PACIFIC WAR PLAYER CHECKLIST and TACTICS (version 8) (The following review and extensive update is the courtesy of T.Holsinger and M. Ballwin) (All HOTKEYS are listed on the HELP MENU (press / or ?)). NOTE: The rule book and the game do not always agree. The rules were sent to the printers 4-6 weeks before the game was published. There have been hundreds of changes in that time and many of those are undocumented. There are also many undocumented changes AFTER the game was published. A. REPORTS SUBPHASE 1. Review battles (ALT/B). 2. Use SIGINT (F5). 3. Check losses/score (F9). 4. Check sunken ships (F8). 5. Check ship pools (F4). B. REINFORCEMENT SUBPHASE 1. Check for reinforcements. 2. Check replacement pools (F7). 3. Cycle through factories & upgrade planes (F6). C. HQ SUBPHASE 1. Examine HQ's (ALT/F). 2. List HQ units (ALT/D). 3. Relocate HQ's (ALT/E). 4. Move HQ's to TF in the same square (ALT/S). 5. Assign new leader to HQ's (ALT/L). 6. Set HQ control (ALT/K). 7. Change base HQ (ALT/C). 8. Set HQ target (ALT/G). 9. List HQ aircraft (ALT/X). 10. Assign HQ air leader (ALT/P). 11. Reinforce HQ (ALT/R). D. LAND SUBPHASE 1. Examine LCU's in sequence (S/W). 2. Divide LCU's (D on Unit Data Display). 3. Activate LCU's (A on Unit Data Display). 4. Assign leaders (F1 on Unit Data Display). 5. March LCU's overland (ALT/W). 6. Call for immediate sealift forces (ALT/T). E. AIR SUBPHASE 1. Check enemy AZOC's (ALT/Z). 2. Check friendly AZOC's (SHFT/Z). 3. Examine airfields in sequence (Z OR A). 4. Set priority target base (B). 5. Set missions. 6. Transfer air units (ALT/A). 7. Upgrade old planes (C on Air Unit Display). 8. Transfer aircraft factory control (ALT/N). F. TASK FORCE SUBPHASE 1. Examine ports in sequence (O OR P). 2. Examine existing TF's (N/G). 3. Unload TF's (U). 4. Replenish TF's (Y). 5. Transfer ships to new TF's (T). 6. Scuttle ships (S ON SHIP DISPLAY). 7. Disband TF's (R). 8. Check for isolated bases (ALT/O). 9. Create TF's to resupply isolated bases (C). 10. Create cargo TF's to resupply bases in rear areas (C). 11. Create replenishment TF's (C). 12. Create combat TF's at friendly ports (C). 13. Assign leaders to TF's (F1 on TF display). 14. Load TF's with troops, supplies, aircraft or fuel (L). 15. Set TF's destinations (D). 16. Set TF's functions/move options (F). 17. Reset TF's home bases as necessary (H). 18. Reset sub control (Computer/Human) as necessary (E). 19. Adjust submarine patrol locations (ALT/M). 20. Rebase all subs as necessary (ALT/M, R). 21. Remove TF's that complete their missions (ALT/Y). A. REPORTS SUBPHASE 1. REVIEW LAST TURN'S BATTLE REPORTS (ALT/B). a. Although all movement/action appears to be consecutive in the game during execution, it is actually concurrent for that week. Task Forces that appear to be in the same hex at the same time may NOT actually be in the same place, they may only be passing through that hex at different times during the week. Understanding this concept is critical for reducing frustration and increasing appreciation of the game. b. To move a little faster do not follow the screen combat, but rather wait until completion and use to check out what happened. c. When a base is captured all of the supply is lost but half of the fuel is captured. When a base is captured many of the ships in the port will escape into a Task Force (TF) and head for the nearest friendly base. The remaining ships will be destroyed in port. d. Moderate damage to a supply depot should destroy about 20% of the fuel and 20% of the supplies at the base. e. LCU's with HIGH ENTRENCHMENT levels will take few losses from air bombardment. Air strikes against entrenched LCU's can only hope for DISRUPTION (reduced readiness). Disruption is not indicated on the after action Combat Report. The rules on base disruption should read: Base Disruption is reduced to ZERO before the start of each Execution Phase. Bases that receive TWO levels of disruption may not be supplied by routine convoys (they will show up on the ISOLATED BASE display). A base will never exceed level 2 disruption. This is how to isolate an enemy base and make it more vulnerable to attack on the ground. f. The combat reports will usually have inflated claims of enemy units destroyed. Combat reports relate to the number of personnel killed. 1 squad = 10 men, 1 tank = 3 men and one gun = 5 men. g. The asterisks after a ship means additional penetration damage has been done to the ship. Each "*" means 20% damage has been done, so a "*****" means the ship is doomed. The periods seem to indicate the end of combat from that ship for that round. h. Land combat is rather strange sometimes. Look at the experience and readiness ratings of the Land Combat Units (LCU's). If both of those are low, not many squads will attack OR defend. 2. USE SIGINT TO REVIEW ENEMY TASK FORCES (TF'S), BASES, AND LAND COMBAT UNITS (LCU'S) THAT HAVE BEEN SPOTTED (F5). a. The information you receive by clicking an enemy TF is FREE SIGINT. However, not all enemy TF's will be displayed because only those TF's (randomly) detected by radio traffic will show up. TF's are also SPOTTED in the execution segment (if you watch on higher detail levels you will see which TF's are spotted). b. To use SIGINT put the cursor on an enemy port, TF or LCU and hit F5. Then hit the key corresponding to what you want to know about (P--Port, A--Airfield, R--Army, H--HQ, T--TF). 1) The best selections have been to ask about enemy HQ's, because sometimes you get a message that the HQ is planning an operation and what the target is (no dates). Use SIGINT to locate the important HQ's, then check on them each turn to see where they are targeting. Once you know an HQ's plans, you can count on it sticking to the plan for awhile and spend some SIGINT watching TF's that support that HQ. 2) Use SIGINT to check ports for task forces and troops. You can click on a TF and select SIGINT. Hit the 'T' and SIGINT may tell you where an enemy TF is heading, what it is carrying and the names of specific ships in the TF. c. The only way for the Japanese player to get intelligence on enemy bases is to attack them. Only the Allies can get info from SIGINT. d. The Japanese usually keep their CV's in support of their main effort. 3. CHECK LOSSES/SCORE (F9). 4. CHECK SUNKEN SHIPS (F8). 5. CHECK SHIP POOLS (F4). a. Page 24 of the rulebook states that excess ships will be returned to the pool after a unit is loaded. In this case the rulebook is wrong, the game was never programmed to do this. The game allows multiple ship units the OPTION of sending ships back to the pool or taking ships from the pool. The NUMBER of ships in a unit may be adjusted by moving ships into or out of the ship pool. The ship units may only alter their size while in a non-isolated port. The Ship Display will have (G)et Pool and (T)o Pool functions. (G)et Pool allows a ship unit to draw ships from the pool. The (T)o Pool function allows a ship unit to send ships back to the pool. CVE type ships may not use these functions. The normal limits for maximum ships in a unit will still apply. b. Ships in the pool are automatically allocated during the Routine Convoy Phase. Japanese Routine Convoys (RC's) originate in NAGOYA. Allied RC's originate in LOS ANGELES (LA) and from the map edge south of INDIA. All ships that participate in RC's will end their turn in Nagoya, Los Angeles or Calcutta. For ESCORTS to participate in RC's they must START their turn in Nagoya, LA or Calcutta. Ships that are used in RC's may not be used by the player that turn. BEWARE: escorts that are sent to one of the above cities will become unavailable to the player as long as they see RC action. The game allows escorts to be available for removal from RC duty during the first week of each month. c. The Commonwealth ships are colored differently than the U.S. ships in the ship pools. d. If ALL your MCS units are assigned to TF's then there will be no routine convoys. To keep MCS from being utilized for routine convoys, put them in a TF and park it. However, it's hard to find a way to use all your MCS in TF's. There is not much YOU can do with ships in the pool. These ships automatically flow into and out of MCS, AP, LST, (etc.) units as required. e. The routine convoy system should be sending supplies and fuel to bases with airgroups, HQ's, LCU's and ships (assuming that there no supply or ship shortage and that the bases are not isolated/disrupted). Bases with HQ's which are close to their target bases will generally acquire a lot more supplies, especially if multiple HQ's have the same target. Example: Johnston Island southwest of the Hawaiian Islands is the base HQ for the Japanese 17th Army. The 17th Army, Combined Fleet and South Seas Fleet all have a target base of one of the Hawaiian Islands. Johnston Island may receive as much as 6000 points of supplies in one convoy phase if it was low on supplies at the beginning of the turn. B. REINFORCEMENT SUBPHASE 1. CHECK FOR REINFORCEMENTS (IN SYDNEY, CALCUTTA, COLUMBO, KWEIYANG, KUNMING, SOERABAJA, AUCKLAND, AND MANILA IF ALLIED; IN TOKYO, SHANGHAI, AND PORT ARTHUR IF JAPANESE). a. Reinforcement ships are automatically activated if there are enough shipyard points. Ship production is affected by how many damaged ships you are repairing in port. More damaged ships in a port means less ship construction points to be used for new ships, so they may appear later or not at all. b. If under 'computer control', the artificial intelligence (AI) may 'temporarily disband' badly depleted air groups. These groups will show up as reinforcements on the next turn at San Francisco/Tokyo/Calcutta. If you have no use for these groups you can disband them. Their aircraft will go into the pool and the group will return as a reinforcement in six months. c. Ship and armor/artillery production is handled by the computer and cannot be changed. Armor/artillery can be affected by bombing or oil and resource shortage. d. British capital ships (carriers, battleships and cruisers) are periodically withdrawn from the Eastern Fleet. This may happen at any time before 1944. e. US CV's that are sunk return as Essex class, CVL's return as Independence class, CA's as Baltimore class, CL's as Cleveland class and DD's as Fletcher class roughly one year later as replacements. If the ships are not sunk they will not be replaced. f. If an HQ is destroyed, it's subordinate units should be assigned to another HQ. Most destroyed HQ's will return within a month at the player's home country. ABDA and Malaya AG will never return if they are destroyed. At least one of them is withdrawn automatically even if they aren't destroyed. Whether the Allied Player wants to preserve them depends on what the game date is and how he wants to have his new HQ PP (Preparation Points) distributed. g. Air groups that are at the base where reinforcements show up (Calcutta, San Francisco, etc.) may not build up very quickly. It may have something to do about the number of PP available, but move the land-based air (LBA) units to forward bases as soon as possible. They fill out nicely when moved to another base. Same principle with respect to LCU's. They fill out (get to their maximum size) very slowly at the reinforcement base, but grow rapidly at another base. h. British ground reinforcements get rerouted to Auckland if all other Commonwealth bases (such as Columbo) are captured. 2. CHECK REPLACEMENT POOLS (F7). a. Replacement pool planes can be used to replace air groups with different planes. After clicking on an air group, use the CHANGE option to access the possible replacements from the pool. If the air group remains at a base with ample supply and the aircraft pool has the type of aircraft available for a particular group, it will gradually fill out (replacements). (As an example, you can always replace Hudsons and Sunderlands with Catalinas, but you cannot add new patrol squadrons until they show up at one of the reinforcement bases. Check Calcutta, San Francisco and Sydney to see if there are any reinforcements there.) Page 51 says land based air groups (LBA) can receive a maximum of 10 aircraft per group per turn as replacements. It is usually less. It can take a long time to build an air unit up to full strength. A table also shows the supply cost for each type of replacement. Air groups on remote islands will continue to take on replacement aircraft as long there are supply points to spend. b. The highlights on the planes don't mean anything, it was just used to make for easier reading. On the aircraft replacement display, every fifth line is highlighted to make it easier to read. The data space set aside for aircraft names did not allow completely spelling out of P-38F Lightning and SB2U Vindicator. c. Air groups in San Francisco and other reinforcement areas can be air transferred or shipped to different bases by ship. New air groups that enter at San Francisco or elsewhere often only start with 4 aircraft. Put these groups on Training missions as soon as they arrive. Move the air groups to San Diego, Seattle, or Los Angeles if San Francisco gets above nine air groups. Be sure to put those units on training missions as they fill out. When they grow to 50 for Army fighters, 40 for Army bombers, and 30 for Navy/Marine air groups, load those groups on cargo ships and ship them to the bases you want them to operate from. Leave the new Allied air groups at the West Coast ports until they fill out. Use similar tactics in India and Australia also. d. Historically, the Marines converted most of their VMSB squadrons into VMTB squadrons during 1944. This happens in the game and may be reconsidered later versions. At this stage of the war, ground support was more important than bombing ships and Avengers were better in that role. Also, by 1944 American torpedo performance had improved dramatically. e. The Japanese Oil Reserve is displayed when you view the Aircraft Replacement Pools. To find out the OIL & RESOURCE levels press the F7 key - they are displayed at the bottom of the screen. Unless OIL & RESOURCE centers are isolated, the routine convoy system will automatically ship the entire production of those centers back to Japan every week. Supply and Fuel points are moved around on land automatically and slowly from hexes that have high levels to hexes that have low levels. Players have no control over this. As an example, the transportation links between India and Burma are almost non-existent. The supply movement through heavy jungle is very slow. Historically the Burma Campaign turned into a stalemate because neither the Japanese or British could keep a large force supplied in that area. 1) When oil production areas are reduced by bombing, they rebuild up to a maximum of 5. This creates a wildly unrealistic way for the Allied player to win the game; bomb Palembang early on and reduce its oil production from 45 to 5 for the rest of the game. This game feature is a major flaw which should be eliminated as soon as possible. Players should voluntarily refrain from exploiting it. Japanese players facing an Allied AI opponent should keep lots of fighters guarding Palembang. 