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Table of Contents

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3.0 Basic Game Rules


3.1 Sequence of Play
3.2 Formations
3.3 Movement Orders

...10
...12

3.4Movement...
3.5
3.6
3.7
3.8
3.9

Combat
Torpedo Combat . .
Gunnery Combat .
Damage
Basic Scenario

...16
.

Historical Analysis
Design Notes

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O 1988,

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Victory Games,

New York

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...20
...21
...23
...24

ShipRosters.... .....

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HIIW TCI REAII THE RUTES


First, read Sections 1,.0 and 2.0
of the Standard Rules Booklet
to understand the main concepts
of the game. Then return to this
booklet and read Section 3.0 for
the Basic Game Rules. Play the
Basic Game Scenario (3.9) until
you feel comfortable with the
game mechanics for formations,
movement, and combat. Return to
the Standard Game Rules to read
Sections 4.0 through L4.A before playirg the Standard Game Scenarios.

TOKYO EXPRESS Basic Game Booh, Page 2

3.O Basic Gatne Rules


This booklet contains rules you will need to know to play
the Basic Scenario (see 3.91. After you have read these rules
and played this version of the game several times, return to
the Standard Rules Booklet and begin reading those rules.

3.1 Sequence of Play

3. Action Chit Draw Segment; Draw 1 Action chit from the


container. If the chit is blank, proceed to the next phase. If
the Combat chit is drawn, the Combat Segment occurs.
H.

Second Movement Phase

This phase is identical to the First Movement Phase.

Tohyo Express is played in Game Turns, each of which


is composed of a specific number of Phases. A Phase may
in turn be composed of a number of Segments. When playingthe game, you must observe the order of the Phases and
Segments in strict accordance.
In a Game Turn, you plan your moves and determine
the Japanese moves during the Preparation Stage. During the
Activity Stage, you execute all moves one hex at a time. At
a randomly determined time in this Stage, torpedo and
gunnery combat occur between sides. During the Terminal
Stage, you determine what ships are sunk and prepare all
ships for the next tulrl.

I. Third
J.

Movement Phase

Identical to thb First Movement Phase.


Second Japanese Movement Orders Phase
Japanese formations again receive orders

for Battle Move-

ment. Existing formation groupings remain in effect. A


Japanese formation that makes a 180o turn because of the
Battle Movement Display has its Speed marker reduced by

1.

K. Fourth Movement Phase


This phase is identical to the First Movement Phase.

L. Fifth Movement Phase


Identical to the First Movement Phase.

M. Sixth Movement Phase


Identical to the First Movement Phase.

PREPARATION STAGE

A. Action Chit

Phase
Place the Combat Action Chit and five blank Action Chits
into the cup or container.

B. US Formation

Phase

Group US ships into formations and assign Speed markers

to them.

C. US Movement Orders Phase


Assign an order to each US formation by choosing its
maneuver.

D. US Freedom of Action Phase


Determine Freedom of Action for each US formation that

has no admiral. Change the order for the formation

as

required.

TERMINAL STAGE

N. Damage Effects

Phase

Record on each ship's log any Speed change caused by


damage. Remove sinking ships from play.

O. Counter Adjustment Phase


All ships are flipped over to their Unfired
all Formation markers from the map.
P. End of T\rrn Phase

sides. Remove

If the game is now over, check Victory Conditions. If the


game continues, move the Game .Turn marker one space
along the Game Turn Track and begin the next Game Turn.

AgfloN cHrTs
Action chits determine when combat occurs during the

E. Japanese Formation Phase

Activity Stage (and in the Standard and Advanced Games

F. First Japanese Movement Orders

when detection occurs|. There are 18 chits: one US Detection, one Japanese Detection, one Combat, oDd 15 blank chits.
In the Basic Scenario, only 6 Action chits are used: the
Combat and 5 blank chits. During the Action Chit Phase at
the beginning of the Preparation Stage, place these 6 chits

Group Japanese ships into formations and assign Speed


markers to them.
Phase

All headings for Japanese formations are assigned via the

Battle Movement Display and Order markers are assigned.


A Japanese formation that makes a 180o turn because of the
display has its Speed marker reduced by 1.

in the container.

1. US Movement Segmenf; Each US ship moves the number


of hexes (0, 1, or 2f indicated by the Movement Chart. Before
or after (not bothl, a formation may make any turn permitted
by its order.

Note: In the Standard and Advanced Games, all 18 Action chits are
placed in the container at this time (see 4.21.
In the Action Chit Draw Segment of each of the six Movement Phases, |ou draw one chit from the cup without looking. You draw this chit even if no ships moved in the phase.
The chit is placed aside after being picked and is not returned
to the container until the Action Chit Phase in the Preparation Stage of the next Game Turn.
When a blank chit is drawn, you do nothing. When the

2. Japanese Movement Segmenf; Each Japanese ship moves


the number of hexes (0, 1, or 2| indicated by the Movement
Chart. A formation with an About order makes a turn after
moving. After a formation with a 60o Turn order has moved,
make a die roll to determine whether or not it turns.

Combat chit is drawn, the Combat Segment occurs. In the


Beginning Scenario, combat occurs only during this phase
- when the Combat chit is drawn. The procedure for resolving combat is explained in sections 3.5 through 3.7. Damage
is explained in section 3.8.

ACTIVITY STAGE

G. First Movement Phase

rcKYO EXPRESS Basic Game

9.2 Formations

Book, page S

JAPANESE FORMATION GROUPINGS

An admiral could not hope to give orders to


each ship individually amidst the fast, confused action
of a naval battle. lnstead, he grouped his shrps into a
few formations and gave orders by formation. When a
side's forces did break down into individual ships milling
about, disaster usually resulted. You will come to think
of each side's ships as a few groups - "formafions"
You will rather than as a large number of individuals.
issue orders to formations, move in formation, detect
enemy formations, and so on.
The Japanese formation rules simulate the following
DESIGN NOTE:

important principles;
o The Japanese had two fypes of formafions; Destroyer
formations led by light cruisers would go in to make
torpedo attacks while formations of heavy cruisers and

batfleships pummeled the enemy with gunf ire. (After some


months of combat experience, the US Navy saw the merits
of this sysfem and began to practice it,) ln the game, you
arrange the Japanese in fhis method.
I Two hexes (3000 yards)is the maximum distance at which
shrps could hope to hold together in formation in the dark.
(Remember, they used no running lighfs./ Usually, ships
steamed even closer together.
Ships of both sides move and are detected in groups,
called formations. A formation can consist of one, two, or
any number of ships. During each side's Formation Phase,
you arrange its ships into formations. These formations
remain in effect until the next Game Turn.

HEADINGS
The direction in which its bow points determines a ship's
heading. A ship must always have its bow pointed towards
a hexside. Ships that point to the same hexside have the same
heading.

In the Japanese Formation Phase, you organizeJapanese


ships into formations, following these restrictions:
1. There are three possible compositions for formations:
r BB's, CA's, and CL's together
o CL's and DD's together
o DD's only
You must group CL's with DD's whenever possible. If a
CL cannot be grouped with DD's, it can then be grouped with
heavier ships {BB's and CllJsf . DD's can never be grouped with
BB's and CA's.

2. If aformation contains more than one ship, each ship must


be within 2 hexes of some other ship in the group. Each ship
in the formation does not have to be within 2 hexes of every

other ship in the group, just one ship.


3. Each formation must be as large as possible, subject to
the two restrictions above. (Thus, it is possible for two
separate formations to move into close proximity during a
Game Turn and then be combined into one larger formation
in the next Game Turn.)
You begin creating formations by selecting anyJapanese
ship and simply grouping as many ships as possible into for-

mation with it, following the above guidelines. Then you


select another Japanese ship which is not in the first formation and repeat the procedure. Continue forming formations
until every Japanese ship has been placed in some formation.
The headings of the ships (see above| are not taken into
account when forming formations. Only the types of ships
and proximity to one another are important.
Single ships can also be formations.
Note: In the Standard Game, retiring ships can never belong to the
same formation as non-retiring ships {see ll.0}.

Heavy and Light Shlp Formations


A Japanese formation that contains any BB's or CA's is
a heavy ship formation. (This designation holds even if the
formation contains a CL, which is a light ship|. A formation
composed entirely of DD's and/or CL's is a lrght ship formation.
This distinction is important when determining movement.

FORMATION MARKERS
Each side has several sets of Formation markers which
can be used to distinguish formations. Japanese markers bear
the names of Japanese officers lAbe, Goto, Kimura, Kondo,
Hashimoto|; US markers bear task force {Task Force 64f , task
group (Task Group 67.4, Task Group 64.21, and formation

(Desron 12! designations.


To help you remember which ships belong to which
designations, place the same Formation markers on groups
of ships in the same formation. You do not have to place a
marker on each ship, only on those ships which you might
otherwise confuse with other formations.

US FORMATION GROUPINGS
You have much more freedom in forming US formations.
Ships of any type may be grouped into the same formation.

Formlng US Formations
US ships are grouped into formations during the US
Formation Phase of the Preparation Stage. US ships may be
formed into formations any way you wish, provided that the
following two restrictions are met:
o Ships grouped into the same formation must all have the

5, "*tt

clt"**

6g

same heading.
oF HEADTNGS: ln the illustration Blue, Lardner, South
Dakota, Walke, and Chicago all have the same heading, since

ExnTnLE

they all point to the same hexside. Likewise, Portland


Cushing have the same heading.

and

o If the formation contains more than one ship, each ship


must be within 2 hexes of some other ship in the same
formation. Each ship need not be within 2 hexes of every
other ship in the formation, just one other ship.

TOKYO EXPRESS Basic Game Book, Page 4

It is not mandatory to group all US ships within

2 hexes

of each other into the same formation. Indeed, you could form
any number of formations from US ships within 2 hexes of
each other, as long as the two restrictions given above are
obeyed.

To keep formation, ships must move at a common speed,


called the "formation speed."
During the Preparation Stage, each formation is assigned
a Speed, which is the number of hexes the ships in the
formation can move during the six Movement Phases. Once
assigned, this Speed normally does not change for the rest
of the Game Turn, even if ships are damaged by combat. (A

formation making a 180" turn immediately has its Speed


reduced by 1.1
Printed on each ship is its Speed value (4,5, 6, or 7l.A
ship cannot be assigned a Speed higher than this printed

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formation.

Speed Markers
Speed markers are used to record a formation's Speed.
Deteimine the lowest Speed of any ship in a formation and

place a Speed marker with the corresponding value on any


strip in the formation. The marker remains at this value for
the remainder of the Game Turn.
Speed markers are numbered from 1 to 6. If all sh_ipt il

a formation have a Spee d


marker on that formation.

of.

7, you do not place a Speed

I ooo'***r;

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-*ltr*"*zs

oo

DISTANCES BETWEEN FORMATIONS


Later rules will refer to "the distance from one formation to another" or "one formation moving closer to another."
The distance from one formation to another is the sm allest
number of hexes from any one ship in the first formation and
any one ship in the second formation. A formation "moves
closer to" or "moves toward" another if it moves So that this
distance decreases.

IN thE

are all BB's, GA's, and GL's and are


within two hexes of another ship in the
formation. The destt'oyers Yunagi and
Kagero form a second formation,
because they are both DD's and within
two hexes of each other. The destroyer
Fubuki is a third formation because it is
more than two hexes from Kagero,'even
though it is within two hexes of the for'
mation containing Sendai and Aoba, il
cannot ioin that formation because DD's
can only form formations with GL's or

other DD's

ln the illustration, the f ive US


ships are grouped into the same formation; none of the
ships is damaged. Gwin, Duncan, and Latfey have a
maximum Speed of 7; Juneau has a maximum Speed of
6; Wash ington has a maximum Speed of 5. The formation
is assigned a Speed of 5, which is equal to the slowest
ship in the formation, Washington. Note that the forma'
tion could also be assigned a lower Speed than 5 (to a
minimum of 1).
EHMPLE oF FoRMATIoN sPEED:

\-/

have the same maximum Speed, you do not have to place a marker
on this group.

illustration, the following ships can form


one Japanese formation: Hiei(BB), Kako
(CA), Aoba (CA), and Sendai (CL). They

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the current maiimum Speed of the slowest ship in the

EXAMPLE OF JAPANESE FORMATIONS:

YYY\
A./
"o

Japanese

Note: Once you become more familiar with the game, you do not
have to assign markers to all formations. If all ships in a formation

FORMATION SPEED

*os

During the US Formation Phase, 1lou assign a Speed to


each US formation. You can assign any Speed up to, but not
exceeding, the current maximum Speed of the slowesf ship
formationls assigned a Speed. The Speed is always equal to

Note the following differences between Japanese and US


formation groupings:
o Unlike the Japanese, US CA's and BB's can belong to the
same US formation with DD's and CL's.
o There is no requirement to make US formations as large
as possible. US ships within 2 hexes of one another do not
have to belong to the same formation.
o US ships can belong to the same formation only if they have
they same heading when the formation is formed.

-.,f<lfr,

Assigning Speeds

in the formation.
During the Japanese Formation Phase, each

DIFFERENCES BETWEEN JAPANESE


AND US FORMATIONS

mmll

value .If. a ship becomes damaged from combat, its Speed is


reduced at the end of the Game Turn (see 3.81.

TDKYO EXPRESS Basic Game Book, Page 5

EHmpLE OF US

FORMATTONS:

ln the

illUStratiOn,

these US ships can belong to the same formation: Blue (DD), Lardner(DD), Soufh Dakota (BB),
and Walke (DD).They all have the same heading
and are all within 2 hexes of another ship in the
formation. Note that it is not mandatory for these
ships to belong to the same formation.
Portland (CA), Cushing (DD), and Chicago
(CA) must each be a separate formation. Even
though Portland and Cushing have the same
heading, they are 3 hexes apart. Chicago does
not have the same heading as Cushing and is
3 hexes from Walke, so it must be its own
formation.

3.3

Movement Orders

DESIcN NOTE: Many people have the impression that


command control was not an issue in Pacif ic
naval f ighting
each ship neatly carried out
- that
c/early over a radio. This impression
orders broadcasf
is far, far wrong. lt was f latly imposs ible, amidst
the sudden thunder and fasf action of a night battle,
for an admiral to maneuver each of his ships individually
in the exact way he wanted, lnstead, he controlled each
formation using a fairly restricfed set of standardized
maneuvers: "port," "starboard," "countermarch," and
so on. These orders did not always gef through, were
not always executed, and could rapidly become
inappropriate to a fast-developing situation.
In Tohyo Express, you are restricted as to how you can
move US ships. You must issue orders to your formations,
selecting from a predefined collection of possible'maneuvers."
The formations then follow these maneuvers throughout the
Game Turn. Thus, anticipation and advanced planning are
essential. Japanese maneuvers are assigned by the Battle
Movement Display.

