Carrier Battles, the Pacific 1942-1944 :
Take command of task forces of carriers, ships and other naval air forces. Find the forces of your opponent and strike at them before they sink your precious carriers, while preventing them from invading key points in the theatre of operations or supporting your own amphibious operations.
- Solitaire play again powerful US (new in desktop version) or Japanese AI
- 6 historical scenarios: Coral Sea May 42, Midway June 42, Eastern Solomon Aug 42, Santa Cruz Oct 42, Guadalcanal Dec 42, Bismarck Sea March 43
- Varied Hex maps with a scale of 30 miles per hex
- 80 types of warplanes, historical ships
- Naval-air search, radar, progressive intelligence gathering on enemy naval forces
- Air strikes against naval and land targets, surface battles
- Advanced damage system
- Invasion, naval bombardment
- Turn-based system
- A nice on-boarding sequence will guide the player to the depth of the game
- Available in English and in French
- No internet connection required to play against the AI
GAME'S DLC (COMING SOON)
We will soon also offer 4 extra scenarios as DLC:
- a 7th scenario covering the landing at Bougainville and airstrikes against Rabaul in November 1943
- a 8th scenario covering the evacuation of Guadalcanal by Japanese troops in Jan/Feb 1943
- a 9th scenario covering the US invasion of Guadalcanal in August 1942
- a 10th scenario covering the US carrier raids against Japanese positions in Feb/Mar 1942
The game was originally developed as a timely manner exclusively for iPad by Indie developer Cyril Jarnot
It started in 2013. The greater challenge was on the user interface.
How to render such a bug maps and so many counters and action on a mobile device ?
How to give depth to the game while keeping it intuitive once the player has learned the basics ?
At the beginning the project was just a try to depict the carrier battles in the South Pacific and it later evolved to a decent beta. Then more and more ideas came in during the development phase, while exchanging with other players.
CB4G was released to the Apple store in May 2016 for the iPad, and in 2018 a version for the iPhone became available.
Since its beginning, the game has greatly improved :
- 5 extra scenarios
- search pattern
- and much more
And now we are adapting the game for desktop (PC and Mac) and also Android, including more features too.
All the above would not have been made possible without the aficionados always eager to make suggestion or devoted testing!
Many thanks also in particular to blogger David Neumann on BGG for the occasional promotion of the game.
Level : Expert
This is a short summary of the rules of the Carrier Battles game. The more advanced and detailed rules are directly accessible ingame from the Rules menu.
- takes place over 3 days,
- is divided into 1h20 rounds (7 rounds of nights, 11 rounds of day).
- Each round is broken down into 4 phases of 20 minutes.
- All the essence of the naval air war rests on the search for the enemy fleet. Finding and hitting the enemy aircraft carriers first is a huge advantage because they will be less able to fight back. In practice, both sides are able to locate and perform simultaneous strikes.
- The search is done from carriers and aerodromes controlled by the player. It involves sending one or more units to patrol a grid or sector defined by a radius (60 °, 120 °, 180 ° C, 240 ° or 360 °) and a maximum distance (generally limited by the endurance of Scouts) .
- You can also play on the search speed. Each PHASE, Scouts will advance 1 or 2 hexes from their base. The segment of the search arc where Scouts are located is displayed on the map.
- Scouts will search, each PHASE, in the hexes located on the sides and in front of their position.
- The weather plays a major role.
- It is recommended to send several waves of scouts and combine the research of several bases to give more chances.
- When an enemy squadron is located, one obtains its position (more or less precise) on the map and a summary information on its composition (small, large, surface, transport ...). This information will be clarified as and when searched more precisely and frequently. It is possible that the first scouts were mistaken in their report and that a Transport Ship (TRS) has suddenly transformed into a fleet of aircraft carriers (CVs)!
- Scouts can stay above their target (shadowing), allowing maximum location and intelligence reports on the enemy fleet. They can however be chased by the opposing CAP.
- The map displays the last known position of a squadron for 4 hours and the last direction taken by it.
- The player also benefits from searches carried out by seaplanes based on cruisers and seaplane bases but this one is entirely managed by the system.
- Ships move one hex each turn.
- Some ships are slower (Transports, damaged ships).
- Air units move 2 hexes each PHASE, so they are 8 times faster.
- In some scenarios, the ‘TOKYO EXPRESS’ (Japanese surface strike force) is composed of destroyers (DDs) sailing at full speed. DDs move 1 or 2 hexes per turn and are more likely to escape an air strike.
- Air units handled by the player represent 4 aircrafts each.
- The player manages the missions of the air units on his aerodrome and aircraft carriers: CAP, Search and Air Raid.
- Just move a unit or group of HANGAR units to the desired mission area. A meter indicates the time needed to take off.
- Semi-automation regularly lands CAP, to refuel (player do not need to bother about this but will need to re-launch the landed and refueled CAP).
- It is possible to program the CAP and the search to repeat the missions in loop.
* We can send CAP protect a friendly squadron
* We can recline on a friend base
- You can only attack enemy squadrons that are visible on the map (you have to look for them first).
- The optimum load is chosen by the system depending on the target and the distance.
- The player has the choice for fighter bombers between acting as escorts or bombers.
- Once taken off, a raid automatically moves to the last known position of the target.
- If they cannot find it, they can search for it in the vicinity before returning or attacking another target.
- It is possible to not be able to attack because of a lack of endurance (fuel shortage) or a bad position of the target.
- Air radars have the ability to detect the raid several hexes in advance, which leaves a little time to react.
- The CAP fights the bombers and their escort. The planes can be destroyed, damaged or simply aborted.
- The heavy anti-aircraft guns (AA) fires on the bombers. Bombers bomb or torpedo enemy ships according to a predefined pattern.
- The ships can take damage on their structure (loss of Victory Points) or various critical hits (fire, loss propulsion, turret, elevator, radar, inclination, etc ..).
- Some are repairable in time.
- The light AA replicates but can not prevent the attack as heavy DCA can do.
- The CAP is still fighting enemy planes on their way home.
- A fight may occur when a squadron returns (voluntarily or not) in a hex occupied by an enemy squadron.
- Depending on the speed, the detection, the enemy can escape. Otherwise there is a fight.
- A camp can get the surprise, in which case, it can launch a torpedo salvo which effects will be taken into account before the next phase.
- In gunnery exchanges, both sides fire simultaneously. Ships shoot statistically more often on ships of similar class as theirs, or on the TRS / CV escort.
- After the battle, both squadrons receive points of disorder that may prevent them from fighting for several turns, taking the time to reorganize.
- A surface force that spends a complete turn next to an enemy aerodrome hex bombards it.
- Bombing causes damage to runways and air units on the ground.
- A ship can bombard only once per game.
- A surface force that spends a complete turn on an objective hex may land on it.
- It can be an invasion. The target hex is captured if a sufficient number of cargo points is landed there,
- or it can be a reinforcement (on friendly hexes), depending on the scenario.
- Air units destroyed.
- Sunk enemy ships. Aircraft Carriers (CVs) brings a lot of VPs.
- Enemy ships heavily damaged also collect many VPs.
- Cargo landed on the objectives of the scenario.
- Control of an objective.
- Specific to the scenario (ex: Raid on Rabaul).
Most of the Victory Points (VPs) sources are the following:
SAS Avalon Digital
91 Impasse du Château d’Eau
42740 La Terrasse Sur Dorlay