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1263.PACWAR.TXT
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1993-01-08
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PACIFIC WAR PLAYER CHECKLIST and TACTICS
(All HOTKEYS are listed on the HELP MENU (press / or ?)).
A. REPORTS SUBPHASE
1. Review last turn's battle reports (alt/B).
a. To move a little faster do not follow the screen
combat, but rather wait until it's done and use <Alt/B> to check
out what happened.
b. 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.
c. Moderate damage to a supply depot should destroy
about 20% of the fuel and 20% of the supplies at the base.
d. LCUs with HIGH ENTRENCHMENT levels will take few
losses from air bombardment. Air strikes against entrenched LCUs
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.
2. Use SIGINT to review enemy Task Forces (TFs), bases, and
land combat units (LCUs) that have been spotted (F5).
a. The information you receive by clicking an enemy TF
is FREE SIGINT. However, not all enemy TFs will be displayed
because only those TFs (randomly) detected by radio traffic will
show up. TFs are also SPOTTED in the execution segment (if you
watch on higher detail levels you will see what TFs 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 HQs, then check on them each turn to see
where they are targetting. Once you know what the HQs plans, you
can count on it sticking to the plan for awhile and spend some
SIGINT watching TFs that support that HQ.
2) Use SIGNIT to check ports for task forces and
troops. You can click on a TF and select SIGINT. Hit the 'T'
and sometimes it will Using SIGINT on an enemy TF tells you where
a 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 intel on
enemy bases is to attack them. Only the Allies can get info from
SIGINT.
d. The Japanese usually keep their CVs in support of
their main effort.
3. Check losses/score (F9).
4. Check sunken ships (F8).
5. Check ship pools (F4).
a. Ships in the pool are automatically allocated during
the Routine Convoy Phase. Japanese Routine Convoys (RCs)
originate in NAGOYA. Allied RCs originate in LOS ANGELES and
from the map edge south of INDIA. All ships that participate in
RCs will end their turn in Nagoya, Los Angeles or Calcutta. For
ESCORTS to participate in RCs they must START their turn in
Nagoya, L.A. or Calcutta. Ships that are used in RCs 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. Version x2 solves this problem by
making escorts available for removal from RC duty during the
first week of each month.
b. The Commonwealth ships are colored differently than
the U.S. ships in the ship pools.
c. If ALL your MCS units are assigned to TFs then there
will be no routine convoys. However, it's hard to find a way to
use all your MCS in TFs. 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.
d. The Allied routine convoy system should be sending
supplies to Noumea and Suva (assuming that there no supply or
ship shortage and that the bases are not isolated/disrupted).
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. They will not show up if there
are not enough shipyard points.
b. If under 'computer control', the AI will
'temporarily disband' badly depleted air groups. These groups
will show up as reinforcements on the next turn at
S.F./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.
2. Check replacement pools (F7).
a. Air groups on remote islands will continue to take on
replacement aircraft as long there are supply points to spend.
b. 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.
3. Cycle through factory cities to see which planes are
being produced and upgrade to newer models when applicable (F6).
a. In version x5, 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.
C. HQ SUBPHASE
1. Examine HQs (alt/F).
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 HQs (alt/E).
a. To relocate a land HQs (such as SWPAC), place the
cursor on the NEW location. (The initial HQs 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 an 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.
4. Move HQs to TF in the same square (alt/S).
5. Assign new leader to HQs (alt/L).
a. There currently is no way to examine the leaders
without losing the one you started with.
b. HQ air leaders should only be selected if their air
rating is greater that the HQ commander.
c. 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.
6. Set HQ control (alt/K).
a. The key to learning the game is to pick one HQ to run
and set the others to full computer control. Gradually move the
HQs to operational control and set their objectives, etc. You
may never want FULL player control for all HQs.
b. 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.
c. 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).
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.
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. LCUs 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 LCUs attacking atolls. If the LCUs
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.
2. Divide units as needed (D on unit data display).
a. Dividing an LCU will decrease it's combat
effectiveness. Prior to separating an LCU division, increase it
to an oversized division.
b. Fractional LCUs that are stacked with their parent
LCU may recombine with them automatically during the supply
phase.
c. The NEW unit you create when dividing an LCU will
only receive replacements when it fall below 30 squads. The
parent unit may build 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 LCUs 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.
b. Activated LCUs may still not attack if the odds are
bad. However, if the LEADER passes an aggressiveness roll they
will attack at any odds.
c. You may activate LCUs without the necessary PPs but
you will lose half of the LCU's readiness in the process.
d. Check the rules on page 41: Special Headquarters
Movement Restrictions. LCUs subordinate to restricted HQs
(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 LCUs may NOT be loaded onto ships.
