The South Seas Campaign

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South Seas Campaign Designer s Notes By Joseph Miranda South Seas Campaign (World at War 18) simulates the operations of the Japanese and Allies in the South Pacific and Southwest Pacific Areas during 1942 and 1943. The original campaign saw several major carrier battles (Coral Sea, Eastern Solomons, Santa Cruz), numerous surface actions, including one of the few battleship versus battleship engagements of the Pacific Theater of Operations (PTO), the ground campaigns on Guadalcanal and New Guinea, and a huge employment of airpower. Getting all of that into a magazine game was a tall order. I based the design on the Charles S. Roberts Award-winning system created by Ty Bomba for Bruce Costello s Red Dragon Rising (RDR). That system simply and effectively models combined naval-air-land operations (or as we would say today, joint or hybrid warfare). I ve had some design experience in this theater, having previously designed Solomons Campaign and Coral Sea Solitaire and co-designed USN Deluxe. The systems for those games use intricate sequences of play and were heavily procedural. I needed to cut down on that aspect of things, and the RDR system fit the bill, as it utilizes essentially one rule to portray many kinds of combat. The system is centered on actions, each portraying one type of operation. To keep them organized, I grouped them into G-1 (administrative), G-2 (intelligence), G-3 (operational) and G-4 (logistics). That s based on the US armed forces WWII staff system, and is intended to make it easier to access the various types of actions. Researching the game was facilitated by having a considerable library of material based on the other PTO designs I ve already done. One notable source was the Pacific War Encyclopedia, written by S&T veterans Jim Dunnigan and Al Nofi. Also useful were Shelby Stanton s Order of Battle World War II: US Army, John Ellis s World War II: A Statistical Study, and the Oxford Companion to World War II. All of them had good order of battle information. To keep the information organized, I made a roster of every unit that fought in the campaign and then noted their historical dates of appearance. That in turn was used to determine which units start the game on the map, which are placed in the 1942 reinforcement pool, and which end up coming in during 1943. I also included some what-if units, such as a Japanese airborne regiment. Given the randomization of the reinforcement process, that provides for a range of orders of battle. Naval units are portrayed as individual ships for fleet carriers; two or three ships for light and escort carriers and battleships; divisions of four or so for cruisers; squadrons of eight or more for destroyers; and flotillas for submarines and transports. Then it was simply a matter of figuring out how many of each ship type was in the theater and translating that number into game units. Air units are based on the models that were available for the theater, and the maximum basing capacity. Since the reinforcement process is randomized, it was not necessary to give exact numbers; I just had to ensure the relative numbers of each type are there. The game map stretches from Australia to Fiji and from Rabaul to New Caledonia. It uses areas, representing islands of various size, major land masses (Australia) and sea zones. That got to be tricky, since air units can fly to range; so I had to ensure the relative distances reflected combat radii. Combat uses the standard RDR system in which each unit has factors representing its strength against enemy surface, submarine, air and ground units. Combat operations in the game represent the overall effects of many different things. (I suppose we can use the Pentagonese modeling and simulation term effects based operations here.) Each turn represents one month, though that s on a sliding scale. A single turn might be a week of intense fighting, as in the opening days of the US landing on Guadalcanal, or it might represent a couple months of buildup in which nothing much happens on the front. An individual combat might represent the outcomes of several different battles. A naval task force that remains at sea for several turns isn t in reality on station for that entire period; rather, the position of the units represents a consistent presence of so much seapower in a vital stretch of water such as The Slot. Another point to consider was casualties. Players will find most games will see a growing dead pile of eliminated units. That doesn t mean all those units are wiped out to the last man, ship or plane. Rather, they ve been rendered combat ineffective owing to casualties or being withdrawn for reorganization (as happened to the USMC 1 st Division after a few victorious if debilitating months on Guadalcanal). Some other specifics of SSC are as follows: Command Control The IJN and IJA weren t on the best of terms. This frequently led to disputes over strategy. In the game, the Japanese have two special event chits, IJN Operation and IJA Operation. Each gives the Japanese player three additional actions for one turn, but only with Navy or Army units, respectively. That simply but effectively models the Japanese command situation, making it difficult for them to coordinate both services. On the Allied side there were various issues between the American and Commonwealth forces, as well as within the US armed services; however, they solved those problems in the course of the campaign, while the Japanese didn t. In the game the Allies receive event chits that give them additional operations they can use each turn. Therefore the Allied player will find, as the game progresses, he ll be building up operational capability while the Japanese will have surges of often uncoordinated activities though, if the Japanese player picks the right chits, he can launch some overwhelming offensives in the World at War 18 Designer & Player Notes JUN JUL 2011 D1

course of a turn. As was the case historically, the Allies can t become complacent. Unit Strengths I gave some units an additional combat strength factor, representing higher states of training or levels of equipment. US aircraft carrier reinforcements have higher anti-air but lower anti-surface unit values than the starting CV because, as the war progressed, the USN upped the number of fighters per deck. Incidentally, a future SSC variant will provide substitute counters for Japanese carriers so they can change the configuration of their aircraft groups. Step Reduction (or Lack Thereof) The reason one hit knocks out a unit is that damaged naval units tended to be withdrawn from combat for repair. A battleship might be more resilient than a destroyer, but it still takes only one hit to eliminate it because a BB unit represents two ships while a DD is an entire squadron. Air units were notorious for high attrition due to combat, maintenance and environmental conditions. Land units were quickly rendered combat ineffective by combat losses, disease and fatigue, while air units always tended to be relatively fragile. As noted, simply because a unit s been eliminated from the map doesn t mean it s been wiped out; it s just that it s no longer capable of participating in operations at the scale of those modeled in the game. I made an exception for divisional units, where it takes two hits to take them out. That was the result of play testing, where we found divisions needed to be more resilient to replicate historical combat results. Basing You can build bases from a strength level of zero up to six, depending on the terrain. Each base can support a number of air units equal to its level. If a base s level is reduced (usually by enemy action), excess air units are eliminated. That accounts for a couple things. One is the destruction of aircraft on the ground when bases are bombed or shelled, another is the loss of aircraft owing to lack of maintenance, a major factor in the campaign. Administrative Movement Players can move land units without transports in a limited manner from base to base. I added that because play testing showed the number of naval transports in the game wasn t sufficient to replicate historic convoys. The assumption here is that administrative movement makes use of shipping not otherwise shown but present in the rear area. There s also the naval rebasing action, which allows for rapid movement of naval forces as long as they don t engage the enemy. Among other things, those kinds of movement emphasize the importance of setting up base networks: you need infrastructure to be effective. Command on the Seas Naval units may remain at sea indefinitely without replenishment, at least in the standard rules. That s owing to logistical vessels not otherwise shown in the game, and the overall scope of the game in which it s assumed task forces are operating on station and/or returning to bases as needed. The optional rules add more involved supply rules and, while a little more realistic, they take additional effort to end up pretty much where you would be using the standard rules. Harbors Given the relatively small size of the islands and their harbor facilities in this theater of operations, it wasn t viable to allow naval units to enter land areas (unlike RDR ). Naval units adjacent to harbor areas are considered to be operating within their immediate range, entering them as needed, but not being permanently within their confines. That