VICTORY IN THE PACIFIC
NT1 Variant Scenario
updated 080212
Rule 18 is entirely replaced as follows:
- 18. The Surprise Attack:
On the first turn, play is altered slightly to reflect the effects of the
Japanese surprise attacks on Pearl Harbor and in Indonesia. Movement and combat
are executed in sequence normally, except:
- 18.1 Pearl Harbor: Japanese ships with speed >= 5 may
automatically move to the Hawaiian Islands during the raiding phase where
they immediately conduct an air raid (two rounds) against Allied units in
Pearl Harbor. The 7th A.F., if available, may return fire during the second
round.
- 18.11 After the air raid, the Japanese can retreat
or stay for combat. If they retreat now, they cannot be pursued.
- 18.12 If the Japanese stay, each IJN carrier must immediately
designate a target in the event that the first regular combat round is
a day action. Targets may include units raiding, in Pearl Harbor, or in
the Hawaiian Islands. If, during the first regular combat round, the assigned
target is unavailable (i.e., not in Pearl Harbor nor engaged in combat
in the Hawaiian Islands), the carrier loses its attack during the first
regular combat round. If the first combat round is a night action, these
target designations are ignored.
- 18.13 After the Pearl Harbor air raid, the Allied player
moves his raiding units. The Japanese player then places the I-Boat.
- 18.131 USN raiding ships may not attempt to move
into a third sea area (moves which would normally require a speed
roll).
- 18.132 Units in Pearl Harbor are raiders and may
not move until the raiding phase. During raider deployment, undamaged
ships from Pearl Harbor may freely leave the Hawaiian Islands. The
7th A.F. and damaged ships from Pearl Harbor may only move to the
Hawaiian Islands.
- 18.133 Units in Indonesia count as patrollers but
may not move at all.
- 18.14 At the beginning of the first regular round of
combat in the Hawaiian Islands, the Allied player may refuse to engage
Japanese forces. If so, Japanese units may not attack Allied units in
the Hawaiian Islands and vice versa for the remainder of the turn (Exception:
The I-Boat may still attack any ship which left Pearl
Harbor).
- 18.15 Japanese forces may remain in the Hawaiian Islands
for a maximum of two regular rounds of combat. Within the limitations
of 18.12, they may target engaged Allied units (18.14) and, during day
actions, units
in Pearl Harbor. After two regular rounds of combat, the IJN must retreat.
Engaged Allied units may pursue.
- 18.16 Japanese ships may not pursue Allied forces which
retreat from the Hawaiian Islands.
- 18.2 Indonesia: The first two rounds of combat in Indonesia
are automatically day actions. The 5th A.F. may not return fire during the
first automatic day action. Allied units may not be disabled nor retreat until
the third combat round.
- 18.3 Basing Uncertain: Immediately prior to Allied basing,
the Allied player rolls one die for each "basing uncertain" ship.
On a roll of 1, the ship may be immediately based at any red Allied port;
otherwise, the ship bases at Pearl Harbor.
Turn 1 Sequence of Play
- IJN Patrols
- USN Patrols
- IJN LBA (Allied LBA can't move, see 18.132)
- IJN Amphibious Unit (Allies have no Marines)
- IJN Raiders
- Pearl Harbor Air Raid (See 18.1) Japanese decision to retreat or stay
in Hawaiian Islands Japanese target selection for 1st Regular Combat Round
in Hawaiians
- USN Raiders
- IJN I-Boat Placement
- Regular Combat:
- USN decision to engage or not (see 18.14) precedes the day/night roll
in the Hawaiians
A day/night roll for the Hawaiians is made even if the USN does not engage
- First two rounds in Indonesia are special day actions (see 18.2)
- Flags & PoC
- IJN Basing
- Basing Uncertain (see 18.3)
- USN Basing