning" movement
    2)"Morning" battle
      a) Submarine attacks
      b) Same-hex air attacks, scouting, and ranged air attack launches
      c) Surface ship battles with withdrawals/pursuits (Undamaged ships may attack screened TRs and CVs in 2nd battle round.)
      d) 2nd same-hex and ranged air attacks' resolution
      e) Land-based air detection (if target not already detected) and attacks

    3) "Afternoon" movement
    4) "Afternoon combat
    5) U.S. 5th Air Force land-based air detection and strikes in south.

2. PM/Night Phase
a. IJN plot (1? 2? hexes)
b. USN-then-IJN movement/combat
1) "Before Midnight"

    a) Submarine attacks
    b) Surprise?/Surface battles with withdrawals/pursuits

2) "After Midnight"

C. Supply determination and victory point accounting

Notes for the Plotting Form and Victory Assessment Table

Damaged ships may move only 1 hex, during the "Afternoon" impulse. Submarines may move only 1 hex during "After Midnight" movement.

Very Slow ships may move 1 hex in the 2nd impulse of the turns "X"ed above.
Slow ships may move 1 hex in the "Afternoon" and "After Midnight" impulses.
Unmarked, standard-speed ships (including the IJN TR/CA) may move 1 hex both in the Morning and the Afternoon and in the "After Midnight" impulse.
Fast ships may move 1 hex in both impulses of each Day and Night turn (for a possible total of 4 hexes in a day).
Notes for the Victory Points Values of Ships and Other Units Table
Each U.S. TR anchored at Leyte per turn = 1 pts.; Lingayen Gulf 2 pts.; Formosa/Taiwan 2 pts.
U.S. receives 15 add'l pts if IJN starts game with 2nd CV (with 2 more land-based air and "strong" CV IJN units).
Allies receive 20 add'l points if more than half IJN battleships and CVs are sunk.
If IJN TR/CA unloads troops at Leyte, 6 pts -- only 3 if Damaged.


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