You can move the LCUs in their home country but they take x10 PPs
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.
e. At various times during the game, ANZAC LCUs will be
transferred to the SWPAC HQs. To ensure the ANZAC LCUs 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
LCUs, 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 wiil 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.
f. 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.
g. When an LCU is ACTIVATED it will become attached to
the same HQ that controls the base. This is not true for LCUs
that are attached to RESTRICTED HQs (such as ANZAC).
h. Inactive LCUs will always DEFEND in land combat.
Activating an LCU does not help it's performance while defending.
i. A computer controlled HQ may activate some of your
LCUs.
j. Engineers DO NOT need to be activated in order to
build airfields and ports.
4. Assign leaders to land units (F1 on unit data display).
a. If there are LCUs belonging to various HQs at a
location and there is no onsite leader then the leader will be
chosen randomly from among the represented HQs.
b. There currently is no way to examine the leaders
without losing the one you started with.
5. March LCUs overland (alt/W).
a. Marching to another base requires the LCU to start
with at least a 50 readiness. An LCU can march to a connected
location only if either the starting OR ending location is FREE
OF ENEMY LCUs. EXCEPTION: if the LCU starts in an enemy
controlled base then it may always march to an undisputed
friendly base.
6. Call for immediate sealift forces (alt/T).
E. AIR SUBPHASE
1. Check which enemy bases are exerting Air Zones Of Control
(AZOCS) (alt/Z).
a. Each time an undetected TF enters an enemy AZOC it
will trigger searches by all enemy air groups in range.
b. Air Combat TFs will only cancel enemy AZOCs 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 CANCEL the enemy AZOC.
Your transport TFs will then follow and may be immune to reaction
air strikes. Of course, your carriers will have to withstand the
full brunt of enemy air power.
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 AZOCs (shft/Z).
a. 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. AZOCs exerted by
TFs are not shown (either friendly or enemy). Only AF AZOCs are
displayed.
3. Examine airfields in sequence (Z or A).
a. The big-wigs in the Pentagon plan to send all B-17s
to Europe starting late 1942.
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. Building
bases up to an airfield level of four 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.
d. The maximum size for a land based fighter group is
fifty aircraft.
4. Set priority target base (B).
a. To get rid of an unwanted Airfield Target assign the
AF to target itself. This should cause the airfield to perform
normally during Execution and also to cancel the target flag by
the next turn.
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. Air groups with Naval Interdiction missions should
only attack naval targets. EXAMPLE: a carrier has F4Fs, SBDs and
TBFs - if the SBDs have an NI mission then only the F4Fs and TBFs
would be allowed to attack an airfield. The TFs target
priorities would not overide this. 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 TFs that enter nearby AZOCs.
d. When torpedo bombers attack from MAXIMUM range they
will carry bombs instead of torpedoes. This does not apply to
TBDs.
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, aircraft are
reluctant to fly missions against targets defended by CAP unless
they have a fighter escort.
h. 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. Starting with version x3,
fighters will no longer strafe/attack COMBAT TFs. The only
mission they will perform other than CAP, is strafe/attack are
NON-COMBAT TFs.
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 LCUs (to increase their readiness up to 49%) located
with an enemy unit. This is handy as long as you can neutralize
the AZOCs. Transport aircraft supply function is controlled by
the computer.
j. Changing an air groups 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. Planes over their own bases perform almost 3 times as
effectively in kill rates.
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. For version x4, 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.
7. Upgrade older plane types (C on air unit display).
a. The choice of fighter upgrade aircraft is as follows
for the early part of the war (thru May, 1943): British LBA -
Hurricane II changing to Spitfires as soon as possible, SEA - F4F
Wildcats followed by Seafires (possibly F6F Hellcats) in the
future (when the Brit CVs return), ANZAC Air - Same as British
LBA Army Air Force - GET RID OF THE P-39s and use P-40s for most
squadrons. Introduce the P-38Fs as soon as possible (note that
the Spitfire VIII and Seafire are superior fighters to the P-38F)
and later replace with P-47s and P- 38Js, Marine Air - F4Fs
followed by F4U Corsairs, Navy Air - F4Fs followed by F6Fs.
8. Transfer aircraft factory control from computer to human
or vice-versa (ALT/N).
a. Make sure you leave one factory of each type of
aircraft active unless the computer has switched that same type
of aircraft factory to a newer one. If you want to tinker,
change them until a couple turns before a new type becomes
available, then switch back. Otherwise you're apt to not get the
newer a/c on time, if at all.