US ORDERS AND MANEUVERS


In the US Movement Orders Phase of the Preparation
Stage, you issue an order to each formation. Each order
broadly defines what the formation will do. However, each
order still leaves you some freedom to choose the exact path
of movement during the six Movement Phases. Each US formation receives only one order per Game Tfurn, and that order
constrains its movement throughout the turn.
When you issue an order to a US formation, you specify
both the maneuver to execute (from the list belowl and the
direction (port or starboardl. All ships of a formation must

carry out the same maneuver.


Note: In the Standard Gamer |ou also decide for formations in
column whether they will execute their maneuver simultaneously
or columnwise at this time (see

5.11.

There are five possible maneuvers you can select for US

formations:

o Ahead
o 60o Turn
o L20o Turn

o Countermarch
o S-Turn
Each maneuver except Ahead can be executed either to
starboard (clockwisef or to port (counterclockwise). Note that

ship counters have an "S" with an arrow and a "P" with an


arrow at the front (bow| to indicate the direction of turns.
To give an order, place one Order marker on any ship
in the formation. Each marker indicates the maneuver and
the direction (for example, "S-Turn Port") . If. a formation is
assigned an Ahead order, it receives no marker; thus, a
formation without an Order marker is assumed to have an
Ahead order.
Note: The Ahead markers provided in the countermix are used in
the two-player version of the game lsee 22.31.

Restrictions to US Movement
The choice of maneuver determines what turns, if any,
a formation may make during the Game Turn. Any formation with an Order marker that requires one or more turns
must make the appropriate turns sometime during the Game
Turn. However, you have your choice as to the Movement
Phases in which these turns are made. In a given Movement
Phase, a required turn can be made either at the beginning
or at the end of the phase. The descriptions below explain

when a ship turns during the Movement Phases.


After all required turns have been executed by a formation, remove the Order marker. The formation continues to
move straight ahead for the remainder of the Game Turn.

rcKYO

EXPRESS Basic Game Booh, Page 6

Description of US ManeuYers
Ships are allowed to move-only during specific Movement
Phases, based on formation Speed (see 3.41. In the description of maneuvers below, an "allowable" Movement Phase

is defined as one in which a ship can move.


Ahead: The formation must move ahead in a straight line
from hex to adjacent hex during the Movement Phases in
which it moves. No turns are permitted.
60o Turn: During one allowable Movement Phase, the ships

in the formation make a 60o turn in the direction ordered


(port or starboardf . Each ship's counter is turned to face the
next adjacent hexside, depending on the direction of the turn.
All ships in the formation must make the turn at the same
time.

l20o Turn: During one allowable Movement Phase, the formation makes a L20o turn in the direction ordered (port or
starboard). Eacl-r ship's counter is turned to face a hexside two
away from its original heading, depending on the direction
of the turn. This maneuver is executed during a single Movement Phase, at the beginning or end. The ships cannot turn
60o at the beginning of a phase and then 60o at the end. All
ships in a formation must make the turn at the same time.
Countermarch: The purpose of this order is to reverse a
formation's heading. During each of three allowable Movement Phases, all ships in a formation make three 60" turns
in the direction ordered (port or starboard|. The three phases
in which the formation turn do not have to be consecutive;
however, all ships must make the turns at the same time.
The following restrictions apply to this maneuver:
o A formation with a Speed of 1 cannot perform this

but it makes only two 60o turns in two allowable Movement Phases. The third turn is ignored. In effect, it makes

a L20" turn over two phases.


A formation with a Speed of 3 or more cannot make a 60o
turn in one phase and then a L20o furn in another phase.
It must make three separate turns in three Movement
Phases.

S-Turn: An S-Turn allows a formation steaming parallel to


the enemy to close the range while ending up with its broadsides still bearing. During one allowable Movement Phase,
the formation makes its first 60o turn in the direction ordered
(port or starboardl; in a subsequent Movement Phase, it
makes a second 60o turn in the opposite direction. Thus, in
an S-Turn Port maneuver, a formation would make its first
turn 60o to port (counterclockwise| and its second turn 60o
to starboard (clockwise|; in an S-Turn Starboard maneuver,
it would make its first turn 60o to starboard and its second

H:l.f;X.j"
o

port. The following restrictions apply to this

#:t#::t:"

with a

Speed

of 1 cannot

o No LzC. turns are ever allowed.


Simultaneous ManeuYers

il

In the Basic Scenario,


maneuvers are performed at the
same time, or simultaneously, with each ship in the formation

turning at the same instant. Each turn can be made before


or after the formation moves in a Movement Phase, but the
ships must turn at the same time: either all before they move
or all after they move.

maneuver.

o A formation with

a Speed of,2 can

perform this maneuver,

N*:"T.**ffi*3.T!;?:ll"oons

ment

10. 8?

perform this

in corumn can arso perrorm

Phase

ExlmpLEoFEocruRN: The US DD Ralph Talbot in hex 2635 (Speed


of 7) is the only ship in a formation; it possesses a 60o Turn Starboard marker. lf it turns at the beginning of the First Movement
Phase before moving, it would follow path A, ending in hex 2834;
if it turns at the end of the phase after moving, it would follow
path B, ending in hex 2633. (Note that it moves two hexes in the
First Movement Phase because of its Speed of n. The illustration also shows it turning at the beginning of the Third Movement Phase (path G), ending in hex 2732, and at the end of the
ptnse (pathD), ending in hex 2631; and turning at the beginning
of the Fifth Movement Phase (path E), ending in hex 2730, and
at the end of the phase (path F), ending in hex 2629.

--&l*.-

cAffillS

a .
o;

EHmpLE oF 1200 ruRN: The US CA Minneapolis possesses a 120"


Turn Port marker and performs its maneuver at the beginning
of the current Movement Phase. lt must turn and move as shown
in path A; it cannot turn as shown in path B because it must
make the complete turn at the beginning or end of the phase.

TDKYO EXPRESS Basic Game Book, Page 7

ExAtrrpLE OF COUNTERMARCX:

The Single and dOUble lineS indiCate

two possible paths Barton could follow in carrying out a Countermarch order. ln the first path, Barton turns at the end of the First,
Second, and Third Movement Phases. ln the second path, Barton
turns at the end of the Third, Fifth, and Sixth Movement Phases.

ot

i"'t J

t{oRttttx

CA

DD8lEREff-

oF S-TURN: A US formation (Northampton and


Sterett) has a Speed of 6 and possesses a S-Turn Starboard
marker. ln the First Movement Phase, both ships move

ExAMPLE
t,

- D;

forward one hex and turn starboard one hexside. ln the


Second and Third Movement Phases, they continue ahead.
ln the Fourth Movement Phase, they both turn one hexside
to port and then move ahead. During the last two Movement
Phases, they continue moving forward.

';

US FREEDOM OF

A TION

s of ten passed radar contact


information over the same radio circuits with tactical
orders, thus causing those circuifs fo iam up when they
were needed most, Even if the fBS (Talk Between Ships)
radio worked properly, things were too confused and
happened too quickly for the admiral to control distant
shrps as though he were on their bridges, He had to rely
on his subordinates, The following rule simulates the
likelihood that your subordinates will not always do what
you wish, The Admiral markers in the game represenf
unusually skillful and reliable subordinates who can be
trusted to act as intelligently as you would.
In the Basic Game, an admiral is assigned to a flagship
DEStcN NOTE: US ship

in one formation. The presence of the admiral gives you complete control over that formation; whatever order you assign
the formation is carried out with no problem.
A formation without the admiral might not carry out the
order assigned to it. After assigning orders to US formations,
you must determine Freedom of Action for each formation
without the admiral during the US Freedom of Action Phase.
You roll for each of these formations on the US Freedom of
Action Table, and you may be required to change the Order
markers assigned to them.
Note: In the Standard Game, US admirals also aid in detection
(see Lz.Ll.Japanese admirals are used only in the Advanced Game
(see 20.01 and two-player version (see 22.L1.

Determining Freedom ol Orders

For each formation without the admiral, follow the proce-

dure outlined below:


1. Select the formation that must be checked.

2. Determine any modifier that applies to the formation (see


below). Roll the die and apply the modifier. The result is your
modified die roll.
3. Refer to the US Freedom of Action Table on Card #L.

Cross-reference your modified die roll with the column


corresponding to the number of ships in the formation. The
table indicates whether or not you must change the order you
have assigned to the formation.
4. If there is a change to orders, remove the Order marker
on the formation and replace it, if necessary, with a new
marker.
Modifiers to the US Freedom of Action Table
If all ships in a formation are within 10 hexes of the
admiral's flagship (the range of the TBS radio used for tactical
coordination|, there is no modifier for distance. If all ships
in a formation are 11 or more hexes away from the flagship,
subtract 2 from the die roll. If some, but not all, of the ships
in the formation are 11 or more hexes away from the flagship, subtracf I from the die roll. Note that-only one modifier
witl apply per formation based on its distance from the
flagship.

TOKYO EXPRESS Basic Game Booh, Page 8


Note: In the Standard Game, the US Cohesion Level may also modify
US Freedom of Action die rolls {see 5.2l'.

Results of the US Freedom ol Action Table


The results of the table will have a formation either keep
its current order or change it.
-.' No effect. The formation retains its current order.

A: Ahead. Remove the current Order marker; the formation

will perform an Ahead order this Game Turn. If the forma-

Japanese, orders, like US orders, specify three possible


maneuvers that a formation will execule: A}ead, 60" Turn,
and About. Unlike USorders, however, eachJapanese order
completely defines the formation's movement for the three
subsequent Movement Phases; you make no decisions as to
when the Japanese will turn.
Note: TheJapanese Ahead, S-Turn, l20o Turn, and Countermarch
markers are used only in the two-player version lsee 22.11.

tion is already assigned an Ahead order, it receives

a Countermarch order insteadi place a Countermarch marker on it. You


have your choice as to the direction (port or starboard! it will

turn.

C:

Countermarch. Remove the current Order marker, if


necessary, and place a Countermarch marker on the
formation. You have the choice as to the direction (port or
starboard| it will turn. If the formation currently possesses
a Countermarch marker, it receives an Ahead order instead.
If the placement of the new Order marker would cause
the formation to leave the map, ignore that order and treat

the die roll as no effect.


Note: In the Standard Game, there are additional results and other
restrictions to the Freedom of Action Table (see 5.2l'.

Death of the US Admiral


If the admiral's flagship sinks, he dies. Starting on the
Game Turn after the death of the US admiral, you must check
Freedom of Action for all US formations on the map. Subtract 2 f.rom all die rolls on the US Freedom of Action Table.
EXAMPLE oF us FREEDOM oF AcTtoN:

A US formation consists of two

DD's, one 10 hexes away from the US flagship and the other 11
hexes away. The formation was assigned an Countermarch order
to port. You must determine Freedom of Action for this formation because it has no admiral. Since one of the DD's is within
10 hexes of the flagship, one is subtracted from the die roll.
Assume that you roll the die and obtain a 6. The modified
die roll is 5 (6 - 1 = 5). Checking the US Freedom of Action Table

under the "2" heading (the number of ships in the formation),

the result is "-" thus, there is no change to the formation's Ahead


order.
Now assume that you roll a 3. The modified die roll is 2.

Checking the table, you find a result of "A." The formation's


Countermarch marker is removed and it is assigned an Ahead
order for the current Game Turn (the lack of a marker on the
formation indicates an Ahead order). Note that if the formation
had been assigned an Ahead order, the order would be changed
to a Countermarch order instead; you would decide the direction for the formation (port or starboard) when you place the
Countermarch marker on it.
WE FOUR ARE ON COURSE 325 CHASING THE ENEIIIY
DON'T THROW ANYTHING AT US

I WOULDN'T DO IT FOR THE WORLD


GO TO IT AND GET THE

COOD LUCK

B-DS

7R;adlo exchange between two US captains

at the Battte of Xotombangara

JAPANESE MOVEMENT ORDERS


DESIGN NOTE: A Japanese formation uses Battle
Movement to make the best move against whichever
US force it considers the most immediate threat. Light
ships attempt to get into optimum position to f ire their
torpedoes,' heavier sh4os, relying on guns, usually
attempt to cross the American "7."
Orders for Japanese formations are determined twice in
a Game Turn, during the First and Second Japanese Movement Orders Phases. In the Basic Game, Japanese formations
use Battle Movement only (in the Standard Game, they also
use Mission Movement; see 5.31. As with US formations,
orders are assigned to the Japanese by formation. Each formation must receive an order.

BATTLE MOVEMENT
The position of the closest US formation determines the
Battle Movement the order assigned to a Japanese formation.
You pick one ship from each side - the reference ships to represent formations when assigning Japanese orders.

Procedure lor Ballle Movement


To assign an order to a formation using Battle Movement,
use the following procedure:

l.

Determine Principal US Threat: The principal threat is the


closest US formation to the Japanese formation for which you

are determining movement.


o If several US formations are equally close, the formation
which has more ships in it is the principal threat. If there
is still a choice, the principal threat is the formation which
contains the heaviest ship type in this order: BBs first, then
CA's, then CL's, then DD's. If there is still a choice, select
one of the US formations randomly.
o Disregard individual US DD's unless there is no other US
formation within 10 hexes of any Japanese formation. If
no other US formation is within 10 hexes, use the closest
individual DD as the principal threat.
Notes: In the Basic Game, this 10-hex range is the Japanese Visual

Tracking Range {see 3.5}; in the Standard Game, you use the Visual
Tracking Range to determine the principal US threat. It is very important that the Japanese disregard individual DD's. Otherwise, you
could distract them in a highly unrealistic way by offering them single
destroyers as bait. You could still try to bait the Japanese with larger
ships or with two destroyers, but such a tactic will prove expensive.

2.

Determine Reference Ships; For each Japanese formation,


locate the ship which is closest to any US ship in the principal
threat formation. This is the Japanese reference ship. (If more

than one ship is eligible, select one randomly.f


The US reference ship is the one closest to the Japanese
reference ship. (If more than one ship is eligible, select one
randomly). Place the US and Japanese Reference Ship
markers on these ships to help you keep track of the two
reference ships.
Sinking ships can be used as reference ships by either
side.

