In the interests of clarity and better understanding of some fine points of Victory In The Pacific, I [Glenn Petroski] submit the following for every player's information and greater enjoyment.
Format
The second edition rules were published in December of 1981,
just after Volume 18, Number 6 of THE GENERAL went to print. The second edition
did an excellent job clarifying most of these items. Designer and GameMaster
comments are printed following a number of questions for your greater
understanding. All of these rulings are approved by the game's designer, Rich
Hamblen, and The Avalon Hill Game Company.
The numbering system is a loose referencing system. The first number is the general section of the rules that deals with the question. The second number is an identifying number for that question in particular. All rule references given correspond to the second edition rules.
Questions are further referenced corresponding to the sections of the rules to which they apply, and as to when answered. A 2-digit/ 1-digit reference indicates that this was replied to in THE GENERAL of that volume/ issue. A month/year reference indicates that Avalon Hill or Rich Hamblen responded to a letter of that date. RH indicates personal remarks by Rich Hamblen. GP indicates my comments.
Answers to all of these questions are "set in stone" by the time they make it to this sheet. More questions will arise and further clarifications will be called for. These will be added and inserted as appropriate. Existing questions will not change. Question numbering will not change. A difference in edition dates will indicate further additions and clarifications.
Abbreviations
Thru out these questions and discussions I have
attempted to remain consistent in the use of abbreviations and terms, which have
become standard to artificios of the game. For those less familiar, allow me to
clarify.
Generally speaking, "Islands" and "Ocean" are dropped from the full name of a sea area. Thus Central Pacific Ocean becomes Central Pacific and Hawaiian Islands becomes Hawaiians.
AF - Air force or Air Flotilla.
area - Any sea area or sea zone.
BB -
Battleship. In VITP; any ship with armor and gunnery factors both greater than
3.
BC - Battle cruiser. In VITP, any ship with an armor or gunnery factor of
2 or 3, and a speed factor greater than 4. Within the game of VITP, there is no
functional difference between a battle cruiser and a battleship.
CA -
Cruiser. In VITP; any ship with a gunnery factor of 1, an armor factor less than
3, and no airstrike.
CV - Aircraft carrier. Generally any ship with an air
strike factor.
CVL - Light aircraft carrier. Any CV with an airstrike factor
less than 3.
base - Any green island base.
dp - Damage points.
IJN -
Imperial Japanese Navy. Depending on usage within the game it also means
Japanese, or Japanese player, or Japanese units of any type.
LBA - Land Based
Air.
Marines - This one is always muddled. As used here, Marines, always with
a capital "M", refers specifically to United States Marine units, and only these
particular units.
NLF - Naval Landing Forces. Sometimes referred to as
amphibious units, marines (small "m"), Special Naval Landing Forces, or
SNLF.
OA - Order of Arrival. The turns and places when and where units enter
the game. The charts which specify this.
Pearl - Pearl Harbor.
port - Any
major red port.
US - This is without the "N", and means Unites States,
specifically. US does not mean Allied, Allies, or Allied player. See
following.
USN - United States Navy. Depending on usage within the game it
also means Allies, Allied, Allied Player, or Allied units of any type.
VIP -
The official abbreviation for Victory In the Pacific.
VITP - The unofficial
abbreviation for Victory In the Pacific. This has been in use for 23 years. 20
years before VIP was made official. It promises to be around for a lot
longer.
Second Edition
A number of players probably play VITP by the first
edition rulebook. Some may not be aware that a second edition was issued by
TAHGC in December 1981. This section has been added to clarify the very few
changes between the two editions. Anyone who has the second edition is probably
already aware of it. There is a diagonal bar, front page, upper right corner,
which has SECOND EDITION printed across it. Lack of that bar means that you have
the first edition. As another check, look at the copyright date on the last line
of the design credits on page six of the rulebook. First edition copyright is
1977. Second edition is 1981. For consistency all rulings and comments are made
on the basis of the second edition.
Second edition rules are clearer and more explicit than the first edition, but not significantly changed until you get into the optional rules.
Rule 7.73 contained a typographical error. This was combined with 7.72 and corrected: Effects Of Damage: "If damage points equal its armor factor, its gunnery [not armor] factor is reduced to 1." However, the same error is not corrected in the examples of play.
The rest of section 7 was then rewritten and renumbered. It says the same things in similar, but not identical, wording.
One real change is in section 7, End Of The Round. The wording of this section in the first edition made the air raids a "pursuit group". Thus IJN could still call the order of battle. This gave IJN the ability to evade allied air raids and promote his own. Now CVs are assigned to air raids as though they were pursuit groups, but the order of battle is predetermined for them as being LAST!
