Hot answers tagged

2

The other answer got me to look up the game again, and here's what I found. If the Japanese player is worried about the balance of power on Day 1, he should stay out of the range of planes based on Midway (about half of those of an American carrier, although Midway has a greater CAPACITY than any carrier). This means the normal 7-square "round trip" range, ...


2

Depending on the edition (60s or 90s), you can handicap for the Japanese by: 60s: allow Japanese player to start a day (or partial day) sooner than the American player 90s: allow Japanese player to bring forces onto the board closer to Midway (ie, shorten the time available to sink them) Handicapping for the American player really isn't needed in ...


2

I don't think this idea is a valid simulation. The two most critical tasks of an aircraft carrier, in order, are staying afloat and launching/retrieving it's planes. Provided the crew is not fully dedicated to staying afloat (ie there remains one or more hit points), the crew will continue to launch and retrieve plans. Remember the reaching of zero hit ...


1

There are some differences in play between the original (60s) and updated (90s) editions of Midway - not least of which is where ships come into the game from (the newer edition uses hexes instead of a uniform grid, too). Based on this question mentioning the 7 squares rule, I'll assume (and answer as if) you're looking at the older edition. There's not ...


1

The drawback of such a strategy (I've tried it as the US player in the 1960s edition, and responded as the Japanese player) is that you can, in fact, prevent the Atago from being sunk - unless you happen to roll very, very poorly as the Japanese player. All Dive Bombers have to be placed atop the target ship. All Torpedo Bombers are placed in sectors ...



Only top voted, non community-wiki answers of a minimum length are eligible