Pacific Victory tm Introduction Pacific Victory is an exciting, fastpaced wargame simulating the Pacific Theater of WWII. Although based on our game Victory, there are many rule differences to accommodate game scale and history. Map & Units Game Turns Each Game Turn has five phases:  Initiative Both players roll two (2) dice. The player with the higher total wins the Initiative and has the option to play First or Second. Allied player wins ties. The map covers roughly one third of the Earth, from North America to India, and Alaska to New Zealand. The vastness of the Pacific Theater is remarkable; on this scale, New York to Paris is four hexes!  First Player Move Military units are represented by blocks which provide elegant mechanics for Fog of War and Step Reduction. A self-adhesive label must be attached to each block, Japanese labels on the orange blocks and Allies on the blue blocks.  Second Player Move Scenarios & Victory Players have the option to play one of three games: 1941, 1942, or 1943. Historical locations and unit strengths are given for each game-year, although these can be adjusted with a Free Deployment option. Each scenario has the same victory conditions. The game is played until one side wins a Decisive Victory, or until the Jun/45 turn is played when Victory Points determine a winner. Game Turns Pacific Victory is played in Game Turns that simulate three (3) months of war. To start each Game Turn, an initiative dice roll is made. The winner can choose to play first or second. Player 1 moves any/all blocks, then Player 2 does the same, except units that have been attacked are pinned and may not be able to move. Units that enter an enemy occupied hex are attacking. Combat is resolved in a unique interactive system. After all battles have been resolved, units check supply and reinforcements are added. This ends the game turn. Player 1 moves friendly units. There are three possible types of movement: Strategic Moves, Rebase Moves, and Operational Moves which must be completed in that order. Player 2 repeats Step . Units can make any legal move such as reinforcing a battle or starting a new battle. In Battle Hexes, some defending units (equal to the number of attacking units) are pinned and cannot move; excess units can move out of a Battle Hex. See 4.4. Important: Player 2 has some restrictions on Strategic Attacks (4.9) and cannot Rebase to a Battle Hex.  Combat Phase Combat occurs when either player moves units into an enemy occupied hex. Battles are now resolved, one by one, in any sequence desired by Player 1.  Logistics Phase Both players, simultaneously: (A) Check supply status of units. Unsupplied units cannot receive replacements and take supply attrition. (B) Determine available Production Points (PP) and build new units or add steps to existing units. Rulebook Organization This rulebook is formatted so that the sidebar (right column) contains definitions, examples, design notes, and suggestions to help you understand and enjoy Pacific Victory. The sidebars also contain a number of Optional Rules, each identified with a checkbox symbol. It is best to ignore all optional rules until you are familiar with the game. Game Scale Ground units are Corps (Allies) or Armies (Japan), but each step for both is roughly a Division. Air units are Airforces (Allies) or Air Divisions (Japan), each step representing 50100 planes. Naval units are Divisions, each step representing one capital ship or two to four light ships. All surface ships are assumed to have an escort of about four destroyers per step. Map scale is 600 miles per hex. Game turns are 3 months long. Fog of War Fog of War is one of the most exciting aspects of Pacific Victory. Except when fighting a battle, the blocks stand upright, their label facing the owner. This promotes bluff and innovative strategies because players are never certain of the strength or identity of an enemy unit. Just like all successful generals and admirals, you must be bold and decisive in an atmosphere of doubt and deception. Initiative Because initiative is randomly determined your opponent may get two turns in a row. That is, the player moving second in a Game Turn may move first in the next Game Turn. You can never be assured that an opponent will patiently await your attack; he may attack first, or move away and frustrate your plans. Allied Code Breaking The Allies had superior code-breaking techniques to the Japanese. To reflect this, the Allied player wins ties for Initiative, a significant advantage. A new Game Turn now begins with an Initiative dice-roll. Supply & Production The last step in a Game Turn is a Logistics Phase when the supply status of units is determined, and replacements are received. Replacements do not arrive on a rigid historical schedule; players can, within limits, build as they wish. © 2006 Columbia Games Inc. 2 VERSION 2.2 Pacific Victory tm 2.0 The Map The map has a hexagonal grid (hexes) to regulate movement and the location of units. Terrain features in hexes affect stacking, movement, and combat. Hexsides often have different terrain to that of a hex, an important distinction for movement into combat. Two types of terrain may appear in the same hex or hexside, but one type dominates; if ambiguous assume the most restrictive terrain. 2.1 Terrain Types 2.22 Economic Centers Major or minor bases containing a number. These indicate significant production facilities and war resources such as nickel, oil, rice, rubber, timber, and tin. The total value of all centers on the map is 49pp. 2.23 Home Bases Home Bases are Major bases in the home country. New units must be built in Home Bases, and steps are built in them for normal cost. They are also the ultimate Supply Source(s) for each country. China & Manchuria Front The Japanese controlled Korea, Manchuria (Manchuko), and the Peking and Shanghai hexes throughout the war. The China front has been omitted from the game because the map scale cannot reflect this sluggish war. All hexes in China, Mongolia, Tibet, and the USSR are unplayable for Air and Ground units. Players may move naval units and trace sea supply along this coast but units may not end their move there. Note: the hexes with Formosa, Hainan, and Harbin are fully playable. Hainan and Formosa Desert: Hexside Limit 1. Japan: Kure, Tokyo, Hakodate. Units occupying the island bases of Hainan and Formosa are also deemed to be occupying the mainland and can move to adjacent hexes by land. Jungle: Defense D2. Hexside Limit 1. One jungle hex in southern New Guinea is impassable to Ground units. USA: Seattle, San Francisco, San Diego, Panama. Siam Coasts Mountain: Defense D2. Hexside Limit is 1 along a rail line, but otherwise impassable to Ground units. Note: Reference points like Marcus Island and French Frigate Shoals are not bases. Air and Ground units cannot occupy these hexes. Terrain types are identified on map. Clear: Hexside Limit 2 Coastal: Coastal and island hexes with a stacking limit of six (6) naval units. Ground and Air stacking depends on base size. Sea: Open sea hexes also with a stacking limit of six (6) naval units. Ground and Air units can not occupy them. Rivers: No effect on play. 2.2 Bases All settlements on the map are bases, color-coded for original ownership: Orange: Japanese Yellow: Chinese (unplayable) Blue: Allies American Red: Allies British/India/Anzac Green: Allies Dutch Dutch bases are British controlled. Allied bases are friendly to all Allied units. 2.21 Major Bases Bases with hexagonal symbols are Major. 2.22 Minor Bases Bases with a round symbol are Minor. Base size has a crucial effect on game-play. Major bases provide double defense to Ground units, have higher stacking limits, and are essential to form supply chains. © 2006 Columbia Games Inc. Britain: South Africa. 