Flat Top -- PBEM & Variant Rules Last Modified: July 31, 1993 For the latest version of this file, send an e-mail to one of the addresses below, with a subject line reading: Flat Top PBEM Request. --------------------------------------------------------------------------- Send all changes, suggestions, comments, questions, answers, short speeches, etc. to one of the following: E-mail addresses: JRBoeke@aol.com JRBoeke@uci.edu --------------------------------------------------------------------------- To help with the reading of the document, new changes are listed with a plus character '+' before the paragraph and table of contents. A new change is a change since the last publishing. --------------------------------------------------------------------------- +1.0 Introduction 2.0 The Game Master 3.0 Orders 4.0 Reports 5.0 Sequence of Play 6.0 Weather 7.0 Observation 8.0 TF Move & Shadowing 9.0 Plane Movement 10.0 Surface Combat 11.0 Combat Resolution & Damage 12.0 Submarines 13.0 Ammunition 14.0 Launch Under Attack 15.0 Fires 16.0 Mines 17.0 PT Boats 18.0 Odds & Ends 19.0 Critical Hits 20.0 Command Control 21.0 Control Levels +22.0 Radio Transmissions 23.0 Coastwatchers --------------------------------------------------------------------------- 1.0 Introduction This file is a collection of variant rules for the Avalon Hill game FLATTOP. They are a combination of articles from the General & experince of the compiler (I hesitate to say author because most of what is included, is the work of others) Much of the information is intended for game mastered games. The games may be face-to-face, play-by-mail or play-by-phone. If used FTF, it is suggested that three different rooms be available for play. As a GM or player, feel free to use them as you see fit The following abreviations are used througout the text: GM Gamemaster AF Air Formation Af Air Factor CAP Combat Air Patrol GP General Purpose (AMMO) BHT Basic Hit Table TF Task Force RT Radio Transmission CW Coastwatcher AP Armor Piercing (AMMO) ASW Anti-Submarine Warfare --------------------------------------------------------------------------- 2.0 The Game Master 2.1 The gamemastered game is played by three or more people. The number on each side may be determined as in an ordinary game, but one participant will act as GM and will not play for either side. 2.2 It is the job of the GM to recieve orders from each side each turn, interpert and process the information, nd report the results to each player. 2.3 The GM is in charge of all facets of the game and is the final arbiter of all rules questions. 2.31 The GM will make all dice rolls. 2.32 All communications between opposing sides go through the GM. If playing a full command control multi-player game, all communications between all players should go through the GM. 2.4 The GM will follow all rules of the game (both as presented here and in the regular rules book) and interpert all orders impartially. --------------------------------------------------------------------------- 3.0 Orders 3.1 All moves and actions during the game are sent from players to the GM in the form of orders for each TF, AF base or other unit. All planned moves and combat for a turn must be included in that turn's orders. 3.2 Orders may be written provisionallyand may contain as many cases & sub-cases as a player deems necessary. 3.3 It is the duty of the player to make certain that what he says is what he means. Unclear and ambiguous orders will be interpreted by the GM as best he can. Self contradicting orders may be treated as "no move." This will be even more crucial if using the command control system described below (Section 20). 3.4 AF orders will cover the complete flight & combat of the unit. Desired decision points for the unit must be spelled out in advance and each desired branch action spelled out. 3.5 Examples: 3.51 "TF2 at B/M23 shell Henderson Field." This order is clear assuming that all ships in the TF were to be used in the shelling. 3.52 "AF23 attack enemy TF at B/P33." This order has too little information. It makes no assignment of planes to types of ships and no mention of altitude or bombing mode. It also does not say what to do if the TF is no longer at P33. 3.53 "AF17 move N4, NW2 -- do not divert but report all sightings -- high altitude." This order is eminently clear & concise. 3.54 "All planes AF6 bomb Buna low if aircraft are on the ground." This order is provisional but clear. 