Advanced Pacific Theater of Operations
Advanced Pacific Theater of Operations Rulebook
Table of Contents
Table of Contents
- Book 1
- Rule Book Parlance
- Crossover Rules
- The Game Pieces
- The Maps
- Map Clarifications
- Map Boxes, Charts, Tables and Terminology
- Player Aid Cards
- General Concepts
- Sequence of Play (Advanced PTO)
- Part 1: Weather
- [1.0] Weather Effects
- [1.1] Weather Zones
- [1.2] F (Fair) Conditions
- [1.3] W (Wet) Conditions (APTO only)
- [1.4] M (Monsoon) Conditions (APTO only)
- [1.5] Weather Effects Upon Air Units
- [1.6] Frozen Rivers, Lakes and Ports (AETO only; this rule is not applicable in APTO)
- [1.7] Weather Location Determination
- Part 2: Strategic Warfare
- [2.0] Strategic Bombing
- [2.1] Eligible Bomber Units
- [2.2] Mission Procedure
- [2.3] Strategic Targets
- [2.4] Halving Bomber Strengths during Strategic Bombing
- [2.5] Strategic Bombing Procedure
- [2.6] Bombing Rail Capacity
- [2.7] The B-29 Superfortress (APTO only)
- [2.8] Night Strategic Bombing
- [2.9] Strategic Bombing of the Indonesian Oil Fields (APTO only)
- [2.10] Convoy Routes
- Part 3: Naval Operations
- [3.0] Naval Unit Stacking
- [3.1] Task Force Chits
- [3.2] Naval Movement Mechanics
- [3.3] Special Naval Move Considerations
- [3.4] Naval Movement Procedure (During the Naval and Air Phase)
- [3.5] (This rule is not applicable in APTO)
- [3.6] Naval Interception
- [3.7] Automatic Naval Interception
- [3.8] Evading Naval Interception
- [3.9] Aircraft Carrier and Naval-Air Operations (Naval and Air Phase)
- [3.10] Failing Reactive Naval Interception
- Part 4: Air Operations
- [4.0] Using Air Units
- [4.1] Applicable Phases
- [4.2] Air Basing (on Land)
- [4.3] Dirt Airstrips
- [4.4] Naval-Air Basing (on Aircraft Carriers)
- [4.5] Naval-Air Basing (In Port)
- [4.6] Aircraft Carriers as Air Unit Ferries
- [4.7] Forced Rebases
- [4.8] Over-stacking on Airbases
- [4.9] Stacking in the Air
- [4.10] Air Reconnaissance (Sea)
- Book 2
- Part 5: Offensive Phase
- [5.0] Activation and Command Agents
- [5.1] Moving HQs
- [5.2] HQs in Combat
- [5.3] Combined Offensives
- [5.4] Joint Offensives
- [5.5] Impromptu Offensives
- [5.6] Active Chits and Standby Chits
- [5.7] Land Movement (During Offensives)
- [5.8] Terrain Effects (Land Units)
- [5.9] Stacking (Land Units)
- [5.10] Generals
- Part 5: Offensive Phase
Book 1
Rule Book Parlance
The rule books use a specific vernacular intended to maintain a literary uniformity. Specific hexes are always parenthetically listed with a map denotation and a hex number (and a name, if any), such as: Tokyo (W 4533). Areas, charts, regions, tables or zones physically on the map are underlined, such as: Pacific Severe Zone. Game terms and specific references will begin with capital letters, such as: Economic Reserve. Terms in quotation marks, such as "out-of-supply" refer to unit conditions and/or game status. Italicized words or phrases are those that are intended to be read literally, and not as a mere expression or figure-of-speech, such as: immediately.
Bullet Types
[ 1 ] Bold number-bullets indicate procedural steps, executed and/or resolved in numerical order.
[ A ] Bold letter-bullets indicate optional conditions, statuses or steps exclusive of other cognate conditions, statuses or steps.
Crossover Rules
Because Advanced PTO uses the same basic mechanics as AETO, most of APTO's rules are identical to the same rules in AETO (in many cases, verbatim). However, other rules - while still very similar to the same rules in AETO - are necessarily modified to conform to the Pacific Theater. For veteran AETO players, these subtle changes (which are only applicable in Advanced PTO, unless specified otherwise) are highlighted so that they may be identified (at a glance) as a simple change or modification of the original AETO rule. Highlighted words, lines and paragraphs may also denote amendments and/or changes from the same original AETO rule, which AETO players should note (even if not playing APTO); amendments to existing AETO rules will generally be obvious, though changes that are specifically applicable to APTO will be mentioned accordingly, or will be self-explanatory. Additionally, if an original rule is substantially modified, the rule header will be denoted with "(APTO)", indicating that much or most of the rule is significantly different from the original AETO rule. In these ways, veteran AETO players need not read and learn the entire APTO rules set (most of which will be a redundancy of the AETO rules set), but rather need merely to update themselves with the highlighted sections.
The Game Pieces
Most of the game pieces represent the primary combat forces of World War Two, such as infantry units, armor units, naval units, aircraft types, Generals (representing prominent Generals and their staffs), Admirals, HQs, installations and so forth. In addition to the combat pieces, the game also includes various types of informational chits that represent other events and/or occurrences during the game, such as weather effects, supply conditions, combat damage, military control, et cetera. In addition, most game pieces are printed on both sides, with the back typically representing a different condition or status than the front (e.g., depleted).
Game Piece Errata
Aside from units that are printed with movement ratings or ranges specific to Advanced PTO's scale, any particular game pieces included in APTO that are also included in AETO (e.g., the CV "Eagle") supersede the AETO pieces' combat values, if conflicting.
The Maps
The maps are classified as "Western" and "Eastern" (generally abbreviated as "W" and "E" respectively), and conjointly represents the Pacific Theater of Operations during World War Two. The scale is approximately one hundred miles per hexagon, and accurately includes the geographical and geopolitical features as was extant prior to and during the war in the Pacific. Typically, the geographical and geopolitical features have been conformed to match the hexagonal gridlines.
The hexagonal gridlines apportion the maps into specific hexagons (colloquially known as hexes), which are used to regulate the placement and employment of game pieces, as well as the implementation and/or performance of various game functions. When a specific hex is mentioned within the rules, it is listed as a four-digit numeral proceeded by a W or E, indicating either the Western or Eastern map (e.g., Tokyo is hex W 4533; Pearl Harbor is hex E 2501).
Map Clarifications
Some map anomalies may create uncertainty or confusion among players, and are clarified as follows:
Colonies
The territorial possession(s) of each Pacific nation is listed as follows:
- CHINA = Hainan.
- FRANCE = Indochina (until the Summer Seasonal Turn of 1941), New Hebrides Is.
- JAPAN = Bonin Is., Caroline Is., Formosa, Karafuto, Korea, Kurile Is., Manchukuo, Marshall Is., Mariana Is., Nanpo Is., Ryuko Is, Indochina (as of the Summer Seasonal Turn of 1941).
- NETHERLANDS = Borneo, Celebes, Dutch New Guinea, Halmahara, Java, Sumatra.
- SOVIET UNION = Kamchatka, Sakhalin.
- UK = Australia, Bismarck Is., Burma, Ellice Is., Gilbert Is., India, Lower Cook Is., Maldives, Malaya, Papua New Guinea, Sarawak, Solomon Is., Tokelau Is.
- US = Aleutian Is., Hawaiian Is., Panama, Phoenix Is., Philippines.
Non-connected Hexes
Cartographic inexactitudes occasionally obscure the geographical connections of some hexes on the map. As a rule of thumb, it should be assumed that adjacent hexagons are always connected, unless a prevalent and obvious terrain feature completely obstructs a disparate terrain feature (e.g., the two separate land depictions - separated by the sea depiction - in hex W 6033 are not connected). The following exceptions apply (listed in numerical order):
- Hex E 4632 is not connected - by land - to hex E 4732.
- Hex W 4733 is not connected - by land - to hex W 4832.
- The two separated land depictions in hex W 2210 are not considered connected.
- The two separated land depictions in hex W 2523 are not considered connected.
- The two separated land depictions in hex W 1821 are not considered connected.
Non-Coastal Hexes
The following hexes are not considered to be coastal hexes (listed in numerical order):
- Hex W 2018 is not a coastal hex.
- Hex W 5021 is not a coastal hex.
Non-Islands
The following hexes are not considered to be island hexes (listed in numerical order):
- Hex W 0718 is not an island hex.
- Hex W 1532 is not an island hex.
- Hex W 1822 is not an island hex.
- Hex W 2022 is not an island hex.
- Hex E 4431 is not an island hex.
- Hex E 4630 is not an island hex.
- Hex W 5032 is not an island hex.
- Hex E 5232 is not an island hex.
- Hex W 5433 is not an island hex.
Peninsula Coastal Hexes
A peninsula that is completely contained within a hex does not divide the coastal sea into two separate coastal sea locations, even if the peninsula's depiction actually bisects the hex entirely. However, if a peninsula actually protrudes from a hex into an adjacent hex (for example, W 4731), the bisecting peninsula does divide the coastal sea into two separate coastal sea locations. Accordingly, players must be mindful which side of a bisecting peninsula that any naval unit(s), stack(s) and/or task force(s) in that hex occupy.
Map Boxes, Charts, Tables and Terminology
The maps include the following boxes, charts, tables and terminology:
- Bombing Table: The bombing table is used to determine the success or failure of all bombing (and bombardment) attacks and economic point losses (if any) as a result of strategic warfare attacks from eligible enemy Bombers and A-Bombs.
- Convoy Route Sea Areas: The convoy route sea areas are used to indicate the location of the various Pacific sea areas that are susceptible to Axis strategic warfare. Each convoy route sea area features a merchant ship silhouette. The nationality flag of each printed merchant ship silhouette indicates which nation, if that convoy route is interdicted, must suffer the EP loss(es) during the Strategic Warfare Phase.
- Combat Results Table: The combat results table (CRT) is used to determine the results of all land combat.
- Force Pool Boxes: The force pool boxes are used by each side to hold all of its chits and units that are in the current game, but are not yet eligible to enter the hexagonal map area.
- NOTE: If all players agree, the contents of each force pool may be kept hidden from the opponents' view, allowing more uncertainty regarding another player's strategy, intent and/or strategic direction.
- Nation Boxes: The nation boxes are used to indicate the off-map location of nations that are not depicted incarnate on the map's hexagonal grid. In APTO, these locations are: India (if the "India" map is not in play) and the United States (West Coast).
- Rail Capacity: The rail capacity of each nation or colony is printed on the map as: RAIL CAP =, followed by a number which indicates the maximum rail capacity of that particular nation or colony.
- Replenishment Boxes: The replenishment boxes are used to set aside any units that are eligible to be replenished.
Player Aid Cards
The Player Aid sheets are provided for utilization during game play, and include EP income tabulations, order-of-battle tabulations, as well as Quick Reference Charts. These include:
- Three double-sided order-of-battle sheets (Tables R through Y)
- Two double-sided rule charts cards (I, II, III, and IV)
- Two double-sided rule aids sheets (Air Commitment, Nationality Particulars, EP Ledger, TF Ledger)
- One scenario dossier
General Concepts
When players set up the game, the game pieces must be set-up on the map as specified by the order-of-battle Player Aid Cards. If not specified, a unit may be set up in any territory or hex that is owned by its controlling nation (the specified ownership of every territory and hex is parenthetically denoted on the map), but observing all normal requisites and restrictions. Some chits are specified as "arrivals"*, in which a parenthesized arrival season is listed with such chits (indicating that such chits will arrive for free as specified). Conversely, some chits are specified as "removals", indicating a particular season in which such chits must be removed from the map (typically representing historic transfers to other off-map theaters).
*Some chits (such as arriving naval units) will often be scheduled to arrive in a specific map location. If any chit's arrival location is a current enemy conquest, that chit is therefore ineligible to arrive, and is removed from the game altogether. Naval units, incidentally, are ineligible to be "scrapped" in such a case.
Aside from those chits that begin the game on the map, or will arrive automatically, each nation's military force is tabulated as an allotment of purchasable combat units, thus becoming eligible for purchase (i.e., construction) as of the indicated "year" column on the pertinent order-of-battle. Hence, as each game year commences, each of the players must check their own order-of-battle, and then appropriate all of the listed combat units for that year to their own force pool. Such units are then eligible to be purchased normally (but not before). Players may purchase any legally available units, and are not required to purchase any particular unit or type of unit (for example, APTO does not require any minimum naval builds, or enforce "gearing limits").
Under no circumstances may any type of game piece be substituted for another type of game piece. The printed numerals and ratings of all game pieces are inviolate, and may never be altered, unless specified by the rules. Occasionally, the order-of-battle will note a historical reference with some units. Such notations are purely informational however, and have no impact upon actual game play. Similarly, the military nomenclature of any air unit (e.g., A6M2-N) serves only as an identification aid.
Each player is only eligible to handle his own units. A player may not inspect or examine another player's stack(s) or unit(s), unless currently at war with that player, and only if he currently has units presently adjacent to them (on land*). Similarly, a player cannot inspect or examine an allied player's stack(s) or unit(s) without his permission. In all cases, however, a player is always entitled to know what map terrain exists below any unit or stack. Additionally, a player is always entitled to see the topmost piece of any stack that is underneath any function chits (which may consist of nothing more than an Out-of-Supply chit, for example). Players may never purposefully hide game pieces with any chits that are not permitted to functionally exist on the map.
*Or via the normal reconnaissance rules.
All of the game's combat units are two-sided chits. The front side of each unit represents its normal full-strength combat status, although the back side of each unit represents its depleted or damaged combat status (which is usually characterized by reduced combat ratings). Occasionally, the back side of some units are simply blank (typically representing a smaller unit), indicating that it is eliminated when depleted. Conversely, the back side of some units retain the same combat ratings as the front side, which is intended to represent units which do not lose any significant combat ability when depleted. Functionally, a depleted (or damaged) unit operates normally (i.e., no differently than a full-strength unit), aside from its diminished combat ratings (if any).
Combat units (of any type) may not be voluntarily depleted, divided, split, or otherwise broken down into separate components (except per [11.48]). ATPs and STPs, however (because they exist as "points") can be interchanged as component points, although most combat units are only ever depleted via combat, as specified by the rules (or order-of-battle), or if purchased as such. Conversely, depleted air and naval units may also never be combined to form a single chit. Contrarily, however, depleted land units (of the exact same type) can be combined to form full-strength land units. Because land units exist as either one or two steps, two familial one-step land units (in the same hex) can be combined to form one two-step (i.e., full-strength) unit of the same type. A combination of two depleted land units may only occur during the Movement Phase (but without any MP cost), and only if the two units were not Activated.
Combat units (of any type) may be voluntarily eliminated (by the owning player) during the End Phase of a monthly game-turn, or during the Construction Step of any Seasonal Turn, although any combat unit that is voluntarily eliminated is considered to be permanently eliminated. That unit is returned to the counter-mix, and may not be repurchased or rebuilt during the present game.
If playing APTO without AETO, several players (particularly the UK and US player) will be required to administer the transfer of various units when specified by the order-of-battle (i.e., representing military transfers in and out of the Pacific Theater). Transferred aircraft carriers must always include an affiliated naval-air unit, unless absolutely no naval-air units are presently extant. If a particular player (such as the UK) lacks sufficient naval-air units to arm all available aircraft carriers (due to combat losses, for example), any transferred aircraft carrier(s) must always be prioritized. In the event that a particular naval unit is constructed (that is to say, completed) after an appointed transfer date, it must then be immediately transferred (i.e., upon its completion) unless that naval unit has also been specified to "return" to the Pacific Theater heretofore.
The maps themselves duplicate the historical physical and political geography of the Pacific during the Second World War. The game area (i.e., where the combat units may operate) is limited to the maps' hexagonal grid, "nation boxes" and/or "sea areas". Despite the lack of specific hexes in some sea areas, any units, stacks or task forces that are stacked together are assumed to occupy the same sea location (functionally equivalent to a normal hex) for all intents and purposes. Conversely, separate units, stacks and/or task forces (i.e., not stacked together) are considered to occupy separate sea locations.
Lastly, these rules are written with the primary assumption that APTO will usually be played individually. Occasionally, references to the Combined Game and/or the Conjoined Game are mentioned, although rules specific to the European or East African Theater are generally absent.
Sequence of Play (Advanced PTO)
Monthly Turn Sequence of Play
Weather Phase
- [ 1 ] Weather Determination Step: Players determine the weather for the current monthly game-turn, as indicated on the turn track.
- [ 2 ] Air Operation Effects Step: If Monsoon or Wet weather exists, players then determine the air effects in the affected weather zone(s).
Strategic Warfare Phase
- [ 1 ] Strategic Bombing Step: If the Allies and Japan are conducting bombing raids, the Allies must commence this Step first. Any eligible Bomber unit(s) may be designated to bomb any accessible enemy city and/or rail target(s). Resolve air combat (if any) as it occurs. All participating air units are committed (and considered aloft) for the duration of the current monthly game-turn.
- [ 2 ] Japanese Air Interdiction Step: This Step is only performed by the Japanese player. Any eligible Japanese Bomber unit(s) can be designated to interdict any accessible and open Convoy Route sea area(s). Resolve air combat (if any) as it occurs. All participating air units are committed for the duration of the current monthly game-turn.
- [ 3 ] Japanese Surface Raider Step: This Step is only performed by the Japanese player. Any eligible Japanese surface naval unit(s) presently occupying any open Convoy Route sea area(s) can be designated to interdict the occupied Convoy Route sea area(s).
- [ 4 ] Auxiliary Cruiser Operations Step: This Step is only performed by the Axis player(s). Any German or Japanese Auxiliary Cruisers occupying any open Convoy Route sea area(s) can be designated to attempt Auxiliary Cruiser Convoy Interdiction.
- [ 5 ] Japanese Merchant Interdiction Step: This Step is only performed by the Allied player(s). Players determine if any of the Japanese Merchant Routes are interdicted, and - if so - then implement the appropriate effects accordingly.
Naval and Air Phase
- [ 1 ] First Naval Movement Step: The side with the Initiative decides which side commences the First Naval Movement Step. Eligible players alternate moving eligible individual naval units, stacks and/or task forces (up to the extent of their printed movement allowance), resolving air and naval interceptions (and combat) as they occur. Sea Supply chits and units can be embarked and then transported normally. Any eligible Allied naval unit(s) may be assigned as Convoy Duty Escorts. Any aloft Naval-Air unit(s) - if launched from any parent aircraft carrier(s) during the parent aircraft carrier(s') naval movement option - are returned to their parent aircraft carrier(s) whenever their parent aircraft carrier(s) move (i.e., enter a new hex or sea area).
- [ 2 ] Friendly and Enemy Air Movement Steps: The side with the Initiative decides which Air Movement Step is performed first. Any eligible air unit(s) may be employed to conduct attacks upon enemy naval and/or air units, or to change base(s), in that precise order. Then, any eligible ATP(s) may be employed to transport Air Supply chits or transportable units. Resolve all air interceptions (and combat) as they occur. After the performing player concludes the Air Movement Step, all presently aloft air unit(s) - if launched at any time during the Naval and Air Phase - are now returned to their base(s).
- [ 3 ] Sea Supply Debarkation Step: All sides perform the Sea Supply Debarkation Step simultaneously. Any transported Sea Supply chit(s) that are presently aboard STPs, eligible CL/DDs and/or eligible submarines occupying legal debarkation location(s) are debarked.
Offensive Phase
- [ A ] (Land Offensive): The side with the Initiative decides which side performs the first Offensive (whether it be Air, Land or Sea).
- [ 1 ] Command Status Step: One Offensive is expended by the activating major power (unless it is a Minor Nation Offensive with no participating major power units) per Command Agent, thereby activating any eligible land unit(s) allocated to participate in the Land Offensive. If the Offensive is to be part of a Combined or Joint Offensive (or if an Impromptu Offensive), expend the requisite EPs for each Offensive accordingly. An Activated HQ may move up to three hexes, and thus activate any land unit(s) encompassed within its command radius.
- [ 2 ] Breakthrough Step: Any eligible stack of armor, mechanized, motorized and/or other eligible types of unit(s) - with or without any accompanying General(s) - may move (up to a maximum of two hexes) and conduct a Breakthrough attack. If the Breakthrough attack is successful, then the stack of armor, mechanized, motorized and/or other eligible types of unit(s) may conduct Breakthrough movement. Afterward, any participating General(s) are flipped to their reverse (ineligible to exploit) side(s). Any air unit(s) that were launched during the Breakthrough Step are then returned to base.
- [ 3 ] Land Movement Step: Any eligible (and Activated) land unit(s) allocated to participate in a particular Land Offensive may move normally, excluding any armor, mechanized, motorized and/or other eligible types of units (and Generals, if any) that participated in a Breakthrough. An Activated HQ may move up to three hexes (even if it moved during the Command Status Step), and thus activate any land unit(s) encompassed within its command radius. If any Amphibious Assault(s) will occur, disembark any eligible (and Activated) land unit(s) allocated to conduct any Amphibious Assault(s) in the intended assault hex(es).
- [ 4 ] Combat Step: Resolve any intended land combat attack(s) and/or Amphibious Assault(s) - up to each Command Agent's allowable attack limit - resolving any foregoing air combat and/or paradrop(s) preceding each declared land combat attack. Any air unit(s) that were launched during the Combat Step are returned to base.
- [ 5 ] Exploitation Step: Any eligible General(s) stacked with any eligible armor, mechanized, motorized and/or other eligible types of unit(s) may exploitatively move and/or attack. Afterward, any participating General(s) are flipped to their reverse (ineligible to exploit) side(s). Any air unit(s) that were launched during the Exploitation Step are then returned to base.
Movement Phase
- [ 1 ] Land Movement Step: The side controlling the Initiative always performs the Land Movement Step first. Any eligible land unit(s) that were not Activated previously (during the current monthly game-turn) may be moved via normal land movement. Any transported unit(s) that are presently occupying any eligible debarkation location(s) are debarked. Any land unit(s) that are debarked in a functioning port (not within enemy ZOC) may move one hex, if otherwise legal to do so.
- [ 2 ] Rail Movement Step: The side controlling the Initiative always performs the Rail Movement Step first. Any eligible land unit(s) that were not Activated previously (during the current monthly game-turn) may be moved via normal rail movement.
End Phase
- [ 1 ] Second Naval Movement Step: The side controlling the Initiative always performs the Second Naval Movement Step first. Any naval unit(s) presently at sea must be moved to port, or be "refueled" at sea, or will be marked "out-of-supply". No naval interception or naval combat occurs during this Step, although air-naval interception and Air-Naval attacks can occur upon any naval unit(s) that move and enter any eligible Bomber-type air unit(s') range. Any transported unit(s) that are presently occupying any eligible debarkation location(s) are debarked (but must remain in the debarkation location for the remainder of that monthly game-turn). Any aloft air unit(s) - if launched during the Strategic Warfare Phase and/or the Second Naval Movement Step - are now returned to their base(s).
- [ 2 ] Supply Step: All sides perform the Supply Step simultaneously. Expend any supply chit(s) consumed by any unit(s), removing the expended supply chit(s) from the map. Check for depletion of any land unit(s) that have been marked "out-of-supply" for two or more consecutive monthly game-turns. Determine if any supply source(s) are "isolated". Determine if any unit(s) are "out-of-supply" as of the current monthly game-turn, marking each such unit or stack with an "Out-of-Supply" chit.
- [ 3 ] Replenishment Step: All sides perform the Replenishment Step simultaneously. Replace units from the Replenishment Box, returning any non-rebuilt unit(s) to the force pool. Institute Pilot Recovery. Attempt repair of damaged installations. Determine Partisan activity in each eligible nation.
- [ 4 ] Command Status Step: All sides perform the Command Status Step simultaneously. Flip any actuated HQ(s) and/or General(s) to their front side(s).
- [ 5 ] End Of Turn Step: All sides perform the End of Turn Step simultaneously. Remove all Active, Air Effect, Evasion, Committed, Rail Transit, Standby and Magic chits. Advance the "Month" chit to the next box on the Turn Track. If the next box is a Winter Seasonal Turn, advance the "Year" chit to the next box on the Turn Track.
Seasonal Turn Sequence of Play
Minor Partner Activation Phase
This phase is only applicable in the European Theater, during a Combined Game.
Economic Income Phase
- [ 1 ] EP Income Determination Step: All sides perform the EP Income Determination Step simultaneously. Determine and collect the EP income for each receiving power, numerating all EP gains and losses (if any).
- [ 2 ] Indian Ocean Convoy Route Status Step: This Step is only performed by the UK player. The UK player must decide and announce the status (i.e., "closed" or "open") of the Indian Ocean Convoy Route sea areas.
- [ 3 ] Lend-Lease Step: All sides perform the Lend-Lease Step simultaneously. Determine and record the total EPs granted to Australia, China, the Soviet Union, and/or to the UK from the US.
Construction Phase
- [ 1 ] Force Pool Additions Step (Winter Seasonal Turns): All sides perform the Force Pool Additions Step simultaneously. Consult the order-of-battle cards, and add all of the new units specified for the new game year to the force pools. Place any unit(s) designated to arrive during a subsequent Seasonal Turn in the appropriate box on the Turn Track.
- [ 2 ] Unit Arrivals and Removals Step: All sides perform the Unit Arrivals and Removals Step simultaneously. Place any unit(s) on the map that are specified (on the order-of-battle) as arrivals (when and where specified). Conversely, remove any unit(s) from the map that are specified (on the order-of-battle) as removals. Flip any "under-construction" installation(s) to their "completed" side(s). Check for the removal of Naval Mines.
- [ 3 ] Construction and Repair Step: Whichever side did not control the Initiative last season should perform this Step first. Construct installations, repair installations, voluntarily destroy installations, construct game units (placing them accordingly), rebuild depleted units, repair naval units, salvage sunken naval units and/or scrap naval units. Redeploy HQs and/or Generals (if desired). Assign any intended EPs to Economic Reserve. Reduce all Offensive Tracks to "0", eliminating any remaining, unused Offensives.
- [ 4 ] Purchase Offensives Step: All sides perform the Purchase Offensives Step simultaneously. Each major power's player secretly purchases and records the number of Offensives he will have available for the ensuing season (i.e., three monthly game turns). Each major power's purchased Offensive total is then secretly marked on the Offensive Track. Japan must specify how many of his purchased Offensives are "Army" Offensives, and how many are "Navy" Offensives.
- [ 5 ] Initiative Step: This Step is resolved simultaneously. Each major power's player simultaneously reveals the total number of Offensives purchased for the ensuing season (marking the Offensive Track with an "OFF" chit accordingly). The side (i.e., Japan or the Allies) with the most total Offensives (but discounting inherent minor nation Offensives) controls the Initiative for the following three monthly game-turns. Resolve all ties with a die roll.
Part 1: Weather
The weather can possibly affect land, naval and air operations, depending upon the weather zone and the weather therein. All players must determine the "weather" for each monthly game-turn (before the monthly game-turn begins). The Turn Track will indicate the weather that will or may be in effect for that month via the indicated letter (F, M or W). If only one particular letter is indicated, then that automatically determines the weather for that monthly game-turn. If there are several letters listed, the monthly game-turn's weather condition will be determined by a die roll (6-sided) as it corresponds to the number (or number-range) adjacent to either F, M or W of the current monthly game-turn on the Turn Track. Whatever number is rolled is indicative of the weather for that current monthly game-turn (only).
[1.0] Weather Effects
Three types of weather exist: Fair (F), Wet (W) and Monsoon (M). The prevailing weather condition will last for the entire monthly game-turn. Weather may affect the movement and combat of encompassed units, depending on the specific condition. The effects of weather are felt most strongly in the "Severe zone", and not at all in the "Mild zone".
Land Movement Effects: Movement effects apply to all units that enter or are in a hex within the affected weather zone during the monthly game-turn.
Combat Effects: Combat effects are always determined by the weather in the defender's hex.
The Eligibility for Breakthrough and/or Exploitation will be determined by the armor, mechanized, motorized and/or other eligible types of land unit's location at the beginning of the Breakthrough and/or Exploitation Step, and in every hex that the armor, mechanized, motorized and/or other eligible type of unit enters during the course of such movement (i.e., no exploiting armor, mechanized, motorized and/or other eligible types of units may ever enter a Wet-condition hex at any time during the exploitation).
Air Operation Effects: Each affected weather zone is subject to a separate die roll when determining the weather effects upon air units (see [1.5] below).
[1.1] Weather Zones
Throughout the course of a game, there are essentially three types of weather "conditions" which can possibly occur (Wet, Monsoon or Fair). Additionally, there are three different weather zones (Severe, Moderate and Mild). These weather zones are defined by a series of dotted lines that divide the overall map into specific regions of varying contours and sizes, tabulated as follows:
- The Pacific Severe Zone begins from China, across Japan, through the Northern Pacific sea areas, encompassing Alaska.
- The Pacific Moderate Zone begins in India, across Southeast Asia, encompassing the East Indies, the Philippines, Northern Australia, the South Pacific, and then over to the Central Pacific and the Hawaiian Islands. The large sea areas west of Panama are also considered to be in the Pacific Moderate Zone.
- The Pacific Mild Zone begins in the Indian Ocean, across most of Central and Southern Australia to the Coral Sea, and encompassing New Zealand. The South Pacific large sea areas are considered to be in the Pacific Mild Zone.
[1.2] F (Fair) Conditions
Fair weather never has any unfavorable effect upon game play whatsoever on any part of the map where fair condition exists.
[1.3] W (Wet) Conditions (APTO only)
Wet exists in the Severe Zone. Fair weather exists in all of the other weather zones. Wet has the following effects:
- In the Severe Zone, a player must roll two dice. On a dice roll of 2-7, there is no effect at all. On a dice roll of 8 or 9, all air unit strengths are halved (rounded down). On a dice roll of 10 or 11, all air unit printed strengths and printed ranges are halved (rounded down). On a dice roll of 12, all air is grounded.
- All land unit movement becomes halved (rounded down). No Breakthroughs or Exploitations are permitted in Wet conditions. Land units that are outside of the Severe Zone cannot enter the Severe Zone via Exploitation or via Breakthrough movement. Movement by rail, however, is unaffected.
- All land attacks during Wet conditions suffer a -1 die roll penalty if in the Severe Zone.
- All naval interception attempts suffer a -1 die roll penalty if in the Severe Zone.
[1.4] M (Monsoon) Conditions (APTO only)
Monsoon exists in the Severe Zone; Wet exists in the Moderate Zone. Fair condition is in effect in the Mild Zone. Wet conditions are stipulated under rule [1.3] above. Monsoon has the following effects:
- In the Severe zone, a player must roll two dice. On a dice roll of 2-6, there is no effect at all. On a dice roll of 7 or 8, all air unit strengths are halved (rounded down). On a dice roll of 9 or 10, all air unit printed strengths and printed ranges are halved (rounded down). On a dice roll of 11 or 12, all air is grounded.
- In the Moderate Zone, a player must also roll two dice. On a dice roll of 2-8, there is no effect at all. On a dice roll of 9 or 10, all air unit strengths are halved (rounded down). On a dice roll of 11, all air unit printed strengths and printed ranges are halved (rounded down). On a dice roll of 12, all air is grounded.
- All land unit movement is halved (rounded up). Movement by rail, however, is unaffected.
- No Exploitations are permitted in the Severe Zone. Land units that are outside of the Severe Zone cannot enter the Severe Zone via Exploitation movement. Breakthroughs, however, are still permitted normally.
- All naval interception attempts suffer a -2 die roll penalty if in the Severe Zone.
[1.5] Weather Effects Upon Air Units
If there are any adverse weather effects within an affected weather zone (i.e., inclement weather), air units therein may not impart any air-superiority modifier to any land combat die roll (whether supporting the attacking or the defending land units). In addition, the printed combat strength number of any participating Bomber-type air unit is considered automatically halved (fractions rounded down).
Any air units that enter an affected weather zone from outside of that weather zone immediately (upon entry) become subjected to the inclement weather effects therein. Additionally, such air units will then become Previously Committed if they rebase into of out of an affected weather zone. Moreover, no air units may change base into or out of an affected weather zone during the Offensive Phase.
If any air unit(s) become grounded in any particular weather zone(s), every type of air activity is prohibited in any hexes and sea areas therein. This includes air reconnaissance, and any Forced Rebase(s).
[1.6] Frozen Rivers, Lakes and Ports (AETO only; this rule is not applicable in APTO)
[1.7] Weather Location Determination
Units (land or air) which enter a M or a W condition hex are, for all movement and combat purposes, considered to have started moving in that adversely affected weather zone. They cannot, therefore, combine mild weather movement (which is unaffected) with the restricted movement of M or W condition. As such, any unit that enters an M or W condition weather zone is therefore affected throughout the entirety of its total movement (as if it had been moving in a M or W condition all along).
The reverse of this is true as well. Units that start movement in an affected weather zone do not benefit in any way if they then move into an unaffected weather zone. Such units still retain any effects of the weather zone from where they began their movement.
EXAMPLE: An air unit flies from an M condition base into a mild weather hex to attack enemy naval units. If an adverse air effect exists (either range and strength halved or strength halved), these limitations continue to apply to the air unit upon arrival at the target hex, even though the target hex itself may actually be in the mild weather zone.
If a river-line bestrides two differently affected weather zones (e.g., W 3710 and W 3711, which separates the Moderate and Severe weather zones), the status of that river line (where it bestrides the two weather zones) is always assumed to be as if within the more inclement weather zone.
Part 2: Strategic Warfare
Strategic Warfare is warfare directed specifically at an enemy nation's economy and infrastructure. Strategic Warfare can either be directed at a nation's economy to cause Economic Point (EP) "losses" (which are immediately subtracted from that nation's EP Track), or Strategic Warfare can be directed at a nation's Rail Capacity to hinder the movement of land units via rail. In either case, all forms of Strategic Warfare occur during the Strategic Warfare Phase of a monthly game-turn.
EPs that are held in Economic Reserve (see [37.8]) are never immediately affected by Strategic Warfare, although no more than 20 EPs may be held in Economic Reserve during any one season. If more than 20 EPs are cached on the EP Track, those EPs are immediately subject to possible elimination as a result of enemy Strategic Warfare (if any).
NOTE: Regardless of the method of Strategic Warfare, a nation (if subjected to Strategic Warfare) can never lose more EPs than it will receive as an EP Income (in the following Seasonal Turn). A nation can potentially be reduced to "0" EPs (notwithstanding any EPs cached in Economic Reserve), but never less than "0".
[2.0] Strategic Bombing
Strategic Bombing is the employment of Bomber units (aircraft units signified with a "B" in the upper left hand corner of the chit) during the Strategic Warfare Phase to fly toward and attack (i.e., "bomb") enemy cities and/or resources. Strategic Bombing may be conducted by a single Bomber unit against a single target, or it may be conducted by numerous Bomber units against a single target or multiple targets. No other type of air unit may be used for Strategic Bombing.
Bombing directed at an enemy's Rail Capacity is known as Bombing Rail Capacity, and is discussed under rule [2.6].
[2.1] Eligible Bomber Units
Any land-based Bomber unit(s) not marked "out-of-supply" are eligible to conduct a bombing raid if they can reach an enemy target city, resource hex and/or rail line city/resource hex (depending upon the target) from their current airbase(s). Fighters, Fighter-Bombers and Naval-Air units are not eligible to conduct bombing raids, although they may accompany any Bomber(s) conducting a bombing raid (provided that they are also not marked "out-of-supply"). Enemy Fighters, Fighter-Bombers and/or Naval-Air units are eligible to intercept any such Bomber(s) and/or their accompaniment normally (if within air interception range). Friendly Fighters, Fighter-Bombers and/or Naval-Air units may also counter-intercept (if within air interception range) normally.
Weather conditions will affect Bombers (and accompanying and intercepting air units) normally, which includes the air unit's own airbase, along the flight path, and/or in the target hex itself.
Air units that fly during the Strategic Warfare Phase (including any accompanying or intercepting air units) become marked as Previously Committed afterward. Committed air units may not perform any other missions or operations for the duration of that monthly game-turn.
[2.2] Mission Procedure
The Allies are always the first to commence a bombing raid if both the Allies and Japan will be conducting bombing raids during the same monthly game-turn. After the first Allied bombing raid (if any), both sides must alternate conducting bombing raids until either side declines any further raids during the current Strategic Warfare Phase.
The bombing player first announces that he will be conducting a bombing raid during that current Strategic Warfare Phase, and then launches the Bomber(s) from their current airbase(s) toward an enemy target hex. Bombers that are launched from the same airbase hex (at the same time) must fly together, and they must attack the same hex (although they may attack different targets in the same hex). In other words, Bombers that are launched from the same airbase hex at the same time (i.e., during the same raid) may not be split up as they move, and they may not attack different target hexes during the same raid.
Coordinated Strategic Bombing
Any Bomber(s) in the same airbase hex may launch and then fly over any other friendly airbase hex(es) to "collect" any other Bombers (or Fighters, Fighter-Bombers and/or Naval-Air units) presently based there, and may then collectively fly on toward an enemy target hex (being susceptible to eligible enemy air interception as they move). Any "collected" air units also may not be split up as they are moving, or attack a different target hex. Any launching Bomber(s), however, may fly over as many friendly airbase hexes as desired (within movement allowances) and may collect as many eligible friendly air unit(s) as are available in each airbase hex (while en route to a target hex). A "collecting" Bomber or Bombers are not considered to actually be landing, but are merely over-flying any friendly base hex(es) that they enter along the way. When "collected", all such air units may then move on toward a target hex, provided that all of those air units still possess sufficient movement (i.e., range) to reach the target hex. As stated, all such air units are susceptible to normal eligible enemy air interception along the way. Any Fighters, Fighter-Bombers, and/or Naval-Air units (collected as escorts, for example) that do not possess enough movement may fly within - or up to the extent of - their own printed movement range (but never further). The movement (i.e., the flight toward and into the target hex) of any air unit(s) launched from a particular airbase (as well as any friendly air units "collected" en route) must be completed before any other non-collected air unit(s) from any other airbase are launched and moved toward and into the same target hex during that same Step.
NOTE: Bombers or other air units are never required to be "collected" if over-flown by any other Bomber(s) en route to a target hex. A bombing player is free to choose as few or as many eligible air units to be "collected" as he desires.
Fighters, Fighter-Bombers, and/or Naval-Air units that do not or cannot fly with an attacking Bomber or Bombers on toward a particular target hex must simply stop in their last occupied hex (whether it be by choice or as a result of their own movement limit) as the Bomber(s) and other accompanying ("collected") air units (if any) continue on. Each accompanying air unit may fly within or up to the extent of its own printed range, irrespective of any other accompanying air units or Bomber(s) they are with during that bombing raid. Accordingly, each air unit - as it is left behind - is subject to any eligible enemy air interceptions (as are any air units that continue on). Fighters, Fighter-Bombers and/or Naval-Air units that have stopped or have reached the extent of their printed movement range simply remain in the last hex that they occupied (unless aborted) until the end of the current bombing raid.
Fighters, Fighter-Bombers and/or Naval-Air units flying with any Bomber(s) - as escorts - cannot intercept or counter-intercept. Of course, any enemy air interceptions upon such air units automatically results in air combat in their own hex.