3. Refer to tlu kttle Movement Display: Turn the Battle Movement Display so that the US reference ship on it points in
the same heading as the ship on the map. Then locate the
Japanese reference ship on the map in relation to the US ship.
(For a complete description of the Battle Movement Display,
see below.|
4. Assign Headings and Orders: Roll the die and consult the
Battle Movement Display. The display indicates the direction in which the Japanese formation is immediately turned
and the order it receives. Every ship in the Japanese formation turns to the indicated hexside. An Order marker is placed
on the formation, if necessary, and the formation performs
this order during the subsequent three Movement Phases.
Follow the above procedure for each Japanese formation
on the map.
Restrlcllon to Asslgnlng Orders
In the event that an order will cause any ship of

a
Japanese formation to leave the mapedge, ignoie the original result and roll the die again. Keep rolling until you obtain
a result that allows the entire formation to remain on the map.

TOKYO EXPRESS Basic Crame Book, Page 9

THE BATTLE MOVEMENT DISPLAY


The ll-inch by 16-inch Battle Movement Display has a
ship's figure printed at the center corresponding to the US
reference ship (see above|. The area around this figure is
divided into sectors, each sector corresponding to a particular
group of hexes near the US reference ship.
Each sector contains the information needed to give headings to the Japanese formations. The numbers in the red color
band refer to "light ship" formations and the numbers in the

blue color band refer to "heaqy ship" formations; these


numbers are die roll ranges. Each sector contains red (light
shipl and blue (heavy ship) arrows pointing to different hexsides; the arrows determine the direction in which Japanese

formations will turn. Also printed are the orders that the
will receive (Ah: Ahead, 60oP/S: 60o
Turn Port/Starboard; AbP/S: About Port/Starboard).

Japanese formations

Note: In the Basic Game, ignore the "1" in parentheses in sectors


L,2,3, 10, and 11. The "1" is used in the Standard Game (see 5.31.

Light and Heavy Ship Formations


On the Battle Movement Display, the red numbers and

arrows are used by light ship formations and the blue


numbers and arrows by heaqy ship formations.

How to Use the Battle Movement Display


l. Orient the Battle Movement Display so that the US
reference ship on the display points in the same heading as
the US reference ship on the map. Determine which hex on
the display corresponds to the hex on the map occupied by
the Japanese reference ship. Note the sector number for this
display hex.
Note: It is important to stress that you use only the two reference
ships when determining orders. Even though a given Japanese formation may contain a number of ships occupying different sectors
(in relation to the US reference ship), only the Japanese reference
ship counts when determining the heading and order for the whole
formation.

2.

Roll the die. (In the Basic Game, if you roll a 1, roll the

4 .s

j
i
i

,lr*-

I
ir

s?

ce***f o j

ii

*+

die again until you get any other result.) Check the Japanese
reference ship's sector on the display and find the hex in the
sector corresponding to the die roll result; use the red band
for light ship formations and the blue band for heauy ship

formations.

3. Determine

the formation's new heading. The arrow in the

sector hex points to one hexside; this is the direction in which

all ships in the formation will turn. Turn the Japanese

reference ship on the map so that it points in this direction


and remove the Reference Ship marker. As with the die roll
ranges, red arrows are used by light ship formations while
blue arrows are used by heavy ship formation.
Using the Japanese reference ship as a guide, )ou now
turn all ships in that formation so they face in the same
direction.
4. Determine the formation's new order. In the sector hex
with the heading arrows is the order the formation receives.
If the formation receives an Ahead order ("Ah"), no marker
is placed on the formation. If the formation receives a 60o
Turn ("60o P/S') or About ("AbP/S') order, place the appropriate
marker on it (either port or starboard according to the Battle
Movement Display).
You repeat this procedure for each Japanese formation
on the map. Remember that the US reference ship may be
different for each Japanese formation, and so you may have
to perform these procedure a number of times.
1800 Turns

In

Step 3 of the Battle Movement Display procedure,


Japanese formations may be required to make immediate

180o turns (that is, being rotated to the opposite direction


through three hexsides). If this turn occurs, the formation's
Speed is reduced by 1. Remove the original Speed marker
on the formation and replace it with a marker one less than
the original marker. It i: possible for a formation to make
a 180o turn in each Japanese Battle Orders Phase, in which
case the Speed marker may be reduced twice. A formation
can never have a Speed less than 1.

Sector
4

*"'%,'-o*\h-,,fu
rnrdts

r4.

irr

F,

"\,t

srctor
1

I a 1??
- itil# n.,
cA t*oj
,

10r l0r ?
-dt'lrJcL *nt'o g
Sector
5

,tl'"-'

otot j
cA*
o

EXAMPLE OF THE BATTLE MOVEMENT DISPLAY: IN thE f iTSt iIIUStTAtiON,


the US reference ship and Japanese reference ship are indicated
by the Reference Ship markers. You orient the Battle Movement
Display so'that its US reference ship points in the same direction as the ship on the map.The Japanese reference ship is in
sector 2 on the display while the other ships in the Japanese
formation are in sectors 4 and 5. (Note that the sectors are shown

in the example.) lt does not matter that most of the ships are
in different sectors when determining the new heading and order
for the whole formation; only the reference ship in sector 2 is

taken into account.


The Japanese formation contains two CA's and a CL, so
it is a heavy ship formation. You roll the die and get a6; check.

d.t:-r

Ii

l{ oRLNS - -

cA

0\i

ing the blue band in sect or 2on the Battle Movement Display
(for a heavy ship formation), you determine that all ships immediately turn one hexside to the left (port); rotate the Japanese
reference ship on the map to this hexside and remove the marker.
The formation receives a 60" Turn to starboard (60S) order. You
rotate the rest of the ships in the formation to the same direction as the reference ship and place a60'Turn Starboard marker

on one of the ships, as shown in the second illo.


Now assume that the formation contains two DD's and
one GL and is therefore a light ship formation; you use the red
band. On a roll of 6, the formation immediately turns one hexside

to the left (port), but this time it receives an About Starboard


(AbS) order.

TOKYO EXPRESS Basic

&me Booh,

JAPANESE ORDERS

9.4

The order assigned to a Japanese formation by means of


the Battle Movement Display applies during the next three
Movement Phases. A formation that possesses a 60o Turn or
About order marker has its marker removed after it has com-

Activity

pleted its required turns. No marker is placed on a formation with an Ahead order.
Note: There are two Japanese Movement Orders Phases in a Game
Turn, and new headings and orders are assigned via the Battle Movement Display in each Orders Phase.

Ahead: A ship in a formation with an Ahead order moves


straight ahead in the direction its bow faces. It moves ahead
one hex in each of the next three Movement Phases in which
it is eligible to move.
60o Turns: During one of the ensuing three Movement
Phases, all ships in the formation make a 60o turn in the
indicated direction (port or starboard) at the same time. To
determine when the formation turns, roll a die at the end
of a Movement Phase. If you roll 4 or less, the formation
immediately makes its turn. If the formation does not turn
during the first two Movement Phases, it automatically turns
at the end of the third Movement Phase (you do not have
to roll the diel. A formation will make this turn even if it did
not move in the phase. Once the formation has made its turn,
the Order marker is removed and it continues to move
straight ahead until it receives a new order.
During the First Japanese Movement Orders Phase, a
formation with a Speed of 4 has a 60o Turn (Port) marker placed
on it. During the First Movement Phase, it moves one hex and
you roll the die; you roll a 2 so the formation makes its turn. You
remove the Order marker. ln the Second Movement Phase it
moves one hex ahead; in the Third Movement Phase, it does not
move or turn (because its Speed is 4).
Now assume that you roll a 5 after the First Movement
Phase and a7 atler the Second Movement Phase. The forma'
tion moves straight ahead in both phases and does not turn. ln
the Third Movement Phase, the formation does not move, but
the ships are turned 60'to port even though they did not move.
EXAMILE:

About: This maneuver Serves the same purpose as the


Countermarch order for US formations: turning the formation around to head in the reverse direction. The ships turn
only during those Movement Phases in which they actually
move; if they do not move in a phase, they do not turn. All
ships in the formation must turn in the direction indicated
by the marker (port or starboard).
If the formation is eligible to move in a Movement Phase,
it moves ahead one hex and then turns 60o in the correct
direction (port or starboard). If it does not move in the phase,
it does not turn. Thus, depending on its Speed, the formation may make one, two, or three turns when performing this
maneuver.
EXAMILE: A formation with a Speed of 4 receives an About Port
order during the First Japanese Battle Movement Phase. lt is
allowed to move in the first two Movement Phases but not in
the third (because its Speed is 4). During each of the first two
phases, it moves one hex ahead and turns 60'to port at the end
of the phase. ln the Third Movement Phase, it does not move
and so does not turn.

Page 10

Movement

Ships move during the six Movement Phases of the


Stage. A formation's Speed marker determines the
phases in which the ships will move. You use the Movement
Chart (on the Basic Game Charts and Tables Card #lf to
determine when ships move. Cross.reference the formation's
current Speed marker with the Movement Phase; the resulting number is how many hexes all ships in the formation
move that phase.
All ships in a formation musf move in a Movement Phase
if the Movement Chart requires them to. You can nwer keep
a ship from moving when it is required to by the chart. Note,
however, that in the Basic Game US ships face restrictions

when entering an occupied hex, which may limit their


movement,

The Second Japanese Movement Orders Phase occurs


between the Third and Fourth Movement Phases' If a
Japanese formation makes a 180o turn in either Japanese
Mbvement Orders Phase, its Speed marker is reduced by 1,
but never below 1 (see 3.31. The Speed reduction is in effect
for the remainder of the Game Turn.
A US formation has a Speed marker of 7. lt moves two
hexes in th First Movement Phase and then one hex in the next
five phases. A tormation wlth a Speed marker of 4 moves one
hex each in the First and Second Movement Phases, does not
move in the Third Movement Phase, moves one hex each in the
Fourth and Fifth Movement Phase, and does not move in the
EXAUPLE:

Sixth Movement Phase.

TERRAIN AND MAPEDGES


In the Basic Game, all hexes on the map are sea. Ignore
other terrain features, such as Savo Island and shoal hexes.
If any ship reaches the edge of the map and is supposed to
move off, move cll the ships on the map a number of hexes
in the same direction away from the mapedge; keeping the
distances between the ships constant.

MOVEMENT PROCEDURE
o Ships in

a formation with an Ahead order move directly


into the nort adjacent hex or hexes (towards which their
bows are pointed! during the Movement Phases in which
they are allowed to move. They can make no turns during

their movement.
Japanese formations with 60o Turn Order markers move
ahead one hex in each Movement Phase in which they are

allowed to move. You roll the die at the end of the first
two Movement Phases to determine if the formation makes
its turn; it automatically turns at the end of the third phase
if it has not done so already. When the ships turn, they
are rotated to the next hexside. Note that port (Pf and starboard (Sl are indicated on each ship counter.
r Japanese formations with About Order markers move
ahtad one hex in each eligible Movement Phase and then
turn 60o in the correct direction (port or starboardl at the
end of the phase. If the formation does not move in a phase,
it does not turn.
r US formations with Order markers requiring them to turn
(60o Turn, 120o Turn, and Countermarch| can turn in any
Movement Phase that you wish, subject to the following
restrictions:
1. A ship may be turned before or after it moves, but not
both.
2. A ship can never make two turns in the same hex.
3. A ship can turn only if it is allowed to move in that phase,
according to the Movement Chart.
4. In the Basic Game, all ships in a forrration must turn at
the same time.

TOKYO EXPRESS Basic

kme

Booh, Page 11

In the Basic Game, both friendly and enemy ships can


occupy the same hex at the same time. There is no negative
effect for ships of both sides occupying the same hex at the
same time. Any number of Japanese ships can occupy a hex.
Note that a hex may contain a number of ships having dif-

In the Basic Game, US ships f.ace one restriction, which


may limit their movement. No more than two US ships can
occupy a hex at the end of. a Movement Phase. If. a number
of US ships ue supposed to move into a hex and their movement would result in more than two ships occupying the hex
at the end of the Movement Phase, then some or all of the
ships must wait. In this case, the ships that cannot enter the
hex do not move in this Movement Phase. Select randomly
from those US ships which can enter the hex to determine
which ones do. Note that those ships occupying the hex have
priority over those attempting to enter.
If. a ship is prevented from moving by this rule, other
ships in its formation may still move normally. A ship that
cannot enter an occupied hex keeps its current order and
moves as a one-ship formation for the rest of the Game Turn.
If the ship's maneuver requires it to turn in a phase it cannot
move, it is excused from that requirement. It is possible that
a ship forced to wait in one hex may cause other ships
attempting to enter its hex to wait.
Note: In the Standard Game, multiple ships in the same hex may

ferent headings.

cause collisions (see 5.51.

oF Us MOVEMENT REsTRlcTloN: ln the Third Movement


Phase, San Francisco and Quincy compose Task Group U.2and
have a Speed of 4. Two other destroyer formations (Walke and
McCalla in one hex and Aaron Ward in the other) have headings
that would cause them to enter the occupied hex. All formations
have Ahead orders. Since the Task Group 64.2 does not move

Now assume that Task Grou p 64.2 has a Speed of 5 and can
move in the Third Movement Phase. They move fonruard one hex,
vacating their hex. All three US destroyers are eligible to enter
the hex, but only two may do so since a maximum of 2 ships
can occupy a hex at the end of a Movement Phase. You determine randomly that Walke and Aaron Ward enter the hex;
McCalla cannot enter the hex and remains where it is. Note that
the two destroyers in the hex maintain their current headings

A US fOrmatiOn with a speed marker of 4


has a Countermarch to Port order. ln the First Movement Phase,

EXAMPLE OF MOVEMENT:

you decide to turn the ships in the formation 60o to port before
moving it, and you then move the ships one hex. ln the Second
Movement Phase, you decide not to turn the formation, so it
simply moves one hex ahead. ln the Third Movement Phase, the
formation cannot move, so you cannot turn it. You now have two
eligible Movement Phases remaining to complete the maneuver
(the Fourth and Fifth). At the end of the Fourth Movement Phase,
you move the ships one hex and then turn them 60'. You cannot make two turns in the same hex, so in the Fifth Movement
Phase you move the ships fonruard one hex and then turn them
the final 60o. ln the Sixth Movement Phase, the formation does
not move or turn.

ENTERING AN OCCUPIED HEX

EXAIUPLE

in the Third Movement Phase, the hex remains occupied. Thus,


neither destroyer formation can enter the hex. They do not move
i n th is phase.

as shown in the second illustration.

