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.
1. AM/Daytime Phase
2)"Morning" battle
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
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.
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