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This expansion organizes the Japanese Ship counters into fleets of more effective fighting forces. All Japanese Ship counters in play will always be part of a Fleet card. Components Fleet Cards - Each Fleet card has a title, year, and designates a starting Area of the map. Place the noted Ship counters on the Fleet card. The Ships in a Fleet always move together during the Japanese Orders step. Example: Japanese Carrier Fleet #1 starts in the East Asia Area of the map and has the Ships: CVL Ryujo, CRU Maya / Atago, and DD Destroyer Gp 3. Fleet Counters - Place the corresponding Fleet counters in the noted Areas of the map. Instead of moving individual Ship counters, you now move Fleet counters. The rules for moving Japanese Infantry and Land-Based Aircraft counters remain the same. Example: For the 1942 Campaign, place Surface Fleet #1 Fleet counter in the Caroline Islands, Surface Fleet #2 in the Philippines, Surface Fleet #3 in East Asia, etc. for all 9 of the 1942 Fleet counters. Transports At the start of a Campaign, place Japanese Infantry counters on each Transport from the Fleet’s starting Area. The Area must be left with at least 1 Infantry or Land-Based Aircraft. If placing Infantry on the Transport would leave the Area without Infantry and Land-Based Aircraft, take Infantry counters from Japan. If there are no Infantry counters in Japan, place Battalions on the Transports from the Japanese Battalion area of the map. Example: In 1942, Surface Fleet #1 has 3 Transports and begins in the Caroline Islands. The Caroline Islands has 1 Battalion, no Infantry, and no Land-Based Aircraft. You cannot take the Battalion, and there are no Infantry counters in Japan, so you take 3 Battalions from the Battalion area on the map. Scouting During the Scouting phase, each Scouting counter lets you choose to Scout for a Fleet, or for the Infantry/Aircraft counters in the Area. Orders Unlike the individual Forces in the Nimitz core game, Fleets do not automatically perform a Hold Order when in an Objective area. Roll, and perform their Order as normal. When a Fleet Moves from one area to a different area, check that all of its Transports have Infantry. If any Transport does not have Infantry, take Infantry counters from Japan. If Japan does not have enough Infantry, fill the empty Transports with Battalions. Do not perform this procedure if the Fleet received an Order, and did not move to a different area. Battle When a Fleet enters a Battle, move the Ship counters from the Fleet card to the Battle map, resolve the Battle as normal, and then move the surviving Ship counters back to the Fleet card. If a Ship is Damaged in the Battle, return it Undamaged to the Fleet card, and reduce the Japanese Resupply counter by 1 position. The only time Infantry counters leave a Fleet card is if the Fleet moves into an area with a Battle. At that time, use the standard Infantry and Transport rules. If a Fleet doesn’t move, or moves into an area that does not have US Forces, its Infantry remain on their Transports. Reinforcements When you draw a Reinforcement Ship counter for Japan, place the counter on any random Fleet card that has an unused Ship counter position of the same Ship type. Fleet cards will have Ship counter positions become available as you Destroy their Ships. Example: In the 1942 Campaign, you draw a Reinforcement Ship counter “CV Junyo”. Carrier Fleet #1 has an available Ship position for a “CV” because you previously Destroyed the CV Akagi. Place the CV Junyo counter in the CV Akagi’s position on the Fleet card. If none of the Fleet cards have an available position for the same Ship type as the Reinforcement Ship, add the Ship counter to the Fleet card with the fewest number of Ships that has that Ship type. Example: In the 1942 Campaign, you draw a Reinforcement Ship counter “CV Junyo”. None of the Fleet cards have an available position for a CV because none have been Destroyed. Carrier Fleet #4 has taken losses and has only 2 Ships remaining, both CVs. Even though it does not have a CV position available, the card does have a CV position, and of the Fleet cards that have CV positions, it has the fewest Ship counters. You add Junyo to Carrier Fleet #4. Fleet Destruction When you Destroy the last Ship (do not count Transports) on a Fleet card, remove its counter from the map, Destroy any Infantry counters remaining on its Transports, and move any Battalion counters to the Battalion area. Place future Reinforcement Ship draws on the Fleet card using the Reinforcement rules above. When the Fleet card gains a Reinforcement Ship, place its Fleet counter in Japan, and treat it once again as a normal Fleet. War Expansion If you are using this expansion and the War Expansion at the same time, setup the 1942 Campaign and resolve 1942 as normal. Continue to use the 1942 Fleet cards into 1943 and beyond. As the Reinforcement Ships for 1943 and after enter play due to Reinforcement draws, place them on the 1942 Fleet cards as normal. Fleet Commander Nimitz - Yamamoto
Transcript

This expansion organizes the Japanese Ship counters intofleets of more effective fighting forces.