TOKYO EXPRESS Basic Game Book, Page 12

3.5 Gombat

3.6 Torpedo Gombat

There are two t)?es of combat: torpedo and gunnery. In


the Basic Game, both forms of combat are simplified. Combat

in a night action were more


terrifying than the lookout's cry, "Totpedo!" To sight
a torpedo at night was hard enough; to evade one was
an exacting fesf ol seamanship. The Japanese had much
bettet torpedoes than fhe US and generally used them
much more skillfully. Prewar US training had been
carried out by day in the placid waters of Long lsland
Sound. The Japanese had trained by night and in winter
on the higf seas ol the Nofth Pacific. Superior torpedo
work was the single most impodant advantage in night
naval battles.
As you will see, US torpedo values are low enough
that US ships can easily inflict no damage even when
liring lrom an adiacent hex. This rellects the torpedoes'
lailure to explode, rathet than missing the target.
US torpedoes very often failed to explode even when
they hit.
Although torpedoes could theoretically run lor
longer distatces than those given below, there is no
known instance in all the Solomons Datfres ol a torpedo
hitting a target at a range greater than those listed.
Also, torpedoes had to run a certain distance belore
arming themselves. Shrps tn the same hex might
sometimes be able to torpedo each otheL but it is
certain that they olten would not,
The basic idea behind Japanese toryedo combat is
simple: lire the Desl possrb/e stots at as many ships
as poss,ble. An additional consideration is fo use
toryedoes economically. The ships carried a limited
number; and iust a few, used properly, would usually
sink the target. The Japanese are careful in the game
to wait lor good slrots and not to waste torpedoes with

occurs only when the Combat chit

is drawn from

the

container.

THE COMBAT SEGMENT


When the Combat chit it drawn, you perform the Combat Segment with all eligible ships in all formations. Japanese
ships perform their attacks first, followed by US ships. The
seguence of the Combat Segment is as follows:

l.

Japanese ships make torpedo attacks. Eligible Japanese


ships perform their first torpedo attack. After this first at0ack,
eligibleJapanese ships which still have torpedo salvos remain-

ing make a second torpedo attack.

2.

Japanese ships make gunnery attacks. After a ship has


made all its attacks, it is flipped over to its Fired side.
3. US ships make torpedo attacks. Eligible US ships perform
their fust attack. After this first attack, eligible US $ips which
still have salvos remaining can make a second torpedo attack.
4. US ships make gunnery attacks. After a ship has made
all its attacks, it is flipped over to its Fired side.
5. Place or adjust Damage markers on ships. Place Sinking
markers on ships. Damage inflicted during combat is applied
after all combat has been resolved.
The procedure for resolving torpedo combat is described
in Section 3.6. Gunnery is described in 3.7. How damage is
applied is described in 3.8.

DETECflON AND FIRE DIRECNON RANGES


A ship must be detected and within range before it can
be attacked. In the Basic Game, all ships of both sides are
detected at all times.
Each side has a Visual Fire Direction Range, which is the

distance in hexes that crews can direct fire by eyesight. In


the Basic Game, a ship can fire its guns and torpedoes at

enemy ships within Visual Fire Direction Range. The

Japanese have a better Visual Fire Direction Range than the


US because Japanese sailors were specially trained as lookouts. The Visual Fire Direction Ranges are:
o Japanese Visual Fire Direction Range: 10 hexes

US ft'sucl Fire Direction Range:7 hexes


Unless the line of sight is blocked, a ship can fire at any
eligible enemy ship within Visual Fire Direction Range (see
3.6 and 3.7 f.or more detailsl. You determine what enemy
ships are within each side's Visual Fire Direction Range when
the Combat chit is drawn. It is possible that some ships in
an enemy formation will be within the range while others
are outside it. Each ship can attack only those ships within

Visual Fire Direction Range.


Do not count the hex occupied by the sighting ship when

checking the Visual Fire Direction Range.


Note: ln the Standard Game, the Visual Fire Direction Range is equal

to the Visual Tracking Range (see 6.01. The Visual Fire-Directiion

Range depends on the Lighting condition of the scenario (see g.3|.


Also, the US may use radar to direct gunnery fire lsee 9.4f .

The Combat chit is drawn in the Third Movement


Phase. A US and Japanese lormation are steaming parallel to
each other. You determlne the distances between ships on the
map and find that two US CA's in hex 1518 are 7 hexes from the
Japanese CL in hex 0818; other shlps in the Japanese formation are beyond the 7 hexes of all US ships. The two US shlps
can attack the CL, but not any other shlps ln the Japanese
EXATPLE:

formation.

The Japanese, on the other hand, can attack all shlps ln the

US formatlon, sinc they are within 10 hexes.

DEslcN NoTE Few sounds

overkill.
The following rules say that an enemy ship is an eligible
target if a ship can see it and can bring torpedoes to bear on it.

TARGETS OF TORPEDO ATTACKS


An enemy ship is an eligible target for torpedo attack if
the ship making the attack meets the following requirements:
1. The attacking ship must have an available torpedo salvo
which bears on the target.
2. The line of fire must be completely free of friendly ships
in all hexes between the attacker and the target. Enemy ships
do not block line of fire.

3.

The target must be within the attacke/s Visual Fire Direc-

tion Range as defined by the scenario.


4. A ship can never fire torpedoes against an enemy ship
in the same hex.
If the above four requirements are met, the attacking ship
can perform a torpedo attack.

TORPEDO TUBES
Each ship's torpedo capability is indicated by circles to
the right of the damage boxes on the Ship Log Roster. (See
sample log in 2.3.f Each circle is called a salvo, which
represents 3 to 5 torpedo tubes grouped together. In a torpedo
attack a ship will fire one or more salvos. A ship can never
fire part of a salvo.
Note: Japanese ships frequently have one or more shaded circles

which represent reloads. Ipore the shaded circles in the Basic Game,
since ships cannot use reloads lsee 10.4|.
, The iumber to the left of the circles is the Torpedo value

of the salvo; this value represents both the number of tubes


on the ship and the seamanship of the crew. To the right of
the circles are three letters: P (portf, S (starboardf, and C
(centerl; these letters represent the'torpedo Firing Arcs" and

are explained below.

After a salvo is fired, its circle is crossed off. Each salvo


can be fued only once. Torpedo salvos may be destroyed
when a ship reaches Damage Letrel 2 or 3 (see 3.8f .

TOKYO EXPRESS Basic Game Booh, Page 13

TORPEDO FIRING ARCS


Torpedoes were carried either in swiveling
mounts along the ship's centerline ("center mounts") or
lower down on the deck along one side ("starboard
mounts" and "port mounts").
If the letter P or S appears beside salvo circles, the salvo
can be fired only into the port or starboard broadside arc,
as well as half the bow arc. (These are called port-side mounts
and starboard-side mounts; the tubes are fixed on one side
DEStcN NOTE:

If the letter "C" appears after the torpedo salvo circles,


these salvos are center mounts. Center mount salvos can be
fired into either broadside arc and into the bow arc. Center
mounts can be used against any portion of the bow arc. The
illustration below shows the hexes into which a center mount
salvo can be fired.

of the ship.)
Port and starboard side mounts can be fired into the bow
arc, but only into that half of the the bow arc on their sides.

They can also fire directly through the hex column along
which the ship is heading. The example below shows the
hexes into which each side mount can fire.
Port and starboard side mounts cannot both fire in the
same torpedo attack. One side motrnt (and center mount| can
fire at a target in the first attack, and then the other side
mount can fire at a different target in the second attack. The
targets of two torpedo attacks cannot be in the hex row along

which the ship is heading.


Torpedoes can never be fired into the stern arc.
Note: Torpedoes can be fired into the bow arc because a slight change

of course makes this possible. This slight change of course enables


the ship to fire either port or starboard side mounts, but not both
at once hence that restriction.

TORPEDO RANGES
There are four categories for torpedo ranges:
Short (1 to 3 hexes|
o Medium (4 to 7 hexes)
o Long (8 to 11 hexes!
o Extreme lLZ to 14 hexes)

Japanese torpedoes can attack at any of these ranges (that

is, up to 14 hexes ma:rimuml. US torpedoes can attack only


at Short or Medium range (that is, up to 7 hexes maximuml.

LINE OF FIRE
A ship must be able to trace a line of fire to the target
ship to make a torpedo attack. Lay a straightedge between
the center dot of the attacker's hex and the center dot of the
target's hex. The line of fire is clear if it the straightedge does
not pass through any hex containing a fnendly ship. If the
straightedge passes along a hexside, the line of fire is clear
if a friendly ship occupies only one hex adjacent to the hexside. Enemy ships do not block line of fire.

oo'T^n

EXAMPLE oF FIRING ARCS:The f irst illustration shows the hexes into


which Cushing's port salvo can be fired in its first torpedo attack:
the port broadside arc, the portion of the bow arc labeled "port
only," and the hex row along the ship's heading. The target of
this attack is the Japanese ship labeled'A." Both the port and
center mounts are used in this attack.
The second illustration shows the hexes into which
Cushing's starboard salvo can be fired in its second torpedo
attack: the starboard broadside arc and the portion of the bow
arc labeled "starboard onlyJ'it cannot fire at Japanese ship "8,"
because the target is in the hex row along which Cushing is head.
ing (only one broadside mount can fire into this hex row per

torpedo combat). Cushing can fire its starboard mount at

Japanese ship "C" or "D."

cA

EXATPLE OF LrNE OF F|RE:

ATAGO

^
bj

AtagO OCCUpieS hex 23m and Nagara

occupies hex 2226. Atago's line of fire is clear to Palte rson (hex
2125) and Jarvis (hex 21261, but not lo Honolulu (hex 21271. A
straightedge between 2326 and 2127 enters 2226, containing
Nagara.

TOKYO EXPRESS tusic Game Book, Page 14

JAPAN ESE TORPEDO ALLOCATION


In each Combat Segment, any Japanese ship which has
an eligible target (as outlined above! will make one or more
torpedo attacks. A ship can make torpedo attacks against two
targets in the same Combat Segment, as long as it has salvos

available. There is no reduction to the effectiveness of


torpedoes for multiple attacks (unlike gunnery; see 3.7|. All
first attacks are assigned and resolved before second attacks
are assigned.

TARGET SELECTION PROCEDURE


You assign all Japanese torpedo attacks before resolving
any of them. All ships assigned to fire against the same target
have their Torpedo values added together. Target markers
are used to record which ships are firing upon which targets.
The Basic Game uses a simplified procedure for torpedo
combat that sacrifices some realism (restored in the Standard
Game). Basically, you assign each ship to the closest target
not already being attacked by two other ships. The Japanese
naturally would want their ships to attack at shorter rather
than longer ranges. To achieve this, you assign ships in order
of their distance from US ships.
These restrictions must be kept in mind when assigning
targets for Japanese torpedo attacks in the Basic Game:

o They never fire at Extreme range.


o They never fire at US DD's at Long range.

No more than two Japanese ships fire at each target. A ship


will hold its fire rather than attack a target which is being
attacked by two other Japanese ships.

Assignlng Targels for lhe First Torpedo Attacks


You assign targets forJapanese ships first torpedo attacks
according to this procedure:

1.

ExArpLE OF TARGET ALLOGAflON: AtagO iS ClOSeSt tO any US Ship


(Pensacolal, and is assigned to fire first, against Pensacola,
Samidare is next closest and could fire at either Lardner ot
Pensaco/a. Since no ship has yet been assigned against Lardner,
Samidare lires at that target.

a second torpedo attack if they have salvos available and there


are eligible Japanese targets that have not previously been

attacked.

RESOLVING TORPEDO COM BAT

Select the single eligible attacker closest to any US ship

To resolve combat, you first determine the number of

(whether that ship is an eligible target or not|.


2. Locate the closest US ship at which the selected Japanese
ship can fire, subject to the restrictions listed above. The ship
fires at that target. If there is no such target, the Japanese
ship does not attack.
3. If several targets are equally close, the ship fires at
whichever target currently has fewer attackers assigned
against it. In case of ties, choose targets randomly.
4. Place Fire Allocation markers on the ships involved. An
"Attack" marker goes on the Japanese ship and a "Target"
marker goes on the US ship that is being attacked. The
markers should have the same letter (A through Q|.
5. Repeat steps I through 4 until all possible torpedo attacks
have been assigned. At each step, select the single,
unassigned, eligible attacker closest to any US ship.

salvos the attacking ship will fire and then check which salvos
will be fired. Japanese ships are restricted as to the number

Asslgning Targels lor the Second Torpedo Ailacks


After the first torpedo attacks have been resolved,
Japanese ships

of salvos they can fire in a round of torpedo combat, and


which salvos they will fire.
Number ol Salvos Japanese Ships Fire
If no other ship is participating in the attack, then a ship
fires two salvos if possible. If a Japanese ship has only one
salvo available, it fires that salvo.
A Japanese ship firing at Short range against a BB, CA,
or CL fires fwo salvos if possible, even if a second ship is
participating in the attack. Thus, it possible for a US BB, CA,
or CL to be attacked by a maximum of four salvos in a round

of torpedo combat.
A Japanese ship

US TORPEDO ALLOCATION
You assign torpedo attacks for US ships as you wish. Each
ship can fire any or all salvos which bear. Remember that
US ships can attack only at Short or Medium range. Allocate
all targets, using the Fire Allocation markers, before resolving the attacks. As with Japanese ships, US ships can make

one slvo if these conditions

o The ship is firing at greater than Short range and some other
ship is participating, or

o A second ship

is participating and the target is a DD at any

range.

with available salvos can make a second attack

in the same eombat Segment. The procedure is similar to the


one outlined above. The only change is in step 2. In the
second torpedo attack, Japanese ships can fire only at those
US ships which were not targets in the first attack. Before
removing the Fire Allocation markers after resolving the first
round of combat, check the Japanese ships to see iflhere are
any eligible US targets still available. If there are, the second
torpedo attack occurs. If no targets are available, Japanese
ships make no further attacks.

will fue only

are in effect:

Which Salvos to Fire


o Japanese: A ship will always

use side

mount salvos as much

as possible.

US; You select which salvos to fire. A US ship can fire any
or all salvos it can bring to bear on a target.

TORPEDO COMBAT PROCEDU RE


The precedure given below is used to resolve torpedo
combats. In each attack you carry out steps 1 through 3
individually for each attacker and then you proceed to steps
4 and 5.
1. Determine the number of salvos to be fired and which
salvos to

2.

fire

(see above).