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 will put to sea.
b. When a port is expanded it may receive more supplies
during routine convoy supply and TFs based at large ports will
receive more PPs. The maximum fuel/supply level at a base is
50,000.
c. 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! 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 TFs to do transport
oil or resources is a waste of PPs. Historically, the Japanese
experienced an oil shortage AFTER they captured the oilfields and
BEFORE the Allied subs started taking their toll. In the game
there is nothing you can do to prevent this except CONSERVE FUEL.
d. The Preparation Point Allocation System is very
complicated. Preparation Points (PPs) are allocated to TFs at
the start of each EXECUTION PHASE. This means there NO way to
see how many PP's the TF in question has. The PP number seen
when clicking on a port is for the HQs commanding the port. A
shortage of PPs reflects exhausted resources or unpreparedness
(at the start of the war). Only NAVY HQs will provide TFs with
PPs. All PP allocation is done by the computer. The players
have no control PP allocation.
1) A TF which has a DESTINATION that is the same as
it's HQ's TARGET will receive an additional 20 PPs.
2) A TF will receive both the 5 and 10 point bonuses
if it has moved less than 30. A TF patrolling around it's home
port (DEST=HOME PORT) does not receive a bonus for moving less
than 30.
3) A TF receives PPs based on the TASK FORCE
LEADER'S rating. If the leader has a high naval rating the TF
receives more PPs. If a TF's HQs has less than 10 PPs then the
TF will not receive the 5+ Naval Leader Rating bonus but will
receive all the other PPs listed. If more than 10 PPs are left
in the HQs you will get the 5+ Naval Leader bonus and 10 PPs will
be subtracted from the TF's HQs.
4) The headquarters will never spend more than 10
PPs on a single TF. However, if the HQ has ZERO PPs then the TF
will ONLY receive PPs equal to it's leader's rating (a maximum of
9 TOTAL). A TF will ALWAYS drain at least 1 PP from it's parent
HQ each turn.
5) TFs do NOT retain unused PPs from one turn to
another.
6) If a TF's headquarters is low on PPs then the TF
will also have reduced PPs. However, a minimum of 5 PPs is
allocated to all TFs.
7) Staying in port all turn does not add extra PPs
to a TF. But if a TF starts a move their home port, it will
receive PPs 2x the port size (so base at larger ports).
2. Examine existing TFs 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. Repairing ships in shipyard facilities may cause a
delay in receiving 'new construction' reinforcements. 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 on each damaged ship in port.
Then each damaged ship in port will undergo two random checks
with the chance of removing one additional point each. 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 repair
points remaining after performing repairs on the battleship it
will not USE them 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. Computer-controlled TFs disband when they complete
their missions. Human-controlled TFs do not disband.
3. Unload TFs at destination bases (U).
a. Transport TFs will only unload if their standoff
range is zero. Both Transport and Cargo TFs should unload
automatically. The Unload TF feature is useful if you load a
ship and then change your mind.
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 LCUs, 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 LCUs. Those supplies that are left
over are lost.
4. Replenish TFs if possible (Y) .
a. CVs will always attempt to replenish their air groups
while in port. You can get replacement A/C for CVs 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.
b. CVEs may replenish carrier air groups while AT SEA.
If the carrier has depleted air groups and the Replenish TF has
CVEs 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 TFs in this
manner.
5. Transfer damaged (or undamaged) ships to new TFs (T).
6. Scuttle badly disabled ships (S on ship display).
7. Disband TFs 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 TFs (and/or Tokyo Expresses, if
Japanese) to resupply (isolated) bases in range of enemy air or
sea zones of control (C).
a. Create supply TFs when building an amphibious assault
force (include MCS ships in TF) and to supply ISOLATED bases.
Also create TFs 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 HQs 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. The NUMBER of ships in the unit may be adjusted
by moving ships into or out of the ship pool.
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.
2) GET TRANSPORT should only take units from areas
subordinate to the requesting HQ or areas subordinate to computer
controlled HQs.
3) GET TRANSPORT moves AP, APD and/or MCS units
directly into the desired port. These ships should be
immediately formed into TFs 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.
4) If a British HQ uses the GET TRANSPORT command it
will try to find a BRITISH AP unit. If all British APs have been
sunk or assigned to TFs then you will not receive any APs. The
same applies to APDs.
