“Holdouts” to attack, “0” attack factor DOES have ‘rights’ to attack and engage. Die roll for “Day/Night Battle Determination” boosted if a CV is present. Two-phase Indonesia Sea Area battle on first turn. Opening SNLF must commit at time of air unit placement. Pac sea area has special contact/battle rules on opening turn. Marshalls (Wake mission) sea area is included as one of “Loc. Japanese cannot switch commitments for 3rd battle round, automatically a “day” action. Japanese carriers may split commitment between Pearl and general sea area (to guard against American CV’s showing up) but MUST commit before US “Loc. Japanese decision after two rounds at Pearl on whether to stay for 2 more rounds. Possibility of Enterprise being in Pearl during the attack (linked with USS Utah, mistakenly attacked. Hit die re-roll bonus for opening Pearl attack. Oil Tank Farm included as Pearl target, with subsequent movement loss penalties and/or Points of Control to American ships. US sub (new piece) included in Pearl targets. 10-Japanese ship maximum at Pearl enforced. Surviving sub can take a shot at any Pearl ship. Began the war at Pearl with a clash between the Ward (new piece) and the Japanese Midget sub (new piece) with rules like WAS ASW. Variable turn of Japanese entry with associated rules. I will be happy to clarify any rules you have questions about. Depending on how familiar you are with the original game and its systems, these may or may not make sense to you. I will try to give you an overview of the changes and additions I made. A thoughtful “amateur” (truly defined as a ‘lover’) like me was NOT, so I was able to “enhance” it at leisure. The original author, Richard Hamblen, was under time pressure and sales angles to publish the game as a product. The Avalon Hill games of ‘Victory in the Pacific’ and ‘War at Sea’ provided a wonderful base for development of an even more “accurate” and fun game of air-sea warfare of WW II. sound files download sound files download.
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