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Pacific Fury Rules 2nd Edition As Printed

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0% found this document useful (0 votes)
37 views8 pages

Pacific Fury Rules 2nd Edition As Printed

Uploaded by

Saeed Sadri
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1.0 INTRODUCTION ............................................................................................... 2 9.0 OPERATIONS PHASE ......................................................................................

4
2.0 COMPONENTS ................................................................................................. 2 9.1 Sortie ........................................................................................ 4
3.0 SETUP .................................................................................................................. 2 9.2 Move ........................................................................................ 5
3.1 Japanese Player Set-Up ............................................................ 2 9.3 Landing ..................................................................................... 5
3.2 US Player Set-Up ...................................................................... 2 9.4 Naval Bombardment ................................................................ 5
3.3 Marker Set-Up ......................................................................... 2 9.5 Air Strike ................................................................................... 5
3.4 Turn Track ................................................................................ 2 9.6 Tokyo Express .......................................................................... 5
3.5 Operation Tracks ...................................................................... 2 9.7 Counting Operations ................................................................ 5
3.6 Initiative Track ......................................................................... 2 10.0 COMBAT ......................................................................................................... 5
4.0 HOW TO WIN ................................................................................................... 2 10.1 Length of Combat................................................................... 6
5.0 SEQUENCE OF PLAY ....................................................................................... 3 10.2 Combat Procedure ................................................................. 6
6.0 INITIATIVE PHASE ........................................................................................... 3 10.3 Surface Combat ...................................................................... 6
6.1 Initiative Player ........................................................................ 3 10.4 Naval Bombardment .............................................................. 6
6.2 Henderson Field ....................................................................... 3 10.5 Carrier Combat ....................................................................... 6
6.3 Transports ................................................................................ 3 10.6 Air Strikes ............................................................................... 7
7.0 EVENT PHASE ................................................................................................... 3 10.7 Applying Hits .......................................................................... 7
7.1 Japanese Events ....................................................................... 3 10.8 Return to Base ....................................................................... 7
7.2 US Events ................................................................................. 3 11.0 RETURN PHASE ........................................................................... 8
8.0 TASK FORCE PHASE ........................................................................................ 3 12.0 CREDITS ...................................................................................... 8
8.1 Enter new ships........................................................................ 3
8.2 Form task forces ...................................................................... 3
8.3 Task Force Types ...................................................................... 4
8.4 Fog of War ............................................................................... 4
PACIFIC FURY: GUADALCANAL, 1942
1.0 INTRODUCTION 2.2.3 Dice
A minimum of 1 six-sided die, not included, is required to play Pacific
Pacific Fury (PF) is a simulation covering the Solomon’s campaign Fury. It will speed play if both players each have more dice.
from August 9 to November 30, 1942. PF is a game for two players:
one controls the Japanese forces and the other controls the Allied. 3.0 SETUP

2.0 COMPONENTS 3.1 Japanese Player Set-Up


The Japanese player places the Yamato, Junyo and Hiyo in their
 One map covering the playing area and containing a number Reserve box printed on the map. These units are brought into play by
of charts, tables, tracks, and boxes (see 2.1). an event (see 7.1). All other Japanese units are placed in the Truk box
 One counter sheet with 56 counters (see 2.2). face down so as to hide their identity from the US player. The
 This rule booklet Japanese player may examine his units at any time. The Japanese
 Cover sheet player receives both his Transports units at start, and places them in
the Truk Box face down.
2.1 Game Map
The game map emphasizes strategically critical sea zones surrounding 3.2 US Player Set-Up
the Solomon Islands. Islands other than Guadalcanal are out of play. The US player places the Hornet in the 2 nd box (September) of the
Turn Record Track. Hornet will enter play on Turn 2, in the Task Force
There are four playable sea zones: Phase (see 8.1). All other US units are placed in the Espiritu Santo box
• The Slot face down so as to hide their identity from the Japanese player. The
• Ironbottom Sound US player may examine his units at any time. Both the Truk box for
• Eastern Solomons Japanese player and the Espiritu Santo box for the US player are
• South Pacific Ocean referred to respectively as their base.