All Japanese Ship counters in play will always be part of aFleet card.

ComponentsFleet Cards - Each Fleetcard has a title, year, anddesignates a starting Areaof the map. Place thenoted Ship counters onthe Fleet card. The Shipsin a Fleet always movetogether during theJapanese Orders step.

Example: Japanese CarrierFleet #1 starts in the East Asia Area of the map and has the Ships:CVL Ryujo, CRU Maya / Atago, and DD Destroyer Gp 3.

Fleet Counters - Place thecorresponding Fleet counters in thenoted Areas of the map. Instead ofmoving individual Ship counters, younow move Fleet counters.

The rules for moving Japanese Infantry and Land-BasedAircraft counters remain the same.

Example: For the 1942 Campaign, place Surface Fleet #1 Fleetcounter in the Caroline Islands, Surface Fleet #2 in the Philippines,Surface Fleet #3 in East Asia, etc. for all 9 of the 1942 Fleet counters.

TransportsAt the start of a Campaign, place Japanese Infantry counterson each Transport from the Fleet’s starting Area. The Areamust be left with at least 1 Infantry or Land-Based Aircraft. Ifplacing Infantry on the Transport would leave the Area withoutInfantry and Land-Based Aircraft, take Infantry counters fromJapan. If there are no Infantry counters in Japan, placeBattalions on the Transports from the Japanese Battalion areaof the map.

Example: In 1942, Surface Fleet #1 has 3 Transports and begins inthe Caroline Islands. The Caroline Islands has 1 Battalion, no Infantry,and no Land-Based Aircraft. You cannot take the Battalion, and thereare no Infantry counters in Japan, so you take 3 Battalions from theBattalion area on the map.

ScoutingDuring the Scouting phase, each Scouting counter lets youchoose to Scout for a Fleet, or for the Infantry/Aircraftcounters in the Area.

OrdersUnlike the individual Forces in the Nimitz core game, Fleetsdo not automatically perform a Hold Order when in anObjective area. Roll, and perform their Order as normal.

When a Fleet Moves from one area to a different area, checkthat all of its Transports have Infantry. If any Transport doesnot have Infantry, take Infantry counters from Japan. If Japandoes not have enough Infantry, fill the empty Transports withBattalions. Do not perform this procedure if the Fleet received

an Order, and did not move to a different area.

BattleWhen a Fleet enters a Battle, move the Ship counters from theFleet card to the Battle map, resolve the Battle as normal, andthen move the surviving Ship counters back to the Fleet card.If a Ship is Damaged in the Battle, return it Undamaged to theFleet card, and reduce the Japanese Resupply counter by 1position.

The only time Infantry counters leave a Fleet card is if theFleet moves into an area with a Battle. At that time, use thestandard Infantry and Transport rules. If a Fleet doesn’t move,or moves into an area that does not have US Forces, itsInfantry remain on their Transports.

ReinforcementsWhen you draw a Reinforcement Ship counter for Japan,place the counter on any random Fleet card that has anunused Ship counter position of the same Ship type. Fleetcards will have Ship counter positions become available asyou Destroy their Ships.

Example: In the 1942 Campaign, you draw a Reinforcement Shipcounter “CV Junyo”. Carrier Fleet #1 has an available Ship positionfor a “CV” because you previously Destroyed the CV Akagi. Place theCV Junyo counter in the CV Akagi’s position on the Fleet card.

If none of the Fleet cards have an available position for thesame Ship type as the Reinforcement Ship, add the Shipcounter to the Fleet card with the fewest number of Ships thathas that Ship type.

Example: In the 1942 Campaign, you draw a Reinforcement Shipcounter “CV Junyo”. None of the Fleet cards have an availableposition for a CV because none have been Destroyed. Carrier Fleet#4 has taken losses and has only 2 Ships remaining, both CVs. Eventhough it does not have a CV position available, the card does have aCV position, and of the Fleet cards that have CV positions, it has thefewest Ship counters. You add Junyo to Carrier Fleet #4.

Fleet DestructionWhen you Destroy the last Ship (do not count Transports) ona Fleet card, remove its counter from the map, Destroy anyInfantry counters remaining on its Transports, and move anyBattalion counters to the Battalion area. Place futureReinforcement Ship draws on the Fleet card using theReinforcement rules above. When the Fleet card gains aReinforcement Ship, place its Fleet counter in Japan, andtreat it once again as a normal Fleet.

War ExpansionIf you are using this expansion and the War Expansion at thesame time, setup the 1942 Campaign and resolve 1942 asnormal. Continue to use the 1942 Fleet cards into 1943 andbeyond. As the Reinforcement Ships for 1943 and after enterplay due to Reinforcement draws, place them on the 1942Fleet cards as normal.

Fleet Commander Nimitz - Yamamoto

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