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. Ships used in routine convoys may not be used by the
player during the same turn. A delay flag is set to prevent it
from being added to a TF. If you access a port display, and see
a # sign next to a transport ID, this means that that transport
was used for routine convoy duty that turn and will be
unavailable for any missions. If you want to verify this, access
the unit data for that transport and you will see a one turn
delay next to it.
d. Only JAPANESE CLs and CSs can load troops.
e. You cannot change the mission of a TF. You must
disband it in port and reform it with a new mission.
10. Create Cargo TFs to resupply bases in rear areas (C).
a. Cargo TFs behave exactly like Transport TFs with one
exception: Cargo TFs will never enter an enemy ZOC unless there
is no other way to return to base. Cargo TFs will always try to
avoid enemy ZOCs. Unless you are PLANNING to penetrate into
enemy areas you should send your troops and cargo in Cargo TFs.
b. To load an air group onto ships select a CARGO TF
and load the group onto MCS, CVE or CS type ships.
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 engined aircraft that are loaded onto
CVE or CS type ships are not crated. CS ships may only be used
to transport LAND based air groups. CVE and CS ships can move
single-engined air groups without damaging (disassembling) them
and are very useful in doing quick reinforcement jobs to
airfields. CS ships are also a bit more survivable than typical
MCS units, though not enough to send them into harm's way without
escort.
3. AP type ships may not transport air groups.
c. To get ships from Columbo to S.F., 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 TFs (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 CVEs 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 CVEs are NOT carrying reserve aircraft they will be able
to operate with their normal complement of 2 squadrons. CVEs
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 could only launch
float planes. CS ships may TRANSPORT land based air groups.
12. Create combat TFs at friendly ports (C).
a. For Air Combat TFs the number of PPs will determine
the number of FULL airstrikes the TF can launch and chances of
achieving surprise.
b. For Surface Combat TFs the number of PPs will effect
the chances of achieving surprise and which TF fires first.
c. For Bombardment TFs the number of PPs will effect the
TF's chances of firing TWO bombardments instead of one.
13. Assign leaders to TFs (F1 on TF display).
a. There currently is no way to examine the leaders
without losing the one you started with.
b. You should always assign a leader to a TF that is
performing a combat mission. This includes Amphibious Transport
TFs. There are BIG combat penalties for not having a leader in a
TF. Leaderless TFs will frequently abort their missions if
attacked by a handful of bombers. Leaderless TFs can be badly
outclassed in surface combat (being surprised or the opponent
will get the first shot).
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. It
helps to toss in a few American merchant ships in ANZAC TFs so
that you can use some aggressive invasion commanders.
14. Load TFs with troops, supplies, or fuel (L).
a. When LCUs 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
LCUs lift capacity of a CS is 5 times its printed (aircraft)
capacity.
b. Here is a list of transport costs for all types of
aircraft:
1) 20 for fighter, fighter-bomber, dive-bomber and
torpedo bomber.
2) 30 for tactical bomber.
3) 40 heavy bomber, transport and patrol.
c. British transports can only carry British troops.
You can use any nationality ship to carry supplies.
15. Set TFs' destinations (D).
a. The DEFAULT <D> 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 TFs to hit Guadalcanal, you target the
first TF normally. With the second TF, you hit <D>estination and
the screen shows "...or <D>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 <H> to change home Port and then <D> 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 TFs dogleg around enemy bases.
16. Set TFs' functions/move options (F).
a. If a TF starts it's move in it's Home Port then it
will receive a PP bonus based on the size of the port.
b. Bombardment TFs will only bombard if their standoff
range is zero. Bombardment TFs will never initiate surface
combat. Surface Combat TFs will both initiate surface combat AND
bombard. A Surface Combat TF may only fire ONE bombardment
during a turn. If you want to keep your options open, you should
assign Surface Combat missions even to those TFs 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 TFs 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 AFs
are around, going straight for a major enemy port with a Surface
TF could be problem. Surface Combat TFs are fairly immune to air
attacks (compared to carriers and merchants) since the enemy
aircraft tend to go for the larger, more heavily armoured, ships
as 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 occurance. It is hard to force a
surface combat with carriers. In all of WW2 it only happened
twice (Norway 1940 and Leyte 1944).
d. A TF will have a STANDOFF RANGE only if it's
destination is different from it's home port. 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. 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 TFs enter a ZOC 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 AZOCs (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. In the x5 version, TFs will be 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 TFs REACTION RANGE will be equal to
their STANDOFF RANGE. Since reaction moves ONLY happen in
friendly AZOCs there should not be too many situations where
reaction moves are suicidal.
g. The best way to get surface TFs to react is to:
1) set destination the same as home port.