2) Fuel IS transported directly from base to base during the Routine Convoy Phase but this is only done when the Oil Reserve falls below 3000. The way the rules are supposed to work (but might not) is: Heavy Industry consumes oil each week at a rate of 25 oil per heavy industry point. Oil reserves are converted into fuel (1 oil converts to 4 fuel). The fuel is used to stock the depots in Japan. Fuel is used whenever aircraft fly or ships move. If a city in Japan has fuel fall below 10,000 then 1000 will be subtracted from the oil reserve and 4000 will be added to the city's fuel depot. Forming TF's to do transport oil or resources is a waste of PP. Historically, the Japanese experienced an oil shortage AFTER they captured the oilfields and BEFORE the Allied subs started taking their toll. Keeping IJN TF's in port will NOT conserve fuel. It is a preset system for the most part. 3. CYCLE THROUGH FACTORY CITIES TO SEE WHICH PLANES ARE BEING PRODUCED AND UPGRADE TO NEWER MODELS WHEN APPLICABLE (F6). a. A NEW FEATURE, ALT/N CAN BE USED TO TOGGLE HUMAN/COMPUTER FACTORY CONTROL. IF YOU DO NOT WANT THE COMPUTER TO AUTOMATICALLY UPDATE YOUR AIRCRAFT PRODUCTION, SET IT TO HUMAN FACTORY CONTROL. b. New planes usually appear in San Francisco prior to the factory availability. When the F2M, B-29, and P-47 aircraft appear for the first time in San Francisco as air groups, with 4 aircraft in each group, they appear a month or so before they can be selected for production. If they show up you should be able to convert a factory in a month or so to produce them. c. If there are adequate supplies at a base and adequate numbers in the aircraft pool then your air groups should receive replacements. d. Air groups located in HUMAN CONTROLLED bases or ships will NOT automatically change their type. If under COMPUTER CONTROL, the computer automatically upgrades your air groups with new types of aircraft. The computer will follow a historical pattern in its upgrade decisions. The advanced models you see showing up in limited numbers are the prototypes of the new planes. When they show up, the factories will be able to produce them soon afterward. e. Even if your factories are under HUMAN CONTROL, the computer will still change aircraft at bases or TF's that are under a COMPUTER CONTROLLED HQ. f. The computer changes aircraft during the game in the most historical manner possible. The Wellington is the only British bomber that changes to Liberators. As for other British Tactical Bombers, the Blenheims will change into Beauforts. The Beauforts and Beaufighters will not be changed. C. HQ SUBPHASE 1. EXAMINE HQ'S (ALT/F). a. Various Japanese Army HQ's are associated with a particular Naval HQ. When a combat TF is formed in a port controlled by a Japanese Army HQ it will ALWAYS be attached to the Combined Fleet. Japanese Combined Fleet HQ commands all surface combat, bombardment & air combat TF's. When a non-combat TF is formed, it will be attached to the Army HQ's associated Navy HQ. The 14th, 15th, 16th, and 25th Armies are associated with the Combined Fleet. The 17th Army is associated with South Seas Fleet. 2. LIST HQ UNITS (ALT/D). a. When an HQ is destroyed (such as ABDA or Malaya AG) the units subordinate to that HQ will automatically be transferred to another HQ. 3. RELOCATE HQ's (ALT/E). a. To relocate a land HQ (such as SWPAC), place the cursor on the NEW location. (The initial HQ location CANNOT be isolated.) Place the cursor on a target base (that is under SWPAC control), pull down the HQ menu, choose CHANGE BASE and then pick SWPAC. Next reselect the target base and pull down the HQ menu again and select RELOCATE HQ. The HQ will immediately move to its new destination. You can only move an HQ to a base it controls. If the HQ IS ISOLATED you can move the leader to a SWPAC base by putting him in charge of that base directly. (This is how historically MacArthur moved his SWPAC and the Asian Fleet HQ back to Australia from the Philippines.) b. You cannot move an ARMY HQ onto a TF because it cannot be located on ships. c. Japanese players should not try to shift an army HQ's geographic area of authority away from what it was historically. The game's AI routines will try to shift things back when on partial or full computer control. That wastes time and PPs. Do it only temporarily for the bases containing land units whose control you want to shift to a different HQ. d. The Japanese Combined Fleet HQ controls most major combat task forces (TF's) regardless of where they are formed. This means that placement of the Combined Fleet HQ is important. e. It is possible for a base to belong to more than one HQ, even if there are more than one HQ on the base. This can only occur if the HQ's are related to each other (such as the Japanese South Seas Fleet and the Japanese 17th Army). Only the AI seems able to do this. 4. MOVE HQ'S TO TF IN THE SAME SQUARE (ALT/S). 5. ASSIGN NEW LEADER TO HQ'S (ALT/L). a. There was a problem in early versions in that it was not possible to examine the leader of an HQ without losing the one you started with. This has been corrected. b. An HQ's leaders may gain experience. They gain it FASTER if they are NEARER to the action. Leader ratings will go up if they are involved in a lot of combat actions. There is a very small chance that a leader will be promoted (usually the losing commander gets the promotion). c. There are significant errors and possible bugs in the leader database. Some leaders are never available. Others are available only as base commanders and leave the game entirely if removed from control of that base (Admiral Matsunaga at Saigon in the 1941 campaign and Rising Sun scenario is an example - he was historically only a rear admiral then). Other leaders are listed incorrectly in the rules as being available 12/41 when in fact they are not due until much later. Also Dutch leaders are only available in ABDA bases and TF's with Dutch flagships. Another major problem is that in the beginning the Allied Central Pacific and South Pacific HQ's seem limited in the land leaders available to them; only Marine leaders and the historic and the US Army General Short. d. Press the space bar or click the right mouse button to display the 2nd page of leaders. 6. SET HQ CONTROL (ALT/K). a. When you run the HISTORIC first turn, all Allied HQ's are computer controlled and the human Allied player has NO control over what his HQ's or units will do on the first turn. The Japanese have surprise in almost every land and sea battle during the first turn even when not using the historic attacks. b. Carrier TF's ordered to attack ships in port will almost always ignore enemy TF's in the same hex. Carrier TF's ordered to attack enemy TF's will almost always enemy ignore ships in port in the same hex. It is not possible to order carriers to attack any ships at sea OR in port in a given spot. They will almost always only do one or the other. Sometimes they will do both but this is rare. Players seem to have little control over this. The best chance of hitting both seems to be to give a carrier TF a destination of the target hex, with a different home port, a target of ships in port and set its return orders to leader discretion. It might then remain on station and make reaction moves (maximum of one per turn) to nail an enemy TF that comes within its reaction range. c. The key to learning the game is to pick one HQ to run and set the others to full computer control. Gradually move the HQ's to operational control and set their objectives, etc. You may never want FULL player control for all HQ's. d. If an HQ is under 'Full Computer' or 'Computer Operational' control then the AI routines will automatically send reinforcement ships, planes and troops to the base where the HQ is located. Problems sometimes originate in changing HQ's from full human control to one of the two varieties of computer control. As an example, the US AI sometimes gets real excited about Wake Island if the Japanese does not capture it early. You may have to run Central Pacific Command (CenPac) on full human control in order to keep from making Wake the base HQ for CenPac, which can result in it transferring most of the Pacific Fleet and several LCU divisions to Wake. One solution may be to transfer control of Wake Island to ANZAC or SEAC. These HQ's do not care what happens to Wake. The Japanese Combined Fleet HQ has a similar fixation about Truk; it will continually attempt to protect it, or retake it, long after Allied forces pose greater threats closer to the Japanese Home Islands. And the US AI somehow absolutely refuses to defend Johnston Island. It seems to consistently disband any surface combat TF's sent there to protect the place, and remove airgroups based there. The only solution to this is to set whichever Allied HQ controls Johnston Island to full human control. Hopefully these significant AI problems will be corrected in later versions. e. If the HQ is under 'Computer Operational' control you can set the 'target' and the AI will automatically try to capture (or defend) the target. 7. CHANGE BASE HQ (ALT/C). a. One way to get more control of forces is to Change Base HQ from an undesirable HQ to a more desirable HQ, and only then begin creating TF's and activating LCU's under the control of that desired HQ. It may be necessary to change a Base HQ before changing that Base's control. 8. SET HQ TARGET (ALT/G). 9. LIST HQ AIRCRAFT (ALT/X). 10. ASSIGN HQ AIR LEADER (ALT/P). a. The HQ air leader should only be selected if their air rating is greater that the HQ commander. Air HQ leaders handle air missions for that HQ's bases. If your main HQ commander's air rating is as good or better than the air rating of the proposed air leader, do not utilize him. Generally an air rating seems to run back up the ladder to the HQ's commander level, so a local base leader's air rating are not REAL important. When in doubt, assign base leaders that have good air ratings in the hot air combat spots. 11. REINFORCE HQ (ALT/R). a. Only the HQ that is commanding your MAIN EFFORT should use REINFORCE HQ. b. The REINFORCE HQ routine will send ships and reinforcements to ANY non-isolated friendly base. D. LAND SUBPHASE 1. EXAMINE LAND UNITS IN SEQUENCE (S/W). a. LCU's automatically gain 1 experience point each turn until they reach 50. Units of PHIL, DUT and IND nationality and all engineer units only gain experience up to 25. CHIN units never gain experience in this manner. Anything under 50 experience is a BIG risk for LCU's attacking atolls. If the LCU's miss a leadership check (or even two) they are history if there are any decent Japanese on the island. b. The routine convoy system should provide enough supply to keep army units at 99 readiness. This assumes that the base is not ISOLATED. If Adelaide comes up as a isolated base it is a bug and should be ignored. c. There are no shore batteries in the game, though there may be in a future version. d. U.S. LCU's: Grey LCU's are Marines while white units are U.S. Army. e. When invading Japanese home islands watch out for 'militia'. ALL the Japanese home island bases will create new 'militia' units in their hex after the Allies take one. The only way to stop this from happening is to have enough LCU's in the port over a certain strength so the militia units do not form. As an example, the unexpected arrival of the Japanese LCU's at Sasebo indicates the presence of 'militia'. You must garrison bases in Japan to prevent the militia from retaking them. The militia can show up whether the base is garrisoned or not. The population of Japan never becomes passive. This is an undocumented feature. f. Shifting control of land units from one HQ to another is a cumbersome process. You can change the HQ commanding LCU's by changing the base HQ to the desired HQ with the ALT/C command, then activate the LCU's you want to be attached to the desired HQ. The land unit first has to be inactive. If the LCU is already activated, deactivate it with the activate command, then reactivate it with the same activate command. Always FIRST transfer control of the base the LCU is on to the desired HQ and THEN activate the unit, at which point it should show up as being attached to that HQ. Reinforcements must also FIRST be removed from the base where they arrived to do this, as they generally arrive at a RESTRICTED home area base HQ where base control cannot be changed. Failure to follow these guidelines will result in an HQ having units all over the Pacific and significantly reduce LCU's effectiveness in battle. 2. DIVIDE UNITS AS NEEDED (D ON UNIT DATA DISPLAY). a. Dividing an LCU will decrease its combat effectiveness. Prior to separating an LCU division, increase it to an oversized division. b. Fractional LCU's that are stacked with their parent LCU may recombine with them automatically during the supply phase. Another method to reassemble divided divisions is to load both pieces onto the same TF, then unload them somewhere or just leave them at the same base for awhile. They will recombine eventually. c. The NEW unit you create when dividing an LCU should only receive replacements when it fall below 30 squads while the parent unit (original cadre) builds back to full strength. d. Dividing Allied engineer units is especially effective. The replacements bring both old and new subunits up to workable size quickly. 