❚❚ PAUSED press space to resume

Pacific Theater of War

Battle of Midway · US Pacific Fleet vs Imperial Japanese Navy

Controls & Briefing

Controls

Left click
Select a unit
Double click a unit
Select every unit of that type on screen (hold Shift to add to selection)
Left-click + drag
Box-select multiple units (hold Shift to add to selection)
Right click (or Ctrl-click) on water
Move there in formation
Right click on a visible enemy
Attack (if a selected unit has a weapon that can hit it)
Right click on your carrier
With planes selected, land them to rearm & repair
Mouse wheel
Zoom toward the cursor
WASD / Arrows / middle-drag
Pan the map
Space
Pause / resume
Tap a unit
Select it
Double-tap a unit
Select every unit of that type on screen
One-finger drag
Box-select multiple units
Tap empty water
Move the selection there in formation
Tap a visible enemy
Attack (if a selected unit has a weapon that can hit it)
Tap your carrier
With planes selected, land them to rearm & repair
Pinch
Zoom
Two-finger drag
Pan the map
Pause button (top-right)
Pause / resume

Selection panel: carriers launch Fighters, Dive Bombers, and Torpedo Bombers; submarines Dive / Surface.

Briefing

  • Objective: sink both enemy carriers. You lose if both of yours are sunk. A fleet with nothing left that can sink a ship — no bombers, no gun or torpedo ships — withdraws, and the battle is decided without the chase.
  • Fog of war: you only see enemies within your units' sight range; lost contacts leave fading last-known-position markers. Scout with aircraft — they see farthest.
  • Unit roles: fighters attack only aircraft; only dive & torpedo bombers seriously damage ships; battleships shell ships at long range; destroyers screen the fleet with deck guns and torpedoes; carriers can't attack ships at all. Submarines torpedo ships and stay invisible while submerged — until they fire.
  • Guns fire themselves: anti-aircraft guns, deck guns and bombers' rear gunners all engage anything in range on their own, without orders and without leaving station. Torpedoes never fire automatically — you must order the attack.
  • Carriers: launch planes from the selection panel. A deck flies off one aircraft at a time, so Launch All ranges the whole group and works through it in a stream. Everything off a deck climbs out to the same point and orbits it, so a launched group forms up together and can be handled as one. Planes have limited fuel and ammo and auto-return to a carrier to rearm & repair. Fighters auto-intercept nearby enemy planes — keep some flying over your fleet as cover. A carrier damaged past two-thirds has its flight deck wrecked and can no longer launch anything.
  • Torpedoes run: a torpedo takes time to arrive and holds the bearing it was fired on, so watch the wakes and change course to comb the track — simply being in motion is already accounted for. Destroyers and submarines fire a spread, which is tighter and deadlier the closer they get. Aircraft must fly right over a ship to release, straight through its anti-aircraft fire.