Mark off in pencil the circles on each ship's log for the

salvos expended.

rcKYO EXPRESS fusic Game

3. Read the Torpedo values from the ship's log and modify
the values of each salvo (see below).
4. Add the modified

Torpedo values of the ships participating


in the attack and refer to the Torpedo Combat Table on Card
#1. There are two rows at the top of the table; the row labeled
"Japarl'is used to resolve Japrnese attacks and the row labeled
"LIS' is used to resolve US attacks. Find the heading in the
row that corresponds to the modified Torpedo value total.
5. Roll the die, applylng modifiers (see belowf , and crossreference the modified die roll with the column chosen in
step 4. The results of the torpedo combat (see below) are
applied.
Continue this procedure until all torpedo attacks have
been resolved.
+.tD

'r

Torpedo Value Modiliers


The Torpedo value of a salvo may be modified by the
range at which the attack occurs and by the position of the
attacker. The following modifiers are applied to each salvo
individually.

Booh, Page 15

Note: The first two modifiers apply when the attacking ship is in
the target ship's bow or stern arc, not because the target is in the
attacker's bow arc. A ship presenting its bow or stern to the attacker
offers a much narrower target. Admirals faced with torpedo attacks
often turned directly toward or away from the threat, so as to present
a narrower target. The ideal way to make a torpedo attack was from
two directions simultaneously say at 0 and 90 degrees on the
compass. Then whichever way the target turned, it would be broadside to one firer.

TORPEDO COMBAT DIE ROLL


MODIFIERS
In the Basic Game, only two modifiers may apply to the
based upon the Speed of the target. These modifiers

ll:,t"tl,
DIE ROLL

]IIODIFIER

REASON

3
+2

Thrget's Speed is 1
Thrget's Speed is 2

Note: Other modifiers to torpedo combat are explained in the


Standard Rules (see L0.2l'.

MODIFIER TO
TORPEDO VALUE REASON

EFFECTS OF TORPEDO COMBAT

-1
-1

There are two results on the Torpedo Combat Table: a


number or the letter "N." A number result may be enhanced
if the attacker fired into the target's stern arc.
The number (from 0 to L4l is the number of Damage
Points inflicted on the target. Mark off. a number of Damage
Boxes equal to the number result on the ship's log. See
Damage (3.81 for the effects of these marks.
If the attacking ship fired into the target's stern arc and
receives a number result greater than 0, it has damaged the
target's screws or rudder. On any numbered result of 1 or
greater, you add I to the result. (Thus, if the result was a 2
against the target's stern, the result would be a 3.) In addition,
the targefs macimum Speed is reduced by 1 for the remainder
of the game. Note down this Speed reduction on the target
ship's log; make this mark in pencil, since the ship may continue to lose Speed from other torpedo hits in the stern. {Ships
were less well protected in the stern than elsewhere.l A result
of 0 remains 0, and the ship's Speed is not affected.
An "N" result applies only to Japanese ships. It indicates
that the attack has been cancelled. Erase the pencil marks
for the expended salvos on the log sheet. US ships treat a

Attacking ship is in the target's bow arc


Attacking ship is in the target's stern arc
Japanese ship attacking at Short range
{1-3 hexes}

0
-1

0
-1

Japanese ship attacking at Medium range


l4-7 hexes|
Japanese ship attacking at long range
{8-11 hexesl
US ship attacking at Short range (1-3 hexes|
US ship attacking at Medium range l+7 hexesf

The above modifiers are cumulative.

If the modifiers

cause a combined Japanese Torpedo value to fall below 1,


the attack is cancelled (that is, treat it as an "N" result; see
below). If the modifiers cause a combined US Torpedo value
to fall below 2, the attack has an automatic "0" result; the
torpedo salvo has no effect, but the torpedo salvo circles used
for the attack are still crossed off.
US ships cannot attack at greater than Medium range.
Also, no ship can attack an enemy in the same hex. Note that
the Japanese cannot fire at Extreme range in the Basic Game.

I
I

result of "N" as "0."

E)(AMPLE OF TORPEDO ATTACX: JintSU and ASagUmO will make a


torpedo attack against Chicago. Both Japanese ships are f iring
into their port broadsides at Short Range; Jintsu has one torpedo
salvo (Torpedo value of 4) and Asagumo has two torpedo salvos
(each with a Torpedo value of 4). These salvos are checked off
on the ships'logs. Note that if the distance had been greater
than Short, each would fire only one torpedo salvo.
Both ships are firing into Chicago's stern arc, so a - 1 modi'
fier applies to each salvo. However, a +2 modifier applies to
each salvo for Japanese torpedo attacks at Short Range. The
final combined Torpedo value is 15 (4 - 1 + 2=5 for each of the
three salvos).
There are no die roll modifiers since Chicago has a current
Speed of 6. You roll a 6. Cross-referencing this result with the
"12-15" column on the Torpedo Gombat Table, you find a "4."
Chicago receives 4 hits; since the attack was into Chicago's
stern arc, the result is increased by one. You cross off 5 Damage
Boxes on its ship log. ln addition, Chicago's Speed is reduced
by 1, so you note down a "5" on its log.

TOKYO EXPRESS Basic Game Book, Page 16

3.7 Gunnery

Gombat

A// scenarios in the game take place at


night. Therefore, ships can lire only as lar as they
recognize targets, which is a much shorter distance than
their guns could range in daylight.
Japanese gunnery is one of the game's more
dillicult parts to simulate. The difliculty lies in reducing
human decisions to a few simple rules
rules that
must hold good in an enormous variety -of situations.
The basic Japanese goal is to hit as many ships as
possible at the shortest range with the heaviest
DESIGN NOTE:

firepower.

After all torpedo combat has been resolved by a side,


ships may perform gunnery combat. Once a ship has
completed all gunnery combat, it is flipped to its Fired side
(the side with the starburstl. During the Counter Adjustment
Phase of the Terminal Stage, all ships are flipped over to their
Unfired sides.

CONCEPTS IMPORTANT TO
GUNNERY COMBAT
Important factors to consider when performing combat
are the calibers of the guns and their ranges, the requirements
for a target to be attacked, the line of sight to the target, and

the armament and arcs of fire of the attacking ships.


Gun Callbers
All guns on counters are divided into four cdibers: Light,
CL, CA, and BB. These represent calibers of approximately
S-inch, 6-inch, 8-inch, and 14- to 16-inch, respectively. All
ships have primary guns at the stern and bow and some ships
have secondary guns amidships.
o BB primaries are 'BB" guns.
r CA primaries are'CA" guns.
r CL's have "CL" guns, unless the letter "L" (in a color blockf
is printed next to their primary gunnery values in which
case these guns are'Light." (For example, Atlantabpimary
guns are "Light."l
r DD's have "Light" guns.
Note: Most secondaries are "Light" guns, except for secondaries of
Japanese battleships which are "CL" guns. (These secondaries are
indicated on their counters by the letters "CL"; their secondary guns
were 6-inch and similar calibers.) Secondaries are used only in the
Advanced Game (see 21.6).
There are three categories of ranges that affect gunnery
combat: distance, 8un range, and Visual Fire Direction Range.
The closer a ship is to its target, the more damage it will
inflict with its guns. There are lhree distance ranges for guns:

r
r

(0 to 3 hexesf

Medium (4 to 7 hexes)

Long (8 or more hexes!


For a ship to hit a target, its guns must be able to reach
the target. The maximum gunrange depends upon the caliber

of the guns:

rAxttut
OUN RANCE

CALTBEB 0r{

Light
cL
cA
BB

Each ship has two primary batteries: bow and stern. BB's
and CA's also have secondary batteries on each side. The
Gunnery values are printed on the counters (see 2.41.
Each type of battery is limited as to the arcs into which
it can fire:
o Bow Primary; A ship's bow primary can fire into the bow
arc and into the two broadside arcs. It can never fire into
the stern arc.
o Stern himary: A ship's stern primary can fire into the stern
arc and into the two broadside arcs. It can never fire into
the bow arc.
o Secondaries; A ship has two secondary batteries, one on
each side. Secondaries are used only in the Advanced Game
(see 21.6!.

REQUIREMENTS TO BE A TARGET
For a ship to fire at a particular target, the following conditions must be in effect:
l. The ship must be within gun range.
2. The ship must be within Visual Fire Direction Range.
3. The line of fire must be clear.
Llne ol Flre
To determine whether the line of fire is clear, lay a
straightedge from the center of the attacking ship's hex to the
center of the target ship's hex. If no friendly ship blocks the
line of fire, the line of fire is clear and the target can be
attacked.
A friendly ship blocks the line of fire if both these

conditions are met:


r The friendly ship occupies a hexthrough which the straightedge passes, and

o The friendly ship is adjacent to {not stacked withf either


the attacking or the target ship.
If the line of fire passes exactly along a hexside, it is
blocked only if friendly ships ladjacent to the either the
attacking or target shipf occupy both adjoining hexes. Enemy
ships do not block line of fire. Ships stacked with the attacking

or target ship do not block line of fire.


Note: Shells travel on a high enough trajectory to pass over ships
in all but adjacent hexes. In the Standard Game, land also blocks
line of fire {see 9.11.

Stacking

Ranges

o Short

Armament and Flrlng Arcs

HEXES)

rz
15
18

24

A ship must also be able to see a ship to direct its fire


at the enemy. A ship can fire at any enemy ship within its
Visual Fire Direction Range (see 3.5).
Note: In the Standard Game, US ships also use radar direction for
gunnery, based on their Radar Fire Direction Range (see 9.41.

Friendly ships in the same hex never interfere with line


of fire. Enemy ships stacked together in a hex are separate
targets and do not affect line of fire. An enemy ship in the
same hex as a friendly ship can freely be attacked and does
not interfere with line of fue. Only friendly ships in adjacent,
intermediate hexes between the attacker and the target block

line of fire.

JAPAN ESE GU NNERY ALLOCATION


After performing all etigible torpedo attacks, Japanese
ships perform gunnery combat. If a Japanese ship is on its
Unfired side and has a target, it is eligible to attack. Using
the target selection procedure below, you assign targets for
as many eligible firing ships as possible, as long as the conditions for eligibility are met. The targeting procedure may
exclude certain ships from firing.
Note: The procedure for selecting targets in the Standard Game is
more precise than the method in the Basic Game (see 9.2|.
Select any eligible Japanese attacking ship and follow this

procedure:

1.

Each Japanese ship fires at a non-sinking ship of the same

weight class if possible. Thus, a BB or CA must fire against


a hedvy ship if one is within range; a CL or DD must fire

TOKYO EXPRESS Basic Game Booh, Page 17

'Yr
I

to 8"

--&gL-vlllcEflS - -

CA

mtm

I a 12?
--L..o;
cA

CllOKAl

| __-rl--

lll

L,r

c^'*"oes
I cr-'u*"zJ lfl

v\/

- -

against a light ship if possible. If no target of the appropriate


weight class is possible, a ship fires at the closest non-sinking
target.
2. Among ships of the appropriate weight class, a ship fires
at the closest possible target (in hexes!.

3. If there are several targets of the same weight class equally


close, select an enemy that has previously not been targeted.

4. If there is still a choice, decide randomly.


5. Place Fire Allocation markers on the attacking and target
ships. Use any'Attack" marker for the attacking ship and then
place a "Target" marker with the corresponding letter on the
target ship.
A Japanese ship will fire both its primaries at a target that
is within either broadside arc. Otherwise, it will fire its bow
primary or stern primary at a target within its bow or stern
arc, respectively. If. aJapanese ship fires at one target with
its bow or stern battery, it will try to fire at another target
with its other battty, if possible. In this case, a row shift

applies when resolving the attacks (see below). A Japanese


ship cannot split up a primary Gunnery value to attack two
US targets.
Once you have selected

dl

targets for aU eligible Japanese


ships, resolve the gunnery attacks one by one (see below).

US GUNNERY ALLOCATION
The Japanese target allocation restrictions for class weight

and distance do not apply to US ships. You select which


Japanese ships to attack. A US ship on its Unfired side and
with a target is eligible to attack. You must allocate all US
gunnery, using the Fire Allocation markers, before resolving any fire.
Division

ol Primary Gun Fire

You control how a US ship will fire its primaries. If you


split up the primaries to fire at more than one target, there
is a penalty involved. When firing at atarget, you may either:

l.

Fire both primaries against one target (the target must be

in one of the ship's broadside arcsf . In this case, |ou add the
two Gunnery values together and resolve the fire as one

combat. You cannot attack the same target separately with


each primary.
2. Fire the bow primary against one target and the stern
against another. The targets may be in the same arc or in
different arcs, ?s long as each target is within an eligible
armament arc. Each primary battery fires independently,

D;

EHMPLEOF LTNEOF F|RE:

The fOllOWing example

shows blocked and unblocked lines of fire.


All US ships have unblocked lines of f ire to
all Japanese ships. The Japanese ships, on
the other hand, have some lines of fire
blocked by adjacent ships.
UNBLOCKED
LINES OF FIRE

F
G
Bto F
Bto G
Bto H
Bto I
Bto J
Cto I
Gto J

Ato
Ato

BLOCKED
LINES OF FIRE

DtoF
DtoG
DtoH
Dtol
DtOJ
EtoF
EIOJ

AtOH

Atol

AtOJ
CtOF
CtoG
CtoH
EtoG
EtoH

Etol

using the Gunnery values printed on the counter. The attacks


are iesolved separately. A Gunnery Card row shift applies
to each attack (see below).
3. Fire one primary but not the other. No row shift applies
to the attack, unless you split this one battery's fire between
two targets.

Multiple Attacks
If option 2 or 3 is chosen,

1lou may split up the fire of


primary (not both) to attack two targets. In this case, the
appiopriate Gunnery value is divided by 2 (round fractions
one

dbwn to the next whole numberf and is applied to each target.


In opti on 2, you can split up one primary fire to attack
two targ-ets and you crn also fire the other primary at a third
target lihe second primary cannot be split up to attack two
targets!.
-

You can never split up the combined sum of both


primaries to attack two targets. If you wish to attack two
iargets, 1rou must use one primary against each target or one
both targets.
primary
- A rowagainst
shift applies if you attack two or three targets,
whether you split up one battery's fire to attack two targets
or use the bow battery against one target and the stern bqttery

against another. Thele is no additional row shift for firing


against three targets.
Note: Division of fire in most cases represents one turret's guns being
used against one target and another turret's used against a different
target. This method puts heaqy demands on the fire control systems,
hence the row shift penaltY.

RESOLVING GUNNERY COMBAT


Each ship s attacks are resolved individually. If a ship fires
against more than one target, each fire is resolved separatgly.

After each combat is complete, remove the Fire Allocation


markers from the attacking and target ships. Flip the attacking ship to its Fired side. Damage takes effect after both sides
have fired (see 3.81.
You use the Gunnery Cards to resolve the combat. There
are four decks of cards, corresponding to the four calibers
of guns. You use these cards to determine the outcomes of
gunnery attacks, ds follows:
1. Determine the Gunnery value applied to the attack. If
both primaries are attacking the same target, ygu add the
values for the bow and stern primaries together. If a primary
is attacking only one target, 1lou use its printed value. If one
primary is firing against two targets, divide the appropriate
Gr.,trnery value 6y two and round down to the nearest whole
number.