3. ACTIVATE ALL LCU's THAT WILL BE LOADED, MOVED, OR THAT WILL ATTACK (A ON UNIT DATA DISPLAY). a. If there is a '$' sign next to the unit then it is NOT ACTIVATED. LCU's are automatically deactivated at the end of the execution phase. For them to attack enemy LCU's between the time you activated them and the end of the phase, several conditions must be met: there has to be enemy LCU's/bases in the same area, sufficiently high odds or have an aggressive leader assigned. To achieve numerical advantage, you need men, good troop quality and good readiness. If a LCU is under 50 readiness it probably will not attack. b. The Chinese LCU's are a good example of poor leadership and readiness. There is only one leader in China. You cannot change leaders there. Chinese HQ's are examples of the restricted HQ's. It costs 120PP to activate a division or army attached to that HQ. If your troop experience is less than 50, and you do not have a really good leader, your LCU's may be virtually useless (read p. 35 of the manual). c. Activated LCU's may still not attack if the odds are bad. However, if the LEADER passes an aggressiveness roll they will attack at any odds. If your leader is not aggressive AND has fails experience checks, then you may not have a sufficient advantage to initiate an attack. There are 3 leader rolls involved in each land combat. The failure to pass a leader roll when low quality LCU's are involved may result in the units 'failing to fight'. This would explain why a 52 squad LCU failed to fight in one battle and while only a 2 squad LCU fought in the next battle. d. If you activate LCU's while your HQ's are low in PP, your readiness will be halved, further curtailing your offensive firepower. You may activate LCU's without the necessary PP but you will lose half of the LCU's readiness in the process. This really hurts the Japanese ability to attack in China and is quite realistic. e. An attack by LCU's uses a number of PPs equal to the land leader's land rating. If there are not enough PPs, there may be no attack. This also hurts the Japanese ability to attack in China. If the "on the spot" commander fails an aggressiveness roll (random (10) less than aggressiveness), then he will be bypassed as commander and the commander of the controlling HQ will take charge of the hostilities. This means the leadership duties will shift up the chain of command. (See page 33, paragraph 4). f. To get the Japanese to retreat you need 125:1 odds. They are tenacious units, and this IS historical. They don't surrender. It is tough to get heavy damage in jungle when the effects are divided by NINE. g. Sometimes you may see only 2 squads attack or defend. Look closely at the 1st paragraph in column 2 on page 35. If the LCU fails both its experience check and its leader check then its readiness may be reduced to 1. This happens when poor LCU's are lead by poor commanders. h. Check the rules on page 41: Special Headquarters Movement Restrictions. LCU's subordinate to restricted HQ's (ANZAC, West Coast, China AG, Kwantung and Imperial GHQ) pay 10 times the normal activation cost. When activated, these units do not change their HQ. SOME LCU's may NOT be loaded onto ships. You can move the LCU's in their home country but they take x10 PP to activate. These rules are necessary in order to keep the Japanese from pulling all their forces out of China and Manchuria, and the Allies from pulling their "Home Defense" forces out of Australia and the U.S. i. At various times during the game, ANZAC LCU's will be transferred to the SWPAC HQ. To determine when ANZAC units have switched to SWPAC, click on the LCU as if you were going to activate it and look at the HQ's they are attached to. If it is ANZAC, the LCU is tied up in home defense duties. If it is SWPAC, the LCU is released to go fight outside their home country. To ensure the ANZAC LCU's transfer occurs, you may need to put the Southwest Pacific HQ under computer control for one turn (either operational or total control). You will need to do this each time an ANZAC LCU is scheduled to be transferred to SWPAC. (Until ANZAC releases LCU's, take a division from Central Pacific Command, break it into smaller units, and use them to garrison the Solomons and New Guinea.) When an ANZAC LCU activates it will switch to SWPAC control and may arrive as a reinforcement in Sydney. Listed below is the ANZAC transfer schedule: 1) Apr 42 1st AUS Engr. 2) May 42 7th AUS Inf Div. 3) Sep 42 6th AUS Inf Div. 4) Nov 42 9th AUS Inf Div. 5) Jul 43 3rd NZ Inf Div. 6) Aug 43 8th NZ Inf Bde. j. In the last year of the war the Japanese started transferring divisions out of China and Manchuria for use in the Western Pacific. The divisions transferred out of China will show up in Shanghai (probably attached to 14th or 35th Army). The divisions transferred out of Manchuria will show up in Port Arthur. k. When an LCU is ACTIVATED it will become attached to the same HQ that controls the base. This is not true for LCU's that are attached to RESTRICTED HQ's (such as ANZAC). l. Inactive LCU's will always DEFEND in land combat. Activating in LCU does not help its performance while defending. m. A computer controlled HQ may activate some of your LCU's. n. Engineers DO NOT need to be activated in order to build airfields and ports. o. The gung-ho 1st Marine Division is influenced by a 'minor' bug which keeps the LCU active. p. LCU's can receive a maximum of 20 squads per turn as replacements if not isolated. Thus if a division takes 50% losses in combat it will take 6 weeks to rebuild it to full strength. q. Look at the type of terrain enemy LCU's are in. Heavy jungle and jungle terrain reduce bombardment effects drastically, so does entrenchment level. Japanese jungle defense is really hard to beat. Weekly air strikes also do not impact much on jungle defenders. To destroy Japanese LCU's you need lots of experienced LCU's, air strikes and shore bombardments. If the enemy units drop to a readiness of 9-15% they are being affected. Do this turn after turn and you will see the odds climb until the magic 125:1 odds shows up and the defender will be gone. Another secret to getting Japanese troops out of the jungle is to cut their line of supply. This usually requires a surface combat TF on station in the hex. It does not have to be a good TF, use PT's or DD's or CA's when enemy air is around. Once their supply is cut, 3 or 4 divisions under a good leader can usually get 125:1 odds in 3 or 4 turns. r. If your LCU's have gotten into a battle with enemy units, you CANNOT change their controlling HQ's UNTIL they have captured the enemy base. When you capture the base, an HQ is selected by the computer. The HQ that is selected by the computer for the base is the same as the one the lowest numbered LCU (in the game's database) is attached to. The captured base gets assigned to that HQ at the end of combat phase. Next turn, if you check your units, they will still have DIFFERENT controlling HQ's. What you can do is look at the captured base, decide which HQ's the base should belong to, change BASE HQ if necessary, and then activate the LCU's to get them all assigned to that HQ. l. After combat or movement, you can activate a unit again to return it to an inactive status. You can use that technique just after capturing a base. This makes LCU's have the same appropriate HQ's. If the enemy is still in a base hex, after you capture the base, you can activate your LCU's to turn these units back to inactive status so they can dig in and wait for the supplies to roll in and restore their readiness. 4. ASSIGN LEADERS TO LAND UNITS (F1 ON UNIT DATA DISPLAY). a. If there are LCU's belonging to various HQ's at a location and there is no onsite leader then the leader will be chosen randomly from among the represented HQ's. b. Allied land leaders cannot command an amphibious assault - only the naval leaders of transport TF carrying the attacking troops can affect the initial landings. If enemy resistance continues then an Army/Marine commander can be assigned to the base on the following turn. Japanese HQ commanders command the troops making amphibious assaults (the aggressiveness of the Japanese naval leader commanding the transport TF is vital in determining whether the TF turns back under air attack though). c. Both Japanese and Allied leaders have an equal chance of becoming casualties. Leaders that are wounded in action will be unavailable for 6-12 months while recuperating. The game system seems to inflict unusually high losses on friendly leaders from friendly air attack on enemy LCU's in the same hex, so be careful. d. To see the available leaders, check the land units under the control of each Allied HQ by pressing W on a ground unit under the control of each HQ and then press F1. Press the space bar to see more leaders if the screen is full. 5. MARCH LCU's OVERLAND (ALT/W). a. Marching (or retreating) to another base requires the LCU to start with at least a 50 readiness. b. LCU's may not move from a hex containing enemy units to another hex or base controlled by the enemy (whether or not the latter contains any LCU's) unless they have 125-1 superiority in the hex they are leaving. c. You also cannot march an LCU from an enemy occupied/controlled base to an enemy controlled/empty base and capture it. CURRENTLY LCU's can ONLY march to a connected location IF either the starting OR ending location is FREE OF ENEMY LCU's. d. The game system fosters holding attacks. Moving a LCU into a hex containing enemy units pins them down there. An AI group of enemy LCU's dug in on a large island with march paths, like Rabaul or the Philippines, can resort to sneaky tactics to force base hopping. After you obtain a toehold base with 7-8 friendly LCU's, the AI opposition may retreat one turn to another base, then advance back 1 or more units effectively preventing your advance. To prevent this, invade behind the AI forces to pin them down and prevent retreats and/or end-of-turn advances. e. The marching paths in New Guinea are not exactly correct. Some parts of the island must have amphibious assaults to get to bases. Many New Guinea bases can be reached by marching from one to another. You cannot march to an enemy occupied base if there are enemy units in the base where you are trying to march from. 6. CALL FOR IMMEDIATE SEALIFT FORCES (ALT/T). E. AIR SUBPHASE 1. CHECK WHICH ENEMY BASES ARE EXERTING AIR ZONES OF CONTROL (AZOC) (ALT/Z). a. Each time an undetected TF enters an enemy AZOC it will trigger searches and attacks by all enemy air groups in range. This point is very important because of the way TF Preparation Points (PP) work. The best way to drive off an amphibious invasion is to hit the transport TF carrying the LCU's with as many separate airstrikes as possible, because each airstrike reduces the TF's PPs by 9. A transport TF reduced to few or no PP will likely retire or fail to unload. The airstrikes need not be strong; what counts is making them numerous. This means that you should spread your airgroups around on multiple bases within a small area, preferably each with a bomber and a fighter squadron (tactical, dive or torpedo bombers preferred), and with a Patrol squadron covering them all. If the HQ for that area does not have an air leader, assign local leaders with air ratings of 3+ to each such base. You'd be surprised how effective Allied airpower can be in defending Malaya, Java and Sumatra from Japanese invasions in this fashion in 1941 and early 1942. The counter to this is to reduce or eliminate the AZOC's with massive airstrikes (6+ bomber and fighter squadrons in a single raid) or naval bombardments by surface combat or bombardment TF's with 4+ heavy cruisers or better. It may be necessary to pound defending airbases in this fashion for several turns before a transport TF can get through. The weakness of this air defense tactic is that you need really strong airstrikes from a single base to hurt enemy combat TF's. Those rarely turn back under air attack. It is difficult to hurt enemy combat TF's if you spread your airpower around on multiple bases to maximize the number of strikes to reduce amphibious transport TF PPs. b. Air Combat TF's will only cancel enemy AZOC if THEY ENTER THEM. The AZOC will be cancelled AFTER the Air Combat TF triggers any reaction combat or movement. As an example, in order to perform an effective amphibious assault in an enemy AZOC, you may need to send a Combat Air TF to the enemy base and set the STANDOFF RANGE to ZERO. This may (but might not) CANCEL the enemy AZOC. Your transport TF's might then follow and may be immune to reaction air strikes. Of course, your carriers will have to withstand the full brunt of enemy airpower. c. After an enemy naval force retires they can no longer be targeted by aircraft in the normal combat phase - they may only be subjected to reaction attacks as they move towards their home port. 2. CHECK WHICH FRIENDLY BASES ARE EXERTING AZOC (SHFT/Z). a. If you have good air cover in an area, any enemy TF's entering your air zones of control (AZOC) will have a good chance of running into any reaction forces you have sitting in port. Repeated bombing of a base will reduce the effectiveness of it's AZOC. A group of aircraft may not be enough to generate a AZOC at a disrupted base. Try moving more bombers to the base and see if a AZOC appears. AZOC exerted by TF's are not shown (either friendly or enemy). Only LBA AZOC are displayed. b. All TF's are much more vulnerable to enemy aircraft, both from carriers and land bases, when they are not covered by friendly Patrol squadrons' AZOC. c. The most important aircraft in the game are the patrol (reconnaissance) bombers. Patrol planes do not do anything but patrol. Just move them to a supplied base and they will start to patrol. They locate enemy TF's, reduce the effectiveness of enemy submarines and greatly enhance the effectiveness of combat aircraft on bases containing the Patrol units (apparently including air defense). You should IMMEDIATELY move a Patrol air unit onto any newly conquered base. It will then exert AZOC as well as providing targeting information concerning enemy TF's. d. Fighters DO NOT exert an AZOC but fighter-bombers DO. However, friendly fighter AZOCs DO cancel enemy bomber AZOCs. 