Another change is in section 9, Air Raids. Damage assessment to NLF has been changed dramatically. In the first edition any hit was accorded a damage roll, the same as any other target. The second edition does away with the damage roll entirely and simply assesses a single point of damage for each individual hit. The unit is still removed when damage exceeds its basic armor factor. This has the effect of increasing NLF ability to withstand damage by an average of 3.5 times.
Optional rule 19, the 9-Turn Game, is nearly identical. The second edition gives the IJN an added bonus point for every turn he controls Indonesia, as well as the Japanese Islands.
Optional rule 20 was the Task Force rule in the first edition. In the second edition it is Pearl Harbor. The Task Force rule was a nightmare! The new rule adds spice to the first turn raid on Pearl. In my own play, I nearly always use it.
Optional rule 21. is Gunnery Radar. The first edition did not include the Alaska, the second edition does.
Optional rule 22 was Island Combat, now gone entirely. This has been replaced by Damage Control. Both have their appeal to me.
Optional rule 23 was Anti-Aircraft. It is now the new Task Force rule. I find both to be cumbersome.
The Questions
Q.3-1 [3.1; 1/93] I
can find no reference to the Dorestshire in any records. In fact, is this the
Dorsetshire, misspelled?
A. Yes it is. A typographical error that has
been carried over to both the counter and the OA, in both editions.
Q.3-2 [3.1; 1/93] What is the significance of the
mark resembling a depth charge on the Pennsylvania?
A. Another
typographical error. Some copies of the game have it, others do not. It has no
significance, or value, what so ever.
Q.4-1 [4.4; 1/93] No place of arrival is listed on
the IJN OA for turn 5. Where does the Musashi come on?
A. A printing
oversight. The Musashi comes on at Yokosuka Navy Yard.
Q.4-2 [4.4; 4/92] Newly arriving USN LBA are
marked on the OA as "also available". Where are these units supposed to come
on?
A. Reinforcement air units may arrive at any friendly major red
port.
Q.4-3 [4.4, 4.42; 11/80] If, at the beginning of
turn 5, there are less than 4 British ships in play, does the Victorious become
a substitute removal?
A. Yes.
GP: The Victorious is a British ship,
available and subject to removal, the same as any other.
Q.4-4 [4.4, 4.42; 11/80, 4/92] May returning US
LBA and Marines come on in Ceylon?
A. Yes. New or returning LBA and
returning US Marines can come on in Ceylon.
GP: Second edition rules 4.4 and
17.12 seem to contradict each other here. Replies to other questions, as well as
dictates of play reaffirm the answer given here. Specifically: New or returning
US LBA and returning Marines may be brought on in Ceylon.
RH: 17.12 is not
supposed to conflict. In 17.12, "returning" refers to units returning to
port/base at the end of a turn, not the return of eliminated units.
Q.4-5 [4.41; 11/80] If Pearl has been captured by
the IJN, may the Victorious be brought on at Samoa, as the Americans
are?
A. Yes.
GP: Valid question, considering the ambiguity of the
Victorious. The clarification is helpful.
Q.4-6 [4.41; 4/92] If both Pearl and Samoa have
been captured by the IJN, where do the newly arriving USN ships come
on?
A. The units do not come on! They are eliminated instead!
GP:
This seems so clear to me, just in reading rule 4.1, that I find it surprising
that it has been asked so often. I suppose the consequences are so drastic that
many players find this hard to fathom.
The ships are eliminated. The Marines
are sunk. Marines may return 2 turns later as returning units.
Should the USN
recapture either Pearl or Samoa, he would then begin receiving new units as per
the OA. However, ships listed for the turns in which the IJN retained control
would NEVER enter the game. These remain PERMANENTLY lost!
RH: In retrospect,
I should have printed the key rule in red, all caps, to indicate that something
drastic was happening.
Q.4-7 [4.42; 11/80] If the Victorious is sunk,
does some other British CV or ship have to be removed as a substitute when the
Victorious is called for removal?
A. Yes, another 0-2-7, if available.
Any other British ship if no CV is still in play.
GP: This remains consistent
with Q4-3.
Q.4-8 [4.42; 18/6] If all British 0-2-7 CV's are
sunk, but the Hermes is still in play, must it be removed in place of an 0-2-7
CV to be withdrawn?
A. No. Any British ship may be substituted. The
Hermes may be removed at the USN choice, but it is not required, as long as some
British ship is removed.