TOKYO EXPRESS Basic Game Booh, Page 18

7. Cross-reference the row you are using with the correct


distance column (S, M, Ll under the target's ship type (BB,

Sample Gunnery Card


TARqET
SHIP TYPE

CARD

NUMBER

CA, CL, DDl. There will either be a blank box (indicating


no result) or a box with a number, which is the Damage Points

applied to the target (see


CA

CL

60
45
30
20
GUNNERY
VALUE

12
8

6
4

5
5
3
3
3
2
2
2
2

3
3
3
2
2
2
2
2

3
2
2
2
2

5 2 2
5 2 2
3 2 2
3 2 1
2 2 1
2 1 1
2 1 1
2 1 1
2 1 1

2
1
1

8.

3
3
2
2
2
2
2

2
2

9. Repeat this procedure for each gururery

each ship until all attacks have been resolved.

OAMAGE
POINTS

attack made by

Note: Messages appear in the lower righthand corner on certain cards


(see 9.61. These messages are ignored in the Basic Game.

ROW SHIFTS
After locating the row corresponding to the attacking firepower on the Gunnery Card (step 3 in the procedurel,you
check to see if any of the following row shifts apply. If you
shift "down" a row, you go to the next line down (unless you
are already on the lowest row); if you shift "up" a row, you
go to the next line up (unless you are already on the uppermost row). For example, from the 12 row to the 8 row would
be "down," and from the 8 row to the L2 row would be "up."
A shift down reduces the effect of the attack and a shift up

SPECIAL COMBAT
RESULT (gee 9.6)

ATTACKER

GUN CALIBER

pile or place it at the

bottom of the correct deck.

It
2 2
2 2
2 2
2 1

ADMIRAL KILLED; FIRE

GUN: LIGHT

3.81.

Set the used card aside on a discard

2.

Determine which Gururery Deck to use, based on the gun


caliber of the ship.

3. Turn over the top card of the correct deck. In the leftmost column, locate the number that corresponds to the

enhances the effect.


Row shifts are cumulative. Net cumulative shifts above
the uppermost row or below the lowermost row have no
effect. The following row shifts apply in the Basic Game:
ROW

SHIFT

REASON

Gunnery value of the combat. (If the value does not exactly
correspond to one of the numbers listed, use the next lower
number.I
4. Determine if any row shifts apply (see belowf . The row
shifts may cause you to look at a row other than the initial
one. You can never go higher or lower than the top or bottom
row on the card.
5. Determine the target's ship 4?e (BB, CA, CL, or DD|.
There are four groups of columns. You use the group that
corresponds to the target ship file, printed above the column

Down

6.

Determine the distance of the attacking ship to the target


ship: Short, Medium, or tong. Under each ship 0?e listing
are three columns with the initials S (Shortl, M (Medium),
and L (Long). You use the correct column to determine the

Reshuffle Cards
One card in each deck reads "Reshuffle Cards." As soon
as this card is drawn, you immediately reshuffle the entire
deck. Then you turn up the top card to resolve the current

result of the attack.

attack.

1
2
3
Up 1

Down
Down
Down

DD

, "*t

CA

,-

rq-4-l

st

,"rt..

l3l#l
t-frT1

ffi

ffi

JAP. tLLUrrr. (CO MBAT SEG)

r= Result of

Boise's gunnery attacks

DD
#2O smL

CL
sML

CA
slrl

BB

sxrL

ffiffiffiffi

A ship uses its primaries against more than one


target. This shift applies to all attacks by the
ship's primaries in the combat.
Attacking ship possesses a Damage 1 marker.
Attacking ship possesses a Damage 2 marker.
Attacking ship possesses a Damage 3 marker.
The target ship is in the same hex as the
attacking ship.

Up 1

group.

srL

lf.target

ship's current Speed marker

EHMPLE OF GUNNERY COMBAT:

is 1, 2,

ThE US CL BO'SE AIIACKS

tWO

Japanese DD's in her stern arc. Boise's stern Gunnery value


is 5. The Japanese ships are two hexes away, so the Distance
Range is Short. To attack two ships, Eoise's stern Gunnery value
is divided by two and rounded down, so each attack is worth
2. Because the fire is being split between two targets, a row shift
down applies to each attack.
You draw the top card from the 'rCL" Gunnery Deck to
resolve the attack against the first Japanese DD (in this case,
you draw card lf6). The lowest row on the card is a "2"; even
though a row shift down should be applied to the attack because
of the two attacks, yoU cannot go lower than this column. You
next check the leftmost column r'S" (for Short range) under the
letter "DD" (for the target ship type). There is a 'r1" in this box,
which means the first Japanese DD takes one Damage Point.
You check off one Damage Box on the Japanese log. This card
is placed in the discard pile.
For the second attack you draw another "CL" card (#20).
Again you use row "2," checking under the "S" heading for a
DD target. ln this case, the box is blank, which means that the
Japanese target was not hit.
Note that it Atlanfa had performed the attack, you would
have used the "Light" card deck to resolve the combat, since
Atlanta has an "L" next to each primary battery value.

rcKYO EXPRESS Basic

3.8

Damage

lt may seem odd that torpedo hits affect


ships' guns, but torpedoes can cause all kinds of
internal damage - flooded magazines, electrical fires,
/oss of hydraulic or electric power, etc, which in turn
aftect the tunefs.
Combat results are expressed in Damage Points, which
DEStcN NOTE:

as they accumulate affect a ship's speed and combat

SORRY BUT YOU'LL HAVE TO EXCUSE THE NEXT FOUR


SALVOS THEY'RE ALREAI'Y ON THEIR WAY
exchange between two US com manders

-Radio
at the Battle af Empress Augusta

Bay

WHEN DAMAGE TAKES EFFECT

DAMAGE LEVELS

the corresponding Damage marker face-down on it. The

corresponding to the number of Damage Points taken in


combat. You cross off starting with the leftmost box on the
top row and proceedittg across each row before moving down
to the next row. Some boxes have numbers in them lL, 2, or
3), which are the Damage Levels. A ship reaches a new
Damage Level when the box corresponding to that number
is croised off. The last box has a iumbei in parentheses,
which is the ship's maximum Speed (see below).
Damage to a ship can never be repaired.

At the instant a ship reaches a new Damage Level, place

reverse side of. a Damage marker reads "Current Step" to


indicate that the dam age has not yet taken effect. A ship is
not affected while it has a marker with the "Current Step"
side showing. After all combat by both sides in the Combat
Segment haJbeen resolved, the markers are flipped over to
their Damage side. Refer to the Ship Log Rosters to verify
the correct Damage Levels for ships in play.
Note: In the Standard Game, there are two Attack Steps in a Combat
Segment and damage taken in the first step may affect a ship's combat
capabilities in the second step (see 8.1).

If the last Damage Box is crossed off, the ship sinks 1nd

it. A ship with a Sinking marker


is not affected during the current Combat Segment; once the

EFFECTS OF DAMAGE

a Sinking marker is placed on

When a ship's Damage Level increases, its Speed and


combat ability are affected.
o Damage Level 1: The ship's ma:rimum Speed is reduced
by 1. In gunnery combat there is a shift of. one row down
applied to all attacks.
. Damage Level 2: The ship's ma:rimum Speed is reduced
by 2. In gunnery combat there is a shift of fwo rows down
applied to all attacks. In addition, the ship loses one unfired
torpedo salvo. If only one salvo remains, cross it off; if there
are two or more salvos, select one randomly and cross it
off. If no unfired salvos remain, ignore this result.

segment is over, a sinking ship continues to move at its


normal Speed, but it cannot perforrn any other actions in the
Game Turn.
Damage and Sinking markers affect ships as follows:
o In the Basic Game, destroyed torpedo salvos are marked
off at the end of the Combat Segment. Note that only
unused torpedo salvos are destroyed; if all torpedo salvos
have been used, there is no effect. Note that all combat
occurs simultaneously, s all ships fire their torpedo salvos
before damage is assessed against remaining salvos.
o The row shifts for gunnery combat take effect at the end
of the Combat Segment.
o Reduction to a ship's Speed goes into effect during the
Damage Effects Phase in the Terminal Stage. Note down
on the ship's log in the space provided the new maximum
Speed of each ship as it is damaged. A damaged or sinking
ship continues to move with its formation at the same
Speed as the other ships for the remainder of the current
Game Turn.
o Sinking ships are removed during the Damage Effects
Phase of the Terminal Stage. Until that time they continue
to move with their formation at the same Speed as the other
ships. They may still be used as reference ships during -th.
Secbnd Japaneie Movement Orders Phase. At the end of
the Combit Segment in which the Sinking marker is placed,
the ship loses all capabilities other than movement.
Note: In the Standard Game, damage from combat is assessed at
the end of each Attack Step in the Combat Segment (see 8.41.
Reduction to a ship's Speed does not take effect until the Damage

o Damage Level 3; The ship's maximum Speed is reduced


by 3. In gunnery combat there is a shift of. three rows down
applied to all attacks. Also, the ship loses one unfired
torpedo salvo; this salvo is in addition to the salvo lost at
Damage Level 2.If. no unfired salvos remain, ignore this
result.
Some smaller ships (DD and CLI go directly from Damage
1 to Damage Level 3. Such a ship loses its first unfired
torpedo salvo, and only one, when it reaches Damage Level 3.
Note: In the Standard Game, you also cross off an available reload
for each unfired torpedo salvo that is eliminated (see 8.4). In addition,
a ship that reaches Damage Level 3 retires (see 11.1).

Level

Ships with One Damage Box Remaining

The last Damage Box of each ship has the number 2 in


parentheses. When only this box remains for a ship, its ma:<Speed is 2.
Note: The US BB California has a 1 in parentheses in the last Damage
Box. This is its maximum Speed when its last Damage Box is left.
This ship appears only if you are using ahistorical ships in a scenario.

imum
(

WE HAVE JUST HAD ANSfHER CIOSE MISS


HOPE YOU ARE NOT SHOOTING AT US

capability. As torpedo or gunnery combat is resolved, Damage


Boxes on a target ship's log are crossed off if the combat result
is a number of "L" or greater. When the last box on the log
is crossed off, the ship sinks.

All ships begin the game undamaged. As they accumulate


Damage Points, you cross off Damage Boxes on the ship's log

,1>

Game Book, Page 19

Effects Phase of the Terminal Stage, however.

TOKYO EXPRESS Basic Crame Booh, Page 20

3.9 Basic Scenario

vrgroRY coNDtTtoNs

The following scenario teaches you the basics of movement and combat. Play this scenario a number times until
you are familiar with the basic concepts of the game. Then
return to the other Rules Book to learn the rules of the
Standard Game (Sections 4.0 through 14.01.
When setting up this scenario, you randomly draw the
indicated ship tlpes for the US and Japanese and place them
on the map in the hexes indicated. The scenario is played
in five Game Turns, using the Sequence of Play in 3.1. Special
rules that apply to this scenario are listed below. After the
game is completed, you determine the Victory Points for the
US and determine the winner of the game and the level of

US Victory Points for Japanese Ships


Damage Damage Damage

victory.

US Forces
SHIP PLACEMENT
TYPE
HEX

l.

Level

Level

Level

Admiral callaghan Killed z z YP for the

2AA9

2109

zTW
2208
23s9

The Admiral Callaghan counter is placed on one of the


in hex 2109. The CA is his flagship.
All US ships are headed north.
The US Visual Fire Direction Range is 7 hexes.

CA's

2.
3.

CA
Japanese CL
Japanese DD
Japanese

Sunk

Japanese Victory Points for US Ships


Damage Damage Damage
Sunk Ievel 3 Level 2
level 1
USCA
6
4, :'
3
1,
USDD
3
210

DEPLOYMENT

DD
cA
CA
cA
DD

At the conclusion of the fifth Game Turn, consult the


schedule below to determine how many Victory Points (VPl
each side receives. Each side receives VP for damaging and
sinking enemy ships.

Japanese.

Add up the total number of VP received by each side and


subtract the Japanese total from the US total (the result may
be a negative number|. Consult the schedule below to determine the winning side and its level of victory.
TOTAL
US VP

WINNER AND LEVEL OF

VI

TORY

Japanese Forces

or more US Substantial Victory


+1 to +10
US Marginat Victory

SHIP
TYPE

-1 to -10

Japanese Marginal Victory

-11 or

less

Japanese Substantial Victory

E)(IMPLE:

Assume that at the end of the scenario, the US inflicted

cA
cA
cL
CL
DD

1. All

2.

+ 11

Draw

PLACEMENT
HEX

0815
0815

:0716

the following damage on Japanese ships:

O7L6

0616
Japanese ships are headed south.

The Japanese Visual Fire Direction Range is 10 hexes.

GAME LENGTH
The game is 5 Game Turns long.

SPECIAL RULES
1. Only the Combat and 5 blank Action Chits are used. The
other Action Chits are set aside. Draw one Action Chit at the
end of each Movement Phase.

2. All

hexes are sea. Ignore all land and shoal. If. a ship
reaches the mapedge, slide all ships a number of hexes in
the same direction towards the center of the mflp, keeping
the distances between ships constant.

3. Admiral Callaghan

to which he is

must remain stacked with the CA

assigned throughout the game. His only


function is to affect US Freedom of Action. If this CA is sunk,
Callaghan is considered killed. In this case, all US formations
must roll on the US Freedom of Action Table for the rest of
the game, with 2 subtracted from each roll.

One Japanese CA sunk (8 VP)

o One Japanese CA with Damage

1 marker (2 VP)
One Japanese CL with Damage 3 marker (3 VP)
o One Japanese DD sunk (3 VP)
The US receives a total of 16 VP.
Now assume that the Japanese inflicted the following
damage on US ships:
o One US CA with Damage 2 marker (3 VP)

o Two us cA's with Damage 1 marker (2 vP, 1 per ship)

o One US
o One US

DD sunk (3 VP)
DD with Damage 1 marker (0 VP)

The Japanese receive a total of 8 VP.


The Japanese VP total is subtracted from the US total for
a f inal US VP total of + I (16 - 8 = 8). checking the victory
schedule, you find that +8 results in a US Marginal Victory.

OPTIONAL RULE
After playing this scenario a few times, you may wish
to experiment with the Standard Game rule for columns and
columnwise maneuvers (see

5.11.