3. EXAMINE AIRFIELDS IN SEQUENCE (Z OR A). a. The most important step in improving air bases is to get it from size 1 to size 2 (using an engineer unit). This changes a base which can only handle one patrol squadron to a base which can handle two fighter, fighter-bomber, dive or torpedo bomber squadrons plus a patrol squadron. The next is from a size 3 to size 4, because that lets tactical and heavy bombers operate there. Building bases up to an airfield level of 4 allows you to stage bombers from the U.S. to Australia, and points in between, by successive air transfers from base to base. Also, the bigger the base the more aircraft that are active in your squadrons. b. The larger the airfield rating of a base, the harder it will be to destroy aircraft at that base. The high airfield rating implies MORE air strips and a better ability to disperse the air groups. c. The engineer construction rate of airfields is unpredictable. Some airfield levels may increase from two to six in eight weeks while other bases with more engineers, supply, and better terrain may take up to three to four months. The key is to have 1000 supply points available for construction. d. The maximum size for a land based fighter group is fifty aircraft. e. The big-wigs in the Pentagon plan to send all B-17s to Europe starting late 1942. 4. SET PRIORITY TARGET BASE (B). a. To set a priority air target, hit 'B' while on a friendly airbase. The screen should then show up that asks to click on an air target, or hit 'C' to cancel a previous air target. That should remove old air targets. 5. SET MISSIONS (D, N, NI, SA, OA, AB, T, D ON AIR UNIT DISPLAY). a. When viewing air groups, following the group name/number there is a designation in parentheses such as (D-USA) or (T-USMC). The T designates a Training unit and only holds four aircraft each. The "D" stands for Day Combat, "NI" stands for Naval Interdiction, and so on. Each AIR MISSION has a letter code. When you see (D-USMC) at the top of the air group display the 'D' stands for DAY mission (T=Training, N=Night, etc.). b. You are not required to set a group's air mission. All groups will start with a mission already set - usually Day Combat. If nothing is next to the air group data on the display then the group has a Day Combat mission. An air group will remain active and perform it's assigned mission every turn without spending PPs every turn. c. If you set tac-bombers or attack planes (not fighters) to Naval Interdiction, they will intercept spotted TF's that are in range IF they have enough supply and fuel to do so. Air groups with Naval Interdiction missions should only attack naval targets. EXAMPLE: a carrier has F4Fs, SBD's and TBF's - if the SBD's have an NI mission then only the F4F's and TBF's would be allowed to attack an airfield. The TF's target priorities would not override this. You can control this somewhat when CV's launch planes. Set the reaction range to 1 or 2 after giving them a destination, and they won't attack until within that range. American and Japanese ARMY bombers will not attack ships unless they have a Naval Interdiction mission. Bombers with NI missions should perform reaction attacks against enemy TF's that enter nearby AZOC. d. When torpedo bombers and Bettys attack from MAXIMUM range they will carry bombs instead of torpedoes. This does not apply to TBD's (Avengers). e. Air groups with Training missions will not perform any combat. They should be moved to the rear areas. f. There is no reason to put patrol aircraft, such as seaplanes, on Night missions. g. With the exception of HEAVY BOMBERS, land based bombers are reluctant to fly daylight missions against targets defended by CAP unless they have a fighter escort or very good. The mission may get scrubbed. On LBA attacking TF's: the airbases need several things to detect, locate and attack a TF. First, they need to be well supplied with supplies AND fuel. When the gas is gone, they don't fly! Second, the airbases need to be protected from enemy airstrikes. (Those 2 **'s behind the name of a base means severe air disruption, reducing all flights from that base.) Third, a patrol group is critical. The more patrol groups that can see an enemy TF, the greater chance there is that LBA will attack them. Fourth, of course, you need planes that will attack TF's. Tac-bombers will do it, but naval airgroups (dive and torpedo bombers) do the best job. Fighters will perform sweeps over enemy TF's and will strafe non-combat units, and tac-bombers will occasionally attack, but dive bombers have the best accuracy rating. A good HQ leader is useful to keep the reinforcements coming, too. h. At close range (2-3 hexes) the air bases put up a few fighters (4-8) over any TF. If you do not want fighters to move away from their airfield, put them on naval interception (NI) missions. Fighters may provide CAP over the base. Fighters will not strafe/attack COMBAT TF's. The only mission they will perform, other than CAP, is strafe/attack are NON-COMBAT TF's. i. Transport aircraft, at a well supplied base, can airdrop supplies to ALL undersupplied units. They can supply up to two times their normal aircraft travel distance. Transport aircraft can airdrop supplies up to their maximum allowable distance to LCU's (to increase their readiness up to 49%) located with an enemy unit. This is handy as long as you can neutralize the AZOC. Transport aircraft will not drop supplies into an area covered by an enemy fighter AZOC. Transport aircraft supply function is controlled by the computer. j. Changing an air group's mission requires PPs. If you do not have enough PPs, the mission can be changed but all the aircraft in the group become damaged. k. Fighters over their own bases perform almost 3 times as effectively in kill rates. l. Night mission bombing allows one to attack strategic targets without encountering swarms of daylight interceptors. The flak is halved and CAP is limited to those fighters assigned Night missions. You can reduce supply capability to Rabaul (neutralize it) by the use of night bombing with B-17s. Night raids by large numbers of B-29s can cause terrific damage to the Japanese cities late in the war. The Japanese can also use well trained Betty groups (experience 80+) to attack Allied TF's at night and avoid CAP. m. Army Air Groups will not attack LCU's if they have an NI mission. Set your airfield target priority to Ground Attack to guarantee that bombers will attack LCU's. Aircraft do not have their range multiplied x1.5 when attacking LCU's. See the data card comments for page 21. n. The higher the experience level of your air groups the better they perform. If your experience is below 70 you will not do very well. Try putting some of those groups on training missions in your rear areas, or don't deploy the groups to the battle area until they have a 75 - 80 experience rating. Taking losses may also keep your experience down as you receive replacements. o. Airgroups can attack supply depots and airfields within 150% of their rated range but can attack LCU's and task forces only within their normal rated range. This means that a Lily with a range of 4 can attack supply depots and airfields at ranges of 6 but LCU's only at a range of 4. Note that it is almost impossible to bombard the US supply depot on Bataan with aircraft unless their bases are out of normal range. There are usually so many US LCU's in Bataan that the program will have all airgroups attack the LCU's rather than the supply depot no matter what the base target is. This means that 4-hex range Lilys must be based on Formosa (Takao or Chilung) if you want them to attack the Bataan supply depot, with Sallys being based on Okinawa. Hopefully this problem will be corrected in a future version. p. Zero fighters have a range of 6 while most Japanese tactical bombers (naval Bettys & Nells, Army Sallys & Helens) have ranges of 5-9. The most effective anti-shipping weapons are land-based air (LBA) units - the US SBD Dauntless dive-bomber and the Japanese G4M Betty tactical bomber. Dive-bombers are the most accurate anti-shipping planes (accuracy 9) and SBDs can deliver the devastating 1000 lb. bomb at 2 hexes range or a 500 lb. bomb at 3 hexes range. Bettys have a range of 9 hexes, an accuracy of 7, and can sometimes carry torpedoes. American SBD dive-bombers using 1000 lb. bombs can really hurt Japanese battleships. Battleship TF's seem excessively powerful in this game so it is essential for the Japanese to sink most of the old US ones at Pearl Harbor on the first turn. Large battleship TF's have high anti-aircraft ratings which greatly reduces the effectiveness of air raids. US battleships are almost invulnerable to Japanese 250 kg. (550 lb.) bombs. No Japanese plane uses a bigger bomb. Torpedoes are more effective but torpedo bombers are exceptionally vulnerable to AA fire. The Japanese have nothing comparable to the 1000 lb. bomb. Vals and Kates can attack at 4 hexes range only with 250 kg. bombs. Val divebombers always use 250 kg. bombs. Kates use torpedoes at ranges 0, 1 & 2 but 250 kg. bombs at range 3. Japanese planes do have a longer range than the US planes and will keep this advantage throughout the war. q. Air squadrons from your base fight in the order that they are listed at the base: first squadron A fights the enemy, than B, then C, etc. As an example, Allied squadrons are ordered in the following manner: USMC Ftr, USMC Bomber, USAAF Ftr, USAAF Bomber, Commonwealth Ftr, Commonwealth Bomber What does this mean? If you put USMC bombers with Commonwealth fighters, for example, the fighters will not protect the bombers: the enemy does not have to fight through your Commonwealth fighters to get to the USMC bombers because they see them straight away. q. Set fragile Bettys to NI (naval interdiction) missions to keep them from hitting defended enemy bases and taking horrible losses. 6. TRANSFER AIR UNITS (ALT/A). a. Adding a patrol air group to an airfield should not count toward the maximum allowable number of units. As an example, a level four airfield can have four air groups, not counting transport or patrol planes, and each air group can have up to forty undamaged active aircraft. But if there are already four air groups at the airfield, you cannot add another non-patrol/transport airgroup (even if all four of the others are patrol/transport). In order to add a non-patrol/transport air group, move out one group to reduce the number to three, transfer the non-patrol/transport group to the airfield and then bring back the patrol/transport unit. This appears to apply with all sizes of airfields. b. The only aircraft that can be based at a size 1 airfield are Patrol types. c. Air groups may be moved around within China (those bases attached to China Exp. Force). However, air group may not transfer OUT OF or INTO China or Manchuria. Also, air groups in China and Manchuria will not be allowed to disband. Keep your air groups out of the China and Kwantung areas or you will lose control of them. This is not really a bug, but a necessary side effect of the restricted HQ functions. d. Only heavy bombers and patrol bombers can fly directly to Oahu from San Francisco (SF), so if you have maxed out Oahu already, only the patrol planes will be allowed to go there. Move some planes from Oahu to the other islands, then try again. If the heavy bombers are not transferring, look at the size of the airport they are going to. A size of 4 or greater is needed to put the heavies there. The shorter ranged planes (Dauntless, P-40, etc.) must be loaded on a MCS or CS type ship to move across the big ocean gaps. They will show up as damaged at their new port when the TF gets there, but repair quickly. CS type ships will unload the planes and have them ready to go immediately. e. You can only get the nuclear mission as the Allies, and only starting in August 1945. 7. UPGRADE OLDER PLANE TYPES (C ON AIR UNIT DISPLAY). a. It is not possible to disband all the air units in China and have them reappear in Tokyo 6 months later for reassignment, nor is it possible to reequip them with biplanes to free up more modern types for the force pool. b. You may not want to convert all of your Japanese carrier fighter aircraft A6M2 Zeros to A6M5 Zeros when they become available in 1943. The A6M5 Zeros are fighter-bombers. When they bomb airfields or TF's, the A6M5 may suffer horrendous losses due to flak. The A6M5 may be only an adequate bomber when attacking units with minimal flack protection. A6M2s are also fragile, are more prudent vs. ground targets. They are fine for defensive purposes if you are not doing well. You should keep one AC TF equipped with A6M2 for offensive purposes. You should also keep some ground based squadrons of A6M2s. Otherwise, Bettys and Peggys will attack TF's without escorts during reaction air strikes. 