EXAMPLE: One American 20-20[4] (B-29) Bomber based at Manila (W 3021), and another at Okinawa (W 3825) will be conducting a Strategic Bombing Attack upon the Japanese city/resource hex of Kure (W 4428) during the Strategic Warfare Phase. For both Bombers to participate in the same raid (i.e., contributing strength points to the same Strategic Bombing Attack die roll), the Western Ally player chooses to first launch the B-29 unit at Manila, flying it eight hexes to Okinawa to "collect" the other B-29 unit there. From Okinawa, both Bombers then fly on toward sea hex W 3826 to "collect" an uncommitted American 3-5/4 (F6F) Naval-Air unit based on a carrier there (while en route Kure). From that sea hex, the two B-29s and one F6F are moved toward Kure. Because of the escorting F6F with the B-29s, the Japanese player declines any air interceptions (for the moment). Regardless, while en route, the F6F cannot leave the two B-29 units for any reason whatsoever (although the escorting F6F may end its movement in any hex before reaching the extent of its range, while the B-29 Bombers continue on). Nonetheless, as the two B-29s and the F6F continue moving, the F6F (with a range of "5") must stop one hex short of Kure, because Kure is actually six hexes from the carrier's sea hex (the F6F's airbase). After the F6F has stopped, however, the two B-29s continue on into the Kure hex. Now, a Japanese Fighter unit in the Kyoto hex (W 4530) elects to intercept! At this point, the Japanese Fighter could intercept the two B-29s in the Kure hex (which are now without the F6F), but not the F6F (because the Japanese player did not do so before the B-29s continued moving). Hoping to hit the B-29s and prevent the Strategic Bombing Attack, the Japanese Fighter chooses to intercept them and ignore the F6F in the previous hex. After the Japanese Fighter reaches the Kure hex (with the two B-29s), two rounds of air combat are resolved. In this example, both B-29s are hit and depleted (thus aborting them), although the Japanese Fighter is also hit by one of the B-29's "return fire". After the air combat, the B-29s, the Japanese Fighter and F6F are returned to their bases from their current locations and marked as Previously Committed immediately thereafter.
All Bombers that are participating in the same bombing raid (including "collected" Bombers) must attack the same target hex. No Bombers may be collected, fly or otherwise participate in a bombing raid if they lack sufficient movement (i.e., range) to actually reach the same target hex as the "collecting" Bombers. In other words, any Bombers that are launched or collected must all possess enough available movement to be capable of reaching the same target hex. Not all such Bombers are necessarily required to fly all of the way to the target hex, but they must at least possess enough available movement to do so. As such, any number of Bombers may be "dropped off" while en route to the target, although such Bombers are then no longer eligible to perform any bombing during that monthly game-turn, and thereafter are marked as Previously Committed just the same. Nevertheless, a player may desire (during the course of a bombing raid) to leave some of the participating Bombers (and/or escorting Fighter-type air units) behind (before reaching the target hex) if, for example, he wants to avoid subjecting any particular air unit(s) to further potential air combat and/or anti-aircraft fire.
NOTE: A Fighter-type air unit that will be escorting a bombing raid is permitted to be launched first, and then collect the participating Bombers (i.e., in that order). Of course, all range (and weather) considerations apply normally.
Once in the target hex, any Bomber unit(s) therein may be designated to either attack a Strategic Target and/or the nation's Rail Capacity, depending on which target type(s) are in the target hex. A player may allocate any of the available Bombers in the target hex to attack either target type (or both, if he has enough Bombers to do so), although he must indicate (before air combat, if any) which Bomber(s) will be attacking each target.
Target Types
Bombers conducting a Strategic Bombing Attack must fly to a specific target hex (susceptible to all normal eligible enemy air interception, as they move):
- [ A ] To conduct any Strategic Bombing Attack, a Bomber (or Bombers) must fly to an eligible enemy city, resource or city/resource hex. The effectiveness of any Strategic Bombing Attack depends upon the target type (see [2.3]). Multiple bombing raids upon the same target hex within the same season (three monthly game-turns in between Seasonal Turns) do so at reduced effectiveness (see [2.4]).
- [ B ] If Bombing Rail Capacity, a Bomber (or Bombers) must simply fly to any eligible city/resource rail line hex (even a city/resource hex that had already been bombed - as a Strategic Bombing Attack - previously) within the nation of the targeted Rail Capacity (see [2.6]).
Air Interception
If the targeted player wishes to defend against any Strategic Bombing Attack, he may simply do so by declaring a normal air interception with any eligible friendly Fighter-type air units (i.e., flying as Fighters) within air interception range of the attacking Bomber(s). If the interception is occurring in the Bomber(s') target hex, all air combat therein must be resolved before the attacking Bomber(s) resolve their Strategic Bombing Attack.
Any enemy air interceptions may occur normally while the attacking Bomber(s) are en route to (or into) any Strategic Bombing target hex. However, any intercepting enemy air units then become marked as Previously Committed after participating in any air combat during the Strategic Warfare Phase. Consequently, they are thus not eligible to participate in any subsequent air combat for the duration of the Strategic Warfare Phase or the current monthly game-turn.
Air units that are accompanying a bombing raid cannot intercept, although they obviously can participate in any air combat that is occurring in their own hex as a result of an enemy air interception.
As enemy air interceptions occur, eligible friendly Fighters, Fighter-Bombers and/or Naval-Air units (within air interception range) may counter-intercept. Accordingly, any other eligible enemy Fighters, Fighter-Bombers and/or Naval-Air units (if within air interception range) may counter-counter-intercept, and so forth. Players may alternate intercepting and counter-intercepting in this way until both players decline any further air interceptions, or until there are no more eligible air units available to do so. Air interception and air combat is resolved as it occurs (see [4.13]). Any Fighters, Fighter-Bombers and/or Naval-Air units that were launched and flown with Bombers (as the Bomber's Fighter-escort accompaniment) are then automatically assumed to engage any of the enemy Fighters, Fighter-Bombers and/or Naval-Air units that have entered their hex. When air combat has begun in any particular hex, both players automatically forfeit the opportunity to add additional air units to that hex for the duration of that particular air combat engagement.
After all air combat, the surviving un-aborted Bomber(s) that have not yet conducted a Strategic Bombing Attack may then do so. All aborted Bombers, however, are set aside until they returned to base (at which time they are marked as Previously Committed). An aborted Bomber may never contribute to any Strategic Bombing Attack.
[2.3] Strategic Targets
Bombers that are conducting a Strategic Bombing Attack must attack a Strategic Target to inflict Economic Point losses upon an enemy's economy. There are three basic types of Strategic Targets: city hexes, resource hexes, and city/resource hexes. If a target hex contains only a city symbol (such as Nagasaki), it is a city target. If a target hex contains a resource symbol (any hex with a crossing pickaxe symbol) with no city therein, it is a resource target. If a target hex contains both a city and a resource symbol (such as Tokyo), it is a city/resource target. If any Bomber unit(s) attack a city/resource hex, they may not attack just the city or just the resource symbol in that hex (say, as an attempt to avoid any right-column-shifts that would increase the possibility of being hit by anti-aircraft). Any Strategic Bombing Attack upon a city/resource hex is always considered to be attacking both the city and resource symbol.
If multiple Bomber units in any target hex are attacking both a Strategic Target and Rail Capacity (see [2.6]), the bombing player must designate (before any air combat in that hex is resolved) which Bomber (or which Bombers) are attacking the Strategic Target, and which Bomber (or which Bombers) are attacking the Rail Capacity.
Cities, Resources, City/Resources, Capitals
If the target of the Strategic Bombing Attack is a city hex only (that is, without a resource symbol therein), the bombing attack is resolved normally. However, if the target hex is a resource hex (without an actual city symbol), any attacking Bomber(s) are penalized with a one-column-shift to the left of their current bombing strength column. Contrarily, however, if the target hex is a city/resource hex, the attacking Bomber(s) gain a one-column-shift to the right. Furthermore, if the target hex is also any non-conquered national capital, the attacking Bomber(s) gain an additional one-column-shift to the right.
The Indonesian "oil" hexes (hexes W 1614, W 1912, W 2019, W 2418) are exceptions, in that they are always automatically considered equivalent to a city/resource capital hex. Thus, a Strategic Bombing Attack upon any of these hexes will automatically garner a two-column-shift adjustment to the right. Each of the Indonesian "oil" hexes are denoted on the map with an oil-field symbol, indicating that they are subject to this two-column-shift to the right if strategically bombed. Any Bomber(s) attacking the Indonesian "oil" hexes always accrue a two-column-shift adjustment to the right, and are never adjusted to the left for any reason. A Night Strategic Bombing Attack against the Indonesian "oil" hexes is always resolved on the 2-5 column of the Bombing Table, no different than any other Night Strategic Bombing Attack.
EXAMPLE: If one American 20-20[4] (B-29) Bomber attacks a Japanese city-only hex, the Bomber's total attack strength of "20" points would correspond to the 17-24 column on the Bombing Table. If, however, the Bomber attacks a resource-only hex (that is to say, a hex without a "city" symbol), its attack would be adjusted one column to the left (down to the 12-16 column). If, though, the Bomber attacks a city/resource hex (a hex with both a city and a resource symbol therein, such as Nagasaki), the Bomber would gain a one-column-shift adjustment to the right (to the 25-39 column on the Bombing Table). Furthermore, if the target hex contains a city/resource capital (any city denoted as a "star", such as Tokyo), then the Bomber would gain an additional one-column-shift adjustment to the right (up to the 40-59 column on the Bombing Table, per this example).
[2.4] Halving Bomber Strengths during Strategic Bombing
Non-Home Strategic Targets
Attacking Bomber strengths are always halved (rounded down, even to "0" if necessary) whenever they are bombing a non-home nation enemy-occupied Strategic Target (that is providing EPs to the enemy) or a Strategic Target in any minor nation (whether a conquest, a colony or a minor partner). For example, if the Japanese have captured Calcutta (W 3503), any Western Ally Bomber attack strength points during a Strategic Bombing Attack upon Calcutta would be halved (rounded down), because Calcutta is not a Japanese home city.
EXCEPTION: Strategic Bombing Attacks against the Indonesian "oil" hexes are never "halved".
Redundant Strategic Bombing
Attacking Bomber strengths are always halved (rounded down) if the target hex was already successfully bombed during a previous monthly game-turn within that same current season. That is to say, if the same target hex is bombed more than once during different monthly game-turns within the same season (between successive Seasonal Turns), all Bombers that are attacking that particular target do so at half-strength. Thus, multiple attacks upon the same non-home enemy occupied target hex are therefore quartered (i.e., a bombing attack upon any non-home enemy occupied target hex is halved, and a subsequent bombing attack upon the same non-home target hex would be halved again). As mentioned, this does not apply to the Indonesian "oil" hexes.
The eastern map includes a Strategic Bombing Box (adjacent to the United States' Force Pool Box), which may be used as a chart to keep track of which Japanese cities have already been bombed during the current season. Simply place a control chit atop the name of each city that has been bombed during the current season. For those targets that are not listed by name in the Strategic Bombing Box, place a control chit atop the space marked "other" on the Strategic Bombing Box, which applies to any other target hexes that are bombed during a monthly game-turn. Otherwise, players should feel free to keep a written record, if so desired.
The Strategic Bombing Box has no other function with regard to game play. It serves merely as a record of targets bombed during the season. At the end of each season (i.e., during the Seasonal Turn), the Strategic Bombing Box is cleared, and all eligible targets are thence subject to normal bombing attacks (until attacked at least twice in the following season).
NOTE: Bombing Rail Capacity is never "halved".
No nation can ever lose more EPs due to a Strategic Bombing Attack upon any conquered Strategic Target than may be gained from that occupied nation (as a whole). For example, a UK Strategic Bombing Attack against Calcutta (assuming it is Japanese-owned) cannot inflict more than -2 EPs to Japan's EP income, since Calcutta's resource hex only contributed 2 EPs to the Japanese economy.
[2.5] Strategic Bombing Procedure
After all air interceptions and air combat (and if there is at least one un-aborted attacking Bomber remaining in the target hex with a net combat strength of at least 2), the bombing player simply totals the number of all desired, attacking un-aborted Bomber strength points* in the target hex, and rolls two dice (6-sided), comparing that dice roll with the corresponding bombing column on the Bombing Table. A number result indicates the amount of eliminated EPs inflicted upon the enemy from that Strategic Bombing Attack. A dash (-) result indicates "no effect". If the bombing result includes an asterisk (*), then one Bomber unit is considered to be hit by anti-aircraft fire. As such, one Bomber unit (per attack roll) in the target hex suffers an immediate step-loss. The player with the Initiative always chooses which Bomber is "hit", if multiple Bombers are participating in the attack. Fighters, Fighter-Bombers and Naval-Air units may never be hit by any anti-aircraft result while escorting any Strategic Bombing Attack. Likewise, Bombers that did not actually participate in the Strategic Bombing Attack are immune from anti-aircraft, even if they are in the target hex at the time of the attack. If a depleted Bomber is hit by anti-aircraft, it is eliminated.
*Multiple Bomber units in the same Strategic Target hex may, if desired, all attack as a single aggregate bombing group (collectively rolling one dice roll), or may each attack individually, or as multiple Bomber groups (if there are multiple Bombers therein to do so), with each Bomber or group rolling separately. Each Bomber (or Bomber group) in the same target hex may each roll its own Strategic Bombing Attack (separately), although each such Bomber or Bomber group's attack strength is limited solely to the specific Bomber(s) in that particular group. Each Bomber or Bomber group (i.e., dice roll) is subject to anti-aircraft fire individually. All such Bombers in the same target hex, however, are considered to be one group with regard to any current or any subsequent enemy air interceptions.
No player may ever conduct more Strategic Bombing Attacks than he has available in actual participating Bomber chits.
Returning to Base
After resolving all strategic bombing raids, all surviving and/or aborted air units (that had participated in the bombing raids) are then returned to base and thus marked as Previously Committed.
After concluding the initial Western Ally strategic bombing raid (if any), the Japanese player may then conduct a strategic bombing raid (during the same Strategic Warfare Phase). The Allies and Japan then alternate conducting strategic bombing raids until either side declines any further attacks. When all of the eligible powers on either side (Allies or Japan) decline to perform any further bombing raids during the Strategic Bombing Step of the current Strategic Warfare Phase, that side then automatically forfeits any opportunity to conduct any additional bombing raids thereafter (for the remainder of the current Phase). Any eligible powers on the same side may randomly alternate among each other during their bombing raid option. The Allies and Japan must alternate conducting strategic bombing raids as "sides", not as individual nations.
[2.6] Bombing Rail Capacity
Any bomber(s) may be used to attack the Rail Capacity of any nation (within the Bomber's range), provided that there is at least one city/resource hex with a rail line symbol, within the original home borders of the targeted nation. Nations without a city/resource hex (with a rail line symbol) can be targeted - to bomb Rail Capacity - on any city hex. Nations without any rail line symbols do not possess a Rail Capacity, and therefore are exempt from this type of attack. Any Bomber(s) that will be Bombing Rail Capacity are to be governed by the same air movement and air interception rules as delineated under [2.1] and [2.2].
NOTE: Bombing Rail Capacity may never be conducted at "night".
Bombers that reach a hex with a rail line symbol therein can be declared as to be Bombing Rail Capacity in that nation (i.e., the nation with the targeted city-rail-hex), though the bombing player must indicate which of the Bomber units (if there are multiple Bombers* therein) will be attacking the Rail Capacity before air combat (if any) begins in the target hex. After all air combat in the target hex has been resolved, the bombing player then simply totals the number of all attacking un-aborted Bomber strength points (designated to bomb the Rail Capacity), and then rolls two dice (6-sided), comparing that die roll with the corresponding strength point column on the Bombing Table. The number is then divided by two (fractions rounded up), and then subtracted from the targeted nation's total Rail Capacity (as indicated on the map). The final result (if any) is the amount of Rail Capacity lost within that nation as a result of that attack (for the duration of that monthly game-turn). A dash (-) result indicates "no effect". If the bombing result includes an asterisk (*), then one Bomber unit is considered to be hit by anti-aircraft fire. As such, one Bomber unit (per attack roll) in the targeted hex suffers an immediate step-loss. The player with the "Initiative" always chooses which Bomber is "hit" (of those Bombing Rail Capacity) if multiple Bombers are participating in the attack. Fighters, Fighter-Bombers and Naval-Air units may never be hit by any anti-aircraft result. Likewise, Bombers that did not actually participate in Bombing Rail Capacity are immune from anti-aircraft, even if they are in the target hex at the time of the attack. If any depleted Bomber is hit by anti-aircraft, it is eliminated.
*If a target hex contains both a Strategic Target and a rail line, the bombing player may designate any number of his total available Bomber units (in the same target hex) as to be directed at both target types (dividing up his aggregate available Bomber units between both targets in any apportionment he so chooses). Any Bomber units that are Bombing Rail Capacity are organized as a different group from those that are bombing a Strategic Target. Each of the Bomber groups rolls its attack separately. Each target must have specific Bombers assigned to it. No single bombing roll can affect both Rail Capacity and Economic Points, nor can any single Bomber unit attack both targets during the same monthly game-turn.
If a particular nation loses some portion of its Rail Capacity, rail movement therein is accordingly reduced. Units that are moving via rail from another nation may rail into or through a nation with a reduced Rail Capacity without any adverse effects, even if there is less remaining Rail Capacity than incoming railing units (because the incoming railing units are actually using the Rail Capacity of the nation they started in).
If, however, all of a nation's Rail Capacity is eliminated, all friendly rail movement within and through that nation is prohibited, even if a unit moving via rail had begun its rail movement in another nation or other region of the map. For example, if Manchukuo's Rail Capacity is eliminated, units in Korea cannot rail into or through Manchukuo, even if using Korean Rail Capacity.
A rail line symbol or a rail line hexagon itself is never incarnate affected by any bombing result. In this regard, rail line symbols on the map serve merely as symbolic targets for Bombers that are Bombing Rail Capacity in a particular nation or colony. A specific rail line symbol or rail line hexagon is not affected one way or the other by any successful bombing result. That is to say, railing units may still rail into or through any rail hex (via available Rail Capacity) if otherwise legal to do so, even if that hex was specifically targeted by any Bomber units.
NOTE: Bombing Rail Capacity may not be conducted more than once against the same target hex during the same monthly game-turn.
No player may ever conduct more Strategic Bombing Attacks than he has available in actual participating Bomber chits.
Players may attempt to bomb the Rail Capacity in any nation, even home, minor partner or occupied nations.
[2.7] The B-29 Superfortress (APTO only)
To reflect the very high operational loss rate of US B-29s caused by the long bombing missions to Japan, the US player must add +1 to his Strategic Bombing Attack dice roll for each full-strength US 20-20[4] Bomber unit that is participating in that particular bombing raid, whether the target type is a city, a resource or a city/resource hex. This modifier, however, may never be applied when Bombing Rail Capacity.
This rule automatically becomes abrogated if the US presently controls at least one supplied, functional airbase on Iwo Jima (W 3733), although the US player may still elect to add +1 to his Strategic Bombing Attack dice roll, per above, nonetheless (if he chooses), but he must announce his intention to do so (or not) before he rolls any Strategic Bombing Attack involving any full-strength 20-20[4] (B-29) Bomber unit.
[2.8] Night Strategic Bombing
Any Bomber(s) may declare a Night Strategic Bombing Attack, but any such Bomber(s) may only resolve their Night Strategic Bombing Attack dice roll on the 2-5 column of the Bombing Table, regardless of how many Bomber units (or how many strength points, provided there at least 2 strength points) are actually participating in the raid. Additionally, Night Strategic Bombing Attacks can never be column shifted on the Bombing Table, regardless of the target. US Bomber units (of any type) may never conduct any Night Strategic Bombing Attacks.
Fighters, Fighter-Bombers and/or Naval-Air units may never fly during a Night Strategic Bombing Attack. Bombers that will be conducting a Night Strategic Bombing Attack are governed by the same air movement rules as delineated under [2.1] and [2.2], though such rules will - for the most part - be functionally unnecessary.
Bombers that are conducting a Night Strategic Bombing Attack cannot be intercepted by any enemy air unit(s) at any time during that attack. Essentially, Bombers that are performing any Night Strategic Bombing Attack(s) are entirely immune to any enemy air interceptions for the duration of a night raid.
During any Night Strategic Bombing Attack(s) in the Pacific Theater, all anti-aircraft hits on the 2-5 column of the Bombing Table are resolved normally throughout the war (i.e., there is no increased anti-aircraft effectiveness, as in the European Theater during later-war Night Strategic Bombing Attacks).
[2.9] Strategic Bombing of the Indonesian Oil Fields (APTO only)
Indonesian Refineries
If Japan has captured W 1614, W 1912, W 2019, and/or W 2418, Western Ally Bomber units (within movement range) may bomb any of the Indonesian "oil" hexes as a Strategic Target with an automatic two-column-shift to the right on the Strategic Bombing Table. All Night Strategic Bombing Attacks, however, are always resolved on the 2-5 column, even if they are attacking the Indonesian "oil" hexes.
Bombers that will be bombing the Indonesian "oil" hexes are governed by the same air movement and interception rules as delineated under [2.1] and [2.2]. Strategic Bombing Attacks against the Indonesian "oil" hexes are never "halved", even if any Indonesian "oil" hex is bombed more than once within the same season.
Any anti-aircraft results (*) are resolved normally if bombing any Indonesian "oil" hex(es).
In the event that an Indonesian "oil" hex becomes a Western Ally conquest, any Japanese Strategic Bombing Attacks upon that "oil" hex is bombed as if it were any other normal minor-nation resource hex.
[2.10] Convoy Routes
A Convoy Route is defined as any sea area (i.e., in the Pacific) with a map-printed Merchant Ship silhouette depiction therein (also known as a Convoy Route sea area), and represents the primary convoy shipping lanes in that region of the Pacific Ocean during World War Two. Each Convoy Route sea area is always considered to be actively in effect (i.e., the inherently represented convoy traffic is always assumed to be traversing the Pacific). No Convoy Route sea area may ever be "closed" (except the Indian Convoy Route; see [2.12]), and is always susceptible to Convoy Interdiction.
Each Convoy Route sea area is susceptible to Convoy Interdiction by any eligible Japanese surface naval unit(s), Auxiliary Cruiser(s) and/or Bomber(s) - wherein employed during the Strategic Warfare Phase of any monthly game-turn(s). However, Allied players can similarly employ naval and/or air units to inhibit the likelihood of successful Japanese interdiction of any particular Convoy Route sea area(s).
[2.11] Japanese Convoy Route Interdiction (APTO only)
Convoy Route Interdiction (also colloquially known as Convoy Interdiction) is the employment of Japanese surface naval and/or air units during the Strategic Warfare Phase to inflict EP losses upon the UK, US and/or Australia via the interdiction of Western Ally Convoy Routes (i.e., any large sea area with a map-printed Merchant Ship silhouette). Convoy Interdiction can occur via Japanese Air Interdiction of Convoy Routes (see [2.13]), Japanese Surface Naval Unit Interdiction of Convoy Routes (see [2.21]), and/or Auxiliary Cruiser Interdiction of Convoy Routes (see [2.22]).
[2.12] Indian Ocean Convoy Route (APTO only)
There are two specific Indian Ocean Convoy Route sea areas on the Western map, which are collectively known as the Indian Ocean Convoy Route. Each of the two Indian Ocean Convoy Route sea areas is automatically considered "closed", unless specifically declared (by the UK player*) to be "open" during a Seasonal Turn.
*The US player may not declare the Indian Ocean Convoy Route to be open.
If the UK player allocates lend-lease EPs to Australia, the UK must declare the Indian Ocean Convoy Route to be "open" during the current Seasonal Turn. Furthermore, at least one Australian home (functional) port city must be Allied controlled, and presently non-isolated. No lend-lease EPs may be sent to Australia if all Australian ports have been captured and/or destroyed (or isolated) by Japan.
If the UK player declares the Indian Ocean Convoy Route to be "open", he must place an "Indian Ocean Route Open" chit in both Convoy Status boxes printed on the map, denoting that the Indian Ocean Convoy Route is "open" for the ensuing season (i.e., three monthly game-turns). Furthermore, when the Indian Ocean Convoy Route sea areas are "open", they automatically remain "open" for the duration of that current season (e.g., if the Indian Ocean Convoy Route is declared to be "open" during the Autumn Seasonal Turn, it is therefore considered to be "open" during October, November and December).
If the UK player declared the Indian Ocean Convoy Route "open" during a Seasonal Turn (and assuming all Australian ports have not been captured, destroyed and/or isolated), the UK player may send up to 1/4* of his current net EP income (before any construction) to Australia as lend-lease (via the Indian Ocean Convoy Route).
*Fractions always rounded down.
Interdicting the Indian Ocean Convoy Route
If the Indian Ocean Convoy Route is "open", each of the Indian Ocean Convoy Route sea areas can be interdicted normally during the Strategic Warfare Phase.
Closing the Indian Ocean Convoy Route
If no lend-lease EPs are allocated to Australia (via the Indian Ocean Convoy Route) during a particular Seasonal Turn, the Indian Ocean Convoy Route is considered to be automatically "closed", and is not susceptible to Convoy Interdiction during the ensuing season.
[2.13] Japanese Air Interdiction of Convoy Routes (APTO only)
Japanese Bomber units that did not participate in any Strategic Bombing, nor were Bombing Rail Capacity during the current Strategic Warfare Phase may be used to interdict Convoy Routes in the Pacific if they possess enough movement range to reach and then enter a Convoy Route sea area (any sea area with a Merchant Ship depiction therein).
Convoy Routes are always considered to "open", and cannot ever be "closed" nor are ever "inactive", except for the Indian Ocean Convoy Route sea areas (see [2.12]). With regard to Convoy Interdiction, there is no alternating air movement procedure, per se. The Japanese player simply launches any Bomber(s) in any order or assemblage desired (as if a normal Strategic Bombing Attack) toward and into an eligible (and reachable) Convoy Route sea area (per each such interdiction attack).
The Indian Ocean Convoy Route sea areas must be "open" to be vulnerable to any Convoy Interdiction.
To interdict a Convoy Route, the Japanese player must fly an eligible Japanese Bomber (or Bombers) from any presently occupied airbase toward and into any eligible and reachable Convoy Route sea area. Such Bombers are susceptible to all normal Western Ally air interceptions (while en route) by any uncommitted Western Ally Fighters, Fighter-Bombers and/or Naval-Air units within air interception range. However, any uncommitted Japanese Fighters, Fighter-Bombers and/or Naval-Air units within air interception range may also counter-intercept. Moreover, any uncommitted Western Ally Fighters, Fighter-Bombers and/or Naval-Air units may counter-counter-intercept, and so forth. All air combat is thus resolved in each hex as it occurs, starting with the last air interception, and then on to the first.
Any interdicting Japanese Bomber(s) must possess sufficient movement to fly to the Convoy Route and then into the Convoy Route sea area. Air units must pay the same MP cost as naval units to enter any large sea area.
Escorting Bombers
Any uncommitted Japanese Fighters, Fighter-Bombers and/or Naval-Air units may accompany any Japanese Bomber(s) en route and/or into a Convoy Route sea area as escorts, assuming that they possess enough movement to reach and/or enter a Convoy Route sea area from their current base. Similar to [2.2], Japanese Bombers must over-fly friendly bases and "collect" any desired Japanese Fighters, Fighter-Bombers and/or Naval-Air units that will be accompanying the interdicting Japanese Bomber(s) toward and/or into the targeted Convoy Route sea area. Any "collected" air units may not be split up as they are moving, or attack a different Convoy Route sea area. Any interdicting Japanese Bomber(s) may fly over as many friendly bases as desired (within movement allowances) and may collect as many eligible friendly Fighters, Fighter-Bombers and/or Naval-Air units as are available in each base hex (while en route to a Convoy Route sea area). Fighters, Fighter-Bombers, and/or Naval-Air units that do not possess enough movement to reach a targeted Convoy Route sea area may fly within - or up to the extent of - their own printed movement range. Fighters, Fighter-Bombers, and/or Naval-Air units that do not or cannot fly with an interdicting Japanese Bomber (or Bombers) on toward any particular Convoy Route sea area must simply stop in their last occupied hex (whether it be by choice or as a result of their own movement limit) as the interdicting Japanese Bomber(s) and other accompanying (i.e., "collected") air units (if any) continue on.
Fighters, Fighter-Bombers and/or Naval-Air units flying with any Bomber(s) as escorts cannot intercept or counter-intercept. Of course, any enemy air interceptions upon such air units automatically results in air combat between such air units in their location.
Combat Air Patrol
Once in a Convoy Route sea area, each interdicting Japanese Bomber (and accompaniment, if any) can be automatically intercepted by any enemy Naval-Air unit(s) aboard any enemy undamaged aircraft carrier(s) that are specifically in that same Convoy Route sea area. If any air interceptions occur in any Convoy Route sea area, all air combat therein is then resolved normally (see [4.16]).
Convoy Interdiction Attacks
After air combat is resolved (if any), all surviving un-aborted Japanese Bombers still remaining in the Convoy Route sea area may interdict that Convoy Route. The Japanese player simply totals the number of all desired, attacking un-aborted Bomber strength points* in the Convoy Route sea area, and rolls two dice (6-sided), comparing that dice roll with the corresponding bombing column on the Bombing Table. A number result indicates the amount of eliminated EPs inflicted upon the UK, US or Australia from that Convoy Interdiction Attack.
NOTE: However, each attacked Convoy Route sea area (during any single Strategic Warfare Phase) cannot suffer more eliminated EPs than is equal to the MP # printed on the map in the attacked Convoy Route sea area (e.g., the Indian Ocean Convoy Route sea area can never suffer more than "10" eliminated EPs from Japanese Air Interdiction, although this limit does not apply to eliminated EPs inflicted by other agents, such as Japanese surface naval units).
A dash (-) result indicates "no effect". If the bombing result includes an asterisk (*), then one Bomber unit is considered to be hit by anti-aircraft fire. As such, one Bomber unit (per attack roll) in the Convoy Route sea area suffers an immediate step-loss. The Allied player always chooses which Japanese Bomber is "hit", if multiple Japanese Bombers are participating in the attack. Japanese Fighters, Fighter-Bombers and Naval-Air units (flying as escorts) may never be hit by any anti-aircraft result. Likewise, any Bombers that did not actually participate in the Convoy Interdiction Attack are immune from anti-aircraft, even if they are in the Convoy Route sea area. If a depleted Bomber is hit by anti-aircraft, it is eliminated.
*Multiple Japanese Bomber units in the same Convoy Route sea area may, if they desire, all attack as a single aggregate bombing group (collectively rolling one dice roll), or they may each attack individually, or as multiple groups (if there are multiple Bombers therein to do so), with each group rolling separately. Each Bomber or Bomber group in the same Convoy Route sea area may roll its own Convoy Interdiction Attack (i.e., separately), although each such Bomber or Bomber group's attack strength is limited solely to those specific Bombers in that particular group. Each Bomber group (i.e., dice roll) is subject to anti-aircraft fire individually. All such Bombers in the same Convoy Route sea area, however, are to be considered one group with regard to air interceptions by any Naval-Air units.
Japanese Fighters, Fighter-Bombers and/or Naval-Air units can never be employed to interdict any Convoy Route per this rule. However, see [2.23].
Interdicting Japanese Bombers may never attack any ship or naval unit while in any Convoy Route sea area during the Strategic Warfare Phase. Interdicting Japanese Bombers may only attack a Convoy Route.
After the Japanese Air Interdiction Step, any participating air units (including intercepting or counter-intercepting Naval-Air units aboard aircraft carriers) are returned to their bases and marked as Previously Committed. Such air units may perform no other missions during the current monthly game-turn.
[2.14]-[2.20] (AETO only; these rules are not applicable in APTO)
[2.21] Japanese Surface Naval Unit Interdiction of Convoy Routes (APTO only)
Any undamaged (only) Japanese surface naval unit(s) - with a gunnery rating (not a torpedo rating) of at least 1 (i.e., not any Japanese DD units) - occupying any eligible Convoy Route sea area(s) during the Strategic Warfare Phase are eligible to inflict EP losses upon the UK, US and/or Australia (see [2.23] and [2.24]).
Any eligible Japanese surface naval unit(s) that are employed to interdict any Convoy Route sea area(s) must be moved into the intended Convoy Route sea area(s) during the Naval and Air Phase or the Offensive Phase via the normal naval movement rules (e.g., as a normal Japanese naval movement option; see [3.2]), and are susceptible to enemy air and/or naval interception normally, if presently applicable (see [3.6] and/or [4.15]). No Japanese surface naval unit(s) may ever be automatically "deployed" to any Convoy Route sea area(s) in the same manner as Auxiliary Cruisers (see [2.22]).
NOTE: Any Japanese surface naval unit(s) that move into a Convoy Route sea area during the End Phase are not eligible to conduct Strategic Warfare during the ensuing Strategic Warfare Phase.
Each intending Japanese surface naval unit occupying an eligible Convoy Route sea area during the Strategic Warfare Phase (unless entered during the previous End Phase) may conduct Convoy Interdiction (i.e., during the Japanese Surface Raider Step). Accordingly, each interdicting Japanese surface naval unit inflicts a preset EP loss (see [2.23]), which is added to the total EP loss(es) inflicted upon the Western Allies during that same Strategic Warfare Phase.
Japanese surface naval units can be intercepted normally, and thus fight in naval combat normally, if successfully intercepted. Any Japanese surface naval unit(s) that conduct a Convoy Interdiction during the Strategic Warfare Phase are thereafter ineligible to move (e.g., to conduct Active or Reactive naval interception) during the subsequent Naval and Air Phase, Offensive Phase or the End Phase of that same monthly game-turn. Each interdicting Japanese surface naval unit should be marked with an "Active" chit, denoting its ineligibility to move or operate during the ensuing Naval and Air Phase, Offensive Phase and/or End Phase. Only Japanese surface naval units that do not conduct Convoy Interdiction during the Strategic Warfare Phase are eligible to operate normally during the subsequent Naval and Air Phase, Offensive Phase and/or End Phase.
Japanese Aircraft Carriers as Raiders
Any undamaged Japanese aircraft carrier (with a Naval-Air unit) occupying any eligible Convoy Route sea area during Strategic Warfare Phase is eligible to inflict EP losses upon the UK, US and/or Australia (see [2.23] and [2.24]) exactly like a Japanese surface naval unit.
NOTE: A Japanese aircraft carrier's Naval-Air unit is not committed during the Strategic Warfare Phase.
Keeping Japanese Surface Naval Units at Sea
Any Japanese surface naval unit(s) that had conducted a Convoy Interdiction during the preceding Strategic Warfare Phase are never required to be kept at sea (i.e., "refueled") via the expenditure of EPs. Any Japanese surface naval unit(s) that did not conduct Convoy Interdiction during the preceding Strategic Warfare Phase are subject to [3.14] and/or [7.10] normally.
[2.22] Auxiliary Cruiser Interdiction of Convoy Routes
There are five Auxiliary Cruiser chits (also colloquially known as "Raiders") listed in the Japanese order-of-battle (i.e., the German Auxiliary Cruisers Atlantis, Komet, Orion and Michel, and the Japanese Auxiliary Cruiser Aikoku), each arriving free directly in any sea hex or sea area in the Pacific throughout the course of the game (which may include the "India" map, if in play (see [11.41]).
Auxiliary Cruisers are considered normal naval units, and function exactly like any normal surface naval unit, except that Auxiliary Cruisers are considered to be automatically sunk if hit by any enemy air or naval attack (i.e., Auxiliary Cruisers do not possess a damaged or depleted side).
EXCEPTION: The Japanese Auxiliary Cruiser Aikoku possesses a damaged side, which actually represents a second Japanese Auxiliary Cruiser "Hokoku". The Aikoku and Hokoku, unlike German Auxiliary Cruisers, operated as a pair, thus the reason they exist together as a single game piece.
Unlike normal surface naval units, however, Auxiliary Cruisers are unique inasmuch as they can be automatically deployed directly to any Convoy Route sea area* (i.e., an Auxiliary Cruiser need not actually move as do surface naval units although it may, if preferred - but can be simply deployed to any eligible Convoy Route sea area). Accordingly, an Auxiliary Cruiser cannot be intercepted when being deployed directly to a Convoy Route sea area.
*If from a functioning and supplied Japanese port or a Convoy Route sea area (i.e., as a Japanese naval movement option). Any Auxiliary Cruiser(s) that presently occupy any hexed sea area may not be automatically deployed directly to any port or Convoy Route sea area.
Auxiliary Cruisers are not bound by deployment requirements or restrictions, but may be moved or deployed freely during the Naval and Air Phase, Offensive Phase and/or End Phase.
Each intending Auxiliary Cruiser occupying an eligible Convoy Route sea area during the Strategic Warfare Phase (unless entered during the previous End Phase) may conduct Convoy Interdiction (i.e., during the Japanese Surface Raider Step) like a Japanese surface naval unit normally. Accordingly, each interdicting Auxiliary Cruiser inflicts a preset EP loss (see [2.23]), which is added to the total EP loss(es) inflicted upon the Western Allies during that same Strategic Warfare Phase.
Auxiliary Cruisers can be intercepted normally (although not while being "deployed"), and therefore fight in naval combat normally, if successfully intercepted.
EXCEPTION: Because of Auxiliary Cruisers' unique ability to disguise themselves, each Auxiliary Cruiser is only ever susceptible to one interception attempt die roll per monthly game-turn (even if successful whereby the intercepted Auxiliary Cruiser somehow survived).
Any Auxiliary Cruiser(s) that conduct a Convoy Interdiction during the Strategic Warfare Phase are thereafter ineligible to move (e.g., to conduct Active or Reactive naval interception) during the subsequent Naval and Air Phase, Offensive Phase or the End Phase of that same monthly game-turn. Each interdicting Auxiliary Cruiser should be marked with an "Active" chit, denoting its ineligibility to move or operate during the ensuing Naval and Air Phase, Offensive Phase and/or End Phase. Only Auxiliary Cruisers that do not conduct Convoy Interdiction during the Strategic Warfare Phase are eligible to operate normally during the subsequent Naval and Air Phase, Offensive Phase and/or End Phase.
Any Auxiliary Cruiser(s) that are at sea (in a Convoy Route sea area) may be automatically deployed directly to any supplied Japanese port(s) during the Naval and Air Phase (as a normal Japanese naval movement option), provided that the Auxiliary Cruiser(s) did not conduct Convoy Interdiction during the preceding Strategic Warfare Phase. An Auxiliary Cruiser that currently occupies any hexed sea area may not then be automatically deployed directly to any Japanese port(s).
Keeping Auxiliary Cruisers at Sea
Any Auxiliary Cruiser(s) may be kept at sea normally (i.e., beyond the End Phase), although no EP expenditure is ever required to do so (even if not occupying a Convoy Route sea area). Of course, any Auxiliary Cruiser may be returned to a friendly functioning port during the End Phase normally, if the Japanese player prefers.
European Theater Deployment Restriction
If playing a Combined Game, the Japanese Auxiliary Cruiser is not ever eligible to conduct any Convoy Interdiction in the European Theater.
[2.23] Convoy Route Interdiction EP Damage
Each undamaged Japanese surface naval unit inflicts a preset EP loss if presently occupying and successfully interdicting an eligible Convoy Route sea area during the Strategic Warfare Phase, tabulated as follows:
- Auxiliary Cruiser: Inflicts 1 EP per gunnery value.
- Light Cruiser (CL): Inflicts 1 EP per gunnery value.
- Heavy Cruiser (CA): Inflicts 1 EP per gunnery value.
- Battleship (BB / BBCV): Inflicts 1 EP per gunnery value.
- Aircraft Carrier (CV): Inflicts 8 EPs (if with Naval-Air).
- Submarine (see [11.49]): Inflicts 1 EP.
After determining which Convoy Route sea area(s) have been successfully interdicted by any Japanese surface naval unit(s), the collective inflicted EP loss of every interdicting Japanese surface naval unit is then added as a final sum, which is the total EP loss(es) inflicted upon the UK, US and/or Australia (see [2.25]) during the current Strategic Warfare Phase.
EXAMPLE: There are eight successfully interdicting Japanese Light Cruisers among several Convoy Route sea areas, as well the Japanese battleship Mutsu (with a gunnery rating of "4") and the Japanese heavy cruiser Kinugasa with a gunnery rating of "2"). Thus, the total inflicted EP loss during April is 14 EPs.
[2.24] (This rule is not applicable in APTO)
[2.25] Division of EP Losses
All EP losses occurring in the Indian Ocean Convoy Route sea area are borne by the UK. All EP losses occurring in the South Pacific Convoy Route sea area are borne by Australia. All EP losses occurring in the US Convoy Route sea areas are borne by the US. Each such sea area is identified with a merchant ship silhouette with a flag (indicating the nationality that must suffer the EP losses in each Convoy Route sea area).
NOTE: US lend-lease to the UK does not modify the aforementioned partition of EP losses.