2.3 Map Boxes The Allies have two Map Boxes, Panama and South Africa, that represent off-board areas. They are Economic Centers and Home Bases which cannot be attacked or blockaded by Japanese units. Map boxes have unlimited stacking. Movement to/from a Map Box requires Strategic Movement (4.81). Panama represents the eastern USA and is one of four Home Bases for American units. New American Naval units must be built at Panama. South Africa is the Home Base for all British units, including Anzac and Indian units. The Siam hex has two coasts which are not directly connected. Naval units located in this hex are deemed to be on the south (Bangkok) coast unless otherwise stated. All naval activity such as Sea Invasions, Shore Bombardments, and Blockades against the west coast must be clearly defined and these may ignore defending naval units on the other (south) coast. Supply lines for Naval units cannot be traced across the land portion of the hex. Mountain Hexes The following hexes are mountain: Attu, Dutch Harbor, Anchorage, Juneau, Prince Rupert, Seattle, San Francisco, Hakodate, Tokyo, Kure, and Christchurch. Other mountain hexes, such as Tibet, are unplayable. New Guinea The New Guinea hex marked Impassable is an inhospitable environment for Ground operations. Naval units can occupy or pass through this hex Note: USA units may trace supply to South Africa, and British units may trace supply to Panama. However, units dependent on this “cross-supply” cost more to build (7.15). 2.4 RAIL LINES Rail lines are shown in red on the map. Rail Lines are used to trace supply (avoiding step losses) if sea supply is blockaded, and allow units to move through mountain hexsides. 3 VERSION 2.2 Pacific Victory tm 3.0 Unit TYPES Military units are represented by blocks which provide game mechanics for Fog of War and Step Reduction. Units have one to four strength levels. Current strength is shown by the number on the top edge when a block is standing upright facing the owning player. The enemy player cannot tell a unit’s type or strength. 3.1 Air Units Air units assume a mix of fighters and bombers. Each step is 50-100 aircraft. Air units can attack all target groups and activate first in combat. Naval Air (NA) Land-based Naval aircraft, used only by the Japanese. NA move one (1) hex and have firepowers of A2, N3, G1. Cost is 3pp per step. Army Air (AF) Land-based Army aircraft. AF move one (1) hex and have A2, N2, G2 firepowers. Cost is 2pp per step. 3.2 Naval Units Each type of naval unit (except submarines) includes an escort of about four Destroyers per step. Battleship and Carrier blocks have named classes. Carrier (CV) Each step is 1 fleet carrier, or 2-3 light carriers. They move 2 hexes and have intrinsic air strength of A2, N3, and G1 firepowers against enemy units in the same hex. Elite CVs have higher firepowers. CVs cost 5pp per step. Submarine (SS) Each step represents 8 submarines. They move 2 hexes and have the ability to move, retreat, and trace supply through enemy controlled hexes and enemy units. SS cost 3pp per step. Important: Allied submarines have firepower 0-1-0 until Sep43. Battleship (BB) Each step is one battleship. BBs move 2, and fire A1 (flak), N2 (naval combat), or G2 (shore bombardment). Elite BBs have higher firepowers. BBs cost 4pp per step. © 2006 Columbia Games Inc. Cruiser (CA) Cruisers move two (2) hexes and fire N1 or G1. They cost 2pp per step. 3.3 Ground Units Each Ground unit represents a Japanese Army or an Allied Corps, but in both cases each step is a division. Ground units outrank Air and Naval units for hex control of land and coastal hexes. There are two types: Marines and Infantry. Marines (MA) Marines move 2 hexes (at sea) and 1 hex on land. Unlike infantry, they conduct Sea Invasions as a normal move but cannot remain at sea from turn to turn. They fire before Infantry in combat and cost 3pp per step. US Marines have G3 firepower, reflecting Marine Air attached to their divisions. Japanese marines, more properly called Special Naval Landing Forces, have a maximum strength of 1cv or 2cv. Infantry (IN) Infantry can occupy and move through base hexes, but can only move across Sea hexsides using a Strategic Move (4.8). Infantry cannot end any move on a Sea hex. Infantry steps cost 1pp. The Japanese have seven one step infantry Garrisons (GA) that cost 1pp each. Garrisons move and fight like normal infantry. Important: Indian Infantry are restricted to India, Andamans, Ceylon, Burma, Indochina, Siam, and Malaya. Strategic Headquarters (SHQ) Each side has one (1) Strategic Headquarters (SHQ) which must be activated to obtain Strategic Movement. SHQs cannot move, do not count for stacking, have no firepower, and do not take hits in combat and can still activate if pinned. The Japanese SHQ is eliminated if Tokyo is captured by the Allies. SHQs cost 5pp per step. Unit Data Chart UnitMoveA–N–GCost Naval Air 1 2–3–1 3pp Army Air 1 2–2–2 2pp Carriers1 2 2–3–1 5pp 0–2–0 3pp Submarines2 2 Battleships3 2 1–2–2 4pp Cruisers 2 0–1–1 2pp Marines 2 1–0–3 3pp Infantry4 1 1–0–2 1pp 1 Elite carriers (Essex) have firepower 3-3-2, but these cannot be built until 1943. Cost is unchanged. 2 Allied submarines have firepower 0-1-0 until Sep43. 3 Elite BBs have firepower 2-3-3 (Yamato is 2-4-3). Cost is unchanged. 4 Japanese Marines (SNLF) fire 1-0-2. 5 Japanese Infantry Garrisons also cost 1pp. Firepowers (A–N–G) Units can have rated firepowers for Air (A), Naval (N), and Ground (G) combat. Firepower and Move ratings are noted at the four corners of each unit label: Air Firepower Naval Firepower Ground Firepower Move (Hexes) Combat Value (CV) CV is a measure of a unit’s strength. Units fire by rolling dice equal to their current CV, meaning a 3cv unit fires 3 dice. The current CV of a block is the number on the top edge of the block label from the owner’s point of view. Do not confuse this term with the abbreviation for a Carrier which is also CV. Step Reduction The strength of a block can vary between 1cv and 4cv; some units have a lower maximum strength. For each hit taken in combat, strength is reduced by rotating the block 90 degrees counter-clockwise. The diagram below shows the same BB unit at 4cv, 3cv, and 2cv. EXCEPTION: An SHQ is not eliminated when it uses its last step (it remains at 1cv). 4cv 4 3cv 2cv VERSION 2.2 Pacific Victory tm 4.0 Movement Players can move any/all friendly units. Each unit has an operational movement rate of one or two hexes per turn. Half-hexes are fully playable. Each unit can move only once per turn. 4.1 Stacking Limits Stacking is the maximum number of blocks you may have in a hex (their actual strength is not relevant). Base size, major or minor, controls stacking. Stacking applies after all movement is completed; you may overstack during movement. In Battle Hexes stacking limits apply to each player. Air Stacking Minor Base: 1 unit. Major Base: 2 units. These limits apply to air units on the Ground. The stacking limit for air units in combat is always two (2) units. Naval Stacking Naval Stacking is six (6) units in any coastal or sea hex. Ground Stacking Minor Base: 1 unit. Major Base: 2 units. Important: Ground units cannot occupy a non-base hex. 4.2 Hexside Limits The Hexside Limit is the maximum number of Ground units that may cross a hexside into a battle. The limit is ignored for non-combat movement. The limit is either 1–2 Ground units depending on hexside terrain. Hexside Limits apply only to Ground units moving by land. Air/Naval units ignore them, as do Ground units moving amphibiously. The limit is two (2) units per Clear hexside, and one (1) unit per Jungle or Desert hexside. Mountain hexsides are impassable except along a railway (limit of one unit). 