8. TRANSFER AIRCRAFT FACTORY CONTROL FROM COMPUTER TO HUMAN OR VICE-VERSA (ALT/N). a. Alt/N can be used to toggle HUMAN/COMPUTER factory control. If you do not want the computer to automatically update your aircraft production, set it to HUMAN FACTORY CONTROL. b. Players should shift the production numbers of each type on an as needed basis while keeping at least one factory producing some of each type. There will be times when a given type is taking exceptionally heavy losses and its replacement pool shrinks dangerously so it is important to keep one of each type in production. c. Do not transfer all Japanese fighter production to Zeroes (a Navy fighter), even though the Japanese Army fighter designs are inferior until late 1942. The Japanese Army fighter squadrons will not re-equip with Zeroes and will gradually vanish due to attrition. d. Do not terminate production of the Japanese twin-engine Ki-45 Nick fighter-bomber in favor of the Ki-34-I Oscar fighter either. This is because of the game's use of air bases. Fighters, fighter-bombers, torpedo bombers and dive bombers are the only combat aircraft which may be based on size 2 and 3 airfields. The Japanese have only one land-based torpedo bomber squadron from December 1941 through about May 1942, and no land-based dive bombers (the US has lots of land-based Marine Corps dive-bomber squadrons). The only way the Japanese can attack ships and ground units from size 2 and 3 airfields from December 1941 through May 1942 is with the Ki-45 Nick fighter-bomber. This makes a difference for Japanese AZOC. Fighters DO NOT exert an AZOC but fighter-bombers do. This is the ONLY redeeming virtue of the US P-39 Aircobra, and then only early in the war before many USMC SBD dive-bomber squadrons become available. F. TASK FORCE SUBPHASE 1. EXAMINE PORTS IN SEQUENCE (O OR P). a. In Campaign 41 or the Rising Sun Campaign, when you decide not to use the historical first move, there is a chance that some of the US Fleet at Oahu will put to sea. b. Look at the port of Los Angeles (LA) or Nagoya to see the ships used in routine convoys. If you access the port display, and see a # sign next to a transport ID, this means that transport is being used for routine convoy duty that turn and will be unavailable for any missions. If you want to verify this, access target base (B), you will see a one turn delay next to it. A delay flag is set to prevent it from being added to a TF. When a port is expanded it may receive more supplies during routine convoy supply and TF's based at large ports will receive more PP. Ports with HQ's present also receive additional supplies during the routine convoy phase. The maximum fuel/supply level at a base is 50,000. The routine supply situation is dependent on who the HQ leader is. If your HQ's is not receiving routine supply, consider changing leaders. Routine supply seems to take into account the HQ, the level of supply currently at the base and the MCS units in routine convoys. Obviously all bases can not receive routine supply each turn. Make sure to have lots of MCS in LA and you may receive routine convoys with supply. c. The Preparation Point Allocation System is very complicated. It is vital to be aware that HQ Preparation Points (PPs) are not the same as TF PPs. They are considerably different. Read page 32 of the manual VERY carefully. Unused HQ PPs are accumulated from one turn to the next, subject to an upper limit for each side (and each HQ) which seems to vary according to game date. Unused TF PPs are NOT, repeat, NOT, accumulated from one turn to the next. While HQ PPs are sometimes transferred to TF's, this is rarely (if ever) done on a one HQ PPs to one TF PPs basis. PPs are allocated to TF's at the start of each EXECUTION PHASE. TF's will always have ZERO PP during the ORDERS PHASE. ALL task forces, including Cargo TF's, use PPs. You CANNOT see how many PPs the TF has been allocated. Disbanding TF's will save PPs for the HQ's that is listed on the TF's display. Disbanding a TF will PREVENT the TF's HQ's from spending PPs on the TF at the start of the EXECUTION PHASE. The PPs number seen when clicking on a port is the PPs for HQ's commanding the port. The first and last TF PPs assignment rules are key, especially the last. A shortage of PPs indicates exhausted resources or unpreparedness (at the start of the war). Only NAVY HQ's will provide TF's with PPs. All PPs allocation is done by the computer. The players have no control over PPs allocation. The Japanese maximum HQ PPs is generally 125 compared to the Allied 200. The TF PPs assignment rules are designed to ensure that any given HQ concentrates on only one or two major operations each week in order to be historically accurate. 1) The first rule states that if a TF starts the execution phase with their destination the SAME as their home base (which is under friendly control), the TF will receive 25 TF PPs. The TF will gain additional PPs based on 2x the size of the port if the TF starts at its home port. The TF's HQ's will subsequently spend 1 HQ PP. 2) If the TF destination is DIFFERENT than its home base, then the TF will start with a MINIMUM of 5 TF PPs, with the following procedures used to assign ADDITIONAL PPs: a) If a TF has a DESTINATION that is the SAME as its HQ's TARGET it will receive an additional 20 PPs. b) If a TF starts a move in its Home Port then it will receive PP bonus based on the 2x the size of the port. c) A TF will receive 5 additional PPs if it has moved less than 60 hexes since it was last in port. c) A TF will receive 10 additional PPs if it has moved less than 30 hexes since it was last in port. [(a), (b) and (c) are the only ways written in the rules which explain the known PP weakness of TF's which remain at sea at the end of a turn instead of returning to port. TF's which remain at sea are known to be much weaker than TF's which return to port so there may be some other factors at work here which are not yet known to the players.] d) If the TF has a leader, add the Naval Leader's appropriate rating as additional PPs (air rating for AC TF, land rating for transport TF or naval rating for any other type of TF). e) If a TF's HQ has more than 9 PPs, the TF will receive 5 additional PPs plus the Naval Leader's rating. However, 10 PPs will subsequently be subtracted from the HQ's PPs. Losing 10 PPs/TF can greatly reduce an HQ's PPs fast. This is especially critical if you are the Japanese player with all of your TF's attached to Combined Fleet. Assuming you have done nothing else with Combined Fleet's HQ's PPs, the first 12 TF's created may reduce the HQ's PPs to only 5 (125 HQ's PP - 12 TF's x 10 HQ's PP/TF). 5) TF's are NOT suppose to retain unused PPs from one turn to next. The manual states that when TF's are away from home port for multiple turns, they will receive a reduced number of PPs. However, the manual also states forming a TF and leaving it in its home port for a few turns will increase PP allocation. PP are NOT suppose to be carried over from week to week, but game play seems to indicate this may not be completely accurate. 6) If a HQ's is low on PPs then the TF will also have reduced PPs. However, a minimum of 5 PPs is ALWAYS allocated to TF's. 7) The number of PPs a TF receives at the beginning of the execution phase may greatly affect its movement and speed. Once reduced to below 10 PPs a TF seems to "abort" its mission. A TF that starts the execution phase with fewer that 10 PPs may not move! TF PPs are also deducted throughout the execution phase based on what happens to the TF. PPs seem to be deducted when a TF undergoes ANY sort of air attack, engages in surface combat, or simply completes its mission (e.g., a transport TF may drop to 9 PPs as soon as it unloads at its destination). This would explain why an large invasion TF can be turned back by a couple of otherwise ineffectual strafings by fighters. It might also explain the problems with getting some transport TF's to a destination to carry out its mission. For example, a reduced PPs transport TF may not move through an enemy AZOC and may not carry out its mission to unload. A large AC TF containing CV's may act as a meek, leaderless cargo group once it gets low on PPs. The ability of ANY TF to carry out its mission is affected by its PPs. When low on PPs, even a SC TF, with the most aggressive leader, will seek to hide from the enemy rather than attack. 2. EXAMINE EXISTING TF'S FOR DAMAGE, FUEL, AND THREAT LEVELS (N/G). a. You can determine the vital statistics of any ship by examining the ship display. Find the ship in question on the TF/PORT display. Point the arrow at the ship and click the left mouse button. Dimmed or different color ships are actually British, Australian or Dutch ships. b. The number of asterisk(s) displayed after a bomb, torpedo, or gun hit reflects additional or critical damage has been inflicted. Each asterisk represents about 20% damage to the ship. c. You do not need a shipyard to repair. However, the ports with shipyards get more repair points. Some ports with shipyard ratings include Sydney, Calcutta, the West Coast ports, and Pearl Harbor. These are good places to leave damaged ships. One disadvantage in repairing ships in shipyard facilities is that it may cause a delay in receiving 'new construction' reinforcements. If a non-shipyard port has enough repair points then there is no problem EXCEPT that a shipyard port has a higher chance of accelerated repairs (since it has more repair points). Ships should be placed in port or they will only perform at sea repairs (possible 1 point per turn). The higher the port rating, the quicker the ship is repaired. Ports with a lot of repair points will NOT expend their repair points over and over again on the same ship until all their points are gone. If a port has sufficient repair points, it will automatically repair one damage point per turn for each damaged ship in port. Subsequently each damaged ship in port will undergo two random checks with the possibility of removing two additional points. As an example, the maximum a battleship can repair in 1 turn is THREE damage points. Even though a port may have a number of excess repair points remaining after performing repairs on the battleship, it will not USE these points even if there are no other damaged ships in port. The maximum number of damage points that will be removed in this example is 3 but the odds are only 1 or 2 will be repaired. d. It is possible to obtain a critical hit on battleships. This will affect the outcome of the Pearl Harbor attack on the first turn. It will also hinder attempts to send BB's charging through heavily defended areas. e. Computer-controlled TF's disband when they complete their missions. Human-controlled TF's do not disband. 3. UNLOAD TF's AT DESTINATION BASES (U). a. Transport TF's will only unload if their standoff range is zero. Both Transport and Cargo TF's should unload automatically. The Unload TF feature is useful if you load a ship and then change your mind. Be wary of unloading LCU's though, as that will reduce their effectiveness. b. Oil cargo has one purpose in the game - to feed Japan's Oil Reserves. Therefore the only place Oil can be unloaded is in Japan. c. Unloading a TF containing an air group which overloads an airfield will increase the number of damaged aircraft. Until the situation is corrected, you will not have the FULL USE of any of the air groups at that airfield. d. When ships unload supplies in support of an amphibious assault, the supplies may be used in two different ways: If the assault units capture the base then the supplies are unloaded at the port. These supplies go into the base supply depot and may be used normally by LCU's, air groups and ships at the base. If the assaulting units failed to capture the base then the supplies are unloaded 'over the beach'. These supplies must be used immediately to raise LCU readiness (to a maximum of 49) or replace losses in the LCU's. Those supplies that are left over are lost. 4. REPLENISH TF's IF POSSIBLE (Y). a. CV's will always attempt to replenish their air groups while in port. You can get replacement A/C for CV's by returning to a well supplied friendly port, or via a replenishment CVE group with ac:r as their load. The port will require enough supplies for the normal replacement costs for the a/c types involved (generally 2-3 supply points per replacement aircraft) plus a buffer so the port isn't unsupplied. Air units will not fly from their land bases to carriers to replenish them. The replacements for CV's come from the aircraft pool for that particular needed plane type and not from active air groups. The carriers also have to be in a non-isolated port in order to take on replacement aircraft. b. CVE's may replenish carrier air groups while AT SEA. If the carrier has depleted air groups and the Replenish TF has CVE's loaded with replacement aircraft ([ar:r]) are within range (usually about 10 hexes) the transfer should occur. When you go to replenish, select the AC TF to be replenished, then pick "Replenish" from the menu. The CVE TF should automatically move to the AC TF. Now select "Replenish" a SECOND time. There is no special message to inform you that replacement aircraft are being transferred. Oilers and tankers can also refuel TF's in this manner. c. To refuel long-distance missions, create replenishment TF's at islands along the way, assign them a Destination of the island where you want them to be and a Home Base someplace else, and a Stand-0ff range of 1-2 hexes with a Remain On Station command. They can refuel any TF's passing by that need it if you order them to. d. Replenishment TF's should periodically disband and then reform at a well supplied base. It takes a lot of supply points to load up those CVE's with replacement aircraft (20x200). If supplies are not adequate then the CVE's will reactivate their own air groups. e. The larger ships in a TF can refuel the smaller ships in it by pressing Y (provided they have more than 40 fuel points). Carriers, battleships and cruisers can refuel destroyers in their TF this way. Tankers, oilers and merchant vessels may also be able to refuel other ships in their TF in this manner. Ships that are moved around with the Reinforce Base command are sometimes short of fuel. Disbanding a TF does not always refuel them. You must ensure the TF includes a ship with enough fuel points to replenish the rest of the ships. Check the fuel status of the ships in a TF. If some of them are low, press the Y key and check them out again. If they are still low, disband the TF and then create a new TF. If there is a replenishment TF within a number of hexes equal to about half the speed of the slowest ship in the replenishment TF, it will move to the TF you had the cursor on when you pressed Y. In some instances the replenishment TF will not transfer fuel to the target TF. In that instance, use the Transfer Ship command (T) to transfer a loaded oiler or tanker (AO/TK) from the replenishment TF to the low-fuel TF, then click on the low-fuel TF and press Y again. That will refuel all the ships in the low-fuel TF. Do not forget to transfer (T) the AO/TK unit back into the replenishment TF. f. The Replenish command can also be used as a 'scenario' editor to transfer ships and any cargo (airgroups, fuel, LCU's and supplies) from one base to another. Create any kind of TF and load the ships you want to move into it, but be certain to have an AO, TK, CVE, DD, DE or PC be the flagship. If you want to transfer airgroups fuel, LCU's or supplies in this manner, the TF must be a cargo or transport one. Then load the AP's and/or MCS units with airgroups, troops, fuel and/or supplies. Then create a replenishment TF at the same base, but be sure to answer No when the program asks if you want it to create the TF automatically. Then press Escape to not, repeat, not, load any ships from port into the replenishment TF. Press Escape again if necessary to get out of the TF creation menu. Press the space bar to get the empty replenishment TF number at the bottom of the screen. Then press T to invoke the transfer ships menu, and press the space bar. Move the mouse cursor to the TF you want to transfer ships from and click on it. Then click on the ships you want to transfer into the replenishment TF. Then create a TF (even an empty one) at the destination base (which must be no further away than half the movement value in hexes of the slowest ship in the replenishment TF) and press Y. That will drag the replenishment TF over. 5. TRANSFER DAMAGED (OR UNDAMAGED) SHIPS TO NEW TF'S (T). a. You cannot change the leaders of TF's which have had ships transferred into them from another TF. The TF must be disbanded and then reformed. 