[2.26] Interdicting the Japanese Merchant Shipping Routes (APTO only)
The Japanese Shipping Routes represent the principal Maru shipping lanes to and from the overseas Asiatic resource areas, and are susceptible to interdiction during the Strategic Warfare Phase (i.e., during the Japanese Merchant Shipping Interdiction Step). The Japanese Merchant Routes are thus considered interdicted (with the resulting effect) as follows:
- 1942 (or prior): If any Western Allied submarine unit (whether full strength or depleted) currently occupies any Japanese Merchant Shipping Route hex (of any color leading to or from any island, nation or territory wherein Japan presently owns at least one resource hex therein). EFFECT: Japan must suffer a loss of 1 EP per each such submarine, up to a maximum of three submarine units that occupy the same (i.e., colored) Merchant Shipping Route during the same Strategic Warfare Phase.
- 1943 (up to June): If any Western Allied submarine unit (whether full strength or depleted) currently occupies any Japanese Merchant Shipping Route hex (of any color leading to or from any island, nation or territory wherein Japan presently owns at least one resource hex therein). EFFECT: Japan must suffer a loss of 1 EP per each such submarine, up to a maximum of three submarine units that occupy the same (i.e., colored) Merchant Shipping Route during the same Strategic Warfare Phase.
- 1943 (July-Dec): If any Western Allied submarine unit (whether full strength or depleted) currently occupies any Japanese Merchant Shipping Route hex (of any color leading to or from any island, nation or territory wherein Japan presently owns at least one resource hex therein). EFFECT: Japan must suffer a loss of 2 EPs per each such submarine, up to a maximum of three submarine units that occupy the same (i.e., colored) Merchant Shipping Route during the same Strategic Warfare Phase.
- 1944: If any Western Allied submarine unit (whether full strength or depleted) currently occupies any Japanese Merchant Shipping Route hex (of any color leading to or from any island, nation or territory where Japan presently owns at least one resource hex therein). EFFECT: Japan must suffer a loss of 4 EPs per each such submarine, up to a maximum of three submarine units that occupy the same (i.e., colored) Merchant Shipping Route during the same Strategic Warfare Phase.
- 1945: If any Western Allied submarine unit (whether full strength or depleted) currently occupies any Japanese Merchant Shipping Route hex (of any color leading to or from any island, nation or territory where Japan presently owns at least one resource hex therein). : Japan must suffer a loss of 5 EPs per each such submarine, up to a maximum of three submarine units that occupy the same (i.e., colored) Merchant Shipping Route during the same Strategic Warfare Phase.
The normal bombing mission, air interception and air combat rules (see [2.2]) apply to any Allied Bomber-type air unit(s), escort(s) and/or enemy interceptor(s) that are launched during Merchant Shipping Route Interdiction, as relevant. Allied Fighters, Fighter-Bombers and/or Naval-Air units can never be employed to interdict a Merchant Shipping Route. Interdicting Allied Bombers may not attack any ship or naval unit while in a Merchant Shipping Route hex during the Strategic Warfare Phase. Interdicting Allied Bombers may only ever attack the Merchant Shipping Route. After the Japanese Merchant Shipping Route Interdiction Step, any participating air units (including Naval-Air units aboard aircraft carriers) are returned to their bases and marked as Previously Committed. Such air units may perform no other missions during the current monthly game-turn.
NOTE: No resource hex owned by Japan, at any time, may ever be subsequently declared as unowned by the Japanese player (i.e., to nullify the Merchant Shipping Route leading to that island, nation or territory), except if any such hex had actually become captured by any eligible enemy combat land unit (in which case it becomes owned by the capturer normally).
Part 3: Naval Operations
Naval operations entail Convoy Interdiction, Naval Interception and Naval Combat, Naval Transport, Naval Bombardment, and Submarine Harbor Infiltration, delineated as follows:
[3.0] Naval Unit Stacking
There is no limit to the number (nor types*) of naval units that may occupy the same sea area or coastal hex (unless in port; see [3.15]). Furthermore, allied nations may freely combine naval units (if occupying the same sea location) during naval movement, naval interceptions, and/or naval combat. Multiple naval units, stacks or task forces in the same large sea area may be stacked together, or stacked separately, and are regarded as together or separately, respectively, in any such case (see [3.6]).
Despite the lack of specific hexes in any large sea area, any naval units, stacks or task forces that are stacked together (in a large sea area) are assumed to occupy the same sea location (functionally equivalent to a normal hex) for all intents and purposes. Conversely, separate naval units, stacks and/or task forces (i.e., not stacked together) are considered to occupy separate sea locations, and are actuated, moved and intercepted separately.
*Submarine units (except the 1-3-1 "Kaiten") may not be stacked (in the same hex) with any other friendly surface naval unit, or any other friendly submarine (except when docked in port). If a particular naval movement will result in a submarine becoming stacked with any other friendly surface naval unit (or other friendly submarine), the owning player may opt to "bump" the non-moving chit (i.e., either the submarine or the surface naval unit) one legally accessible adjacent sea hex. The enemy player, however, may choose which adjacent sea hex that the non-moving chit is bumped to (if legally accessible).
[3.1] Task Force Chits
Most of the naval powers are provided with an allotment of individually numbered "Task Force" chits. Each Task Force chit is used to signify the specific map location of aggregated naval unit chits (which would otherwise be overly cumbersome to handle during game play). Players may assign separately designated off-map areas to accommodate all of the naval chits represented by each particular "Task Force" chit. There is no limit to the number of naval chits that may be assigned to any particular Task Force chit, although all of the map's Port Capacity limits must be strictly observed.
There is no limit to the number of authentic Task Force chits that may be on the map at any one time, and players are free to create their own additional Task Force chits as needed or desired to augment the allotment of "Task Force" chits provided in the game. No "Task Force" chit, however, may ever be in play without at least one naval chit assigned to it, unless optional rule [11.3] is in effect, in which case no more than three "Task Force" chits (per Western Allied major power) may actually be a Dummy Task Force.
Usage of any "Task Force" chits is never required; they exist solely to aid in the movement and organization of naval chits during game play.
The game's allotment of "Task Force" chits is tabulated as follows:
- JAPAN: Japanese TF 1 to Japanese TF 10.
- UK: UK TF 10, UK TF 11 and UK TF 12.
- US: US TF 1 to US TF 11, and Pacific TF.
- AUSTRALIA: Australian TF, Aus TF.
- SOVIET UNION: USSR TF 4 and USSR TF 5.
[3.2] Naval Movement Mechanics
Naval units may move during the Naval and Air Phase, the Offensive Phase and/or the End Phase, explained as follows:
All types of naval units are moved incrementally in terms of movement points (MPs). As such, each naval unit chit is allotted a specific movement point allowance (printed as the lower right number of each naval unit chit). Accordingly, each naval unit chit is eligible to be moved (once per Naval and Air Phase, Offensive Phase and/or End Phase) within or up to the extent of its own printed movement (into and/or through any sea areas and/or coastal hexes) during an eligible friendly movement option (see [3.4]).
NOTE: Reactive naval interception movement is to be resolved per the normal Reactive naval interception rules, irrespective of any naval unit's actual printed movement, or the normal naval movement procedure (see [3.6]).
Naval units may be moved either individually (i.e., as an individual naval unit chit), or as conglomerate stacks (moving together). A stack of naval units can be placed on the map itself (as a literal stack of naval unit chits), or may be assigned to a specific Task Force chit (see [3.1]). In either case, a stack (or task force) of naval units can be moved together (up to the extent of the slowest naval unit's printed movement), or can be moved individually (at which time, each individually moving naval unit chit is no longer considered to be part of that stack or task force).
Naval Movement Costs
There are basically three distinct types of sea "locations", each requiring a different MP cost (i.e., the amount of movement points required to enter therein) when (and each time) entered, tabulated as follows:
- Large sea areas (non-hexed): Any dark blue sea area without any actual hexes (such as the Indian Ocean large sea area) requires a specific MP cost, as indicated by the printed "MP = #" within the large sea area itself (e.g., the Indian Ocean large sea area contains an "MP = 10"). Each large sea area is divided from any other adjacent sea area(s) by a thick, light blue border line.
- Sea areas (hexed): Any dark blue sea area comprised of dark blue hexes (such as the Coral Sea area) requires a specific flat entrance cost of 3 MPs, regardless of how many hexagons are actually traversed therein, or any particular hex path. A naval unit, stack or task force must be moved along a specified path* of connecting sea hexes, however, despite the flat entrance cost. Each sea area is divided from any other adjacent sea area(s) by a thick, light blue border line.
*If all relevant players agree that it is unnecessary to move along a specified path (e.g., if it is understood that no enemy air or naval interception is possible), then a player may simply move his naval unit(s) from sea area to sea area, and account for all accrued MPs as the naval unit(s) are moved.
- Coastal hexes: Any light blue hex (such as W 2805) requires a cost of 1 MP per each hex. Naval units, stacks or task forces cannot move from any coastal hex to another coastal hex across an all-land hexside. Naval movement to or from a coastal hex to another coastal hex (or a sea area) must follow an uninterrupted water path (i.e., it may not cross over land).
NOTE: Naval units do not ever expend any movement points to enter or exit any port (when in a port hex), although a port is always considered to be a distinctly separate location. To enter any port, the owning player must simply declare the moving naval unit, stack or task force (if in the port's hex) to be "entering port". Accordingly, players should place an "In Port" chit atop any such naval unit(s).
A naval unit may move into and/or through any consecution of hexes and/or sea areas during naval movement. However, a naval unit cannot enter any hex or sea area unless it currently retains sufficient (i.e., unexpended) MPs to do so (per each naval unit's current printed movement allotment). A naval unit is always permitted to move into at least one sea area (regardless of the naval unit's available movement), if it has not yet moved during the current Phase. In such a case, however, the moving naval unit is always assumed to expend its entire movement allotment in doing so.
Naval Embarkation Costs
If any CL/DD combination(s) and/or STP(s) begin the Naval and Air Phase docked in a particular port, no MPs are ever required to embark any unit(s) presently in that port hex. However, if any CL/DD combination(s) and/or STP(s) do not begin the Naval and Air Phase docked in any intended embarkation port, the CL/DD combination(s) and/or STP(s) may move to that port (from another port or sea location) and then embark any unit(s) in that port (if not conducting an Amphibious Assault). In such a case, a CL/DD combination and/or STP must expend 1/2 (half) of its printed movement to embark any unit(s) in that port hex. If a CL/DD combination and/or STP lacks sufficient available movement to do so, then no embarkation is permitted at that time.
NOTE: Sea Supply chits are always embarked at no MP cost.
Any STPs that will be conducting an Amphibious Assault must begin the current Naval and Air Phase in the embarkation port (with the assaulting land units).
[3.3] Special Naval Move Considerations
The following map locations are governed by special naval movement rules, explained as follows:
Boxes
Allied naval units need not expend any movement points to enter any nation box (i.e., the US) from an adjoining sea area. Of course, when in a nation box, entering any adjoining sea area requires the normal MP cost. Only Allied units may enter any nation box*.
*If the Japanese or Axis capture the India Box, it may be used as a Japanese/Axis box (i.e., port). If playing a Combined and/or Conjoined Game, the India box in AETO and AOI respectively will become a Japanese box if India (in the Pacific Theater) is conquered by the Japanese.
NOTE: If playing with the "India" map (included with AOI, the East Africa expansion game), the India Box is not in play (i.e., it is superseded by the "India" map).
Canals
Panama Canal: During a Combined Game (only), the Panama Canal (E 3299) functions as a special canal, essentially connecting the Pacific and European Theaters. No naval unit may enter or traverse the Panama hex unless permitted by the US player, even if the US is presently neutral. Movement into or through the Panama canal is 1 MP (e.g., to exit one theater and enter another). In any case, the Panama hex is considered to be a US Major Port.
Straits
- Japan: Bungo Channel (W 4427 - W 4428 - W 4328): If Japan currently controls Yawato (W 4427) in Japan, no Allied naval unit may traverse hex W 4427, W 4428, or W 4328. Any Allied naval unit(s) may enter hex W 4427, W 4428, or W 4328, although - when exiting either hex - any such naval unit(s) must exit via the same hexside as entered (i.e., back the way it came).
- Japan: Korea Strait (W 5032 - W 5033): If Japan currently controls Fusan (44526) in Korea, no Allied naval unit may traverse hex W 5032 or W 5033. Any Allied naval unit(s) may enter hex W 5032 or W 5033, although - when exiting either hex - any such naval unit(s) must exit via the same hexside as entered (i.e., back the way it came).
- Japan: Naruto Strait (W 4330 - W 4420): If Japan currently controls Osaka (W 4429) in Japan, no Allied naval unit may traverse hex W 4330 or W 4420. Any Allied naval unit(s) may enter hex W 4330 or W 4420, although - when exiting either hex - any such naval unit(s) must exit via the same hexside as entered (i.e., back the way it came).
- Japan: Soya Strait (W 5433 - E 0734): If Japan currently controls hex W 5433 in Japan, no Allied naval unit may traverse hex W 5422 or E 0734. Any Allied naval unit(s) may enter hex W 5433 or E 0734, although when exiting either hex - any such naval unit(s) must exit via the same hexside as entered (i.e., back the way it came).
- Japan: Tsugaru Strait (W 5032 - W 5033): If Japan currently controls Hakodate (W 5033) in Japan, no Allied naval unit may traverse hex W 5032 or W 5033. Any Allied naval unit(s) may enter hex W 5032 or W 5033, although - when exiting either hex - any such naval unit(s) must exit via the same hexside as entered (i.e., back the way it came).
Special Submarine Infiltration (Straits)
Tactical Submarine units may attempt to "infiltrate" an otherwise impassable strait (only). To do so, the submarine unit must move into the specified strait hex itself (e.g., W 5032). At that time (i.e., during the Naval and Air Phase, Offensive Phase or End Phase), the owning player declares his intention to attempt a "submarine infiltration" and then simply rolls one die* (6-sided). If the die roll is a 1-3, then the submarine unit is not eligible to traverse the present strait (although it may move back out and onward, if it has any remaining MPs). In such a case, no combat occurs (unless a 1 is rolled; see below), although the submarine unit may not attempt any further "infiltration" (anywhere) during that same Phase. However, if the die roll is a 4-6, then the submarine unit is considered successfully through the strait, and may continue to operate normally on that side. A submarine unit is required to attempt an infiltration each time it intends to traverse any strait (mine) hex, regardless of any previous infiltration (e.g., a submarine that has successfully infiltrated the Korea Strait - to get into the Sea of Japan - must also successfully infiltrate a strait to get out).
*Apply a -1 to the die roll per each enemy DD and/or DE unit currently present in the same coastal hex. A die roll of "6" is always considered to be a successful "infiltration", however, regardless of any modifier(s).
NOTE: The three "mine" depictions printed on the map serve as a memory aid, indicating that the inherent screen for any strait is always "3" (against submarine units).
If any submarine unit's infiltration attempt die roll is a natural "1" (i.e., a physical die roll of 1, irrespective of any die roll modifiers), the submarine unit is then subject to one normal naval combat attack from the inherent "mines", and one normal naval combat attack from any enemy Destroyer and/or Destroyer Escort unit(s) - whether depleted or full-strength currently present in that same hex (to a maximum of 4). Afterward, the submarine unit is assumed to automatically dive (assuming it survived), and cannot be pursued.
[3.4] Naval Movement Procedure (During the Naval and Air Phase)
Any eligible naval units, stacks and/or task forces can be moved during the Naval and Air Phase to perform a variety of colloquial naval missions, such as naval escort, interception, patrol, pursuit, transport, et cetera. Naval units, stacks or task forces that enter any enemy hex (i.e., containing an enemy naval unit, stack or task force) are eligible to attempt naval interception (see [3.6]) and then engage in naval combat thereafter, if successful. Each naval engagement is attempted immediately following the fomenting naval interception. Naval combat is resolved immediately following a successful naval engagement attempt (see [3.6]).
Initiative
During a Naval and Air Phase, the player presently controlling the "Initiative" must decide whom (i.e., which side) will move the first naval unit, stack or task force of the current Naval and Air Phase. The player controlling the "Initiative" may choose to move the first naval unit, stack or task force, or compel the opposing side to move the first naval unit, stack or task force. A player that controls the Initiative may not actually dictate which opposing player must move the first naval unit, stack or task force, however. Rather, in such a case, the opposing players must decide amongst themselves whom shall conduct the first naval movement. If two or more allied players cannot agree whom will move first, the player with the higher tally of Offensives (as is determined at the beginning of the season) is the final arbiter (resolving any ties with a die roll).
NOTE: If playing a Combined Game, Initiative in the Pacific is not applicable to Europe, and vice versa.
Alternating Naval Movement
Once decided, the player moving first may then move one naval unit, stack or task force (only) of his own nationality (or alliance) within or up to the extent of that naval unit's, stack's or task force's printed movement. If a player prefers not to move any naval units, stacks or task forces (when optioned to do so), he may simply declare a "pass" instead.
NOTE: A naval stack or task force may move no further than the slowest naval unit it contains (although a stack or task force may "drop off" slower naval units as it moves, thereby permitting the quicker naval units to continue moving).
If a particular player has completed the movement of one naval unit, stack or task force (or "passed"), the option to move a naval unit, stack or task force is then ceded to the enemy players. Those enemy players must then decide amongst themselves whom shall conduct a naval movement at this time (although, if they cannot agree, the enemy player with the preponderance of purchased Offensives is the final arbiter). Then, that enemy player may opt to move one naval unit, stack or task force (or declare a "pass"). Afterward, the option to move another naval unit, stack or task force is ceded back to the other players again. As usual, those players must decide whom will move next. In this case, however, a player that has not yet moved is always prioritized before another friendly player that has already moved (if the players cannot agree whom will move next), regardless of any preponderance of Offensives (i.e., the player that moved last must yield to the next friendly player). Of course, any player (that has not yet moved) may freely bequeath his movement option to any other friendly player, or may simply "pass" altogether. In either case, after that player has completed the movement of one naval unit, stack or task force (or has "passed"), the option to move another naval unit, stack or task force is ceded to the enemy players again. Each side (the Allied side and the Japanese side) must alternate naval movement in this way (i.e., moving one naval unit, stack or task force at a time, throughout the naval movement segment of the Naval and Air Phase) until all eligible players have verbally "passed".
*If all players opt to "pass" (or have completed all intended naval movement), the naval movement segment of the Naval and Air Phase then ends.
Naval Movement Procedure
During a player's own movement option, he may actuate one naval unit, one stack (i.e., any number of multiple naval units within the same hex) or one task force*. If a player is simply moving one naval unit chit, he simply moves that naval unit from its current hex or location (moving along an incremental path of hexes or sea areas) to an intended destination hex or sea location (i.e., within or up to the extent of its printed movement). Only a naval unit, stack or task force that has not yet moved (during the current Phase) is eligible to move during a friendly naval movement option (unless conducting a Reactive naval interception; see [3.6]). Moreover, if any naval unit, stack or task force has already conducted a successful naval interception (i.e., whether an Active or Reactive naval interception), that naval unit, stack or task force is not eligible to move subsequently during the current Phase.
*A moving stack or task force may move no further than the slowest naval unit it contains (although a stack or task force may "drop off" slower naval units as it moves, thereby permitting the quicker naval units to continue moving).
NOTE: Moving naval units, stacks and/or task forces are susceptible to enemy air interception (see [4.15]) and enemy Reactive naval interception (see [3.6]) as they move, if moving within enemy (air or Reactive naval) interception range, even if the intercepting enemy player had passed during his own preceding naval movement option.
Moving Naval Stacks
A stack of naval units (i.e., multiple friendly naval units stacked together in the same hex or sea area) can also be moved from its current hex or location (moving along an incremental path of hexes or sea areas) to an intended destination hex or sea location. Before its movement, the owning player must arrange a stack's naval units to indicate which naval units in that stack will be moving, and which naval units will remain behind in the stack's current hex or sea area (unless the entire stack will be moving). Any naval unit(s) that shall remain behind (i.e., naval units that will not be moving with the stack) cannot be moved during the present naval movement option, but will be eligible to be moved normally during any subsequent naval movement option (unless moved previously during that same Phase).
NOTE: A moving naval stack may not include any naval unit(s) in that same hex or sea area that had moved previously (during the same Phase), even if currently stacked with that moving naval stack.
If a player is moving a stack of naval units, he must move the stack as a singular fleet or flotilla (notwithstanding any naval units that will remain behind). A moving stack of naval units may not be split up (during the same naval movement option) or moved in different directions and/or to different locations. A moving stack of naval units may "drop off" any naval unit(s) within that stack into any hex or sea location it enters (i.e., as it is moving), and continue to move thereafter (if desired). Moreover, a moving stack is free to drop off any (and as many) naval units it contains, provided it actually enters each such hex or sea location (where each naval unit is "dropped off"), although any naval unit(s) that are "dropped off" may not be moved thereafter, during that same Phase (i.e., a "dropped off" naval unit's movement is considered to be ended for that Phase), even if they retain unexpended MPs.
Moving Task Forces
Like a naval stack, a task force may be moved from its current hex or location (moving along an incremental path of hexes or sea areas) to an intended destination hex or sea location. If a task force contains multiple naval units, the owning player must remove any naval units that will not be moving with that task force (if any). Such naval unit's (if any) are simply placed in the task force's current hex or sea area, thus indicating that they shall remain behind in the task force's current hex or sea area. Any naval unit(s) that shall remain behind (i.e., naval units that will not be moving with the task force) cannot be moved during the present naval movement option, but will be eligible to be moved normally during any subsequent naval movement option (unless moved previously during that same Phase).
NOTE: A moving task force may not include any naval unit(s) in that same hex or sea area that had moved previously (during the same Phase), even if stacked with that moving task force.
If a player is moving a task force, he must move the task force as a singular task force (notwithstanding any naval units that will remain behind). A moving task force may not be split up into multiple task forces and/or naval units (during the same naval movement option) or moved in different directions and/or to different locations.
A moving task force may "drop off" any naval unit(s) in that task force into any hex or sea location it enters (i.e., as it is moving), and continue to move thereafter (if desired). Moreover, a moving task force is free to drop off any (and as many) naval units it contains, provided it actually enters each such hex or sea location (where each naval unit is "dropped off"), although any naval unit(s) that are "dropped off" may not be moved thereafter, during that same Phase (i.e., a "dropped off" naval unit's movement is considered to be ended for that Phase), even if they retain unexpended MPs.
Combining Naval Units
At the outset of the Naval and Air Phase, Offensive Phase and/or End Phase, a player may organize any naval units (in the same hex) in whatever manner he prefers. A player may formulate ad hoc stacks and/or groups of naval units, or he may assign them to specifically numbered task force chits (which correspond to a specific task force "holding box" printed on the map). Of course, naval units - if in port - must abide by all Port Capacity limits, regardless of their composition.
Moreover, however, a moving naval unit, stack or task force may also "pick up" any other friendly stationary naval unit(s), stack(s) and/or task force(s) as it moves (if entering the same hex or sea area), provided that they have not previously moved during the current Phase. If a friendly stationary stack or task force contains some naval units that have already moved, those naval units cannot be "picked up" (although the other naval units can be adjoined with the moving naval unit, stack or task force normally).
Any friendly naval unit, stack or task force that is adjoined with a moving naval unit, stack or task force is automatically assumed to have expended the same number of MPs, up to that point, as the moving naval unit, stack or task force.
NOTE: There is no limit to the number of naval units that may join a moving naval unit, stack or task force.
Standby Status Considerations
If any naval unit, stack or task force moves more than half of its own printed movement (during the Naval and Air Phase), it may not then be Activated (e.g., moved) during the ensuing Offensive Phase. However, any naval unit, stack or task force that moves less than (or up to) half of its own printed movement (during the Naval and Air Phase) may be assigned to Standby status (and thus marked with a "Standby" chit at the conclusion of its naval movement), even if that naval unit, stack or task force didn't actually move. Any naval unit, stack or task force that did not move is not required to be assigned to Standby status, although any naval unit, stack or task force that is assigned to Standby status is considered a naval movement option nonetheless.
NOTE: If some naval units in a stack or task force have moved more than half of their printed movement, those units may not be assigned to Standby status (and may not be marked with a Standby chit). If the parent stack or task force is Activated during the ensuing Offensive Phase, those naval units must be excluded from any activation or movement during the Offensive Phase.
A naval unit, stack or task force that has not moved more than half of its own printed movement (and is thus assigned to Standby Status) is eligible to conduct a Reactive naval interception during the Naval and Air Phase normally (see [3.6]), although that intercepting naval unit, stack or task force will then become marked as "Active" (if its Reactive naval interception is successful).
Any naval unit, stack or task force that is on Standby status may be Activated (and moved) during the ensuing Offensive Phase (via a Sea Offensive), per the stipulations of [3.12]. Regardless of a naval unit's, stack's or task force's movement status during the Naval and Air Phase (or Offensive Phase), every naval unit (if at sea) is eligible to move again during the End Phase.
[3.5] (This rule is not applicable in APTO)
[3.6] Naval Interception
Naval interception is the necessary procedure to engage an enemy naval unit, stack or task force (with a friendly naval unit, stack or task force). If a successful naval interception occurs, naval combat is then immediately commenced (see [3.17]), unless evaded (see [3.8]). There are two types of naval interception; Active naval interception, and Reactive naval interception:
- Active Naval Interception occurs when a player (during his own naval movement option) moves a friendly naval unit, stack or task force from a port or sea location to another eligible sea location (within the naval unit's, stack's or task force's allowable movement range), and attempts to successfully engage (intercept) an enemy naval unit, stack or task force in that same location. Only a naval unit, stack or task force that has not previously conducted an Active or a successful Reactive naval interception during the same Phase is eligible to conduct an Active naval interception.
When a player contrives to conduct an Active naval interception (per his own naval movement option), he may only actuate one particular friendly (and eligible) naval unit, stack or task force to do so (i.e., from one particular hex or sea area location), in addition to any other friendly naval unit(s), stack(s) and/or task force(s) it convokes (in any hex it enters) en route, if any (see Active Naval Interception Procedure below). Separate friendly naval units, stacks or task forces (in different locations) cannot be converged (from different locations and movement paths) to intercept a particular enemy naval unit, stack or task force during the same naval movement option.
A naval unit, stack or task force may - at any time during its Active naval interception movement - voluntarily abridge, modify and/or suspend its intended Active naval interception movement. Afterward, its movement is then considered ended for the Phase, nonetheless, although it is eligible to attempt Reactive naval interception normally, if opportune.
- Reactive Naval Interception occurs when a player (during an enemy's movement option) declares his intent to "intercept" a moving enemy naval unit, stack or task force, from a port or sea location to another eligible location (within the friendly naval unit's, stack's or task force's eligible naval interception range), and attempts to successfully engage (intercept) that moving enemy naval unit, stack or task force in that declared location. Reactive naval interception requires no actual expenditure of MPs (because it is triggered by an enemy naval unit's, stack's or task force's movement, and is limited to the specified naval interception range; see below). Only a naval unit, stack or task force that has not previously conducted a successful Active naval or a successful Reactive naval interception during the same Phase is eligible to conduct a Reactive naval interception.
If any particular player is optioned to conduct a Reactive naval interception (i.e., as an enemy naval unit, stack or task force moves within naval interception range), he may attempt to intercept that moving enemy naval unit, stack or task force with as many (or as few) friendly (and eligible) naval units, stacks or task forces as are available (if within naval interception range). A player may attempt one Reactive naval interception at a time, or he may simultaneously converge multiple friendly naval units, stacks or task forces to attempt one or multiple Reactive naval interceptions at the same time (provided that they all are eligible to do so). A player may conduct a Reactive naval interception with one or some eligible naval unit(s), stack(s) or task force(s), while withholding others (e.g., perhaps to conduct a later opportune Reactive naval interception), or decline to conduct any Reactive naval interceptions altogether.
NOTE: If any naval unit, stack or task force fails a Reactive naval interception engagement attempt upon a moving enemy naval unit, stack or task force (even after moving to the interception hex), that particular naval unit, stack or task force is then permitted two possible movement options, immediately thereafter (see [3.10]).
Both types of naval interception can occur during the Naval and Air Phase and/or the Offensive Phase*, but not during the End Phase. Regardless of the type of naval interception (i.e., Active or Reactive), all naval interception attempts (and all resultant naval combat engagements, if any) must be resolved as they occur (i.e., as they are attempted). If any concurrent Air-Naval attacks (and/or incited air combat engagements) occur as well, they are always resolved as they are declared, and before any pending naval interception engagement (see [4.15]).
*An "Active" naval unit, stack or task force is not eligible to conduct any naval interception during the Offensive Phase.
NOTE: Despite the lack of specific hexes in any large sea area, any naval units, stacks or task forces that are stacked together (in a large sea area) are assumed to occupy the same sea location (functionally equivalent to a normal hex) for all intents and purposes. Conversely, separate naval units, stacks and/or task forces (i.e., not stacked together) are considered to occupy separate sea locations, and are actuated, moved and intercepted separately.
Active Naval Interception Procedure
During a friendly movement option, a player may move an eligible naval unit, stack or task force from its current location (if not in a frozen port) along an incremental path of hexes (and/or large sea areas) toward an idle enemy naval unit, stack or task force (whether the enemy naval unit, stack or task force has already moved, or impends to move), and then into the enemy's hex (or stacks with that enemy naval unit, stack or task force, if in a large sea area). An Active naval interception must be within the available movement allowance of the intercepting naval unit, stack or task force (i.e., from the intercepting naval unit's, stack's or task force's start location*, and including the target hex).
*If both the interceptor and the target are in the same large sea area, the interceptor is always assumed to have enough naval movement to reach the enemy target naval unit, stack or task force (regardless of the printed MP = # within that large sea area).
During a naval movement option (when conducting an Active naval interception), a friendly moving (i.e., intercepting) naval unit, stack or task force - while en route to the enemy target hex - may move* into any sea hex(es) or sea area(s) containing any other friendly naval unit(s), stack(s) or task force(s), and thereby convoke any other naval unit(s) there to join with that moving naval unit, stack or task force (as it moves) and then collectively attempt to intercept and engage a targeted enemy naval unit, stack or task force. A friendly moving naval unit, stack or task force may convoke as many other friendly naval units, stacks or task forces as desired, provided that the moving naval unit, stack or stack force actually enters each convoked naval unit's, stack's or task force's hex or sea area location. Separate friendly naval units, stacks or task forces (in different locations) cannot be converged (from different locations and movement paths) to intercept a targeted enemy naval unit, stack or task force during the same naval movement option. Each intended Active naval interception engagement must be attempted and then resolved as it occurs.
*All participating and adjoined naval units must possess sufficient movement to reach the enemy target hex.
NOTE: A stack or task force cannot move any further than the "slowest" naval unit it is moving with. Any naval stack or task force, however, may "drop off" any slower naval unit(s) as it moves, thereby increasing the stack or task force's overall allowable movement range.
As any naval unit, stack or task force moves, it is susceptible to enemy Reactive naval interception (if within naval interception range) by any eligible enemy naval unit, stack or task force (even if they had moved during a previous naval movement option). In such a case, the moving naval unit, stack or task force must be temporarily halted in the declared Reactive interception hex (or sea area), and the enemy Reactive intercepting naval unit, stack or task force is then moved from its present location along an incremental path of hexes (unless in a large sea area) toward the moving naval unit, stack or task force.
NOTE: An enemy naval unit, stack or task force that successfully conducts a Reactive naval interception will not be eligible to move afterward (during a subsequent naval movement option) during the current Phase, even if that enemy naval unit, stack or task force had not moved hitherto.
As an enemy naval unit, stack or task force moves to attempt a Reactive naval interception, any other eligible friendly naval unit, stack or task force may also then declare a Reactive naval interception (which is technically a Reactive counter-interception) if within naval interception range of that enemy naval unit, stack or task force. As such, the enemy naval unit, stack or task force must be temporarily halted in the declared Reactive counter-interception hex (or sea area), and the Reactive counter-intercepting naval unit is then moved from its present location along an incremental path of hexes (unless in a large sea area) toward the moving enemy naval unit, stack or task force. Any additional Reactive naval counter-counter interceptions, Reactive naval counter-counter-counter interceptions (and so forth) can be extrapolated accordingly.
After resolving any and all Reactive naval interceptions (and resultant naval combat, if any), the interrupted Active naval interception movement continues* normally (unless preceding naval combat has crippled the movement thereof; see [3.17]).
*Although a player may - at any time during that movement - voluntarily abridge, modify or suspend his intended Active naval interception (e.g., if a moving task force had been crippled by a preceding naval combat engagement).
After the conclusion of an Active naval interception movement (if concluded in an enemy naval unit's, stack's or task force's hex or sea area location), the intercepting player may then attempt an Active naval interception engagement normally (see below). Each Active naval interception engagement attempt must be resolved as it occurs. If that player declines to attempt an Active naval interception engagement (at that moment), that particular naval unit, stack or task force is not eligible to move again (or to continue moving) during that Phase, except to attempt a subsequent Reactive naval interception from that location (if opportune).
NOTE: If an intercepting naval unit, stack or task force has entered any enemy naval unit's, stack's or task force's sea location, but then failed the Active naval interception attempt, that intercepting naval unit, stack or task force cannot continue to move afterward (or attempt any other Active naval interceptions) during that same Phase. However, that naval unit, stack or task force (after failing the Active naval interception attempt) is eligible to attempt a subsequent Reactive naval interception from that location (if opportune).
After a naval unit, stack or task force conducts a successful Active naval interception, it is not eligible to move again or attempt any other naval interceptions (i.e., either Active or Reactive) during the current Phase. Of course, any such naval unit, stack or task force can - itself - be intercepted normally.
Reactive Naval Interception Procedure
Reactive naval interceptions can only occur during an enemy naval movement option, whereby a player may declare his intent to conduct a Reactive naval interception upon a moving enemy naval unit, stack or task force (i.e., as it is moving) with an eligible friendly naval unit, stack or task force. Reactive naval interception, however, is limited to a specific naval interception "range" (to which, the Reactive intercepting naval unit's, stack's, or task force's printed movement is irrelevant), listed as follows:
- [ A ] If interception is occurring from a port or coastal hex = May intercept in any adjacent sea area or within 3 coastal hexes.
- [ B ] If interception is occurring from a sea area (any size) = May intercept in any adjacent coastal hex (i.e., adjoining that sea area) or within that sea area (i.e., any hex or location within that sea area).
NOTE: Any naval unit(s) immediately exiting any large sea area cannot be intercepted by any enemy naval units already present in that same large sea area.
A player can declare a Reactive naval interception attempt at any time during an enemy naval unit's, stack's or task force's naval movement (if presently within the naval interception range at the moment of a declared Reactive naval interception attempt). If an enemy naval unit, stack or task force enters within any naval interception range (but no Reactive naval interception is declared), and then moves beyond naval interception range, a Reactive naval interception may not then be declared retroactively. As such, the opportunity to do so (after the enemy has exited naval interception range) is simply lost. Of course, if that same enemy naval unit, stack or task force (or any other enemy naval unit, stack or task force) subsequently reenters within that naval interception range, a Reactive naval interception is then again permitted normally, if otherwise legal.
NOTE: If an enemy naval unit, stack or task force is exiting a port (if within Reactive naval interception range), it may be intercepted in that port hex, but never in the port itself (because, until it is out of the port, it is not considered to be moving, regardless of any activity - such as rearrangements - within the port). Conversely, an enemy naval unit, stack or task force in a port's coastal hex cannot be intercepted as it enters that port (from that same coastal hex).
When a Reactive naval interception is declared, the moving enemy naval unit, stack or task force must be temporarily halted in the declared Reactive interception hex (or large sea area). Then, the friendly Reactive intercepting naval unit, stack or task force is moved from its present location along an incremental path of hexagons (unless that Reactive naval interception is occurring in any large sea area*) toward the moving enemy naval unit, stack or task force (prefacing the naval interception engagement attempt).
*If the Reactive naval interception is occurring in a large sea area, the intercepting naval unit, stack or task force may be simply picked up and placed atop the moving enemy naval unit, stack or task force. If pertinent, all Reactive naval counter-interceptions and also Reactive naval counter-counter-interceptions (et cetera) are applicable normally (and must be resolved per the normal sequence order, but disregarding any specific procedures referring to "hexes").
NOTE: Any naval unit, stack or task force that has successfully conducted a Reactive naval interception will not be eligible to conduct any naval movement or further naval interceptions afterward (i.e., during the current Phase), even if that naval unit, stack or task force had not moved hitherto.
As any friendly naval unit, stack or task force is moving to attempt a Reactive naval interception, any other* eligible enemy naval unit(s), stack(s) or task force(s) may then declare a Reactive naval interception upon that friendly naval unit, stack or task force (which is colloquially known as a Reactive counter-interception) if within Reactive interception range. As such, the friendly naval unit, stack or task force must also be temporarily halted in the declared Reactive counter-interception hex (or sea area). The Reactive counter-intercepting enemy naval unit, stack or task force is then moved from its present location along an incremental path of hexes (unless moving in a large sea area) toward that naval unit, stack or task force. Any additional Reactive naval counter-counter interceptions, Reactive naval counter-counter-counter interceptions (and so forth) can be extrapolated accordingly.
*Other than the moving naval unit, stack or task force that is, itself, being intercepted.
NOTE: A naval unit, stack or task force that is subject to a Reactive naval interception (and is temporarily halted) may not - itself - conduct a Reactive counter-interception; it must remain idle until the Reactive naval interception (and any other resulting Reactive counter-interceptions, Reactive counter-counter-interceptions, etc.) have been concluded.
After a Reactive intercepting naval unit, stack or task force has entered an enemy's hex (i.e., after resolving any preceding Reactive counter-interceptions, counter-counter-interceptions, etc.), the intercepting player may then attempt a Reactive naval interception engagement normally (see below). Each Reactive naval interception engagement attempt must be resolved as it occurs. If an attempting player fails a Reactive naval interception engagement attempt, that particular naval unit, stack or task force is permitted two possible movement options immediately thereafter (see [3.10]).
NOTE: If any naval unit, stack or task force has not conducted an Active naval interception or a successful Reactive naval interception (during the same Phase) it may attempt innumerable Reactive naval interceptions - if opportune - (during an enemy's naval movement option) until successful (until resulting in a successful Reactive naval interception).
After a naval unit, stack or task force conducts a Reactive naval interception (if it is successful), it is not eligible to move again or attempt any other naval interceptions during the current Phase. Of course, any such naval unit, stack or task force can - itself - be intercepted normally.
Naval Interception Engagement
If opposing naval units, stacks and/or task forces occupy the same hex or sea location (immediately after Active or Reactive naval interception movement), the intercepting player may then resolve a naval interception attempt. The intercepting player may opt to intercept with some naval units, while excluding other naval units (if he so desires). However, a successful naval interception must always intercept all of the enemy naval units in the same interception hex as a single fleet, even if the enemy naval units are formed into separate stacks and/or task forces (although naval units that are docked in port are considered to occupy a separate location from naval units that are outside of that port, even in the same hex).
NOTE: Prior to a naval interception attempt, any intercepting naval units that move together are always assumed to form a single stack (while they are actually moving together), even if they comprise separate stacks and/or task forces.
EXCEPTION: Any enemy naval unit, stack or task force that attempted (but failed) to counter-intercept the intercepting naval unit, stack or task force (in that same hex) may be excluded from the other enemy naval unit(s) in the same location.
Naval Interception Procedure
When a player attempts a naval interception (whether an Active or Reactive naval interception), he may choose to organize the intercepting naval units as one aggregate search group, or he may divide them into multiple "search groups". If the intercepting player opt to form multiple "search groups", each "search group" must comprise at least 3 friendly surface naval units. Each "search group" must contain at least one surface naval unit with a gunnery rating of "0" or greater*. Each "search group" is eligible to (and must) conduct a separate individual naval interception attempt (i.e., a separate die roll) upon the same targeted enemy naval unit, stack or task force.
*Destroyer Escorts (which do not possess a gunnery rating) can be solely formed into "search groups" if attempting to intercept an enemy submarine unit.
NOTE: A "search group" may comprise less than 3 surface naval units if it is the only "search group" that is attempting a naval interception in that hex. In such a case, only one naval interception is resolved.