s something of an abstraction, but it does reduce the need for special rules. Long Range Carrier Strikes & Counterstrikes Carriers can attack enemy units in adjacent sea zones. That s an additional capability to combat in Red Dragon Rising that was necessitated by the difference in scale between the two games. Carriers on World War II had a real advantage in that pre-cruise missile era because they could engage enemy fleets at range. I really don t like using too many such specialized rules, since each one in effect adds an additional subsystem; but given the importance of carriers to various aspects of this campaign, I went with it. Super Battleships There s only one unit in SSC with a combat strength of 6, and that s IJN BB-3, representing the super battleships Yamato and Musashi. Its anti-surface factor of 6 means it automatically hits whatever enemy naval unit on which it fires. Bear in mind, since the Refit rule allows for the potential return to play of eliminated units, it makes that BB powerful but not decisive. Logistics isn t simply a matter of supply, as in most wargames. Transportation and refit are major factors. Often, much of your operational capacity will be employed simply to get units to the front or out of the dead pile. Then again, the PTO was in large part a war of logistics; so plan accordingly. Refit One of the more critical actions in the game is refit. It goes with the design philosophy that logistics were just as critical to the campaign as combat. Players roll on a table to try to bring eliminated units back into play. I gave each side different ranges for success for each unit type. The Japanese have a better chance of bringing back their ground units than do the Allies, as they had a larger manpower base in their Army at the time. The Allies were hard pressed to get sufficient troops trained and deployed at this stage of the war. Conversely, the Allies can replace their air units at a higher rate, reflecting greater industrial capacity and pilot training programs. Refit & Fog of War You never know what the other guy is bringing back into action when he takes a Refit action. Often, enemy carriers and battleships were reported as sunk when they were only damaged or not even hit. This rule effectively recreates that inescapable tactical intelligence game. Night Naval Attack Action Initially the IJN had an advantage in weapons (Long Lance torpedoes) and training, especially in night fighting. By mid-campaign, Allied naval training had caught up, and the Allies use of shipboard radar evened up the odds in night actions. So the IJN gets a combat edge in 1942 when attacking with cruisers and destroyers, but loses it in 1943. USN AO Unit This represents the fleet train, a massive concentration of oilers, supply ships and other logistical craft. Among other things, it allows the Allied player to replace refitted units at sea. That has major impact on running a sustained naval offensive. Banzai! Some players have asked why the Japanese can use this marker for naval and air attacks as well as for ground combat. The answer is it doesn t represent Banzai charges as such, but rather the Japanese tendency to push forward with offensive operations without doing adequate intelligence preparation. Sometimes that paid off; other times it led to disaster. D2 World at War 18 Designer & Player Notes JUN JUL 2011

Victory Points Players get VP for both units in the Destroyed Box and the Units for Refit Box. In the latter case that gives players an incentive to rebuild units, since they would be required for subsequent campaigns. I included all the major geographic objectives for VP. There were reasons for going to places such as Guadalcanal. (Among other things, it was one of the few islands in the Solomons where airbases could be easily built up.) Of course, there s always the option of taking things in a different direction. This system has proven to be popular. Among other things, you can play a complete campaign in the course of an evening. We re developing some shorter scenarios, including one based simply on the Solomons campaign. I ve also designed another game using the system, Norway 1940, covering the German invasion of Scandinavia. Expect to see more in the future. South Seas Campaign Players Notes South Seas Campaign (World at War 18) simulates the campaign in the South and Southwest Pacific Areas during 1942 and 1943. The original campaign saw the Japanese and Allies employ naval, air and land forces in actions that included the Battle of the Coral Sea, the struggles for the Solomons and New Guinea, and the final Allied drive against the main Japanese base in the area at Rabaul. There was also the possibility of the Japanese attacking as far afield as New