Professional Documents
Culture Documents
Tokyo Express Basic Rule Book
Tokyo Express Basic Rule Book
ffi
H
m
ffi
Table of Contents
=:
,...2 q{
....2
....3
....5 =;rE
...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
*riH?
O 1988,
-rf,
Itfrrr
Victory Games,
New York
..19
...20
...21
...23
...24
ShipRosters.... .....
H.:-^
.,L2
10001
FH
#
rT
ilili
ffi
I. Third
J.
Movement Phase
1.
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
to them.
as
required.
TERMINAL STAGE
N. Damage Effects
Phase
sides. Remove
AgfloN cHrTs
Action chits determine when combat occurs during the
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
in the container.
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
ACTIVITY STAGE
9.2 Formations
Book, page S
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
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.
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
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
and
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.
YY)ffi
AA
ll
ll
ll""
rsloliil
n
m
u**zs
Y'*'l
jL@'-
m
loo
formation.
Speed Markers
Speed markers are used to record a formation's Speed.
Deteimine the lowest Speed of any ship in a formation and
of.
I ooo'***r;
-l u l-r m
I
L3*llkl"Jlt "*
-*ltr*"*zs
oo
IN thE
other DD's
\-/
have the same maximum Speed, you do not have to place a marker
on this group.
**?;
**69=l,l c,.-Ls.rf--
-LL-
\n I
14l
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
-.,f<lfr,
Assigning Speeds
in the formation.
During the Japanese Formation Phase, each
mmll
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
5.11.
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
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
rcKYO
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
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
H:l.f;X.j"
o
#:t#::t:"
with a
Speed
of 1 cannot
il
maneuver.
o A formation with
N*:"T.**ffi*3.T!;?:ll"oons
ment
10. 8?
perform this
Phase
--&l*.-
cAffillS
a .
o;
ExAtrrpLE OF COUNTERMARCX:
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-
ExAMPLE
t,
- D;
';
US FREEDOM OF
A TION
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.
turn.
C:
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
COOD LUCK
B-DS
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.
l.
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.
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.
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
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
In
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
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
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
&me Booh,
JAPANESE ORDERS
9.4
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.
Page 10
Movement
MOVEMENT PROCEDURE
o Ships in
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.
kme
Booh, Page 11
ferent headings.
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
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.
EXAIUPLE
3.5 Gombat
is drawn from
the
container.
l.
2.
formation.
The Japanese, on the other hand, can attack all shlps ln the
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.
3.
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 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
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)
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
cA
ATAGO
^
bj
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.
1.
attacked.
salvos the attacking ship will fire and then check which salvos
will be fired. Japanese ships are restricted as to the number
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
o The ship is firing at greater than Short range and some other
ship is participating, or
o A second ship
range.
are in effect:
use side
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.
2.
fire
(see above).
Mark off in pencil the circles on each ship's log for the
salvos expended.
3. Read the Torpedo values from the ship's log and modify
the values of each salvo (see below).
4. Add the modified
'r
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.
ll:,t"tl,
DIE ROLL
]IIODIFIER
REASON
3
+2
Thrget's Speed is 1
Thrget's Speed is 2
MODIFIER TO
TORPEDO VALUE REASON
-1
-1
0
-1
0
-1
If the modifiers
I
I
3.7 Gunnery
Gombat
firepower.
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
r
r
(0 to 3 hexesf
Medium (4 to 7 hexes)
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
Stacking
Ranges
o Short
HEXES)
rz
15
18
24
line of fire.
procedure:
1.
'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\/
- -
dl
US GUNNERY ALLOCATION
The Japanese target allocation restrictions for class weight
l.
in one of the ship's broadside arcsf . In this case, |ou add the
two Gunnery values together and resolve the fire as one
D;
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
Multiple Attacks
If option 2 or 3 is chosen,
CARD
NUMBER
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
OAMAGE
POINTS
attack made by
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
It
2 2
2 2
2 2
2 1
GUN: LIGHT
3.81.
2.
3. Turn over the top card of the correct deck. In the leftmost column, locate the number that corresponds to the
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.
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
attack.
1
2
3
Up 1
Down
Down
Down
DD
, "*t
CA
,-
rq-4-l
st
,"rt..
l3l#l
t-frT1
ffi
ffi
r= Result of
DD
#2O smL
CL
sML
CA
slrl
BB
sxrL
ffiffiffiffi
Up 1
group.
srL
lf.target
is 1, 2,
tWO
3.8
Damage
-Radio
at the Battle af Empress Augusta
Bay
DAMAGE LEVELS
If the last Damage Box is crossed off, the ship sinks 1nd
EFFECTS OF DAMAGE
Level
imum
(
,1>
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
victory.
US Forces
SHIP PLACEMENT
TYPE
HEX
l.
Level
Level
Level
2AA9
2109
zTW
2208
23s9
CA's
2.
3.
CA
Japanese CL
Japanese DD
Japanese
Sunk
DEPLOYMENT
DD
cA
CA
cA
DD
Japanese.
VI
TORY
Japanese Forces
SHIP
TYPE
-1 to -10
-11 or
less
E)(IMPLE:
cA
cA
cL
CL
DD
1. All
2.
+ 11
Draw
PLACEMENT
HEX
0815
0815
:0716
O7L6
0616
Japanese ships are headed south.
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
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 One US
o One US
DD sunk (3 VP)
DD with Damage 1 marker (0 VP)
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.
Situation Analysis
by
Jon Southard
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,
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."
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
Cape
down their carrier fleet; this provoked the carrier vs. carrier
battles of the Eastern Solomons (24 August) and Santa Cruz
(26 October|.
Sterett,
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,
SHIP ROSTER
NAME
Australia
Southard
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
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
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
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
l.
California was one of the more modern prewar "slow" battleships, sunk
rcKYO
2.
as an "experimental destroyer."
power.
actions. She was lost on October 9, 1945. Her most famous crew member
was undoubtedly Herman Wouk, author of. The Caine Mutiny.
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
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.
//. Greenwich,
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.
day, 1965.
U.S. Naval Institute. Naval Ordnance. Annapolis: Naval Institute Press,
1
939.
3002872