GP: This is specifically clarified in the second
edition rules.
Q.4-9 [4.42; 5/79] When an individually named
British ship is called for removal, but is bottomed in port, may it be removed,
or is a substitute necessary?
A. The named ship must be removed, even
if bottomed.
Q.4-10 [4.42; 4/92] If a named British ship is
called for removal, but has been sunk and removed from the game, may another
ship that has been bottomed in port be substituted?
A. Yes, a bottomed
ship, of the right type, may be substituted. GP: These last 2 answers threw me
when I first received them, but the rulings stand.
RH: Most British removals
were decommissioned or inactivated. Instead of removing an active ship and
decommissioning it, the British would have just decommissioned the bottomed
ship.
Q.5-1 [5.41; 23/5] Can subs attack NLF at the end
of a round, before the landing?
A. Yes. That would be the sub's attack
that turn, under rule 5.41.
Q.5-2 [5.42, 8.1; 1/93] May the USN retreat from
an area after the IJN already has?
A. Yes. In fact, the IJN may also
retreat from an area after the USN has, by waiting for 1 more hypothetical round
with no combat.
Also, either player may withdraw from an area in which there
is no combat, or even after air raids only.
In any case, this decision must
be made at the time that combat for that area has reached its conclusion, before
moving on to other areas of combat. Neither side may voluntarily withdraw from
an area once that area has been finally settled and the IJN has named another
area for combat.
Q.5-3 [5.72, 14.2; 14/4, 18/6] What happens when a
NLF takes a base that is surrounded by enemy controlled sea areas at the end of
the turn, and was surrounded by enemy controlled sea areas on the previous
turn?
A. At the moment that the NLF lands, it captures the island;
thus eliminating it as a base for LBA. The NLF is expended, and returns in 2
turns, as usual. However, at the end of the turn, the enemy has had it
surrounded for 2 turns, so the enemy then recaptures it.
Q.5-4 [5.73; 4/92] On turn 2 the USN places the
10th AF in the Marianas. When the turn ends, a damaged LBA controls the Marianas
and the USN gets the control flag.
On turn 3 the USN does it again, but the
IJN is holding Indonesia all this time. When the turn ends the IJN has the
Sasebo NLF left in Indonesia.
Carefully following rules 5.72 & 5.73 the
USN would place his flag in the Marianas, and take control of Saipan. The IJN
would place his flag in Indonesia, then the Sasebo would invade the Philippines.
The 10th is immediately disabled and returns to Australia. The Sasebo is used up
and returns on turn 5. But the USN still has control of both the Marianas and
Saipan, in spite of not having a surviving unit in the area. Is this
correct?
A. The situation is extremely unlikely in that the IJN would
more probably have invaded during the course of battle rather than waiting right
up to the end.
However, the assumption is in error, because rule 12.24 does
not prohibit an air unit from changing bases during the course of a turn. Nor
does any other rule. In the situation described, the 10th has 2 available bases
at the time that the Sasebo finally invades. The IJN does gain the Philippines,
but the 10th continues to operate out of Saipan and continues to patrol the
Marianas for USN control.
RH: A chess player, obviously. Who else would
bother to dream up such a puzzle?
Q.5-5 [5.4 thru 5.5; 3/98] When your
NLF invades, are you obligated to stay for another round of
combat?
A. Read thru the sequence of play carefully. Technically, the
reverse is true. You cannot invade until your forces are already committed to
stay for another round of combat. Therefore, if you are invading, you must fight
one more round of combat.
Q5-6 [5.5, 5.71, 15.3; 7/00] Combat in a sea zone
leaves only NLFs and gunless CVs with maximum damage on both sides. All other
units are sunk or disabled. Neither side is willing to withdraw. What is the
result?
A. Combat in the zone ends at that point. Any NLF may invade
as at the end of any combat round, or end of the turn, as usual. Both sides may
remain in the area.
At the end of the turn any flag must be removed, leaving
the area neutral. This is in spite of patrolling or raiding status of the CVs of
either side.
Q.6-1 [6.4, 7.71; 22/2, 4/92] May a ship which has
its movement reduced to 1 due to damage attempt a speed roll?
A. A
ship may attempt a speed roll even if its speed is 1. When it does so, it
automatically fails. The ship must actually try to make the move, it cannot just
sit in port and roll the die.
For example: as a raider, a US ship would have
to move at least 2 areas and try to move 3 to make a speed roll. If the first or
second area was enemy controlled, the ship would have to stop there without
making the speed roll.