EXAMPLE: An intercepting task force contains 14 naval units (STPs are not counted); the intercepting player may form them into four "search groups" (two "search groups" of 3, and two "search groups" of 4) or as two "search groups" (one "search group" of 11, and one "search group" of 3, or perhaps two "search groups" of 7 apiece). The intercepting player may, however, simply intercept as a single task force of 14 naval units instead, if he prefers.
If the intercepting stack or task force is formed into multiple "search groups", each such "search group" is then arranged according to its base movement (i.e., in the order of the fastest to the slowest "search groups"). Then, the intercepting player must resolve each "search group's" interception attempt (and resulting naval combat, if any) individually and sequentially (i.e., as it occurs), starting with the fastest "search group", then the next fastest "search group", to the slowest "search group". Each successful naval interception immediately results in a naval combat engagement (before any subsequently pending naval interception attempts). Only the "search group" that has presently (and successfully) intercepted is eligible to engage in the resultant naval combat.
NOTE: The slowest naval unit (i.e., the naval unit with the lowest movement rating) in each "search group" mandates the "search group's" overall speed.
To resolve each naval interception attempt, the intercepting player must roll one die (6-sided), unless Automatic Naval Interception applies (see [3.7]). On a die roll of "7" or greater, the targeted enemy naval unit, stack or task force is then considered successfully intercepted, modified (cumulative, except where indicated as "-OR-") as follows:
"ACTIVE" NAVAL INTERCEPTION MODIFIERS
- +1: If the target attacked (as a Strategic Warfare attack) a Convoy Route sea area this turn.
- +1: Per friendly search group (always applies at least once).
- +1: If the searching agent is a tactical submarine.
- +2: If the interception is attempted in a coastal hex.
- +2: If the target will be attempting an Amphibious Assault (that turn) in the hex of the naval interception.
- +1: If any friendly air unit (non-ATP) is within range of the naval unit or task force (to its hex) being intercepted.
- +1: If the target was successfully reconnoitered previously in the same hex (or sea area, if in a large sea area).
- - ?: Any printed INT modifier when in a large sea area.
- -1: If "W" weather in a Severe weather zone.
- -2: If "M" weather in a Severe weather zone.
- -1: If the target is a submarine.
- -1: For any inclement weather effects (see [1.0]).
- -1: If the target is a single ship chit (i.e., not a task force).
"REACTIVE" NAVAL INTERCEPTION MODIFIERS
- +1: If the target moved within 2 hexes of the interceptor.
- -OR- +2: If the target moved within 1 hex of the interceptor.
- +1: Per friendly search group (always applies at least once).
- +1: If the searching agent is a tactical submarine.
- +2: If the target exits a port, but the interceptor is in that port hex.
- +2: If the interception is attempted in a coastal hex.
- +2: If the target will be attempting an Amphibious Assault (that turn) in the hex of the naval interception.
- +1: If any friendly air unit (non-ATP) is within range of the naval unit or task force (to its hex) being intercepted.
- +1: If the target was successfully reconnoitered previously in the same hex (or sea area, if in a large sea area).
- - ?: Any printed INT modifier when in a large sea area*.
- -1: If "W" weather in an Severe weather zone.
- -2: If "M" weather in an Severe weather zone.
- -1: For any inclement weather effects (see [1.0]).
NOTE: Any player that is intending to conduct an Amphibious Assault may voluntarily renounce his intention to conduct an Amphibious Assault (and thereby avert the +2 naval interception modifier). In such a case, however, the averted naval units cannot conduct or participate in any Amphibious Assault during that same monthly game-turn.
If the modified naval interception die roll is less than 7, the naval interception is unsuccessful (from that intercepting naval unit, stack, task force or "search group"). However, if the naval interception attempt die roll is a natural "6" (i.e., a physical die roll of 6, irrespective of any modifiers), it is then considered to be a successful naval interception. Conversely, if the naval interception attempt die roll is a natural "1" (i.e., a physical die roll of 1, irrespective of any modifiers), it is then considered to be an unsuccessful naval interception.
Naval Interception Restrictions:
- After forming his "search groups" and resolving the first search group's naval interception die roll, a player cannot cancel the other search group(s)' naval interception(s), if any.
- STPs cannot intercept or solely form "search groups" (although an STP can accompany any interception or "search group").
- A naval unit, stack or task force that becomes undocked as a result of an enemy land unit's occupation of that naval unit's, stack's or task force's port hex is not susceptible to Reactive Naval Interception thereupon.
- A naval unit, stack or task force that enters a port from outside of that port (i.e., within that same hex) cannot be intercepted, unless the intercepting enemy naval unit, stack or task force is presently in that port.
- A naval unit, stack or task force in a port cannot ever be intercepted within that port* if it presently harbors at least one naval unit with a gunnery rating of "3" or greater (even if a "3" is as a result of "damage"), except per [10.27]. However, a friendly naval unit, stack or task force is always eligible to enter any friendly-controlled port, despite the presence of any enemy naval unit(s).
*Except by an infiltrating submarine unit.
- If a naval unit, stack or task force declines or fails an Active naval interception attempt, it is not eligible to attempt another Active naval interception during that same Phase. However, a naval unit, stack or task force (after failing a naval interception attempt) is eligible to attempt a subsequent Reactive naval interception from that location (if opportune).
- A naval unit, stack or task force cannot conduct more than one naval interception attempt (per Phase) upon the same enemy naval unit, stack or task force, except in the case when that same enemy naval unit has first exited and then reentered an eligible naval unit's Reactive naval interception range.
- Each intercepting naval unit, stack or task force is limited to one successful naval interception per Phase.
[3.7] Automatic Naval Interception
In certain instances, naval interception is simply automatic (i.e., no naval interception die roll is required), explained as follows:
NOTE: An automatic interception is abrogated in any hex where a US Evasion chit is played (see [10.3]).
When any naval interception will occur, the naval interception will be considered automatic (i.e., requiring no die roll) if any of the following circumstances apply:
Automatic Naval Interception Circumstances:
- Any naval unit(s) that are presently docked in a friendly port can automatically intercept any enemy naval unit(s) entering that port, except infiltrating submarine units (see [3.30]).
- Any naval unit(s) that successfully enter an enemy port can automatically intercept any enemy naval unit(s) in that port.
NOTE: Exiting a port is not considered to be an automatic naval interception (although the normal naval interception modifiers do virtually guarantee a successful naval interception, in such a case).
- Any naval unit(s) that are presently in an enemy port can automatically intercept any enemy naval unit(s) presently in that port (whether the enemy naval units are moving or stationary).
- Any naval unit(s) that are in a coastal hex in or adjacent to a canal inlet/outlet hex can automatically intercept any enemy naval unit(s) that enter or exit that canal.
- Any enemy naval unit(s) presently Activated to conduct an Amphibious Assault (i.e., during the current Offensive Phase) can be automatically intercepted* in the intended landing hex (i.e., in the coastal hex where the Amphibious Assault is - or will be - occurring) by any enemy naval unit(s), stack(s) and/or task force(s) within interception range.
*All normal interception ranges apply.
NOTE: Any player that is intending to conduct an Amphibious Assault may voluntarily renounce his intention to conduct an Amphibious Assault (and thereby avert - if solely because of the impending Amphibious Assault - an enemy's automatic naval interception). In such a case, however, the averted naval units cannot then conduct or participate in any Amphibious Assault during that same monthly game-turn.
Regardless of any valid automatic interception opportunities, any particular intercepting naval unit, stack or task force is only permitted to conduct one successful naval interception per Step.
[3.8] Evading Naval Interception
After any successful naval interception (whether it is Active or Reactive), the intercepting player and the intercepted player must then compare the relative speed of the intercepting naval unit, group, stack or task force, and the intercepted naval unit, stack or task force. If the intercepted naval unit's, stack's or task force's current speed is faster (i.e., higher) than the intercepting naval unit, search group, stack or task force, it may automatically "evade" that naval interception*. In such a case, the intercepted player must simply announce that he is evading that naval interception (with that particular intercepted naval unit, stack or task force), thereby immediately ending the encounter. Any naval interception that is evaded is considered to be a successful interception nonetheless.
*No naval unit, stack or task force is ever required to "evade", and can engage in naval combat normally, if the owning player prefers.
NOTE: The speed of a group of ships (i.e., a stack or task force) is always considered collectively equal to the slowest naval unit with that group. An intercepted player cannot exclude any particular naval unit from a stack or task force after a successful enemy naval interception to qualify that stack or task force for Evasion.
Evasion is always optional, although an intercepted player must announce his intention to evade (or decline) immediately after a successful naval interception (if eligible to do so). An intercepted player may decline to evade an enemy naval unit, stack or task force (thereby resulting in naval combat), but then opt to evade a subsequent naval interception (if eligible). If a moving naval unit, stack or task force is chosen to evade a successful Reactive naval interception, it may then continue its movement normally.
If a stack or task force is impending to conduct an Amphibious Assault in any particular coastal hex, but opts to evade an enemy naval interception (in that hex), it is then ineligible to conduct any Amphibious Assault during that same monthly game-turn.
Evasion Restrictions
Evasion is not permitted in the following instances:
- An automatic naval interception (see [3.7]) cannot ever be evaded (except via a US Evasion chit; see [10.3]).
- Any naval unit, stack or task force that is impending to conduct an Amphibious Assault (during that same current monthly game-turn) cannot ever evade a successful naval interception*.
*A player may voluntarily forgo an intended Amphibious Assault (e.g., to enable an evasion of a successful enemy naval interception).
- A naval unit, stack or task force cannot evade more than once per Phase. If any naval unit, stack or task force has already evaded an interceptor during the present Phase, it cannot evade any subsequent naval interceptions (i.e., during that same Phase), even if from the same task force (i.e., during the same naval interception attempt).
- An Evasion does not ever forbid any intercepting aircraft carrier(s) to conduct any Air-Naval attack(s) upon that intercepted naval unit, stack or task force. A valid Evasion always occurs after any Air-Naval attack(s).
- An Evasion is not permitted between Round 1 and Round 2 of naval combat. When a naval unit, stack or task force engages in naval combat, it may only withdraw per the normal withdrawal rules (see [3.17]).
[3.9] Aircraft Carrier and Naval-Air Operations (Naval and Air Phase)
During the Naval and Air Phase, aircraft carriers operate like normal naval units, although the activity (i.e., movement) of an aircraft carrier during the Naval and Air Phase will govern the operational status of any accompanying Naval-Air unit(s). Additionally, the operational status(es) of any accompanying Naval-Air unit(s) during the Naval and Air Phase will potentially determine the activities of the Naval-Air unit(s') parent aircraft carrier(s). A Naval-Air unit (aboard a carrier) is governed by the normal air operation rules (with some exceptions*), but its participation during the First Naval Movement Step and/or the Air Movement Step is determined by the activity of its parent aircraft carrier during the Naval and Air Phase.
*Half-step Naval-Air units (i.e., Naval-Air units that are blank on the reverse side) are not eligible to participate (i.e., fight in air combat) in the second air combat round (although a half-step Naval-Air unit may remain in the air combat hex during the second air combat round).
Active and Reactive Naval Interceptions (Air-Naval attacks)
If any successfully intercepting group, stack or task force is comprised of at least one undamaged aircraft carrier (with a functioning Naval-Air unit), any available Naval-Air unit(s) in that same group, stack or task force are automatically eligible to conduct any normal Air-Naval attack(s) - weather permitting - against the intercepted enemy naval unit, stack or task force (unless the aircraft carrier's Naval-Air unit is currently "aloft", as can occur if the Naval-Air unit was launched in that hex to conduct an air interception of an enemy air unit before the carrier's Active naval interception is attempted). Assuming the aircraft carrier(s)' Naval-Air unit(s) are not aloft, the attacking Naval-Air unit(s)' Air-Naval attack(s) always occur before any Evasion declaration and/or naval combat. If the intercepting and the intercepted group, stack or task force is comprised of undamaged aircraft carriers (with functioning Naval-Air units), air interception, counter-interception, et cetera (e.g., among the opposing Naval-Air units) can occur normally.
Enemy Air and/or Naval Interceptions
If an undamaged aircraft carrier (with a functioning Naval-Air unit aboard) is moving during a friendly naval movement option (during the First Naval Movement Step), and is intercepted as it moves (and is temporarily halted, per [3.6]), that aircraft carrier's Naval-Air unit (if presently aboard the aircraft carrier) is eligible to be launched normally (weather permitting) to conduct an air interception (or a counter-interception, or a counter-counter-interception, et cetera) of any enemy air unit that is launched during the current friendly naval movement option, or to conduct an Air-Naval attack upon any enemy naval unit, stack or task force that is moving to conduct a Reactive naval interception during the current friendly naval movement option.
However, unlike normal air units launched during the Naval and Air Phase (which return to base at the conclusion of the ensuing Air Movement Step of the Naval and Air Phase), an aloft Naval-Air unit (if launched from an aircraft carrier during that aircraft carrier's naval movement option) is automatically returned to its parent aircraft carrier whenever that aircraft carriers moves (i.e., enters any new hex or sea area) during the Naval and Air Phase. So, a Naval-Air unit can conceivably be launched multiple times during its parent aircraft carrier's naval movement option, if its parent aircraft carrier becomes repeatedly intercepted in each new hex or sea area that it enters (assuming that the parent aircraft carrier is eligible to be moved). If the Naval-Air unit's parent aircraft carrier does not (or cannot) move during the Naval and Air Phase, then the accompanying Naval-Air unit can only be launched once (as a normal air or naval interception) during the Naval and Air Phase (i.e., per the normal air operation rules), and is then returned to its parent aircraft carrier normally thereafter (i.e., at the conclusion of the ensuing Air Movement Step).
NOTE: Movement within a hex (e.g., into or out of a port in the same hex) does not constitute movement with regard to this rule. However, movement within the same large sea area does apply.
EXAMPLE: The US 0-8-43 aircraft carrier "Intrepid" is moving from Hawaii into the Central Pacific (i.e., into the sea area west of Hawaii) during the Naval and Air Phase. As the "Intrepid" moves, the Japanese player declares an Air-Naval attack (having successfully located the "Intrepid" previously) and launches a 3-18 "Betty" (G4M) Bomber. Accordingly, the "Intrepid" is temporarily halted in its present hex as the 3-18 is launched and moved toward it. In response, the US player launches a 3-4/3 (F4F) Naval-Air to intercept the Japanese 3-18 Bomber. During air combat, the 3-18 is depleted and aborted. As such, the US 3-4/3 remains aloft for now (per the normal rules), thereby ending the Japanese player's declared Air-Naval attack. Immediately afterward, the US player opts to continue the movement of the "Intrepid" (which was interrupted by the Japanese 3-18 Bomber's Air-Naval attack). At the moment the "Intrepid" enters a new hex, the "Intrepid's" 3-4/3 Naval-Air unit (which is still presently aloft) is then immediately returned aboard the "Intrepid" (assuming the "Intrepid" did not move beyond the range of the 3-4/3 in its present location). At that moment, the 3-4/3 is eligible to be launched again, if necessary, as the "Intrepid" continues to move. As the "Intrepid" continues to move, it is reconnoitered and subjected to a second Air-Naval attack from a Japanese 2-14 (G3M) Bomber, which is also intercepted and depleted (and aborted) by the "Intrepid's" same 3-4/3 (F4F) Naval-Air unit. Again, immediately afterward, the US player opts to continue the movement of the "Intrepid" (thereby immediately returning the aloft 3-4/3 to the "Intrepid" again). As the "Intrepid" continues to move, it is reconnoitered and subjected to a third Air-Naval attack from a Japanese 2-20 (H6K) Bomber, which is also intercepted by the "Intrepid's" same 3-4/3 Naval-Air unit. This time, the 3-4/3 misses the 2-20 during the first round of air combat, although the US 3-4/3 is a two-step Naval-Air unit, and is thus eligible to fight during the second round of air combat. Thus, the 3-4/3 luckily aborts the Japanese 2-20. At this time, the US player moves the "Intrepid" one more hex (solely to recover the aloft 3-4/3 Naval-Air unit again). As the "Intrepid" moves again, the Japanese player declares a Reactive naval interception with a nearby task force, and moves it toward the "Intrepid". As the Japanese task force is moving, the US player then declares and attempts an air reconnaissance, which successfully locates and identifies the Japanese task force as the CA "Maya". Before the Japanese task force reaches the "Intrepid", the US player decides to conduct an Air-Naval attack (i.e., launching the 3-4/3 Naval-Air), but unfortunately fails to sink or even damage the "Maya". Hence, the "Maya" then continues toward and into the Intrepid's hex, and conducts a successful naval interception. However, the US player notices that the "Intrepid" (with a printed speed of 44) is actually faster than the "Maya" (with a printed speed of 42). Thus, the US player simply elects to "evade" the "Maya", ending the naval interception. Nonetheless, the US player opts to end the "Intrepid's" naval movement (ending that friendly naval movement option), leaving the 3-4/3 (F4F) aloft. The Japanese player cannot launch any subsequent Air-Naval attacks now (while the "Intrepid" remains in that hex), because the "Maya" already conducted a Reactive naval interception (i.e., all air interceptions upon any naval unit, stack or task force must always precede any naval interceptions in the same hex or location). Thereafter, the 3-4/3 Naval-Air remains aloft (as well as the previously launched Japanese Bombers) until the end of the Air Movement Step of the Naval and Air Phase (regardless of which side's Air Movement Step, Allies or Japanese, ensues first).
[3.10] Failing Reactive Naval Interception
If a particular naval unit (including a submarine), stack or task force fails (or simply declines) a Reactive naval interception engagement attempt upon a moving enemy naval unit, stack or task force, that particular naval unit, stack or task force is then permitted two possible movement options, immediately thereafter:
NOTE: A failed naval interception attempt is never considered a declaration of war.
- [ A ] A naval unit, stack or task force (i.e., failing a Reactive naval interception), may simply remain in the attempted naval interception hex. In such a case, the naval unit, stack or task force (in its entirety) must remain in the exact hex where the interception attempt had occurred (i.e., it may not move to any other alternate location), until the next available movement option. That naval unit, stack or task force retains its normal Reactive interception eligibility (i.e., from its present location) thereafter.
- [ B ] A naval unit, stack or task force (i.e., failing a Reactive naval interception), may return to its previous (i.e., starting) hex or sea area location (i.e., from where the interception had been declared). In such a case, the naval unit, stack or task force must return (in its entirety) to the exact hex (and port, if in port) or sea area location from where the interception attempt had been initially declared (i.e., it may not move to any other alternate location). That naval unit, stack or task force retains its normal Reactive interception eligibility (i.e., from its previous location) thereafter.
Functionally, these movement options are irrelevant within any large sea area (insofar as there are no specific "locations" within any large sea area).
If a particular search group successfully intercepts an enemy naval unit, stack or task force, but another does not (i.e., if from the same reacting stack or task force), only the search group(s) that fail are eligible to employ the aforementioned options.
NOTE: Regardless of which aforementioned option is employed, any naval unit, stack or task force may attempt a normal Active naval interception thereafter, if otherwise eligible.
[3.11] Convoy Duty Escort Assignment (AETO only; this rule is not applicable in APTO)
[3.12] Naval Movement (Offensive Phase)
Activation During Sea Offensives
When a player declares a Sea Offensive, he may activate one particular naval unit, stack or task force (if on Standby status) via the expenditure of one Sea Offensive.
Additionally, a player may designate any particular naval unit*, stack or task force (if on Standby status) as a Command Agent. As such, any friendly naval unit(s), stack(s) and/or task force(s) in that hex, or within Reactive Interception range (see [3.6]) of that Command Agent is eligible to be collectively Activated as part of the same Sea Offensive. Accordingly, any naval unit(s), stack(s) and/or task force(s) that are Activated as part of the same Sea Offensive may move and/or participate in that Offensive normally, even if the Command Agent itself does not move (although the Command Agent is considered Activated nonetheless).
*Including a submarine unit.
Offensive Naval Movement Range
During the Offensive Phase, naval units that are currently on Standby status (i.e., marked with a "Standby" chit) may be Activated (via a Sea Offensive) to then move (although no Activated naval unit is ever required to move). During any Sea Offensive, however, Activated naval units are limited to a maximum Offensive Naval Movement Range, tabulated as follows:
- [ A ] If the Activated naval unit's printed movement is 30 or more = May move up to 6 MPs during a Sea Offensive.
- [ B ] If the Activated naval unit's printed movement is 29 or less = May move up to 3 MPs during a Sea Offensive.
If any naval unit's printed naval movement is reduced below 30 (i.e., as a result of damage or depletion), its maximum Offensive Naval Movement Range is immediately reduced as well. If any such naval unit has already moved more than 3 MPs (at the time of the damage or depletion), it may move no further during the current Offensive Phase (and must remain in the last occupied hex or location). A stack or task force may leave any such naval unit(s) behind, and thereby continue its movement normally. Any such Activated naval unit(s) may only move and/or participate in a particular Sea Offensive insofar as the aforementioned maximum Offensive Naval Movement Ranges permit.
NOTE: If a stack or task force contains multiple naval units with varying movement ratings, the stack or task force may move no further than the slower-category naval unit(s), unless the slower-category naval unit(s) do not accompany the movement of the stack's or the task force's faster-category naval units.
When any naval unit, stack or task force is Activated during the Offensive Phase, its "Standby" chit is flipped to the "Active" side. When any naval unit, stack or task force has been Activated during the Offensive Phase, it is not eligible to be Activated again during that same Offensive Phase.
Active and Reactive Naval Interceptions during a Sea Offensive
During the Offensive Phase, Active Naval and Reactive Naval Interceptions can occur per the following stipulations:
- If a naval unit, stack or task force is marked as "Standby", it is eligible to be Activated normally (i.e., via a Sea Offensive) by the owning player, and then moved to attempt an Active naval interception (i.e., if within the maximum movement range of 3 MPs or 6 MPs, as determined by the intercepting naval unit's, stack's or task force's printed movement; see above). After an Active naval interception attempt during the Offensive Phase (whether the Active naval interception is successful or not), the Activated naval unit, stack or task force is considered to be "Active" (and marked "Active"), and is not eligible to conduct any naval movement or naval interceptions thereafter, even if the intercepting naval unit, stack or task force had not moved hitherto.
NOTE: If a naval unit, stack or task force is moved to a particular hex via a Sea Offensive, the moving naval unit, stack or task force may then attempt to intercept any enemy naval unit, stack or task force in that same hex, even if the Sea Offensive was not intended as an Active naval interception. However, any naval unit, stack or task force that is Activated to conduct a Sea Offensive may not attempt any counter-interception, counter-counter-interception, etc. while conducting that Sea Offensive.
- If a naval unit, stack or task force is marked as "Standby", it is eligible to attempt a Reactive naval interception (if opportune), or counter-interception, or counter-counter-interception, et cetera (if opportune) normally (i.e., if within the normal Reactive naval interception range; see [3.6]). In any case, no Sea Offensive is required (whether the Reactive naval interception is successful or not), although - if successful - the intercepting naval unit, stack or task force is considered to be "Active" nonetheless (and thus marked as "Active"), and is not eligible to conduct any naval movement or naval interceptions thereafter, even if the intercepting naval unit, stack or task force had not moved hitherto. However, if a Reactive naval interception is unsuccessful, the intercepting naval unit, stack or task force remains as "Standby" status, and is governed by the stipulations of [3.10].
[3.13] Aircraft Carrier and Naval-Air Operations (Offensive Phase)
During the Offensive Phase, aircraft carriers operate like normal naval units, although the activation status of a carrier does not affect the activation status of any accompanying Naval-Air unit, nor does the activation status of a Naval-Air unit affect the activation status of a parent aircraft carrier. A Naval-Air unit (aboard an aircraft carrier) is governed by the normal air operation rules (with some exceptions*), and may participate in a friendly Air or Land Offensive normally, if otherwise eligible. Likewise, a Naval-Air unit may contravene in an enemy Air, Land or Sea Offensive normally as well, if otherwise eligible.
*Half-step Naval-Air units (i.e., Naval-Air units that are blank on the reverse side) are not eligible to participate (i.e., fight in air combat) in the second air combat round (although a half-step Naval-Air unit may remain in the air combat hex during the second air combat round).
Unlike normal air units, however, a committed Naval-Air unit (presently aboard an aircraft carrier) automatically becomes uncommitted if the Naval-Air unit's parent aircraft carrier is Activated (via a Sea Offensive) and then moves to any other hex or sea area during the same Offensive Phase. Thus, a Naval-Air unit can conceivably be Activated twice during the same Offensive Phase (once before the aircraft carrier moves, and then again after it moves), assuming that the parent aircraft carrier is eligible to be Activated and moved. If an aircraft carrier does not (or cannot) move during the Offensive Phase, the accompanying Naval-Air unit can only be Activated once (via an Air Offensive) during the Offensive Phase (i.e., per the normal air operation rules), and is then committed* normally thereafter.
*During the Offensive Phase, any committed Naval-Air unit is eligible to fly in defense of any Activated friendly land units (see [4.22]), during an enemy Air Offensive (see [4.1]), or as an Intensive Air-Naval Attack (see [4.28]).
NOTE: Movement within a hex (e.g., into or out of a port in the same hex) does not constitute movement with regard to this rule. However, movement within the same large sea area does apply.
If an aircraft carrier is intercepted as it moves (and temporarily halted; see [3.6]), the aircraft carrier's Naval-Air unit (which is uncommitted) is eligible to conduct a normal Air-Naval attack (see [4.20]), although the aircraft carrier will not be eligible to move afterward, and must remain in its present hex (because a Naval-Air unit can only be Activated before or after the parent aircraft carrier moves, if moving during the Offensive Phase). Activating a Naval-Air unit after its parent aircraft carrier begins to move - by default - always automatically ends that parent aircraft carrier's movement for the remainder of the Offensive Phase.
EXAMPLE: The UK aircraft carrier "Illustrious" (on "Standby" status) is five hexes south of Singapore during the Offensive Phase. The UK player expends one Air Offensive, and launches a 2-2/0 Naval-Air (Swordfish) to conduct an Air-Naval Attack upon two Japanese cruisers docked in Singapore, which results in the sinking of both. At the conclusion of the Air Offensive, the 2-2/0 Naval-Air is then returned to the carrier "Illustrious", and is marked as "Currently Committed". Next, the Japanese player also expends one Air Offensive, and launches a 3-18 (G4M Bomber to conduct an Air-Naval Attack upon the "Illustrious" (having successfully located the carrier "Illustrious" previously). In response, the UK player launches the same 2-2/0 Naval-Air to intercept the Japanese 3-18 Bomber (ignoring the 2-2/0 Naval-Air's "Currently Committed" status, because any Fighter-type air unit is eligible to fly during an enemy Air Offensive; see [4.1]). During air combat, the Japanese 3-18 Bomber is aborted, and the UK 2-2/0 is returned to the "Illustrious" again (marked as "Currently Committed"). Then, the UK player expends one Sea Offensive, and activates the carrier "Illustrious", moving it eastward (whereby, the Naval-Air unit becomes uncommitted). As the "Illustrious" moves, however, the Japanese player declares a Reactive naval interception with a nearby task force (temporarily halting the "Illustrious"). As the Japanese task force is moved toward the "Illustrious", the UK player opts to conduct an air reconnaissance, which locates and also identifies the Japanese task force as the heavy cruisers "Tone", "Mogami" and "Nachi". Before the Japanese task force reaches the "Illustrious", the UK player decides to conduct an Air-Naval attack (i.e., launching the 2-2/0 Naval-Air). In doing so, however, the "Illustrious" will become ineligible to continue moving thereafter (during the current Offensive Phase). Nonetheless, the UK 2-2/0 attacks the Japanese task force, sinking the "Tone", and damaging the "Nachi" (and thereby committing that 2-2/0 Naval-Air). Undeterred, though, the heavy cruiser "Mogami" continues toward the "Illustrious" (leaving the damaged "Nachi" behind), and then attempts a normal naval interception (which is successful). The "Illustrious" cannot evade the "Mogami" (because the "Mogami" is faster), although the 2-2/0 is now eligible to conduct an Intensive Air-Naval Attack (disregarding its commitment status; see [4.28]), which results in the sinking of the "Mogami". Thereafter, the "Illustrious" is ineligible to move for the duration of that Offensive Phase (although it may move normally during the End Phase). The 2-2/0 remains committed, but it is eligible to fly normally during subsequent enemy Air Offensives, or future Intensive Air-Naval attacks, but not to conduct any other missions or operations.
[3.14] Naval Movement (End Phase)
Any naval unit(s), stack(s) and/or task force(s) that are presently at sea during the End Phase (i.e., not presently docked in port) are eligible to move again during the naval movement segment of the End Phase, regardless of any naval movement during any previous Phases. Any naval unit(s), stack(s) and/or task force(s) that do not return to a friendly supplied port will become marked as "out-of-supply"*, unless "refueled" at sea (known as "Keeping Naval Units at Sea"; see below). No naval interception (Active or Reactive) is permitted during the End Phase, and consequently no naval combat is possible during the End Phase.
*Except any naval unit(s) that had conducted Strategic Warfare preceding Strategic Warfare or Naval and Air Phase.
Unlike any naval movement during the Naval and Air Phase, however, each player performs all intended naval movement (during the naval movement segment of the End Phase) at one time (i.e., players do not alternate moving naval units). As such, the side that currently controls the Initiative must complete all intended naval movement first, then followed by the other side (second).
Naval units, stacks and/or task forces that move during the End Phase are entitled to move within and/or up to the extent of their current printed movement, unless already in port (i.e., naval units that are presently docked in port are ineligible to move during the End Phase). During the End Phase, naval units can be moved individually, as stacks and/or as task forces, exactly like naval movement during the Naval and Air Phase. However, moving naval units, stacks and/or task forces are subject to the following movement restrictions:
- A naval unit*, stack or task force may not enter any hexed sea area that is presently within Reactive naval interception range of any non-submarine enemy naval unit, stack or task force (despite the fact that no naval interception is possible), unless the entering naval unit, stack or task force "outguns" the enemy naval unit, stack or task force. In such a case, all relevant players are required to reveal the total gunnery rating (including torpedo ratings and the combat strength number of any operational Naval-Air units) of all Allied and Japanese surface naval units in that particular sea area. Any naval unit(s) that are presently marked as "out-of-supply", however, are not counted for purposes of this calculation. Nonetheless, If the entering naval unit, stack or task force possesses a higher total gunnery value (including torpedo ratings and the combat strength number of any operational Naval-Air units), then it is permitted to enter that hexed sea area normally. However, if the entering naval unit, stack or task force possesses a lower total gunnery value, then it is not permitted to enter that hexed sea area during that End Phase.
*Except submarine units.
NOTE: No naval unit, stack or task force is ever prevented from exiting any sea area due to the presence of any enemy naval unit(s) in that same sea area, regardless of the relative gunnery ratings.
Any naval unit, stack or task force that moves during the End Phase is not eligible to conduct Strategic Warfare during the following Strategic Warfare Phase (e.g., if ending its movement in a Convoy Route sea area). Any such naval unit, stack or task force should be marked with an "Active" chit, denoting its ineligibility to conduct or participate in any Strategic Warfare during the ensuing Strategic Warfare Phase.
Air-Naval Attacks (End Phase)
During the End Phase, only naval units, stacks or task forces that were outside of the eligible range of any particular enemy Bomber-type air unit(s), and then moved within any such air unit(s') eligible range, are liable to air-naval interception (and Air-Naval attacks) during the End Phase. Any naval unit, stack or task force that began the End Phase already within any particular Bomber-type air unit(s') eligible range cannot be attacked by the air unit(s) during the End Phase.
All normal air movement, interception, counter-interception, combat and so forth may occur and be resolved normally, if triggered by an air-naval interception (i.e., if per the above circumstance). Commitment rules apply normally inasmuch as uncommitted air units are eligible to be launched, and thus become committed normally, although all commitment chits are removed at the conclusion of the End Phase.
Keeping Naval Units at Sea
Naval units, stacks and/or task forces that do not return to a friendly supplied port will become marked as "out-of-supply" at the end of the End Phase (i.e., during the Supply Step), unless "refueled" at sea (during the Supply Step, representing various oilers, ordnance vessels, supply ships, et cetera, which are not included as actual game pieces).
NOTE: Any naval unit(s) that had conducted Strategic Warfare during the preceding Strategic Warfare Phase are never required to be "refueled" (inasmuch as such naval units are committed for an entire monthly game-turn, it's assumed that they are regularly refueled, provisioned and supplied beyond the game's scope).
Any naval unit, stack or task force can be "refueled" at sea via a simple expenditure of EPs (from the owning player's EP Track), regardless of the naval unit's, stack's or task force's location on the map. The EP cost to "refuel" naval units is calculated per each sea area, and is relative to the number of friendly naval units remaining in that sea area, as follows:
- [ A ] Each sea area with 9 or more friendly naval units = 2 EPs (Each Sea Transport Point is counted as one naval unit).
- [ B ] Each sea area with 8 or less friendly naval units = 1 EP (Each Sea Transport Point is counted as one naval unit).
When expending EPs to "refuel" any naval units (i.e., Keeping Naval Units at Sea), only EPs presently existent on the owning player's EP Track may be expended to pay for naval refueling costs (i.e., a player may not pay to refuel any naval units with forthcoming or previously spent EPs). However, any player is permitted to expend his own EPs to refuel another friendly player's (or a minor partner's) naval units (provided that the receiving player or minor partner is presently allied with the spending player).
EXCEPTION: Only Soviet EPs may be expended to refuel any Soviet naval unit(s). Moreover, Soviet EPs may not be used to refuel any Western Ally naval unit(s).
A player is never required to refuel any particular naval unit(s), even if he has currently available EPs to do so. A player may purposefully allow naval units to become marked as "out-of-supply" for any reason whatsoever. Of course, naval units that become marked as "out-of-supply" are then governed by the effects of [7.10].
NOTE: When expending EPs to Keep Naval Units at Sea, any player may "over-spend" to deceive the true size of any task force(s) in a particular sea area. For example, if a particular sea area contains a task force with only one naval unit, the owning player may actually expend 2 EPs to simulate the EP requirement of a large fleet, even if that particular sea area only necessitates an expenditure of 1 EP (i.e., because it only contains one actual naval unit). However, in doing so, the additionally expended EP is considered a genuine expenditure, and nonrefundable. Any naval unit(s) that are already marked as "out-of-supply" (i.e., from any previous monthly game-turn) cannot be simply "refueled" via an expenditure of EPs. Any such naval unit(s) must return to a friendly supplied port (see [7.10]).
[3.15] Ports
Ports exist within coastal city hexes, nation boxes and other locations abroad (e.g., the Panama hex), and are identified by encircled anchor symbols (or sometimes star-anchor symbols) printed on the map, although ports are not considered to be separate cities in any coastal city hex. There are essentially four types of "ports": Coastal City Ports*, Minor Ports, Major Ports, and Unlimited Ports.
Ports exist as distinctly separate locations within land hexes (or nation boxes), and function solely to harbor docked naval units (notwithstanding air basing and anti-aircraft capabilities). Each type of port can harbor a specific number of naval units (known as a "Port Capacity", as listed on Player Aid Card "I"), which may never be exceeded, listed as follows:
- Coastal City: 5 naval units (each STP "point" is counted as a single naval unit).
- Minor Port: 15 naval units (all STPs, regardless of the quantity present, are counted as one naval unit).
- Major Port: 30 naval units (all STPs, regardless of the quantity present, are counted as one naval unit).
- Unlimited: No limit.
No naval unit or ship type uses more or less Port Capacity than any other type of naval unit or ship type, whether depleted or full-strength. Each individual naval unit chit (except STP chits, as specified above) is always counted as one naval unit in any port. For the purposes of clarification, each submarine chit is counted as a single naval unit.
NOTE: Naval units may dock in any allied ports without restriction (with the permission of the owning allied player), if not exceeding any port(s') available Port Capacity.
Capital City Ports
All capital city ports are considered to be Minor Ports, except Tokyo which is considered to be a major port, or if denoted as "(Unlimited)" on the map itself (e.g., the US box).
NOTE: Any ship that is marked as "Sunk in Port" is counted against a port's capacity (e.g., if there are two ships "Sunk in Port" in a Minor Port, then that Minor Port's capacity is reduced from 15 to 13).
Any eligible naval unit(s) can enter a legal port during any normal naval movement option (i.e., during the Naval and Air Phase, the Offensive Phase and/or the End Phase), assuming the naval unit(s) possess sufficient movement to reach the port's hex (or enter the port's nation box sea area). Conversely, any eligible naval unit(s) can exit any port during any normal naval movement option (including during enemy movement as a Reactive naval interception - if within naval interception range).
NOTE: If a port is destroyed or captured, any friendly naval unit(s) therein (unless "Sunk in Port", obviously) are then automatically (and immediately) considered to be out of port (although still in the port's coastal hex), regardless of the Phase or Step. If the capture of a port hex also causes a conquest of the owning nation, the actual conquest occurs immediately before any docked naval unit(s) there are considered to be out of port (for purposes of determining the naval unit(s) specific location when the owning nation is conquered; see [9.11]).
Naval units that are in a nation box (in port) are assumed to be docked in port until actually entering an adjacent large sea area. However, naval units in a coastal hex (with a friendly functioning port) must be denoted as either in port (using an "In Port" chit) or not in port. Thus, it is feasible for some naval units in a stack (in the same port hex) to be considered in port, while other naval units are considered to be in the coastal hex (i.e., not in port).
If relevant, ports themselves are always considered coastal hexes (except in nation boxes), although naval units may move into or out of a port (within the same coastal hex) at no MP cost. Additionally, any naval unit(s) that are in port can be integrated with other friendly naval units outside of that port (in the same hex) - or vice versa - at no MP cost, even as a naval unit, stack or task force is moving through that port's hex. It is never necessary for any naval unit, stack or task force to enter a port to convoke any other naval unit's docked there to combine with the naval unit, stack or task force.
If, at any time, opposing naval units occupy the same port location (not just in the same hex), naval interception will automatically occur in that port, and naval combat will then result. All naval combat is then resolved normally, except that no naval unit can be withdrawn after Round 1 of naval combat.
Port Mines
Every port automatically possesses an inherent mine defense (i.e., port mines) within the port location itself. Port mines have no effect against any friendly naval units (i.e., friendly to the nation controlling the port), although any enemy naval unit (except any infiltrating submarine unit) entering a port is subject to an automatic (and immediate) port-mine attack (which only occurs within the port location itself, but before any other activity is resolved). Port mines have no effect upon any enemy naval unit(s) exiting a port (or operating therein).
Unlike a Sea Mine Attack (see optional rule [11.18]), every enemy ship (including each individual STP "point", if any) that enters a port is subject to a port-mine attack. In such a case, the owning player conducts one normal naval attack (rolling two 6-sided dice) against each entering enemy naval unit. As per the normal rules, if the port-mine attack dice roll equals or exceeds the subjected naval unit's currently printed armor rating, then that naval unit is considered to be "hit" and depleted/damaged (or sunk if already depleted or damaged), modified as follows:
NOTE: When resolving any port-mine attack, a dice roll of "doubles" is not considered to be an automatic "sink". A dice roll of "12" is always considered a "hit", however, even if not equaling or exceeding the subjected naval unit's currently printed armor rating.
Port-Mine Attack Modifiers
The following port-mine attack dice modifiers must be applied to any port-mine attack, when applicable:
- +2: If a "fortified" port (e.g., if a fortification chit is present).
- +1: If in a Major Port (or an enlarged port; see [10.43]).
- -1: Per each friendly DD and/or DE also entering the enemy port (applicable to all subjected naval units).
If a port is currently neutral (i.e., if the owning nation is neutral), port-mines are not considered in effect, even as a foreign naval unit, stack or task force enters and initiates war. In such a case, the port-mines are only considered in effect after an instigating foreign naval unit, stack or task force has entered a neutral port, immunizing any entering, instigating foreign (i.e., now enemy) naval units therein. Of course, any subsequent entrance by any enemy naval unit(s) is subject to a port mine attack normally.
EXCEPTION: Port-mines in a capital city port (whether a major or minor capital port) are always considered in effect (against uninvited foreign naval units), even if neutral at the time of entry.
Port Entrance Restrictions
- Naval units may never enter a port that is currently "destroyed" (unless merely reduced to a smaller port; see [11.2]).
- Uninvited foreign naval units may never enter a port in any nation box.
- Uninvited foreign naval units (except submarine units) may never enter any port that presently harbors at least one naval unit with a gunnery rating of "3" or greater (even if a "3" is as a result of "damage"), except per [10.27]. However, a friendly naval unit, stack or task force is always eligible to enter any friendly-controlled port, despite the presence of any enemy naval unit. An enemy naval unit can never prevent any friendly naval units from entering a friendly-controlled port.
- Uninvited foreign naval units (except submarine units) may never enter a port that is presently occupied by any combat land unit (except Generals, HQs and partisans).
If entering an enemy port (if legal to do so), a naval unit is not considered to be "docked" therein (unless the port is captured subsequently), and is therefore considered to be at sea while in that port (e.g., during the End Phase).
[3.16] Coastal Batteries (Corregidor and Singapore) (APTO only)
The Corregidor and Singapore Permanent Fortifications (hex W 3021 and W 2112) are unique in that they are automatically assumed to possess an inherent "coastal battery", which allows them to initiate naval combat into their respective coastal hex during an enemy Amphibious Assault (only) that is attempted upon the Corregidor or Singapore hex itself. During any attempted enemy Amphibious Assault upon the Corregidor or Singapore hex (i.e., after resolving all other pertinent naval movement and/or naval interceptions, but before actually rolling the land combat attack die), the Allied* player may automatically initiate naval combat (i.e., as if an automatic naval interception). Then, the Japanese player must array all of his naval units (i.e., those presently in the Corregidor or Singapore coastal hex), whereupon the Allied player may commence one normal naval combat attack during each naval combat round. The Corregidor coastal battery is considered to possess a normal gunnery rating of "3" during each naval combat round. The Singapore coastal battery is considered to possess a normal gunnery rating of "4" during each naval combat round.
*If Corregidor or Singapore is or ever was a Japanese conquest, its inherent "coastal battery" is considered permanently eliminated.
Unlike during normal naval combat, however, the Corregidor or Singapore coastal batteries cannot be targeted or destroyed (i.e., during naval combat). In this regard, the Corregidor or Singapore coastal batteries possesses no armor ratings, but are otherwise immune to any enemy naval combat attacks. Therefore, the normal naval combat gunnery sequence is disregarded. Additionally, the Corregidor or Singapore coastal batteries may ignore any "screen", and may simply fire at any enemy surface naval unit presently in the respective Corregidor or Singapore coastal hexes (W 3021 and W 2112, respectively) if preceding an imminent Japanese Amphibious Assault (even if the targeted naval unit is not participating in the actual Amphibious Assault).
After the first round of naval combat (i.e., after Round 1), any assaulting naval unit(s) are eligible to withdraw from naval combat in accordance with the normal naval combat rules (and thus may not be targeted by Corregidor's or Singapore's coastal battery during the second round - if any - of naval combat). However, any naval unit(s) that remain during the second round of naval combat (i.e., Round 2) are considered eligible naval targets, even if the impending Amphibious Assault is canceled.
NOTE: Any naval unit(s) that are withdrawn from naval combat (i.e., after Round 1) may not participate in an impending Amphibious Assault.
After the conclusion of Round 2 of naval combat, the assaulting player may then resolve his intended Amphibious Assault upon the Corregidor or Singapore hex normally. In such a case, Corregidor's or Singapore's inherent coastal battery has no effect upon the Amphibious Assault, nor any land combat (whether in the Corregidor or Singapore hex or another*). If the Amphibious Assault is successful, that coastal battery is considered to be eliminated (permanently). If the Amphibious Assault is unsuccessful, no further effects occur.
*Moreover, the Corregidor or Singapore coastal batteries cannot ever conduct coastal bombardment upon any adjacent hex.
The Corregidor or Singapore coastal batteries are always considered to be stationary platforms, and cannot be moved or withdrawn in any manner, but are never considered to be out-of-supply. Furthermore, the Corregidor or Singapore coastal batteries are considered to be destroyed if the Permanent Fortification in the Corregidor or Singapore hex is destroyed, but - conversely - is automatically considered repaired if the Permanent Fortification in the Corregidor or Singapore hex is repaired.
[3.17] Naval Combat
When opposing combat surface naval units occupy the same sea location (i.e., after a successful naval interception has occurred*), a naval engagement occurs. A naval engagement will include every naval unit present amongst the opposing fleets (unless "screened"), although only naval units with a printed "gunnery rating" (i.e., of at least "0") or "torpedo rating" (i.e., of at least "1") are eligible to attack during naval combat (although any type of naval unit can be targeted during naval combat). No naval unit may attack more than once per each Round of naval combat, however (although most undepleted DDs are eligible to attack during a gunnery sub-round and the subsequent torpedo sub-round).
*Unless evaded (see [3.8]).
Naval Combat in a Large Sea Area
Naval combat occurring in a large sea area is resolved no differently than naval combat occurring in a normal sea hex, provided that the naval engagement was precipitated by a successful naval interception. For purposes of clarification, naval units that are stacked together in any large sea area are assumed to occupy the same location. Any naval units that are not stacked together in any particular large sea area are assumed to occupy different locations therein.
Naval Combat Mechanics
Each naval engagement entails two sequential bouts, known as "rounds" (i.e., Round 1 and Round 2). Any naval unit that is not sunk during the first naval combat round will be eligible to participate during the second naval combat round (unless "withdrawn" by the owning player). If the naval engagement is occurring in a coastal hex where an Amphibious Assault, or where a Naval Bombardment is intended, only the naval unit(s) that endure the second naval combat round (i.e., were not sunk or withdrawn after Round 1) will subsequently be eligible to participate in the impending Amphibious Assault or Naval Bombardment in that coastal hex. Participation in naval combat does not disallow any surviving naval unit from conducting or participating in a pending Amphibious Assault or Naval Bombardment, though, each initiated naval engagement must be resolved completely before any other intended movement, interception, combat or activity may occur.
NOTE: Submarine units may never participate in naval combat.
Naval Combat Procedure
The opposing players must first determine the exact number of friendly and enemy surface naval units (i.e., chits) that are present during the current naval engagement. Neither player may purposefully withhold any present naval units from the naval engagement (notwithstanding naval units that are not part of the intercepting search group, or the intercepted stack or task force), although the outnumbering player may opt to "screen" any excess friendly naval units from enemy naval attacks during the ensuing naval combat round (see below). Thus, any present (non-screened) naval unit is targetable during naval combat, regardless of its disposition and/or type.
Screening
Any naval unit that is participating in a naval engagement is eligible to be targeted by enemy naval units. However, if a particular player's present stack or task force outnumbers the enemy's present stack or task force, that player may then declare (before the naval combat round) any excess friendly naval units (e.g., STPs, or perhaps an aircraft carrier) to be "screened" from enemy naval attacks. As such, the screening player may "screen" up to as many present friendly naval units - of his choice - as are in excess of (i.e., outnumbering) the enemy's present naval units (e.g., if a particular player's task force outnumbers the enemy's task force by three naval units, he may therefore "screen" up to three friendly naval units of his choice). The outnumbering player must decide (and then declare) which naval unit(s) will be considered "screened", if any, before each round of naval combat. If neither player outnumbers the other, then neither player is eligible to screen any naval units.
NOTE: A naval unit without a gunnery rating and a torpedo rating cannot "screen" any other combat naval unit, but is eligible to be screened normally.
Any "screened" naval unit(s) are set aside before the ensuing naval combat round, and cannot be targeted by enemy naval units (nor can they target any enemy naval unit). Furthermore, a screened naval unit must remain screened throughout that entire naval combat round, even if any other friendly naval unit(s) have become sunk during that naval combat round. Accordingly, naval units are screened on a round-by-round basis. Excess naval units may be screened during Round 1 of naval combat, but then included during Round 2 of naval combat, or vice versa.
NOTE: If the outnumbering player loses (or withdraws) excessive naval units as a result of the first naval combat round, he will be required to unscreen enough friendly naval units to at least equal the number of enemy naval units that will be present during the second round of naval combat. Only as many present friendly naval units as are in excess of present enemy naval units may be screened during Round 2 of naval combat.
Naval Combat Round 1
Each opposing player must first array (off the map) all of his attendant naval unit(s) - putting screened naval units, if any, off to the side for now - and then organize them according to identical gunnery ratings (ignoring parenthetical torpedo ratings). For example, any present naval unit(s) with a gunnery rating of "3" are to be divided from any present naval unit(s) with a gunnery rating of "0", "1", "2", "3", "4", "5" and/or "6" (as are present). Any present naval unit(s) with a gunnery rating of "0" are to be divided from any present naval unit(s) with a gunnery rating of "1", "2", "3", "4", "5" and/or "6" (as are present), et cetera.
NOTE: Naval units with a torpedo rating cannot attack (with their torpedo rating) until the torpedo sub-round.
Gunnery Sub-Rounds
During Round 1 of naval combat, the gunnery rating* of all combative naval units determines the order in which each naval unit may attack. All naval units with a gunnery rating of 6 (if any) always attack first, followed by naval units with a gunnery rating of 5 (if any), then naval units with a gunnery rating of 4 (if any), naval units with a gunnery rating of 3 (if any), naval units with a gunnery rating of 2 (if any), naval units with a gunnery rating of 1 (if any) and lastly naval units with a gunnery rating of 0 (if any). In that regard, naval combat is divided into (a maximum of) seven sequential gunnery sub-rounds, depending on the presence of each gunnery integer.
*Naval units without a gunnery rating (i.e., naval units with a printed gunnery rating of "X") are never eligible to attack (nor may "screen" naval unit's attack) during any gunnery sub-round. NOTE: A targeted naval unit is not required to attack the same targeting enemy naval unit during any gunnery sub-round.
Beginning with the present (non-screened) naval unit(s) with the highest printed gunnery rating, each attacking naval unit (from both opposing sides) may target one present (non-screened) enemy naval unit. Continuing with the present (non-screened) naval unit(s) with the second-highest printed gunnery rating (if any), each attacking naval unit (from both opposing sides) may target one present (if non-screened) enemy naval unit. Continuing with the present (non-screened) naval unit(s) with the third-highest printed gunnery rating (if any), each attacking naval unit (from both opposing sides) may then target one present (non-screened) enemy naval unit, and so forth (in the order of descending gunnery ratings).
Attacks from opposing naval units with the same gunnery rating are always considered to be simultaneous, regardless of which player is actually rolling the first attack dice roll (and regardless of each attacking naval unit's chosen target) during that same gunnery sub-round. Accordingly, if a particular naval unit is depleted or sunk (by any enemy naval unit with the same gunnery rating) before its own pending gunnery attack is conducted, that naval unit's pending gunnery attack is to be resolved nonetheless* thereafter.
*A naval unit's gunnery rating is always assumed to be as it was printed prior to any damage inflicted (by an enemy naval unit of the same gunnery rating) during the same gunnery sub-round (or if occurring during Round 2; see below).
NOTE: An attacking naval unit may not target any enemy naval unit that has already been attacked during the current gunnery round unless every enemy naval unit (during that same naval engagement) has already been attacked at least once. Likewise, an attacking naval unit may not target an enemy naval unit that has already been attacked twice unless every enemy naval unit (in that same naval engagement) has already been attacked twice, and so forth.
Unlike gunnery exchanges between naval units with the same gunnery rating (i.e., during the same gunnery sub-round), if a naval unit with a higher gunnery rating attacks an enemy naval unit with a lower gunnery rating, the gunnery effect must be implemented as it occurs, although the targeted naval unit is not eligible to attack until its own gunnery sub-round. Thus, if a naval unit with a lower gunnery rating is sunk (by a naval unit with a higher gunnery rating), it is simply eliminated and hence ineligible to attack. Also, if a naval unit with a lower gunnery rating is damaged or depleted (by a naval unit with a higher gunnery rating), the damage or depletion effects (e.g., reduced gunnery rating) are implemented before that naval unit's own gunnery sub-round. If a naval unit's gunnery rating is reduced as a result of that damage or depletion (by a naval unit with a higher gunnery rating), its eligibility to conduct an attack is then accordingly reduced to the next lower gunnery sub-round.
EXAMPLE: If a battleship with a gunnery rating of "4" attacks and damages a heavy cruiser with a gunnery rating of "2" (thereby reducing its gunnery rating to a "1"), the damage to that heavy cruiser is implemented immediately. Thus, the heavy cruiser (now with a gunnery rating of "1") will not be eligible to fire until the gunnery sub-round when all 1-gunned naval units are eligible to fire. If that same heavy cruiser is subsequently attacked and sunk by, say, another battleship, it is simply eliminated and thus ineligible to attack altogether (because it was sunk before its eligible gunnery sub-round).
The Torpedo Sub-Round
After all gunnery sub-rounds have been resolved (during Round 1 of naval combat only), any DD or DE naval units with a parenthetical torpedo rating (i.e., the parenthetical number in between the gunnery and armor number) may now attack any named enemy naval unit (if not screened), even if any such DD(s) and/or DE(s) also conducted a gunnery attack (i.e., during a preceding gunnery sub-round). Like the normal naval gunnery restriction, an enemy naval unit cannot be targeted twice unless every other enemy naval unit (in that same naval torpedo sub-round) has been attacked at least once, et cetera.
NOTE: US "PT-Boat" DE units may only conduct a torpedo attack if presently participating in a naval combat engagement that is occurring in a coastal hex. No US "PT-Boat" DE unit possesses any combat ability while presently in any sea area (denoted by the printed rectangle encasing the gunnery and torpedo ratings on all US "PT-Boat" DE units). Additionally, until the July monthly game-turn of 1943, US "PT-Boat" DE units (if conducting a torpedo attack) are subject to "Defective Torpedoes" (see [10.37]). Unlike any other DDs or DEs, however, US "PT-Boats" DE units are eligible to attack any unnamed enemy naval unit (if not screened) during the torpedo sub-round (as well as named enemy naval units normally).
Naval Gunfire Procedure
When a particular naval unit (with a gunnery rating of at least "0") is designated to attack a specific enemy naval unit, the owning player must simply roll two dice (6-sided), and add the gunnery rating of the attacking naval unit (and perhaps the "S" rating of any present Admiral; see [3.19]). If the net result is equal-to or greater-than the targeted naval unit's current armor rating, that targeted naval unit is considered "hit" and damaged or depleted accordingly (or sunk, if already damaged or depleted). If the dice roll itself is a natural "doubles" (and if equal-to or greater-than the target's armor rating), the targeted naval unit is considered to be automatically "sunk", even if not currently damaged or depleted. A "doubles" roll has no additional effect upon STPs, however.
NOTE: A dice roll of "12" is always considered to be an automatic "hit", even if the net result does not equal or exceed* the target naval unit's armor rating. In such a case, however, a dice roll of "12" (i.e., "doubles") does not automatically sink a targeted naval unit. A natural dice roll of "12" (if equaling or exceeding a target's armor rating; as a natural dice roll) is considered to be an automatic "sink" normally. Conversely, a dice roll of "2" is always considered to be an automatic "miss", even if the net result equals or exceeds the target naval unit's armor rating.
*Unlike Air-Naval attacks upon naval units, a modified net dice roll result of "12" is not considered to be a "hit" upon any battleship with an armor rating of 13, 14, 15 or 16 during naval combat. Only a natural dice roll of "12" is considered to be a "hit" upon a battleship with an armor rating of 13, 14, 15 or 16 (i.e., during naval combat).
Naval Torpedo Procedure
When a particular naval unit (with a torpedo rating of at least "1") is designated to attack a specific named enemy naval unit, the owning player must simply roll two dice (6-sided), and add the torpedo rating of the attacking naval unit (ignoring any Admiral's "S" rating). If the net result is equal-to or greater-than the targeted named naval unit's current armor rating, that targeted naval unit is considered to be "hit" and damaged accordingly (or sunk, if already damaged or depleted). If the dice roll itself is a natural "doubles" (and if equal-to or greater-than the target's armor rating), the targeted named naval unit is considered to be automatically "sunk", even if not currently damaged.
NOTE: A dice roll of "12" is always considered to be an automatic "hit", even if the net result does not equal or exceed* the target naval unit's armor rating. In such a case, however, a dice roll of "12" (i.e., "doubles") does not automatically sink a targeted named naval unit. A natural dice roll of "12" (if equaling or exceeding the target's armor rating) is considered an automatic "sink" normally. Conversely, a dice roll of "2" is always considered to be an automatic "miss", even if the net result equals or exceeds the target naval unit's armor rating.
*Unlike Air-Naval attacks upon naval units, a modified net dice roll result of "12" is not considered to be a "hit" upon any battleship with an armor rating of 13, 14, 15 or 16 during naval combat. Only a natural dice roll of "12" is considered to be a "hit" upon a battleship with an armor rating of 13, 14, 15 or 16 (i.e., during naval combat).
Naval Gunnery and Torpedo Effects
When any naval unit is "hit" (except STPs; see [3.18]), that chit is flipped to its reverse side (i.e., the damaged or depleted side), unless already damaged or depleted* (or unless hit by a "doubles" dice roll result). The damaged or depleted side of a naval unit is always slightly lighter in color, indicating the naval unit's damaged or depleted status.
*Any damaged or depleted naval unit that is "hit" is considered to be "sunk", and is immediately removed from the game map.
Damaged or depleted naval units are typically less powerful than full-strength naval units, and generally possess reduced gunnery, armor and movement ratings. Damaged or depleted naval units function normally, but must operate in accordance with gunnery, torpedo (if any), armor and movement ratings printed on the reverse side of the chit, until (and if) repaired.
NOTE: In some cases, a naval unit's full-strength and depleted ratings are undifferentiated.
If a naval unit is damaged or depleted during its movement, its reduced damaged or depleted printed movement rating is implemented immediately (although the movement rating of most unnamed naval units is not generally reduced). Any MPs expended up to that time are subtracted from the damaged or depleted naval unit's printed movement rating (i.e., for the remainder of that particular movement). If the damaged or depleted naval unit had already exceeded (before becoming damaged) its reduced movement rating, it cannot move any further during that particular naval movement segment. The movement of any naval unit is always calculated from its point of origin during that naval movement segment.
EXAMPLE: A US CV (aircraft carrier) - with a printed movement of 44 - (that is moving in the Central Pacific) moves from the port of Pearl Harbor towards Midway. After expending 9 movement points, it is attacked and damaged by a Japanese submarine unit. Immediately, the aircraft carrier chit is flipped to its "damaged" side, revealing a printed movement of only 29. Because the carrier had already expended 9 movement points (prior to becoming damaged), the carrier's new movement rating (i.e., 29) is therefore reduced 9 points (to a remainder of 20) until the end of its current movement. If, however, that carrier had already expended 29 movement points when damaged, its movement would be halted until the end of the current naval movement segment (i.e., until eligible to move again during a subsequent Phase).
A stack or task force with a recently-damaged or depleted naval unit may opt to leave that particular damaged or depleted naval unit (and/or other units) behind as it continues moving. If a damaged or depleted naval unit remains with a stack or task force, its reduced movement (if any) must be factored into any subsequent naval movement, interceptions or Evasions.
Withdrawing from Naval Combat (After Round 1)
After completing Round 1 (not a sub-round) of naval combat, both players may* endeavor to withdraw some or all of their engaged naval units (whether screened or not), even if damaged or depleted. Each player may withdraw up to half (rounded up) of his total remaining naval units (if not withdrawing all of the remaining naval units), or may withdraw all of his remaining naval units. A player may never withdraw more than half of his total remaining naval units unless he withdraws them all.
*Withdrawing from naval combat is completely optional.
NOTE: Neither player may withdraw any naval unit(s) from naval combat occurring within any port location.
The decision to withdraw any naval units must be decided secretly, and secretively recorded. After both players have decided which naval units they shall withdraw (if any), they then simultaneously reveal their decision, resolved as follows:
- [ A ] If both players chose to withdraw all naval units, that naval engagement then automatically ends.
- [ B ] If neither player chose to withdraw any naval units, then Round 2 of naval combat automatically ensues, and all attendant naval units must participate normally (see Naval Combat Round 2).
- [ C ] If both sides have withdrawn some naval units (i.e., while other naval units still remain), only the remaining naval units will then participate in Round 2 of naval combat. All of the withdrawn naval units are simply set aside, and cannot participate in Round 2 of naval combat. If either side outnumbers the other, the outnumbering player may screen any excess naval unit(s) normally, if eligible.
NOTE: Any naval unit(s) that are withdrawn from naval combat (after Round 1) are temporarily considered a separate group from any naval unit(s) that presently remain (until the end of the current naval engagement). The owning player is permitted to designate any of the withdrawn naval unit(s) as a separate task force, if he prefers.
- [ D ] If one side withdraws entirely, but the other does not, the side that did not withdraw (i.e., the side with remaining naval units) may then opt to "pursue" the withdrawing side (if desired), and automatically instigate Round 2 of naval combat (which cannot be evaded). In such a case, the pursuing player - with the remaining naval units only - must engage the entire withdrawing enemy fleet. If a player does opt to pursue, he need not necessarily pursue with all of his remaining naval units. A pursuing player may pursue with some of his remaining naval units, but not others, if he prefers. Any naval units that do not pursue, however, cannot subsequently pursue thereafter (during that same naval engagement).
Any naval unit(s) that withdraw from naval combat (after Round 1) must then remain in the current sea area or hex until the end of the current naval movement segment (although any naval units that have not yet moved - but are eligible to do so - may be moved normally during a subsequent friendly naval movement option).
Naval Combat Round 2
Round 2 of naval combat is dissimilar to Round 1 inasmuch as naval units are not organized into separate gunnery ratings, nor is naval gunfire divided into gunnery sub-rounds (because all naval gunfire is considered simultaneous during Round 2 of naval combat). Nonetheless, each opposing player must array (off the map) all of his attendant naval unit(s) - putting all screened naval units, if any, off to the side again - but only including naval units that were not withdrawn from naval combat after Round 1 (unless "pursued" by the other player's fleet, as explained).
Round 2 of naval combat entails no gunnery sub-rounds (nor the torpedo round). As such, each naval unit may target one enemy naval unit, ignoring any particular gunnery order. Attacks from all opposing naval units is considered to be simultaneous during Round 2, regardless of which player is actually rolling the first attack dice roll (and regardless of each naval unit's chosen target). Accordingly, if a particular naval unit is depleted or sunk (by any enemy naval unit, if during Round 2) before its own pending gunnery attack is conducted, that naval unit's pending gunnery attack is to be resolved nonetheless* thereafter.
*A naval unit's gunnery rating is always assumed to be as it was printed prior to any damage inflicted during Round 2.
After all eligible naval units have concluded naval attacks, Round 2 of naval combat is then concluded. Accordingly, the naval engagement then automatically ends (after Round 2 of naval combat), even if any opposing naval units remain (in the engagement hex). Any subsequent naval engagement must be initiated per [3.6] normally.
Concluding Naval Combat
After resolving naval combat, the surviving intercepting naval unit, stack or task force is thereafter ineligible to move and/or conduct any additional naval interceptions during the current Phase. The surviving intercepted naval unit, stack or task force, however, is thereafter eligible to move (or to continue moving) and/or operate normally, if otherwise capable, during the current Phase.
[3.18] STP Targets during Naval Combat
Though all STP chits exist as "points", each STP point is essentially considered a separate target for naval combat purposes (per the normal naval combat or port-mine attack rules). When any STP chit is hit during naval combat, one STP "point" is considered sunk (i.e., per each "hit"). If a 2-point STP chit is hit, it must be immediately flipped (to the 1-point side). If a 1-point STP chit is hit, it is removed from the map (and returned to the force pool).
NOTE: A naval combat dice roll of "doubles" upon an STP chit does not result in any further effect (because each STP point is a separate target, and represents a single one-step freighter, transport or other comparable ship for game purposes). Thus, any "doubles" result does not sink any additional "points" on the same STP chit.
If a particular STP chit is eliminated, any cargo it is carrying (if any) is also eliminated (although eliminated HQs and Generals are automatically returned to the force pool). However, a stack or task force containing multiple STPs (carrying cargo) is comported somewhat differently. If a stack or task force containing multiple STPs is attacked by enemy air and/or naval units (and assuming some STPs are eliminated), no cargo is eliminated (regardless of which specific STP chit has been sunk) unless the actual quantity of remaining STPs is insufficient to legally transport the totality of that cargo. In such a case, the owning player must immediately eliminate enough cargo (of his choice) to comply with the licit transport capacity (see [3.23]).
NOTE: Unless every STP (and CL/DD combo) is eliminated, any present General(s) and/or HQ(s) are always assumed to be aboard whatever STPs (or CL/DD combo) still remain (i.e., have not been sunk). Eliminated HQs and Generals are automatically returned to the force pool. HQs and Generals are never assumed to be aboard any other type of naval unit.
EXAMPLE: If the quantity of STPs in a stack is reduced below the minimum necessary to haul the quantity (and type) of units and/or supply chits in that stack, the owning player must immediately eliminate enough units and/or supply chits until the remaining quantity of STPs is sufficient to haul whatever cargo remains.
If an amphibious stack or task force has lost too many STPs to legally conduct an Amphibious Assault, the owning player may (at any time during naval movement) "downgrade" that stack's or task force's intended Amphibious Assault to a transport mission (if sufficient STPs remain to do so), and thus forgo the intended Amphibious Assault altogether. However, if an evacuating stack or task force has lost too many STPs to legally conduct an evacuation (i.e., after the evacuated units have been embarked), an evacuation cannot be downgraded to a transport mission. In such a case, the owning player must immediately eliminate enough of the evacuated units (of his choice) until whatever units remain comply with the evacuation transport requirement.
[3.19] Admirals
An Admiral has no ability unless "aboard" a named naval unit of the Admiral's same nationality (except "Tanaka", whom actually has no ability unless aboard an unnamed Japanese naval unit), although an Admiral's modifier(s) may be applied (if eligible) to any friendly unit(s) within the Admiral's same stack or task force, if legally applicable (except Tanaka, whose modifier may only ever be applied to unnamed Japanese naval units within Tanaka's same stack or task force).
NOTE: The "Tanaka" Admiral chit is differentiated by an "Admiral's Ensign" flag symbol, to remind players of the Tanaka chit's unnamed naval unit exception.
During a Seasonal Turn, any available Admiral can be placed aboard (i.e., assigned) any friendly named (or unnamed, if Tanaka) naval unit if that naval unit is presently docked in any friendly, supplied and functioning port (regardless of enemy ZOC) anywhere on the map, even if Isolated (although not if Isolated and out-of-supply).
An Admiral can be stacked with any eligible naval unit to which it assigned, although a player may secretly record the specific naval unit, and simply keep the Admiral chit off to the side. A player is only required to reveal the naval unit to which the Admiral had been assigned if the Admiral's rating is employed during naval combat, or if the Admiral is eliminated or returned to the force pool (see [3.20]).
NOTE: An Admiral may never move (or be moved) on land, although an Admiral may be transported via an ATP or an STP normally (i.e., as if it is a land unit). In that regard, an Admiral can be embarked and/or debarked normally (but is never counted against any ATP's or STP's transport capacity). An Admiral may not be debarked during any Amphibious Assault, nor accompany any Paradrop.
Admiral Capabilities
An Admiral has no command or any activation capabilities; an Admiral's only game function is to modify specific dice rolls, depending on the Admiral's specifically printed capability or capabilities. Each Admiral possesses one or more capabilities, listed as follows (summarized as an acronym "L.E.A.D.S" for memorization purposes, although each capability definition is printed on the reverse side of each Admiral chit):
- L:# (Locator Bonus): Applies a + (positive) Naval Interception die roll modifier to one friendly naval interception attempt by that Admiral's stack or task force - up to one search group - (per Phase).
- E:# (Evasion Bonus): Applies a - (negative) Naval Interception die roll modifier to one enemy naval interception attempt (i.e., one search group) within the Admiral's hex (per Phase).
- A:# (Amphibious Assault Bonus): Applies a + (positive) Land Combat die roll modifier to one Amphibious Assault within the Admiral's hex (per monthly game-turn).
- D:# (Defense Bonus): Applies a - (negative) naval combat dice roll modifier to one enemy attack upon a friendly naval unit within the Admiral's same stack, search group or task force (per naval combat encounter after any enemy interception).
- S:# (Surface Gunnery Bonus): Applies a + (positive) naval combat dice roll modifier to one friendly gunnery attack upon an enemy naval unit within the Admiral's same stack, search group or task force (per combat encounter after any enemy interception).
An Admiral's modifier can only be applied if declared by the owning player before the actual (and pertinent) die/dice roll. As such, the Admiral's modifier, when it is applied, is immutable (regardless of the result). Any Admiral's particular modifier can only be applied once per Phase or per combat encounter after any enemy interception, respectively (as indicated above).
NOTE: Each successfully intercepting search group is considered to be a separate naval engagement.
The owning player may apply any of the Admiral's applicable modifiers (if eligible) to any accompanying allied units normally.
[3.20] Eliminating Admirals
If an Admiral is aboard a naval unit that is "hit" (i.e., damaged or sunk) - regardless of the type of attacking agent - the owning player must immediately roll one die (6-sided): On a die roll of 1-2, the Admiral is eliminated (permanently) and immediately removed from the game. The following modifiers apply, however:
- -1: If the Admiral's ship is sunk (i.e., not just damaged).
- -1: If the Admiral is Dutch or Japanese.
- -2: If the Admiral's ship is sunk with a "doubles" dice roll.
- -3: If no other friendly* surface naval unit is present in the same hex.
*Even non-named, allied naval units or a friendly port (if functional) are considered to be present friendly naval units (for purposes of this modifier). If all "other" friendly naval units are damaged or sunk, however, the Admiral is not then subject to another elimination check, but is simply returned to the force pool instead.
Nonetheless, on a net die roll of 3-6, the Admiral is returned to the force pool. That Admiral is eligible to arrive in play again as of the following Seasonal Turn normally (i.e., during the Construction Phase).
NOTE: An Admiral's Surface modifier can be applied retroactively (if it has been eliminated or returned to the force pool) if a player's naval gunfire was eligibly pending, but yet to be rolled (see [3.19]).
[3.21] Naval Transport and Amphibious Assaults
The transport of units and supply chits via the following naval transport rules is an integral facet of APTO. The transport of units and supply chits is strictly limited to Sea Transport Points (STPs) and/or CL/DD combinations (see [3.27]). Only STPs, however, may be used to perform any Amphibious Assault.
EXCEPTION: Japanese CL/DDs may conduct Amphibious Assaults with, specifically, SNLF units.
During the Naval and Air Phase, any eligible land unit(s), air unit(s) and/or supply chit(s) in a functioning port (regardless of their supply status) can be embarked aboard any eligible STP(s) and/or CL/DD combination(s)* presently docked in that same port (and then presumably moved - per the normal naval movement rules - to an alternate hex or location). Any unit(s) tasked to conduct an Amphibious Assault are governed by additional rules and requisites (see [3.25]).
*CL/DD combinations are only eligible to transport infantry land units (although a CL/DD combination may not transport any unit with a printed movement rating of "5").
[3.22] Sea Transport Points (STPs)
STPs exist as numbered chits. An STP chit with a "1" signifies one Sea Transport Point; an STP chit with a "2" signifies two Sea Transport Points. Each STP chit point is considered a separate naval unit*, although multiple STP points (even if among multiple STP chits) presently docked in the same port are always counted as one naval unit when determining a port's available capacity, regardless of the actual quantity of STP chits or points based there (except in a Coastal City port; see [3.15]).
*The reverse side of an STP chit represents a distinctly separate cargo capacity (i.e., point) of the same STP chit, not a damaged or depleted STP. Only the facing side of an STP chit is considered extant (while in play).
Multiple STP "points" may always be freely interchanged and composed at any time (e.g., three "2" point STPs may be exchanged for six "1" point STPs, or any combination thereof), provided that the number of actual STP "points" remains the same. In fact, enemy action may forcibly disjoin multiple STP "points" in the same hex, in which case the owning player may freely rearrange the remaining STP "points" normally.
STPs move and function like other normal surface naval units, although enemy air and/or naval attacks upon STPs are resolved somewhat differently (see [3.18]). STPs do not possess any gunnery or torpedo rating, and thus cannot attack any enemy naval unit during naval combat (although STPs may be targeted normally).
STPs may be used to conduct an Amphibious Assault (see [3.25]), Evacuation (see [3.26]) or a transport mission. If conducting a transport mission, STPs may be used to transport any type of land unit, as well as any Fighter, Fighter-Bomber and/or Naval-Air unit, provided that a sufficient number of STPs are present to do so. Several STPs may operate together to transport a particular unit, even if in excess of the STP requirement to do so (for example, as a buffer against possible enemy attacks).
NOTE: A player's STPs may be used to transport any eligible friendly units, including allied and/or minor partner units.
Generally, any transported unit(s) - upon embarkation and during the naval movement - must be stacked below the transporting STP chit(s). Upon debarkation, any transported unit(s) are then stacked above the transporting STP chit(s), indicating that they are no longer embarked.
Like normal naval units, STPs may remain at sea during the End Phase, although STPs are also subject to the same considerations (i.e., Keeping Naval Units at Sea) as normal naval units. The supply status of a transporting STP does not affect the supply status of any transported unit(s), and vice versa.
STPs may stack, convene and move with other naval units and/or task forces normally.
[3.23] Naval Transport Capacities
Naval transport capacities define the requisite transport cost to embark specific units and chits, tabulated as follows:
| Unit/chit to be moved | Normal Transport Cost | Amphib. at 1-4 hexes | Amphib. at 5+ hexes |
|---|---|---|---|
| Flak Unit | 1 | N/A | N/A |
| Sea Supply Chit | 1 | N/A | N/A |
| Infantry* | 1 | 2 | 3 |
| Cavalry* | 1 | 1 | 1 |
| Marine* | 1 | 1 | 2 |
| SNLF* | 1 | 1 | 1 |
| Artillery* |
*Two half-step units may be transported together as one normal full-strength unit. However, a single half-step unit (i.e., if not with another half-step unit) is transported as one normal full-strength unit.
**Fighter-type air units marked with a "o" symbol near the lower center of the chit may be transported aboard any eligible STP free, without any transport cost.
NOTE: Two combat land units with a combat strength of only 1/2, or four combat land units with a combat strength of only 1/4 (or, one combat land unit with a combat strength of 1/2, and two combat land units with a combat strength of 1/4) may all be collectively transported as if they are a single "chit", per the transport criteria above.
If conducting an Evacuation (see [3.26]), the transport cost is doubled (e.g., evacuating one infantry unit requires 2 STPs).
If debarking any units in a friendly non-port coastal hex, the transport cost is doubled.
NOTE: Whenever determining the distance of an Amphibious Assault, the distance (in hexes) from the port of embarkation to the assault hex is factored as the measurable distance, regardless of any intermediate positions in the interim.
EXAMPLE: An infantry unit embarked at Kagoshima to conduct an Amphibious Assault upon Shanghai (which is six hexes distant) requires three STPs. However, an infantry unit embarked at Saigon intending to conduct an Amphibious Assault upon Singora (which is four hexes distant) requires two STPs.
Any Admiral(s), Coastwatcher(s), General(s), HQ(s) and Small Fighter units may be transported without any transport cost, regardless of the transport distance or the type of mission (though Small Fighter units cannot accompany an Amphibious Assault).
[3.24] Naval Transport
Embarking Supply/Units (Naval Transport)
STPs and/or CL/DD combinations beginning the Naval and Air Phase docked in a friendly-controlled port may embark any eligible unit(s) and/or Sea Supply chit(s) in that port hex (if within legal transport capacities) at no MP cost. Moreover, STPs and/or CL/DD combinations beginning the Naval and Air Phase docked in a port (or presently at sea) may move to a friendly-controlled port and then embark any eligible unit(s) and/or Sea Supply chit(s) in that port (if within legal transport capacities). If embarking any Sea Supply chit(s), no MPs are expended to do so. However, if embarking any unit(s) an STP and/or CL/DD combination must expend 1/2 of its printed movement to embark any unit(s) in that port hex. If an STP and/or CL/DD combination lacks sufficient available movement to do so, then no embarkation is permitted at that time. After an embarkation, STPs and/or CL/DD combinations may then continue to move normally (within or up to the extent of their own remaining movement allowance).
NOTE: Sea Supply chits are always embarked at no MP cost.
Debarking Supply/Units (Naval Transport)
The debarkation of supply and units is relegated to specific Phases and Steps of a monthly game-turn, and only in a friendly port or coastal hex, explained as follows:
NOTE: Transported supply and units may only ever be debarked into the same hex that is occupied by the transporting STP and/or CL/DD combination. Except when conducting an Amphibious Assault, transported supply and units cannot be debarked into any neutral or enemy controlled hex.
- A transported Sea Supply chit may only be debarked during the Sea Supply Debarkation Step of the Naval and Air Phase, if the transporting STP or CL/DD combination occupies a friendly port (or as an Emergency Sea Supply Debarkation, if not occupying a friendly port; see [7.5]).
- A transported land unit may be debarked during the Offensive Phase (via the expenditure of a normal Land Offensive) during the Combat Step, if the transporting STP or CL/DD combination occupies either a friendly port or a friendly coastal hex. If the debarkation hex is a functioning port that is not within any enemy ZOC, the debarked land unit may then move up to one additional hex after debarkation (if otherwise eligible) as part of that activation. However, if the debarkation hex is not a functioning port, or is within any enemy ZOC*, then the debarked land unit cannot move beyond that debarkation hex for the remainder of the current monthly game-turn (except to Advance After Combat; see [5.19]). In either case, the debarked land unit is marked with an "Active" chit afterward.
*Whether contested, inhibited or not.
- A land unit that is debarked into a friendly-controlled hex during the Offensive Phase (via a Land Offensive) is also eligible to conduct or participate in a normal land combat attack during that same Combat Step immediately after debarkation as part of that Land Offensive. If successful, the attacking unit may Advance After Combat normally, and - if the unit is an eligible armor, mechanized and/or motorized unit or stack - may then conduct Exploitation movement, and an Exploitation attack during the ensuing Exploitation Step normally. In either case the debarked land unit is marked with an "Active" chit afterward.
- A transported land unit may also be debarked during the Land Movement Step of the Movement Phase, if the transporting STP or CL/DD combination occupies either a friendly port or a friendly coastal hex. If the debarkation hex is a functioning port that is not within any enemy ZOC, the debarked land unit may move up to one additional hex (if otherwise eligible), and may even rail thereafter (per the normal rail rules; see [6.1]). However, if the debarkation hex is not a functioning port, or is within any enemy ZOC, then the debarked land unit may not move beyond that debarkation hex, nor rail thereafter for the remainder of the current monthly game-turn.
- A transported Fighter, Fighter-Bomber or Naval-Air unit may be debarked during the Offensive Phase* (via the expenditure of an Air Offensive) if the transporting STP occupies a friendly functioning port hex with a sufficient air capacity. The air unit must be marked as "Currently Committed" immediately afterward (see [4.27]).
*Regardless of weather effects (i.e., the debarkation is not considered to be a Change Base mission or a "hop").
- A transported Fighter, Fighter-Bomber or Naval-Air unit may also debarked during the Land Movement Step of the Movement Phase if the transporting STP occupies a functioning port hex with a sufficient air capacity.
NOTE: No unit may remain embarked aboard any STP or CL/DD combination (if docked in a port) beyond the Movement Phase. Any unit still embarked aboard a docked STP or CL/DD combination during the Second Naval Movement Step must be automatically debarked in the same port (and revealed, if necessary), even if in excess of the legal stacking limit. If any land unit is automatically debarked in excess of the legal land unit stacking limit in that hex, the owning player must simply eliminate sufficient land unit step(s) in that port hex (of his choice) to become compliant with the land unit stacking limit (see [5.9]). The player that owns the debarkation hex is the final arbiter if any disputes arise regarding which step(s) must be eliminated to become compliant with the land unit stacking limitation. Any automatically debarked unit(s) are not eligible to move for the remainder of the current monthly game-turn.
