[><] Hangar Deck
You gather your squadron at the hangar deck. It's noisy as hell, but with the steelwings only gunning their engine topside, it's bearable. As you approach the cluster of blackboards used for impromptu briefings, you find you're not the only officer witch here.
There's a bit of confusion, but you soon get a clear grasp of the situation.
While the Yorktown is under attack, there's enough IJN forces heading towards the fleet to make it clear that the Japanese Navy doesn't intend to be satisfied with just one sunken carrier. Two squadrons of dive bombers (Vals) and one squadron of torpedo bombers (Kates) - 27 in all of attacking aircraft, escorted by two squadrons of witches, one squadron of onmyoji, and two of Zeroes - one of whom scouts have described both as having "unusual markings" and being a hell of a lot smarter than the Zeroes defending the IJN's own fleet.
Just to prove their determination, they're also sending out both of the krakens attached to the fleet. And this being the deep Pacific, it's wishful thinking to estimate either of them are less than nine hundred feet in length. They'd reportedly left the protection of the Kido Butai around when the American dive bombers made their attacks, which meant at a good sustainable speed they'd be getting within biting and tentacle-ing range of the American fleet... right about now, really. At least close enough to start harrying the destroyers forming a screen against them.
Who do you go after? Note that you will get a chance to fight pretty much everyone in the attacking force, this will only effect who you attack first, really
[ ] Torpedo bombers
[ ] Dive bombers
[ ] Krakens
[ ] Onmyoji and witches
[ ] Normal Zeroes
[ ] "Unusual" Zeroes