Coral Sea solo Rob Gibson One of the drawbacks of being a naval board games 'nut' is that the number of potential opponents goes down alarmingly. In the occasional absence of opposition, I have happily played both sides in 'CA' and 'Sixth Fleet'. However, on purchasing 'Coral Sea' recently, it occured to me that some thought had to be given to deriving a solo module, since it could not be played solo as it stood. Strategically, there was no problem; all units are visible, even if only as Task Forces. But Task Force composition is secret, and can only be revealed by search. The nature of the search is such that it investigates Task Forces placed within 2 hexes of their actual position. To establish search contact for solo would be automatic since the player would know exact locations. 1.0 Solo Task Force Movement 1.1 All task forces are placed on their actual postion on the board, at all times. 2.0 Solo Search (Reconnaisance) 2.1 Scout units are deployed over the hexes to be examined e.g. Task Force position. 2.2 The dice is then thrown, and the result checked against Table 'A', the Search Deviation Tble. 2.3 Any deviation indicated is applied immediately, and the search is conducted in the resultant hex. (If the hex is empty, a nil sighting will result). 2.4 Weather effects reconnaisance as in Game Rule 5. 3.0 Solo Sighting 3.1 Once search contact is is established, the Task Force Composition Chart is consulted to establish whether carriers or transports are present. 3.2 The dice is thrown, and the result is checked on Table 'B' against the vertical column appropriate to the real task Force strength, and the revealed strength read off.
4.0 Revealed Strength 4.1 Attacks on Task Forces may only made on revealed strength. Example: If all searches revealed only 2 enemy carriers, two thirds of 'ready' carrier borne aircraft may be used in a strike against these carriers. 4.2 Revealed strengths represent the variable accuracy of reporting ship sightings prevalent in both the US Navy and the Imperial Japanese Navy at the time. (This is based on actual results during the 1941-42 campaign. varying from first rate to hallucinations!). Notes: Table 'B' could be used in the normal two player game, using numbered chits (as in 'Fast Carriers') or a concealed dice throw to determine what the searching player sees. (I don't accept that a task Force was ever attacked without a sighting report of some kind - even the often despised reports of US Army aircrews, who usually erred in size, not shape in their sightings.