2) set the reaction range to 15.
3) assign an aggressive leader to the TF.
4) surround the area with friendly AZOCs. (Reaction
moves may only occur when enemy TFs enter friendly AZOCs and are
detected).
h. Air Combat TFs ON STATION will perform REACTION AIR
STRIKES against TFs that enter nearby AZOCs. 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 Prep Points 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. There is a similar problem with
coordinating large numbers of CAP.
l. 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 TFs to return to port before redirecting them back to an
enemy base because these TFs are very low on PPs.
m. Do not ignore your Patrol Crafts (PCs) when playing
the Allied side. Put the PCs 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. PCs are also great for soaking up land-based air attacks
such as damaging or shooting down a bunch of Betties.
n. 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
TFs and Surface TFs. 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 LCUs 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.
o. Move MCS's to San Francisco (SF) instead of moving
them to Los Angeles (LA). LA tends to accumulate many more MCS's
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're needed. Also
scour out the rear area islands every month or two, sending the
extra MCS's 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.
16. Reset TFs' home bases as necessary (H).
17. 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 appoximately
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, the planes will extend AZOCs over the area
and the hunter-killers will make the subs move off your convoy
route. Hunter-killer groups refer to Air Combat Task Forces.
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 TFs are available. Be sure
carriers have plenty of ASW support. Also shift some escorts to
the main convoy ports as mentioned in the manual (Los Angeles,
Nagoya, etc). 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.
c. Japanese subs were extremely effective during 1942
directing their efforts against American capital ships. Allied
ASW technology improved as the war went on and by 1943 Japanese
sub successes were rare.
d. 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.
18. Rebase all subs as necessary (alt/M, R).
a. In order to change the Home Port of a sub you must
first move the sub into it's new port. To do this, move the sub
onto the new port's hex. Then enter SUB MODE (Alt/M) and press R
or click the REMV button. On the next turn the sub should be
available to return to patrol at the new home port.
19. Remove TFs that completed their missions (Alt/Y).
a. Starting with version x2 the 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 TFs. 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 HQs so that they do not soak up
carrier and combat forces PPs. 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.
E-Mail Play
1. To play an E-Mail game, zip up the three save files
(SAVEA, SAVEA.MD, SAVEA.CD for example) and put them in your
opponents mail box.
2. The honor system for E-Mail games is desirable. When
playing E-mail games the players should alternate watching the
Execution Phase.
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
PLAYER CHECKLIST
REPORTS SUBPHASE
Review last turn's battle reports (alt/B).
Use SIGINT to review enemy Task Forces (TFs), bases, and land
combat units (LCUs) that have been spotted (F5).
Check losses/score (F9).
Check sunken ships (F8).
Check ship pools (F4).
REINFORCEMENT SUBPHASE
Check for reinforcements (in Sydney, Calcutta, Columbo, Kweiyang,
Kunming, Soerabaja, Auckland, and Manila if Allied; in Tokyo,
Shanghai, and Port Arthur if Japanese).
Check replacement pools (F7).
Cycle through factory cities to see which planes are being
produced and upgrade to newer models when applicable (F6).
HQ SUBPHASE
Examine HQs(alt/F).
List HQ units (alt/D).
Relocate HQs (alt/E).
Move HQs to TF in the same square (alt/S).
Assign new leader to HQs (alt/L).
Set HQ control (alt/K).
Change base HQ (alt/C).
Set HQ target (alt/G).
List HQ aircraft (alt/X).
Assign HQ air leader (alt/P).
Reinforce bases (alt/R).
LAND SUBPHASE
Examine land units in sequence (S/W).
Divide units as needed (D on unit data display).
Activate all LCUs that will be loaded, moved, or that will attack
(A on unit data display).
Assign leaders to land units (F1 on unit data display).
March LCUs overland (alt/W).
Call for immediate sealift forces (alt/T).
AIR SUBPHASE
Check which enemy bases are exerting AZOCS (alt/Z).
Check which friendly bases are exerting AZOCs (shft/Z).
Examine airfields in sequence (Z/A).
Set priority target base (B).
Set missions (D, N, NI, SA, OA, AB, T, D on air unit display).
Transfer air units (alt/A).
Upgrade older plane types (C on air unit display).
TASK FORCE SUBPHASE
Examine ports in sequence (O/P).
Examine existing TFs for damage, fuel, and threat levels (N/G).
Unload TFs at destination bases (U).
Replenish TFs if possible (Y) .
Transfer damaged (or undamaged) ships to new TFs (T).
Scuttle badly disabled ships (S on ship display).