Caledonia, Fiji and Australia. Given the unique nature of the system, players need to take a number of things into consideration. There are two general ways to win. One is by taking control of certain strategic areas. They include Guadalcanal, the New Hebrides and Port Moresby, among other places. Another way to win is on points, by destroying enemy units. Right from the start the victory conditions create strategies that are asymmetric (to use a modern term). If the Japanese are going for a sudden death victory, they re going to have to win before the Allies build up too much. That means hitting and hitting hard. One strategy that s proven effective is for the Japanese to go over to the offensive early, trying to seize key areas. Even if the Japanese don t win a sudden death victory that way, they at least can throw the Allies off balance. For the Allies victory is more a question of long-term planning. It s a matter of building up and preserving one s forces so you can eventually make it to Rabaul. At the same time, though, you can t get too cautious because that will keep you pinned in your safe areas. The Allied player has to figure where he wants to be at certain turns in the game, and then get his forces there. Another thing to consider is each player gets different amounts of points for certain things. The Allies gain more by destroying Japanese aircraft, for example, reflecting the difficulty the Japanese had in replacing those kinds of losses. Conversely, the Japanese get more points for eliminating Allied ground units. There are two general fronts on the map: New Guinea and the Solomons. Given the geometry of the island chains, a Japanese offensive will diverge outward from their main bases at Rabaul and Truk: southwest toward Australia and southeast toward the New Hebrides-New Caledonia-Fiji line. Therefore Japanese thrusts will be moving outside of mutually supporting radii. You can end up with the fragmented operations the Japanese found themselves in at places such as the Coral Sea. Conversely, though, when falling back the Japanese will find themselves on interior lines. The airbase at Rabaul, if built up to full capacity, can provide cover to both New Guinea and the Solomons. The Allies will find themselves with the opposite situation, diverging on defense toward the New Hebrides-New Caledonia line in the east and toward Australia in the west. On the offensive they ll be converging on Rabaul. There are two major locales where Allied units come into play: Pearl Harbor and Australia. The Pearl Harbor reinforcements will require something of a logistical effort simply to get them to Australia-New Guinea. That s one reason an Allied campaign in the Solomons becomes viable: it s easier to get your forces to Guadalcanal than elsewhere. All that brings up the importance of transport actions in the game. It s one thing to have lots of reinforcement units at a home base it s another to get them where you need them in a timely way. Of course, transport was a major factor throughout the vast PTO, and it inescapably has to be part of your planning. Each side has a range of unit types. The three most critical are: engineers, transports and aircraft carriers. How you manage them will win or lose the game for you. Engineers are vital because you need them to build bases. I ll go into the advantages of bases below, but note here that the pace of your advance and depth of your defense are contingent on your basing structure. Transport ships are vital for making amphibious landings and for supporting base building. Carriers can make special attacks, hitting enemy forces in adjacent areas. They re the only naval units capable of making such ranged attacks, thereby greatly enhancing overall offensive abilities. As for air units, they give you the capability to project power at considerable distance. The Japanese have something of an edge here with their longer-ranged airplanes. Often, players employ air units as something of an expendable force, using them to knock out enemy carriers and transports regardless of their own losses. Both sides have several types of land units, including infantry, amphibious, armor and airborne. They range in size from divisions down to regiments. Land units are useful for taking and holding critical territory and for covering the engineers and bases. World at War 18 Designer & Player Notes JUN JUL 2011 D3

