If this is a tourny, rather than force the Japanese players to maneuver away or disadvantageously, which may lessen their positive experience, how about some "equalizer cards" for the American player:
- "charmed ship" – negates INITIAL damage to any one chip, once.
- "Herculean effort" – one damaged ship is upped to the next level movement rate.
- "Smoke and Mirrors" – Played on a Japanese ship, that ship fires as if the target were one range further away than actual. Card expires when Japanese ship shifts target, but is in effect again if it shifts fire back to original target
- "Squall" – any US ships within some radius of the card as set on the table are in a squall for D6 turns and enemy fire is affected somehow.
- "False alarm" – if the game is umpired, this card is played in secret to the Ump, on a selected squadron, who's player is told by the ump during the upcoming turn "torpedoes incoming" from the direction of the nearest US ship
- "Heroic legacy" – sinking/just sunk US DD/DE, with one last un-plotted heave on the rudder, is able to fire remaining torpedoes on any bearing, at 1.25 times normal range.
- "The legacy of the Hopkins" US DD/DE/CVE is able to fire at lowest gunnery factor until sunk, even if all gunnery factors are destroyed
- "Bastards! They got the __________!!!" – If any US DD/DE takes catastrophic damage and sinks, one US DD/DE within 12" becomes enraged and immediately makes two extra gunnery (not torpedo) attacks at assailant if possible. If no ship is in range of assailant, card may not be played.
- "Now you see me, now you don't" – When announced as a gunnery target, one US DD/DE may play this card on one assailant. That assailant has a 50% chance of an automatic miss on its gunnery attack"
- "Surprise!" Played during either its gunnery attack or torpedo attack phase, one US DD/DE is up to 4 lengths closer to its target, length being the length of the model in question.
- "blaze of glory" – if nominally surrounded and fired on by four or more assailants, one US DD/DE may make an extra gunnery attack, and may make a 3rd attack on 1-3D6. May be played once only.
- "Shell magnet" – played on an obviously sinking US ship, or one that is crippled and dead in the water, 1D6 Japanese ships (limit: no more than 2 BBs) in range and with LOS, designated by the US player, must fire on the shell magnet instead of targets which they would normally fire at – even if that contravenes any "nearest enemy" rules etc. Japanese ships must shoot at the shell magnet until it is sunk. This includes main and secondary weapons, but not torpedoes. Once ships are designated, the designations may not be switched. Ships may resume firing at other targets the turn after the shell magnet is sunk.