Midway – Lightning War Q & A (31 Aug 04)
by Dan Verssen and Christopher "Doc" Cummins 

Date of Publication: July 2004

Decision Games, PO Box 21598, Bakersfield, CA 93390

Decision Games hereby grants permission for its customers to download and/or print copies of this file for their personal use. Discussion folders for this game are located on Consimworld.com's discussion board.

These “Questions & Answers” were first posted on 10/08/04. They contain 1,635 words.

Deck Composition

Q:  In the Japanese deck there are 2 Yamamoto cards and 4 Lt. Tomonaga cards.  Is this correct, or did some cards get mixed up in printing?

A:  There are multiple cards of the same type.  Customers should check the card numbers in the lower right hand corner to determine if they have any extra or missing cards.

Hand Limit

Q:  What happens if you have more than nine cards in your hand? 

A:  The nine card maximum mentioned in the rules is only applicable at the start of the game and when doing a "Prepare" action.  You may have more than nine cards in your hand at any other time.

Q: What happens when a player exceeds the nine card limit in their hand as the result of returning committed forces to their hand?  Does the player then have to discard the excess cards?

A. No, if the nine card limit is exceeded, play continues.  The player simply can not draw to nine until he has fewer than nine cards in his hand.

Force Cards

Q:  Do the cards played onto the table (via Resupply option) become the "uncommitted" forces shown in the diagram? 

A. Cards are initially placed on the table as uncommitted forces, and are available to be committed.

Q:  Are uncommitted forces placed on the table face-up or face-down?

A:  All cards are placed on the table face-up. 

Q:  At the end of an Assault/attack resolution, are all of your committed force cards placed back into your hand, or do they go into the uncommitted forces section on the table?

A:  All committed forces return to your hand. 

Q:  My understanding is that only cards already deployed on the table are available to attack or defend.  If I commit all my uncommitted Force cards on the table to an attacking strike, those cards are returned to my hand after resolving my attack.  This leaves nothing on the table with which to defend against an enemy carrier strike ... which feels right, because it is as if my aircraft are busy "readying" or flying in transit when the strike hits my carriers.

A.  Yes, that is correct.  Only Forces on the table can be used to attack or defend.  It takes a "Resupply" option during your own turn to get Forces out of your hand and back on the table. 

Assault Option

Q:  In the rules sheet under "How to Assault," should step 9 (execute After Battle card effects) take place after step 10; that is, after the force values have been totaled and compared?

A:  After Battle effects take place after the battle has been resolved.

Q:  May you attack more than one enemy objective in an Assault?

A:  Normally you can only choose one objective, but the Special card "Knock-out Blow" allows you to choose more than one objective card. 

Action Cards

Q:  Can both sides have one or more Action cards in play on the table as long as there is not more than one of the same type (Tactic, Event, Leader) in play at one time on their side?  For example, if the Japanese had a Tactic card on the table, could the Americans also have a Tactic card on their side? 

A:  There can only be one card of a given type in play at a time by either side.  When one side plays a Tactic card, it discards any other Tactic card already in play, in addition to its printed text effects.  A card might be a Tactic and have the effect of discarding the enemy Leader. So, if the enemy had both a Tactic and Leader in play, both would be discarded when you played the Tactic. 

Q:  When playing the Event, Leader, and Tactics cards, do the effects take place immediately?

A:   Yes.  Here is a summary of how the cards are resolved: 
1) Both players play cards back and forth one at a time 
2) Resolve card text as each card is played (unless specified as "After Battle")
3) Repeat 1 and 2 until both players pass in succession
4) Resolve the outcome of the attack 
5) Resolve any "After Battle" text 

Q:  Do action cards that have an After Battle effect (e.g., Low and Slow #028, Press the Attack #030, Lt. Adams #053) still have such an effect if they have been superseded (discarded) as the result of another action card being played?  For example: The Allied player plays "Low and Slow," but the Japanese player responds later with his own Tactics card that causes the "Low and Slow" to be discarded.  Does the Allied player still lose one of his committed torpedo bombers, or is the effect "discarded"?

A:  No, only the final Action cards remaining on the table have an after battle effect. 

Q:  Are Special Action cards different from other Action cards?  Can they be played during battle without concern for the Action card limits that apply to Tactic, Event, and Leader cards?  For example, if you have three Special Action cards in your hand, could you play them all (at the appropriate time listed on each card) in a turn without any concern about limits?

A:  Correct, the Special cards can be played according to their text; they are not limited as are the other three types of cards. 

Dependent Cards

Q:  What happens to cards that are dependent on an objective when the objective is destroyed?

A:  Dependent cards on the table (both committed and uncommitted) are removed from the game.  Any dependent cards in your hand, or drawn later, cannot be played and are removed from the game as they are discarded during the discard phase of your turn.

Q:  Both the American and the Japanese decks have cards that list no dependency.  Is this correct?

A:  Yes, some Forces are not dependent on any objective.

Specific Cards

Q:  Can the Knock-Out Blow card only be played after an Assault has been announced and an objective is being selected?

A:  Correct, the acting player would have declared "Assault" as his action.  When he is selecting his objective, he would play Knock-Out Blow. 

Q:  Should the "No Target" card state, "Committed forces are returned to the attacker's hand" at the end of its instructions?

A:  That text would be unnecessary.  After any attack, whether it is successful or not, all committed forces are returned to their owner's hands. 

Note:  "No Target" is a Special card.  The timing of when to play a Special card and its effect is noted on each card.  “No Target” is played after an attacker has selected an objective and committed his Forces, but before the defender has committed any Forces to the battle.  This is also before any normal Action cards are played by either player.  If the attacker does not cancel the No Target card, the attack ends, and his committed Forces return to his hand. 

Q:  If player A plays "No Target" and player B cancels with the "Scouts" card, may player A play a second "No Target" card?

A:  Yes.

Q:  On the "Combined Attack" card, a +3 bonus awarded if a dive bomber and a torpedo bomber are committed.  Is this +3 bonus applicable if the player is currently defending his objective from an enemy attack? 

A:  The bonus text specifies that you gain "+3 Attack", so although the card can be played when defending, you would not gain the +3 bonus. 

Q:  The "Loaded Decks" event card appears to be disconnected from the target player's uncommitted (i.e., rearmed and refueled) forces.  So, could an attacking player play "Loaded Decks" on the "Enterprise" even if none of its planes are on the table?  

A.  Loaded Decks can be played at any appropriate time; there is no condition.  Note: This card can also reflect effects resulting from such things as damage control effectiveness or rearming discipline (putting away munitions in their proper place) that would be outside a player's control. There are also 2 such cards for the Americans and only 1 for the Japanese, reflecting the superior damage control processes of the US Navy.

Strategy

The strength of the US is in its Action cards.  The IJN has a significant Force advantage, at least on defense, due to its Zeroes.  If the US player attempts to batter his way through the Zeroes of the IJN Forces, he’s doomed.  If the IJN has a strong force of ready Zeroes, try using small strikes each turn that are supported by appropriate Action cards.  This should allow you to wear down his Zeroes.  A strike of only a single Dive/Torpedo bomber will probably be enough to make him commit a Zero.  Also, pay particular attention to your cards that allow you to remove his Force cards from play.  Try to get one of these to take effect when all he has committed is Zeroes. 

Action card for Action card, the US is better than the IJN.  If you attack with a Dauntless (3) and he defends with a lone Zero (4), you should be able to generate the attack points you need to succeed with Action cards, and/or hit him with some special effect, such as forcing him to discard the Zero. 

Don't worry about going after the big carriers at the start.  Any carrier loss early in the game hurts. 

--- end of file ---