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Start Both players place

Next reinforcements and select End of


Turn removals (4.4), (5.1) Combat
Sequence
Movement Sequence
of Play
Start Here Japanese Player does following (5.21):
1. Moves “Patrolling” ships (speed rolls as appropriate). All combat
2. Does repairs resolved?
3. Flips “Raiding”ships to white side while in port.

Yes
Populate Allied Player does following (5.21):
respective Order 1. Moves “Patrolling” ships (speed rolls as appropriate). Remove all
of Appearance 2. Does repairs existing control
Charts (4.2), (4.3) 3. Flips “Raiding”ships to white side while in port. flags and Players
place control flags
on areas they
Japanese Player control.
Place Initial
places one (1) (5.71), (15)
Control Markers
Land based air
(2.2), (4.2), (4.3)
unit (5.22)

Japanese Player places Allied Player Update POC Track


desired forces (ships speed 5 places one (1) (5.71), (15.4)
Yes
or better) from Yokosuka Navy Land based air
Yard section of OOA into unit (5.22)
Pearl Harbor Raid Rectangle.
(4.2)
More LBA to Check for Port
place?(5.22) Control changing
hands. (5.72)
Japanese Player
places Pearl Harbor No
Raid forces into
Japanese Player
Hawaiian Islands as
moves amphibious Remaining
Raiders. (4.2) (18.11)
units to sea. (5.23) Amphibious Units
at sea may invade.
No (5.73)
Japanese Player Allied Player
places remaining Turn moves amphibious
1 forces into the units to sea. (5.23)
Japanese Player returns
Yokosuka Navy Yard.
all ships and units from
(4.2)
Japanese Player sea areas (5.74), (10.1)
moves “Raiding”
ships (5.24)
Allied Player places all
Allied Player returns all
Turn 1 forces into their
ships and units from sea
respective areas. (4.3) Allied Player areas (5.74), (10.1)
moves “Raiding”
ships (5.24)
Surprise
Attacks Start
(18) Next
Submarine Moves
Turn
(5.25)

Japanese Player
selects area for
combat. (5.31)
(7.1)

Combat
Sequence

1.0
nd
Compiled from 2 Edition Rules. Source: http://www.gameaholics.com/vitp_format/vitp_rules.htm
Combat
Sequence Combat Sequence

Does area
have only one sides
forces present and not
in port?
“Day” Action (7.11)
“Day” or
“Day” & “Night”
Japanese Player No
names targets.
(5.34), (7.4)
Determine
“Night” and/or “Day”
Japanese Player action. “Night”
resolves combat, (5.32), (7.22) (7.3)
places appropriate Yes
markers. “Night” Action
(5.34), (7.5)

Allied Player Japanese Player


names targets. names targets.
(5.34), (7.4) (5.34), (7.4)

Allied Player
resolves combat, Japanese Player
places appropriate resolves combat,
markers. places appropriate
(5.34), (7.5) markers.
(5.34), (7.5)
All markers go into
effect (5.36), (7.6) Allied Player
names targets.
(5.34), (7.4)
Yes
Does round Allied Player
require a “Night resolves combat,
action also? places appropriate
markers.
No (5.34), (7.5)

Submarine can
attack if present, All markers go into
then returns to effect (5.36), (7.6)
port. (5.41), (7.81) End Of
Pursuit
Sequence
Japanese
Retreat? Yes
(7.82), (8)
Retreating
Players Air Units Pursue?
No No Victor performs Air Raids (9)
return to base(s) (7.82), (8.3)
(8.2)
Allied Retreat?
Yes Yes Victor performs Amphibious
(7.82), (8)
Assaults (13)
Pursuit
No Sequence
Submarine that has not
attacked may do so (16.1)
Japanese Non-retreating
Amphibious Units can land.
(5.43), (13) End of
Combat
Sequence
Allied Non-retreating
Amphibious Units can land.
(5.43), (13)
Pursuit
Sequence Retreating player serperates Pursuit Sequence
forces into groups.(8.32)

Pursuing Player assigns


pursuing forces to retreating
groups.(8.33)

Select Group to Next


resolve combat Group

Determine
“Night” and/or “Day”
“Day” or
action. “Night”
“Day” & “Night”
(7.22), (7.3), (8.41)

“Day” Action Note: Only


Carriers and Air Units
may attack. (7.41), (7.51)
“Night” Action Note: Only
ships with gunnery factors
Japanese Player can attack. (7.42), (7.52)
names targets.
(5.34), (7.4)
Next Japanese Player
Round names targets.
Japanese Player (5.34), (7.4)
resolves combat,
places appropriate
markers. Japanese Player
(5.34), (7.5) resolves combat,
places appropriate
markers.
Allied Player
(5.34), (7.5)
names targets.
(5.34), (7.4)
Allied Player
names targets.
Allied Player
(5.34), (7.4)
resolves combat,
places appropriate
markers. Allied Player
(5.34), (7.5) Yes resolves combat,
places appropriate
markers.
All markers go into (5.34), (7.5)
effect (5.36), (7.6) Next
Group
All markers go into
effect (5.36), (7.6)
Does round Yes
require a “Night
action also?
End Of
Retreating Pursuit
Any Retreating
No Group still has No Sequence
Groups exist?
ships?

Yes

Retreating Pursuer decides


Next
No Player may split Yes what forces
Round
Group. (8.42) continue pursuit
Surprise Attacks
Surprise
Attacks
(18)
Japanese Player perfoms
Air Raid (2 rounds) against
Pearl harbor (18.2)

Note: Only Japanese ships and units


Japanese Player May
from Yokosuka Navy Yard can move
Retreat. No Pursuit.
freely. (18.11)
(18.21)

Japanese Player does following (5.21): Allied Player rolls for “Location
1. Moves “Patrolling” ships (speed rolls as Uncertain” Group. (18.22)
appropriate).
2. Flips “Raiding”ships to white side while in
port. Allied Player may move surviving ships and
units into Hawaiian Islands as Patrollers. (18.23)

Note: Only Allied cruisers from


Australia, Singapore and Philippines I-Boat May Attack (18.24)
can move freely. (18.12)

Allied Player May Retreat from


Allied Player does following (5.21): Sea Area. No Pursuit. (18.25)
1. Moves “Patrolling” ships (speed rolls as
appropriate).
2. Flips “Raiding”ships to white side while in
port. Japanese
No Retreat?
Japanese Player
moves other units
(5.22)

Perform up to two
Japanese Player Yes
Allied Fleet (2) normal Combat
moves “Raiding” Yes
Present? Rounds. Use
ships (5.24)
normal Combat
Sequence. (18.3)
Allied Player
moves “Raiding”
ships (5.24) If any Allied ships (not in port)
are present and retreat after
combat, only 2 rounds of
No
I-Boat Moves pursuit is possible. (18.33)
(5.25)

Japanese Player
perfoms Air Raid
Perform up to two (2 rounds) against
(2) Air Raid Allied ships and
Combat Rounds unit in Indonesia.
(18.3) The resolves any
remaining combat
normally. (18.4)

Combat
Sequence

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