2.2 Counters 3.3 Marker Set-Up


The counters in the game are of two general types: Units represent Place the Initiative marker in the US: 1 box of the Initiative Track,
the individual surface ships and transports that participated in the showing the initial US control of Henderson Field on Guadalcanal. The
campaign. Markers are used to record various game functions. Turn marker is placed in the first box (August) on the Turn Record
Track. Operation Markers (one for the Japanese and One for the US)
2.2.1 Units are placed on box 1 of each Operation Box located on the map.
All Units have common information on them: Ship name, Combat
Factor, Aircraft (only for carriers), and Defense Factor (anchor icon). 3.4 Turn Record Track
A carrier with two aircraft icons is a fleet carrier, or CV. A carrier with The Turn Track printed on the map is used to note the current Game
only one aircraft icon is a light carrier, or CVL (only the Japanese have Turn. At the end of each Turn, advance the Turn marker one space
CVL). The term carrier includes both CV and CVL. to the next sequential number on the Turn Track.

Note: Ships with no anchor icons have a defense factor of zero. 3.5 Operation Boxes
The Operation Boxes are printed on the map for each side and are
SAMPLE SHIP UNITS used to place task forces that will be deployed on the map.
Ship Name Transports Tokyo Express

Aircraft 3.6 Initiative Track


The Initiative Track is printed on the map and is used to track which
side (Japanese = Red and U.S. = Blue) has the initiative for the turn
Combat Factor
(Blue for carriers)
(see 6.1). The track also shows which side controls Henderson Field
(see 6.2) and the combat factor and CAP of Henderson Field (see
Defense Factor Combat Factor 10.6).
(# of Anchors)

2.2.2 Markers
There are three types of markers in game: Initiative, Game Turn, and
Operation. (The last two types added to the English edition)
4.0 HOW TO WIN
The winner of the game is determined at the end of Turn 4. The side
Initiative Marker Game Turn Marker Operation Marker with the Initiative at a value of plus one or more is the winner. If the
Initiative marker is in the zero box of the Initiative Track the result is
a draw. Note: Historically, the US won at +2 Initiative.

REVOLUTION GAMES 2
PACIFIC FURY: GUADALCANAL, 1942
5.0 SEQUENCE OF PLAY Exception: There is no limit to the number of times the US event Heavy
Bombers may be triggered. If you roll an event that has occurred
The game is played in four successive game turns. During each game previously in this game (other than US Heavy Bombers), you must re-
turn the players move their units and resolve combat in sequence roll until you get another event.
according to the following outline.
7.1 IJN Events
I. Initiative Phase
Determine which side has the initiative for this turn. 1-3: Torpedo Hit(s)
Reveal all US ships in their base (Espiritu Santo). The Japanese player
II. Event Phase may allocate 1-3 hits (equal to the event die roll) against any US ships
Determine the event for the non-initiative player. (Skip on Turn 1) (see 10.7). After resolving the hits, all US ships are turned face down
again. Note: The Japanese player may not allocate torpedo hits to US
III. Task Force Phase ships on the Turn Record Track (they enter play after the Event Phase).
Both players secretly form task forces, non-initiative player first.
4-5: Release Reserve
IV. Initiative Player Operations Phase Yamamoto decides to throw Yamato, Junyo, and Hiyo into the battle
Initiative player sorties, moves, or attacks with one task force. for Guadalcanal. The Japanese player moves all 3 ships from the
Reserve Box to the Truk box.
V. Non-Initiative Player Operations Phase
Non-Initiative player sorties, moves, or attacks with one task force. 6: Bomber Offensive
Disrupt the American airfield (Henderson Field); flip the Initiative
* Repeat steps IV and V seven times to complete all operations. marker to its disrupted side.

