null  null
Pacific Victory
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:
[1] 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
[2] 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.
[3] 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
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 [2]. 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.
[4] 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.
[5] 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 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.
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
Pacific Victory
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
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,
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
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
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)
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).
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
Pacific Victory
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.
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
Naval Air
Army Air
Submarines2 2
Battleships3 2
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:
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
Pacific Victory
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
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.
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
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.
Pacific Victory
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.
Pacific Victory
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.
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
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.
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.
Pacific Victory
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
© 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.
Pacific Victory
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
• 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.
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.
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.
Pacific Victory
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.
[1] Fiji – Tahiti – Panama.
[2] Fiji – Samoa – Panama.
[3] Fiji – Auckland – Melbourne – Perth –
South Africa.
[4] SAIPAN – Kwajalein – Hawaii – San
[5] MANILA – Darwin – New Caledonia
– Samoa – Panama.
[6] 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
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
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
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 [1] and
[2] are cut. Fiji would still be in supply
provided it has a supply link to South Africa
such as [3].
Example 2: Supply chain [4] 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
[5] and South Africa [6] 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.
Pacific Victory
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:
Victory LevelTPs
Japanese Decisive
Japanese Marginal
Allied Marginal
Allied Decisive
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
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.
The Allied player with 23pp American and 12pp
British makes the following builds:
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
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
Pacific Victory
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,
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,
Sydney: IN1 (au).
Brisbane: IN1 (au), CA2 (ran).
Port Moresby: IN1 (au).
NOTE: Ship names are classes, not
individual ships.
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
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
Pacific Victory
japan: 14pp
Tokyo: SHQ4, IN3, AF2,
BB3 Ise, BB3 Nagato, BB1 Yamato,
Kure: IN2, CV4 Akagi, BB2 Kongo,
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
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)
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
Pacific Victory
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
Special Rules
Allied Submarines
Beginning in SEP/43, all Allied
submarines have N2 firepower to reflect
their improved torpedoes.
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
Air Units
Air Bases
Air Movement
Air Stacking
4.1, 5.11
Air Combat
Base Control
Battle Hexes
Combat Rounds
Combat Stacking
Combat Turns
Combat Value (CV)
Double Defense (D2)
Firing Units
Target Groups
Ground Units
Ground Movement
Ground Stacking
4.1, 5.11
Hex Control
Hexside Limits
1943 Scenario
Air Movement
Ground Movement
Naval Movement
Strategic Movement
Merging Units
Naval Units
Naval Movement
Naval Stacking
4.1, 5.11
Neutral Hexes
© 2006 Columbia Games Inc. Pacific Victory
Economic Centers
Economic Supply
Production Points
Unit Costs
Indian Forces
Anzac Forces
Rebase Movement
Rail Supply
Deploying Units
Shore Bombardment
Stacking Limits
Strategic Movement
Strategic Attacks
Carrier Raids
Sea Invasions
Strategic Bombing
Submarine Patrols
Allied Supply
Supply Sources
Supply Chains
Target Groups
Victory Conditions
7.2, 7.27
2.3, 7.15
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)
Pacific Victory
Play Charts
Sequence of Play
[1] Initiative
MoveCombat Step
[2] Player 1 Move
a) Strategic Moves & Attacks (attacks are
not resolved until the combat phase)
b) Rebase moves (air/naval only)
c) Operational Moves
Determine Initiative with 2d6 roll. Highest
total has the option to play first or second.
Allies win ties.
[4] Resolve Combat
Resolve all battles in sequence determined
by Player 1. See Combat Sequence.
• 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.
BaseAirNaval Ground
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.
POB 3457, Blaine WA 98230
© 2006, Columbia Games Inc.
Repeat step [2] except pinned units cannot
[3] Player 2 Move
Naval Air
Army Air
Landing Phase: invader may land only if
there are no opposing naval units.
Note: Firepowers vary for some units from the values listed
above. Check the unit when firing.
Was this manual useful for you? yes no
Thank you for your participation!

* Your assessment is very important for improving the work of artificial intelligence, which forms the content of this project

Download PDF