6. SCUTTLE BADLY DISABLED SHIPS (S ON SHIP DISPLAY). 7. DISBAND TF'S AT DESTINATION PORTS (R). 8. CHECK FOR ISOLATED BASES THAT MAY REQUIRE SPECIAL CONVOYS IN ORDER TO RECEIVE ADEQUATE SUPPLIES (ALT/O). 9. CREATE TRANSPORT TF'S (AND/OR TOKYO EXPRESSES, IF JAPANESE) TO RESUPPLY (ISOLATED) BASES IN RANGE OF ENEMY AIR OR SEA ZONES OF CONTROL (C). a. Create supply TF's when building an amphibious assault force (include MCS ships in TF) and to supply ISOLATED bases. Also create TF's to move some supply to a base that has engineers doing construction work, but only if the base has a supply level less than 1000. If a base is not isolated, supply will get there fine, either by routine supply convoys or overland. Locations where your HQ's are located receive large amounts of routine supply. b. The GET TRANSPORT function will automatically send ships and reinforcements to ANY NON-isolated friendly port. The GET TRANSPORT function will NOT work at a base that is isolated. When GET TRANSPORT is used, the ship units come from the nearest eligible base. If you want transports (AP) to show up, be sure that an LCU is activated at the base in question. 1) Activate a LCU before you AUTO-SELECT the Transport TF. It should form a TF with an AP or LST unit of exactly the correct size to load the LARGEST ACTIVE LCU at the base. If you select GET TRANSPORT and the PP level DOES NOT decrease by 10, no AP or LST units showed up. If it DOES decrease by 10, enough units showed up to move all your activated LCU's. REMEMBER: activate the LCU's before asking for transports, or nothing will show up. 2) GET TRANSPORT should only take units from areas subordinate to the requesting HQ or areas subordinate to computer controlled HQ's. 3) GET TRANSPORT moves AP, APD and/or MCS units directly into the desired port. These ships should be immediately formed into TF's to prevent them from being moved the next time you use the GET TRANSPORT function. You should receive extra MCS units each time GET TRANSPORT is used. In order to increase the number of AP's or LST's in a TF, you need a few initially in port. Disband some AP's or LST's out of a TF into port and then Get Transport. The ships in port will move to your base, where you can increase their number from the pool. You then can reinforce the unit from the ship pool if there are equivalent units (small AP, medium AP, large AP, LST, APD) in the pool. 4) If a British HQ uses the GET TRANSPORT command it will try to find a BRITISH AP unit. If all British AP's have been sunk or assigned to TF's then you will not receive any AP's. The same applies to APD's. b. For Transport TF's, the number of PPs will effect the READINESS level of combat troops that are unloaded. This is very important for Amphibious Assaults. c. You cannot change the mission of a TF. You must disband it in port and reform it with a new mission. 10. CREATE CARGO TF's TO RESUPPLY BASES IN REAR AREAS (C). a. Cargo TF's behave exactly like Transport TF's with one exception: Cargo TF's will never enter an enemy AZOC unless there is no other way to return to base. Cargo TF's will always try to avoid enemy AZOC's. Unless you are PLANNING to penetrate into enemy areas you should send your troops and cargo in Cargo TF's to minimize PPs use. b. To get ships from Columbo to SF, create a Cargo TF, give them a Destination of Perth and a Home Base of Suva. When they get to Suva they can be routed anywhere on the east side of the map. 11. CREATE REPLENISHMENT TF's (C). a. Only CVE type ships may carry reserve aircraft to replenish carriers at sea. In order to get reserve aircraft on a CVE, you can manually assign the ship from a port (it must start the turn manually attached to a port with an adequate supply level) and add the CVE to a Replenish TF. You can also AUTO-SELECT a Replenish TF and get CVE's in the TF pre-loaded with replacement aircraft (ac:r). Oilers and tankers also come loaded with fuel when selected in this fashion. After a replenish mission, you have to go back to a port, disband the TF and create a new replenish TF. Aircraft replenish missions seem to be a one time deal. If a CVE is in a TF or shows aircraft squadrons, it's in escort mode, and you can't load replenishment aircraft. Whenever CVE's are NOT carrying reserve aircraft they will be able to operate with their normal complement of 2 squadrons. CVE's may carry replacement aircraft equal to DOUBLE their capacity. b. CS ships do NOT perform replenishment missions. CS ships do NOT have the ability to LAUNCH fighters, dive-bombers and torpedo bombers from their decks. CS ships can only launch float planes. CS ships may TRANSPORT land based air groups. 12. CREATE COMBAT TF's AT FRIENDLY PORTS (C). a. For Air Combat TF's the number of PPs will determine the number of FULL airstrikes the TF can launch and chances of achieving surprise. b. For Surface Combat TF's the number of PPs will effect the chances of achieving surprise and which TF fires first. c. For Bombardment TF's the number of PPs will effect the TF's chances of firing three bombardments instead of two. d. When forming a Japanese combat TF in a port controlled by South Seas Fleet or North Seas Fleet, the TF will be attached to Combined Fleet. ALL Air Combat, Surface Combat and Bombardment TF's will ALWAYS be attached to Combined Fleet, no matter what HQ controlled the base where the TF was formed. All other types of TF's (Transport, Cargo, etc.) will be attached to the Naval HQ that controlled the base. The problem with Combined Fleet is that it is the only HQ that can control Combat TF's for the Japanese. The main battle fleet was never entrusted to the backwater North Seas, South Seas or 8th Fleets. Combined Fleet also transfers some of it's PPs to the subordinate fleets. In order to build up the PPs for Combined Fleet you need to restrict the number of TF's. These TF's cost 10 PPs each and Combined Fleet pays for all of them, directly or indirectly. This feature was included to reflect the real-life logistical bottleneck that the Japanese Navy experienced in 1942. e. If you use the AUTO-SELECT TF feature when building any type of task force the computer AUTOMATICALLY selects, as the destination for that TF, the Target base of the originating HQ. For example, if you created a Air Combat TF at Oahu, with Oahu being under CENTPAC HQ, and CENTPAC has Wake Island as the HQ target, using the auto-select feature builds the AC TF, assigns a leader, and sets TF the destination to Wake Island and assigns your home port as Oahu. f. There is a limit to the number of AP UNITS and LST UNITS available. The USN get a total of 5 Large, 7 Medium, and 8 Small AP Units and 6 LST Units; the Brit get 2 Large, 3 Medium and 2 Small AP Units and 1 LST Units during the entire war. Look in the Appendices of the manual where it lists ship production times. Any ship marked by an "x" and not a name is a single unit and ones marked by "(#x)" is that # of units. This is why a few the USN only gets 6 PT boat units and each is limited to 10 ships and the ship pool soon rises into the hundreds of PT's available. You cannot move them out of the pool since you cannot create new ship units. 13. ASSIGN LEADERS TO TF's (F1 on TF display). a. If you are having trouble getting a particular leader, you might try changing the flagship to various ships in a TF to see if you can get a specific TF leader to come aboard. b. Any TF that might see combat should have a TF leader. Do not assume that if you leave the TF leaderless then the leader of the TF's HQ will conduct operations unhindered. This assumption is incorrect because in surface combat, an HQ leader is NEVER used. Only a TF leader can effect the outcome of surface combat. TF's without leaders are VERY quick to withdraw and/or abort. This includes Amphibious Transport TF's. There are BIG combat penalties for not having a leader in a TF. Leaderless TF's will frequently abort their missions if attacked by a handful of bombers. Leaderless TF's can be badly outclassed in surface combat (being surprised or the opponent will get the first shot). If no leader is present then a default rating of 2 is used. In deciding if a TF will retire after being attacked, only the TF leader's aggressiveness rating can be used. If the TF has no leader then a default aggressiveness of 3 is used. When conducting amphibious assaults, 1 is added to a TF leader's rating. If an HQ leader is used then 1 is subtracted from his rating if the HQ is located more than 10 hexes from the site of the assault. For carrier air operations add 1 for a TF leader, subtract one for an HQ or HQ AIR leader that is more than 10 hexes away from the battle. c. You can include an American ship in a TF in a ANZAC TF and make it the flag giving you access to the American commanders for that TF or vice versa for other nations by picking it as the first ship in the TF, or by changing the flagship to a ship of the desired nationality after creation of the TF. It helps to toss in a few American merchant ships in ANZAC TF's so that you can use some aggressive invasion commanders. d. Routinely cycle through all TF's at ports at the beginning of each turn and disband them to free up their leaders. Then create new TF's in order of priority to make certain they get the appropriate leader. e. The leaders of Japanese Amphibious TF's do not influence land battles. 14. LOAD TF's WITH TROOPS, SUPPLIES, AIRCRAFT OR FUEL (L). a. When LCU's are loaded onto ships a percentage number will appear for each ship unit. This represents the percentage of the combat unit that can be loaded onto that ship unit. The LCU's lift capacity of a CS is 5 times its printed (aircraft) capacity. b. British transports can only carry British troops. Japanese CL's and CS's can only load troops. Any nationality ship can carry supplies. c. To load an air group onto ships select a CARGO TF and load the group onto MCS, CVE or CS type ships. AP type ships may not transport air groups. 1) When an air group is loaded onto MCS type ships they must be taken apart and CRATED for the journey. Thus when they arrive they are NOT READY to fly (they are damaged). 2) Single engine aircraft that are loaded onto CVE or CS type ships are not crated. The advantage of using CVE and CS ships is that single engine aircraft are not crated (damaged or disassembled) on loading, and are immediately operational once unloaded at their destination. This is very useful as a quick reinforcement strategy for airfields. 3) CS ships may only be used to transport LAND based air groups. When transporting air groups, the capacity of a CS type ship is equal to the capacity shown on the display x20. You may need at least three CS ships to carry an air group. Examples of transport capacity include: a CS with a capacity of 12 could carry 12 fighters (uncrated) or 8 tac-bombers (crated) or 6 heavy bombers (crated). CS ships are also a bit more survivable than typical MCS units, though not enough to send them into harm's way without escort. 4) As an example of adding air groups on ships in a CARGO TF: A fighter takes up 20 cargo points, so a 30 fighter air group totals 600 cargo points. A 8000 ton freighter has a load capacity of 100 (100 cargo points). It takes six 8000 ton ships to carry those 600 points. Create a CARGO or TRANSPORT TF, don't use AUTOSELECT, rather select the ships from PORT. Select a ship unit of 8000 ton cargo ships that has at least six ships in it and exit. That TF you just created should be listed in the bottom right hand of the display. Now select the LOAD TF Ships (L key or from unit menu), choose Air Group from Load choice menu, and then the air groups at that base are listed. Select an air group and it gets loaded on the ships. Note that crating the a/c for shipment damages them, but don't worry, they will be repaired/reassembled quickly at your TF's destination. In your case select Oahu as TF destination. Aircraft will be unloaded automatically at TF's destination. You can adjust the number of Cargo ships in groups when viewing them IN PORT (if port isn't isolated), so you can size those ship groups PRIOR to assigning them to a TF. 5) The number of MCS in a group will NOT change when planes are added as cargo. This was a mistake in the documentation that got through in the manual. 6) Excess planes sent to a CS or MCS unit will go back to the pool for that type of plane. 7) Here is a list of transport costs for all types of aircraft: a) 20 for fighter, fighter-bomber, dive-bomber and torpedo bomber. b) 30 for tactical bomber. c) 40 heavy bomber, transport and patrol. 8) It is wise to have AP/MCS groups carrying a particular LCU or airgroup have more capacity than the minimum required to reduce losses to the LCU/airgroup cargo if the ship group takes losses to enemy action. This is especially true if the TF is expected to see action. 