VI. Return Phase


All task forces on the map must return to base in this phase. 7.2 USN Events

6.0 INITIATIVE PHASE 1: Submarine Attack


The US player selects one Japanese ship at random from the Truk box,
At the start of each game turn, determine which side has the Initiative reveals it, and then removes it from the game. Note: The US player
for that turn. The player with the initiative cannot change until the may not allocate a submarine attack to a Japanese ship on the Turn
start of the next turn, even if the non-initiative player takes the Record Track (they enter play after the Event Phase).
initiative on the Initiative Track during the game turn.
2-4: Heavy Bombers
6.1 Initiative Player Disrupt the Japanese airfield (Henderson Field); flip the Initiative
The side with the Initiative marker in the +1 box or greater on the marker to its disrupted side. Note: This event can occur more than
Initiative Track for their side has the Initiative for the game turn. If once per game.
the Initiative marker is in the 0 box, the US player has the initiative.
5-6: IJN Overestimated Their Result
If the US player has no more than one CV in his base (Espiritu Santo),
6.2 Henderson Field return one sunk US CV to play if any have been sunk. This represents
The initiative player controls the airfield on Guadalcanal (Henderson superior US damage control and the Japanese overestimating the
Field) shown in this game by the Initiative Track. The front side of the results of their air strikes (such as occurred with USS Yorktown in the
Initiative marker shows Henderson Field is operational. The reverse Battle of Midway). If the US player has more than one CV in his base,
side shows Henderson Field disrupted and non-operational. The non- or has no carriers sunk, nothing happens and the event may not occur
initiative player may disrupt Henderson Field by naval bombardment again. Note: The judgement of how many carriers the US player has in
(see 10.4) or air strikes (see 10.6). its base is done before ships enter from the Turn record Track (they
enter after the Event Phase).
6.3 Transports
The non-initiative player receives his Transports at the start of the
game turn. The initiative player may never use Transports.
8.0 TASK FORCE PHASE
8.1 Enter new ships
7.0 EVENT PHASE Players place this turns ships from the Turn Record Track in their
respective bases, face down.
The non-initiative player (only!) rolls one die, skip on Turn 1, and
determines his event for the turn. See the Event Table printed on the
map. Each event can occur only once in a given game.
8.2 Form task forces
The non-initiative player must form his task forces first and place
them each in one of his Operation Boxes. The initiative player then

REVOLUTION GAMES 3
PACIFIC FURY: GUADALCANAL, 1942
repeats this procedure. A player forms a task force by moving any After losses have been applied due to combat, a task force may
number of ships from his base to a numbered Operation Box (printed change its type. For example, a TF-C that loses all its carrier units, or
on the map). Ships not used to form a task force must remain in base; a TF-A that loses its Transports, becomes a TF-B immediately.
ships in base cannot take any action during an Operations Phase. Any
number of ships may be placed in a numbered Operation Box. All 8.4 Fog of War
ships in a single numbered Operation Box form one task force. When a task force makes a bombardment (see 10.4) or air strike (see
10.6), reveal its component ships. Also, reveal a task force’s
Example: composition when it is targeted by enemy air strikes. When any task
The Japanese player forms his task forces as follows: force enters a sea zone occupied by an enemy task force, all ship units
Box 1: Zuikaku, Shokaku, Tone, Chikuma, Suzuya, Kumano, and Atago. on both sides are revealed immediately.
Box 2: one Japanese Transports unit.
Box 3: Ryujo, Zuiho, Takao, Chokai, Maya, and Ashigara. When a non-initiative player's task force enters Ironbottom Sound,
Box 4: Nagato, Mutsu, Kongo, Haruna, Hiei, Kirishima, Myoko, Nachi, reveal all its ship units immediately if Henderson Field is operational,
Haguro, Furutaka, Kinugasa, and Aoba. even if there are no enemy task forces in Ironbottom Sound. If
Box 5-7: Empty. Henderson Field is disrupted, ignore this rule. Once ships have been
revealed, they may not be re-concealed until the end of the game
The US player creates task forces as follows: turn. Players may always examine the units in their own task forces
Box 1: North Carolina, Washington, New Orleans, San Francisco, freely.
Louisville, Indianapolis, and Pensacola.
Box 2: Enterprise, Saratoga, Wasp, South Dakota, Minneapolis, Salt
Lake City, Northampton, and Chicago.
9.0 OPERATIONS PHASE
Box 3: Chester, Portland, and Australia.
Box 4-7: Empty. After task forces have been formed, the players alternate conducting
operations, first the initiative player, then the non-initiative player.
Important: You may not form a task force with both CV and The player currently conducting an operation is the phasing player.
Transports. There are otherwise no limitations in forming task
forces. Exception (9.6) Tokyo Express The phasing player selects one of his task forces and chooses one
operation for that task force (see 9.1-9.6). Each operation consists of
You can form up to seven task forces. Task forces must be formed so a single Task Force performing a single operation. A player may pass
as to fill each numbered Operation Box in ascending order, starting if they choose too and must pass if they have no task forces on the
with box #1. There is no requirement to use all seven numbered map and no task forces that can sortie in this Operation; however, a
Operation Boxes; you may use some, all, or none. pass still counts as an operation. After each operation, move the
Operations Marker one increment higher on the phasing players
Players may not re-arrange their task forces during the game turn. Operation Box. After each player has conducted seven operations,
For example, you may not combine two task forces in the same sea the Operations Phase ends. Note: Henderson Field may never conduct
zone, nor may you drop off ships from a task force during movement. an operation; only task forces can.
When two or more task forces occupy the same sea zone, players
should separate each task force into its own stack so as to clearly 9.1 Sortie
indicate which ships belong to each task force. The phasing player selects the task force in the lowest-numbered
Operation Box and moves it from its base to a sea zone. A Japanese
Exception: If you have two or more task forces in Ironbottom Sound, task force must sortie to the Eastern Solomon Sea. A US task force
when they are attacked they are treated as one combined task force. must sortie to the South Pacific Ocean.
When you select an operation, you may only activate a single task
force in Ironbottom Sound, even if more are present. Exception: The Initiative player (only) may sortie a TF-B (only) directly
to Ironbottom Sound. This may be done even if the usual sortie
8.3 Task Force Types destination is enemy-occupied (i.e. Eastern Solomon Sea for the
Each task force is one of three types, determined by the ship unit Japanese, or South Pacific Ocean for the US).
types that comprise it.
Exception: The Japanese player (only) may sortie a TF-B (only) directly
TF-A (Amphibious) to The Slot, regardless of who holds the Initiative.
A task force that includes Transports is a TF-A. Only the non-initiative
player may form TF-A. A TF-A may not include carrier units. Only the task force in the lowest-numbered Operation Box is eligible
to sortie. You can’t skip the order of Operations boxes; in other
TF-B (Bombardment) words, task forces enter the map only in increasing order. Bear this in
A task force without Transports or carrier units is a TF-B. mind when forming task forces to conduct operations. When a task
force sorties into a sea zone with enemy task forces, all ships on both
TF-C (Carrier Strike) sides are revealed immediately and combat is resolved (see 10.0).
A task force with one or more carrier units is a TF-C.