3.55 "AF3 fly N till hex DD03 is reached or if a TF is spotted. Shadow TF as long as fuel permits. Return to base by fastest route. Report back every turn of shadowing. If DD03 is reached and no TF is spotted, fly S back to base." While very detailed, these orders may still have some holes in them in a command control game. 3.6 A player will state in orders for each AF, TF, base & independent ship the report numbers for conditions 1 & 2 (as in regular rules Section 7). --------------------------------------------------------------------------- 4.0 Reports 4.1 The GM will return reports to each player after he resolves all actions for a turn. 4.2 The report will give all observations made by the player's units, wether conditions, and all combat results (but not the opponent's exact losses) as well as any other pertinent information. 4.3 During night turns, the GM may wish to run two turns at once, saving time -- especially if the game is to be played by mail. This would simulate the use of less personnel during night hours. --------------------------------------------------------------------------- 5.0 Sequence of Play 5.1 The sequence of play is the same as the regular rules except for the deletion of the Initiative Phase. 5.2 The Plane Movement Phase is changed to read -- the GM moves all planes (simultaneously) per their orders. --------------------------------------------------------------------------- 6.0 Weather 6.1 All weather rolls and cloud movements are handled by the GM. 6.2 Each player is only told the cloud positions that he can see. Cloud cover can bee seen by any unit in any hex in or adjacent to the cloud pattern. 6.3 Wind direction for an area is reported if and only if a player has any observing units in that area. --------------------------------------------------------------------------- 7.0 Observation 7.1 The GM will report to each player what each unit sees during its movenent. 7.2 Observation conditions & the use of the Search & Shadowing Tables are per the regular game (except in the command control rules presented below). --------------------------------------------------------------------------- 8.0 TF Move & Shadow 8.1 TFs move as in the regular game. Movement notation on orders should be written start hex, move, and end hex. 8.11 Moves should be listed as direction (N,NE,SE,S,SW,NW) and the number of the hexes moved from & to. 8.12 Example: "TF3: AA25 - NE1,N1 - BB23" 8.2 If both TFs are ordered to shadow, neither moves. 8.3 A TF with radar can shadow with one subtracted from the die roll. It can be ordered to move into the shadowed unit's hex if possible. 8.4 A unit shadowing at night has two added to the die roll (1 for a submarine). 8.5 A unit with an observation level of three has one subtracted from the shadow die roll. 8.6 Cloud modifiers to the Shadowing Table are only applicable to AFs. --------------------------------------------------------------------------- 9.0 Plane Movement 9.1 All plane movement is considered to be simultaneous. 9.2 Plane movement is ordered just like TF movement (8.1). Planes may also be given a variety of orders such as altitude changes, shadowing, divert to observe, shadow from one hex away, etc. The player must still obey all rules and is again at the mercy of the GM to interpert meaning. 9.3 Special interception occurs when planes are ordered to remain in the hex (for one or more MP) in which they engaged in combat the previous turn. Such movement is designated by "O" for orbit (this counts as one MP used) and results in observation being made in the subject hex. The special interceptors must also start their turn in the hex (EXAMPLE: Player A bombarded AA25 in the previous turn. This turn he moves "AA25 - O, N4 - AA21." He has used 5 MP and may be attacked in AA25 if the opposing player retains a CAP force there. Player A will be told anything that could be observed in AA25 for the turn. 9.4 Altitude. Going from LO to HI anytime during the a turn costs one MP. Altitude changes must be noted on the order sheet. If players wish they may use an overscore for HI altitude & an underscore for LO. 9.5 Ready CAP. Ready CAP represents planes wich are on the ground or CV in alert condition. These planes may take-off to intercept only in the hex in which they are located. The number of planes which may be launched and the altitude which they may attain is dependent upon the amount of warning available from the incoming strike. Orders for ready CAP should give the GM the size of the attacking formation needed to trigger a reaction. A player might be willing to take his lumps from two incoming planes but would want to react to a force of ten. 9.51 Ready CAP may consist of only regular interceptors. 