The same would apply to a similarly damaged ship
attempting to reach a second area for patrol duty. It could attempt the move,
and if successful, patrol normally. If it fails, even if failure is certain, it
would function as a damaged raider.
NLF can never make speed roll moves, so
they can never use this tactic.
GP: It is a technicality, but a useful trick
to evacuate a port that is in danger of being air raided, and perfectly
legal.
RH: As you observed, this is a slick tactic for redistributing your
ships, but you cannot use it for ships that are closely surrounded by enemy
control.
Q.6-2 [6.42; 1/93] When raiding ships fail speed
rolls, are they returned to port one at a time, as they are rolled, or after all
of the results of all the speed rolls have been determined?
A. All
speed rolls for each player on each phase are done "simultaneously". After all
IJN raiding ships are moved, all of those speed rolls, for all areas, are made.
Then all that fail are returned to port.
Q.7-1 [7.21; 1/93] Do you have to shoot?
A.
Attacking is always volitional. No ship or unit is ever required to attack
in any way, at any time. You may "pass" on any round of combat, give your
opponent his opportunity to attack, and go to the next round.
Q.7-2 [7.33; 14/4] Is it legal to choose a "day
action" even when you have no airstrikes in the area, just to avoid enemy
gunnery attacks?
A. Yes. You may always choose day or nite, regardless
of what forces you have in an area.
Q.7-3 [7.33; 17/4, 4/92, 3/97] If neither the
retreating nor the pursuing groups include CVs, is the day/nite determination
ignored and all subsequent rounds considered nite?
A. No. You may
always choose day or nite actions, regardless of what forces you have in an
area. However doing so only to antagonize your opponent (or GM) is not the way
to make friends. Courtesy, consideration, and good sportsmanship do count for
something. See Q7-2.
Q.7-4 [7.42; 17/4, 23/5, 11/80, 1/81] THE GENERAL,
Vol. 17 #4 states that a CV without a gunnery factor may screen during a nite
action. A letter that I mailed in November of 1980 asked the same question and
got the opposite answer! Which is correct?
A. THE GENERAL was WRONG!
We have had other letters on this, too!
GP: This error in THE GENERAL Vol. 17
#4 has led to endless arguments. Every letter to TAHGC has brought back the
answer given here. It has also been correctly restated in subsequent articles,
most notably in Vol. 23 #5. The second edition spells the final ruling out in no
uncertain terms.
To clarify: Without a gunnery factor no ship may screen
another ship! However, all ships are still required to screen all friendly
NLF's. See Q7-15.
Q.7-5 [7.421; 1/93] May a ship screen without
attacking?
A. Yes. However, to do so the ship must have the ability to
attack (i.e.: a gunnery factor). If it is a CV the owning player must clearly
state that it is "on the line" and screening. It may then be attacked by enemy
ships on that round of combat, even though it does not actually fire itself.
Q.7-6 [7.421; 1/93] May a ship attack without
screening?
A. No. When a ship attacks during a nite action it is
automatically "on the line" and screening.
Q.7-7 [7.44; 14/4] When an airstrike attacks, do
all the factors attack the same target (like gunnery attacks), or does each
factor strike a separate target (like War At Sea)?
A. All of the
factors attack the same target (like gunnery attacks).
GP: Human nature,
being what it is. Those of us who also play War At Sea can't help wondering. The
rule does say it the way it is. Neither air nor gun attacks may be split in
VITP.
Q.7-8 [7.551; 17/4, 18/6] In the Vol. 14 #6
replay, marines were destroyed when damage equaled their armor factor. This
contradicts rule 7.551. Which is correct?
A. Rule 7.551. Damage points
must exceed the damage factor of NLFs to sink them.
Q.7-9 [7.32, 7.64, 7.8; 5/79] May a retreat be
ordered between a day/nite action when such has been called for by a drawn die
roll?
A. No. This represents a mixed air and surface action as at
Guadalcanal.
GP: A valid question. Both editions of the rule do say this, but
not real clearly. When the day/nite die roll results in tie, both sides are
committed to both actions before either can withdraw or invade.
Q.7-10 [7.71; 4/92] Does damage reduce a NLF's
movement factor?
A. Yes.
Q.7-11 [7.72; 14/4] In rule 7.73, isn't it a
ship's GUNNERY factor reduced to 1 when it takes damage equal to its armor
factor?
A. YES! Not the armor factor. This was a typographical
error.
GP: A simple typo that has been corrected in the second edition.