15. SET TF's' DESTINATIONS (D). a. The DEFAULT feature is intended to make it easier to give multiple TF groups the same destination, home port or target. It remembers the last destination picked. As an example, if you assign 5 TF's to hit Guadalcanal, you target the first TF normally. With the second TF, you hit estination and the screen shows "...or efault: Guadalcanal." It eliminates a lot of mouse-work (especially if your destination is a long way from your starting point), as well as making it easier to switch the home port of a TF to the next target destination. You can target the TF, then to change home Port and then to set home port at the default destination. b. When steering your ships around enemy bases it is best to retain as much control as possible. Set the Destination and Home Base so that your TF's dogleg around enemy bases. c. Clark Field cannot be set as a TF destination because it is not a coastal area. You must land units in one of the connected bases and march them to Clark Field. d. If you are having trouble with task forces aborting their missions due to low PP in the face of air attacks you can make the TF's home port the same as the destination. The ships will not run away from their destination, even in the face of huge air attacks. 16. SET TF FUNCTIONS/MOVE OPTIONS (F). a. There is a limit of 15 different ship UNITS in a TF. That is one full screen. Each UNIT can have multiple ships, depending on what the ship unit is. One UNIT can range from 1 to 50 ships (i.e., 1 BB to 50 MCS). If you had a number of large AP groups, that one fleet could have many landing field units (1 Marine Div, 37th Inf Div, 2nd Raider Btn, etc.). b. Bombardment TF's will only bombard if their standoff range is zero. Bombardment TF's will never initiate surface combat. Surface Combat TF's will both initiate surface combat AND bombard. A Surface Combat TF may only fire one (but usually two) bombardments during a turn. If you want to keep your options open, you should assign Surface Combat missions even to those TF's you expect to bombard. c. Setting a Surface Combat TF standoff range to GREATER than ZERO will greatly REDUCE the chances of having surface combat with an enemy TF. The best way to get a surface combat is to send your Surface TF's to friendly bases that you expect will be invaded or use SIGINT to see where an enemy fleet is headed, and set your destination there. As long as enemy carriers or AZOC are around, going straight for a major enemy port with a Surface TF could be problem. Surface Combat TF's are fairly immune to air attacks (compared to carriers and merchants) since the enemy aircraft tend to go for carriers and transports as a priority. On the other hand, one critical hit can kill a battleship. Surface combat opportunities are increased after one or both sides have their carrier forces exhausted. Unless you achieve SURPRISE, an enemy Transport TF will always abort and withdraw BEFORE your Surface Combat TF can attack them. It is possible to catch an Air Combat TF in surface combat. However, this should be a VERY RARE occurrence. It is hard to force a surface combat with carriers. In all of WW2 it only happened twice (Norway 1940 and Leyte 1944). d. STANDOFF RANGE relates to how many hexes you want a TF to remain away from a target or destination. Its useful to use in order to stay out of the range of some land based bombers. It can also be used to keep transports offshore until you wish them to move in. You can set the STANDOFF RANGE (how far from the target hex you want to be) when a TF's destination is different from it's home port (set base). If you set the MOVE OPTIONS for a TF whose destination is different from the home port, then you will set a STANDOFF RANGE and give RETURN/REMAIN ON STATION orders. A TF, whose destination is their home port, will have a REACTION RANGE. A TF that is eligible to react does NOT have a STANDOFF RANGE. e. If you are on the same spot as your set base - you can REACT. Also a TF whose destination is the same as the home base is eligible to REACT. If you set MOVE OPTIONS for this TF you will only set the REACTION RANGE. A TF will not perform a reaction move to a distance greater than it's reaction range (the MAXIMUM reaction range is 15). Reaction MOVES are NOT automatic when enemy TF's enter a AZOC within reaction range of a Combat TF. The enemy TF must be spotted before there is even a chance of a reaction move and the chance decreases with range. For a reaction to be triggered, it is usually necessary for the enemy TF to plow through friendly AZOC (be detected) or move very close to the reaction TF. No reaction combat or movement will ever be triggered by an undetected TF. If a TF is eligible to react, but never gets the chance, then it will never leave it's home port hex. f. TF's are able to react while ON STATION, even with a destination different from their home port. A TF REACTION should happen if the RETURN OPTION is set to LEADER'S DISCRETION. The TF's REACTION RANGE will be equal to their STANDOFF RANGE. Since reaction moves ONLY happen in friendly AZOC there should not be too many situations where reaction moves are suicidal. g. Any TF, including AC and SC missions, seem to behave as Cargo TF's when they are reduced to less than 10 PPs. They may use Cargo TF paths, avoiding enemy AZOCs and any combat like the plague. We have all been frustrated watching an enemy SC or Bombardment TF waltz in and hit a base right under the very nose of a friendly SC TF put on station to prevent this from happening. Once the enemy bombards and loses its PPs, it begins moving like a Cargo TF and uses the 100 mile hex space to easily avoid interception. Check your Air Zones key to see how your patrol coverage is. You need to do several things in order for your SC TF to successfully intercept enemy TF's utilizing a REACTION MOVE: 1) Your intercepting SC TF must have a home port the same as its destination and have sufficient TF PPs, fuel and supplies to initiate combat. 2) You should have as a many patrol units spotting for TF's by creating AZOCs covering the hexes into which the enemy TF may move into. 3) Your SC TF should have a reaction range set to cover at least the hex the enemy moves TO when spotted by air patrols. 4) Your SC TF should have an AGGRESSIVE leader (naval rating does not count until he is in battle). h. Air Combat TF's ON STATION will perform REACTION AIR STRIKES against TF's that enter nearby AZOC. It is possible for more than one air combat TF to do a reaction strike against an enemy TF. They would do so one at a time. The first TF would react and resolve combat and then the second TF would react, etc. i. If an Air Combat TF is supporting an invasion, set the standoff range to 0 or 1. If raiding an enemy base set the standoff range to 2 or 3. Make sure that the standoff range does not exceed the range of any of the aircraft on the carriers. j. If an Air Combat TF has a priority target set to attack a port, has more than 45 PPs and the enemy airfield at the target poses a threat, then the carriers will send their FIRST STRIKE to hit the enemy airfield. k. If there are TOO MANY carriers in a TF, then there is a problem of coordinating effective airstrikes. What happens is that some or all of the carriers in the TF will launch HALF or QUARTER strength strikes or the AC TF's may not attack. There is a similar problem with coordinating large numbers of CAP. The US should only have two CV's and one CVL maximum in a carrier TF to get a good chance to launch full airstrikes, though really good naval air leaders such as Halsey, Sherman and Mitscher have a good chance with 3 CV's to launch all their planes, either on attack or defense. As an example, Halsey has a 75% chance of using all his fighters for CAP and launching all his planes against targets when he has three CV's in a TF. The best US naval air technique EARLY in the war is to put three US carriers in a single AC TF, give it an escort of at least a half dozen cruisers and a dozen destroyers (preferably more), assign Admiral Halsey as its Leader, and send him where the enemy is most threatening. There is also NO cooperation between two TF's with carriers in the same hex. They might fly some CAP over the other, but usually they do not. l. In getting CV's to initiate strikes against other CV groups, it is better to put them at a nearby base with a maximum reaction range, instead of sending them to the target hex (where you anticipate the enemy TF will be). Of course, if you KNOW the carriers are somewhere, go after them. Another important factor is the number of PPs the TF has. In order for an AC TF (or any TF for that matter) to initiate combat it must have sufficient PPs, and it is by having significantly more PPs than the target TF so that surprise can be achieved. The rule is this: Maximize the number of PPs available to your most important TF's. The longer AC TF's are on station, the less chance the CV's attack. Plus NEVER put the airgroups on CV's on Naval Interdiction. Bases, yes, but not CV's! AC TF's ALWAYS attack enemy TF's that get close. m. For long-distance deep strike missions (Doolittle Raid, raiding Tokyo with SBD's on carriers instead of B-25's, which will drive the AI running the Japanese berserk), include some oilers (AO) with the strike force and then, when the DD's are about to run out of fuel and you want to make a fast run into the target, create two new TF's, one replenishment and one Air Combat or Bombardment (depending on the mission) TF. Then transfer (T) ships out of the old TF into the two new ones and then refuel the combat TF (Y). You can also send the replenishment TF ahead and then send the combat TF the next turn to catch up to it, refuel the latter, etc. n. A Transport TF's decision to 'Retire' and not unload is based on the TF leader's aggressiveness rating compared to the number of bombers that attack the TF. If the TF has more than 9 PPs then the aggressiveness rating is squared. You should allow retiring TF's to return to port before redirecting them back to an enemy base because these TF's are very low on PPs. o. Do not ignore your Patrol Crafts (PC's) when playing the Allied side. Put the PC's on "reaction" status in small non- priority friendly ports that you do not want to lose too quickly. Unless the enemy arrives with firepower, the transports will abort their mission. The Japanese tend to keep trying with the same force until some larger capital ships are in the area or air power. PC's are also great for soaking up land-based air attacks such as damaging or shooting down a bunch of Bettys. p. The best way to soften up a beachhead for an amphibious assault is in two turns. On the first turn, put the enemy base under a friendly AZOC and bombard it with Air Combat TF's and Surface TF's. The carrier AZOC keeps the enemy troops from receiving supplies to boost their readiness. Air and surface bombardment tends to help wipe out enemy supplies. During the second turn, bring in the troops ships. Land combat occurs at BOTH the beginning AND at the END of the execution phase. Activated LCU's will not attack during the first phase unless they can get good odds or make a leader aggressiveness check. Since all damage during the phase is cumulative, most tough battles happen at the end of the execution phase. It is usually not a good idea to have more than one amphibious assault force TF due to a lack of simultaneous attacks. One LCU can be mauled terribly before the other LCU's land and clear the area. It is much better to carry all the LCU's in one TF so that way they all land at the same time, and live longer. Another possible method to get invasion TF's to their destination: 1) Make sure they are within ONE turn's movement to their target. There is no advantage to having the TF formed for several turns before sending it to its target. Send the TF as soon as it is ready and loaded. 2) Form a BB Surface Combat or Bombardment TF and send it at the target also. One BB is enough, but the more the better. Make the TF BB's and CA's with some DD's and/or DE's for AA and ASW protection. Other ship types don't add much to the bombardment rating. 3) Form as many CV TF's and send them at the target with a standoff rating of 1, set to enemy airbases for a target. 4) Make sure all the offensive TF's have the best leaders available. 5) Form a resupply TF with extra MCS units, load them with supplies only, and send them after the target port also. They need a leader too. For several turns before the invasion, send CV TF's and SC TF's at the target. They will damage the airbase, LCU's, supply dumps, and shoot down any attacking planes from adjacent bases before the vulnerable invasion force gets there. q. Move MCS to San Francisco (SF) instead of moving them to Los Angeles (LA). LA tends to accumulate many more MCS than it could ever use, and every so often run a large convoy up the coast so the ships will be at SF where they are needed to load supply and aircraft. Also scour out the rear area islands every month or two, sending the extra MCS back to SF. Get Transport works, but it tends to give you 40-odd ship units, which is a waste for carrying a small squadron of F4Fs to Oahu or Tonga. Sending the ships to SF by hand uses your merchant ships more efficiently. r. The computer will build lots of PT's, but you only can have so many PT groups, perhaps six or seven and those groups will only hold six to ten boats. Use Allied PT boats in MTB TF's on the most advanced bases. Set the TF with a reaction range of 3 and this may deter enemy transport TF's. PT boats also seem to draw enemy air strikes. s. The SPEED at which a TF travels depends upon the PPs, number of ships and combination of ship sizes present in the group. In general TF's with a large number of ships tend to travel more slowly than those with few ships. TF's with a combination of large and small ships seem to move more slowly that those with just large or just small ships. For example, a group of 20 knot transports will go 20 knots if left to themselves, but combine them with 35 knot destroyers and they'll be lucky to make 18 knots. This may be intended to simulate the difficulties of coordinating formation movement in larger TF's. The map is deceiving for computing ship movements; a heavily modified Mercali scale was used. Straight line distances are not necessarily the shortest. Run some sample execution phases when in preparing a turn to make certain that your TF's can actually make it to their intended destinations (this also helps in finding TF's whose destinations you forgot to set). 