9.52 Table 9.5 gives launch capacity as a factor of warning versus desired launch altitude. Table 9.5 <-Hexes of warning given-> Altitude 1 2 3 4 5+ LO - MIN NOR NOR MAX HI - - MIN NOR NOR 9.53 The GM will form the ready CAP aircraft which are available to launch into an AF and resolve combat as normal interception. 9.54 To prevent overuse, ready CAP may only be used during daylight hours. 9.55 Players should realize that ready CAP is two faced. If a small strike triggers interceptors, a large strike 3 turns later may find those same interceptors on the ground readying & unable to answer the call. 9.6 CAP cannot normaly change altitudes to intercept an incoming strike. The following modification allows a HI level CAP to intercept a LOW level strike. 9.61 If a CAP AF is at HI altitude and and all incoming strikes for the turn are at LOW level a portion of the CAP may dive down & intercept the incoming strike. 9.62 If a CAP AF at HI altitude has a 3-1 superoiority in Afs over all incoming HI level strikes, the CAP AF may split. 9.63 The proportion of Afs that may dive are given by the following table (all fractions rounded down): die roll: 1 2 3 4 5 6 % able to intercept: 0 1/4 1/3 1/3 1/2 2/3 9.64 After determining the number of Afs able to intercept, the GM will form the Afs into a new AF and place them on operations chart. Air to air combat will then be resolved normaly. 9.65 Diving AFs cannot combine with an existing LOW level CAP AF, until the end of the Combat Phase. 9.66 Given the conditions set forth above, the "dive" is automatic. However, a player may issue orders preventing a CAP AF from dividing in this manner. --------------------------------------------------------------------------- 10.0 Surface Combat 10.1 For PBM games, each player should include the die number (regular rules 19.4) and any other attack/defense instructions with the TF orders. This includes screens, torpedo attacks, and breakthrough instructions. 10.2 DDs may bombard but only with a BHT of 4. --------------------------------------------------------------------------- 11.0 Combat Resolution & Damage 11.1 The GM is in charge of all combat resolution. The report to each player will be in the form ATTACKER/DEFENDER/HT/FACTORS/ RESULT. The GM will report the results of friendly action as if a die roll of "3" or "4" had occurred (i.e. the expected result). A player's own losses are reported precisely. 11.2 The entry under FACTORS should not be used to inadvertantly report losses (EXAMPLE: in an air raid on a base, AA fire would normaly destroy two planes out of eight attackers. If a "6" is actually rolled & four are lost, the GM still reports that he destroyed two planes and is under attack by six). If the attackers stay in the hex to asses damage next turn (9.3), then the actual number of planes overhead will be reported (assuming normal observation conditions). --------------------------------------------------------------------------- 12.0 Submarines 12.1 Submarines may operate at three levels -- surface, periscope, & deep. The deep level may not be used in partial land hexes. 12.2 A submarine may move 1 hex per turn on the surface, one hex per even hour at periscope depth, and may not move if deep. 12.2.1 A submarine is moved based on its depth at the begining of the movement phase. 12.2.2 A submarine may change to any depth during movement. 12.3 A sub may observe up to condition three only in its own hex if it is on the surface (air units may be observed at condition one if one hex away and at HI and any sub with radar may observe normaly); up to condition two in its own hex if at periscope depth; and only condition 1 if deep. 12.4 A sub may send/recieve RTs at either periscope depth or on the surface. 12.5 A sub on the surface is subject to normal detection. 12.5.1 A sub at periscope depth is only observed if it attacks a ship or is in a hex with DDs which did not move that turn. 12.5.2 A deep sub is only observed by a TF with at least 4 DDs which did not move that turn; and the sub is told only that there are ships overhead. 12.6 If a sub is on the surface and is involved in combat, the attack against the sub is resolved first. 12.61 If a sub is at periscope depth, the sub's attack is resolved first. 12.62 Deep subs may only receive attacks. 12.63 During night turns, the sub's attack is always resolved first. 12.64 A sub may be ordered to dive upon reeiving an attack (e.g. from surface to periscope depth for an air or surface attack and from surface or periscope to deep for an ASW attack). This will happen during the combat phase & will have an effect upon the movement capabilities for the next movement phase. 12.65 A sub which dives under an air attack cannot make an attack itself that turn. 12.66 A sub which dives under a surface or ASW attack before making its own attack has the surface or ASW attack resolved at its new depth. 12.67 A sub which dives after making an attack has the surface attack resovled at surface level and the ASW attack resolved at periscope depth. 12.68 A sub which begins and ends its move in the same hex with ASW units has the ASW attack resolved at the most favorable depth to the ASW combat (surface or periscope) which the sub was at during movement. 12.69 Per the above, it would be possible for a sub on the surface to dive to periscope depth before combat, thus escaping shelling, fire its torpedos at periscope depth, then suffer an ASW attack at that depth, and then dive deep. If tha ASW units remained overhead during the next turn and the sub elected not to rise, it would only suffer deep ASW attack that turn. 12.7 Subs at periscope depth may be observed by aircraft flying at low level if they expend 3 MF in the hex and pass thier search die roll. A TF, whose plotted move takes it into the subs hex, may attack the sub as long as the aircraft remains in the hex to spot. 12.8 For night attacks, submarines cannot combine thier attack factors. During night attacks, targets will be chosen at random (see Submarine night attack charts). --------------------------------------------------------------------------- 13.0 Ammunition 13.1 Ships must declare whether their ammo is GP or AP. 13.11 GP ammo is used only against bases & small ships 13.12 AP ammo is used against all ships. 13.2 If ammo is used against the wrong type of target, four is subtracted from the BHT. 13.3 Ammo may be split up among the total factors available in any amounts desired, but the GM & players must be careful to note which type has been used. 13.4 GP bombs used against small ships (DD,PG,AO,AP,APD) do so at the most advantagous BHT # for the type of attack (EXAMPLE: a Dauntless making a divebombing attack with a GP bomb against an APD uses the "7" BHT). AP bombs used on these targets do so at the least favorable BHT. --------------------------------------------------------------------------- 14.0 Launch Under Attack 14.1 If a base or CV is attacked in a turn in which it uses a maximum launch, it is considered to have planes on the ground (CV) for purposes of computing losses during that attack. Losses will be subtracted from that AF before its combat is computed. Note that this will be slightly dificult if the launched AF is intercepting that attacking formation. In this case, the GM should pre-figure for normal losses then resolve combat normaly. 14.2 The same thing will occur if the attacker has the attacking planes overhead at the beginig of turn's movement phase and the other player makes any type of launch. --------------------------------------------------------------------------- 15.0 Fires Fires are the result of the Critical Hits table or the conditions given below. When this rule is used, disregard rule 21.6 in the AH rulebook. 15.1 If a CV/CVL receives one or more bomb hits during any separate Combat resolution while the ship has 4 or more Afs in the ready box or 9 or more Afs on board (in all three boxes), a "fire" begins. 15.11 While on "fire," a ship may not perform any air operations and suffers one "hit" and the loss of 2 Afs for each turn the fire burns. This damage is assesed at the end of each Combat Phase, begining with the turn the fire starts. 15.12 Begining the turn after the Fire starts, and each turn thereafter if it remains unextingueshed, the player (GM) roles 1 die just before the combat phase. A roll of "1-4" extinguishes the Fire immediately. No damage is assessed that turn. 15.1.3 More than one fire can burn on a ship concurrently. These are treated separately, each causing damage and being extinguished or not individually. Notice that a single bomb hit could cause two fires, the first by satisfying 15.1 and the second from a Critical Hit result. 15.2 If a CV/CVL receives two or more bomb hits during any separate Combat Resolution while the ship has either 9+ Afs in the ready box or 15+ Afs on board (in all three boxes), a "Major Fire" begins. 