by Mike Crane
I. The Purpose.
To create rules that can be used by one or two players II. EQUIPMENT
Small model planes (metal 1/285, or paper)
Japanese: 6 Zeros; 6 Vals; 3 Kates Two paper rectangles approximately 2 inches wide and 10 inches long representing U.S. and Japanese carriers. III. ORGANIZATION
Fighter units may divide for single combat anytime after the game begins. IV. PHASES
Japanese attack
Fighter escort for the attacking bombers of both sides is also composed of six planes. V. OBJECTIVES
If neither side sinks the other’s carrier, or if both sides sink the other’s carrier, add up the bomb hits and the side that scored the most hits wins a minor victory. VI. PLACEMENTS
The carrier should be centered on the edge of the board. (see Figure 1)
Attacking airplanes may be placed in any formation within the entry area.
The CAP begins the game by moving first.
Roll 1 D6: 1, 2 = below; 3, 4 = even; 5, 6 = above. Place a coin beside the fighter elements that are above or below the bombers. Turn the coin to heads if the plane is above and tails if the plane is below. The distance of the first move by the fighters will be determined by their altitude.
If a plane is below the bombers, subtract six inches from the regular move to signify a climb. If a plane is level with the bombers, move a regular move. All subsequent moves are the regular distances. Figure 1. Placement of Defending and Attacking Aircraft VII. Engagement
The primary objective of the CAP fighters is to engage the attacker’s bombers, but they may break away for dogfights when escort fighters come closer than the bombers. Movement
Dauntless, Avenger, Val, Kate = 8” Fighters
Fighters may turn any direction and move the remainder of their movement. A damage point reduces the final movement of fighters by 2”.
Movement for a bomber is reduced 2” for each damage point
Before stopping to fire, measure the complete distance of movement and place a marker (a washer) at the projected end of the move.
bombers = 1
All Japanese planes = 1
A plane may attack only one time during its movement turn. If the attacking airplane is directly behind the target, add 1 point to the offensive value of the attacker.
A carrier may attack all planes within 12” during its turn.
Add the offensive value to the attacker’s number and the defensive value to the defender’s number. If the defender’s score is equal to or more than the attacker’s, there is no damage. If the defender’s score is less than the attacker’s score, but not doubled, an engine is damaged—or, if the engine is already damaged, the plane is destroyed. If the defender’s score is doubled or more by the attacker’s score, the plane is destroyed. VIII. THE BOMB RUN
2. Carriers can fire once per turn at every enemy plane within a 12” range. 3. To determine if the bomber is hit by flak before it can drop its bombs, the carrier rolls 1 D6 using its AA value of 3 against the 1 D6 roll and defensive value of the bomber. If the bomber is not destroyed, it continues the bomb run on its next turn.
Bombers receive 1 D6 roll to attack whether damaged or not. To determine the number of bomb hits, the bomber and the carrier each roll 1 D6. Add the offensive value to the bomber’s number on the die and the defensive value to the carrier’s number (the bomber has an offensive value of 1, and the carrier has a defensive value of 1).
If the defender’s score is less than the attacker’s score, but not doubled, 1 bomb hits. If the defender’s score is less than the attacker’s score and is doubled or more, 2 bombs hit. d. Three bomb hits will destroy a carrier.
The torpedo bomber has an offensive value of 1 versus the carrier’s defensive value of 1. Because of unreliable torpedoes, however, USN Avengers have an offensive value of 0 and will use an unmodified 1D6 roll to determine hits. Torpedoes have the same effect as bombs. When the die roll is double or more than double the carrier’s score, the torpedo has the effective damage of two bombs. The combined damage equivalent to three bombs will sink the carrier. Design Notes1. The Japanese planes were more flimsy than the U.S. planes due to lighter construction, lack of armor, and poor self-sealing gas tanks. The Japanese an given an extra plane and the U.S. Avengers are penalized in order to add balance to the game. Historically, the Japanese often outnumbered U.S. forces, and the U.S. torpedoes were notoriously defective in the early part of the war; thus, the balance is reasonable. 2. The smallest Japanese unit was the three-plane shotai which often flew in a “V” formation. The smallest U.S. unit was the two-plane element or section. The use of these units adds to the historical “feel” of the game.
Pacific Carrier Strike WWII Wargame Scenario
US and Japanese Carriers US and Japanese Aircraft Color: US and Japanese Carriers, Aircraft, and Rules (slow: 174K) Back to Table of Contents -- Lone Warrior # 144 Back to Lone Warrior List of Issues Back to MagWeb Magazine List © Copyright 2003 by Solo Wargamers Association. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |