Victory in the Pacific
Rules revisions for added realism

Sequence of Play - Movement Sequence

The Japanese-go-then-Allies-go sequence for moving ships, both patrolling and raiding, is replaced by the following, determined by sea zone control:
1.	Japanese into Allied controlled
2.	Allied into Japanese controlled
3.	Japanese into uncontrolled
4.	Allied into uncontrolled
5.	Japanese into Japanese controlled
6.	Allied into Allied controlled

Land-Based Air

A base may only support one land-based air unit at a time.  Ports remain unlimited.

Submarines

The submarine procedure is drastically revised.  Regardless of the order of appearance charts, each side has its submarine unit available for the entire game.  The order of appearance chart only reflects which side has the submarine “advantage”.  If the Japanese submarine is supposed to be in play, then the Japanese have the advantage.  If the Allied submarine is supposed to be in play, then the Allies have the advantage.

Submarine attacks are resolved differently depending upon whether or not they are placed in a sea zone with a battle.  If there is no battle, they attack in the sea zone after all other combat.  To resolve the attack, each player rolls a die.  The player with the higher roll determines if the attack proceeds.  The side with the advantage wins ties.  If the attack proceeds, the attacker chooses a ship target and rolls two dice.  If the roll is greater than the target’s speed number, then the attack proceeds as according to the rulebook.  Otherwise, it fails.  If the target is hit or disabled, the attacker may repeat the procedure until he has an unsuccessful attack.

In battles, submarine attacks are conducted at the end of each day round until one player is eliminated or completely retreats (submarines may not pursue).  If both players have their submarines present, the initial die roll determines which player may attack.  The attack is then resolved as above, except that regardless of the result, a submarine may not attack more than once per day round.

Task Forces

Task forces may not include both patrolling and raiding ships.  Task force compositions are determined at the beginning of combat; first by the Japanese player, then by the Allied player.  These compositions may not be altered for the rest of the battle.

Combat proceeds in a series of rounds, first day, then night, then day again, etc., until the battle is concluded.  Retreats and pursuits are also handled in this fashion.

A task force containing amphibious units may declare at the beginning of a day round its intention to invade.  It is automatically sighted for the rest of the battle, unless it retreats.  The amphibious units themselves may invade at the beginning of the following day round.

Searching is handled differently during day and night.  During day rounds, roll one die for each enemy task force to determine if it is sighted.  If you roll equal to or less than your sighting number, the task force is sighted.  Do not roll for invading task forces and land-based air task forces; they are automatically sighted.  During night rounds, each player must decide if he wants to attempt a night search.  The player who does not control the sea zone must decide first.  If neither controls it, the Japanese player must decide first.  If attempting a night search, each player must announce which of his task forces are searching.  Then each player, starting with the Japanese, rolls one die.  If the die roll is equal to or less than the sighting number, one enemy task force is sighted.  Determine one sighting task force at random from your searching task forces.  Roll another die, this determines the type of enemy task force sighted.  Select one enemy task force that fits this type.  If none fits the type, there is no sighting.  A night action ensues between these two task forces.  Note that if each side sights another, it is possible to have a night action with three task forces, or two night actions in one night round.  Also note that since sighting an invading task force is automatic, the sighting player should only search with the task force that he desires to be the intercepting force.

Victory in the Pacific
Sighting Charts

Day Search

Start with:			  2
Land-based air present:	+1
CV present:			+1
US CVs or Jap CA present:	+1

Night Search

Start with:			Number of searching task forces
Control sea zone:		+1
US radar searching:		+1	(US ships with attack bonuses for their gunnery factors.)
Any searching task forces
  sighted during the day:	1

Night Sighting

1:  Any task force
2:  Any task force of equal or slower speed
3:  Any task force of slower speed
4:  Any searching task force
5:  Any searching task force of equal or slower speed
6:  Any searching task force of slower speed