15.21 A ship suffering a Major Fire may not perform any Air Operations for the remainder of the game. The ship suffers two "Hits" and the loss of 5 Afs for each turn the Major Fire burns. The damage is assessed at the endof each Combat Phase, beginning the turn the Major Fire starts. 15.22 Beginning the turn after the Major Fire starts, and each turn thereafter if it remains unextinguished, the player rolls 1 die just before the Combat Phase. A roll of "1-3" extinguishes the Major Fire immediately. No damaged is assessed that turn. 15.23 "Major Fire" superseeds "Fire." If a ship is already on fire and receives damage sufficient to cause a Major Fire, the fire is considered extinguished and the Major Fire begins immediately. A ship already suffering an unextinguished major fire ignores any further fire or major fire results. --------------------------------------------------------------------------- 16.0 Mines 16.1 An enemy TF must be observed to be attacked by a minefield. In most cases, CWs will be able to observe TFs that enter minefields. Any TF that enter a hex which contains an enemy base are automatically observed. Unobserved TFs that enter a minefield are unaffected. 16.2 When an observed enemy TF crosses a hexside that contains a Minefield or enters a Port hex that contains a Minefield, the TF is attacked by the Minefield. 16.3 The BHT of a Minefield in an open hexside is "3." An open hexside is any hexside which contains no land. The BHT of a Minefield in a straight hexside is "14" (a straight hexside is any hexside with two separate land masses in it). The BHT of a Port minefield is "15." The number of attacking factors is the number of Mine Factors present. 16.4 Hits suffered by a Minefield attack must be distributed among the ships in the TF, one per ship in the folowing manner. Each DD, AP, PG, CL, AO & any other ship type(s). If the total number of hits exceeds the number of ships in the TF, ships take extra hits in the same order. 16.5 Each TF that enters a minefield is attacked by the Minefield separately. 16.6 If a TF is attacked by an AF while in a friendly Minefield, the CRT result is increased by 0ne. If a TF is attacked by an enemy TF while in a friendly Minefield, the TF must accept an attack by the minefield. 16.7 A TF in an enemy Minefield undergoes a Minefield attack before any combat. --------------------------------------------------------------------------- 17.0 PT Boats (to be added) --------------------------------------------------------------------------- 18.0 Odds & Ends 18.1 BBs, CAVs & AVs do not have to stop to launch float planes. They have to stop in a hex for 1 turn to recover them. 18.2 Torpedo hits count as two hits on all ships except CVs. 18.3 Anvil Attacks: Coordinated multi-direction attacks by torpedo bombers were very effective, but also more dangerous than taking the express route to the enemy ships. To simulate the advantages & disadvantages of the Anvil, add 1 to the AA BHT & add 1 to the torpedo bombers BHT. --------------------------------------------------------------------------- 19.0 Critical Hits Tables: 19.1 "Half-speed" restrictions are cumulative. A ship restricted to half-speed for more than one reason at the same time is crippled, and cannot move as long as two or more such restrictions are in effect. For example, a ship with a damage factor of "6" has received three hits and is thus restricted to half-speed for the remainder of the game, but has suffered a critical hit that slows it to half-speed next turn; the ship cannot move next turn and is restricted to halfspeed thereafter. 19.2 All direct and critical hit damage inflicted by a single AF takes effect immediately, before any attacks by additional AFs (even during the same turn). An AF attacks a ship and scores hits that reduce her to half speed, for example; thirty minutes later (still the same turn if FT) another AF attacks & recieves the "+1" modifier for attacking a less-mobile target. This does not apply to damage resulting from Fire or Major Fire started earlier that same turn, because such damage is not assessed until the end of the Combat Phase. --------------------------------------------------------------------------- 20.0 Command Control 20.1 In any game, the player is assumed to be controlling his forces at some command level. FLATTOP players are base or TF commanders. For increased realism, the operation of units at lower levels is subject more to the orders of command rather than the actions of command. In simulations of this type, communication is a problem between units if command levels are realistically considered. 