GeekGold Bonus for All Supporters at year's end: 1000!

9,839 Supporters

$15 min for supporter badge & GeekGold bonus
15 Days Left

Support:

Recommend
2 
 Thumb up
 Hide
4 Posts

Second World War at Sea: Coral Sea» Forums » Rules

Subject: Quick questions rss

Your Tags: Add tags
Popular Tags: [View All]
Spain
Madrid
Madrid
flag msg tools
mbmbmbmbmb
After years collecting dust in my shelf, I have decided to give this game (and the series) a try. I have punched and clipped the counters this morning.

I am missing Flight and Submarine Flotilla counters. Is this ok in this specific game ? Will these counters be available in new titles like the Midway reprint or South Pacific ?

Skimming through the rules, in the air section, I have one quick question.

Is it the intended procedure to have pre-plotted carrier-based Flights till the very end, when they are about to attack a sea zone (port, TF) ?

That's all for now !
Rafael
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Joe Hepp
United States
Columbus
Ohio
flag msg tools
badge
O-H!
Avatar
mbmbmbmbmb
I don't think any games have sub counters.

The very earliest games had flight counters (I'm playing Eastern Fleet and it does for example) but the more recent ones don't.

I think Jim S said he is hoping to get both of these into the new games coming out.

For sub counters I just use an unused small transport counter and have the back side up.

You don't have to plot Flights, just Task Forces. Just pay attention to the Sequence of Play to help guide you on how to handle flights.

For example, you setup your flights and place them on the map after the Air Search phase but before the Naval Movement phase. So the Task Forces will move leaving any flights in the original zone for that turn. During the Air Strike phase you will then take turns moving flights, one at a time.

Each flight will then fly from it's original zone to the target (hopefully it is still in range), try to locate the target, resolve any CAP interception, set up the ships, assign counters to attacks, resolve AA fire and then resolve each counters attack. Once this is done you then continue with your flight's movement as long as it has MP's remaining. They do not land yet however.

Right after the Air Strike phase you move all aircraft counters from the Hangar box to the Ready box. The turn ends with the Aircraft Return phase where the aircraft flying this turn land. You can then move 1 counter to Ready per CV and 2 counters per Airfield.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Spain
Madrid
Madrid
flag msg tools
mbmbmbmbmb
Hil Joe

Thank you very much for your clarification !

I've found in the rules thar sub flotillas are never placed on the mapboard (16.2). So this means that, in theory, you'll never need sub counters, although in practice they can be convenient for solitary play ! That's what I saw in one of the pictures here in BGG.

Regarding air operations in the Sequence of Play, now it seems clear to me. CV-based aircraft move after TFs (no need to plot) and do not need to show the full path to their objectives on map in order to hide the CV actual position.

I hope to start a solo battle scenario in a couple of days and then push some counters in an operational scenario.

Rafael
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Joe Hepp
United States
Columbus
Ohio
flag msg tools
badge
O-H!
Avatar
mbmbmbmbmb
No problem. I've been playing Eastern Fleet recently so it's all fresh to me right now.

I usually play solitaire so use a counter to mark subs to make it easier for me.

The battle scenarios can be fun but they can become really tense when they are part of an operational scenario.

In the first Op Scenario of Eastern Fleet I had a battle where the BB Warspite and escorts was trying to get at a Japanese invasion fleet that was only protected by CA's and DD's. The only thing the CA's and DD's had to really hurt the Warspite was their torpedoes. During daylight the Warspite's 6 hex range made that very difficult. But if those Long Lance torpedoes hit that +2 on the damage table can really hurt.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.