Q.7-12 [7.73; 17/4, 18/2] Rule 7.72 states: "A
ship's gunnery factor loses the attack bonus if the ship has any damage." Does a
damaged CV lose its airstrike attack bonus.
A. No. Not until damage
equals its armor factor, at which time it loses its airstrike capability
entirely.
GP: The second edition makes this absolutely clear. As long as a CV
can operate planes, it retains its attack bonus.
Q.7-13 [7.42, 7.421; 10/93] May a player screen a
ship that is not a CV?
A. No. Not under any circumstances!
Q.7-14 [7.423, 13.2; 8/96] May a NLF screen
another unit?
A. No. Not even another NLF!
Q.7-15 [7.423, 13.2; 8/96] During a nite action,
may an attacking force which outnumbers the opponent's surface ships attack an
enemy NLF without attacking all enemy CVs?
A. No. Before any NLFs can
be attacked during a nite action, at least 1 attacking ship with a gunnery
factor must be assigned to each and every defending gun ship and CV. See
Q7-4.
Q.7-16 [7.32, 7.64, 7.71, 7.8, example of play-round
2-day action; 2/98] Amagi is being pursued by New Jersey. No other units
are involved. The day/nite roll results in a tie- day followed by nite. During
the day action Amagi hits New Jersey causing one point of damage. No disabled
result. May New Jersey fire its guns in the nite action per 7.32? Or does the
damage point reduce New Jersey's speed allowing Amagi to escape per 7.64 &
7.71?
A. Amagi must escape! Amagi is committed to a full speed retreat
per 8.32 and may not slow down. New Jersey suffers the consequences of the air
attack per 7.71 and 7.8 before it is able to close for the nite action. As such
it is slowed before it comes within gunnery range of the Amagi. Neither side has
any choice.
Note that this could only occur during a pursuit
situation! If Amagi were not already retreating, it would be committed to
staying thru the nite action, no matter what the speed of either ship was after
the day action.
If this were the case, 1 or more points of damage would
remove the attack bonus from New Jersey's gunnery factor, but the USN player
would still throw 5 dice. If Amagi put 9 damage on New Jersey, New Jersey would
be down to a single die roll without gunnery bonus, but could still shoot. If
New Jersey were disabled or sunk, that would take effect immediately, and Amagi
could stay in the area or freely withdraw at IJN discretion. See 7.9.
Q.7-17 [7.3, 2/98] Who is first to declares
day/nite preference for combat?
A. IJN.
GP: This is the only place
in the rules where it does not clearly state that IJN declares his intentions
first. thus the question comes up repeatedly. The over-all rule stands: IJN
performs EVERY action first. USN makes his choices and decisions with full
knowledge of IJN intentions.
Q.8-1 [8.31; 14/4] Can ships and units retreat
thru enemy controlled sea areas to get to a friendly port?
A.
Yes.
GP: A good question for clarity. Both editions imply the answer, but
neither states it unequivocally. When a ship or NLF retreats or is disables it
may go to any friendly island base that touches the area that it is in or to any
unrestricted friendly major red port. This major port may be anywhere on the
board, regardless of enemy control flags. Restrictions are: British may return
only to Ceylon, Singapore, Saigon, or Yokosuka Navy Yard. US ships may not
return to Ceylon. There are no basing restrictions on the Australia, Canberra,
DeRuyter, or Victorious. See 10.1.
Q.8-2 [8.41; 17/4] If retreating ships withdraw in
more than one group, and are pursued, is there one day/nite determination
affecting all groups in the area? Or does each group resolve its own day/nite
determination?
A. Each group rolls individually for itself on each
round of combat.
GP: The second edition does say this, but it has to be read
carefully.
Q.8-3 [8.33, 9.1; 3/98] CVs are in a sea area that
enemy units are retreating from. This area has two or more ports or bases that
could be air raided. When are the CVs assigned to attack specific bases? Are CVs
assigned to bases at the time pursuit groups are organized per 8.33? Do CVs wait
until all combat is finished, including pursuits, before choosing which ports or
bases to air raid?
A. CVs wait until all combat is finished, including
pursuits, before choosing which ports or bases they wish to air raid. They may
see the results of all retreat and pursuit actions, including where withdrawing
and disabled units are sent, before choosing which bases to air raid. Once the
air raids begin, the attacking carriers may not change targeted bases, even if
they run out of targets at their chosen base. See 9.13, Q18-8.
Q.9-1 [9.1; 4/92] Which comes first, Retreats or
Air Raids?