OK, why do you need bases? For starters, the number of air units you can station in a land area is equal to your base-level there. That means you have to build up bases to get forward your airpower. The Allies have an edge here, being able to construct two levels for each action while the Japanese can only build one. That models the lavish use of construction equipment by the Americans. In a race for bases, the Allies should come out ahead. You can bring in refitted units at bases, reducing your transport issues and getting them into the fight that much sooner. Another reason to build bases is the administrative movement actions. They allow you to double the movement of naval units from base to base, and to move land units without transports. (The idea is that they re using local shipping.) Bases, while static, have the effect of accelerating your overall ability to move forces. That brings me to the question of using your actions. You ll find there are never actions in a turn to do everything you want to do. You can receive additional actions via the play of various event chits. The thing about the event chits is they re often limited in how they can be used. For example, the IJN Operation chit gives the Japanese three additional actions, but only IJN units can use them, and only for one turn. The Allied Halsey chit gives an additional naval action, though it can be used on each turn once it s picked. That means the Japanese player has to plan in terms of surges of action, while the Allied player can be persistent even if less effective on a turn by turn basis which, by the way, was the desired historical design effect. Historically, the Japanese were good at putting together master plans, but routine staff work was an Allied (especially American) strength. The system forces players to think in terms of prioritizing their operations. Unlike most wargames, where you have unlimited movement and combat based on phases, and logistics usually takes care of itself, in SSC every action has to be accounted for. For example, you might spend several turns just doing logistics: mobilizing reinforcements, moving units forward and building bases. You might then follow up with one or two turns of intense offensive actions. The surest way to lose the game is to go from turn to turn without a plan. Everything you do has to be focused on gaining some specific objective, which means you re going to have across multiple turns. That s so even of routine actions. For example, to conduct a carrier raid you will usually expend one action to move your task force forward and attack. Then you should have another action in reserve to get the carriers out of hot spots; otherwise, they may become vulnerable to enemy counterattack. That s something else we found out in play testing: getting out is just as important as getting in, and a critical decision is determining when you need to break off. Naval actions are just as much a function of speed as they are of combat factors. Both sides have some powerful battleships, but some of them have low movement rates (as slow as one sea zone per action). You have to consider if it s worth the extra actions to get them into combat, or if it s better to use them to secure your rear area and occasionally used for shore bombardment. That s another one of the benefits of the system: it generates historic tactical considerations without forcing it via gimmicky rules. Often a task force of fast cruisers and destroyers will be more effective than the big battlewagons, though one needs to be careful if the enemy player manages to get loose with his BBs. There s a lot of attrition. Bear in mind each combat loss represents the outcome of up to a month of fighting as well as attrition from weather, disease and general wear and tear on men and machinery. You have the possibility of bringing eliminated units back into play via the Refit action. Players roll dice for eliminated units and, depending on the outcome, they may be immediately restored to play, end up back in the reinforcement pool or taken permanently out of the game. Each player has a different range of outcomes for refit, simulating historical conditions. The Allies can brining back air units more easily owing to American industrial capacity. The Japanese can replace ground units at a higher rate owing to the relatively larger size of the IJA at the time, as well as reflecting the incredible resiliency of Japanese units. The Japanese player will often find his air force evaporating over a number of turns of combat, while the Allies may be hard pressed to keep infantry and Marine divisions in the line. Refit also adds an element of limited intelligence to the game. Think you sank that enemy carrier? Maybe, but a good refit die roll can have it back in action ASAP, leading to some up sets as the Japanese found out at Midway. Reinforcement actions bring new units into play. You have to figure whether it s more cost effective to reinforce or refit. Refit can be critical if you need to get certain eliminated units, especially engineers, transports and