17. RESET TF's HOME BASES AS NECESSARY (H). a. Changing the home base of a TF from an HQ computer operational control to an HQ under full human control does NOT give the latter control of the ship. The artificial intelligence (AI) will sometimes ignore any orders given to such ships. The AI sometimes changes an HQ's objective all by itself when it is under computer operational control (a bug which will hopefully be fixed in a future version). To change the "control" of a TF, you have to create it in a port under the control of the HQ you want controlling it. This means sailing to the port, disbanding the TF, then reforming the TF. This will keep the TF under full human control (assuming the port they are reformed in belongs to a full human controlled HQ). 18. ADJUST SUBMARINE PATROL LOCATIONS (alt/M). a. Shipping lanes are in a constant state of flux. Watch the opponent's merchant convoy routes during the turn execution phase, look for long delays, and place subs accordingly as reasonably close to the action. Move the subs approximately every five turns at least one hex. Moving subs too often means they're off patrol too much and too little means they will get destroyed. You can also figure out where the busy areas are by moving subs to an area and checking the number of 'attacks' they make. b. Watch the resolution of enemy sub battles (since these don't show up on the battle reports) and pick out the main zones where they are patrolling. Shift engineers, bombers and maybe even some hunter-killer groups to the area. The engineers will expand airfields and planes will extend AZOC over the area. Each side should be careful to cover all their convoy routes with friendly AZOC to suppress enemy submarines. This means keeping a lot of Patrol aircraft squadrons in rear areas and positioning them carefully. Having more aircraft covering a given area helps, but wider geographic coverage should have a higher priority. c. Hunter-killers groups will make the subs move off your convoy route. Hunter-killer groups refer to AC TF's. Use a stand-off range to settle an AC TF (and their zone of control) right on the subs if a group is getting too many transports. This is tactic is probably only viable for the Allies later in the war when ample AC TF's are available. d. Shift escorts to the routine convoy ports as mentioned in the manual (Los Angeles, Nagoya, etc.). Make sure to move DD's to L.A. until the DE's start showing up. If you have PT boats sitting in LA they will not get used on routine convoy escort duty. Only the Japanese PC's (not Allied) can be used in convoys. American and British torpedo boats are strictly offensive, so the computer will never them in routine convoys. You can manually assign PT's boats to TF supply type convoys you create yourself. Since PT boats did not carry much in the way of depth charges or ASW electronics, they really were not suited for convoy duty. The Japanese player should send his subchasers, possibly most of his torpedo boats and 5-10 destroyers to Nagoya in the first few turns to serve as ASW escorts for routine convoys. e. Be careful to include ASW escorts for most Japanese cargo and transport convoys. This is less of a problem for the Allied player unless the Japanese player has his subs on human control or the AI running the Japanese in a solitaire game adopts a mercantile warfare strategy (which it does sometimes). Also a group of Destroyers with a surface combat mission can be used as ASW decoys if sent from port-to-port in areas of high sub activity. Be sure carriers have plenty of ASW support. ASW is factored into the number of DD's in port and the amount of air cover in the area. f. Japanese subs were extremely effective during 1942 directing their efforts against American capital ships. Japanese subs are maddeningly successful in picking off crippled Allied warships enroute to dockyards for repairs. Give injured aircraft carriers a large ASW escort on their way home. Allied submarines are less capable at this initially. Allied ASW technology improved as the war went on and by 1943 Japanese sub successes were rare. g. Control of your subs is not determined by HQ control. Press the 'E' key to toggle SUB CONTROL (Computer/Human). This will determine who controls ALL of your subs. h. The game allows the players to deploy subs at an extreme distance from their home base. As the distance increases, the subs lose effectiveness. Coastal submarines (RO,'S',K.XIV classes) have their patrol range doubled for the purpose of determining effectiveness. Coastal subs have their patrol range multiplied x8. Thus they will be unable to attack at all when patrolling greater than 19 hexes from their home base. 19. REBASE ALL SUBS AS NECESSARY (alt/M, R). a. The (G) for Get command on submarines at sea will show their home port. Historically, the subs would go out, patrol, then go back to another port when changing locations. b. In order to change the Home Port of a sub you must first move the sub into it's new port. First select the sub group. Then move the sub onto the new port's hex. Then enter SUB MODE (Alt/M) and press R or click the REMV button. (Place the cursor on the new base and pressing "R" for remove.) On the next turn the sub should be available to return to patrol at the new home port. 20. REMOVE TF's THAT COMPLETE THEIR MISSIONS (Alt/Y). a. Alt/Y routine will move the cursor to each TF that is in port and ask if you want to disband it. It will put the TF icon display on the screen to give you an idea what you are disbanding. You should use this routine BEFORE you start forming new TF's. A ship is sitting in port (NOT in a TF) may still be damaged by bombers that are attacking the port. b. Do not release troopships to rear areas. Try placing cargo task forces into rear area HQ's so that they do not soak up carrier and combat forces PP. This appears to be more of an issue with the Japanese than the Allies as they are more restricted on PPs in the long run. c. If carriers are released to a port controlled by another HQ and that HQ is computer controlled, watch out! That HQ leader will grab your CV and use it for his own nefarious schemes. The best thing to do is change the base to a non-computer controlled HQ so that will not happen again. 21. PACIFIC WAR REPORTS There is a prototype scenario editor in the SSI section of the Games RT library titled PWReports.zip, uploaded by R.Baldwin15 (Mitch Baldwin). It can only modify saved game files. Its use is recommended to repair mistakes (such as reducing the number of aircraft in an airgroup to zero by first changing aircraft types, thereby damaging all the aircraft, and then transferring it (ALT/A) to another base) or game bugs. An example of the latter is the way sunken Japanese seaplane tenders (CS) will rise from their watery graves and appear in response to Get Transport (T) commands. You can resink them by assigning them a location of 0 (zero) in PW Reports. Another possible use of PW Reports is to relocate all unused Japanese ships to Nagoya to keep the program from spontaneously forming them into TF's during the Execution Phase, which it will sometimes do even if all Japanese naval HQ's are on full human control. The latter will utterly ruin planned TF PP allocation and might seriously screw up a Japanese move. E-Mail Play 1. To play an E-Mail game, zip up the three save files (SAVEA, SAVEA.MD, SAVEA.CD for example) and e-mail them to your opponent. The most appropriate way is to send as an attached Xmodem file utilizing the E-Mail option on page 200 in Genie. The Aladdin support program is available on page 110 in Genie. It may save big bucks on reading and posting. 2. The honor system for E-Mail games is desirable. When playing E-mail games the players should alternate watching the Execution Phase. GENERAL STRATEGY The general strategic objective of the Allied player in 1942-43 should be to get US forces into a battle of attrition with the Japanese, especially one in which USMC dive-bomber squadrons can hit Japanese shipping. The general strategic objective of the Japanese player in 1942-43 should be to rest and rebuild oil reserves, and keep enough accumulated PP in Combined Fleet to allow one good counterattack in 1944 when Allied casualties increase 50% in victory points. Don't use up fuel and PP, and risk key ships, defending the periphery. Move fast early on and then do as little as possible to conserve fuel. (The following is the courtesy of T.Holsinger) AIRCRAFT TABLES FOR PACIFIC WAR Here are the transport (MCS loading) costs for aircraft: fighter 20 fighter-bomber 20 dive-bomber 20 torp-bomber 20 tac-bomber 30 heavy bomber 40 transport 40 patrol 20 The number and types of aircraft assigned to carriers varied wildly during the war. The number of aircraft aboard a carrier seldom matched it's capacity. (Carrier plane loads may run approximately 12 planes below capacity.) The capacity of the carriers is used, somewhat indirectly, to determine the size of the air groups on board. Here are some of the AC complements you can expect at various times during the war: FOR YORKTOWN/ESSEX CARRIERS early 42: 27 VF, 36 VB, 12 VT late 42: 36 VF, 37 VB, 15 VT 1943: 36 VF, 37 VB, 18 VT 1944: 43 VF, 27 VB, 18 VT 1945: 53 VF, 18 VB, 18 VT FOR SHOKAKU CLASS CARRIERS early 42: 24 VF, 24 VB, 24 VT late 42: 27 VF, 27 VB, 18 VT 1943-44: 27 VF, 27 VB, 18 VT 1945: 27 VF, 18 VB, 18 VT The historical airgroups carried by the British fleet carriers (courtesy of Al Nofi from the Military RT) March 1945 Illustrious 36 Corsair, 16 Avenger Indefatigable 40 Seafire, 9 Firefly, 20 Avenger Indomitable 29 Hellcat, 15 Avenger Victorious 37 Hellcat, 14 Avenger July 1945 Formidable 6 Hellcat, 35 Corsair, 12 Avenger Implacable 48 Seafire, 12 Firefly, 18 Avenger Indefatigable 40 Seafire, 12 Firefly, 18 Avenger Victorious 37 Corsair, 14 Avenger MAXIMUM AIRFIELD SIZE TABLE MINIMUM AIRFIELD SIZE REQUIREMENT TABLE Terrain Max Size # Type Airfield Plane Type Minimum Size Field 1 1 Atoll 4 Fighter 2 2 Island 6 Fighter Bomber 2 3 Island 8 Dive Bomber 2 4 Mixed 9 Torpedo Bomber 2 5 Mixed 9 Tactical Bomber 4 6 Mixed 9 Heavy Bomber 4 7 Mixed 8 Transport 2 8 Jungle 6 Patrol 1 9 Heavy 4 Jungle (For more detailed plane list see version 1.07 in file section) DB = Dive Bomber HB = Heavy Bomber TB = Tactical Bomber F = Fighter P = Patrol TR = Transport FB = Fighter-Bomber T = Torpedo DUT = Dutch JA = Japanese Army IJN = Imperial Japanese Navy BC = British Commonwealth USMC = United States Marine Corps USN = United States Navy USAAF = United States Army Air Force JAPANESE PLANES Model Name Type Avail Cost Rang Mnvr Cann Dura Load Carr Service Ki27 Nate F 12/41 2 2 19 2 7 1 N JA Ki34IOscar F 12/41 3 2 21 4 7 1 N JA Ki45 Nick FB 12/41 4 4 17 7 36 11 N JA Ki51 Sonia TB 12/41 3 2 12 4 24 4 N JA Ki32 Mary TB 12/41 3 3 11 4 19 10 N JA Ki48 Lily TB 12/41 4 4 10 2 20 9 N JA Ki21 Sally TB 12/41 6 5 9 6 38 22 N JA Ki49 Helen TB 12/41 6 5 10 7 40 22 N JA Ki46 Dinah P 12/41 4 5 17 1 15 0 N JA Ki54 HickoryTR 12/41 5 3 9 0 18 12 N both G3M Nell TB 12/41 5 6 7 6 12 17 N IJN G4M Betty TB 12/41 6 9 7 7 13 18 N IJN H6K Mavis P 12/41 9 13 1 6 44 22 N IJN A5M Claude F 12/41 2 2 19 2 7 1 Y IJN A6M2 Zero F 12/41 3 6 22 8 7 1 Y IJN B5N Kate T 12/41 4 3 11 3 11 16 Y IJN D3A Val DB 12/41 4 3 11 2 10 8 Y IJN Ki57IITopsy TR 5/42 6 6 10 0 20 15 N both J1N1 Irving F 10/42 5 4 18 16 38 5 N JA Ki43 OscarIIFB 10/42 3 3 22 4 14 10 N JA H8K Emily P 12/42 9 16 1 16 66 44 N IJN Ki44 Tojo FB 1/43 4 3 23 8 19 4 N JA D4Y Judy DB 2/43 5 3 13 3 12 11 N IJN Ki61 Tony F 3/43 4 2 20 8 20 5 N JA A6M5 Zero FB 8/43 3 4 23 11 18 3 Y IJN J2M Jack F 9/43 4 3 20 16 22 1 N IJN B6N Jil T 9/43 5 4 12 1 13 16 Y IJN Ki67 Peggy TB 1/44 6 6 14 10 43 18 N JA N1K2 George FB 4/44 4 3 23 16 23 11 Y IJN Ki102Randy F 5/44 5 3 21 16 34 6 N JA Ki84 Frank FB 5/44 4 3 22 12 21 11 N JA P1Y FrancesTB 11/44 6 8 10 4 39 22 N JA B7A Grace T 1/45 5 5 17 4 25 18 * JN A6M8 Zeke FB 5/45 3 4 24 11 15 3 Y IJN ALLIED PLANES Model Name Type Avail Cost Rang Mnvr Cann Dura Load Carr Service Hurricane II F 12/41 3 2 19 8 20 5 N BC P-36A Mohawk F 12/41 3 2 18 3 9 1 N US,DUT,BC P-39 Aircobra F 12/41 3 2 17 13 25 1 N USAAF P-40 Warhawk F 12/41 3 3 19 8 24 3 N USAAF,BC CA3 Wirraway FB 12/41 2 2 12 6 20 5 N BC Martin 139 TB 12/41 3 3 2 2 10 22 N DUT Blenheim IF FB 12/41 6 4 10 5 34 8 N BC B-18A Bolo TB 12/41 4 3 2 2 30 65 N USAAF A-20 Havoc TB 12/41 5 4 10 12 36 20 N USAAF,BC B-26 MarauderTB 12/41 5 4 9 8 45 48 N USAAF Blenheim TB 12/41 5 4 7 1 34 10 N BC B-17Fly Fort HB 12/41 7 8 1 11 80 60 N USAAF Hudson P 12/41 5 5 10 2 32 7 N all PBY Catalina P 12/41 7 9 2 1 45 40 N all C-47 Dakota TR 12/41 5 4 11 0 20 40 N all Gladiator F 12/41 2 2 17 4 17 0 Y BC Fulmar F 12/41 3 2 18 8 20 0 Y BC Swordfish T 12/41 2 2 6 1 18 16 Y BC F2A Buffalo F 12/41 3 2 17 8 19 1 Y US,DUT,BC F4F Wildcat F 12/41 3 2 19 12 20 2 Y USN,USMC Vildebeast T 12/41 2 2 3 2 9 22 Y USN,USMC TBD DevastatorT 12/41 4 2 8 2 18 10 Y USN SB2UVindicatorDB12/41 2 3 8 2 16 12 Y USN,USMC SBD Dauntless DB12/41 4 3 13 4 22 12 Y USN,USMC Beaufort TB 1/42 5 4 7 3 26 20 N BC B-25 Mitchell TB 1/42 5 4 4 6 43 52 N USAAF Wellington TB 2/42 6 6 6 2 45 45 N BC Albacore T 5/42 4 3 6 2 20 16 Y BC Spitfire VIII F 6/42 3 2 24 12 27 2 N BC B-24 LiberatorHB 6/42 7 9 1 9 60 90 N USAAF TBF Avenger T 6/42 4 3 11 4 23 20 Y USN Sunderland P 6/42 9 10 1 4 62 49 N BC Beaufighter TB 7/42 5 4 13 16 39 21 N BC Vengeance TB10/42 4 3 10 4 20 20 N BC P-38FLightning F10/42 4 4 20 12 37 10 N USAAF Seafire F 2/43 3 2 23 12 24 2 Y BC F4U Corsair FB 4/43 3 3 22 12 26 20 Y USMC FM2 Wildcat FB 4/43 2 2 20 12 24 3 Y USN,USMC Barracuda T 4/43 4 2 1 2 30 17 Y BC F6F Hellcat FB 6/43 3 3 23 12 27 20 Y USN P-47Thunderbo FB 8/43 3 4 23 16 39 25 N USAAF P-38JLightningFB 9/43 4 6 22 12 37 25 N USAAF B-29Superfor HB 9/43 9 10 1 16 75 150 N USAAF SB2CHell-DiverDB 9/43 4 3 10 6 22 13 Y USN TBM Avenger T 9/43 4 3 11 4 26 20 Y USN CA12Boomerang FB11/43 3 3 21 16 30 5 N BC Firefly FB12/43 4 3 19 16 25 4 Y BC Mosquito VI FB12/43 4 4 18 20 37 20 N BC P-61Black Wid FB 5/44 7 7 20 16 44 64 N USAAF P-51 Mustang F 6/44 3 8 24 12 33 10 N USAAF A-26 Invader TB11/44 6 4 13 16 64 60 N USAAF