4.3 Hex Control Each hex is either Friendly, Neutral, or Enemy controlled. All units control the hex they occupy. Exception: Submarines never control the land portion of a coastal hex. They cannot capture or control an enemy base. Vacant sea hexes are neutral, as are hexes without a base. Neutral hexes do not affect movement or supply. Movement through hexes does NOT change control. © 2006 Columbia Games Inc. 4.31 Base Control Bases are friendly to their original owner, even if vacant. A base is immediately captured when occupied solely by enemy Ground or Naval units (except Submarines). Captured bases revert to enemy control if vacated. Bases are never neutral. Supply cannot be traced through enemy bases, even if vacant (except by Submarines). Movement (Operational, Rebase, or Strategic) is permitted through a vacant enemy base, but only Operational Moves can stop there. 4.32 Hex Control Priority Air units cannot change control of hexes, thus they cannot land on enemy controlled bases. Air units can maintain control of Land/Coastal hexes, but must retreat from an attacking enemy Ground unit after a battle. Naval units control Sea Hexes, and Coastal hexes if no enemy units are present. If enemy Air or Ground units are present, Naval units may Blockade (5.8). Ground units control Land/Coastal hexes only. They force enemy Air to retreat, and enemy Naval to Retreat or Blockade, after a battle. 4.4 Pinning Attacking units prevent an equal number of defending units (all types) from moving. This is called Pinning.The defending player chooses which units are pinned. The “unpinned” units may leave the hex and move (operationally, strategically, or rebase) and may attack elsewhere. 4.5 Air Movement Air units fly one hex, engage in combat, and must land on a friendly base within one hex. Air units may instead Rebase up to four (4) hexes to a friendly (unengaged) supplied base. They ignore terrain and Hexside Limits, and may fly over enemy units or bases. 4.51 Airbase Stacking Air units must always end their turn at a friendly base. A Minor base can hold one (1) air unit; a Major base can hold two (2) air units. Air units in combat must land immediately after their battle is resolved. They may land at any friendly base, including one that is captured this turn. Air units which cannot land are eliminated. 5 Movement Types In Pacific Victory there are three broad types of movement. Operational Movement is 1-2 hexes and allows combat. Rebase Movement is for Air and Naval (including Marines) only. Rebase moves can be up to 4 hexes to a Friendly base. Strategic Moves (and Strategic Attacks) require the activation of the SHQ. Strategic moves allow all units to move by sea any distance to a Friendly base. Strategic moves are required to enter or leave Panama or South Africa. There are also several types of Strategic Attacks (4.9). Movement Example The example below shows an amphibious attack against Saipan where four Japanese units are defending. The Allied player wins the initiative and opts to move first: Player 1 (US) moves six units (SS2, CV3, CV3, BB4, CA4, MA3) from Wake to Saipan, held by four (NA2, SS2, CA3, IN3) Japanese units. Player 2 (Japan) elects to add two more units to the battle, a NA3 from Iwo Jima and a BB3 from Tokyo. This Battle of Saipan, unlike the historical battle fought in Jun44, is unlikely to be a “Turkey Shoot” for the American forces. Hex Control Hex control affects Strategic Movement, Production, Supply, and Victory. Each hex is either Friendly, Neutral, or Enemy controlled. Captured bases revert to enemy control if you vacate that hex. In short, enemy bases must always be garrisoned with at least one unit (no Submarines) to remain under your control. Naval units can Blockade (5.8) a Ground/Air unit if there are no enemy Naval units present. A base is immediately captured when occupied solely by enemy Ground or Naval units. Zones of Control Units do not control adjacent hexes; there are no Zones of Control (ZOC) in this game. Vacant Bases Vacant bases are friendly to their original owner for all purposes. Enemy units may traverse a vacant base but, unless other units take control of the base (operational move required), supply cannot be traced through the bypassed hex. Pinning Example Two units attack five. At least two defenders are pinned, but up to three (defender choice) may move. Pinned units may not be exchanged for other units. The units that leave may attack another hex. VERSION 2.2 Pacific Victory tm 4.52 Combat Air Patrol (CAP) Air units may fly one (1) hex range to a hex without any enemy units present for Combat Air Patrol (CAP) mission with the intention of hindering enemy movement and retreat routes. Enemy units may move to the hex and engage CAP missions. CAP missions must return to any friendly base in range at the end of the combat phase. 4.6 Naval Movement Naval units and Marines move two (2) hexes operationally. They must stop when they enter an enemy-occupied hex, but may traverse a vacant enemy base, or a hex blockaded by friendly units. Exception: Submarines may move, retreat, and trace supply through enemy controlled hexes and units. Naval units and Marines may Rebase up to four (4) hexes to a friendly (unengaged) supplied base. Vacant enemy bases may be traversed (but not occupied) when moving this way. 4.7 Ground Movement Ground units move one (1) hex but cannot cross a Sea hexside by normal movement. They can only move at sea with Strategic Moves. 4.8 Strategic Movement Strategic moves of any type must be declared and the type of move must be specified. Strategic Movement is controlled by the Headquarters unit (SHQ). During the movement phase a player may activate (reveal) their SHQ to obtain strategic movement. The number of strategic moves received is equal to the current SHQ strength meaning a SHQ3 gives three (3) strategic moves. After movement the SHQ is reduced one (1) step and turned upright. SHQ steps are replaced during the Logistics Phase. Strategic HQs can only be activated once per movement phase. Exception: Activating a SHQ 1 does not eliminate it. This means a player always has at least one (1) strategic move. 4.81 Strategic Movement Strategic movement costs one (1) Strategic move per unit. The unit can move any distance to a friendly base (provided the route is not blocked by enemy units). Strategic moves are handy to move units to a Home Base for cheaper rebuilding, and are mandatory for Allied units to enter or leave Panama or South Africa. © 2006 Columbia Games Inc. Important: Strategic movement is not permitted to enemy, battle or blockade hexes or to unsupplied bases. Vacant enemy bases may be traversed (but not occupied) when moving this way. 4.9 Strategic Attacks Strategic Moves can be expended to conduct Strategic Attacks. Each of these allow special or long-range combat. Strategic attacks are resolved at the same time as other attacks. Strategic Attacks are not allowed into vacant hexes. Important: Player 2 cannot use any of these attacks to respond to battles started by Player 1. However, Player 2 may use any of them to start new battles. 4.91 Infantry Sea Invasion Infantry Sea Invasions (5.7) cost two (2) Strategic Moves per unit. Invasion Range is two (2) hexes. The invading unit must begin its move in a base; it cannot remain at sea from turn to turn. Invading units can only retreat to the base they invaded from and are immediately eliminated if forced to retreat elsewhere. 4.92 Carrier Raid Carrier Raids cost two (2) Strategic Moves per carrier task force, defined as one CV and one escort (CA or BB) unit. The force must begin in a major base, move up to six (6) hexes, engage in combat for one round, but must then return to its starting base. Carrier Raids can participate in a battle for the first combat round, subject to stacking limits. Overrunning Enemy Units Players have the option to move Naval units (and invading marines/infantry) through enemy units provided the blocking units are engaged by an equal or greater number of friendly units. Unit type is not relevant for the blocking units since the moving player cannot see them, he must engage them 1 for 1. NOTE: Either player can overrun. Example: American units occupy Midway, Wake, and Kwajalein. Japanese units occupy Saipan and have two units in the Sea hex between Saipan and Kwajalein. The Allied player moves one naval unit from Midway, and one Air unit from Wake to engage the two Japanese units in the Sea hex. Six naval units may now move from Kwajalein through the Sea hex to attack Saipan. Keep in mind that failure to defeat the blocking Japanese units could lead to supply and retreat problems for the Allied fleet attacking Saipan. Strategic Attack Retreats After one round of combat units that attacked strategically are immediately withdrawn from the battle and returned directly to their starting base. They may bypass enemy units if needed. If the starting base is now enemy controlled, move those units directly to Panama (US), South Africa (British), or Tokyo (Japanese). 