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Carrier War
$69.95    Carrier War
3000 Omega Games Line Omega Games
Carrier War
Take command of Japanese and Allied forces during the crucial years of the War in the Pacific.
Map Description Reviews Rules
I. Introduction

Carrier War recreates military operations in the Pacific theater of the Second World War.
    The game covers the period December 1941 - April 1944.
   A companion game, On to Japan, extends the simulation through the end of the war.
Players command the forces of Imperial Japan or the United States and her allies.
   The game focuses on the conduct of military operations.
      - Naval/air battles and land campaigns are highlighted.
   Other critical aspects of the war are abstracted.
   Many developments in technology, doctrine, training, production and world events are variable.
      - This recreates the historical uncertainty of events.

Carrier War is designed for two players.
   The game may be played by teams or solitaire.
Carrier War includes several scenarios allowing the players to examine different periods of the war.

Scale
Carrier War is a strategic level game although players resolve some battles at the operational level.
   Land units are primarily divisions.
   Each air point represents ten aircraft.
   Naval units include:
      - Individual capital ships.
      - Multiples of other vessels.
   Game turns represent one month.
   Hexagons portray an area 300 to 450 miles wide.

Learning To Play
Many of the key rules are summarized for quick reference on the play aid cards.
   These summaries ease learning and playing the game.
   They also provide a review for players when replaying the game or introducing it to others.


II. Game Equipment

Inventory of Components

A complete copy of Carrier War includes:
1 Rules of Play Booklet
1 Player Reference Booklet
1,120 Die-Cut Playing Pieces
1 Mapsheet
12 Play Aid Cards
    Sequence of Play card
    Game Turn Record card
    Air Missions card
    Naval Missions card
    Air Combat card
    Airstrike Combat card
    Naval Combat card
    Allied Headquarters Display card
    Japanese Headquarters Display card
    Allied Task Force Display card
    Japanese Task Force Display card
    Combat Display card
1 Fleet Record Chart Pad
2 Dice
1 Box

Charts, Tables and Tracks

Carrier War contains several tables, charts and tracks.
    Tables are used, with the players' die rolls, to determine variable results.
    Charts provide constant information for the players' reference during play.
    Tracks are used to record changes in status with minimal record keeping.


IV. Sequence of Play

Carrier War is played in game turns.
    Each game turn represents a month of the war.
Resolve each turn in the following sequence:
    Supply Phase
    Reinforcement Phase
    Naval/Air Phase
    Land Phase
    Strategic Events Phase
    Administrative Phase
    An optional rule adds another phase.
      - This phase simulates Allied Intelligence efforts.
      A six page, tri-folded play aid card lists the sequence of play.
br/> Supply Phase

Determine supply for each unit and base.
    This supply status is in effect for the entire game turn.     There are two exceptions to this rule:
      - Air and naval units can become unsupplied if they move to an unsupplied base.
      - Enemy naval action can place land units conducting an amphibious assault out of supply.
    Mark unsupplied units with Out of Supply markers.

Reinforcement Phase

Determine if any new units are available.
    Consult the Reinforcement Charts to determine if any new forces arrive.     Determine if any previously destroyed units return to play as replacements.
    Consult the Fleet Record Charts to determine if any damaged naval units are repaired.
Place new or returned forces according to the appropriate rule.
Adjust the following markers to indicate the points available:
    Naval Transport.
    Submarine Attack.
    Engineer.

Naval/Air Phase

Resolve all operations of naval and air units.
    The Naval/Air Phase consists of three rounds.
      - All three rounds follow the same procedure.
    Treat land and air units being transported by sea as naval units.
    Resolve amphibious operations during the Naval/Air Rounds as naval missions.
    Resolve airborne operations during the Naval/Air Rounds as air missions.

Naval/Air Round I

Air Movement Step
Alternate moving air units on transfer missions between friendly bases.
    Roll a die to determine the first player to conduct a transfer mission.
    The player announces the mission and then moves the air points.
      - Resolve interception and air combat as they occur.
    Flip transferred air points to their Mission Complete sides.
      - Mark them with a Transferred Air Point counter.
    A player passes when he has no other transfer missions to conduct.
      - Once a player passes, he may not conduct any other transfer missions.
      - His opponent then conducts his remaining transfer missions.
    The step is concluded when both players have passed.

Naval/Air Operations Step
Alternate moving naval task forces and executing combat as an integrated operation.
    Roll a die to determine the first player to execute:
      - A single naval force's operations orů
      - A simultaneous operation involving multiple naval forces.
    The player assigns each naval force a mission as it leaves port.
    The opposing player may search the force as it moves through his air unit zones of control.
    He may also intercept the moving task force if it is spotted.
    After the moving force enters each hex:
      - The player announces any carrier      -based air missions to be launched from the hex.
      - The opposing player then announces any air missions against the task force.
      - Announce any missions to be launched from a task force targeted by an announced enemy air strike.
    The player resolves the moving force's naval mission during movement.
      - This includes any carrier      -based air missions.
    Resolve naval, air, air strike, submarine and amphibious assault combat as they occur.
      - Halt the moving force temporarily to resolve combat.
    During a simultaneous operation, move other forces involved in the operation before resolving combat.
      - Resolve the separate combat situations individually.
      - Treat them as occurring simultaneously.
    Flip air points completing offensive missions to their Mission Complete sides.
      - This does not apply to interceptions.
    The player completes each naval/air operation by:
      - Returning the naval force to port.
      - Leaving it on station in a hex.
    A player passes when he has no naval operations to conduct, other than returning forces on station to port.
    His opponent then conducts his remaining naval operations.
    Once a player passes, he may not conduct any operations other than:
      - Interceptions.
      - Returning forces on station to port.
    Once both players pass, they alternate returning forces on station to port.
      - If only one player has forces on station, he returns each of them to port.
    The step is concluded once:
      - Both players have passed.
      - All forces are in port as required.

Air Operations Step
Alternate conducting land      -based air missions.
    Roll a die to determine the first player to conduct an air mission.
    Announce each land      -based air mission before resolving it.
    Resolve air, air strike and airborne assault combat as they occur

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