[3.25] Amphibious Assaults
Embarking Units (Amphibious Assault)
To conduct an Amphibious Assault, the participating land unit(s) and STPs must begin a Naval and Air Phase stacked together in the same functioning port hex. STPs (but not CL/DD combinations*) docked in that port may embark any eligible land unit(s) in that port hex (if within legal transport capacities), and at no MP cost.
*Except Japanese CL/DDs embarking SNLF.
Transporting Units (Amphibious Assault)
After embarkation, the land unit(s) and naval units tasked to conduct an Amphibious Assault during an Offensive Phase must be moved during a Naval and Air Phase (as a friendly naval movement option). Naval units tasked to conduct an Amphibious Assault (hereafter known as the Amphibious task force) must be on "Standby" status prior to the ensuing Offensive Phase (i.e., when the Amphibious Assault will occur). Only naval units that do not move more than half of their currently printed naval movement rating during a Naval and Air Phase will be eligible to be marked as "Standby" status. An Amphibious task force is susceptible to enemy air and/or naval interceptions and attacks normally.
NOTE: No Amphibious task force is ever required to conduct any Amphibious Assault during the same monthly game-turn in which the participating land units had embarked and departed port. For example, an Amphibious task force that departs port during October (during the Naval and Air Phase) may move and remain at sea until the November monthly game-turn, and then conduct an Amphibious Assault (during the Offensive Phase). Regardless of when the Amphibious Assault occurs, however, the Amphibious task force must be on Standby status during the Naval and Air Phase prior to the Offensive Phase when the assault occurs.
An Amphibious task force may be moved (during the Naval and Air Phase) to the intended assault hex (and marked as "Standby" in that hex), or to a proximal sea location that is within the Offensive Naval Movement Range of the intended assault hex (see [3.12]). In the latter case, an assaulting player must expend a Sea Offensive to move the Amphibious task force (to a maximum of 3 MPs; see [3.12]) to the intended assault hex, and then expend a Land Offensive to conduct the Amphibious Assault (which may be performed sequentially or as a Joint Offensive; see [5.4]). As mentioned, an Amphibious task force is susceptible to normal enemy air and/or naval interceptions and attacks. In either case, the Amphibious task force must occupy the intended assault hex when the actual Amphibious Assault is conducted.
Any supporting naval unit(s)* may participate in an Amphibious Assault without requiring any additional Sea Offensives, provided that the supporting naval unit(s) are Activated with the Amphibious task force (via the same Sea Offensive). Eligible naval units (if on Standby status) may be Activated via a separate Sea Offensive to support an Amphibious Assault, provided that they are Activated (and moved to the assault hex, if necessary) before the Amphibious Assault is conducted and resolved. In either case, any participating naval unit(s) must be attendant during the Amphibious Assault to contribute support thereto. Any supporting naval unit(s) are susceptible to enemy air and/or naval interceptions and attacks normally, as well.
*Such as naval units providing Naval Bombardment.
Any naval units that participate in an Amphibious Assault must remain in the assault hex for the duration of the Offensive Phase.
Amphibious Assault Procedure
An Amphibious Assault may be conducted in any clear coastal hex, or in any mountain hex with a port*. No Amphibious Assault is ever permitted into a forest, jungle, jungle-mountain, swamp or non-port mountain hex. Additionally, an Amphibious task force that enters an enemy port may never conduct an Amphibious Assault while within the enemy port itself.
*Although an Amphibious Assault occurring in any port coastal hex is never considered to be entering the port itself.
NOTE: The Allies and Japan may never conduct more than one Amphibious Assault upon the same coastal hex per each monthly game-turn, except per optional rule [11.47], if in play.
- [ 1 ] After resolving all enemy air and/or naval interceptions and attacks (if any), an eligible Amphibious task force presently occupying a legal enemy coastal hex during the Offensive Phase may conduct an Amphibious Assault into that hex. As such, the assaulting player must declare his intent to conduct an Amphibious Assault into that hex, and then expend one Land Offensive normally, even if the enemy's hex is currently "unoccupied" (see Intrinsic Garrison below). The assaulting unit(s) must be Activated via an eligible Command Agent normally (see [5.0]). If the targeted assault hex contains an enemy port, the presence of any enemy naval unit(s) presently docked within that same port does not automatically prevent the Amphibious Assault there. Any enemy naval unit(s) that are presently docked within that same port may intercept the Amphibious task force normally, however.
- [ 2 ] After declaring the Amphibious Assault, the assaulting player debarks all of the friendly land units that will be participating in that Amphibious Assault (revealing them to the defending player). The assaulting player may not debark more land units into the assault hex than is permitted by the normal stacking limits (ignoring the presence of the defending units, in any case). However, unlike normal land combat, the debarked (i.e., assaulting) land unit(s) are placed directly into the defender's hex (i.e., the assault hex itself). Hence, the assaulting and defending land unit(s) are assumed to occupy the same location in this instance. Furthermore, the assaulting land unit(s) are thence considered to functionally occupy a separate location from the offshore Amphibious task force, even though they technically occupy the same hex.
- [ 3 ] After debarkation, the friendly and the enemy player may each commit eligible air units to the impending combat normally (see [4.22]). Thereafter, the assaulting player may resolve any intended (and surviving) paradrops* in the assault hex.
*Units performing an Amphibious Assault do qualify as "adjacent" when determining paradrop modifiers. A successful paradrop contributes a +1 land combat die roll bonus (per [4.24]) normally.
- [ 4 ] After resolving all preceding exigencies, the players must determine the total combat strength of all attacking and all defending land units (including any present Generals, Bombers and/or Naval Bombardment, if any)*, and then calculate the net combat odds ratio (per [5.14] normally). Any participating land units (conducting an Amphibious Assault upon the same hex) must then attack as a single combined group. Participating land units may not be divided or segmented to conduct multiple Amphibious Assaults upon the same hex, nor may other participating units be purposefully held back aboard the transporting STPs to conduct a subsequent Amphibious Assault upon the same hex (during the same monthly game-turn).
*Eligible enemy naval unit(s) present in the targeted assault hex may contribute defensive Bombardment normally (see [5.14]), even if presently docked in port.
NOTE: Any other eligible non-participatory unit(s) may be purposefully held back to be debarked in the same assault hex (assuming stacking limits permit it) during that Offensive Phase, or during the ensuing End Phase (see [3.24]). Furthermore, if the debarkation hex is a functioning port, any debarked land unit(s) may also be eligible to move and/or attack (see [3.24]).
Intrinsic Garrison
If a targeted assault hex is unoccupied by any enemy fort or land units, the hex is considered to possess an automatic Intrinsic Garrison* with an inherent combat strength of "1". Like a normal land unit, an Intrinsic Garrison's inherent combat strength may be doubled (to a maximum of "2") by any eligible supporting Bomber-type air unit(s) and/or naval gunfire. A lone General cannot impart his own combat strength to any Intrinsic Garrison, however, but neither does a lone General negate an Intrinsic Garrison.
*An Intrinsic Garrison does not exist in any hex that is within the uncontested ZOC of an enemy land unit (i.e., from an adjacent connecting land hex). Obviously, an Intrinsic Garrison does not exist while occupied by any land unit, including enemy Partisans.
An Intrinsic Garrison may not be attacked from any adjacent connecting land hex.
NOTE: At anytime prior to rolling the die to resolve an Amphibious Assault, the attacking player may cancel the assault, even after determining the results of an air engagement over the intended assault hex, or after determining the results of a paradrop into the assault hex. An Amphibious Assault cannot be canceled after resolving the attack die roll. If an Amphibious Assault is canceled, all of the assaulting units are considered immediately reembarked (but not Activated). In such a case, the expended Offensive is considered spent.
- [ 5 ] After determining the final net combat odds ratio, the assaulting player must roll one die (8-sided), applying all normal land combat die roll modifiers, including the applicable Amphibious Assault die roll modifier (as listed on the "Land Combat Modifiers Table"*), and cross-referencing the modified die roll result with the calculated odds ratio (per the normal land combat rules; see [5.14]). An Amphibious Assault may not ever occur during the Breakthrough Step or as a Breakthrough attack.
*If an Admiral with an "A:#" rating is functionally present in the targeted assault hex (i.e., aboard an eligible naval unit), its A:# rating (i.e., a positive Amphibious Assault die roll modifier) may be applied to that Amphibious Assault, provided that the Amphibious Assault involves - among the friendly units conducting the Amphibious Assault - at least 50% land unit combat strength points of the Admiral's own nationality.
NOTE: Amphibious Assaults are never eligible for a Re-Roll option.
Successful Amphibious Assault
After resolving the actual Amphibious Assault attack (i.e., after rolling the die), the results are implemented immediately. If the die roll result eliminates all of the enemy land units in the assault hex, or forces a retreat, the Amphibious Assault is successful, and the assaulting land unit(s) are considered landed in the assault hex, thus capturing any installation(s) in that hex (although forts are automatically eliminated when captured). If the combat result is a [-/1] (if not against a fortified hex), or a -/2z or a -/3z result (see [5.14]), and also eliminated or forcibly retreated all of the defending enemy land units, the assaulting land unit(s) must eliminate one land unit step upon their occupation of that assault hex (because it is considered to be an Advance After Combat; see [5.19]), even if the assault hex was defended by only an Intrinsic Garrison. However, if the combat result is a DE result (see [5.14]), the assaulting land unit(s) are simply landed in the targeted assault hex, and no mandatory step loss is incurred.
All participating naval units simply remain in that coastal hex (as "Active") for the duration of the current Offensive Phase (but cannot be considered in port during that Offensive Phase if a captured port is in that same hex).
NOTE: A [-/1] combat result (i.e., a defender step loss) against a fortification chit is automatically backfired as a 1/- result instead (i.e., an attacker step loss).
Immediately after concluding a successful Amphibious Assault (regardless of the actual combat result, if successful), one Sea Supply chit is automatically debarked in the assault hex (i.e., with the landed assault units, even if no port exists in that same hex), and all participating (and surviving) land units are marked with an "Active" chit. If any armor, mechanized and/or motorized unit(s) with any capable General participated in the Amphibious Assault (assuming they survived the assault), they may be eligible to perform Exploitation movement and/or attacks (see [5.22]), if the owning player desires.
Unsuccessful Amphibious Assault
If the die roll result is a 3/-, 2/- or 1/- result, or a [-/1] result that did not forcibly retreat all of the defending enemy land units (see [5.18]), the Amphibious Assault is unsuccessful, and the assaulting land unit(s) must suffer the requisite step losses, if any (i.e., either a 1/-, 2/- or 3/- attacker step loss result, depending on the die roll result), and the surviving land unit(s) are then considered immediately reembarked (although this is not considered an Evacuation, but rather is an automatic reembarkation). However, if the combat result is an AE result (see [5.18]), all of the assaulting land units are simply eliminated, and that attempted Amphibious Assault is then immediately considered to be over.
All participating naval units simply remain in that coastal hex (as "Active") for the duration of the current Offensive Phase.
EXCEPTION: An Amphibious Assault that is conducted against an unoccupied enemy hex (i.e., with only an Intrinsic Garrison) does not fail, even if the die roll result is a 3/-, 2/- or 1/-, unless all of the assaulting land units were eliminated by that die roll result. Hence, after a 3/-, 2/- or 1/- result, any surviving land units (if any) are landed in the targeted assault hex normally. However, in this case, no automatic Sea Supply chit is landed in the assault hex. Furthermore, surviving armor, mechanized and/or motorized units (if any) are not eligible to exploit.
Immediately after concluding an unsuccessful Amphibious Assault, all participating (and surviving) land units are marked with an "Active" chit (after reembarkation). Any paratrooper unit(s) that had been landed in the assault hex (if any) are then automatically eliminated, however.
After an unsuccessful Amphibious Assault, the participating naval units are eligible to move normally during the End Phase. If the transporting naval units return to a friendly functioning port, any surviving land unit(s) aboard them must be debarked (if stacking limits permit). If the transporting naval units remain at sea, they (and any land units aboard them) are subject to rule [3.14] normally. A reembarked land unit (i.e., after surviving an unsuccessful Amphibious Assault) must be debarked in a friendly, supplied port before it may participate in any subsequent Amphibious Assault.
Exploitation
Activated armor, mechanized and/or motorized units (with an eligible General) may participate in an Amphibious Assault during the Combat Step of the Offensive Phase, and then Exploitation movement and/or attacks during the Exploitation Step (assuming that the Amphibious Assault succeeded*, and assuming that an eligible participating armor, mechanized and/or motorized unit survived). Only armor, mechanized and/or motorized units with a circled printed movement rating (and stacked with an eligible General at the beginning of the Exploitation Step) are ever eligible to perform any Exploitation movement and/or attacks.
*Armor, mechanized and/or motorized units may only exploit after an amphibious assault die roll result of [-/1] (if not against a fortified hex), -2 z, -/3 z or DE.
Per the normal rules, an armor, mechanized and/or motorized unit may not exploit if adverse weather conditions exist in the assault hex.
NOTE: Any air units that supported an Amphibious Assault are also eligible to support an Exploitation attack involving the same armor, mechanized and/or motorized unit(s). See [4.1].
End Phase
If a successful Amphibious Assault results in the capture of a functioning port, any of the participating friendly naval units may enter and dock in that port normally during the End Phase, provided that such naval units do not exceed that port's maximum Port Capacity (see [3.15]).
[3.26] Evacuations
An Evacuation mission is a special transport mission that allows friendly land units to be evacuated (i.e., embarked) from a non-port clear coastal hex (during the Naval and Air Phase only). Commando, Infantry*, Mountain and Paratrooper units (as well as Generals and HQs) may be evacuated. No Armor, Artillery, Cavalry Flak, Mechanized or Motorized units may ever be evacuated.
*But not Soviet 7-2 Siberian units, or UK or US infantry units with a printed movement rating of "5").
STPs and/or CL/DD combinations may be used to perform Evacuation missions, though the normal transport requirement is doubled (e.g., a single Infantry unit would require two STPs to be evacuated, rather than the normal one STP requirement).
Two full-strength CLs and two full-strength DDs (but never less) may be used to perform an Evacuation mission to evacuate a maximum of one eligible full-strength infantry unit (of any type, except Soviet 7-2 Siberian units, or UK or US infantry units with a printed movement rating of "5"). If any of the evacuating CLs and/or DDs become depleted during that evacuation, that evacuated infantry unit then automatically and immediately becomes depleted, or then automatically and immediately eliminated if already a depleted infantry unit). If any of the evacuating CLs and/or DDs are sunk during that evacuation, the evacuated infantry unit automatically and then immediately becomes eliminated (whether the evacuated infantry unit is full-strength or depleted).
In addition, Evacuation missions are limited to a maximum movement of 8 MPs after the embarkation of the evacuated unit(s), and must end movement docked in a friendly port (even if out-of-supply and/or isolated). Any such unit(s) must be debarked normally thereafter. If any evacuated land unit(s) are not in a friendly port at the end of the same Naval and Air Phase, they are eliminated.
[3.27] CL/DD Transport
When any CL (Light Cruiser) chit is stacked with any DD (Destroyer) chit (i.e., in the same location), they may function as a transport (known as a CL/DD combination). To function as a transport, a CL and DD need not begin the current Phase stacked together, although they must be stacked together at the moment of embarkation, and throughout the duration of the transport operation.
Each CL/DD combination may function as one transport point (like an STP). If both the CL and the DD are currently full-strength, they may collectively transport up to one full-strength infantry unit (of any type*) or one Sea Supply chit. If either the CL or the DD is currently depleted (or if either is blank on the reverse side), then they may collectively transport up to one half-strength (i.e., depleted) infantry unit (of any type*), but no Sea Supply chit.
*Including Generals and/or HQs.
NOTE: A CL/DD combination may not transport any Soviet 7-2 Siberian units, or any UK or US infantry unit with a printed movement rating of "5".
A CL/DD combination may not transport any armor, artillery, flak, mechanized, motorized or air unit. Additionally, a CL/DD combo may never be used to participate (as a transport) in any Amphibious Assault (except Japanese CL/DDs embarked with SNLF).
If a stack or task force containing multiple CLs and DDs and a CL/DD combination is attacked, the owning player is obligated to identify which CL and DD is presently functioning as a transport (i.e., before any attacks are commenced). If the CL unit and the DD unit are both full-strength (and also presently transporting a full-strength infantry unit), the infantry unit is automatically depleted if either the CL or the DD is depleted. Or, if transporting a Sea Supply chit, the Sea Supply chit is automatically eliminated. If either the CL or the DD is sunk (if carrying an infantry unit (or Sea Supply chit), the infantry unit (or Sea Supply chit) is then automatically eliminated as well.
[3.28] Bombarding Installations
During a Sea Offensive (only), any Activated naval unit(s) with a gunnery rating (not a torpedo rating) of at least "1", and occupying any coastal hex(es) may attempt to bombard any installation(s) there (even if "under-construction"). A naval unit that is Activated to conduct a Naval Bombardment mission is susceptible to enemy air and/or naval interception(s) normally. If the enemy player elects to intercept an Activated naval unit, stack or task force, any such interception(s) are always to be resolved before the Naval Bombardment.
Naval Bombardment Mission
After resolving any air and/or naval interceptions and counter-interceptions (if any) preceding a Naval Bombardment mission, each surviving (i.e., not sunk) naval unit (with a gunnery rating of at least "1") in the targeted installation hex may then participate in one Naval Bombardment attack on the targeted installation hex.
To resolve the Naval Bombardment mission, the bombarding player must first specify precisely which naval unit(s) are attacking which installations (if there are multiple naval units and/or installations within the target hex). The bombarding player may bombard one installation with any specific naval unit(s), bombard some of the installations with any specific naval unit(s), or bombard all of the installations with any specific naval unit(s). As such, the bombarding player must determine the total bombardment strength (i.e., the total gunnery of all the participating naval units) that is bombarding each targeted installation. Each bombardment (whether targeting one installation or multiple installations) must be resolved separately (i.e., as a single, separate dice roll), but adjusting the "target computation", if necessary, after each previously successful bombardment result, if any.
After determining the specific target(s), and the participating naval unit(s), the bombarding player must then resolve each bombardment, as follows:
- [ 1 ] Add the total gunnery of all bombarding naval units (even if damaged or depleted), comparing it with the appropriate strength point column on the Bombing Table (e.g., if the total bombardment strength is 19 points, it is therefore compared with the 17-24 column).
- [ 2 ] Determine the "target computation":
- Dirt Airstrip = 1 (+2, if the hex is fortified).
- Small Airbase (chit or map) = 1 (+2, if the hex is fortified).
- Large Airbase (chit or map) = 2 (+2, if the hex is fortified).
- Coastal Fortification = 1 (+ the total airbase capacity in the hex).
- Fortification = 2 (+ the total airbase capacity in the hex).
- Permanent Fortification = 4 (+ the total airbase capacity in the hex).
- Port = X = the port hex's airbase capacity (+2, if the hex is fortified), or 1 if no airbase capacity exists in that hex.
- Burma Railway = 2 (+2, if the hex is fortified).
- [ 3 ] The bombarding player then rolls two dice (6-sided) once, and compares that dice roll result with the corresponding strength point column on the Bombing Table. If the bombardment dice roll result is equal-to or greater-than the "target computation", the targeted installation is destroyed. If the dice roll result is less than the "target computation", there is no effect.
NOTE: When calculated, each Bombardment mission is resolved as a single attack (i.e., one dice roll), regardless of the number of participating naval units or their gunnery strength.
- [ 4 ] If the targeted installation is destroyed, immediately place a "Destroyed Installation" chit (as printed on the reverse side of the "Out-of-Supply" chits) in that hex, atop the destroyed installation*.
*A destroyed dirt airstrip is simply removed from the map.
The destruction of any particular installation has no effect upon any other installation(s) in the same hex, even if the destroyed installation functions as any other installation as well (e.g., such as a port, which also functions as an airbase).
NOTE: If the target hex contains multiple map-printed installations (e.g., a Major Port, which also functions as a Small Airbase or a Large Airbase if a resource symbol is printed in that same hex), the owning player must maintain an accessible* record of which installation is destroyed in a particular targeted hex. Otherwise, an effective house-rule is to simply write "port", "airbase" and/or "fort" et cetera on some extra "Destroyed Installation" chits from the counter-mix, and place them as needed.
*All players are always entitled to know such information.
A destroyed installation is not eliminated (i.e., it remains on the map*), but is thus functionally non-existent for all intents and purposes (e.g., air units may not operate from a destroyed airbase), until repaired. Land units and/or supply chits in the same hex are not ever ipso-facto affected by a bombardment result. If a port is destroyed, all naval unit(s) presently docked there are automatically (and immediately) considered to be displaced into the port's coastal hex (they are not considered to be in port), but are not ipso-facto subject to enemy naval interception. If an airbase is destroyed, any air unit(s) that are presently based there (aside from those eliminated by "collateral destruction effects"; see below) are automatically (and immediately) subject to a Forced Rebase (see [4.7]), but are not ipso-facto subject to enemy air interception.
*Except a destroyed dirt airstrip, which is eliminated (i.e., removed from the map) if destroyed, or if currently "under-construction" (see below).
EXCEPTION: If a Major Port is destroyed, it is actually considered reduced to a Minor Port thereafter (until repaired), and functions like a normal Minor Port. If that Major Port is destroyed again (i.e., before it is repaired), it is considered destroyed normally (i.e., as if a destroyed Minor Port). However, a Major Port is to be repaired normally, even if destroyed as a Minor Port. A destroyed Major Port is not first repaired to a Minor Port, and then to a Major Port, but - rather - is fully repaired per the normal rules (i.e., at a cost of 1 EP).
Collateral Destruction Effects: Airstrip/Airbase (Air Units)
If an airbase or airstrip is destroyed, any air units presently based there are subject to collateral destruction effects. If the bombardment physical die roll (not the result on the Bombing Table) is a 10, one air unit step* based there is eliminated. If the die roll is an 11, two air unit steps* are destroyed. If the die roll is a 12, three air unit steps* are destroyed. If multiple air unit steps are eliminated, the defending player chooses the first air unit step loss, the attacking player then chooses the second, the defending player chooses the third.
*Or an ATP "point".
NOTE: Naval Bombardment does not cause collateral destruction effects upon ports.
Under-Construction Destruction Effects
If an installation (except a dirt airstrip) is destroyed while it is still "under-construction", that bombarding player must then (immediately) roll two dice (6-sided)*. If the dice roll is a "doubles" result, the installation is eliminated (i.e., removed from play), and cannot be completed during the following Seasonal Turn. Any other dice roll result, however, has no effect (i.e., the installation is completed normally during the ensuing Seasonal Turn). Before the bombing player rolls the dice, however, the owning player may elect to expend 1 EP (from Economic Reserve, if any), and automatically nullify the dice roll. In such a case, the installation is completed normally during the ensuing Seasonal Turn (unless destroyed again before the Seasonal Turn, in which case the aforementioned procedure must be repeated).
*Except for dirt airstrips, which become automatically eliminated when destroyed.
[3.29] Tactical Submarines
Tactical submarines are considered "naval units", but differ from all other types of naval units inasmuch as they do not wholly operate in accordance with the normal naval rules, explained as follows:
Moving Tactical Submarines
A tactical submarine unit may be moved normally (like any normal naval unit), although a submarine unit cannot ever be intercepted (whether by air or sea) as it moves. Moreover, a submarine unit may never be stacked - in the same hex - with any other friendly naval unit(s), including any other submarine unit (except when docked in port*), nor may any submarine unit move as part of any stack or task force.
*If any enemy naval unit(s) enter a port wherein there is a submarine unit and any friendly surface naval unit(s), that submarine unit is ineligible to participate in any naval combat therein. That submarine unit is susceptible to a normal Active interception attempt (if there are any enemy DD or DE naval units present in the submarine unit's port) normally, however.
NOTE: If any particular Active naval movement (but not any Reactive naval interception) will result in a submarine becoming stacked with any other friendly surface naval unit (or other friendly submarine), the owning player may opt to "bump" the non-moving chit (i.e., either the submarine or the other naval unit) to one legally accessible adjacent sea hex. The enemy player, however, may choose which adjacent sea hex that the non-moving chit is bumped to (if legally accessible).
Submarine Interception
A submarine unit may intercept any enemy naval unit, stack or task force exactly like any normal naval unit (as an Active or Reactive naval interception)*, although a submarine unit cannot be counter-intercepted by any enemy units. Whether intercepting as an Active or a Reactive naval interception, a submarine unit is automatically entitled to a +1 naval search die roll bonus.
*A submarine unit cannot intercept with any other naval unit(s). Additionally, a submarine unit cannot intercept any enemy naval unit, stack or task force if that same hex is occupied by any friendly naval unit(s) or other friendly submarine unit. If in a large sea area, a submarine unit cannot intercept any enemy naval unit, stack or task force that is stacked together with any friendly naval unit, stack or task force, or other friendly submarine unit.
More than one eligible submarine unit may individually attempt to intercept the same enemy naval unit, stack or task force within the same sea area, but never in a hex that is presently occupied by any friendly naval unit(s) or any other friendly submarine unit.
NOTE: Submarine units may not intercept and/or attack other enemy submarine units.
Screening Submarines
If a submarine unit successfully intercepts an enemy naval unit, stack or task force, the opposing players must first ascertain the current "screening value", which is simply determined by the total number of enemy Destroyer and/or Destroyer Escort chits* presently with the intercepted naval unit, stack or task force (e.g., a stack with two accompanying Destroyer chits and one accompanying Destroyer Escort chit is considered to have a screening value of "3"). However, no stack's or task force's screening value may ever exceed "4", even if there are more than four accompanying Destroyer and/or Destroyer Escorts chits.
*Whether full-strength or depleted, and even if currently operating as part of a CL/DD transport mission.
NOTE: Any aircraft carrier (if undamaged) with an operational (not grounded) Naval-Air unit is always considered to possess an inherent "screening value" of "1", but only if there are no friendly Destroyer and/or Destroyer Escort chits presently stacked with that aircraft carrier (or in the same task force). An aircraft carrier is not considered to possess any screening value if at least one friendly Destroyer or Destroyer Escort chit is stacked therewith (or is in the same task force). Furthermore, multiple aircraft carriers do not accrue "screening value" (e.g., three aircraft carriers still only possess an inherent "screening value" of "1").
After determining an intercepted naval unit's, stack's or task force's "screening value", the intercepted player must roll one die (6-sided), unless the screening value is "0" (i.e., unless there are no Destroyer and/or Destroyer Escort chits present). If the die roll is equal-to or less-than the current "screening value", the intercepting submarine unit is considered to be "screened", and is thus not eligible to attack. Furthermore, if the die roll is "1", the intercepting submarine unit is considered "detected", and may then be immediately attacked once (see below) by each accompanying Destroyer and/or Destroyer Escort chit (each Destroyer and/or Destroyer Escort chit in that same stack or task force), up to a maximum of four* Destroyer attacks, even if there are more than four accompanying Destroyer and/or Destroyer Escorts chits (and, as mentioned, whether full-strength or depleted, and even if operating as part of a CL/DD transport mission at that moment).
*If there are at least four accompanying Destroyer and/or Destroyer Escort chits present, or up to as many accompanying Destroyer and/or Destroyer Escort chits as are present if less than four.
If the intercepting submarine unit is only "screened" (i.e., not "detected"), that naval interception is considered to be ended. The submarine unit is then considered to automatically "dive" immediately thereafter, and therefore cannot be pursued or otherwise attacked during that same encounter. Moreover, that submarine unit is therefore not eligible to attempt another naval interception (whether an Active or Reactive interception) during that same Phase.
Attacking Submarines
If any intercepting submarine unit becomes "detected", each accompanying Destroyer and/or Destroyer Escort chit that is accompanying that same intercepted stack or task force (up to a maximum of four) is then eligible to immediately attack that submarine unit. When any particular Destroyer or Destroyer Escort is designated to attack a "detected" enemy submarine unit, the owning player must simply roll two dice (6-sided)*: If the result is equal-to or greater-than the targeted submarine unit's current armor rating, that targeted submarine unit is considered to be "hit" and depleted accordingly (or sunk, if it is already depleted). If the dice roll itself is a natural "doubles" (and if equal-to or greater-than the targeted submarine unit's armor rating), the targeted submarine unit is considered automatically "sunk", even if not currently depleted.
*Ignoring the Destroyer's or Destroyer Escort's printed gunnery rating.
If the intercepting submarine unit is "detected" but survives the attack(s) of the accompanying Destroyer(s) and/or Destroyer Escort(s), if any, that naval interception is considered to be ended. The submarine unit is considered to automatically "dive", and thus cannot be pursued or otherwise be attacked during that same encounter. Moreover, that submarine unit is therefore not eligible to attempt another naval interception (whether an Active or Reactive interception) during that same Phase.
Submarine Attack(s)
If the "screening" die roll is greater-than the intercepted naval unit's, stack's or task force's current "screening value" (see above), the intercepting submarine unit is considered to be "undetected". In such a case, every present naval unit in that interception hex is automatically revealed to the intercepting player, even if comprising different search groups and/or task forces. Accordingly, the intercepting submarine unit is then eligible to conduct (up to) two separate (i.e., sequential) submarine attacks, explained as follows:
After braving the intercepted naval unit's, stack's or task force's "screening" die roll, if any, a submarine (if unscreened and undetected) may initially attack any single enemy naval unit in that same hex (or in that same stack, if occurring in a large sea area). No present enemy naval unit or units may be "screened" in such a case, nor is any enemy unit in that hex eligible to attack that intercepting submarine (yet), regardless of the result.
An intercepting submarine unit is eligible to conduct a normal naval combat attack, rolling two dice (6-sided), and then adding the submarine unit's printed gunnery rating to that attack dice roll (though, when attacking any non-named naval unit, a submarine unit's gunnery rating is always ignored). If the submarine unit's net attack result is equal-to or greater-than the targeted naval unit's current printed armor rating, that target naval unit is considered "hit" (and sunk, if it is already damaged or depleted). If the attack dice roll itself is a natural "doubles" (and if equal-to or greater-than the target's armor rating), then the targeted naval unit is considered to be automatically sunk, even if not currently damaged or depleted. A "doubles" roll has no additional effect upon STPs, however.
Immediately after a submarine unit's initial attack (regardless of the result), the owning player then has two possible options:
- [ A ] The submarine unit may "dive", thereby ending the encounter and the naval interception. The submarine unit is considered to automatically "dive", and thus cannot be pursued or otherwise be attacked during that same encounter. Moreover, that submarine unit is then not eligible to attempt any other naval interceptions (whether Active or Reactive) during that same Phase.
- [ B ] The submarine unit may "press the attack", and conduct a second attack, whereby that intercepting submarine unit is then eligible to attack (again) any single enemy naval unit in that same hex (or same stack, if in a large sea area), including the same target, if desired, regardless of the result of the submarine unit's previous attack. However, if a submarine unit does conduct another (i.e., a secondary) attack, any accompanying Destroyer and/or Destroyer Escort chits presently in that same hex (to a maximum of 4), if any, are then eligible to automatically attack the submarine unit (immediately after the submarine unit's second attack is resolved). Of course, if no accompanying Destroyer or Destroyer Escort chits are present, then the attacking submarine unit cannot be attacked. If the intercepting submarine survives the attack(s) of the accompanying Destroyer(s) and/or Destroyer Escort(s), if any, it is considered to automatically "dive" after resolving the second attack (regardless of the result), and thus cannot be pursued or otherwise be attacked during that same encounter. Moreover, that submarine unit is therefore not eligible to attempt another naval interception (whether Active or Reactive) during that Phase.
Intercepting Submarines (Naval)
Submarine units cannot be intercepted as they move (i.e., subs cannot be intercepted as a Reactive naval interception), although a Destroyer, Destroyer Escort, or any naval stack or task force containing any Destroyer and/or Destroyer Escort chit(s) may move to a hex or a sea area containing an enemy submarine unit and then attempt a normal Active naval interception (during the Naval and Air Phase - as a friendly naval movement option -, and/or during the Offensive Phase, if presently on Standby status). Any Active naval interception of an enemy submarine unit suffers an automatic -1 die roll penalty (cumulative with all other applicable naval interception modifiers; see [3.6]).
NOTE: As any Destroyer and/or Destroyer Escort naval unit, stack or task force moves to intercept a submarine unit, the submarine unit - if eligible - may attempt a normal Reactive naval interception upon that same moving naval unit, stack or task force. If, however, that submarine's Reactive interception is unsuccessful, it is then governed by the stipulations of rule [3.10]. The Active intercepting Destroyer, Destroyer Escort, stack or task force may then continue its naval movement and/or interception normally. If that submarine unit's Reactive naval interception is successful, the players must first resolve that submarine unit's own Reactive naval interception (per the normal naval interception sequence rules). Afterwards, then, the Destroyer's and/or Destroyer Escort's naval movement and/or interception (if any) may proceed normally.
If a submarine unit is successfully intercepted, however, the intercepting Destroyer and/or Destroyer Escort naval unit(s), stack or task force must roll one die (6-sided), per the normal "screening" rules (see Screening Submarines above). If the die roll is a "1" (only), the submarine unit is considered to be "detected", and the Active intercepting Destroyer and/or Destroyer Escort naval unit(s) - up to a maximum of 4 - may then attack the submarine unit per the normal rules (see Attacking Submarines above). Only DD and/or DE naval units may ever attack any submarine unit*.
*Any other type of eligible friendly naval unit(s) may accompany any intercepting Destroyer(s) and/or Destroyer Escort(s), provided that they currently possess enough movement to do so. But, if the intercepting Destroyer(s) and/or Destroyer Escort(s) "screening" die roll is not a "1", no further activity occurs (i.e., the submarine unit may not be pursued or otherwise attacked during that same encounter). Additionally, the submarine unit itself may not then attack any of the Active intercepting naval units, even if the "screening" die roll is actually greater than the "screening value" (although that submarine unit - if eligible - may subsequently attempt to conduct a normal Active naval interception during the owning player's own naval movement option).
Intercepting Submarines (Air)
Submarine units may never be intercepted as they move, and thus are immune from air attacks during the naval segment of the Naval and Air Phase. However, during the air segment of the Naval and Air Phase (or as an Air Offensive during the Offensive Phase), a player may attempt to conduct an air attack upon a submarine unit with an eligible Bomber or Fighter-Bomber (if within range of the submarine unit's current hex).
Submarine units cannot be reconnoitered like normal naval units, but must first be "located" nonetheless (i.e., before any air attack is conducted). To do so, the attacking player must designate any specific Bomber(s) and/or Fighter-Bomber(s) within range of the submarine unit's hex - to "locate" that submarine unit. As such, the attacking player must then roll one die (6-sided), adding +1 per each full-strength Bomber and/or Fighter-Bomber unit* that is designated as searching for the submarine unit. If the die roll is a 7 or greater, the submarine unit is considered "located".
*Two individual half-strength Bomber and/or Fighter-Bomber units (if otherwise eligible) may be counted as one full-strength Bomber and/or Fighter-Bomber unit when designated to "locate" an enemy sub unit (even if not stacked together).
NOTE: An automatic +1 die roll modifier applies if the submarine unit is presently in a coastal hex. Conversely, an automatic -2 modifier applies if the submarine unit is presently within the Severe weather zone during a Monsoon (M) monthly game-turn. A -1 modifier applies if the attacking aircraft is a Japanese air unit.
After a particular submarine unit is "located", the attacking player is then permitted to conduct one normal Air-Naval attack only (i.e., one dice roll) upon that located submarine unit (regardless of how many Bombers and/or Fighter-Bombers participated in the search). A targeted submarine unit is attacked exactly like a normal naval unit (see [4.20]). Any air units that participate in a search for a submarine unit are marked "Currently Committed" if during the Naval and Air Phase, or "Previously Committed" if during the Offensive Phase. Any such air units are considered committed, even if the submarine unit is not located, and regardless of the Air-Naval attack result.
Bombing Submarines In Port
During the air segment of a Naval and Air Phase (or as an Air Offensive during the Offensive Phase), any submarine unit(s) that are presently docked in an unfortified port may be attacked normally (i.e., like any normal naval unit) as an Air-Naval attack. In such a case, no air search is required, and no limit is imposed upon air unit attacks thereupon (i.e., each air unit is eligible to conduct as many Air-Naval attacks as would be normally permitted per [4.20]). All applicable Air-Naval attack modifiers apply normally as well.
NOTE: Any tactical submarine unit(s) that are docked in a functioning fortified port (i.e., any type of fort) are automatically immune from any Air-Naval attacks (while docked therein).
[3.30] Submarine Harbor Infiltration
Submarine Harbor Infiltration Attempt
Submarine units are uniquely capable of attempting to infiltrate enemy controlled ports, despite the presence of any enemy naval unit(s). However, when any submarine unit attempts to enter any enemy port (i.e., into an actual port location, not merely a port hex), the owning player must first roll one die (6-sided). If the die roll is a "1", the infiltrating submarine unit is therefore considered to be within that port as "undetected". However, if the die roll is a 2-6, the infiltrating submarine unit is considered to be "detected".
EXCEPTION: No enemy submarine unit may ever infiltrate the Panama Canal or the Maldives (Addu Atoll, if the "India" map is in play), or the ports there.
Inherent "Screens"
All ports are considered to automatically possess an inherent "screening value", even if there are no Destroyer and/or Destroyer Escort chits presently in a particular port or port hex (representing various corvette, patrol and auxiliary coastal vessels inherent in all navies, but not included as actual game pieces). The "screening value" of any port indicates the quantity of attacks that the port is eligible to conduct upon a detected enemy submarine unit. The actual "screening value" of each type of port is listed as follows:
- Coastal City/Minor Port = Screening Value of 1 (plus any Destroyers and/or Destroyer Escorts docked in that port)*.
- Fortified/Major Port = Screening Value of 2 (plus any Destroyers and/or Destroyer Escorts docked in that port)*.
*To a maximum "screening value" of 4.
Inherent "screening values" are only applicable when a tactical submarine unit attempts to enter a particular enemy port, but are not ever considered applicable outside of a port location (i.e., never outside of any port, even if in a port hex).
Submarine Infiltration Procedure
If an infiltrating submarine unit is undetected, it is considered to be in that port. As such, the owning player is entitled to immediately know the exact quantity, types and names (if any)* of every naval unit presently in that port (but not air and/or land units), whereupon that submarine unit may then conduct an uninhibited naval combat attack (i.e., ignoring the normal naval screening procedure) against any single enemy naval unit in that port. Afterwards, the submarine unit may either "dive" (thereby ending the encounter, at which time the submarine unit is automatically assumed to be outside of the port location...although still in the port hex), or the submarine unit may "press the attack" and conduct a second attack. In the latter case, the infiltrating submarine unit is then eligible to attack (again) any single enemy surface naval unit in that port, including the same target, if desired, regardless of the result of the submarine unit's previous attack. However, if a submarine unit does conduct another (i.e., second) attack in a port, any enemy Destroyer and/or Destroyer Escort chits presently docked in that port, as well as any inherent "screen" (up to a maximum of 4, including the port's inherent "screen") are then eligible to automatically attack that submarine (immediately after the submarine unit's second attack). If there are no Destroyer and/or Destroyer Escort chits currently present, only the inherent "screen" is eligible to attack that submarine unit. In that case, if an infiltrating submarine unit survives, it is considered to "dive" automatically thereafter, and is also considered to be outside of the port location (although still in the port hex), and cannot be pursued.
*Including the naval unit's current status (i.e., damaged, depleted or full-strength), present gunnery, armor and movement ratings, and even names (if any).
NOTE: An infiltrating submarine unit is not susceptible to enemy mines (whether the submarine is "detected" or not).