4.93 Submarine Patrol Submarine Patrols cost one (1) Strategic Move per SS unit. The unit must begin in a major base, can move up to six (6) hexes (even through enemy controlled hexes and units), engage in combat for one round, but must then return to its starting base. SS Patrols can participate in a battle for the first combat round, subject to stacking limits. 4.94 Strategic Bombing Strategic Bombing costs one (1) Strategic Move per Air unit. Each unit can fly two (2) hexes, engage in combat for one round, but must then return to its starting base. Air units employing this move have Aø combat meaning they cannot target enemy air units, but can be targeted by them. Strategic Bombers can participate in a battle for the first combat round, subject to air stacking limits. 6 VERSION 2.2 Pacific Victory tm 5.0 Combat 5.31 Combat Value (CV) Both players must complete their respective Movement Phases before starting Combat. CV is a measure of a unit’s strength. The current CV of a unit is the number on the top edge of the label from the owner’s point of view. 5.1 Battle Hexes 5.32 Firepower Combat occurs when opposing units occupy the same hex. All battles must be resolved. Battles in several hexes are likely, and each is resolved in a sequence chosen by Player 1. Combat in any Battle Hex must be entirely resolved before proceeding to the next. Units are not revealed until their battle is resolved. 5.11 Combat Stacking In Battle Hexes stacking limits apply to each player. Note: Carriers count towards naval stacking, not Air Stacking. Marine units and Infantry conducting Sea Invasions count as naval units until they land, then they count toward Ground stacking. 5.2 Combat Rounds Battles are fought for a maximum of three (3) combat rounds. A Combat Round involves firing (or retreating) each unit in a Battle Hex in the Combat Sequence. After each unit has fired once, repeat the Combat Sequence for the second and third rounds as necessary. If, at the end of the third combat round, the attacking units have not defeated the defending forces, they must retreat, except as noted under Blockade (5.8). 5.21 Combat Turns During each Combat Round, all units have a Combat Turn. This is the order in which units Fire (5.3) OR Retreat (5.5). Air Units: Naval Units: Ground Units: 1. Naval Air 2. Army Air 3. Carrier 4. Submarine 5. Battleship 6. Cruiser 7. Marine 8. Infantry With like units the Defender fires (or retreats) first. Hence, defending Carriers fire (or retreat) before attacking Carriers. 5.3 Firing Units To fire a unit, roll dice equal to its cv (a 3cv unit rolls 3 dice). A hit is scored for each die roll equal to or lower than the unit’s Firepower. © 2006 Columbia Games Inc. Units can be rated for “A” (Air), “N” (Naval), and “G” (Ground) firepowers: A1/N1/G1: 1’s are hits A2/N2/G2: 1’s & 2’s are hits A3/N3/G3: 1’s, 2’s & 3’s are hits Example: to fire a 3cv Infantry, roll 3 dice. Infantry, rated G2, score hits on rolls of “1” or “2”. Other numbers are misses. 5.4 Target Groups Enemy units cannot be targeted individually. Firing is done on one declared target group. There are three target groups: Air, Naval, or Ground units. Some units have only one firepower type and can only fire on the same target group. For example, a Submarine can only fire on naval units. Some units can fire at two or three target groups, however they still fire only once per combat round. Naval Air, for example, can fire at Air units (A2), or at Naval units (N3), or at Ground units (G1). Such units must declare their target group before firing, but this can change from unit to unit and round to round. If no declaration is made, the target group is assumed to be their own type, meaning an Air unit always targets enemy Air units (if present) unless it declares otherwise. A single unit can never divide its fire between two or more target groups. For example, a Battleship 3 cannot fire 2cv at Naval units, and 1cv at Air units. 5.43 Air to Surface combat Air units use their “G” firepower to attack Ground units, or their “N” firepower to attack Naval units. Air to Surface combat may occur even when enemy Air units are present. 5.44 Surface to Air (Flak) Naval and Ground units use their Air Firepower to "flak" air units, but only if their target group has been attacked from the air in that combat round. That is, if enemy air fires on naval targets, then naval flak is allowed - otherwise not. Exception: Carriers have attached aircraft, not just AA guns. They can elect to fire on any available target type even if they are not attacked by that type. 7 Battle Stacking Regardless of base size, maximum battle stacking for attacking is ten (10) units, namely 2 Air, 6 Naval, and 2 Ground per player. Note that a player, limited to one Air and one Ground unit defending a minor base, can be attacked by two Air and two Ground units. Ground units cannot occupy a non-base hex. Battle Defender The defender in any battle is the player who controlled the hex at the beginning of the Game Turn, or if the hex was Neutral, then the Defender is Player 1. Any unit defending a hex at the start of the turn grants the status of Defender to ALL friendly forces entering this hex to contest an enemy attack. An optional Air Search routine can modify this status. Air Search Combat First strike for like units in Naval Combat can be determined randomly, modified by Air strength. Both players roll two dice (2d6) and add 1 for each AIR step in the Battle Hex, including Carriers (also include CV from Strategic Attacks). For example, a player with AF3 and CV2 in a battle rolls 2d6+5. The player with the highest total discovers the enemy fleet first, and gains the advantage of first strike with like units for the entire battle. That is, if the Attacker wins the Search Roll, attacking Carriers fire before defending carriers. Note: Air Search does not affect the status of Defender in the hex. Only Naval combat including submarines changes, not Air or Ground combat. ASW Combat If this option is used Submarines become their own target group. Submarines can be attacked only by Anti-Submarine Warfare (ASW) combat. Allied naval units (except CV) have ASW firepower of N2 and the Japanese have N1. The firepowers of Air units, Carriers and Submarines are unchanged. Banzai During Ground combat the Japanese player may choose to make a Banzai attack with Infantry or Marine units. The unit acquires G3 firepower for one fire against a designated target unit, but is then eliminated unless it eliminates the target unit. Unsupplied units cannot make a Banzai attack. Fanatic Defense Japanese Infantry and Marines have D2 defending any terrain, but cannot retreat. Combat Round 4 A fourth Combat Round is played which functions as a pursuit round. In this round the Defender can fire, but the Attacker must retreat in the normal combat sequence. Because of the combat sequence, only “faster” defending units will have the chance to fire. VERSION 2.2 Pacific Victory tm 5.45 Shore Bombardment Naval units use their “G” firepower (if any) to attack Ground units in the same Battle Hex. Shore Bombardment cannot be done if any enemy naval units are defending the Battle Hex at the instant of fire. That is, a player must have Sea Control (which may only have been gained earlier in the same combat round) before shore bombardment is allowed. 