REVOLUTION GAMES 4
PACIFIC FURY: GUADALCANAL, 1942
9.2 Move TF-B represents the Tokyo Express, using destroyers as transports.
The phasing player selects one of his task forces on the map and The Tokyo Express must sortie to The Slot as a TF-B (see 9.1).
moves it to an adjacent sea zone. Alternatively, the phasing player
may select one of his task forces on the map and return it to base. Unopposed Landing
If there are no US task forces in Ironbottom Sound, the Japanese
Restrictions: - A TF-C may not move to Ironbottom Sound or The Slot. player may conduct an operation to move the Tokyo Express from
Only TF-A or TF-B may move to Ironbottom Sound. The Slot and the The Slot to Ironbottom Sound. Reveal the Tokyo Express counter,
Eastern Solomon Sea are not adjacent, and no task force may move remove it from the map, and shift the Initiative marker one space in
between them in either direction. the Japanese player’s favor. The Tokyo Express may make this
landing even when Henderson Field is operational.
Auto Search and Combat
When a task force moves to a sea zone occupied by one or more Opposed Landing
enemy task forces, all ships on both sides are immediately revealed If there is at least one US task force in Ironbottom Sound, the US
and combat is resolved (see 10.0). player may attempt to detect the Tokyo Express when it moves there.