If an infiltrating submarine unit is detected, it is considered in that port, although any enemy Destroyer and/or Destroyer Escort chits presently docked in that port, as well as any inherent "screen" (up to a maximum of 4, including the port's inherent "screen") may immediately attack that submarine unit. In such a case, the owning player is not entitled to know the composition of the enemy port, or attack any enemy naval units therein, unless the submarine unit survives the enemy attack(s). If any infiltrating submarine unit is depleted as a result of an enemy attack, however, it is considered to "dive" automatically thereafter, and is assumed to be outside of the port location (although still in the port hex), and cannot be pursued. If an infiltrating submarine unit is neither depleted or sunk, the owning player is then entitled to immediately know the exact quantity, types and names (if any)* of every naval unit presently in that port (but not air and/or land units), whereupon that submarine unit may then conduct a normal uninhibited naval combat attack (i.e., ignoring the normal naval screening procedure) against any single enemy naval unit in that port. Afterwards, the submarine unit may either "dive" (thereby ending the encounter, at which time the submarine unit is automatically assumed to be outside of the port location...although still in the port hex), or the submarine unit may "press the attack" and conduct a second attack. In the latter case, the infiltrating submarine unit is then eligible to attack (again) any single enemy naval unit in that port, including the same target, if desired, regardless of the result of the submarine unit's previous attack. However, if a submarine unit does conduct another (i.e., second) attack in a port, any enemy Destroyer and/or Destroyer Escort chits presently docked in that port, as well as any inherent "screen" (up to a maximum of 4, including the port's inherent "screen") are then eligible to automatically attack that submarine unit again. In that case, if an infiltrating submarine unit survives, it is considered to "dive" automatically thereafter, and is also considered to be outside of the port location (although still in the port hex), and cannot be pursued.
*Including the naval unit's current status (i.e., damaged, depleted or full-strength), present gunnery, armor and movement ratings.
Special Submarine Infiltration (Straits)
Tactical Submarine units may attempt to "infiltrate" an otherwise impassable strait (only). To do so, the submarine unit must move into the specified strait hex itself (e.g., W 5032). At that time (i.e., during the Naval and Air Phase, Offensive Phase or End Phase), the owning player declares his intention to attempt a "submarine infiltration" and then simply rolls one die* (6-sided). If the die roll is a 1-3, then the submarine unit is not eligible to traverse the present strait (although it may move back out and onward, if it has any remaining MPs). In such a case, no combat occurs (unless a 1 is rolled; see below), although the submarine unit may not attempt any further "infiltration" (anywhere) during that same Phase. However, if the die roll is a 4-6, then the submarine unit is considered successfully through the strait, and may continue to operate normally on that side. A submarine unit is required to attempt an infiltration each time it intends to traverse any strait (mine) hex, regardless of any previous infiltration (for example, a submarine unit that has successfully infiltrated the Korea Strait - to get into the Sea of Japan - must also successfully infiltrate the Korea Strait to get out).
*Apply a -1 to the die roll per each enemy DD and/or DE unit currently present in the same coastal hex. A die roll of "6" is always considered to be a successful "infiltration", however, regardless of any modifier(s).
NOTE: The three "mine" depictions printed on the map serve as a memory aid, indicating that the inherent screen for any strait is always "3" (against submarine units).
If any submarine unit's infiltration attempt die roll is a natural "1" (i.e., a physical die roll of 1, irrespective of any die roll modifiers), the submarine unit is then subject to one normal naval combat attack from the inherent "mines", and one normal naval combat attack from any enemy Destroyer and/or Destroyer Escort unit(s) - whether depleted or full-strength currently present in that same hex (to a maximum of 4). Afterward, the submarine unit is assumed to automatically dive (assuming it survived), and cannot be pursued.
[3.31] (This rule is not applicable in APTO)
[3.32] Suicide Torpedoes (The "Kaiten" rule)
The Japanese force pool includes a 1-3-1 (Kaiten) submarine unit (arriving Summer, 1944) which functions normally, except that it must be automatically eliminated after conducting an attack (whether that attack is successful or not). The 1-3-1 submarine unit only possesses a movement rating of "1", but it may stacked with (i.e., carried by) any other moving Japanese submarine unit (disregarding the Kaiten's movement rating while stacked therewith), and also attack with that Japanese submarine unit, if the Japanese player desires (disregarding the normal prohibition of multiple submarine chits stacking together in the same hex). However, if the 1-3-1 (Kaiten) is not stacked with another Japanese submarine unit, it may be moved (one hex) normally, and operate per [3.29] normally.
Part 4: Air Operations
Air operations entail Strategic Bombing, Air-Naval attacks, Bombing Installations, Ground Support, Paradrops, Strafing Attacks, and Air Transport Missions, delineated as follows:
[4.0] Using Air Units
Air units are printed with two or three numbers, indicating the air unit's combat strength (the lower left hand number), range (the lower right hand number) and occasionally a quality rating (the upper right hand number, if any).
Depending upon the type of air unit (see below), air units may perform a multiplicity of missions and operations throughout a monthly game-turn. Air units are subject to weather effects and commitment statuses, as well as combat events in the air, on land and at sea, that may limit or impede their capabilities.
Types of Air Units
There are six types of air units, tabulated as follows:
NOTE: Each air unit chit type is indicated with a specific letter on the upper left hand corner of the chit (i.e., as either ATP, B, F, FB or N; indicating Air Transport Point, Bomber, Fighter, Fighter-Bomber or Naval-Air unit respectively).
- Air Transport Points (ATP): Any air unit listed as an "ATP" type air unit is an Air Transport Point. Air Transport Points cannot fight in air combat (although they may be shot at by other intercepting enemy Fighter-type air units), nor may they bomb enemy installations or units. Air Transport Points function solely to transport friendly infantry units (including HQs, Generals, Commando, Mountain and Paratrooper units) and "Air Supply" chits. Air Transport Points are specifically capable of operating along with paratroopers to perform Paradrop missions. The Japanese X-9 (Ki-57) is an example of an Air Transport Point.
- Bombers (B): Any air unit listed as a "B" type air unit is a Bomber. Bombers cannot ever intercept enemy air units, however they do contribute air superiority die roll modifiers during land attacks. Bombers, of course, may bomb enemy installations or units. The US 20-20 (B-29) is an example of a Bomber. Bombers may also be used for air reconnaissance.
Some Bomber types are specifically classified as Heavy Bombers, which derive various benefits and restrictions during combat (e.g., Heavy Bombers are halved when conducting Ground Support). Any Bomber chit possessing a circled quality rating is considered a "Heavy Bomber".
- Fighters (F): Any air unit listed as a "F" type air unit is a Fighter. Fighters may engage in air combat and also may contribute air superiority die roll modifiers during land attacks. Fighters cannot, however, ever bomb enemy installations or units. The Japanese 4-10/3 (A6M) is an example of a Fighter. Fighters may also be used for air reconnaissance.
- Fighter-Bombers (FB): Any air unit listed as a "FB" type air unit is a Fighter-Bomber. Fighter-Bombers may engage in air combat and may also contribute air superiority die roll modifiers during land attacks. Furthermore, Fighter-Bombers may bomb enemy installations and units. The US 4-4/3 (P-38) is an example of a Fighter-Bomber. When launched from a base, a Fighter-Bomber must be assigned as either the Fighter role or the Bomber role. A Fighter-Bomber may not operate as both a Bomber and a Fighter during the same mission. Fighter-Bombers are unique, however, in that they may be launched as the Bomber role, and then switch to the Fighter role (before air combat begins) if it encounters enemy air units (though not vice versa). A Fighter-Bomber that operates as the Fighter role is considered a Fighter-type. Fighter-Bombers may also be used for air reconnaissance.
- Naval-Air (N): Any air unit listed as an "N" type air unit is a Naval-Air. Naval-Air units are the only type of air unit that may operate from an aircraft carrier (though they may operate from land bases as well). Naval-Air units may engage in air combat and may contribute air superiority die roll modifiers during land attacks. Naval-Air units may also bomb enemy installations and units. The UK 2-2/0 (Swordfish) is an example of a Naval-Air unit. When launched from a base, a Naval-Air unit must be assigned as either the Fighter role or the Bomber role. A Naval-Air unit may not operate as both a Bomber and a Fighter during the same mission. Naval-Air units are also unique, however, in that they may be launched as the Bomber role, and then switch to the Fighter role (before air combat begins), if it encounters enemy air units (though not vice versa). A Naval-Air unit that operates as the Fighter role is considered a Fighter-type. Naval-Air units may be used for air reconnaissance as well.
- Floatplanes (N ~): Any air unit listed as an "N" type air unit, and a sea-wave icon just below the aircraft depiction is a Floatplanes. Floatplanes are also Naval-Air units, but they cannot operate from aircraft carriers (although some Japanese floatplanes can operate from certain BBs, CAs and submarines). While on land, Floatplanes can only be based at port locations.
[4.1] Applicable Phases
The effects of weather (as determined at the beginning of the monthly game-turn) applies normally during all Phases of the game, and affect air operations accordingly.
Eligible air units may be launched from functional bases (see Player Aid card "I") to conduct air operations, and then return to base thereafter. During air operations, eligible air units may engage and/or participate in combat whenever occupying a combat hex, whether in an intended targeted hex, or as a result of any enemy air interception(s) in or while en route to the intended target hex.
Air units of different nations (of the same partnership) may freely be combined during movement and combat, unless prohibited (see [9.26]).
Strategic Warfare Phase
During the Strategic Warfare Phase, eligible air units may participate in one of two mission types:
- Strategic Bombing (see [2.0]).
- Interdiction (see [2.13] and [2.26]).
Any air unit(s) participating in either of these mission types become marked as Previously Committed afterward, indicating that they are Committed for the duration of that monthly game-turn.
Friendly Naval and Air Phase
During a friendly Naval and Air Phase, eligible air units may participate in one of several mission types (in the order as follows):
- Attacking Enemy Naval Units: Any Bomber(s), Fighter-Bomber(s) - flying as bombers - and/or Naval-Air unit(s) flying as Bombers - may fly from their base(s) to a hex with a located enemy naval unit, stack or task force (if within their printed air range), and conduct an Air-Naval attack. Such air units are susceptible to enemy air interception normally, though any eligible friendly Fighter-type air unit(s) may accompany any attacking Bomber(s), Fighter-Bomber(s) and/or Naval-Air unit(s), up to the extent of the Fighter-type air unit's own range.
- Attacking Enemy Air Units: Any Fighter-type air unit(s) - flying as Fighters - may fly (if within their printed air range) from their base(s) to any enemy airbase hex(es) to attack any enemy air unit(s) based there. Such air units are susceptible to enemy air interception normally, including from any enemy Fighter-type units at each target base.
- Change Base: Any air unit(s) may change base by simply moving from one base to another, within twice (in hexes) the air unit's printed range, which is known as a "hop". When performing a Change Base mission, an air unit is eligible to conduct up to 3 "hops" per Change Base mission. Of course, each "hop" must be to and from a friendly airbase* or airstrip, although air capacity limits apply after the completion of the Change Base mission (i.e., in the last base the air unit occupies), not during intermediate stops along the way. Any Air units that are performing a Change Base mission are susceptible to enemy air interception normally.
*Naval-Air units are the only air units that may transfer to and/or from an aircraft carrier. Naval-Air units may only transfer to and/or from an aircraft carrier if - in doing so - the Naval-Air unit does not exceed the aircraft carrier's aircraft capacity.
NOTE: An aircraft carrier may only function as the start or end of a Naval-Air unit's Change Base mission; it may never function as an intermediate base between air transfers.
- [ A ] Any Western Allied air unit with a printed range of "5" (or more) presently based in the United States Box (on the APTO map) may be automatically "transferred" to any friendly, functional base on any Hawaiian Islands airbase hex as three "hops" (weather permitting). Trans-Hawaiian transfers are applicable vice versa as well.
- [ B ] Any Western Allied air unit presently based in the United States Box (on the APTO map) may be automatically "transferred" to the United States Box (the AETO map) as three "hops" (regardless of the weather condition). Trans-American transfers are applicable vice versa as well.
- [ C ] Any Western Allied air unit presently based in the United States Box (on the APTO map) may be automatically "transferred" to any supplied, functional base in Alaska or Panama (on the APTO map) as three "hops" (regardless of the weather condition). Trans-Alaskan and trans-Panamanian transfers are applicable vice versa as well.
- [ D ] If playing a Combined Game, any supplied Soviet air unit presently based anywhere in the Soviet Union proper (on the APTO map) may "transfer" to any Soviet-controlled, functional airbase in the Soviet Union proper (on the AETO map) as three "hops" (weather permitting). Soviet transfers are applicable vice versa as well, if playing a Combined Game.
- [ E ] If playing a Combined Game and/or a Conjoined Game*, any air unit presently based in any of the India Boxes (whether on the AETO map, the APTO map, and/or the AOI map) may "transfer" to any friendly, functional airbase in Aden, Hadramawt, the India, Iraq (map location or the Iraq Land Transfer Box), Iran, Kuwait, Oman, Persia, or Saudi Arabia (on the AETO map) as three "hops" (again, weather permitting). Middle-East transfers are applicable vice versa as well, if playing a Combined Game and/or a Conjoined Game.
*A "Conjoined Game" is the East African Theater of Operations expansion game (i.e., conjoined with AETO), also known as AOI (Africa Orientale Italiana).
Any air unit that is performing a Change Base mission cannot engage in combat unless it is intercepted (as it is moving) by any enemy Fighter-type air unit(s). If an air unit that is performing a Change Base mission is aborted, it must return to the last base it had occupied during the Change Base mission (even if the abort causes the last base to be over-stacked, but except in the case of a Dirt Airstrip, which may never be overstacked).
Any air unit(s) that perform a Change Base mission are marked as Currently Committed afterward*.
*Air units that conduct a Change Base mission within, into or out of a weather zone that is affected by inclement weather effects are considered "Previously Committed" (although no air units may ever change base within, into or out of a grounded weather zone). Moreover, no air units may change base into or out of an affected weather zone during the Offensive Phase.
- Air Transport: Any ATP(s) may transport Air Supply chit(s) and/or one-step infantry-type unit(s) from origin airbase(s) to eligible destination airbase(s). A transporting ATP may either remain at the destination airbase, or return to the origin airbase (only). Such ATPs are thus susceptible to enemy air interception normally, although any eligible friendly Fighter-type air unit(s) may accompany any moving ATP(s), up to the extent of the Fighter-type air unit's own range.
Enemy Naval and Air Phase
During an enemy Naval and Air Phase, eligible friendly air units may participate in one of three mission types (in no particular order):
- Air Interception: Any uncommitted friendly Fighter-type air unit(s) may fly from their base(s) to attempt an air interception mission (within its own interception air range) upon any moving enemy air unit. Such air units are susceptible to enemy air counter-interception normally.
- Counterstrike: Any uncommitted friendly Fighter-Bomber air unit(s) and/or Naval-Air unit(s) - flying as a Bomber - may fly from their base(s) to conduct an Air Interception (exactly per above) but forgo conducting any air combat attack during the resulting air combat engagement. Yet, after that resulting air combat engagement is concluded (and if not eliminated or aborted), the intercepting Fighter-Bomber unit(s) and/or Naval-Air unit(s) are then eligible to fly from that air combat location (i.e., in the hex where the air interception occurred) to a hex (if within their printed air range from their launching base) with a located enemy naval unit, stack or task force, and conduct an Air-Naval attack (per below). Such air units are susceptible to any subsequent air interception ([4.13]) normally. Essentially, a Counterstrike mission is identical to an Air Interception mission, except that the intercepting Fighter-Bomber or Naval-Air unit cannot conduct any air combat attacks, but is then able to conduct an Air-Naval Interception mission.
- Air-Naval Interception: Any friendly Bomber(s), Fighter-Bomber(s) - flying as a Bomber - and/or Naval-Air unit(s) flying as a Bomber - may fly from their base(s) to a hex (if within their printed air range) with a located enemy naval unit, stack or task force, and conduct an Air-Naval attack. Such air units are susceptible to enemy air interception normally, although any eligible friendly Fighter-type air unit(s) may accompany any attacking Bomber(s), Fighter-Bomber(s) and/or Naval-Air unit(s), up to the extent of the Fighter-type air unit's own range.
Friendly Offensive Phase
During a friendly Offensive Phase, eligible uncommitted air units may participate in one of several mission types (in no particular order):
- Air-Naval Interception: During an enemy Reactive naval interception attempt (i.e., as would occur during a friendly Sea Offensive), any uncommitted friendly Bomber(s), Fighter-Bomber(s) - flying as Bombers - and/or Naval-Air unit(s) - flying as Bombers - may fly from their base(s) to a hex with a located enemy naval unit, stack or task force (if within the "bombers" printed air range), and conduct an Air-Naval attack. Such air units are susceptible to enemy air interception normally, although any eligible friendly Fighter-type air unit(s) may accompany any attacking Bomber(s), Fighter-Bomber(s) and/or Naval-Air unit(s), up to the extent of the Fighter-type air unit's own range.
- Friendly Land Offensive: Any air unit(s) may be launched up to as many as 3 times during a friendly Land Offensive; once during the Breakthrough Step, once during the Combat Step, and also once again during the Exploitation Step (to land combat hexes, if within their printed air range). Any Bomber-type air unit(s) - flying as Bombers - may contribute their own air combat strength to a land combat attack (and contribute an air superiority modifier to the attack). Fighter-type air units may only contribute an air superiority die roll modifier. Any ATP with a paratrooper unit may attempt a Paradrop in conjunction with a friendly Land Offensive if otherwise eligible. Such air units are susceptible to enemy air interception (during any Step) normally, although any eligible friendly Fighter-type air unit(s) may accompany any attacking Bomber(s), Fighter-Bomber(s) and/or Naval-Air unit(s), or moving ATPs, up to the extent of the Fighter-type air unit's own range.
- Friendly Air Offensive: Each Air Offensive may entail up to two distinctly separate air missions (although each actuated air unit may only participate in one particular air mission, and is committed normally thereafter). There is no limit to the number or type of uncommitted air units that may participate in a particular air mission (if otherwise eligible) during a friendly Air Offensive, although all air movement, range and combat rules apply normally:
- [ A ] Attacking Enemy Naval Units: (see above, as explained under "Friendly Naval and Air Phase").
- [ B ] Change Base: (see above, as explained under "Friendly Naval and Air Phase").
- : (see above, as explained under "Friendly Naval and Air Phase", except that air supply chits cannot be created during the Offensive Phase).
Enemy Offensive Phase
During an enemy Offensive Phase, eligible uncommitted air units may participate in one of several mission types (in no particular order):
- Enemy Land Offensive: Any air unit(s) may be launched up to as many as 3 times during a single enemy Land Offensive; once during his Breakthrough, once during his Combat, and once during his Exploitation attacks (if within their printed air range). Bomber-type air units - flying as Bombers - may contribute their own air combat strength to the defense of friendly hexes and/or land units that are being attacked during an enemy Breakthrough, Combat and/or Exploitation attack (as well as contribute an air superiority modifier to the defense of the land combat hexes and/or units). Fighter-type air units may contribute an air superiority modifier only. Any such air units are susceptible to enemy air interception normally, although, as always, any eligible friendly Fighter-type air unit(s) may accompany any attacking Bomber(s), Fighter-Bomber(s) and/or Naval-Air unit(s), up to the extent of the Fighter-type air unit's own range.
NOTE: Currently Committed air units may always fly in defense of previously Activated friendly land unit(s). Currently Committed air units may not, however, fly in defense of uncommitted land unit(s). Any uncommitted air units that fly in defense of any friendly land unit(s) do not become committed as a result.
- Enemy Air Offensive: Any friendly Fighter-type air unit(s) - even if Currently Committed (but not if Previously Committed) - may fly from their base(s) to attempt an air interception (if within their interception air range) upon any moving enemy air unit(s). Such air units are susceptible to enemy air counter-interception normally.
- Enemy Sea Offensive: Any uncommitted friendly Bomber(s), Fighter-Bomber(s) - flying as Bombers and/or Naval-Air unit(s) - flying as Bombers - may fly from their base(s) to a hex with a located enemy naval unit, stack or task force (if within their printed air range), and conduct an Air-Naval attack there. Such air units are susceptible to enemy air interception normally, although, as always, any eligible friendly Fighter-type air unit(s) may escort (accompany) any attacking Bomber(s), Fighter-Bomber(s) and/or Naval-Air unit(s), up to the extent of the Fighter-type air unit's own range.
End Phase
During the End Phase, one type of air mission is permitted during enemy naval movement:
- Attacking Enemy Naval Units: Uncommitted Bomber(s), Fighter-Bomber(s) - flying as Bombers - and/or Naval-Air unit(s) - flying as Bombers - may fly from their base(s) to a hex with a located enemy naval unit or task force (if within their printed air range), and conduct an Air-Naval attack*. Such air units are susceptible to enemy air interception normally, although, as always, any eligible friendly Fighter-type air unit(s) may accompany any attacking Bomber(s), Fighter-Bomber(s) and/or Naval-Air unit(s), up to the extent of the Fighter-type air unit's own range.
*During the End Phase, Bomber-type air units may only conduct attacks upon enemy naval units that were outside of their eligible range and then moved within their eligible range. Enemy naval units that began the End Phase already within any particular air unit's eligible range cannot be attacked by that air unit during the same End Phase.
[4.2] Air Basing (on Land)
There are essentially six types of bases; Small Airbase chits, Large Airbase chits, Airstrip chits (eligible to base Fighter-type air units only), map-printed Cities (whether inland or port cities), Nation Boxes, and map-printed Resource symbols. Each air unit must be assigned to a particular base (even while aloft).
The quantity of air unit chits that may be based at each type of location varies (as listed on Player Aid Card "I"), but is cumulative with each type of base that is in the same hex (e.g., a small airbase in a Minor Port hex may base up to two air unit chits).
NOTE: Airbase capacity is factored in terms of air unit chits, not steps. A depleted air unit is always counted as one air unit, not as half.
Air Basing Capacity Exemptions
Any air unit marked with an "o" symbol near the center of the chit (i.e., between the combat rating and the range number) indicates that such an air unit is exempt from any airbase capacity limits (and thus over-stacking restrictions). No more than 4 "exempt" air units may be stacked in the same airbase or airstrip hex, however (regardless of other friendly non-exempt air units stacked in that same hex).
Floatplanes
Some air units are designated as floatplanes (identified with a sea-wave icon just below the aircraft depiction), and are exempt from any airbase capacity limits (and overstacking restrictions) if based at any port airbase.
Air Operations (Fighter Bases/Bomber Bases)
When any air units are launched to conduct a mission from their current (i.e., assigned) bases, the bases themselves should generally be marked with some spare "Control" chits or recorded in some fashion as a memory aid - particularly distinguishing Fighter-type air units from Bomber air units. In this regard, the Fighter-type* air units must return to the bases that were assigned to Fighter-types, while the Bomber air units must return to the bases that were assigned to Bombers. An aloft air unit is not necessarily required to return to the exact base it flew from, although it must return to one of the bases from which the same type of air unit (i.e., either a Fighter-type or a Bomber) had been launched.
*Fighter-type air units are defined as any Fighter, Fighter-Bomber or any Naval-Air unit, even if not operating as a "Fighter". Bombers are simply defined as any Bomber (i.e., with a "B" on the chit) air unit.
NOTE: A Naval-Air unit (if launched from an aircraft carrier) is always required to return to that same aircraft carrier, unless that aircraft carrier is sunk or damaged while the Naval-Air unit is aloft.
During a Change Base mission, an air unit's assigned base is always the last base it occupied (however briefly).
[4.3] Dirt Airstrips
Construction
Dirt Airstrips differ from other normal "airbase" chits inasmuch as they may only be placed as "under-construction" as an "Offensive" during the Offensive Phase, and are thus completed during the End Phase of that same monthly game-turn. The cost to build each Dirt Airstrip chit (at the time of construction) is an expenditure of 1 Offensive (from currently available Offensives on the Offensive Track) plus (+) 1 EP (from currently available EPs on the EP Track).
Dirt Airstrips are subject to the same rules and restrictions governing airbases, except as follows:
NOTE: With regard to the parlance of the rules, the term "airbase" generally refers to any airbase other than a Dirt Airstrip (or a grass airfield). The term "airstrip", however, specifically refers to Dirt Airstrips (or grass airfields) only. Typically, the term "base" refers to either. If playing a Combined Game, a Dirt Airstrip and a grass airfield are functionally identical in absolutely every manner.
To begin construction of a Dirt Airstrip, the owning player must simply expend one Offensive (during his own Offensive option) from his Offensive Track plus one EP from his EP Track, thereby placing one "Dirt Airstrip" chit (as "under-construction") in a friendly, supplied hex.
A Dirt Airstrip must be constructed during the purchasing player's own Offensive option (only), and cannot be built with another nation's Offensive or EP. Additionally, a Dirt Airstrip cannot be built by a particular player in any nation (or colony) that is devoid of that player's (i.e., that nation's) combat units (e.g., Japan may not build any Dirt Airstrips in Indochina if there are no Japanese combat air or land units presently in Indochina), disregarding any partisans. Furthermore, a Dirt Airstrip may never be constructed as part of a Combined or Joint Offensive, or via an Impromptu Offensive. After a player has purchased and then placed a Dirt Airstrip (as under construction), the Offensive option is then passed to the next eligible player normally.
NOTE: A player may not expend any Offensive to construct a Dirt Airstrip after all players have declared a "pass" (which ends the Offensive Phase).
A Dirt Airstrip may be constructed in any clear terrain hex (only). However, a Dirt Airstrip cannot ever be constructed in the same hex as a city, resource symbol or any other type of "airbase" chit (including another "Dirt Airstrip" chit), even if currently "under-construction". In addition, a Dirt Airstrip can never be constructed in any hex that is currently out-of-supply, nor within any enemy unit's uninhibited ZOC.
Dirt Airstrips may never be built during any Seasonal Turn, or ever be "relocated".
Operational Considerations
- Each Dirt Airstrip may base up to 1 friendly Fighter, Fighter-Bomber or Naval-Air unit (but never more, except any Fighter-type air unit marked with an "o" symbol, which are exempt from basing limits). No ATP or bomber unit (of any type) may ever be based at any Dirt Airstrip (even temporarily).
- A "Dirt Airstrip" chit may never be over-stacked at any time (i.e., even temporarily), or for any reason.
- Friendly Fighters, Fighter-Bombers and/or Naval-Air units never receive any combat bonus when engaging in air combat over any Dirt Airstrip.
- Dirt Airstrips can be attacked (i.e., bombed or bombarded) normally, with a target number of "1" (unless fortified, in which case a Dirt Airstrip's target number becomes "3"). However, a successfully attacked Dirt Airstrip is actually eliminated (i.e., removed from the map), not merely destroyed. As such, an eliminated Dirt Airstrip is never repairable (although a new Dirt Airstrip may be built in the same hex normally, per the stipulations above).
- Dirt Airstrips may be voluntarily demolished by the owning player in accordance with the normal rules, at a cost of 1 EP (see [8.6]).
- Enemy land units may capture any Dirt Airstrip normally, although Dirt Airstrips are not subject to collateral combat damage (see [11.2]) when captured. When captured, a captured Dirt Airstrip functions normally for the captor thereafter.
[4.4] Naval-Air Basing (on Aircraft Carriers)
Only Naval-Air units may ever base aboard and operate from aircraft carriers. Each aircraft carrier is printed with an aircraft capacity (the circled number on the right hand side of the chit). That number simply indicates the maximum number of (same-nationality) Naval-Air unit combat strength points (not chits or steps) that may functionally occupy that aircraft carrier.
EXAMPLE: The Japanese aircraft carrier "Akagi" is printed with an aircraft capacity of "4" (as indicated by the circled 4 on the chit). Thus, the "Akagi" may carry and operate two Japanese Naval-Air units with a combat strength of "2", but never more, or a Japanese Naval-Air unit with a combat strength of "3", and another Japanese Naval-Air unit with a combat strength of "1".
An undamaged aircraft carrier may stack any combination of Naval-Air units (i.e., of the aircraft carrier's same nationality) if the final combat strength point total (of the Naval-Air units) does not exceed the aircraft carrier's circled aircraft capacity.
NOTE: When considering any Naval-Air unit's combat strength, the reverse side of the chit (if any) is ignored, unless that Naval-Air unit is currently depleted.
There is no restriction regarding the number or order of Naval-Air unit chits that may operate from an undamaged aircraft carrier, provided that all of the Naval-Air unit's net combat strength does not exceed the aircraft carrier's aircraft capacity. Multiple Naval-Air unit chits may be launched and recovered in any order desired (even simultaneously) normally.
An aircraft carrier may never recover more Naval-Air combat strength points than its own aircraft capacity permits, although a player may voluntarily deplete any full-strength Naval-Air unit (in flight) to lower its current combat strength, thus allowing it to fit onto the aircraft carrier. Similarly, a player may voluntarily deplete any full-strength Naval-Air unit (while still aboard the aircraft carrier) to lower its current combat strength, and thus conceivably allow another Naval-Air unit to fit onto that aircraft carrier.
If an aircraft carrier is sunk while its Naval-Air unit is aboard (i.e., not aloft), the Naval-Air unit is then also eliminated (and returned to the force pool). If an aircraft carrier is damaged, a Naval-Air unit aboard it is unaffected, although it cannot be launched from that aircraft carrier, nor may that aircraft carrier recover any Naval-Air units (or embark them in port). If an aircraft carrier is damaged or sunk while its Naval-Air unit is aloft, the Naval-Air unit must land at an alternate friendly base (within the air transfer range of the Naval Air unit's current location, but including the distance, in hexes, from the aircraft carrier's location whence the Naval-Air unit was launched). Such a transfer is not subject to enemy air interception. If no alternate base is available, the Naval-Air unit is then simply eliminated (and returned to the force pool, if not cbr).
Naval-Air Returning to Base (Aircraft Carriers)
Any aloft Naval-Air unit (if launched from an aircraft carrier during that aircraft carrier's naval movement option) is automatically returned to its parent aircraft carrier whenever that aircraft carrier moves (i.e., enters any new hex or sea area) during the Naval and Air Phase. Thus, a Naval-Air unit can conceivably be launched multiple times during its parent aircraft carrier's naval movement option, if its parent aircraft carrier is repeatedly intercepted in each new hex or sea area that it enters (assuming that the parent aircraft carrier is eligible to be moved). If the Naval-Air unit's parent aircraft carrier does not (or cannot) move during the Naval and Air Phase, the accompanying Naval-Air unit can only be launched once (as a normal air or naval interception) during the Naval and Air Phase (i.e., per the normal air operation rules), and is then returned to its parent aircraft carrier normally thereafter (i.e., at the conclusion of the ensuing Air Movement Step).
NOTE: Movement within a hex (e.g., into or out of a port in the same hex) does not constitute movement with regard to this rule. However, movement within the same large sea area does apply.
In Port
A Naval-Air unit may never be launched from an aircraft carrier that is docked in port. Conversely, an aircraft carrier that is in port may never recover any aloft Naval-Air unit. However, refer to rule [4.5] for Naval-Air basing in ports.
Floatplanes
Floatplane Naval-Air units may never base aboard any aircraft carrier (i.e., a CV, CVL or CVE naval unit). However, some naval units are specifically capable of basing and operating a single floatplane Naval-Air unit, and thus are printed with an airbase capacity rating of "0". As such, any single floatplane Naval-Air unit with a combat strength rating of "0" can be based aboard and operate from a BBCV, CA or SS naval unit with a printed airbase capacity rating. In any case, however, no such naval unit may ever base more than one floatplane Naval-Air unit, nor ever base any floatplane Naval-Air unit with a combat strength rating greater than "0". All of the other abovementioned rules apply normally to floatplane Naval-Air units.
[4.5] Naval-Air Basing (In Port)
Whenever an undamaged aircraft carrier (or multiple aircraft carriers) enters a friendly port (i.e., is docked in port), that port's air capacity is then artificially doubled (regardless of the number of aircraft carriers in that port). As such, the port's air capacity may base up to twice (x 2) its normal air capacity. However, any air units based there beyond the normal air capacity must be Naval-Air units (of any type, and from any aircraft carrier, even if not from the aircraft carrier(s) presently in that port). Any such Naval-Air units based there operate normally, nonetheless.
NOTE: When an undamaged aircraft carrier docks in a friendly port, that aircraft carrier's Naval-Air unit(s) may be automatically based at that port's airbase (if currently functional) as of the instant that its parent aircraft carrier enters that port, if not exceeding the present airbase capacity, per above. Likewise, that Naval-Air unit may be automatically based aboard an undamaged aircraft that exits that port, assuming the port's airbase is currently functional.
Under no circumstances, however, may any port's airbase capacity be over-stacked if presently basing any Naval-Air units beyond the port's normal air capacity. If any aircraft carrier (with a Naval-Air unit) occupies any port with a replete artificial air capacity, that aircraft carrier's Naval-Air unit must remain aboard the aircraft carrier (until the port's artificial air capacity is no longer replete).
NOTE: A Naval-Air unit may never be launched from an aircraft carrier that is in port.
If - for whatever reason - any port subsequently harbors no undamaged aircraft carriers, all of the Naval-Air units (that are based at that port beyond the port's normal air capacity) are immediately considered over-stacked (see [4.8]).
Players are never required to reveal which aircraft carriers in a port still retain any Naval-Air units, although the owning player is required to secretly record - in some fashion - which Naval-Air units are based at the port, and which Naval-Air units still remain aboard an aircraft carrier (if both cases apply).
[4.6] Aircraft Carriers as Air Unit Ferries
Any undamaged named aircraft carrier - in addition to its normal Naval-Air unit complement - may be used to ferry one 1/2 step (i.e., depleted) Fighter or Fighter-Bomber unit. However, the aircraft carrier must retain at least 1 unused spare aircraft capacity point in excess of the points needed to carry its Naval-Air unit (if any) to do so. Regardless of an aircraft carrier's total available aircraft capacity point(s), no aircraft carrier may ever ferry more than one 1/2 step Fighter or Fighter-Bomber unit (at a time). For purposes of this rule, a Small Fighter type air unit (any air unit marked with a "o" symbol near the lower center of the chit) is equivalent to a 1/2 step Fighter. Floatplanes, however, may never be ferried.
A damaged aircraft carrier cannot ferry any Fighter or Fighter-Bomber unit.
EXAMPLE: The US aircraft carrier "Lexington" (with an aircraft capacity of "5") is carrying a 3-4/3 (F4F) Naval-Air unit. The Naval-Air unit has a combat strength number of "3", and thus requires 3 of the Lexington's "5" available aircraft capacity points. Because the "Lexington" has at least one unused aircraft capacity point remaining, the "Lexington" may ferry one 1/2 step Fighter or Fighter-Bomber unit.
NOTE: An aircraft carrier's aircraft capacity may not ever be exceeded. A ferried 1/2 step Fighter or Fighter-Bomber is always assumed to be utilizing 1 aircraft capacity point (while embarked).
To ferry an air unit (i.e., a 1/2 step Fighter or Fighter-Bomber unit), the air unit must be based at a functioning port, and embarked aboard an eligible aircraft carrier (while in port) exactly as if the aircraft carrier is an STP.
Once embarked, the Fighter or Fighter-Bomber unit has no effect upon the aircraft carrier's operational functionality, although a Fighter or Fighter-Bomber unit that is embarked (i.e., ferried) aboard an aircraft carrier may never be launched to participate in any mission or combat. Conversely, an aloft Fighter or Fighter-Bomber unit may never - under any circumstances - be recovered aboard any aircraft carrier.
If an aircraft carrier is sunk or damaged while ferrying a Fighter or Fighter-Bomber unit, the embarked Fighter or Fighter-Bomber unit is simply eliminated (and returned to the force pool, unless optional rule [11.13] is in effect).
A Fighter or Fighter-Bomber unit may be disembarked from a ferrying aircraft carrier (while in port) exactly as if the aircraft carrier is an STP. Additionally, a Fighter or Fighter-Bomber unit may be launched from the ferrying aircraft carrier as a Change Base mission (only) during the Naval and Air Phase or the Offensive Phase (in accordance with the normal rules). However, in such a case, if a Fighter or Fighter-Bomber is intercepted and aborted during air combat (while attempting to change bases), the aborted Fighter or Fighter-Bomber cannot return to the launching aircraft carrier per that abort. The aborted Fighter or Fighter-Bomber may, however, return to any alternate functioning eligible friendly airbase or airstrip (within double the Fighter or Fighter-Bomber's printed range...counted from the launching aircraft carrier's current position, to the Fighter or Fighter-Bomber's current position, and then to the alternate airbase or airstrip hex). The alternate airbase or airstrip, however, may not be the original destination of the Change Base mission. If no alternate eligible airbase or airstrip is available, the aborted Fighter or Fighter-Bomber unit must simply be eliminated instead (returning it to the force pool, unless optional rule [11.13] is in effect).
A player may, for any reason, voluntarily eliminate (i.e., dump over board) a Fighter or Fighter-Bomber that is being ferried, at any time (e.g., to disencumber sufficient aircraft capacity points to recover another Naval-Air unit). A player may voluntarily eliminate an aircraft carrier's Naval-Air unit as well, if desired (even if aloft).
[4.7] Forced Rebases
Aborted during a Change Base mission
If any airbase or airstrip chit is destroyed or actually occupied by any enemy land unit(s), the air unit(s) presently based there (if any) are immediately subject to a Forced Rebase. Any air unit(s) that are subject to a Forced Rebase must be evacuated (i.e., flown) to an alternate valid airbase or airstrip (as if a normal Change Base mission), within twice the air unit(s') printed range (unless its air range is halved as a result of any inclement weather). If possible, any such air unit(s) must be evacuated to an airbase or airstrip that is closer to the nearest friendly supply source. Any air unit(s) subject to a Forced Rebase cannot rebase as multiple "hops" to more than one airbase or airstrip.
NOTE: A Forced Rebase is never susceptible to enemy air interception.
Any alternate airbase (but not an Dirt Airstrip) may be over-stacked* as a result of a Force Rebase, although a player must - if possible - avoid over-stacking at an airbase (if any other airbase is available), even if the other airbase is actually farther from the nearest friendly supply source.
*A port airbase that is presently basing Naval-Air units beyond the normal airbase capacity cannot be over-stacked (see [4.5]).
If an aircraft carrier is damaged or sunk while its Naval-Air unit is aloft, the Naval-Air unit must land at an alternate friendly airbase (within air transfer range of the Naval Air unit's current location, but including the distance - in hexes - from the aircraft carrier's location whence the Naval-Air unit was launched). Such a transfer is not subject to any enemy air interception. If no alternate airbase is available, the Naval-Air unit is simply eliminated (returning it to the force pool).
Any air unit that is subject to a Forced Rebase is considered to be Previously Committed immediately.
Forced Rebase Restrictions
- ATPs and Bombers may never be rebased to any Dirt Airstrip chit, under any circumstances.
- Air units may never be rebased to another base where the current weather condition has grounded all air activity.
- If any air unit cannot rebase, for whatever reason, it is eliminated immediately (and returned to the force pool, or eliminated if "cbr", or if optional rule [11.13] is in effect).
[4.8] Over-stacking on Airbases
In some cases, a player may be permitted to over-stack friendly air units.
Over-stacking Circumstances
Over-stacking is only allowable in the following circumstances:
- Forced Rebase (Captured or Destroyed Base): If any air unit(s') current airbase is captured by enemy combat land units, or if any air unit(s') current airbase is destroyed, the residing air unit(s) may then immediately transfer and thus over-stack at another friendly base (see [4.7]). If any air unit(s) are aborted while attempting to change base (thus forcing a return to the last airbase occupied), the air unit(s) may be over-stacked at the previous base.
- Sunk or Damaged Aircraft Carrier: If any aircraft carrier(s) are sunk or damaged while their Naval-Air unit(s) are still aloft, the Naval-Air unit(s) may immediately change base (up to twice the Naval-Air units printed range, counted from the aircraft carrier's location when sunk or damaged, to the Naval-Air unit, and then to the alternate base), and thus over-stacked as necessary.
- Temporarily (While Changing Base): Any air unit(s) may temporarily over-stack during each "hop" of a Change Base mission (although the ultimate destination airbase cannot be replete with air units, unless enough of those air units will be launched as a Change Base mission upon the arrival of the incoming air unit or units). A Dirt Airstrip cannot be temporarily over-stacked.
NOTE: Any ATP that is conducting an Air Transport mission is not considered to be merely changing base, and thus is not permitted to temporarily over-stack in such a case.