carriers. Reinforcement is useful for expanding your overall force. Also, the Allies in 1943 get considerable additions to their Reinforcement pool, as well as an extra die roll worth of units; so that can be useful in the second half of the game. The Allied 1943 reinforcements include some qualitatively better air units, such as P-47s, another reason to reinforce. Each player needs to utilize their own side s special capabilities. The Allies can use air transport to move ground units from base to base. That vastly enhances strategic mobility, and was one of the real advantages they had in the historic campaign. The Japanese can make special night naval attacks in 1942, using cruisers and destroyers, which allows for such lopsided combats as Savo Island. The Japanese lose that advantage in 1943 as Allied training and radar utilization improves. The Japanese can also form the Tokyo Express, which allows them to use destroyers as fast transports, getting into and again out of situations before the Allies can counterattack. There s a wealth of options players can take; so it works to your advantage to carefully and thoroughly read the operational descriptions (for both sides). Finally, I ve created a new scenario for the game, this one beginning in August 1942 at the start of the Solomons campaign. It puts players into the situation at what became a turning point in the Pacific War. If there s enough interest, we ll come up with even more scenarios. D4 World at War 18 Designer & Player Notes JUN JUL 2011

South Seas Campaign: New Scenarios Variant by: Joseph Miranda Playtesting: Roger Mason INTRODUCTION These are two new scenarios for South Seas Campaign, which appeared in World at War #18. The Opening Moves Scenario covers the initial Japanese advance into the South Pacific in January 1942. The Solomons-New Guinea scenario starts with the US landing on Guadalcanal in August 1942 and the intensification of the New Guinea campaign. SCENARIO 1: OPENING MOVES 1. Game Length 1.1 This scenario begins in January 1942. Add two turns prior to the start of the standard Turn Record Track: Minus 1 ( -1 January 1942) and Zero ( 0 February 1942). 1.2 There are three versions of the scenario; the Short, the Medium and the Long. The Short scenario begins on Turn Minus 1 and continues to the end of Turn 3 (May 1942 the Battle of the Coral Sea). The Medium scenario begins on Turn Minus 1 and continues to the end of Turn 6 (August 1942 beginning of the Solomons Campaign). The Long scenario begins on Turn Minus 1 and continues to the end of Turn 22 (December 1943). The game also can end if one side wins a sudden death victory, or concedes. 2. Allied Set Up See 2.7 for reinforcement codes. Bases Rabaul: one 1 base. Fiji: one 2 base. New Caledonia: one 2 base. Townsville: one 2 base. Port Moresby: one 2 base. Australian Units Port Moresby: NGF Brigade. Townsville: TG Coastal Defense Division. Australia Off-Map Base: CA- Au; 1 x Hudson air unit. New Zealand Units Fiji: Fiji Brigade US Units Pearl Harbor: DD-1, AP-1, SS-1; 6814 Infantry Brigade, 1A Engineers; 1 st Defense Brigade; 1 x P-39, 1 P-40, 1 x B-17, 1 x B-25. Allied Events in Play Box: none. Allied Units in Refit Box: none. Allied Units Destroyed Box: none. Allied Base Units Available Box: All remaining Allied base units. Allied Special Reinforcements Box 1) Australian Reserves: 4 th Infantry Division, 1 st Armored Brigade (these are received per the Mobilize Australian Reserves action). 2) US Task Force-17: CV-2, CV-5, CA-1, DD-2 (these are received as reinforcements at the start of Turn 0 (February 1942) at Pearl Harbor. The Allied player doesn t expend an action to receive these units). Allied 1943 Reinforcements Box: All asterisked units. Allied 1942 Reinforcement Pool: All remaining Allied units. 3. Japanese Set Up Bases None IJN Units: Truk: CA-1, DD-1, PT-1, YP-1, SS-1, AP- 1; 1 st CSNLF Marines, 1 st BF Defense Brigade, 1 st IJN Engineers; 1 x A-5, 1 x A-6, 1 x G-3, 1 x G-4, 1 x H-6. IJA Units: Truk: SSD Marines Japanese Events in Play Box: none Japanese Units in Refit Box: none. Japanese Units Destroyed Box: none. Japanese Bases Available Box: All remaining Japanese base units. Japanese Special Reinforcements Box 1) Operation MO Force: CV-S, CV-Z, CVL-1, CA- 2, DD-2, AP-2, SS-2 (These are received as reinforcements at the start of Turn 2 (April 1942) at Truk. The Japanese player doesn t expend an action to receive these units.) 2) Operation I: 2 x A-6-I, 1 x B-5-I, 1 x D-3/4-I (These units enter play only if the Operation I event goes into effect). Japanese 1943 Reinforcements Box: all asterisked units. Japanese 1942 Reinforcement Pool: All remaining Japanese units. 