9.3 Landing Die Roll Result


The phasing player selects one of his TF-A adjacent to Ironbottom 1 Detected
Sound and moves it there. 2 Detected only if Henderson Field is operational
3-6 Undetected
If no enemy task forces occupy Ironbottom Sound, the TF-A lands on
Guadalcanal immediately. If there is at least one enemy task force in If the Tokyo Express is detected, remove the unit from the map. Do
Ironbottom Sound, the TF-A may land on Guadalcanal only if all not shift the Initiative marker.
enemy ships are removed from the map in the first combat round
(see 10.3). If the Tokyo Express is undetected, it lands successfully. Remove the
unit from the map and shift the Initiative marker one space in the
Exception: A TF-A may never land on Guadalcanal while Henderson Japanese player’s favor.
Field is operational; Henderson Field must be disrupted before
landing. TF-A may not bombard Henderson Field. Only TF-B may do Restriction: The Japanese player may only form one Tokyo Express
naval bombardment (see 10.4). task force each turn. The other transports unit may form its own TF-
A, but does not receive the special benefits of the Tokyo Express.
When a TF-A lands on Guadalcanal, remove the Transports from task
force and shift the Initiative marker one space in the phasing player’s Optional Rule: The Tokyo Express was capable of some combat while
favor for each Transports unit removed. Any remaining ships in the transporting units. At the players option you may give the Tokyo
task force immediately return to base. Express a combat value of 1 with no armor.

9.4 Naval Bombardment 9.7 Counting Operations


Only the non-initiative player may conduct this operation. The When you conduct an operation other than Sortie, move all task
phasing player selects one of his TF-B adjacent to Ironbottom Sound forces to the next higher-numbered Operation Box. A task force in
and moves it there. the 7th box that is required to move to the next higher box is returned
to base and will not be able to sortie this turn.
If no enemy task forces occupy Ironbottom Sound, the TF-B may
conduct two rounds of bombardment (see 10.4). If there is at least Example: Referring to the example in 8.2, the US player in the first
one enemy task force in Ironbottom Sound, the TF-B may bombard operation Sorties his Task Force in Box 1 to the South Pacific Ocean.
(in the second round) only if all enemy ships are removed from the All other US task forces on the Display remain in their current
map in the first combat round (see 10.3). numbered Operation Box. In the second operation the US player
chooses to move the task force that sortied in the first operation to
Ironbottom Sound. Since this was not a Sortie, all of the task forces in
9.5 Air Strike the Operation Boxes are moved to the next highest box. The task force
The phasing player selects one of his TF-C in Eastern Solomons or in Box 2 would be moved to Box 3 and so on.
South Pacific Ocean and conducts an air strike against either
Henderson Field, or an enemy task force in an adjacent sea zone (see
10.6). Note: the Slot is not adjacent to Eastern Solomons and so may 10.0 COMBAT
not be the target of an airstrike from Eastern Solomons.
When the phasing player moves any task force to an enemy-occupied
9.6 Tokyo Express Eastern Solomons or South Pacific Ocean, carrier combat may occur
If the Japanese is the non-initiative player, he may form a special TF- (see 10.5). When the phasing player moves any task force to an
B by removing one Japanese Transports and replacing it with a Tokyo enemy-occupied Ironbottom Sound or The Slot, surface combat
Express marker; no other units can be in the task force. This special occurs (see 10.3). Combat also includes bombardment (see 10.4) and

REVOLUTION GAMES 5
PACIFIC FURY: GUADALCANAL, 1942
air strikes (see 10.6). Note: Henderson Field may participate in Second Round
combat if it is the target of an air strike (see 10.6). If the attacker did not disrupt Henderson Field in the first round, they
may attempt a second round of bombardment, which is conducted in
10.1 Length of Combat the same way as the first round. Hits scored in the first round do not
In a given operation, there can be up to two rounds of combat. After carry over to the second round. The attacking TF-B must return to
the first round of combat, either one or both sides may return to base base after the second round regardless of result. Hits over and above
(see 10.8). what is required to disrupt Henderson Field have no additional effect.