20.2 These rules are also applicable to multi-player games, with the only change being that the GM should allow direct communication only betwee players who occupy the same hex. --------------------------------------------------------------------------- 21.0 Control Levels 21.1 Each player may only control TFs which contain either BBs or CVs and bases. 21.2 All other units are considered non-controlled and are subject to orders issued by higher commands. 21.3 Orders must be prepared in advace for submarines, non- controlled TFs and independent ships. 21.4 Any changes in the above orders must be made by RT (22.0) unless the non-controlled units are in the same hex as a controlled unit. 21.5 AF orders are given upon launch and may be changed only by RT. 21.6 Orders may be as complex and detailed as desired but are still subject to the interpretation of the GM. --------------------------------------------------------------------------- 22.0 Radio Transmissions 22.1 All enemy RT is assumed locatable by radio direction finding. 22.2 Because radio & radio direction finding were very inacurate sciences in the 1940s. The following "fog of war" RULES APPLY TO RTs: 22.2.1 There is a 1 in 6 chance that a RT will not be heard by the receiving unit/command. There is an additional 1 in 6 chance that a message that does get through will be garbbled at the receiving point. 22.2.2 The hex location disclosed by the referee (for direction finding) is determined by rolling two die and consulting the following table: 1st die 1-2 3-4 5-6 1 N1 N2 S2 2 NE1 N1,NE1 S1,SW1 2nd 3 SE1 NE2 SW2 die 4 S1 NE1,SE1 SW1,NW1 5 SW1 SE2 NW2 6 NW1 SE1,S1 NW1,N1 _ _/ \_ _/ \_/ \_ / \_/ \_/ \ \_/ \_/ \_/ / \_/ \_/ \ \_/ \_/ \_/ / \_/ \_/ \ \_/ \_/ \_/ \_/ \_/ \_/ The referee will apply the result from the actual location of the intercepted transmission. 22.3 RT is assumed to have two forms: coded & uncoded. 22.31 Coded messages may be sent from & to ships, bases, subs & TFs. These messages are subject only to the disclosure to the enemy of the calculated sending location. Note that these orders do not have to actually be in code but are merely interpreted by the GM as if they were. As such, content is not given to the enemy; only the fact that a message was sent from that articular hex. 22.3.2 Uncoded messages must be used for transmission to and from AFs. These messages are subject to both content & sending location disclosure to the enemy. 22.4 A player may send a message and not request an acknowledgement of receipt, in which case, the sending hex only (plus the content if sent to or by an AF) is revealed to the enemy. 22.5 Reports of combat results from non-controlled units will be withheld from the player until they make a RT or join a controlled location. Thus the losses to an AF in an attack will not be revealed until that unit lands, unless the player wishes to risk a RT. 22.6 Orders must state when RT is to be made for non-controlled units. This is important if if players do not wish to give away TF locations by by calling for RTs from AFs in the air. 22.7 The originator of RT is assumed to be the base or TF which is controlling the receiving unit. 22.71 An AF recieves from either its lunching or landing point only. 22.72 Ships & subs receive from the TF or base assumed to be most concerned with thier mission unless another has been specified in the scenario or by the players. 22.73 Each player should designate a main HQ base (usually Espiritu Santo and Rabaul for the USN & IJN respectively). Messages otherwise unassigned are assumed to pass through these HQ. 22.74 Ready CAP automatically has orders to intercept attackers the turn of launch. All further orders must be sent to these units by RT. 22.75 If a shadow plane is to "vector" an attacking AF to its target (not a normal practice), RT must be established for every turn (including the first) for both units and the TF until the target is reached. This definitely warns the enemy that an attack is imminent and meets the warning requirements of 9.5. 22.8 (OPTIONAL) Since larger aircraft carried radiomen, all four engined planes (B-17, B-24, Mavis, Emily) and the PBY may use code also. Escorted bombing missions may still not use code since the escorts would still have to have RT. 22.9 EXAMPLES: 22.9.1 Player A wishes an unattaced DD to join TF3. TF3 would send a message to the DD keying the GM to alter the pre-written orders for the DD. assuming the DD acknowledges, the enemy is told the locations of both the DD & the TF (although not which is which). 