A. Retreats always come before Air Raids.
GP: The first
edition rules clearly stated that Air Raids were considered to be retreat
actions. As such the IJN called the order of battle and could name an Air Raid
as another action in that sea area at his own discretion. In the second edition,
retreats become an extension of regular combat that has to be completed before
any Air Raids in a given area may be conducted. In short, Retreats always come
before Air Raids.
RH: The second edition didn't just clarify the first
edition rules- it also changed those rules that were functioning incorrectly.
The Air Raid rules are a perfect example.
In the first edition, Air Raids
were just another round of combat in battle. This led to the following mare's
nest: When retreating units split into two or more groups, the group that
resolves its battle earlier must do its air raids while the latter groups are
still at sea, fighting it out. Thus the latter groups are air-raid-proof from
the first group. This emphasized the importance of the order in which the
retreating battles were resolved, which encouraged the players to waste time
thinking about unrealistic tactics. So I simply changed the rule in the second
edition.
Q.9-2 [9.1, 9.3, 7.1; 14/4] Suppose I have CVs in
an area, but cannot make air raids because there are no enemy units in the ports
or bases of that area. As the turn progresses enemy units return to those ports
or bases. Can I then make an air raid attack against those units?
A.
Not if the combat in that sea area has already been resolved. The IJN player
chooses the order in which battles are fought. If the IJN chooses to resolve the
fighting in an area, even if he has no units there, then the CVs in that area
must make any air raids there as soon as the combat, if any, is finished. Any
CVs that do not make air raids at this time, lose all chance to do so for the
rest of the turn.
Q.9-3 [9.22; 1/81, 23/5] When a NLF receives
damage during an air raid which exceeds its armor factor, but not exceeding
twice its armor factor, is it bottomed?
A. The NLF is sunk!
GP: The
second edition makes stipulation for NLF to withstand greater punishment while
ashore. This change has the effect of tripling, on an average, the NLF's ability
to withstand air raids! Still, they are partially damaged or completely sunk.
Never bottomed.
Q.9-4 [9.23; 1/81] If either the Kitakami or the
Oi take only 1 damage point while air raided in port, are they
bottomed?
A. No. Either of them would be eliminated.
GP:
Mathematically correct, and according to the rules. This also applies to Zuiho,
Shoho, and Ryuho, as well.
Q.9-5 [9.23; 1/81] When a ship is air raided in
port, is it removed from play when the damage points EQUAL or EXCEED twice the
armor factor?
A. EXCEEDS.
Q.9-6 [9.231; 18/6] If Pearl, or any base with a
repair capability, is captured and there are ships "on the bottom", may these
ships be destroyed by the occupying player?
A. YES.
GP: The second
edition rules make it MANDATORY that the bottomed ships are removed from play
when the enemy captures the port that they are in.
Q.9-7 [4.4, 9.232; 22/2, 1/81,3/97] If a ship is
bottomed in a port or base that has no repair capacity, are they automatically
eliminated?
A. No. They may remain as targets to future air raids. In
the case of Samoa and Pearl Harbor, they may remain in anticipation of repair
capacity switching between bases. However, a player may voluntarily remove his
own units from play, at any time, regardless of condition. Units so removed are
sunk; ships and subs are permanently out of the game, SNLF and LBA may
return in two turns, as usual. See Q11-1.
Q.10-1 [10.1, 13.33; 23/5] Can a NLF go to any
friendly major red port at turn's end?
A. Yes. See rule 13.33 and
section 10 of the rules. Invasion is not required, as long as the port or base
being entered is friendly.
Q.10-2 [10.1, 17.22; 18/6, 4/92, 5/92] If Pearl is
IJN controlled, the Victorious enters at Samoa, but according to 10.13 MUST
return to Pearl and therefore would be lost per 10.14. What should
happen?
A. The Victorious appears at Pearl, or Samoa, like a US ship.
From then on it may return to ANY friendly major red port.
RH: In other
words, IGNORE THE FIRST EDITION RULES ABOUT THE VICTORIOUS! This is another case
where I simply changed the rule in the second edition. It takes too many rules
to explain everywhere the Victorious might return, considering that she must
leave at the beginning of turn 6 anyway.
Q.10-3 [10.2; 3/93] When a raiding ship fails its
speed roll, where may it return?
A. A raiding ship that fails its
speed roll is essentially disabled. The ship first makes its move to the area,
which it is attempting, then the die would be rolled. Failing the speed roll, it
may then return to any friendly green island base that touches the area it
attempted to move to, or it may return to any friendly major red port, within
restrictions.