10.2 Combat Procedure 10.5 Carrier Combat


The phasing player is the attacker and the other player is the When the phasing player moves his task force to an enemy-occupied
defender. In each round, both attacker and defender fire once Eastern Solomon Sea or South Pacific Ocean, carrier combat may
simultaneously. For convenience, the attacker fires first, but hits are occur. Surface combat never occurs in these sea zones.
only applied after the defender fires (see 10.7).
Both sides reveal all of their ships in the sea zone (see 9.2). If each
All combat is resolved in the same way, regardless of type (surface, side has at least one TF-C, carrier combat must be resolved. If only
carrier, or air strike). Roll one die for each firing unit. If the roll is one side has a TF-C, the player with the TF-C decides whether to
greater than the unit’s combat factor, it is a “miss” and has no effect. resolve carrier combat or not. If there is no carrier combat, nothing
If the roll is equal to or less than the unit’s combat factor, a number happens and all task forces of both sides remain revealed in the sea
of “hits” are scored equal to the roll. See 10.7 for how to apply hits zone. If neither side has a TF-C, nothing happens and all task forces
against enemy units. on both sides remain revealed in the sea zone. Note: If a TF-B or TF-A
enters the Eastern Solomon Sea or South Pacific Ocean and an enemy
Example: A surface unit with a strength of 4 would generate the carrier group is present the carrier group can declare carrier combat
following hits. Roll of 1 = 1 hit, Roll of 2 = 2 hits, Roll of 3 = 3 hits, Roll and since it is not opposed by enemy carriers it will not take any
of 4 = 4 hits and Roll of 5 or 6 is a miss. damage. Thus after combat it may remain on the map in that sea zone
since it was the defender and took no hits (see 10.8).
10.3 Surface Combat
When carrier combat occurs follow the procedure below.
When the phasing player moves his TF-A or TF-B to an enemy-
occupied Ironbottom Sound or The Slot, surface combat occurs. Both
First Round
sides reveal all their ships in the sea zone. All ships in the area
Each TF-C must choose one enemy task force to target. A given TF-C
participate in combat.
may only target one enemy task force regardless of how many
carriers it contains. In carrier combat only carrier units (with blue
First Round
combat factors) can fire. Other ships cannot fire in carrier combat.
The attacker and defender each conduct fire once, then apply hits
simultaneously (see 10.7). At end of the first round both sides have
Anti-Air (AA)
the option to return to base (see 10.8).
Count the air strike (AS) rating of the firing TF-C. The AS rating is equal
to the number of aircraft icons on carriers in the attacking TF-C. Count
Second Round
the AA rating of the target task force. The AA rating is equal to the
If both sides have remaining forces in the area, a second round of
number of non-carrier ship units and Transports units in the task
surface combat is resolved after which forces may be forced to return
force. Compare the AS and AA ratings:
to base (see 10.8). If the combat takes place in Ironbottom Sound and
no defending task forces remain in the sea zone after the first round
If AS rating is at least double the AA rating, or AA rating is 0 (zero):
of combat, an attacking TF-B may conduct one round of
Each firing carrier receives +2 to its combat factor.
bombardment (see 10.4); or an attacking TF-A may land in the second
round if Henderson Field is disrupted (see 9.3).
If AS rating is greater than the AA rating, but not double: Each firing
carrier receives +1 to its combat factor.
10.4 Naval Bombardment
When the phasing player moves his TF-B to Ironbottom Sound and no If AS rating is equal to or less than the AA rating: No effect on firing
enemy task forces are present, resolve bombardment as below. carriers’ combat factors.

First Round Combat Air Patrol (CAP)


Only the attacker fires. Count the total number of hits; if the result is If the target task force contains one or more CV (fleet carriers),
equal to or greater than the number occupied by the Initiative marker reduce the number of hits scored by each firing carrier by 2, to a
on the Initiative Track, Henderson Field is disrupted and the initiative minimum of 1 if any hits were scored.
marker is flipped to its back side. Otherwise, the bombardment has
no effect. If the Initiative marker is on 0 (zero), a minimum of one hit If the target task force contains no CV but does contain one or more
is required to disrupt Henderson Field. If Henderson Field is CVL (light carriers), reduce the number of hits by each firing carrier by
disrupted, the TF-B immediately returns to base. 1, to a minimum of 1 if any hits were scored.