4. Special Rules 4.1 Allied 1) Event markers: Do not place any Allied Event markers into the pool until the start of Turn 1 (March 1942). If a pre-check calls for picking an Event marker during turns Minus 1 and Zero, treat this is as no effect. (This is due to Allied disorganization at the start of the campaign.) 2) Turn 2 Event: On Turn 2 (April 1942), the Allied player doesn t roll for events. Instead, he may sort through the Event pool and choose any one event marker. 3) Launch a Land-Based Air Strike into a Sea Zone. On Turns Minus 1, 0, 1, 2 and 3, Allied air units that perform this action (see 8.10, action G3-16) have their combat strengths reduced by one. Starting with Turn 4, Allied air units perform this action with their printed strengths. (This does not affect Allied carrier units.) 4.2 Japanese Special Rules 1) Starting Events. Remove the Yamamoto marker from the starting pool. Place it in the pool at the start of Turn 1 (March 1942). 5. HOW TO WIN 5.1 Short Scenario Japanese: The Japanese win if at the end of any game turn they (1) have bases in two of the following areas (control or contest): Rabaul, Port Moresby, Guadalcanal; and (2) have sunk at least one Allied CV in the course of the game. (See errata, below, for definition of sinking.) Allies: The Allies win instantly if at the end of any game turn they have sunk one or more Japanese CV or BB unit (CVL do not count). (Any other outcome is a draw. If both sides fulfill their victory conditions, then the game also is a draw.) 5.1 Medium Scenario Japanese: The Japanese win if at the end of any game turn they have bases in three of the following areas (control or contest): Rabaul, Port Moresby, Guadalcanal, Fiji, New Caledonia. Allies: The Allies win if at the end of any game turn they have bases in three of the following (control or contest): Lae, Milne Bay, Guadalcanal, New Hebrides. (If both sides fulfill their victory conditions, the game is a draw.) 5.3 Long Scenario Use the standard game victory conditions, rule 4.0. World at War 18 Designer & Player Notes JUN JUL 2011 D5

SCENARIO 2: THE SOLOMONS- NEW GUINEA CAMPAIGN 1. Game Length There are two versions of the scenario; the Short and the Long. The Short scenario begins on Turn 6 (August 1942) and continues to the end of Turn 12 (February 1943, when the Japanese withdrew from Guadalcanal). The Long scenario begins on Turn 6 and continues to the end of Turn 22. The game also can end if one side wins a sudden death victory, or concedes. 2. Allied Set Up See rule 2.7 for reinforcement codes. Base Units Fiji: one 2 base. New Hebrides: one 4 base. New Caledonia: one 4 base. Port Moresby: one 2 base. Milne Base: one 2 base. Townsville: one 4 base. Australian Units The Slot: CA-Au. Port Moresby: 7 th Infantry Division, 1 x entrenched marker; 1 x Hudson. Milne Bay: NGF Infantry Brigade, 1 x entrenched marker; 1 x Kittyhawk. Townsville: TG Coastal Defense Division, 6 th Engineers. Australia Off-Map Base: 6 th Infantry Division. New Zealand Units Fiji: Fiji Infantry Brigade. Australia Off-Map Base: DD-NZ; 1 x Ventura. US Units Pearl Harbor: BB-1, DD-3, LST-1, APD-1; 2 nd Marine Division, 25 th Infantry Division, 2 nd Defense Brigade, 2 nd CB Engineers; 1 x P-38, 1 x P-40, 1 x A-20, 1 x B-25. Fiji: 37 th Infantry Division, 147 th Infantry Regiment. New Caledonia: AC Infantry Division, 6814 th Infantry Brigade. New Hebrides: 1R Marine Regiment, 1 st Defense Brigade, 2A Engineers; 1 x SBD, 1 x TBF, 1 x B-17. Coral Sea-3: PT-1. The Slot: CV-3, CV-6, CV-7, CA-1, CA- 2, DD-1, DD-2, SS-1, AP-1, AP-2. Guadalcanal: 1 st Marine Division, PM Airborne Regiment, 1 CB Engineers. Milne Bay: 1A Engineers. Townsville: 1 x P-39, 1 x P-40, 1 x B-25, 1 x B-26. Any Allied Base: 1 x PBY. Australia Off-Map Base: YP-1; 32 nd, 41 st Infantry Di visions; 1 x P-40. Allied Events in Play Box: General MacArthur, General Kenney. Allied Units in Refit Box: 1 x P-39. Allied Units Destroyed Box: CV-2, CV-5. Allied Base Units Available Box: All remaining Allied base units. Allied Special Reinforcements Box: Australian Reserves: 4th Infantry Division, 1st Armored Brigade (these are received per the Mobilize Australian Reserves action). Allied 1943 Reinforcements Box: all asterisked units. Allied 1942 Reinforcement Pool: all remaining Allied units. 