5.46 Hit Allocation Hits are distributed among all units of the target group, strongest units first. That is, when firing against Naval units, hits are distributed among all enemy Naval units. When two or more target units share the highest strength, the owner chooses which to reduce. Excess hits on a target group are wasted. For this reason, units should be fired individually. Infantry and Marine units cannot be eliminated by Air or Naval fire. They can be reduced to 1cv (not 1/2 cv), but are immune to further loss except from Ground units. Exception: Infantry and Marines at sea in a pending invasion are naval targets and can be eliminated by Air or Naval fire. 5.47 Double Defense (D2) Ground units have D2 defending Jungle or Mountain terrain, or any Major Base. Units with D2 lose one step for every two (2) hits from attacking forces. Record one hit with a one eighth rotation, but firepower is not affected until the second hit is taken. A unit with a “halfhit” must take the next hit received by that target type. Half-hits are recovered when a battle ends, or if the affected unit retreats. 5.5 Retreats Units can retreat (instead of firing) in the 1st, 2nd or 3rd Combat Rounds. Hexside Limits apply to each Combat Round which allows a gradual retreat. After the 3rd Combat Round, the battle ends with the following procedure: 1. Attacking Ground units Retreat from Defending Ground units. 2. Attacking Air units Retreat from any Defending units. 3. Attacking Naval units Retreat from enemy Naval units, but may Blockade (5.8) defending Air or Ground units. Retreating units must obey Stacking and Hexside Limits. Units that cannot retreat when the battle ends are eliminated. © 2006 Columbia Games Inc. 5.51 Retreat Hexes Units retreat their normal Operational Movement rate with priority below: (a) Friendly hex (b) Neutral hex That is, units must retreat to a Friendly hex, if possible, or to a Neutral hex if no Friendly hex is available. Retreating to Battle Hexes or Enemy hexes is not permitted. Naval units can retreat to hex which other friendly units are blockading. Combat Example In the Guadalcanal hex, three American units are defending: MA1, CA3, and CV2. Four Japanese units are attacking from Rabaul: CV2, CA2, NA3, and IN2. Note that the units are shown with their current strengths oriented towards the enemy units. 5.6 Regrouping When a battle ends, the Victor (only) may Regroup, meaning he can (at the instant of victory only) Retreat any/all units normally from the victory hex, and/or Reinforce that hex with any/all adjacent units. Hexside Limits are ignored for Regrouping, but Stacking Limits do apply. Infantry cannot regroup by sea. Regrouping units may not attack or occupy enemy bases. IMPORTANT: The Victor in a battle must control both the land and sea portions of a hex to Regroup (ie. establishing a blockade is not enough). 5.7 Sea Invasions Sea Invasions are attacks by Marines or Infantry (4.91) into an enemy hex via a sea hexside. They may invade any coastal hex, provided they do not exceed a move of two hexes. Ground units cannot remain at sea from turn to turn. Note: A vacant base may be captured by a naval unit (except a Submarine); an invasion is not required. 5.71 Invasion Landings Invading units cannot land until all enemy Naval units in the Battle Hex have retreated or been eliminated. Invading units may then move ashore in the landing phase and initiate Ground combat. The landing phase occurs after cruisers fire each round. Invading units may choose to postpone a landing until the landing phase in rounds 2 or 3 if desired. Invading units fire in the same round they land. Marines, whether attacking or defending, always fire before Infantry. Round 1: The Japanese Naval Air (first combat turn) fires at N3 and scores one hit which is applied to the 3cv Cruiser (largest naval unit) reducing it to 2cv. The American Carrier fires at N3 and scores one hit which is applied to the Japanese Cruiser (Japanese player may choose which naval unit takes the hit since they are all equal strength). The Japanese Carrier fires at N3 and scores a hit which is applied to the Cruiser. The American Cruiser fires at N1 and misses. The Japanese Cruiser fires at N1 and scores one hit which must be applied to the American Carrier (now 1cv). The Japanese Infantry cannot land since enemy naval units are present. The American marine unit cannot fire (no target). Round 2: The Japanese Naval Air fires at N3 and scores one hit which eliminates the 1cv Cruiser. The American Carrier chooses to retreat from the hex. The Japanese Carrier and Cruiser cannot fire (Ground targets cannot be reduced below 1cv). The Japanese Infantry lands. The American Marine unit fire at G3 but misses. The Japanese Infantry fires at G2 and scores one hit which is applied as a half-hit (jungle) to the marine. Round 3: None of the Japanese Air/Naval assets affect the battle since the American Marine is 1cv (or less). The Marine fires at G3 and scores a hit. The 1cv Japanese Infantry which remains fires G2 but misses. This ends the battle. The Japanese Infantry must retreat and returns to Rabaul. The Naval Air unit also returns to Rabaul. The Japanese Carrier and Cruiser remain face-up to blockade the hex. The American Marine has a half-hit but is restored to 1cv. Although unsupplied the Marine is not eliminated (last step immune to supply attrition) but it may not be built. The blockading naval units are not buildable. Until they move ashore, invading units are naval targets and may not fire. After landing, invading units are Ground targets. Important: Marine units and Infantry conducting Sea Invasions count toward stacking as naval units until they land, then they count toward Ground stacking. 8 VERSION 2.2 Pacific Victory tm 5.8 Blockades Attacking naval units can declare a naval Blockade of an enemy base (instead of retreating) provided no enemy Naval units are present to contest the hex. Blockading units must remain face-up. • Unsupplied units cannot initiate or maintain a Blockade. • Blockading units have Sea Control. This means that enemy sea movement and Sea Supply into or through that hex are prohibited. Conversely, friendly naval movement and supply into or through a blockaded hex is allowed. • A Blockaded player controls the land area of a hex. This means blockaded Ground units can enter or leave the hex by Ground movement, and enemy Air units can land in a blockaded hex. • Units dependent on a base for supply become unsupplied if that base is blockaded. The effect can be deadly! Blockaded units are NOT unsupplied if they have a Rail Supply line. • Production Points in a blockaded base are neutralized and cannot be used or counted by either player even if Rail Supply is available. • Air units can Move or Retreat, but NOT Rebase to a blockaded hex. Air units landing at a blockaded hex will be unsupplied and subject to attrition. • Naval units cannot Retreat or Rebase to a blockaded hex. Either player can move operationally to a blockade hex. • Combat is not mandatory in Blockade Hexes, unless the blockaded player moves a naval unit into the hex. Every Combat Phase either player may initiate normal combat with the units present and/or with new units added to the hex. The blockading units are considered the attackers in the battle regardless of which player opted for combat. • Blockading units pin an equal number of defending units. • In Jungle Hexes, blockades can be maintained but not established during the Monsoon Season (likewise in the North Pacific during winter and in Typhoon hexes). • The blockading player can end a blockade simply by moving his units away during the movement phase. © 2006 Columbia Games Inc. 6.0 Weather 6.1 Monsoons Monsoon weather affects the JUN turn in all hexes with Jungle terrain. Units can enter, leave, or move within these Monsoon hexes, but cannot engage in combat or capture enemy bases. Rebase and Strategic moves are allowed. Note: Units which begin their turn in a Monsoon hex cannot attack even if they leave the monsoon region. 