Disband TFs at destination ports (R).
Check for isolated bases that may require special convoys in
order to receive adequate supplies (alt/O).
Create Transport TFs (and/or Tokyo Expresses, if Japanese) to
resupply bases in range of enemy air or sea zones of control (C).
Create Cargo TFs to resupply bases in rear areas (C).
Create Replenishment TFs (C).
Create combat TFs at friendly ports (C).
Assign leaders to TFs (F1 on TF display ).
Load TFs with troops, supplies, or fuel (L).
Set TFs' destinations (D).
Set TFs' functions/move options (F).
Reset TFs' home bases as necessary (H).
Adjust submarine patrol locations (alt/M).
Rebase all subs as necessary (alt/M, R).
Listing of Allied planes by availablity date
Name Type Avl Cost Rng Mvr Can Dur Load Car
SB2U Vindicator DB 12/41 2 3 8 2 16 12 N
SBD Dauntless DB 12/41 4 3 13 4 22 12 Y
F2A Buffalo F 12/41 3 2 17 8 19 1 Y
F4F Wildcat F 12/41 3 2 19 12 20 2 Y
Fulmar F 12/41 3 2 18 8 20 0 Y
Gladiator F 12/41 2 2 17 4 17 0 Y
Hurricane II F 12/41 3 2 19 8 20 5 N
P36A Mohawk F 12/41 3 2 18 3 9 1 N
P39 Aircobra F 12/41 3 2 17 13 25 1 N
P40 Warhawk F 12/41 3 3 19 8 24 3 N
Blenheim IF FB 12/41 6 4 10 5 34 8 N
CA3 Wirraway FB 12/41 2 2 12 6 20 5 N
B17 Fortress HB 12/41 7 8 1 11 80 60 N
Hudson P 12/41 5 5 10 2 32 7 N
PBY Catalina P 12/41 7 9 2 1 45 40 N
Swordfish T 12/41 2 2 6 1 18 16 Y
TBD Devastator T 12/41 4 2 8 2 18 10 Y
Vildebeast T 12/41 2 2 3 2 9 22 Y
A20 Havoc TB 12/41 5 4 10 12 36 20 N
B18A Bolo TB 12/41 4 3 2 2 30 65 N
B26 Marauder TB 12/41 5 4 9 8 45 48 N
Blenheim TB 12/41 5 4 7 1 34 10 N
Martin 139 TB 12/41 3 3 2 2 10 22 N
C47 Dakota TR 12/41 5 4 11 0 20 40 N
B25 Mitchell TB 1/42 5 4 4 6 43 52 N
Beaufort TB 1/42 5 4 7 3 26 20 N
Wellington TB 2/42 6 6 6 2 45 45 N
Albacore T 5/42 4 3 6 2 20 16 Y
Spitfire VIII F 6/42 3 2 24 12 27 2 N
B24 Liberator HB 6/42 7 9 1 9 60 90 N
Sunderland P 6/42 9 10 1 4 62 49 N
TBF Avenger T 6/42 4 3 11 4 23 20 Y
Beaufighter TB 7/42 5 4 13 16 39 21 N
Vengeance DB 10/42 4 5 10 4 20 20 N
P38F Lightning F 10/42 4 4 20 12 37 10 N
Seafire F 2/43 3 2 23 12 24 2 Y
F4U Corsair FB 4/43 3 3 22 12 26 20 Y
FM2 Wildcat FB 4/43 2 2 20 12 24 3 N
Barracuda T 4/43 4 2 1 2 30 17 Y
F6F Hellcat FB 6/43 3 3 23 12 27 20 Y
P47 Thunderbolt FB 8/43 3 4 23 16 39 25 N
SB2C HellDiver DB 9/43 4 3 10 6 22 13 Y
P38J Lightning FB 9/43 4 6 22 12 37 25 N
B29 Superfort HB 9/43 9 10 1 16 75 150 N
TBM Avenger T 9/43 4 3 11 4 26 20 Y
CA12 Boomerang FB 11/43 3 3 21 16 30 5 N
Firefly FB 12/43 4 3 19 16 25 4 N
Mosquito VI FB 12/43 4 4 18 20 37 20 N
P61 Black Widow FB 5/44 7 7 20 16 44 64 N