REVOLUTION GAMES 6
PACIFIC FURY: GUADALCANAL, 1942
Example: A US TF-C including three CVs each with a combat factor of Second Round
4 fires on a Japanese TF-C including CV Shokaku and CVL Zuiho. The The attacker may conduct a second round of air strikes if the attacking
Japanese TF has an AA rating of 6 and the US has an AS rating of 6. TF-C still has one or more carriers. It may choose the same or a
Since AS rating is not greater than AA rating there is no modification different target in the same or different sea zone (for example, you
to the combat factors of the US CVs. After modification for CAP, the may choose an enemy task force in Ironbottom Sound for the second
number of hits scored by each roll is 2, 0 (a miss), and 1, for 3 hits round if your TF-C successfully disrupted Henderson Field in the first
total. If the Japanese TF-C included only the CVL, the US would have round or attacked Eastern Solomons in first round etc).
scored 4 hits (3, 0, and 1).
10.7 Applying Hits
Second Round Both player totals their hits scored and applies them freely to enemy
After the first round, if task forces from both sides remain in the sea ship units. The attacker applies hits to the defender followed by the
zone, and either or both sides have one or more TF-C, conduct a defender applying hits. You may apply each hit to a different unit, or
second round of carrier combat in the same manner as the first concentrate some or all hits on a single unit, as you choose. All hits
round. Both sides may choose different targets from those chosen in are applied before rolling on the Sunk Table (below).
the first round (however, targets must still be enemy task forces in
the same sea zone). Exception: In surface combat, hits may not be applied to Transports
units until at least one hit has been applied to every other ship in the
10.6 Air Strikes task force.
The attacker selects one of his TF-C and choose a target (see below).
Only carrier units and Henderson Field may fire in an air strike. An air Sunk Table
strike may consist of one or two rounds. Compare the number of hits applied to a ship to its defense factor
(DF; i.e. number of anchors). Then roll a die and determine damage.
Air Strike Target: A single hit against a Transports unit, or the Tokyo Express will sink it
 Henderson Field; or automatically, with no roll necessary. A sunk Transports unit returns
 One enemy task force in the adjacent sea zone (Eastern to play at the start of the next game turn.
Solomon Sea, South Pacific Ocean, or Ironbottom Sound).
Die Range to Sink
Air Strike against Henderson Field Hits > DF 2 to 6
Resolve in the same manner as carrier combat. If operational, Hits = DF 4 to 6
Henderson Field fires like a carrier unit, with a combat factor equal to Hits < DF 6
the value of the box containing the Initiative marker. Air strikes
against Henderson Field are not modified for AA or AS ratings. The Example: If 3 hits are applied to the USS Hornet (DF 2), it sinks on a 2-
CAP modifier still applies: reduce the number of hits scored by each 6. If only 1 hit is applied, it sinks only on a 6. If only 1 hit is applied to
firing carrier by the number of aircraft icons in the box occupied by CVL Ryujo (DF 0), it sinks on a 2-6.
the Initiative marker, to a minimum of 1. Count the number of hits
scored against Henderson Field; if the result is equal to or greater Any ship not sunk is still considered damaged, as long as it suffered
than the number occupied by the Initiative marker on the Initiative at least one hit. Damaged Japanese ships return to the game after
track, Henderson Field is disrupted and the Initiative marker is flipped two turns (for example, a Japanese ship damaged on turn two will
to its back side. Otherwise, the air strike has no effect. If the Initiative return to the game at the start of the Task Force Phase on game turn
marker is on 0 (zero), a minimum of one hit is required to disrupt four). Place damaged ships on the Turn Record Track immediately.
Henderson Field. Air strikes have no effect against a disrupted
Henderson Field. Damaged US ships return on the next game turn if they suffered one
hit, or in two turns if they suffered at least two hits.
Air Strike against an Enemy Task Force
Choose an enemy task force as your target, without looking at the Any ship that would not return by game turn four is removed from
enemy ships in concealed task forces, and then reveal all ships in it if the game.
concealed. You may not change targets after revealing the task force.
Resolve combat in the same manner as carrier combat. If the target 10.8 Return to Base
task force is a TF-C, the defender may return fire against the attacking At the end of each combat round, both players (defender first) have
task force. Defending TF-C may only target the attacking TF-C and the opportunity to declare they are returning to base. If the player
only for each round it is attacked. Reminder: all task forces of a side chooses to return to base he must return all task forces that
in Ironbottom Sound are treated as a single task force for combat – participated in combat to base and flip them face down.
this means all the player’s task forces contribute to the AA rating
when attacked, and if any hits are taken, all that side’s task forces in If the defender does not declare a return to base, and the attacker
Ironbottom Sound must return to base. does, the defender may NOT then declare a return to base.