6.2 North Pacific The region north of the blue dashed line is notorious for storms in winter and dense fogs in late spring. In DEC and MAR turns, units can enter, leave, or move within the zone, but cannot engage in combat or capture enemy bases. Rebase and Strategic moves are allowed. 6.3 Typhoons There are six typhoon hexes marked on the map. During each SEP game turn the player who loses the Initiative rolls one die. The number rolled indicates the center of a particularly destructive typhoon. All units in that hex, and in each adjacent hex, are affected by the storm. Units within the typhoon zone cannot move, not even to leave the zone, nor can units move into or through the zone. 7.0 LOGISTICS Blockades Blockade hexes are unique; one player controls the land, one the water, but the player controlling the land has ultimate control of the hex and is the defender in battles. Hence, a Battleship after three rounds of combat blockades an enemy infantry unit. The Battleship does not control the hex (the infantry unit does) but it does interdict all enemy Sea Movement and Sea Supply. Since control of the land does not change with a blockade, the blockaded player can land aircraft in such hexes. However, these Air units will, unless they have Rail Supply, be unsupplied and subject to supply attrition. Blockades can be deadly because they may isolate a Major base and thereby collapse a Supply Chain. An entire fleet may find itself unsupplied because one enemy cruiser blockades a Major Base some distance away. Remember, however, that an unsupplied naval unit cannot initiate or maintain a blockade. Submarines are particularly deadly because they can move through, and trace supply through, an enemy controlled hex. Typhoons Named from the Chinese tai-fung, meaning “great wind”, typhoons are the Pacific equivalent of hurricanes. Wind speeds can exceed 150 knots. There are typically 12-18 typhoons every season, some worse than others, but all bad for local shipping. A major storm 300 miles east of the Philippines sank three US destroyers in Dec/44, and another in Oct/45 caused great damage to the US fleet moored in Okinawa (where the planned invasion of Japan in Nov/45 would have been assembling had the war not ended in Aug/45). Each Game Turn ends with a Logistics Phase during which Supply and Replacements are determined. 7.1 Supply The supply of all units is determined during the Logistics Phase. Unsupplied units cannot build steps this phase and are subject to immediate supply attrition. Important: No unit can cut enemy supply when it is itself out of supply. 7.11 Supply Sources Supply Sources are supplied Major Bases. Units are supplied when they are located on a supplied Major Base, or are one (1) or two (2) hexes from a supplied Major Base. Supply cannot be traced through enemy hexes (except by submarines) or impassable hexsides. Important: Supply cannot be traced through a vacant enemy controlled Base. 9 VERSION 2.2 Pacific Victory tm 7.12 Supply Chains 7.22 Economic Centers A Major Base is supplied when it can trace a continuous Supply Chain of friendly Major Bases, each no more than three (3) hexes apart, terminating in a friendly Home Base. Supply Chains may enter or traverse a Neutral hex, but NOT an Enemy or a Blockaded hex. The Japanese begin the game (Dec 41) with economic centers worth 8pp, while the Allies have 41pp. Captured bases do count toward PP totals but they must be garrisoned or control reverts back to the original owner (Dutch PPs are British). A Major Base must be supplied to function as a Supply Source for units, meaning it can trace an unbroken chain of friendly Major Bases to a Home Base. Each link in the supply chain can be no more than three hexes apart (except for the last link to a map box (see 7.12). Example Allied supply chains are given. American and British PPs are counted and spent separately on their respective units. Japanese PPs captured by the Allies may be allocated to either total.  Fiji – Tahiti – Panama.  Fiji – Samoa – Panama.  Fiji – Auckland – Melbourne – Perth – South Africa.  SAIPAN – Kwajalein – Hawaii – San Diego.  MANILA – Darwin – New Caledonia – Samoa – Panama.  MANILA – Batavia – South Africa. Map Boxes have special links that may be longer than three hexes. These are the only supply routes from the box. South Africa: Bombay, Ceylon, Batavia, or Perth. Panama: San Diego, Hawaii, Samoa, or Tahiti. 7.13 Rail Supply Railways allow a Supply Line to be traced to a friendly base. A Rail Supply Line cannot exceed two (2) hexes. Rail and sea supply lines may be combined. Example: Calcutta is blockaded by Japanese naval units. Normally, enemy units in a blockaded base are unsupplied, but Calcutta has a Rail Line to Bombay and therefore remains supplied. Naturally, if Bombay is also blockaded or captured by the Japanese, both bases are unsupplied. 7.14 Unsupplied Effects All unsupplied units are subject to loss of one step in the Logistics Phase. Unsupplied Infantry and Marines are reduced to G1 firepower. Exception: Infantry and Marine units at 1cv are immune to supply attrition. Unsupplied units cannot receive replacements. 7.15 Allied Cross-Supply Allied bases and units can trace supply to either Panama or South Africa. British units tracing to Panama avoid attrition, but rebuilding costs are tripled. The same applies to USA units tracing to S. Africa. 7.2 Replacements After the supply and attrition of units is determined, players simultaneously receive and deploy replacements. Remember: Unsupplied units cannot receive replacements. 7.21 Production Points (PP) Both players have a number of Production Points (PPs) that vary with control of economic centers on the map. Players expend their PPs to build new units or add steps to existing units. © 2006 Columbia Games Inc. 7.23 Economic Supply Economic Centers must be in Sea Supply to provide PPs. Like units, they must be able to trace one or two hexes to a supplied Major Base and then have a valid Supply Chain back to a Home Base (crosssupply OK). Blockaded bases and/or bases without Sea Supply provide no PPs. 7.24 Unit Costs Each unit has a cost per step as noted on the Unit Data Table. Units can only be built-up at friendly bases with Sea Supply. Their cost is normal at Home Bases, but double elsewhere (see also 7.15). Hence, building a US Marine in Seattle costs 3pp per step, but doing so in Hawaii or Guadalcanal costs 6pp per step. The Allied SHQ may be built from either the British or American PP total. Multiple steps can be added to the same unit in one turn. Unspent PPs are forfeit. 7.25 Indian Forces Indian forces are five infantry corps. These units must be built at a Sea-supplied Major Base in India (including Ceylon); they cannot be built in South Africa. Steps may be added in India for 1pp, and 2pp elsewhere. 7.26 Anzac Forces Anzac forces are three (3) infantry corps, one Royal Australian Air Force (RAAF) and one Royal Australian Navy (RAN) cruiser. These units have special replacement costs. New Anzac infantry units must be built at a Sea-supplied Major Base in Australia. They cannot be built in New Zealand or South Africa. Additional Infantry steps cost 1pp in Australia, and 2pp elsewhere. Supply Chains Example 1: if Samoa is occupied by the Japanese, and Tahiti is also occupied (or Blockaded) then supply chains  and  are cut. Fiji would still be in supply provided it has a supply link to South Africa such as . Example 2: Supply chain  requires that Saipan and Kwajalein, being Japanese bases, remain controlled by Allied units. This means both land and sea control. A Blockade is not sufficient to establish a supply link, although it is sufficient to break an enemy one. Example 3: Supply Chains to Panama  and South Africa  are shown. If the Panama link is cut, the Manila 1pp cannot be counted by the Allies, and American units dependent on Panama for supply cannot be built. If these units are supplied to South Africa, they cost triple Sea Supply vs Rail Supply Rail Supply prevents supply attrition for units but is not sufficient to rebuild units or to generate PPs at an Economic Center (Sea Supply is required). The Death Railway The railroad running from Bangkok to Rangoon, the infamous “death railway”, was not completed until late 1943, but there was a good road connection. To reflect this, count this link as being two hexes in a Rail Supply line. Hence, tracing Rail Supply from Rangoon to Saigon (or Singapore) is not allowed. The Burma Road The “railroad” from Kunming to Burma represents the Burma Road. Since China is not in play, this has no game effect. Anzac Air and Naval units can be built in Sydney or Melbourne for a cost of 2pp, or 4pp elsewhere. 