TOKYO EXPRESS Basic Game Booh, Page 21

Situation Analysis
by

Jon Southard

In the waters between Guadalcanal and Savo Island on a late


night in 1942, two columns of darkened ships race toward each
other at 30 knots. Aboard the US fleet, radar operators anxiously
watch their scopes for the blips that will indicate the oncoming

- the feared 'Tokyo Express.'Aboard the Tokyo Express


Lai-eyed lookouts scan the moonlit ocean. When the fleets finally
meet, torpedo handlers, glad firtally to be relieved of the tension
of waiting, will spring into action and send dozens of "fish" racing
through the water. Main batteries will crash forth with salvos
of heavy shells. Smoke and searchlights will cover lronbottom
Sound. Before dawn, many ships will sink beneath the waves.
Japanese

The Guadalacanal campaign was America's first counteroffensive in the Pacific. After six months of victory, Japan's
expansion had halted with the crushing defeat at Midway (June
19421, in which four carriers were sunk. As a preliminary to a
planned invasion of Australia - plans abandoned after Midway
- Japan had seized the small island of Guadalcanal, at the
southern tip of the Solomons chain. When the Japanese began
work on an airstrip there, the American command decided to
launch a hasty operation to grab the island back. Neither side
anticipated that the struggle for this island would last six months
and c-onstitute the second major turning point of the war.
Marines landed at Guadalcanal on 7 August 1942. Almost
immediately, a fierce naval and air campaign for control of the
sea around Guadalcanal began. Control of the island depended
on control of the sea communications which supplied it.
Between August and November 1942,lhe Imperial Japanese
and US navies fought five night surface actions in the waters
between Guadalcanal and neighboring Savo Island. So many
ships were sunk that these waters acquired the name "Ironbottom
Sound." During the upcoming year, in the central and upper

five more actions occurred. The GuadalcanalSolomons campaign was by far the most intensive surface naval

Solomons,

campaign of the war.


Each side possessed some key technological advantage: the
Japanese their powerful, long-range torpedoes and the US its
radar. The Japanese, however, not only had a superior weapon,
but also the doctrine and training to exploit the weapon fully.
The US initially lacked both doctrine and training, but developed
both over the course of the campaign.

Weapons and Ships


Four types of ships - destroyer, light cruiser, heavy cruiser,
and battleship - fought the major surface actions off Guadalcanal. Their main weapons were guns and torpedoes.
By far the most numerous ships of both sides were the
destroyers: 1,500 to 3,000 tons, carrying torpedoes as their main
weapon, supplemented by light guns (about S-inch calibersl.
Cruisers ranged from 6,000 to 13,000 tons and usually carried
6- or 8-inch guns, although some cruisers carried S-inch guns.
Japanese cruisers also carried torpedoes, a significant advantage.

Battleships (l2-inch guns and larger) appeared only rarely.


The single most powerful weapon on either side was the
Japanese torpedo. The "Long Lances," racing at a speed of 49
knots, could reach 22,000 yards. This range was much greater
than the distance of usual night detection, and in practice the
Japanese made most of their attacks at 8,000 to 10,000 yards.
Driven by compressed air, the Long lances left virtually no wake;
thus, there was little warning prior to the explosion of the
225-powd warhead against a ship's side. One hit would usually
sink a destroyer, and two would suffice for a cruiser. Most
Japanese ships carried a second set of torpedoes and the crews
were trained to reload them during battle.
American torpedoes, by contrast, were seldom effective at
ranges greater than about 3,000 yards. In fact, in the Guadalcanal campaign they were seldom effective at any range, since
they often failed to detonate. American ships carried only one
set of torpedoes.
The Japanese developed a practical doctrine to exploit such
a powerful weapon. They would make the first attack and then
turn away to reload for a second attack, trying to avoid gunfire
unless they were detected. By far, the surprise attack was best.

An alert enemy could "comb" the oncoming torpedoes

that

is, turn bow or stern toward the torpedo tracks to present a much

smaller target.
Before the war, the Japanese practiced torpedo tactics in all
kinds of weather, by day and by night, on the high seas of the
North Pacific. The US Navy trained only by day and on the calm
waters of Long Island Sound; torpedoes cost money and thus,
in those prewar days of penurious military budgets, they had
to be recovered after each exercise. The war unfortunately
validated the truth now enshrined as the motto of the Navy
Fighter Weapons School: "You fight like you train."

Detecting the EnemY First


As Captain Wayne P. Hughes points out in his book Fleet
winner of a naval battle is usually the side that attacks
effectively first. To attack first usually requires that a side detect
first. In tlis area the marvelous new invention of radar should
have conferred a substantial advantage on the Americans. Most
US ships scanned the seas with some form of radar, which all
the Japanese lacked.
tfie elrly radar sets, however, were short'ranged, unreliable
and impreciCe. The nearby land - Guadalcanal and Savo Island
- gave off strong returns, sometimes confusing the operator
altdgether. Thus, while radar could inform the US admirals ve-ry
roulhly where the Japanese were, using it to track_ targets for
gunnery was another matter' Often the Japanese, lookouts Jpecially selected for their superior vision - would spot the US
fGet belore its guns could open fire under radar control.
Most actions began at between 8,000 and 12,000 yards. In
one case, the fleets detected each other at a mere 3,000 yards.
Detection in these battles remained highly chancy at best'
Quite apart from technical problems, the US Iacked a tactical
doctrine tolxploit radar. Prewar US training had been oriented
toward long-range duels; confronted with night actions, the US
had to impiovise. Initially, US admirals believed it best to close
the range - to 5,000 or 6,000 yards - to maximize fire effect.
Unfortunately, this tactic also maximized Long Lance effect, the
exchange favoring the Japanese' Not until the Central Solomons
campaign did the US develop better tactics., exploiting radar to
fire irolm longer ranges and thus reducing enemy torpedo
Tacfrbs, the

accuracy.
A second problem was that, without proper coordination,
every ship of a fleet using radar control would fire on the same
targel - the biggest radar blip. The fire would wreck one
Japlnese ship - usually the closest - but leave the rest free to
launch their torpedoes.
Detecting the enemy first was worthless if the detectingfleet

did not immediately exploit the advantage. At both

Cape

Esperance and the First Battle of Guadalcanal, the US detected


firlt but failed to open fire immediately. At Tassafaronga, the
US opened fire first but concentrated all their guns on one ship,
leaving the rest free to launch a devastating counterattack.

Maneuvering the Fleet


Difficult as it was to determine the enemy position, the task
of tracking friendly vessels and giving them orders was just as
daunting. Ships sailed in formation, each ship keeping proper
position with respect to those ahead of or beside it, either
iollowing in a column or staying abreast. Keeping formation was
very important, for an admiral could not possibly give orders
to e-ach individual ship simultaneously in the disorganized mess
that occurred once battle began.
US fleets entered battle arranged in single, long columns:
destroyers in front (van| and behind {rear} with heavier ships
in the center. This arrangement prevented the destroyers from
fighting effectively; they had to stay back with the heavier ships,
with the enemy beyond range of their own weapons, and usually
had to present their broadsides to the enemy, thus making it
difficult to fire their torpedoes. The Japanese arrangement was
better; heavy ships fought in one group and destroyers in
independent squadrons led by light cruisers.
The Japanese also realized the importance of teamwork
among ships. Their ships trained in units and usually fought the
same way. The US had to commit whatever was available to meet

TOKYO EXPRESS Easic Game Booh, Page 22


emergencies as they arose. Thus, US fleets were usually "scratch
teams," thus lacking coordination as shown in the early battles
when US ships failed to communicate clearly and missed orders
or executed them incorrectly. On more than one occasion, a US
admiral, uncertain of a friendly ship's position and afraid that
fire might be hitting it, ordered cease fire at the height of action.

The Gampaign in Outline


These, then, were the navies that joined battle off Guadalcanal. Immediately after the US amphibious landing on 7 August,
the Japanese counterattacked on the night of 8-9 August. Allied
air reconnaissance failed to pass on word of the approach of
Admiral Gunichi Mikawa's column of five heavy cruisers /Clroftct',
Aoba, Kaho, Kinugasa, and FvrutahaJ. Arriving at Guadalcanal,
Mikawa found the Allied fleet split into four packets and unalert.
In the ensuing Battle of Savo Island, Mikawa's ships devastated
the "Southern Force" lCanberra, Chicago, Bagley, and Patterson)
and then iri short order crushed the 't{orthern Force" (Vincennes,

Quincy, Astoria, HeIm, and, WiIsonJ. Mikawa stnk Vincennes,


Quincy, Astoria, and Canberra without suffering significant
damage, but then turned for home without destroying the transports moored at Guadalcanal. Thus, the Japanese missed what
may have been their one chance to turn a tactical naval victory

into the strategic victory of the campaign.


Each side then attempted to build up its forces on Guadalcanal. The US rapidly brought Henderson Field into operation,
and aircraft based there dominated the sea by day. On two
occasions the Japanese contested this dominance by sending

down their carrier fleet; this provoked the carrier vs. carrier
battles of the Eastern Solomons (24 August) and Santa Cruz
(26 October|.

Apart from these two carrier sorties, the Japanese relied on


night convoys. Japanese destroyers - and sometimes cruisers
and battleships

would steam down to Guadalcanal to bombard

the airfield or Marine positions and to deliver supplies. The


Marines dubbed these night runs the'Tokyo Express." Occasionally, a US fleet would attempt to intercept the Express, causing
a battle.

The first such battle

now called the Battle of Cape

occurred on 11-12 October. Four cruisers /San


Francisco, Boue, Salt Lahe City, and Helenal and five destroyers
lFarenholt, Duncan, Laffey, Buchanan, and McCaIIaJunder Rear
Admiral Norman Scott intercepted three Japanese cruisers /Aoba,
Furutaha, and Kinugasa/ and two destroyers lHatsuyuhi and
Fubuhil bent on bombarding Henderson Field. This time the
Japanese, under Admiral Aritomo Goto, were unaware of US
forces and so were unready for action. The US bungled its
opportunity, however, since the first ship to detect the Japanese
failed to report the fact and later messages were ambiguously
worded. In the middle of the action Scott suspended fire
temporarily to avoid hitting friendly ships.
Esperance

The US won a victory, but not the overwhelming victory that

the advantage of surprise should have yielded. Furutaha and


Fubuki were sunk. On the US side, Duncanwas fatally damaged
and Farenholt and Eorse heavily damaged. The Japanese continued to control lronbottom Sound after night fell each day, and
the US supply position remained critical. The Japanese, however,
were unable to build up sufficient strength to push the Marines
off the island.
In mid-November, the Japanese made a major effort to reinforce their garrison and regain the island. This attempt provoked
three days of intense naval action - now called the Naval Battle
of Guadalcanal - that turned the course of the campaign. The
Japanese committed a strong surface force to bombard the island
and to escort a large convoy of soldiers. Two large surface bat-

tles were fought in three days, with air action in between.


The First Battle of Guadalcanal, on the night of 12-13 November, was simply a disorganized slaughter. The Japanese force of
two battleships lHiei and Kirishima), ahght cruiser /Nagaral, and

eleven destroyers llhazuchi, Inaanma, Ahatsuhi, Yudachi,

Harusme, Amatsuhaz.e, Teruzuhi, Yuhihaze, Asagumo, Murasame,


and, Samidare)under the command of Admiral Hiroaki Abe once
again approached to bombard the American positions; they were
not prepared for battle, theirs guns being loaded with high

explosive ammunition, not armor-piercing shells. The US, again


under Admiral Scott, boldly opposed this heavy battleship firepower with five cruisers /A tlanta, &n Flotcisco, Portland, Helena,
and, JuneauJ

and eight destroyers lCushing, Inffey,

Sterett,

O'Bannon, Aaron Ward, Monssen, and Fletcher)..


The Japanese detected the US first and frantically changed
to armor-piercing ammunition while continuing to close range.
Each side's ships finally opened fire - eight minutes after the
initial detection - at between 3,000 and 4,500 yards. At these
ranges the cruisers and destroyers could quickly kill each other
and could maul a battleship despite its armor. Admiral Scott was
killed ead on, and Admiral Abe proved unable to exercise sufficient command over his ships to exploit the US disorder. Both
sides simply brawled independently, breaking off after less than
an hour of furious action. The Japanese lost the battleship Fliei

(crippled, then sunk by US aircraft the next day| and the

destroyers lhazuchi and Ahatsuhi. The US lost Atlanta, Barton,


Laffey, Cushing, and Monssen, wilh Portlanil being crippled.
The next day the Japanese landed troops from four transports, six others having been sunk en route. On the following
night (14-15 Novemberf , the fleets battled again, as theJapanese
again attempted to bombard Guadalcanal. This time the Japanese,

under Admiral Kondo, brought the battleship Kirishima, two


heavy and two light cruisers lAtago, Tahao, Nagara, and Sendai),

and eleven destroyers lTeruzuhi, Inazuma, Asagumo, Oyashio,


Shirayuhi, Hatsuyuhi, &midare, Kagero, Uranami, Shihanami, and,
Ayanami), while the US fought with two battleships lWashington
and Soutft Dahota, just arrived in the area| and four destroyers
(Walke, funham, Gwin, and Preston). The US opened fire first
against the Japanese light ships, but ineffectively. Responding
with Long Lances and gunfire, the Japanese quickly sank all the
destroyers except Gwin. In the battleship duel, however, Washington and South Dahota sank the battleship Kirishima and the
destroyer Ayanami. The Japanese retired and failed to reinforce

Guadalcanal significantly.
After the night Naval Battle of Guadalcanal, Japan's position
on the island steadily declined. The Japanese Navy, tired of losing
ships in what seemed a hopeless struggle, proposed that the island
be abandoned, but the dominant Army leaders insisted on further
effort. Therefore, the Tokyo Express continued to run and
achieved one more impressive tactical success.
On 30 November, five US cruisers /Minneapolis, New Orleans,

Pensacola, Honolulu, and Northamptonl and six destroyers


lLamson, Inrdner, Fletcher, Drayton, Maury, and Perhinsl - under
Admiral Carleton H. Wright, who had held his command for just
two days - collided with a Tokyo Express of eight destroyers
lKawahaze, Suzuhaze, Kagero, Tahanami, Kuroshio, Oyashio,
Makinami, and Naganamilunder Admiral Raizo Tanaka, Japan's
finest destroyer commander. The US ships at first delayed firing
and then all fired at the same target, obliterating one destroyer.
The remaining seven Japanese vessels launched Long Lances,
which sank Northampton and crippled Minneapolis, New Orleans,
and, Penscola.
This battle - now called the Battle of Tassafaronga - failed
to change the basic strategic position: The US forces continued
to grow steadily more powerful and their sea Iines of communication more secure. The Japanese garrison was reduced to
starvation, and its remnants untimately evacuated the island by

early February 1943.