P51 Mustang F 6/44 3 8 24 12 33 10 N
A26 Invader TB 11/44 6 4 13 16 64 60 N
Listing of Japanese planes by availablity date
Name Type Avl Cost Rng Mvr Can Dur Load Car
D3A Val DB 12/41 4 3 11 2 10 8 Y
A5M Claude F 12/41 2 2 19 2 7 1 Y
A6M2 Zero F 12/41 3 6 22 8 7 1 Y
Ki27 Nate F 12/41 2 2 19 2 7 1
Ki34I Oscar F 12/41 3 2 21 4 7 1
Ki45 Nick FB 12/41 4 4 17 7 36 11
H6K Mavis P 12/41 9 13 1 6 44 22
H8K Emily P 12/42 9 16 1 16 66 44
Ki46 Dinah P 12/41 4 5 17 1 15 0
B5N Kate T 12/41 4 3 11 3 11 16
G3M Nell TB 12/41 5 6 7 6 12 17 Y
G4M Betty TB 12/41 6 9 7 7 13 18
Ki21 Sally TB 12/41 6 5 9 6 38 22
Ki32 Mary TB 12/41 3 3 11 4 19 10
Ki48 Lily TB 12/41 4 4 10 2 20 9
Ki49 Helen TB 12/41 6 5 10 7 40 22
Ki51 Sonia TB 12/41 3 2 12 4 24 4
Ki54 HickoryTR 12/41 5 3 9 0 18 12
Ki57 Topsy TR 5/42 6 6 10 0 20 15
J1N1 Irving F 10/42 5 4 18 16 38 5
Ki43 OscarIIFB 10/42 3 3 22 4 14 10
Ki44 Tojo FB 1/43 4 3 23 8 19 4
D4Y Judy DB 2/43 5 3 13 3 12 11
Ki61 Tony F 3/43 4 2 20 8 20 5
A6M5 Zero FB 8/43 3 4 23 11 18 3 Y
J2M Jack F 9/43 4 3 20 16 22 1
B6N Jil T 9/43 5 4 12 1 13 16 Y
Ki67 Peggy TB 1/44 6 6 14 10 43 18
N1K2 George FB 4/44 4 3 23 16 23 11 Y
Ki102 Randy F 5/44 5 3 21 16 34 6
Ki84 Frank FB 5/44 4 3 22 12 21 11
P1Y Frances TB 11/44 6 8 10 4 39 22
B7A Grace T 1/45 5 5 17 4 25 18
A6M8 Zeke FB 5/45 3 4 24 11 15 3 Y
DB = Dive Bomber HB = Heavy Bomber TB = Tactical Bomber
F = Fighter P = Patrol TR = Transport
FB = Fighter-Bomber T = Torpedo CAR = Carrier Capable
Airfield maximum size table Minimum airfield size
requirement table
Terrain Max Size Type Minimum size
airfield
1 4 Fighter 2
2 6 Fighter Bomber 2
3 8 Dive Bomber 2
4 9 Torpedo Bomber 2
5 9 Tactical Bomber 4
6 9 Heavy Bomber 4
7 8 Transport 2
8 6 Patrol 1
9 4
Listing of Allied planes by type/range/available date
Name Type Avl Cost Rng Mvr Can Dur Load Car
SB2U Vindicator DB 12/41 2 3 8 2 16 12 N
SBD Dauntless DB 12/41 4 3 13 4 22 12 Y
SB2C HellDiver DB 9/43 4 3 10 6 22 13 Y
Vengeance DB 10/42 4 5 10 4 20 20 N
F2A Buffalo F 12/41 3 2 17 8 19 1 Y
F4F Wildcat F 12/41 3 2 19 12 20 2 Y
Fulmar F 12/41 3 2 18 8 20 0 Y
Gladiator F 12/41 2 2 17 4 17 0 Y
Hurricane II F 12/41 3 2 19 8 20 5 N
P36A Mohawk F 12/41 3 2 18 3 9 1 N
P39 Aircobra F 12/41 3 2 17 13 25 1 N
Spitfire VIII F 6/42 3 2 24 12 27 2 N
Seafire F 2/43 3 2 23 12 24 2 Y
P40 Warhawk F 12/41 3 3 19 8 24 3 N
P38F Lightning F 10/42 4 4 20 12 37 10 N
P51 Mustang F 6/44 3 8 24 12 33 10 N
CA3 Wirraway FB 12/41 2 2 12 6 20 5 N
FM2 Wildcat FB 4/43 2 2 20 12 24 3 N
F4U Corsair FB 4/43 3 3 22 12 26 20 Y