10 VERSION 2.2 Pacific Victory tm 7.27 Replacement Pool 8.12 Indian Surrender EXAMPLE: Japanese Builds All units not deployed on the map can be built, as desired, with available PPs during Logistics Phases. It is best if offboard units are also kept upright to maintain fog of war re build choices. India surrenders if the three major bases (Bombay, Ceylon, and Calcutta) are Japanese occupied (not just blockaded). All surviving Allied units (including US units) within India are eliminated. Indian infantry cannot be rebuilt until a major base in India is liberated. Other Allied units that surrender can be built normally. All Indian bases must still be garrisoned or they revert to Allied control. The Japanese player has 14pp and elects to build two (2) new units and four (4) steps to three existing units: 8.13 Australian Surrender EXAMPLE: Allied Builds Exception: four USA units have a date “43” in their upper right corner. These units cannot be included in the Production Pool until the Mar43 Turn. 7.3 Merging Units of EXACTLY the same type, located in the same hex, may be freely merged (but not divided) during the Logistics Phase. Units eliminated by merging can be rebuilt in the same turn. Merging is prohibited at any other time. EXAMPLE: two USA Infantry units each at 2cv may be merged into a 4cv unit or transferred into 3cv and 1cv units. 8.0 Scenarios Players have the option to play one of three scenarios: 1941: Rising Sun 4 hours 1942: High Noon 3 hours 1943: Setting Sun 2 hours Each game has the same victory conditions, but starts at a later point of the war. Gameplay times for experienced players are given. 8.1 Victory Levels Pacific Victory is played until one player gains a Decisive Victory, or until completion of the Jun/45 Turn. At this time, the Japanese player totals Victory Points (VPs) and consults the table below: VPs 20+ 15–19 10–14 5-9 0-4 Victory LevelTPs Japanese Decisive 3 Japanese Marginal 2 Stalemate 1/1 Allied Marginal 2 Allied Decisive 3 Australia surrenders if the five major bases (Darwin, Perth, Brisbane, Sydney, and Melbourne) are Japanese occupied (not just blockaded). Any surviving Allied units (including US units) within Australia are eliminated. Anzac forces (Air, Naval, and Ground) cannot be rebuilt until Melbourne or Sydney are liberated. Other Allied units that surrender can be built normally. 8.2 Deploying Units Each scenario gives the strength and location of starting forces. Place units in the hexes indicated, standing upright at their noted strength. Hence, BB3 indicates a Battleship at strength 3 and NA2 indicates a Naval Air at strength 2. UNIT LOCATIONCOST GA1 HAKODATE (Home) 1pp AF2TOKYO (Home) 4pp IN3TOKYO (Home) 3pp CA1SINGAPORE 4pp IN1SIAM 2pp TOTAL 14pp The Allied player with 23pp American and 12pp British makes the following builds: UNIT LOCATIONCOST HQ1PANAMA (Home) 5pp CV2PANAMA (Home) 10pp AF2SEATTLE (Home) 4pp IN2 HAWAII 4pp USA TOTAL 23pp IN1CALCUTTA (Home) 1pp IN1CEYLON (Home) 1pp IN1RANGOON 2pp BB1SOUTH AFRICA (Home) 4pp IN2 BRISBANE (Home) 2pp CA1SYDNEY (Home) 2pp BRITISH TOTAL 12pp 8.21 Free Deployment Free deployment allows players to devise their own unique war-opening strategies and better reflects the fog of war of initial enemy deployments. •Deploy units for any scenario. •Switch units as desired from base to base, but keep all units at their current strength, and maintain the same total number of units at each deployment location. Exception: In the 1941 scenario, the Allied player cannot adjust Pearl Harbor forces because anything significant deployed there would have been sunk or damaged in the raid. Victory Points are equal to supplied Production Points. Tourney Points (TPs) can be used to compare game results. 8.11 Decisive Victory The game ends immediately if a player holds a Decisive Victory after any Game Turn. © 2006 Columbia Games Inc. 11 VERSION 2.2 Pacific Victory tm JAPAN: 8pp Tokyo: SHQ4, IN3, AF1, NA2, BB3 Ise, CV1 Zuiho. Kure: IN2, MA1, BB3 Nagato, BB1 Yamato. Hakodate: IN1, CA1. Okinawa: IN1. Formosa: IN2, IN1, NA3, AF2, SS2, CA2. Hainan: IN3, CA3. Saigon: IN2, NA3, AF3, BB2 Fuso, CA3. Palau: GA1, MA1, CV1 Hosho, CA2. Truk: IN2, SS3, CA2. Saipan: IN1. Kwajalein: IN1, MA1, NA2, SS3, CA2. Air Fleet: CV2 Shokaku, CV4 Akagi, BB2 Kongo, CA1. See: note below. Special Rules IJN Air Fleet The game starts assuming the Japanese airstrike on Pearl Harbor has occurred. The Air Fleet is deployed in Kure or Truk, but cannot move in the opening turn. Philippine Army The infantry unit in Manila represents the Philippine Army and it cannot be withdrawn from this hex. Other units can flee the islands once the war starts. The Philippine Army can be built (cost 2pp per step) if Manila remains supplied. If eliminated, the unit may be rebuilt in a USA Home Base as an American Infantry. ALLIES: 41pp United States: 24pp Dutch Harbor: CA2. Anchorage: IN1, AF1. Seattle: IN1, AF1. San Francisco: IN2. San Diego: IN1. Panama: SHQ3, MA1, AF1, CV1 Saratoga, CA2, BB3 New Mexico. Hawaii: IN2, AF2, SS2, CA3, BB1 Tennessee. Midway: AF1. Johnston Island: CV2 Enterprise, CA2, CA2. Samoa: CA1. Manila: IN2, AF2, SS2. Davao: CA1. Borneo: CA1. British Empire: 17pp South Africa: CV1 Illustrious. Bombay: IN1. Ceylon: IN1, CA2. Calcutta: IN2. Rangoon: IN1. Singapore: IN3, BB2 King George V, RAF1. Sydney: IN1 (au). Brisbane: IN1 (au), CA2 (ran). Port Moresby: IN1 (au). NOTE: Ship names are classes, not individual ships. 1941 SHQ NA AF CV SS BB CA MA IN Units Steps Cost JAPANALLIES 1/4cv 1/3cv 4/10cv ••• 3/6cv 7/9cv 4/8cv 3/4cv 3/8cv 2/4cv 5/11cv 3/6cv 8/16cv 10/18cv 3/3cv 1/1cv 12/20cv 14/20cv 43 41 86cv 65cv 243pp 160pp Pearl Harbor Airstrike Pearl Harbor is a difficult event to simulate in a grand strategic game. It can be replayed before the game begins as a free Strategic Attack by the Japanese Air Fleet against a defending Pearl Harbor force of IN2, AF3, SS2, BB8, CA3. However, because the attack accomplished total surprise, catching US planes on the ground and ships in port, the following special rules apply: • Japanese carriers (CV6) fire first at N3 AND roll double dice (12). Losses are applied to the US BB units only. Japanese BB and CA (which escorted the carriers) cannot fire. • Surviving US BBs are the only Allied units that can return fire (hits on 1 only). Hits are applied only to the Japanese CV (representing lost aircraft). • There is only one combat round. The Japanese Air Fleet then retires to Kure or Truk. Star-Spangled Singapore During Lend-Lease negotiations in 1940 Churchill offered Singapore as a base to the US Pacific Fleet. The offer was intended to discourage Japanese aggression or, if that failed, to ensure America would be directly involved in the war. The offer, although attractive, was rejected because it might embroil America in colonial politics. On the assumption that the offer was accepted, the American player may deploy up to three naval units at Singapore. One of these can be the BB1 from Hawaii at 4cv since it would have escaped the Pearl Harbor attack. Surprise Attack The Japanese player always has the initiative in the first turn, and the Allies do not have Double Defense anywhere. © 2006 Columbia Games