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Gary Grigsby's Pacific War cheats / Gary Grigsby's Pacific War hints / Gary Grigsby's Pacific War faqs / Gary Grigsby's Pacific War solutions



Gary Grigsby's Pacific War hints

(The following update is due to the excellent BBS clarifications
and comments from 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.

i. Ver 1.1x12 allows allied LCU's to come back 6 months after
destruction and also eliminates delay of task force
reorganization.

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. Small groups of planes that show up may
be reinforcments or the return of destroyed/disbanded air groups.
New groups show up with 3-4 planes. What your factories are
producing has nothing to do with what shows up. You may have a
group of P-40s that show up in '43 when you do not have a single
P-40 on the map or in production. They are now waiting for the
P-47 to go into production so they can switch (meanwhile they are
training). 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.

g. The rules are wrong about the appearance date of the OHKAs.
They become available in MARCH 1945.

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.

s. 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.

t. It appears that only the experience rating of the land unit
on the top of the stack in a hex is used for the experience check
at the beginning of a land combat phase. If a unit with a low
experience rating is on top of the stack, its experience
rating will be used no matter how good the other units in the
stack are. As an example, the British player should always
arrange his forces so that a unit with an experience rating over
50 is on the top of any stack that is going to fight the
Japanese. It also means that divisions will always be higher in
stacks than non-divisional units, because their database ID #'s
are lower.

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.

e. Your HQ leaders should have the highest land ratings
available. This also includes naval HQs. Your TF and base
commanders should have high aggressiveness ratings so they will
contribute more often to the conduct of a particular battle.
This is especially true for carrier TF commanders; Halsey with
an aggressiveness of 9 is far more useful as a carrier TF
commander because he will contribute his 7 air rating to carrier
battles 90% of the time, as opposed to 60% of the time for the
next best Allied carrier leaders, Mitscher and Spruance. As an
example, almost always appoint Kinkaid as commander of the South
Pacific (SoPac), with Fitch or McCain as his air leader, in lieu
of Halsey. Kinkaid has a land rating of 4 to Halsey's 3. If you
keep Halsey as SoPac commander, you should not have a SoPac air
leader. Halsey is the best air leader the US has.

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.

e. There is a fresh reaction roll everytime an enemy TF enters a
new AZOC. Keep in mind that bases exert more than one AZOC,
depending on the type of aircraft. A base with patrol, tactical
bomber and fighter aircraft exerts three, not one, AZOC, though
only the patrol AZOC will appear on the screen. This means that
it helps to have more but weaker airbases exerting different
types of AZOC around a carrier TF that you want to have make a
reaction move.

f. Enemy fighter AZOC, both from land bases and carrier TF's,
can negate friendly AZOC.

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. The combat system in
Pacific War required that aircraft ordnance be automatically
selected by the computer according to range/type of target.
Japanese NAVAL bombers are better off attacking ships with
torpedoes so the computer ALWAYS selects this weapon. Japanese
transport aircraft that may show up on the Allied side may be the
result of the 'data contamination' bug. Version x12 in the
Library is intended to fix that bug.

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. Torpedoes are more effective but
torpedo bombers are exceptionally vulnerable to AA fire. 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. All TAC-BOMBERS in the game that
attack with BOMBS are assumed to be skip-bombing. The aircraft
accuracy of all TAC-BOMBERS is the same. Thus a B-25 and a Betty
both have a ship attack accuracy of 7. The Type 99 No.80 Mk.3 HC
bomb was the Japanese Navy's heavy "General Purpose" bomb. This
bomb was used throughout the Pacific. The Type 99 No.80 Mk.5 AP
bomb was used only at Pearl Harbor and was replaced with the
redesigned Type 2 No.80 800kg AP bomb in 1942. 800kg bombs also
added in version X14 and X15, making contact with the IJN more
risky. The IJN planes will use torpedoes if they can carry them
and if the range is advantageous to use them, but at very close
ranges (1-5 hexes) they will carry 800 kg bombs (if possible)
about 50% of the time.

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.

r. After the poor performance of level bombers vs ships early in
the war the Japanese lost confidence in this form of weapons
delivery. Late in the war, big WARHEADS are factored into twin
engined kamikaze aircraft.

s. ARMY pilots have their experience modified when attacking
ships. Their experience rating is squared and then divided by
100. Thus the LOWER an ARMY-AIR GROUP'S experience the greater
the loss of effectiveness in attacking naval targets. IJN, RN,
USN and USMC air groups do not have their experience modified for
attacking ships.

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. Any airgroups sent
to China or the Kwantung Army can't come out unless you move them
with PW Reports. 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.

f. You cannot split squadrons or remove air groups from CVs.

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 t


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