Axis and Allies Naval ‐ War in the Pacific Rules
By Rod Cain
This is a GM moderated double blind game. These rules are designed for a hex based map which is
much larger than the standard Axis and Allies game map. The purpose is to add an element of surprise
into the carrier duals of the Pacific War where finding the enemy was half the battle. Plus reduce the
power of the Battleship over aircraft by adding greater engagement distances into the game.
The original goal was to re‐create the battle of Midway, but it also can apply to other naval conflicts
where spotting or attack aircraft (carrier or land based) had a large role in the outcome of the battle.
Plus it allows for forces to blunder into each other without knowing the exact composition prior to
actual contact.
Note: (hex or offset squares can be used interchangeably)
The turn phases are basically the same, however the players conduct all movement on a coded hex map
which represents the actual battle map. Ships are grouped in Task Forces prior to the start of the game,
and these units must be maintained until they are placed on the actual map. This is of course a scenario
based rule. GMs should feel free to adjust as they see fit to the scenario being played.
There is no need for initiative to move since the movement happens off the map simultaneously.
However on table movement and attacks, do require an imitative role if both players have units on the
table.
Movement
1) Players move surface units one hex on the map boards. (units that only move 1 hex hold). Units
which are already on the table must move this movement on the table as well.
2) The GM refers to the map boards, and checks for spotting (any units spotted are placed on the
table).
3) Players move surface units one hex (including all slow moving units like subs). Surface units
which are still under observation (by aircraft or other surface units) must move on the table as
well.
4) The GM refers to the map boards, and checks for spotting (any units spotted are placed on the
table).
5) Players now launch air missions by placing aircraft on the map boards to indicate search or
attack locations. At this time players also move aircraft which were loitering on the table in
visual range of any surface units.
6) The GM refers to the map board, and checks for spotting base on the air missions. Aircraft
which spot are placed on the board along with any surface units they may have located.
7) Air units can choose to engage any spotted units. Fighters can engage enemy air units up to 1
hex away (i.e. if they go after loitering aircraft or end up blundering into an enemy formation.
8) Once all air engagements are declared the players again role initiative and then combat is
resolved using the standard Axis and Allies Naval rules.
9) Aircraft return phase – aircraft which were aborted or which do not have loitering are returned
to their carrier or land base.
Note: Submarines that wish to fire in the torpedo phase must be place on the table even if they
were not spotted. They can submerge again, and remain submerged until an ASW capable unit is in
the same hex. Once an ASW unit enters the same hex submarines are place on the table.
Spotting
This occurs automatically when ships are within 3 hexes of each other for surface vessels and 2 hexes of
each other for submarines. Place the spotted ships on the table. Submarines are only placed on the
table if they are in the same hex as an ASW capable unit or if they choose to fire torpedoes.
Ships can be spotted by aircraft. After the surface movement phase conduct the aircraft deployment
phase. Aircraft have a visual range of 1 hex. They can see any surface ships within their own or any
adjacent hex. The GM will identify any ships that have been spotted and they are placed on the game
table. The aircraft can then choose to engage the any sighted ships.
Aircraft spotting:
If they choose to engage then they are placed on the table in the same hex and they are subject to the
air defense phase. Otherwise the aircraft are assumed to stay out of range of the ships (they can still be
attacked by or attack enemy aircraft in the same hex).
Ships spotted by aircraft are placed on the board. If there are no aircraft in contact with the ship after
the air return phase then the ship must conduct ½ of its move (rounded down) on the table. The second
half of the ships move is plotted hidden. This represents the aircraft having a rough heading of the ship
prior to breaking contact.
Aircraft with loitering may chose to stay in contact or shadow. If an aircraft with loitering decides to
shadow a ship it will move during the aircraft mission after the ships have moved. If ships split up it will
need to designate which ship or group of ships it is following. The aircraft owner will move the aircraft
after the ship owner moves the ship, the ship stays on the table, but the aircraft is moved as hidden
movement unless the aircraft chooses to engage or encounters enemies in the same hex (aircraft or
ships).
Extended Range (Radar)
Ships with extended range will be able to detect the presence of any ship larger than a DD at range 4 or
5 (based on their extended range ability). They will not be able to identify the type of ship or ships, and
the targets are not placed on the table. However they will be able to target the hex with their main guns
applying the damage to the “largest target” in the hex by means of the radar profile. During surface
combat the attacker will role a number of hits and let the defender know the results. Damage will not
be known to the attacker.
Note: The firing ship is not placed on the table, and the attacker has a choice not to fire.
Aircraft Range Rules
Aircraft have no limits to range within the size of the map boards. However aircraft must return at the
end of each air mission phase unless they have loitering. Land based aircraft must re‐arm (sit out one
round) before re‐deploying.
Losing Contact
Any ships that have been spotted are placed on the table. However, if at the end of the turn no enemy
units are in contact (i.e. ships or submarines in range or long range aircraft loitering) then contact has
been broken. The ships stay on the table and make one half of their movement (round down for slow
ships) on the board. They will then plot the second half of their movement in secret. Leave the models
on the table, but keep in mind that is their last known location not their current location.
Submarines
Submarines are not placed on the main battle map unless they are in a hex with an enemy that has ASW
capability (typically an Enemy Destroyer, Sub, or Aircraft) or unless they conduct an attack. If a
submarine breaks contact by ending the sea movement with no ASW capable enemy forces in the same
hex, it can be taken off the board to move hidden again.
Submarines are immediately removed from the table once contact is broken, they do not plot any of
their movement on the table unless an ASW capable enemy is in their hex. If they start their movement
in the same hex as an ASW capable enemy then they have to move on the table.