Inc. DEC/41: Rising Sun 12 VERSION 2.2 Pacific Victory tm japan: 14pp Tokyo: SHQ4, IN3, AF2, BB3 Ise, BB3 Nagato, BB1 Yamato, CA3. Kure: IN2, CV4 Akagi, BB2 Kongo, CA1. Hakodate: IN1. Kuriles: MA1, CV1 Zuiho, CA2. Formosa: IN1. Manila: IN2, AF2. Davao: CV1 Hosho, CA2. Palau: GA1. Bangkok: AF3. Rangoon: IN2. Singapore: IN2, BB2 Fuso, SS3. Palembang: GA1. Batavia: IN1. Borneo: CA3. Timor: NA2. Manokwari: IN1. Lae: IN1. Rabaul: MA1, NA2, SS2, CA3. Saipan: GA1, CA3. Guam: GA1. Wake: MA1. Truk: IN2, NA2, CV2 Shokaku, CA3. Kwajalein: IN1, NA2, SS3. Allies: 35pp United States: 23pp Anchorage: IN2, AF2. Dutch Harbor: CA2. Seattle: BB2 Tennessee, CA2. San Francisco: IN1. San Diego: CA2, CV2 Saratoga. Panama: SHQ3, MA1, BB2 South Dakota. Hawaii: IN3, AF3, CA3, CV3 Enterprise, BB3 New Mexico. Midway: AF1, SS3. Samoa: IN1. Fiji: MA1, CA2. New Hebrides: AF1. New Caledonia: IN1, CA3. British Empire: 12pp South Africa: CV1 Illustrious, BB2 King George V. Bombay: IN2. Ceylon: IN2, CA2. Madras: IN1, RAF2. Calcutta: IN3, AF2 (us). Dhaka: IN2. Darwin: IN1 (au). Perth: SS2 (us). Sydney: IN2 (au), AF1 (raaf), CA2 (ran). Brisbane: IN2 (us), SS1 (us). Townsville: AF1 (us). Port Moresby: IN1 (au). NOTE: Ship names are classes, not individual ships. JUN/42: High Noon 1942 SHQ NA AF CV SS BB CA MA IN Units Steps Cost JAPANALLIES 1/4cv 1/3cv 4/8cv ••• 3/7cv 8/13cv 4/8cv 3/6cv 3/8cv 3/6cv 5/11cv 4/9cv 8/20cv 8/18cv 3/3cv 2/2cv 16/23cv 14/24cv 47 43 92cv 81cv 251pp 207pp Special Rules Allied Naval Units The Allied CV Essex and BB Iowa units cannot be built until the March/43 turn. MacArthur’s War The map is divided into two commands: CPAC (Central Pacific Area) commanded by Admiral Nimitz, and SWPA (Southwest Pacific Area) commanded by General MacArthur. India was a separate (British) command. To support and supply MacArthur, the Americans must spend a minimum of 6pp every turn on American units located within MacArthur’s SWPA command - remember all American steps cost double in this theater. In addition, the Allied 4pp for Sydney, Melbourne, New Caledonia, and New Zealand must be spent on Anzac forces. American 6pp or Anzac 4pp that cannot be used are wasted. American Army and Air units that enter MacArthur’s area can never leave it until Manila is liberated; naval units can enter and leave. MacArthur’s War also makes an excellent three player game. Divide the Allies into two players, one commanding SWPA and INDIA, the other commanding CPAC and Alaska. The rules above still apply, although any worthy MacArthur player is unlikely to be happy with a miserable 6pp support from home. Note: MacArthur rules can also applied from the beginning of the game if desired. © 2006 Columbia Games Inc. 13 VERSION 2.2 Pacific Victory tm japan: 14pp Tokyo: SHQ2, AF2, IN3, BB2 Yamato, CA2. Hakodate: GA1. Kure: IN2, CV3 Zuiho, BB3 Ise, BB1 Nagato, CA3. Kuriles: GA1. Formosa: IN2. Manila: IN2. Davao: GA1. Rangoon: IN3, IN3. Bangkok: AF2. Singapore: IN2, CV2 Hosho, BB2 Fuso, CA2. Andamans: GA1. Palembang: GA1. Batavia: IN2. Borneo: GA1. Timor: NA2. Manokwari: IN2. Hollandia: AF2. Lae: IN3. Rabaul: IN3, NA3, SS2, CA2. Guam: GA1. Saipan: CA1. Wake: MA1, SS2. Truk: IN4, NA3, CV3 Shokaku, BB1 Kongo, CA2. Kwajalein: MA1, NA2, CA2, SS2. Tarawa: MA1. ALLIES: 35pp United States: 23pp Anchorage: AF2. Dutch Harbor: CA2. Attu: IN2, CA2. Seattle: AF2, BB3 Tennessee. San Francisco: IN2. San Diego: CV1 Saratoga, CA2. Panama: SHQ4, CV2 Essex, CV1 Essex, BB1 Iowa, CA3. Hawaii: IN3, AF2, SS2, CA3, CV2 Enterprise, BB2 New Mexico. Midway: SS3. Samoa: MA1. Fiji: MA2. New Hebrides: AF3. New Caledonia: IN1, CA3, BB2 South Dakota. Guadalcanal: IN2. British Empire: 12pp South Africa: CV2 Illustrious, BB3 King George V, CA3. Bombay: IN1. Ceylon: IN1, RAF2. Madras: IN2. Calcutta: IN3. Dhaka: IN3, AF3 (US). Darwin: AF2 (raaf), IN1 (au). Perth: SS3 (us). Sydney: CA2 (ran). Brisbane: IN2 (au), SS2 (us). Port Moresby: IN3 (au), IN2 (us), AF3 (us). JUN/43: Setting Sun 1943 SHQ NA AF CV SS BB CA MA IN Units Steps Cost JAPANALLIES 1/2cv 1/4cv 4/10cv ••• 3/6cv 8/19cv 3/8cv 4/10cv 3/6cv 5/8cv 5/9cv 5/11cv 7/14cv 8/20cv 3/3cv 2/3cv 19/38cv 14/28cv 48 47 96cv 103cv 235pp 267pp Special Rules Allied Submarines Beginning in SEP/43, all Allied submarines have N2 firepower to reflect their improved torpedoes. Kamikaze Starting this scenario the Japanese player has the option to declare, at the start of any battle, that one or more Naval Air unit(s) in this battle will be Kamikaze. Kamikaze have N3 firepower as normal, but target an Allied unit (such as a CV or a Marine unit), fire, then self destruct. All hits apply to the target unit. The decision to become Kamikaze cannot be changed. Kamikaze units can never be rebuilt. NOTE: Ship names are classes, not individual ships. © 2006 Columbia Games Inc. 14 VERSION 2.2 Index Air Units 3.1 Air Bases 4.51 Air Movement 4.5 Air Stacking 4.1, 5.11 Air Combat 5.43 CAP 4.52 Bases 2.2 Base Control 4.31 Battle Hexes 5.1 Combat 5.0 Combat Rounds 5.31 Combat Stacking 5.11 Combat Turns 5.21 Combat Value (CV) 5.31 Double Defense (D2) 5.47 Firepower 5.32 Firing Units 5.3 Target Groups 5.4 Flak 5.45 Ground Units 3.3 Ground Movement 4.7 Ground Stacking 4.1, 5.11 Hex Control 4.3 Hexside Limits 4.2 Kamikaze 1943 Scenario Logistics 7.0 Movement 4.0 Air Movement 4.5 Ground Movement 4.7 Naval Movement 4.6 Strategic Movement 4.8 Merging Units 7.3 Naval Units 3.2 Blockade 5.8 Naval Movement 4.6 Naval Stacking 4.1, 5.11 Neutral Hexes 4.3 © 2006 Columbia Games Inc. Pacific Victory tm Production Economic Centers Economic Supply Production Points Replacements Unit Costs Indian Forces Anzac Forces Rebase Movement Retreats Railways Rail Supply Scenarios Deploying Units Shore Bombardment Stacking Limits Strategic Movement Strategic Attacks Carrier Raids Sea Invasions Strategic Bombing Submarine Patrols Supply Allied Supply Cross-Supply Supply Sources Supply Chains Target Groups Terrain Victory Conditions Weather 15 7.0 7.22 7.23 7.21 7.2, 7.27 7.24 7.25 7.26 4.81 5.5 2.4 7.13 8.0 8.2 5.45 4.1 4.8 4.9 4.92 4.91 4.94 4.93 7.1 7.15 2.3, 7.15 7.11 7.12 5.4 2.0 8.1 6.0 DESIGN CREDITS Game Design: Tom Dalgliesh Developers: Grant Dalgliesh Cal Stengel Playtesters: Leonard Coufal Brian Weese Ellis Werchan Contributors: Charles F. Bryant, II Jamie Roberts Art: Eric Hotz (cover, units) Tom Dalgliesh (map) VERSION 2.2 Pacific Victory Play Charts tm Sequence of Play COMBAT SEQUENCE  Initiative Unit MoveCombat Step A–N–GCost  Player 1 Move a) Strategic Moves & Attacks (attacks are not resolved until the combat phase) b) Rebase moves (air/naval only) c) Operational Moves Air Determine Initiative with 2d6 roll. Highest total has the option to play first or second. Allies win ties.  Resolve Combat Resolve all battles in sequence determined by Player 1. See Combat Sequence.  LOGISTICS • Determine Supply. Unsupplied units lose 1 step (except Infantry/Marine Units are not reduced below 1cv). • Determine Production Points (PPs). American and British PPs are counted and spent separately. SHQ can be built with either total. • Steps can be added to existing units in Supplied Bases. Units cost double PP outside of Home Bases. STACKING CHART BaseAirNaval Ground Minor Major Sea 1 2 0 6 6 6 1 2 01 1 Marine units at sea are naval units. Infantry units making a Sea Invasion also count for naval stacking and take hits as naval units until they land. Marines cannot remain at sea from turn to turn. COLUMBIA GAMES, INC POB 3457, Blaine WA 98230 www.columbiagames.com © 2006, Columbia Games Inc. VERSION 2.2 Ground Repeat step  except pinned units cannot move. Naval  Player 2 Move NA Naval Air 1 2–3-1 3pp AF Army Air 1 2–2–2 2pp CV Carrier 2 2-3-1 5pp SS Submarine 2 0-2-0 3pp BB Battleship 2 1–2–2 4pp 2 0–1–1 2pp CA Cruiser Landing Phase: invader may land only if there are no opposing naval units. MA Marines 2 1–0–3 3pp IN Infantry 1 1–0–2 1pp 0 •••• 5pp SHQ Headquarter Note: Firepowers vary for some units from the values listed above. Check the unit when firing.