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

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.

Tables A and B
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.