REVOLUTION GAMES 7
PACIFIC FURY: GUADALCANAL, 1942
Forced Return get transports into Ironbottom Sound. The Japanese must devise a
The attacker must return to base (1) after the second round of strategy to either clear Ironbottom Sound of US forces and disrupt
combat, or (2) after the first round of combat if there are no targets Henderson Field in order land transports and/or sneak through the
for a second round. Tokyo Express in order to win the game. Task Force creation and
sequencing is the key to victory in Pacific Fury.
A defending task force that suffers no hits in either the first or second
round of combat may remain in the sea zone. If a defending task force Surface Task Forces (TF-B and TF-A)
suffers one or more hits in either round, the task force must return The composition of your task forces will depend on the strategy you
to base. This forced return to base only happens after the second employ. The Japanese may want to create large task forces early in
round of combat. the game to inflict the most damage on the US forces as they have
the inferiority in surface strength. This may come at a cost of not
Reminder: all defending task forces in Ironbottom Sound are treated being able to gain control of Guadalcanal immediately. The idea
as one task force for combat – this means that if any hits are taken, being that you wear down the US forces so they cannot contest
all defending task forces in Ironbottom Sound must return to base. In Ironbottom Sound for the last two turns. Conversely, the US player
the Slot this is not the case. So if there were multiple defending task must make the most of his naval forces especially the surface forces
forces in the Slot and the attacker did not allocate any hits to one of deploying small groups of 3 to 5 naval units that are strong enough to
the defending task forces then that task force could choose to remain fight several rounds so the Japanese may not complete their
in the sea zone. bombardment or amphibious missions.

11.0 RETURN PHASE Carrier Task Forces (TF-C)


Remember TF-C are only allowed in the Eastern Solomons and South
After each player has conducted seven operations both players Pacific Ocean areas. The US and Japanese start the game with equal
return all their units on the map to their on base, and flip them face Air Strike strength, each with 6. If you wish to provide decent AA
down. protection for your TF-C you need to have at least six surface ships in
addition to your carriers. Also remember that TF-C can air strike
If the Initiative marker is on its front side (i.e. Henderson Field is Henderson Field to disrupt Henderson Field (just remember
operational), shift the marker one space in favor of the initiative Henderson Field can defend itself).
player (this represents successful air cover for logistical support on
the island). If Henderson Field is disrupted, do not shift the Initiative Operations Sequencing
marker. The timing in which you sortie task forces on the map is critical for
success in Pacific Fury. Sortieing a TF-A, unless it is a Tokyo Express,
Exception: If a Transports unit in a TF-A (not the Tokyo Express) was on operation 1 may not be as wise as waiting for operation 6 giving
sunk this turn, a flipped Initiative marker is shifted one space in the time for your other task forces to clear out the enemy and disrupt
initiative player’s favor (i.e. even though Henderson Field is Henderson Field for an easy amphibious landing. The US player must
disrupted). However, do not shift the marker two spaces if Henderson always consider having a TF-B in Ironbottom Sound both to protect
Field is operational AND a Transports unit was sunk. form the Tokyo Express and defending against Japanese TF-B and TF-
A. This means having several smaller task forces sortieing out on
Next flip the disrupted initiative marker to its operational side. Operations 1 to 4.
Henderson Field always starts a turn operational.
Keys to winning
After the Return Phase is complete advance the turn marker on the 1. It is important for the non-initiative player to disrupt Henderson
Turn Record Track to the next box. If this is the last (fourth) turn, the Field as it keeps the initiative marker from moving in your opponent’s
game comes to an end and victory is determined. direction and allows for amphibious landings.

2. Remember losing ships does not cost victory points. The US player
12.0 CREDITS can lose every single ship and as long as the Initiative marker is in the
US 1 box it is a US victory. Note: Japanese losses do not matter either.
DESIGNER: Yasushi Nakagura
COVER ART: Richard Handewith 3. Try out different task force sizes, compositions, and sequencing.
RULES TRANSLATION: Scott Muldoon You may be surprised on how effective it can be at keeping your
PLAYTESTING: Roger Miller, Richard Handewith, Ken Ellis, Chuck opponent off balance which is key.
Kennedy, Jack Greene, Darin Leviloff, Dave Stephens
4. Enjoy the game and have fun. 
Players Notes
The Japanese start the game with an advantage in surface ships and
equality in carrier forces (and may have superiority due to events).
The US has the advantage of controlling Henderson Field and the
initiative at the start. The Japanese start the game having to take
control of Henderson Field. This means that the Japanese player must
REVOLUTION GAMES 8

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