F6F Hellcat FB 6/43 3 3 23 12 27 20 Y
CA12 Boomerang FB 11/43 3 3 21 16 30 5 N
Firefly FB 12/43 4 3 19 16 25 4 N
Blenheim IF FB 12/41 6 4 10 5 34 8 N
P47 Thunderbolt FB 8/43 3 4 23 16 39 25 N
Mosquito VI FB 12/43 4 4 18 20 37 20 N
P38J Lightning FB 9/43 4 6 22 12 37 25 N
P61 Black Widow FB 5/44 7 7 20 16 44 64 N
B17 Fortress HB 12/41 7 8 1 11 80 60 N
B24 Liberator HB 6/42 7 9 1 9 60 90 N
B29 Superfort HB 9/43 9 10 1 16 75 150 N
Hudson P 12/41 5 5 10 2 32 7 N
PBY Catalina P 12/41 7 9 2 1 45 40 N
Sunderland P 6/42 9 10 1 4 62 49 N
Swordfish T 12/41 2 2 6 1 18 16 Y
TBD Devastator T 12/41 4 2 8 2 18 10 Y
Vildebeast T 12/41 2 2 3 2 9 22 Y
Barracuda T 4/43 4 2 1 2 30 17 Y
Albacore T 5/42 4 3 6 2 20 16 Y
TBF Avenger T 6/42 4 3 11 4 23 20 Y
TBM Avenger T 9/43 4 3 11 4 26 20 Y
B18A Bolo TB 12/41 4 3 2 2 30 65 N
Martin 139 TB 12/41 3 3 2 2 10 22 N
A20 Havoc TB 12/41 5 4 10 12 36 20 N
B26 Marauder TB 12/41 5 4 9 8 45 48 N
Blenheim TB 12/41 5 4 7 1 34 10 N
B25 Mitchell TB 1/42 5 4 4 6 43 52 N
Beaufort TB 1/42 5 4 7 3 26 20 N
Beaufighter T 7/42 5 4 13 16 39 21 N
A26 Invader TB 11/44 6 4 13 16 64 60 N
Wellington TB 2/42 6 6 6 2 45 45 N
C47 Dakota TR 12/41 5 4 11 0 20 40 N
Listing of Japanese planes by type/range/available date
Name Type Avl Cost Rng Mvr Can Dur Load Car
D3A Val DB 12/41 4 3 11 2 10 8 Y
D4Y Judy DB 2/43 5 3 13 3 12 11 Y
A5M Claude F 12/41 2 2 19 2 7 1 Y
Ki27 Nate F 12/41 2 2 19 2 7 1
Ki34I Oscar F 12/41 3 2 21 4 7 1
Ki61 Tony F 3/43 4 2 20 8 20 5
J2M Jack F 9/43 4 3 20 16 22 1
Ki102 Randy F 5/44 5 3 21 16 34 6
J1N1 Irving F 10/42 5 4 18 16 38 5
A6M2 Zero F 12/41 3 6 22 8 7 1 Y
Ki43 Oscar II FB 10/42 3 3 22 4 14 10
Ki44 Tojo FB 1/43 4 3 23 8 19 4
N1K2 George FB 4/44 4 3 23 16 23 11
Ki84 Frank FB 5/44 4 3 22 12 21 11
Ki45 Nick FB 12/41 4 4 17 7 36 11
A6M5 Zero FB 8/43 3 4 23 11 18 3 Y
A6M8 Zeke FB 5/45 3 4 24 11 15 3 Y
Ki46 Dinah P 12/41 4 5 17 1 15 0
H6K Mavis P 12/41 9 13 1 6 44 22
H8K Emily P 12/42 9 16 1 16 66 44
B5N Kate T 12/41 4 3 11 3 11 16 Y
B6N Jill T 9/43 5 4 12 1 13 16 Y
B7A Grace T 1/45 5 5 17 4 25 18
Ki51 Sonia TB 12/41 3 2 12 4 24 4
Ki32 Mary TB 12/41 3 3 11 4 19 10
Ki48 Lily TB 12/41 4 4 10 2 20 9
Ki21 Sally TB 12/41 6 5 9 6 38 22
Ki49 Helen TB 12/41 6 5 10 7 40 22
G3M Nell TB 12/41 5 6 7 6 12 17
Ki67 Peggy TB 1/44 6 6 14 10 43 18
P1Y Frances TB 11/44 6 8 10 4 39 22
G4M Betty TB 12/41 6 9 7 7 13 18
Ki54 Hickory TR 12/41 5 3 9 0 18 12
Ki57 II Topsy TR 5/42 6 6 10 0 20 15
DB = Dive Bomber HB = Heavy Bomber TB = Tactical Bomber
F = Fighter P = Patrol TR = Transport
FB = Fighter-Bomber T = Torpedo