Q11-1 [11.1; 14/4] Can damaged LBA or NLF repaired
(ignoring optional rules)?
A. No! However, a player may voluntarily
remove his own units from play, at any time, regardless of condition. Units so
removed are sunk; ships and subs are permanently out of the game, SNLF
and LBA may return in two turns, as usual. See Q9-7.
GP: This refers to the
first edition optional rule that has been replaced. The second edition is
completely silent on the subject. The final determination is that no, there is
no way that NLF or LBA can be repaired without being sunk.
Q.11-2 [11.51; 18/6] If Pearl is captured, does
its repair capability continue to increase per the turn record chart?
A.
Yes.
GP: Should Pearl be captured by the IJN, all of its capabilities are
passed, in total, to Samoa.
Q.11-3 [11.4, 5.2] When are ships actually
repaired?
A. Repairs are actually performed at the time that patrol
ships are moved.
GP: This does tell your opponent that these ships are not
available as raiders. It also clearly shows that they may be available for
potential air raid targets. Conversely, it effects repairs well before those
possible air raids can actually occur.
Q.12-1 [12.24; 18/6] The rules state that LBA are
based in ports. However, the mechanics of play usually make this irrelevant. Are
LBA required to be based in port?
A. LBA may operate in any area
provided that they have a friendly island base or friendly major port touching
that area.
Whenever they retreat, are deprived of their last operating base,
or return at the end of a turn, they MUST return to a friendly MAJOR RED
PORT.
Q.12-2 [12.24; 18/6] Does LBA deprived of their
base really have to return to a major red port?
A. Yes, although
barring poor play, this is irrelevant. It should not make a difference as long
as LBA returns to a port that cannot be air raided during that turn.
Q.13-1 [13.1; 17/4] Rule 13.1 says that NLF "move
like ships, except they can always move two sea areas and they never make speed
rolls." Do NLF have to stop on entering an enemy controlled sea area?
A.
Yes. The intent of 13.1 is to exempt NLF from speed rolls.
GP: I am a bit
surprised that the second edition did not clarify a bit better. NLF must stop
upon entering an enemy controlled sea area.
Q.13-2 [13.42; 5/92] When both sides have a number
of NLF surviving a round in a combat area, is the IJN required to declare all of
his invasion intentions before the USN announces any of his?
A. All of
the IJN NLF which are invading that round must complete their invasions before
any Marines invade.
Q.13-3 [13.44; 14/4] Both IJN and USN have NLF in
an area with only one USN island base there. Does IJN land first, thus disabling
USN LBA? Or do the Marines land at the same time, so that the USN keeps the air
base and the LBA remains operational?
A. The IJN captures the base
FIRST. All USN LBA must leave IMMEDIATELY! The USN may then recapture the base,
but the LBA is still gone.
Q.13-4 [13.41, 13.42; 3/98] When an SNLF invades a
base containing two or more enemy SNLF, who determines specifically which SNLF
is lost?
A. Whenever there is a choice of which SNLF might be lost,
the owning player decides his own casualties.
GP: This is not in the rulebook
anywhere! It is simply a ruling that I had to make for the sake of a
rule.
RH: Sorry for the oversight! This is the most logical ruling, as a
commander would reform any survivors into the units he needs most.
Q.14-1 [14.2; 5/79, 1/81] Suppose the Yokosuka NLF
survives turn 1 in the Central Pacific, invades, and then the USN win the naval
action and retain control of the flag. Who then controls Midway, and the
garrison at the end of turn 1 and the beginning of turn 2?
A. The
USN.
GP: The control rule has been entirely rewritten. The actual effect
remains unchanged, but clarity has been improved dramatically. Rewriting of this
rule also covered this, and other potential situations arising out of turn 1,
extremely well, leaving no room for question.
Q14-2 [14.2; 7/00] If the USN controls Indonesia
at the end of turn 1, who controls Saigon, and the garrison marker, at the end
of turn 1 and the beginning of turn 2?
A. The USN! The IJN must
control or neutralize Indonesia on turn 1 or control of Saigon goes to the
USN.
GP: The control rule has been entirely rewritten. The effect remains
unchanged, but clarity is improved dramatically. Rewriting of this rule covered
these two and other potential situations arising out of turn 1 extremely well,
leaving no room for question.
Q.15-1 [15.31; 23/5] Can NLF control a sea
area?
A. No.
Q.16-1 [16.0, 7.8; 11/80, 4/92] The submarine in
play is present in an area, but has withheld its shot for some reason. The enemy
now has ordered a retreat. What options does the sub have?