Throughout the Guadalcanal battles the Japanese Navy

demonstrated tactical superiority. The US failed to solve its basic


tactical problems during the Guadalcanal campaign, and not until
the Central Solomons campaign did the US finally reach an
effective solution: longer-ranged, radar-controlled fire (using
better radar models|. US torpedoes likewise remained ineffective. It was only in mid-1943 that American destroyers began
making effective, independent torpedo attacks.
Fortunately for America, Japan possessed no strategies or
logistic capabilities to match it tactical prowess. Thus, Japan

frittered away ship after ship in a battle of attrition, which

ultimately only the United States could win. Japan continued


to win tactical victories in the central Solomons throughout 1943,
but the Solomons campaign ultimately resulted in decisive US
victory. The Japanese Imperial Navy was seriously depleted by
losses, and the US emerged with improved doctrine and new
confidence. Guadalcanal was the first step in a long, continuous
American advance to victory.

TOKYO EXPRESS Basic Game Book, Page 23

SHIP ROSTER

NAME

Australia

Southard

Minesweeping Destroyer (DMS)

Heavy Cruiser (CA)

NAME
Canberra

CLASS

FATE

Australia

Sunk 819142

United States
Battleships (BB)
NAME
California

Iowa*
Missouri*
South Dakota
Washington

CLASS

FATE

California
Iowa
Iowa
South Dakota
North Carolina

Broken up 1960

Heavy Cruisers (CA)


CLASS
NAME
Astoria
Astoria
Baltimore
Baltimore*
Northampton
Chicago
Astoria
Minneapolis
Astoria
New Orleans
Northampton
Northampton
Pensacola
Pensacola
Baltimore
Pittsburgb'
Portland
Portland
Astoria
Quincy
Astoria
Salt Lake City
Astoria
San Francisco
Light Cruisers (CL)

Still in service
Still in service
Sold 1962
Sold 1961
FATE

Sunk 819142

Stricken L97L
Sunk LBA|43
Broken up 1960
Broken up 1959
Sunk l2lLl42
Sunk 1948

CLASS

FATE

Aaron Ward
Allen M. Sumner'

Livermore

Sunk 417143

Allen M. Sumner

Stricken L973

Bagley
Barton
Benham
Blue
Buchanan

Bagley
Benson
Bagley
Bagley

Craven

Bagley

Cushing

Mahan
Mahan
Livermore
Mahan

Broken up L947
Sunk 11/13142
Sunk 11/15142
Sunk 8122142
Sold t949
Broken up L947
Sunk tLlL3l42
Broken up L947
Sunk LjlLZl42
Broken up 1948

Benson

Stricken L97l

Fletcher

Broken up 1967

Gearing

Stricken 1973

Gwin

Livermore

Gyatt*
Helm

Gearing
Bagley
Bagley
Benson

Sunk 7lL3l43
Stricken 1969
Broken up 1947
Sunk 819142
Sunk lLll3l42
Expended 1946
Broken up L947
Sold 1949
Broken up 1946
Sold 1949
Sunk 619144

Lardner

Livermore

Maury

Bagley

Bagley

McCalla

Livermore

Meredith*

Allen M. Sumner

Monssen
O'Bannon
Patterson
Perkins
Preston

Livermore
Fletcher
Mahan
Mahan

Ralph Talbot

Bagley

Selfridge
Sterett

Porter

Taylor
Walke
Wilson
Woodworth

Bagley

Bagley

Fletcher
Sims

Bagley
Benson

Sunk Llltgl4z
Sunk Ltll5l42
Sunk 10124144

Heavy Cruisers (CA)


CLASS
NAME

Aoba
Atago
Chokai
Furutaka
Haguro
Kako
Kinugasa
Myoko
Takao

Sunk

417145

FATE

Sunk 7128145

Aoba
Takao
Takao

Sunk tOlnle
Sunk 10125144

Furutaka
Myoko
Furutaka

Sunk 10/1Ll42
Sunk 5lt6l45
Sunk 8ll0l42

Aoba

Sunk Llll4l42

Myoko

Scuttled 1946
Sunk 7l3Ll45

Takao

Light Cruisers (CL)


FATE

NAME

Mahan

FATE

Kongo
Kongo
Yamato
Yamato

Sunk 7ll3l43
Broken up 1946
Sunk 817144
Sunk LIlzl43
Sunk LZlL8l42

Sold 1951
Sunk 716143
Brokqn up 1960
Sunk 11/13142

Destroyers (DD)

Lamson
Lang

CLASS

Hiei
Kirishima
Musashi *
Yamato*

CLASS

Sunk LtlLsl42

Laffey

Battleships (BB)
NAME

Naka
Kuma

Atlanta
Brooklyn
Brooklyn
Brooklyn
Atlanta

Jarvis

Japan

Jintsu
Kitakami*
Nagara
Sendai
Tenryu
Yubari

Atlanta
Boise
Helena
Honolulu
Juneau

Lost 1945

Stricken 1973

FATE

Gearing

FATE

Clemson

Broken up 1959
Sunk 819142
Sunk 1948
Broken up 1961

CLASS

Drayton
Duncan
Dunlap
Farenholt
Fletcher

CLASS

NAME

NAME

Livermore

Sunk LIlI3l42
Broken up 1970
Broken up L947
Sunk lll29l43
Sunk IlL4l42
Expended 1948
Broken up 1947
Broken up L947
Sold 1969
Sunk IIlI4l42
Expended L948
Sold 1951

Nagara
Naka

Tenryu
Yubari

Sunk

4128144

Destroyers (DD)
NAME

CLASS

FATE

Akigumo
Amagiri
Amatsukaze
Arashi
Asagumo
Ayanami
Fubuki
Hagikaze
Hamakaze
Harusame
Hatsukaze
Hatsuyuki
Ikazuchi
Inazuma
Isokaze
Kagero
Kawakaze
Kazegumo
Kuroshio
Makinami
Matsukaze
Mikazuki
Minazuki
Murasame
Naganami
Oyashio
Samidare
Shikinami
Shimak aze*
Shimotsuki *
Shirayuki
Suzukaze
Teruzuki
Uranami
Yudachi
Yukikaze
Yunagi

Yugomo
Fubuki

Sunk 4ltllM
Sunk 4l23lM

Kagero
Kagero
Asashio

Sunk

Fubuki
Fubuki

Sunk 11/15142

Kagero
Kagero
Shiratsuyu
Kagero

Fubuki
Akatsuki
Akatsuki
Kagero
Kagero
Shiratsuyu

Sunk

416145
817143

Sunk

L0125144

Sunk 10/11142
Sunk 817143

Sunk

417145

Sunk
Sunk
Sunk
Sunk
Sunk

618144

4lt4l44
5ll4l44

Sunk

417145

IIl2l43
7lL7l43

Kagero

Sunk 518143
Sunk 816143
Sunk 618144
Sunk 517143

Yugumo

Sunk lrl25l43

Kamikaze

Yugumo

Shiratsuyu

Sunk 617144
Sunk 7128143
Sunk 616144
Sunk 316143

Yugumo

Sunk LllLLl44

Kagero

Akizuki

Sunk
Sunk
Sunk
Sunk
Sunk
Sunk
Snnk
Sunk

Fubuki

Sunk

Shiratsuyu
Kagero
Kamikaze

Sunk 11/13142
Sold L947
Sunk 8l25l$

Mutsuki
Mutsuki

Shiratsuyu
Fubuki
Shimakaze

Akizuki
Fubuki
Shiratsuyu

518143
8125144

9lLZl44
1

1/1

Il44

LLlzsl44
313143

tl26l44
tZlLZl4z
10126144

The ships marked with asterisks appeared late in the war


after the Guadalcanal battles portrayed in the game. They are
included for historical interest.
Notes:

l.

California was one of the more modern prewar "slow" battleships, sunk

at Pearl Harbor, and later reconstructed.

rcKYO
2.

EXPRESS Basic Game Booh, Page 24

USS Southard, named after Andrew Jackson's Secretary of the Naqy,

as an "experimental destroyer."

It approached a light cruiser in size and

fought throughout the Guadalcanal campaign though not in fleet

power.

actions. She was lost on October 9, 1945. Her most famous crew member
was undoubtedly Herman Wouk, author of. The Caine Mutiny.

Sources: Conway's All the World's FightingShips; 1922-1946. Paul H. Dull's


Battle History of the Imperial Japanese Navy. Hansgeorg Jentschura's

3. Shimahaze, the only one of its class,

was constructed later in the war

Warships of the Imperial Japanese Navy.

Design Notes
Jon Southard
The intent of. Tohyo Express is to have a player experience
some of the suspense, uncertainty and confusion of command
in a night surface action. A scenario divides into two parts: the
initial period when the Japanese are emerging frorn the darkness, and then the main battle with both sides revealed and slugby

ging it out. During the initial period, the emphasis is on suspense.


Where will the Japanese come from, how many, and when will
the firing start? During the main battle, the emphasis is on confusion. Where will the Japanese move, when will they fire, and
how will the US react? In meeting these goals, the most important design elements were creating the hidden force rules, making the occurrence of combat and detection in the Game Turn
unpredictable, controlling formations, and generating Japanese
orders.
The special challenges of solitaire game design are substantially different from - and more difficult than those of
two-player games. A solitaire design must include cooperative
and responsive play on the non-player side, variation and
unpredictability, and consistency over time. These ends must
be accomplished with a minimum workload for the lone player
and with a minimum complexity of rules.
The complexity in Tokyo Express grew during the design
process and is more than I first wished it to be. Serious effort
was made to hold down player workload, as exemplified in the
abstractions of hidden forces, the use of Gunnery Cards in place
of three or four tables, and the relative simplicity of the Battle

Movement Display.
Movement for both sides has been reduced to a choice among
a few maneuvers. The intent was to show how fleets were really
commanded in combat. Giving the player total command of ship
movement is simply not historical. The Tohyo Express system,
in which the player has limited control over his formations via
orders, is more true to life. This movement by formation also
makes it simpler and faster to generate Japanese orders, rather
than to have each ships given orders individually.

The Action Chits and hidden forces also provide elements


of surprise. There is some frustration in not being to fire at will
at enemy forces just a few hexes away, but the historical battles
provide many examples of fleets holding their fire, or not being
ready to fire, or failing to detect in such situations.
Providing consistency over time was done by structuring
hidden forceJ so that theii early actions in the ga-. make sense
- usually - by the time their contents are revealed. A hidden
force with a Force Size marker of 1 or 2 will always be composed of light ships, so it maneuvers like a light ship. Also, a
hidden force is not allowed to fire more torpedoes at a time than
its component ships could. The wide range of possible makeups
of each hidden force adds more uncertainty to the game, and
more enjoyment. Good or bad luck here makes a big difference.
Luck is important in many ways: the luck of the Action Chit
draw, of the Gunnery Cards, and of surprise torpedo attacks that
can quickly reduce a proud flagship to a waterlogged hulk. Luck
is a major component of naval warfare, much more so than
combat on land. However, luck cannot be relied on to outdo skill.
Historically, the Imperial Japanese Navy showed a considerable
and enduring superiority in these night naval battles. Their tough,
realistic pre-war training, their vastly superior torpedoes, and
the good night vision of their lookouts were decisive advantages.
In most of the battles, the Japanese used tactics which exploited
these advantages to the hilt.
In your initial encounter with Tohyo Express, you will, I hope,
feel some of the frustration and awe the American admirals did.
The objective throughout the design process was to give you their
bridge-eye view. You may be defeated often at first, but you
should find your own solutions, as the US admirals finally did.
My special thanks to Mark Herman for suggesting the game
and for giving me suggestions throughout the design process.
Also, thanks to Dave Marchesi, Warren L. Greene, and Denton
Stam for their particularly fine playtest efforts.

Formations were also needed, of course, to make the


Japanese Cooperate properly with each other. An important
problem in all solitaire games is to coordinate actions by the
game-controlled units in a reasonably intelligent manner; they
should not all fire at the same target, for instance. The targeting
rules achieve this coordination - in most cases - for Japanese

Annapolis: Naval Institute Press, I978.

Japanese actions; the quirks that remain are tolerated so as not

//. Greenwich,

combat. An attempt to simplify targeting resulted in stupid

to complicate the rules further.


A problem related to cooperation is making units respond
properly to existing tactical situations. The difficulty lies in trying

to describe simple game situations so that the player can readily


evaluate and translate them into orders for the game-controlled
side. The Japanese target priorities are designed to allow them
to make the optimum attacks in each situation. Mission Movement guarantees that, when unopposed, they will steam toward

their goal. Battle Movement causes them to maneuver for


advantage when US ships threaten.

orders generated by Battle Movement are not always

optimum, since only the positions of the two reference ships aie
taken into account. Depending on the positions of the rest of the
formations, the Battle Movement orders may - or may not
make good sense. Most of the time the display works well.
Besides, the Japanese occasionally made the wrong decisions in
selecting maneuvers. A very important feature of Battle Movement is that it is unpredictable. The many variations of Japanese
movement should keep the player constantly guessing.

c-2533 7l8Ii

19201.1

Bibliography
Coggins, Jack. The Campaign for Guadalcanal Garden City: Doubleday,
1972.

Dull, Paul S. A Battle History of the Imperial Japanese Navy 1941-45.


Hodges, Peter, and Normal Friedman. Destroyer Weapons of World War

London: Conway Maritime Press, t979.


Hough, Richard. Dreadnought. New York: Macmillan, L964.
Isby, David C. "CA: Tactical Naval Warfare in the Pacific,"' Strategy &
Tactics nr. 38. New York: Simulations Publications, Inc.

Jane's Fighting Ships, 1939.

Jentschura, Hansgeorg, et al. Warships of the Imperial Japanese Navy,


1869-1945. Annapolis: Naval Institute Press, L982.
Morison, Samuel Eliot. History of the UnitedStafes Nava/ Oryration in World
War //. Boston: Little, Brown, 1950.

Volume V: The Struggle for Guadalcanal


Volume VI: Breahing the Bismarch Barrier

Roscoe, Theodore. United States Destroyer Operations in World War II.


Annapolis: Naval Institute Press, 1953.
Silverstone, Paul H. U.S. Warships of World War I/. Garden City: Double-

day, 1965.
U.S. Naval Institute. Naval Ordnance. Annapolis: Naval Institute Press,
1

939.

Watts, Anthony J. and Brian G. Gordon. The Imperial Japanese Navy.


Garden City: Doubleday, L97L.

3002872

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