3. Japanese Set Up See rule 2.7 for reinforcement codes. Base Units Rabaul: one 6 base. Lae: one 2 base. New Ireland: one 2 base. Bougainville: one 2 base. Guadalcanal: one 1 base. IJN Units Truk: CV-S, CV-Z, CVL-2, BB-1, CA- 3, DD-2, DD-3; 1 x A-6, 1 x G-4. Bismarck Sea-1: CA-1, CA-2, DD-1, PR-1, YP-1, AP-1, AP-2. Rabaul: 7th CSNLF Marines, 1st BF Defense; 1 x A-5, 1 x A-6, 1 x G-3, 2 x G-4, 1 x H-6. Lae: 2 nd CSNLF Marines; 1 x A-6. New Ireland: 8BF Defense Brigade. Bougainville: 2 nd IJN Engineers. Guadalcanal: 1 st CSNLF Marines, 1 st IJN Engineers. IJA Units Truk: 2 nd, 38 th, 51 st Infantry divisions, 8 th Antiaircraft Brigade. Rabaul: 21 st, 35 th Infantry Brigades. Lae: SSD Marine Brigade, 1 st IJA Engineers, Entrenched marker. Japanese Events in Play Box: Admiral Yamamoto, Banzai! Japanese Units in Refit Box: none.. Japanese Units Destroyed Box: CVL-1. Japanese Bases Available Box: All remaining Japanese base units. Japanese Special Reinforcements Box: Operation I: 2 x A-6-I, 1 x B-5-I, 1 x D-3/4-I Japanese 1943 Reinforcements Box: all asterisked units. Japanese 1942 Reinforcement Pool: All remaining Japanese units. 4. Special Rules 5.1 On the first turn of the scenario there are no Japanese Event Check, Event Resolution, or Action phases. The Allied player performs all actions normally. Starting with the second turn, resume the normal sequence of play. 5. HOW TO WIN 5.1 Short Scenario A player wins if all of the following are fulfilled: 1) At the end of any game turn he has a base in three of the following areas and there are no enemy land units in them: Guadalcanal, Bougainville, Milne Bay, Port Moresby, Lae; and 2) has at least one surface naval unit in the Slot and there are no enemy surface naval units in it. 5.2 Long Scenario Use the standard game victory conditions, rule 4.0. D6 World at War 18 Designer & Player Notes JUN JUL 2011

South Seas Campaign Errata 2.7 The correct identifications for US CV (carrier) units are: CV-2: Lexington CV-3: Saratoga CV-5: Yorktown CV-6: Enterprise CV-7: Wasp CV-8: Hornet (not in the counter mix but for future variant) CV-9: Essex 4.2 Allied Sudden Death Victory should read: In both scenarios, play stops, and the Allied player is declared the winner, the instant any one of the following has occurred: 1) there are no Japanese CV, CVL, BB and CA anywhere on the map; and 2) Allied ground units simultaneously control Port Moresby and Bougainville and Guadalcanal; and 3) Allied ground units control Rabaul. In the case of condition one above, units in the Japanese Off-Map Bases holding box don t count as being on the map. 4.7 Short Scenario Victory Conditions Sinking a Japanese carrier or amphib is defined as any result which would place such units into the Refit or Destroyed box. 6.2 If the Random Events Pre-Check Table calls for picking an Event marker and there are none left in the pool, there is no further action. 8.6 G1-1 Call for Reinforcements Action: You draw a number of reinforcement units from two to twelve, depending on the outcome of the two dice rolls (not one to six as stated). 8.8 G3-9 Delete the last sentence (in red). 8.11 G3-18 Interception (clarification). You can intercept only enemy air units. Enemy carrier strikes may not be intercepted. 10.2 Combat Procedure First paragraph, sentence should be The unit turning fire need not be the unit at which it fired. 10.2 Combat Procedure (clarifications) 1) Units always using the appropriate combat factor to fire at enemy units. For example, a unit will always use its anti-air factor to fire at air units. 2) If more than one unit type is attacking, then each defending unit can fire at any one attacking unit. For example, if a combined air-ground attack (G3-24) is being made against a ground unit which has both anti-ground and anti-air factors, then that unit could fire at either one air or one land unit, but not both. 3) If air units are based in an area which is being attacked by enemy ground units, then the air units can fire at the ground units. If this is a combined air-ground attack, then each air unit could fire at either an enemy air unit or ground unit. 4) Air units which are on bases being bombarded by enemy naval units may not fire back on them. The only land units which may fire back at bombarding naval units are ones which have an anti-surface naval factor (such as coastal defense units). They may not return fire against enemy long-range carrier strikes (G3-9). Mapsheet: Random Events Table. Event 4, Campaign in the Central Pacific. First sentence should start, If this is 1942. Second sentence should start, If this is 1943. Maximum Base Levels: all land spaces other than those with circled numbers and off-map bases have a maximum base capacity of two. Small Islands. Only those islands entirely surrounded by one sea zone (such as the Admiralties) are small islands (see rule 7.1(1)). All other islands are large, regardless of their relative size on the map (such as San Cristobal). Rabaul. The Japanese can build a 6 level base on Rabaul even though there are no such units in the counter mix. Use a 4 and a 2. A counter will be provided in a future issue. Anchors Away. The anchor symbol in the South Pacific 1 area should be ignored. World at War 18 Designer & Player Notes JUN JUL 2011 D7