A. If there
is a retreat, the sub may still attack at the end of any round of combat during
the retreat. Or, the sub may attack when all combat is finished, if it is still
at sea in an area with available targets.
Q.17-1 [17.12, 5.74, 13.33; 11/80] May Marines
return to Ceylon at the end of the turn?
A. Yes.
Q.17-2 [17.12, 5.74; 11/80] May US LBA return to
Ceylon?
A. Yes.
Q.17-3 [17.12; 11/80] May US LBA base their
operations out of Ceylon?
A. Yes.
Q.17-4 [17.23; 18/6] While on loan to the US, the
Victorious arrived in Pearl, and then operated in the South Pacific. Is it
exempt from movement restrictions imposed on British ships?
A.
No.
GP: This is still a British built, British operated ship, with
British limitations.
Q.17-5 [17.31; 14/4] May Australian and Dutch
ships base in Ceylon or Pearl?
A. Yes, either. Only British and US
ships are restricted.
GP: The Australia, the Canberra, and the DeRuyter have
no basing restrictions other than the "friendly" requirement.
Q.18-1 [18.22; 14/4] On turn 1, when USN survivors
move out of Pearl, and the Location Uncertain groups are rolled for, may these
ships then move into other areas on that same turn?
A. No! They must
remain where they are or retreat in the specified manner at the appropriate
time.
GP: Moving out of Pearl into the Hawaiians, or the Location Uncertain
die rolls, are their patrol moves for the turn, and all the movement they are
entitled to prior to withdrawals and returns.
Q.18-2 [18.22; 14/4, 5/79] Are the Location
Uncertain ships that arrive on turn 1 raiders or patrollers?
A. All
Location Uncertain ships are patrol ships. They control the Hawaiians and/or the
Central Pacific if they remain at sea at the end of the turn.
Q.18-3 [18.3; 14/4, 22/2] Can IJN ships making the
Pearl surprise attack control the Hawaiians on turn 1?
A. No! They are
raiding ships. Furthermore, they MUST leave before the end of the turn.
GP:
Raiding nothing! They are out of fuel and MUST LEAVE. You cannot control an area
that you do not occupy at the end of the turn. Same net effect. No
control!
RH: Good Answer!
Q.18-4 [18.3, 18.31; 23/5] Can the IJN Raid Force
engage USN units at sea in the Hawaiians?
A. Yes. If the USN does not
withdraw under rule 18.25, the IJN may attack the Indianapolis, Minneapolis,
Pearl survivors at sea, the 7th AF, and/or groups W,X,Y,Z.
IJN is limited to
two combat rounds (which can be day or nite under rules 7.3-7.33), and must
retreat after the second round.
Attacks at sea are performed instead of
against Pearl. The IJN may not further pursue retreating units under rule 18.33,
due to the same fuel restrictions.
Q.18-5 [18.4; 14/4] Can the 5th AF is attacked by
the surprise attack in Indonesia on turn 1?
A. Yes.
GP: It even
says so in the second edition!
Q.18-6 [18.43; 14/4] What happens when a disabled
is rolled against a target during the initial surprise attacks?
A.
NOTHING! The surprise attacks are AIR RAIDS (even in Indonesia), and during
air raids disabled results are ignored. Notice that any units that survive the
surprise attacks in Indonesia must go thru one round of normal combat before
they can retreat.
GP: More plain English out of the second edition. Although
I would also note that during any round of normal combat in Indonesia, after the
initial air raids, the British ships could be disabled as usual.
Q.18-7 [18.25; 2/98] If the USN units withdraw
before any normal combat per 18.25, may they retreat to Johnston
Island?
A. Yes
Q.18-8 [5.5, 9.13, 18.25, 18.3; 2/98] If the USN
retreats to Johnston Island under 18.25, may the IJN air raid the units in
Johnston Island?
A. No. The IJN surprise raiders are limited to
attacking only those units they can "find" at sea or while air raiding Pearl
Harbor! Furthermore, under rule 9.13, these CVs have already been assigned to
Air Raid a base, and they may not switch targets during a turn in progress.
Q.20-1 [20; 23/5] Optional rule 20 limits the IJN
Raid Force to 10 ships, and requires the IJN to select third round targets
before USN rolls for Location Uncertain groups. May this be used in conjunction
with 18.4?
A. Yes, but in this application rule 20 applies to the two
air raids and the third round of combat in the Hawaiians. Rule section 18 still
covers the fourth and final round, and mandatory retreat.