22.9.2 Player A wishes to notify his AF4 that the CV landing point has been changed. Acknowledgement is not requested. The enemy player is given the message and the sending hex but not the receiving hex. If the GM rolls a "6," AF4 continues to the previously arranged landing hex and finds no CV. Obviously the player could give locations keyed off of previous locations, such as "new hex SW2" or other misguidance he thinks the GM will understand. 22.9.3 A submarine sights a TF and the player wishes to redirect an AF to shadow. The sub, base or CV, and plane locations are given as well as the contents of the message to the plane. 22.9.4 A shadow plane informing his base or CV of a TF location would have his own message and location revealed. --------------------------------------------------------------------------- 23.0 Coastwatchers & Troops 23.1 In the game, coastwatchers and troops are entirely too powerful in their capacity to observe. These observes are everywhere at once on what are very often large islands. The following rules are designed to restore them to their proper perspective. 23.2 The Allied and Japanese players have observers on the listed islands and bases per tables A & B. These tables list the troop & CW concentrations for each historical scenario. Note that these are major changes from the map listings. In most of the central islands, CWs were not assigned and did not appear until early 1943. They may be placed there if designing your own post '42 scenarios. 23.3 Blank counters of different colors may be used represent CWs and troops. 23.3.1 The counters represent an individual CW organization or troop concentrations. 23.3.2 At the begining of scenario each counter may be placed on any hex on on its particular island except that CWs may not be placed on enemy bases and New Guinea island "halves" must be respected. 23.3.3 Each counter may move 1 hex on the 0100 and 1200 hour turns of each day in the scenario. 23.3.4 The GM will roll two dice for each hex which contains counters of both sides during the 1200 turn. A result of "2" will eliminate the CW and a result of "3" will eliminate the the troops. If both sides have troops, a result of "2" will eliminate the Allies, "3" eliminates both & "4" eliminates the Japanese. The players will learn of elimination only upon regular RT checks. 23.3.5 Eliminated CWs cannot be replaced. Eliminated troops are recreated only on islands with bases. These replacements are placed on the base on the 2400 turn and may be moved on the next 0100 turn. 23.3.6 CWs and troops cannot be moved from their starting islands. From: BrianMcCue@aol.com Subject: Re: CW tables Here is Table 23A, showing Coastwatchers and Troops on Islands for the diffferent scenarios. For best results, view in a Truetype font. This is from Jim Burnett's article Flat Top Gamemaster, The General, Vol 19 #6, *same as that to which I was referred for PBM Submarine rules*! Island Coral Sea E. Sol. Santa Cruz Guadalcanal USN IJN US IJN USN IJN USN IJN San Cris. C C 2C 2C Maliaita C C 2C 2C Guadalcanal 3C 3C,T 2T 3C,2T 3T 3C,2T 2T Russell I. C Santa Isabel C T C T C T Rendova T T T T New Geo. C C 2T C 2T C 2T Kolombaranga T T T T Choiseul T T T Vella Lavella T C T C T Treasury T T T T Bougainville 2C 2T 2C 3T 2C 3T 2C 3T New Ireland C 2T C 2T C 2T C 2T New Britain 2C 4T 2C 4T 2C 4T 2C 4T Furgusson C C C C N. New Guin. 2C 2T* 2C 4T 2C 4T 2C 4T S. New Guin. 4T 8T 8T 8T C = Coastwatcher T = Troops *Must be West of Star Brian McCue brianmccue@aol.com From: BrianMcCue@aol.com Subject: Re: CW tables, part 2 Here is the second of the two tables that Bob Cloyd discovered were missing from the electronic version of the rules. Note that to be complete you need this e-mail and my previous one, which had the Islands table in it. Like the former table, this one should be viewed in a TrueType font so as to get the spacing correct. Now that I have done the data entry, can somebody please update the electronic version of the rules on the website? Table 23B Bases Base Coral Sea E. Sol. Santa Cruz Guadalcanal USN IJN US IJN USN IJN USN IJN E. Santo T R R R Ndeni T R R R Florida R T T T Henderson R R R Shortland B B B B Buka T B B B Rabaul T R R R Lae T R R R Buna B R R Gasmata B R R Buin B B Pt. Moresby R R R R Gili-Gili R R R T = Troops B = Base R = Radar Brian McCue brianmccue@aol.com =========================================================================== End of Document