Over-Stacking Effects
Over-stacking effects - when any over-stacking occurs - apply immediately:
Regardless of an airbase's current status, only as many air units as may be legally stacked at an airbase may operate therefrom. In this regard, the stacking order of an over-stacked airbase is significant. It is always assumed that the topmost air unit(s) - up to the airbase's capacity - are the operational air units, whereas the bottommost air unit(s) - if in excess of the airbase's capacity - are the non-operational air units (i.e., they may not fly for any reason, except to change base during a subsequent Naval and Air Phase or Offensive Phase, weather permitting).
A player is never required to rebase any over-stacked air units (except when any particular restriction applies; see below). A player may otherwise retain any excess air unit(s) as over-stacked (and in enforced incapacitation) indefinitely.
NOTE: If a legally-based air unit at an over-stacked airbase is eliminated, an excess (i.e., over-stacked) air unit is then automatically considered to be legally based at that airbase (i.e., it is no longer over-stacked as of any available vacancy). If there is more than one over-stacked air unit at that airbase, the topmost air unit is considered to be legally-based first.
Strafing Vulnerability
If any enemy Fighter-type air unit(s) arrive and/or successfully intercept over any airbase that is currently over-stacked, the enemy Fighter-type air unit(s) may attack the over-stacked air units (which are considered still on the ground), exactly as if attacking an enemy bomber with a quality rating of "0". In such a case, an over-stacked air unit cannot defend itself*, although any other aloft friendly Fighter-type air units (if any) that were not - themselves - attacked (during the same air combat round), are entitled to the normal air combat bonus (see [4.16]) when targeting those enemy "strafing" air units.
*Over-stacked air units are considered to be a quality rating of "0" (while over-stacked), although all over-stacked air units always ignore any "abort" results.
Over-stacking Restrictions
- An airbase may never be over-stacked beyond double its original airbasing capacity.
- A port-airbase that is presently basing Naval-Air units in excess of the normal airbase capacity may never be over-stacked.
- No over-stacking at any Dirt Airstrip is ever permitted, even temporarily.
- Over-stacked air units cannot change base if they are subject to a Forced Rebase; they are simply eliminated.
- An Evacuating air unit (e.g., during an enemy Strafing Attack) cannot over-stack (or cause over-stacking) at any airbase it evacuates to.
Any air unit(s) in violation of any above restriction(s) must be eliminated immediately.
Over-stacking Exemptions
Any air unit marked with an "o" symbol near the center of the chit (i.e., between the combat rating and the range number) indicates that such an air unit is exempt from any airbase capacity limits (and thus over-stacking restrictions). No more than 4 "exempt" air units may be stacked on the same airbase or airstrip hex, however (i.e., regardless of other friendly non-exempt air units stacked in that same hex).
[4.9] Stacking in the Air
There is no limit to the number of air units that may stack together while in flight in the same hex or location, although all other normal restrictions apply (e.g., US-Soviet Cooperation restrictions).
Multiple air units that will be flying to the same target hex may converge there before any type of combat commences in that hex (though any of the converging air units may be intercepted by enemy Fighter-type air units normally while en route to the target hex).
Any air units that will be flying together, however, must be launched together from the same base, or "collected" as the collecting air unit(s) over-fly each participating air unit(s') current base. As each participating air unit is "collected", the entire air group must then collectively fly together (susceptible to eligible enemy air interception as they are moving). Any "collected" air units may not be split up as they are moving.
The launching air unit(s) may fly over as many friendly airbase hexes as desired, however (within movement allowances) and may collect as many eligible friendly air units as are available in each over-flown airbase hex (while en route to a target hex). The "collecting" air unit(s) are not considered to actually be landing, but are merely over-flying any friendly airbase hex(es) that they enter along the way. When "collected", all such air units may then move on toward an intended hex, provided that all of those air units still possess sufficient movement (i.e., range) to reach that intended hex. Fighters, Fighter-Bombers, and/or Naval-Air units (collected as escorts, for example) that do not possess enough movement may fly within - or up to the extent of - their own printed movement range. The movement (i.e., the flight toward and into the target hex) of any air unit(s) launched from a particular airbase (as well as any friendly air units "collected" en route) must be completed before any other non-collected air unit(s) from any other airbase are launched and moved toward and into the same target hex during that same Step.
Air units at an air base are never required to be "collected" if over-flown by any other air unit. Moreover, a player is always free to choose as few or as many friendly air units at each over-flown base to be "collected" as he desires.
Multiple friendly air units within the same hex may operate individually to conduct distinctly different missions, or may cooperate to conduct and/or participate in the same mission (if otherwise eligible to do so) as circumstances may warrant. Whether rendezvousing in the target hex, or flying together, each individual air unit expends MPs individually, and only for each of the hexes it actually enters.
[4.10] Air Reconnaissance (Sea)
During the Naval and Air Phase, Offensive Phase and/or the End Phase, a player may designate any friendly, supplied combat air unit (assuming it is otherwise eligible) to conduct a sea "reconnaissance attempt" of any enemy naval unit, stack and/or task force (within range). A successful reconnaissance attempt is required to permit a player to conduct any Air-Naval attack(s) upon a particular enemy naval unit, stack or task force (although a successful air reconnaissance never requires any air unit to conduct an Air-Naval attack). A player may also conduct a reconnaissance attempt just to acquire information and to deduce the strategic intent of an opponent.
Eligibility
If within range, each uncommitted combat air unit (i.e., not an ATP) is permitted to conduct one reconnaissance attempt per each enemy flotilla* per each sea area (and per each coastal hex) it enters per each eligible Phase (whether successful or not successful), regardless of the current Step. The quantity of reconnoitering air units is irrelevant with regard to allowable reconnaissance attempts (upon the same flotilla) in the same sea area or coastal hex during the same Phase. Moreover, a reconnaissance attempt does not commit the reconnoitering air unit.
*Regardless of the quantity of naval units, groups and/or task forces in that flotilla.
EXAMPLE: A Japanese task force is entering the South China Sea from the Saigon hex. Thus, the UK player declares a reconnaissance attempt with an uncommitted 5-11 Bomber (Wellington) presently based at Singapore. Unfortunately for the UK player, his reconnaissance attempt is unsuccessful. Thereafter, that Japanese task force may not be reconnoitered again (by any air unit) unless it enters another sea area (or a coastal hex), or until an ensuing Phase, even if it continues to move within that same sea area. In this case, the Japanese task force does not enter another sea area or a coastal hex before ending its movement, and thus may not be reconnoitered again during that same Phase. However, later during that same Phase, a Japanese battleship also enters the South China Sea from Saigon. Thus, the (uncommitted) UK 5-11 Bomber is eligible to conduct another reconnaissance attempt upon that Japanese battleship (i.e., because it is a different flotilla). Whether successful or not, that Japanese battleship also may not be reconnoitered again (by any air unit) unless it enters another sea area (or coastal hex), or until an ensuing Phase.
Air Reconnaissance (Sea) Procedure
When eligible (as explained above), a player may designate any one particular reconnoitering air unit, and then declare a reconnaissance attempt upon an enemy naval unit, stack or task force (if the enemy naval unit, stack or task force is within that reconnoitering air unit's range). If the reconnaissance attempt is into and/or from within* a particular non-hexed large sea area, the MP = # (number) of that large sea area is added to the total range calculation, regardless of the target naval unit's, stack's or task force's location therein. In a normal sea area, the range to the target is calculated as hexes from the reconnoitering air unit's base into the actual hex of the enemy's naval unit, stack or task force. For example, the range from an Allied air unit in Darwin to a Japanese naval unit in the closest Timor coastal hex is three hexes.
*The range of an air reconnaissance from any Naval-Air unit (aboard an aircraft carrier) within a non-hexed large sea area is calculated to be the printed MP = # (number) of that large sea area. If the printed MP = # of that large sea area exceeds the current allowable range of any particular Naval-Air unit therein, that Naval-Air unit is therefore not eligible to conduct an air reconnaissance therein (though it remains eligible to conduct Air-Naval Interceptions upon any located enemy naval unit, stack or task force therein normally; see [4.15]).
NOTE: A reconnoitering air unit is never actually physically moved from its airbase (nor is it or the reconnaissance attempt itself ever susceptible to an enemy air interception).
Once the air range has been determined, the reconnoitering player must then roll two dice (6-sided), resolved as follows:
- Range of 1 hex = Die roll of 2+
- Range of 2 hexes = Die roll of 6+
- Range of 3 hexes = Die roll of 8+
- Range of 4 hexes = Die roll of 10+
- Range of 5 to 6 hexes = Die roll of 12+
- Range of 7 to 8 hexes = Die roll of 14+
- Range of 9 to 10 hexes = Die roll of 16+
- Range of 11 or 12 hexes = Die roll of 18+
- Range of 13+ hexes = Die roll of 20+
Modifiers:
- +1: Per each additional uncommitted air unit (that is also within range) assigned to participate in that recon attempt.
- +1: If the targeted enemy naval unit, stack or task force is in a coastal hex.
- +1: If a friendly land and/or naval unit (even in port) occupies the same coastal hex as the targeted enemy naval unit, stack or task force, or if a friendly naval unit is currently within 2 hexes of the targeted enemy stack or task force.
- +1: If the targeted enemy naval unit, stack or task force had been successfully located via a previous recon attempt during the current Phase.
Aside from the normal weather effects upon air units (see [1.5]), inclement weather does not ever affect reconnaissance attempts. If a reconnaissance attempt is successful, all of the enemy naval units within that same hex (e.g., not just one particular enemy stack or task force) are considered to have been successfully located. Enemy naval units at sea, and enemy naval units in port (in the same hex) are regarded as separate, however, and subject to individual searches (and Flotilla Sighting Reports; see below).
NOTE: Reconnaissance attempts upon enemy ports are automatically successful, though any naval units there (if any) are subject to a Flotilla Sighting Report normally (see below).
Large Sea Areas
Reconnaissance attempt(s) into (and/or from within) any large sea area must be directed at a specific (i.e., specified) naval unit, stack or task force in that large sea area. If a declared reconnaissance attempt is successful, that specified naval unit, stack or task force is considered "located". As per the aforementioned rule, each air unit (except ATPs) is allowed to conduct one naval-search (if within range) per specified naval unit, stack or task force per large sea area per Phase.
As mentioned, any reconnaissance attempt(s) into a large sea area must include the printed MP = # therein (i.e., when determining the range to the target), regardless of the target's actual location within the large sea area.
Automatic Successful Air Reconnaissance (Sea)
If any naval unit, stack or task force successfully intercepts any enemy naval unit, stack or task force, both are considered automatically reconnoitered (and located) while in that hex, even if no eligible air unit(s) are currently available to actually perform any reconnaissance attempt(s).
Flotilla Sighting Reports
If a reconnaissance attempt upon any particular enemy naval unit, stack or task force is successful, all of the enemy naval units within that same hex* are collectively and immediately subject to a Flotilla Sighting Report. As such, the reconnoitered player must secretly roll one die (6-sided) and compare the result with the Flotilla Sighting Report table (below). That die roll indicates the amount (and nature) of information that must be provided to the reconnoitering player. But, a reconnoitered player is only required to render one Flotilla Sighting Report per successful reconnaissance attempt:
- 1 = # of ships +/- 50% (no type is required).
- 2 = # of ships +/- 25% (no type is required).
- 3 = # of named and unnamed ships +/- 50% (by type).
- 4 = # of named and unnamed ships +/- 25% (by type).
- 5 = # of named and unnamed ships (by type).
- 6 = # of named and unnamed ships (by type and by name, if any).
*Naval units that are in port are considered separate from naval units that are in the same hex, but not actually docked in that same port. As such, each must be reconnoitered separately (and is subject to a separate Flotilla Sighting Report).
NOTE: Naval units are always reported in terms of naval unit chits (regardless of their current status), not steps. After determining the results of any Flotilla Sighting Report, the owning player may always round off (either up or down) a legally falsifiable sighting report to the next whole number (i.e., the owning player may round off to the next higher or to the next lower whole number).
EXAMPLE: A Flotilla Sighting Report for three ships (which may be reported as +/- 50%) may be reported as only one naval unit (if rounding down), or as five naval units (if rounding up). In other words, if a task force of three ships is being reported as +/- 50%, three ships may be rounded up by 50% to 4.5. Since a Flotilla Sighting Report of 4.5 ships is not legal, the owning player may round the 4.5 up to a round number of 5, if he prefers.
False Reporting
Though a reconnoitered player must always accurately report a Flotilla Sighting Report, he may falsely add an erroneous type and/or name if that Flotilla Sighting Report die roll result does not require any specific type or name.
Air-Naval Attacks
Following a Flotilla Sighting Report, the reconnoitering player is then eligible to commence any normal Air-Naval attack(s) upon that located naval unit, stack or task force - while within air range - at any time during that same Phase, even if the reconnoitered enemy naval unit, stack or task force (or any component thereof) exits the reconnoitering air unit(s') range, and then subsequently reenters the reconnoitering air unit(s') range (if located again). Any Air-Naval attack(s) must occur within the attacking air unit(s') range.
Of course, Air-Naval attacks are never permitted upon any enemy naval unit or task force that had not been successfully located. In addition, no further air reconnaissance attempts are permitted upon the same naval unit, stack or task force in that same hex.
A successful reconnaissance is considered defunct as of the moment that the reconnoitered enemy naval unit, stack or task force enters another hex or sea area. Hence, a reconnoitered enemy naval unit, stack or task force is no longer considered located as of the moment it enters another hex or sea area, and thus not susceptible to any enemy Air-Naval attack(s) until located again.
If any reconnoitered enemy naval unit, stack or task force subsequently joins up with another non-reconnoitered enemy naval unit, stack or task force (in the same reconnoitered hex), or splits off as multiple groups (in that same reconnoitered hex), each subsequent naval unit, stack, task force or group is considered - and remains - located as well (while in that hex). In the latter case, additional groups remain located throughout the current Phase (while in that hex), though each subsequent group is considered to be a separate stack (though no longer located) as of the moment it exits the previously reconnoitered hex (or enters or exits a port, as in relation to the location of the original located enemy naval unit, stack or task force). Henceforward, each group may only be attacked separately thereafter.
Commitment Status
No air unit is ever "committed" if attempting to reconnoiter any enemy naval unit, stack or task force during any Phase, regardless of the result. Any air unit(s) that launch to conduct any Air-Naval attack(s) are considered Currently Committed normally thereafter.
[4.11] Air Reconnaissance (Land)
During the Offensive Phase (only), a player may designate any friendly, supplied combat air unit (if otherwise eligible) to conduct a "reconnaissance attempt" of any enemy land hex (within range). A reconnaissance of any land hex is never required to permit a player to conduct any operation, but is solely to acquire information and to deduce the strategic intent of an opponent.
Eligibility
If within range, each uncommitted combat air unit (i.e., not an ATP) is permitted to conduct one reconnaissance attempt per each enemy hex* per Offensive Phase (whether successful or not). The quantity of reconnoitering air units is irrelevant with regard to allowable reconnaissance attempts (upon the hex) during the same Phase.
*Regardless of the quantity of units therein.
Air Reconnaissance (Land) Procedure
When eligible (as explained above), a player may designate one particular reconnoitering combat air unit, and declare a reconnaissance attempt upon a particular enemy hex (if the enemy hex is within the reconnoitering air unit's range).
NOTE: A reconnoitering air unit is not actually physically moved from its base (nor is it or the reconnaissance attempt itself susceptible to any enemy air interception).
The reconnoitering player must then roll one die (6-sided), resolved as follows:
- Die roll of 1 = Unsuccessful reconnaissance.
- Die roll of 2 to 6 = Successful reconnaissance.
Modifiers:
- -2: Target hex is a forest, jungle or jungle-mountain hex.
- -2: During any inclement weather.
- -1: Target hex is a mountain (not a jungle-mountain) hex.
- -1: Target hex is a city and/or resource hex.
- -1: If the reconnoitering air unit is a Fighter (not a Fighter-Bomber) unit.
- -1: If the enemy player has any friendly Fighter-type air unit(s) within range of the reconnoitered target hex (Naval-Air units aboard aircraft carriers are eligible).
NOTE: A reconnaissance attempt of an enemy land hex is exclusive of any reconnaissance attempt of any enemy naval unit, stack or task force. Thus, no particular air unit may conduct any reconnaissance attempt of an enemy land hex and any enemy naval unit, stack or task force per [4.10] during the same Offensive Phase, whether successful or not.
If a reconnaissance is successful, the reconnoitering player may inspect all* air and land units within the reconnoitered hex. Any naval units in that hex, however, are not subject to inspection, even if presently docked in port (i.e., naval units are only eligible to be reconnoitered per [4.10]).
*If a fort chit (even if a coastal fort) is present in that hex, the owning player is always eligible to conceal up to one land chit from any successful reconnaissance attempt underneath that fort chit.
[4.12] Moving Air Units
The lower right printed number of an air unit represents its maximum range (i.e., the number of hexes that it may be moved from its current base to any target hex). The printed range number also indicates the maximum distance (in hexes) from the target hex back to an eligible friendly base. When conducting a Change Base mission, an air unit's range is to be calculated at double (x 2) its printed number as the maximum transfer range from the starting base into the ending base.
Hexes
Air units must expend one MP to enter any hex (whether over land or sea), never less and never more. Impassable hexes are never applicable to moving air units. Of course, no air units may ever enter any blank off-map hex.
Non-Hexed Sea Areas
The MP cost for any air unit to enter any non-hexed sea area is determined by the printed MP = # (number) therein. Thus, to enter any non-hexed large sea area, a moving air unit must have a sufficient range (as printed, but as modified by weather effects, if any) from its current base to move toward and then into a particular non-hexed sea area. Naval-Air units (aboard aircraft carriers) that are presently within a non-hexed large sea area are automatically considered within that large sea area. As such, they do not expend any movement therein, and are assumed to be within range of any enemy or friendly naval unit(s), stack(s) or task force(s) therein.
NOTE: A Naval-Air unit (aboard an aircraft carrier) may not exit any large sea area in which it currently operates and/or resides.
Neutral Hexes
Any air unit(s) may over-fly a neutral nation's coastal hex(es) without affecting its neutrality, provided that the air unit(s) do not cross any neutral all-land hexside.
NOTE: If an air unit crosses a neutral all-land hexside, it is considered a declaration of war, even if from a coastal hex to another coastal hex.
[4.13] Air Interception
As any enemy air unit moves (including any accompanying enemy air units), any non-aloft friendly Fighter-type air units (if within interception range) - and if otherwise eligible - may then declare an air interception of the moving enemy air unit(s). Air interceptions must be declared as enemy air units move. A player may not retroactively declare an interception after an enemy air unit has exited a particular hex, or moved beyond the intercepting friendly air unit's interception range. As such, this necessitates that players - as they move air units - trace a movement route (hex by hex), indicating which hex each moving air unit is actually entering as it moves.
NOTE: Air units may never be intercepted as they are returning to base (i.e., after conducting an air mission or operation).
Only a Fighter-type air unit (if launched as a Fighter) that is presently at a base (i.e., is not aloft) may intercept a moving enemy air unit. Moreover, the intercepting Fighter-type air unit must not - itself - be over-stacked at an over-stacked airbase.
Air interceptions may occur whenever any type of enemy air mission occurs* (weather permitting), including during the Strategic Warfare Phase, assuming that interception occurs within the intercepting air unit's legal interception range (see below).
*Except "reconnaissance attempts", which do not require the reconnoitering air unit to be launched, and therefore cannot be intercepted.
Air Interception Range (APTO)
Any Fighter, Fighter-Bomber and/or Naval-Air unit possesses an interception range of 2 hexes or 1/2 of their own printed range number, whichever is greater (i.e., the higher value) from (but not counting) the intercepting air unit's own base hex and then into (i.e., including) the target air unit(s') hex itself. If weather effects reduce a Fighter-type air unit's printed range (see [1.0]), that Fighter-type air unit's allowable interception range is still 2 hexes or 1/2 of that reduced range, whichever is greater (assuming the prevailing weather effects has not reduced a particular air unit's interception range).
EXAMPLE: The Japanese A6M has a printed range of "10". Therefore, its allowable interception range is 5 hexes (i.e., half of 10).
Air Interception Procedure
As any enemy air unit(s) enters within the air interception range of any eligible non-aloft friendly Fighter-type air unit(s), the intending player may declare his intent to perform an air interception (temporarily halting the movement of the targeted enemy air unit or units). At that time, the intercepting player then launches his intercepting air unit(s) - from one base at a time - toward the targeted enemy air unit(s). The intercepting air unit(s) from that particular base must then be moved incrementally (i.e., from their base) along a path (hex to hex) toward the targeted enemy air unit(s) if within the intercepting air unit's legal air interception range.
Air interceptions are only permitted when any enemy air unit(s) actually move within an eligible non-aloft friendly Fighter-type air unit's own air interception range (i.e., not in anticipation or in expectation of such). However, an air interception need not necessarily be declared in the first hex within interception range. The intercepting player may declare an air interception of a moving enemy air unit at any time during its movement (within air interception range). If an enemy air unit - during the course of its movement - subsequently exits the intercepting Fighter-type air unit(s') interception range, no air interception may then be declared upon that enemy air unit (unless it subsequently re-enters that eligible Fighter-type air unit's air interception range).
NOTE: Launching from any base (including an aircraft carrier) is considered "movement", even if not actually exiting the base hex. As such, a launching air unit may be intercepted normally as it launches (i.e., over its own base) before it exits its own base hex (if within the intercepting air unit's air interception range).
An enemy air unit is susceptible to air interception in each hex it launches from and enters, although an intercepting Fighter-type air unit may only attempt one air interception (into one particular hex) per allowable Step (i.e., each air interception upon the same enemy air unit - in each hex - must involve different intercepting friendly Fighter-type air units). When an air interception is declared upon a targeted enemy air unit, all of the intended interceptors must arrive* in the interception hex (even if they are from different bases) before air combat is commenced (i.e., a declared interception hex must include all due air units before air combat begins).
*Unless aborted or eliminated en route, as a result of a counter-interception.
Coordinated Air Interceptions
As any intercepting Fighter-type air unit(s) move toward any targeted enemy air unit, they may "collect" any additional (if eligible) friendly Fighter-type air unit(s) - if over-flying their base hex - while en route to the targeted enemy air unit's hex. Of course, each of the collected friendly Fighter-type air units must be within air interception range of the targeted enemy air unit as well.
Air Counter-Interception(s)
As any intercepting Fighter-type air unit(s) are moved toward a targeted enemy air unit, they may likewise be counter-intercepted by other eligible enemy Fighter-type air units (if the enemy fighter unit(s) are not already currently "aloft") per the aforementioned interception procedure. An intercepting Fighter-type air unit (as it moves toward a targeted enemy air unit) may be counter-intercepted in any hex it launches from or enters (if within the counter-intercepting Fighter-type air unit's own air interception range), including its destination hex. In addition, any counter-intercepting enemy Fighter-type air unit(s) may then also be counter-counter-intercepted by other eligible friendly Fighter-type air units (if within air interception range). Moreover, the counter-counter-intercepting Fighter-type air unit(s) may possibly then be counter-counter-counter-intercepted, and so forth. Counter-interceptions may continue to occur in this manner until either side has no more available (and/or eligible) Fighter-type air units to do so. Each such air interception is resolved in the order from last to first to occur (see below).
Air Interception Combat Order
After any declared interception or counter-interception, each air combat engagement (see [4.16]) is not resolved until all of the participating air units arrive in and occupy the hex or the location where that air combat engagement is occurring. Because of the multifaceted sequence of air interceptions and air counter-interceptions, all the counter-counter-interceptions, counter-interceptions, and interceptions must be resolved in that order. Inasmuch as an air interception may occur pending the resolution of a subsequent counter-interception, the last declared counter-interceptions must be resolved before the first declared interceptions of the current Step (i.e., all air interceptions are resolved in the reverse order they were declared). As such, the last declared interception is always resolved first, and each preceding interception is then resolved next (depending on the outcome of the former), until no further interceptions are pending resolution.
NOTE: A launched air unit that is merely moving through any hex where a preceding pending air interception has occurred cannot be intercepted by any aloft enemy air unit(s) in that engagement hex.
All air interceptions (and all air counter-interceptions) must be resolved before commencing any subsequent air, land or naval attacks and/or combat that is due to occur in any combat hex.
After each interception is resolved (i.e., after air combat), the surviving* intercepted air units (if any) may then continue their intended movement and/or mission, or may discontinue their movement and/or mission (i.e., to be returned to base when normally legal to do so) per the owning player's discretion. After air combat, all of the surviving* intercepting Fighter-type air units (if any) must be set aside until the end of the current Offensive or Step, at which time they are returned to base normally.
*Neither aborted or eliminated.
Canceling Air Interceptions
Once any air interception(s) or counter-interception(s) have been declared and launched, an interception or counter-interception may only be canceled if occurring before any resulting engagement, and only if agreed upon by all relevant players.
[4.14] Strafing Airbases and Airstrips
During the Naval and Air Phase (only), any Fighter-type air unit(s) may fly to an enemy airbase or airstrip (within range) to attempt a Strafing Attack. Additional Fighter-type air units that are intending to attack the same target hex must be "collected" per the normal Coordinated Air Interceptions procedure (see [4.13]).
EXCEPTION: An aircraft carrier may never be strafed.
Any Fighter-type air unit that is conducting a Strafing Attack is susceptible to enemy air interceptions normally (including from any enemy Fighter-type air units based at the target airbase or airstrip itself). If an enemy player elects to intercept any encroaching Fighter-type air unit (i.e., en route to conduct a Strafing Attack), air combat is then resolved normally instead.
NOTE: No single airbase or airstrip hex can be strafed more than once during the same Phase of any monthly game-turn.
However, if an enemy player deems an air interception to be particularly disadvantageous (if numerically and/or qualitatively disadvantaged), he may simply decline to do so. As such, when any Fighter-type air unit(s) enter a target airbase or airstrip hex (to conduct a Strafing Attack), the enemy player (if not intercepting) must then announce his intention to either "evacuate" or "ride out" the Strafing Attack.
NOTE: Air units that participate in air combat in the target hex (i.e., conduct an air combat attack) are not eligible to conduct a Strafing Attack.
Air Evacuation
If a player chooses to "evacuate" (with any air unit), he must determine the number of friendly controlled land hexes over-flown by the closest enemy strafing Fighter-type air unit(s) en route to the target airbase or airstrip (including the target airbase or airstrip hex itself). The evacuating player must then roll one die (6-sided) per each evacuating air unit - of any type - that is attempting to "evacuate". If the die roll is equal-to or less-than the number of friendly land hexes over-flown by the enemy strafing Fighter-type air unit(s), then that based air unit successfully "evacuates". If the die roll result exceeds the number of friendly land hexes over-flown by the enemy strafing Fighter-type air unit(s), that air unit cannot "evacuate".
NOTE: A die roll of "6" is always a failed evacuation.
If any air unit successfully "evacuates", it must immediately transfer* to another friendly airbase (or perhaps airstrip, if it is a Fighter-type air unit) within its own transfer range (i.e., up to twice the air unit's printed range, weather permitting). If no eligible airbase (or airstrip, if a Fighter-type air unit) is currently available, no evacuation may then occur.
*Not subject to enemy air interception.
NOTE: Air unit(s) that successfully "evacuate" become marked as Currently Committed (or become Previously Committed if evacuating within, into or out of a weather zone affected by inclement weather).
Air Evacuation Restrictions
- No air unit (including Naval-Air units) may ever evacuate to any naval unit (e.g., an aircraft carrier).
- No evacuating air unit may ever over-stack at any base as a result of an evacuation.
- No air unit may ever "evacuate" to the same hex it is evacuating from, even if to a different base within the same hex (although an air unit may evacuate to another base where another air unit had evacuated from).
- An evacuated air unit is never immune to a subsequent strafing attack at the airbase or airstrip it evacuates to, unless that airbase or airstrip has already been strafed during that same Phase.
- A nation's air units may not evacuate while that nation is subject to the Sneak Attack Bonus (see [10.2]).
If a Fighter-type air unit is unable (or fails) to evacuate, it is eligible to participate in air combat normally. However, if any Fighter-type air unit unsuccessfully attempts to "evacuate" (and subsequently participates in air combat), it is not entitled to any combat strength bonus if fighting over its own base (i.e., the base from where it is evacuating from).
"Riding Out" a Strafing Attack
After resolving all air interceptions and counter-interceptions (if any) preceding a Strafing Attack, any other air unit(s) presently remaining based at a targeted airbase or airstrip must then "ride out" an impending Strafing Attack (i.e., if unable to "evacuate", and/or if intending to avoid air combat). In such a case, those air unit(s) simply remain based at the targeted airbase or airstrip (i.e., on the ground), and are then subject to a Strafing Attack (see below).
Strafing Attack
After resolving any air interceptions and counter-interceptions (if any) preceding a Strafing Attack, each surviving* Fighter-type air unit that did not participate in air combat in the target hex (i.e., did not conduct any actual air combat attack) may then conduct one Strafing Attack upon one enemy target air unit - presently based at the targeted airbase or airstrip (i.e., if not presently aloft).
*Neither aborted or eliminated.
EXCEPTION: Any air unit(s) presently based in any nation box may not be strafed.
Each Strafing Attack is calculated and resolved exactly like a normal air combat attack procedure, although any strafing Fighter-type air unit must automatically suffer a +1 air combat die roll penalty, unless the target air unit is currently marked as "out-of-supply". The Sneak Attack Bonus die roll modifier (see [10.2]) is not applicable to any Strafing Attack, however.
EXCEPTION: No +1 strafing penalty applies to any U.S. air unit based on any Hawaiian Islands airbase during the December monthly game-turn of 1941. The Sneak Attack Bonus die roll modifier (see [10.2]), though, is not applicable to any Strafing Attack on a Hawaiian Islands airbase.
NOTE: Only hit results are applicable when conducting Strafing Attacks. Abort results are always ignored.
Obviously, air units that are presently based at a targeted airbase or airstrip (i.e., if not presently aloft)) are ineligible to perform any air combat attacks during an enemy's Strafing Attack (nor may Heavy Bombers conduct "return fire"). After each eligible Fighter-type air unit conducts and resolves one Strafing Attack, all air units are returned to their base normally at the end of the current Air Movement Step. A Strafing Attack mission never consists of more than one "round" (per air combat parlance).
[4.15] Air-Naval Interception
During the Naval and Air Phase and/or the Offensive Phase, any eligible Bomber, Fighter-Bomber (flying as a bomber) and/or Naval-Air unit or units (flying as a Bomber) may declare an air-naval interception of any moving enemy naval unit, stack or task force (if that enemy naval unit, stack or task force has been located; see [4.10]). An air-naval interception must be declared as an enemy naval unit, stack or task force moves. A player may not retroactively declare an air-naval interception in a particular hex after an enemy naval unit, stack or task force has exited that particular hex, or moved beyond the intercepting air unit's range. As such, this necessitates that players - as they move naval units, stacks or task forces - trace a movement route (hex by hex), indicating which hex (or large sea area) each moving naval unit, stack or task force is entering.
NOTE: Any Air-Naval interception(s) upon a particular enemy naval unit, stack or task force must always precede any Reactive naval interception upon that same naval unit, stack or task force (if occurring in the same hex or large sea area).
Only a Bomber-type air unit (launched as a Bomber) that is presently at a base (i.e., is not already "aloft") may intercept a located enemy naval unit. Moreover, the intercepting Bomber-type air unit(s) must not - itself/themselves - be over-stacked.
Air-naval interceptions may occur whenever any enemy naval movement occurs (weather permitting), assuming the enemy naval unit, stack or task force is located, and assuming the air-naval interception occurs within that intercepting air unit's allowable range.
NOTE: A Naval-Air unit aboard an aircraft carrier within a large sea area - is always assumed to possess sufficient air range to reach any located enemy naval unit, stack or task force within that same large sea area.
Air-Naval Interception into a Large Sea Area
If a naval unit, stack or task force is located while in a large sea area, it is susceptible to enemy air-naval interception normally. However, when calculating the range to a located naval unit, stack or task force presently in a large sea area, the printed MP = # within that large sea area is added to the total distance from the intercepting air unit's current base to the large sea area itself. When in any large sea area, an entering enemy air unit is automatically considered to be within range of any located naval unit, stack or task force currently therein.
EXAMPLE: A UK task force has been located in the large sea area adjacent to the West map-edge. The Japanese player desires to intercept the UK task force with a 2-20 (H6K), which is based at Pedang (W 2009). Thus, the Japanese player flies the H6K directly from Pedang to the edge of that large sea area. So far, the H6K has expended 9 MPs to do so. Then, however, the H6K must expend an additional 10 MPs to actually enter the large sea area (i.e., the large sea contains a printed MP = 10). Hence, total movement to enter therein (i.e., directly from Pedang) is 19 MPs. Fortunately for Japan, the H6K's printed range is 20 hexes, thus allowing it to enter that large sea area.
NOTE: All weather effects apply normally within any large sea area(s) in an affected weather zone.
Air-Naval Interception within a Large Sea Area
Any eligible Naval-Air unit(s) presently aboard a functioning (i.e., not presently damaged) aircraft carrier (within a large sea area) may conduct an Air-Naval interception upon any located enemy naval unit, stack or task force therein. In such a case, the large sea area's MP = # is ignored (because the Naval-Air unit or units are already within that large sea area), and the intercepting Naval-Air unit(s) are assumed to possess sufficient range to reach any located enemy naval unit, stack or task force therein (i.e., even if the Naval-Air unit(s') printed range is actually less than the large sea area's printed MP = #).
NOTE: A Naval-Air unit (aboard an aircraft carrier) may never exit any large sea area in which its aircraft carrier presently resides.
Air-Naval Interception Procedure
As a located enemy naval unit, stack or task force enters within the printed range of any eligible friendly Bomber-type air unit(s), the intending player may declare his intent to perform an air-naval interception (temporarily halting the movement of the located naval unit, stack or task force). At that time, the intercepting player then launches his intercepting air unit(s) - from one base at a time - toward the located enemy naval unit, stack or task force. The intercepting air unit(s) from each particular base are then moved incrementally (i.e., from their base or bases) along a path (hex to hex) toward the located enemy naval unit, stack or task force within the intercepting air unit(s') printed range.
NOTE: Bomber-type air units (that are conducting air-naval interceptions) are susceptible to enemy air interception normally.
Air-naval interceptions are only permitted when any enemy naval unit, stack or task force actually enters within any eligible friendly Bomber-type air unit's own printed range (i.e., not in anticipation or expectation of such). However, an air-naval interception need not necessarily be declared in the first hex (or large sea area) within range. The intercepting player may declare an air-naval interception of a moving enemy naval unit, stack or task force at any time during that enemy naval unit's, stack's or task force's movement (if within range). If an enemy naval unit, stack or task force - during the course of its movement - subsequently exits the intercepting Bomber-type air unit(s') printed range, no air-naval interception may be retroactively declared upon that enemy naval unit, stack or task force (unless that enemy naval unit, stack or task force subsequently re-enters any eligible Bomber-type air unit's printed range).
An enemy naval unit, stack or task force is susceptible to an eligible air-naval interception in each hex it enters, although an intercepting Bomber-type air unit may only attempt one air-naval interception (into one particular hex or large sea area) per Step (i.e., each air-naval interception upon the same located enemy naval unit, stack or task force - in each hex or large sea area - must involve different intercepting friendly Bomber-type air units). When any air-naval interception is declared upon a located enemy naval unit, stack or task force, all of the intended Bomber-type air units must arrive* in the target hex (even if from different bases) before any Air-Naval attacks commence. Air-naval interceptions always precede any naval interceptions within the same hex or location.
*Unless aborted or eliminated en route as a result of any enemy counter-interception(s).
NOTE: For purposes of clarification, any naval unit(s) that are "in port" are always considered to be in a different location from any naval unit(s) that are not in port, even if in the same hex. As such, each location must be intercepted/attacked separately.
Coordinated Air-Naval Interceptions
As any intercepting Bomber-type air unit(s) move toward a located enemy naval unit, stack or task force, they may "collect" any additional (if eligible) Bomber-type air unit(s) - if over-flying their base hex - while en route to a located enemy naval unit's, stack's or task force's hex. Of course, each of the collected friendly Bomber-type air units must also be within allowable air range of the located enemy naval unit, stack or task force.
Any Bomber-type air units in the same airbase hex may also launch and then fly over any other friendly base hexes to "collect" friendly Fighter-type air units presently based there, and may then collectively fly on toward a located enemy naval unit, stack or task force (being susceptible to eligible enemy air interception as they move). Any "collected" air units also may not be split up as they are moving, or attack a different target hex. Any launching Bomber-type air unit(s), however, may fly over as many friendly base hexes as desired (within movement allowances) and may collect as many eligible friendly air units as are available in each base hex (while en route to the target). Any "collecting" Bomber-type air unit(s) are not considered to actually be landing, but are merely over-flying any friendly base hex(es) that they enter along the way. When "collected", all such air units may then move on toward the located enemy naval unit, stack or task force, provided that all of those air units still possess sufficient movement (i.e., range) to reach the target hex (or large sea area). All such air units are susceptible to normal eligible enemy air interceptions along the way. Any Fighter-type air units (collected as escorts, for example) that do not possess enough movement may fly within - or up to the extent of - their own printed movement range. The movement (i.e., the flight toward and into the target hex) of any air unit(s) launched from a particular airbase (as well as any friendly air units "collected" en route) must be completed before any other non-collected air unit(s) from any other airbase are launched and moved toward and into the same target hex during that same Step.
NOTE: Bombers or other combat air units are never required to be "collected" if over-flown by any other Bomber-type air unit(s) en route to a target hex. An intercepting player is free to choose as few or as many eligible combat air units to be "collected" as he desires.
Fighters, Fighter-Bombers, and/or Naval-Air units that do not or cannot fly with any attacking Bomber-type air unit(s) on toward a particular target hex must simply stop in their last occupied hex (whether by choice, or as a result of their own movement limit) as the Bomber-type air unit(s) and other accompanying (i.e., "collected") air units (if any) continue on. Each accompanying air unit may fly within or up to the extent of its own printed range, irrespective of any other escorting (accompanying) Fighter-type air unit(s) or Bombers-type air unit(s) they are with during that same air-naval interception. Accordingly, each air unit - as it is left behind - is subject to any eligible enemy air interceptions (as are any air units that continue on). Fighter-type air units that have stopped or have reached the extent of their printed movement range simply remain in the last hex that they occupied (unless aborted) until the end of the current Offensive or Step.
Fighter-type air units flying with any Bomber-type air unit(s) as escorts - cannot intercept or counter-intercept. Of course, any enemy air interceptions upon such air units automatically results in air combat in their own hex.
EXAMPLE: A Japanese task force is moving from Manila (W 3021) toward Saigon (W 2713). As it is moving north, it enters within the printed range of a UK 4-11[1] (Liberator) Bomber based at Chungking (W 4113). The UK player declares a reconnaissance attempt upon the Japanese task force (temporarily halting the task force's movement). Incredibly, in spite of the long range to the Japanese task force, the reconnaissance is successful, and the Japanese task force is then considered "located". Thus, the UK player then declares an air-naval interception. Because of the presence of Japanese Fighters in the vicinity of the task force, the UK player elects to launch a 4-9/2 (Mosquito) Fighter-Bomber from Changsha (W 4017) instead. While en route to the located task force, the Mosquito Bomber over-flies a UK airbase (W 3917), and "collects" a 4-2/3 (Spitfire) Fighter based there. Then, the Spitfire and the Mosquito fly on together toward the located Japanese task force. However, after moving two hexes from the airbase, the Spitfire must stop (because it is the extent of the Spitfire's printed range). The Japanese player has decided not to intercept the Spitfire and Mosquito for now (knowing that the Spitfire cannot fly beyond the second hex from its airbase). Nevertheless, the Mosquito (flying as a Bomber) continues to move (leaving the Spitfire behind) toward the Japanese task force. Now, the Japanese player opts to launch all of his available Fighters, intercepting the Mosquito after it moves a couple additional hexes. The UK player is unable to launch any counter-interceptions, but before air combat is resolved, the UK player then launches the Liberator from Chungking, and then moves it toward the located Japanese task force. Unfortunately for the absent-minded Japanese player, all his available Japanese Fighters are currently "aloft" (intercepting the Mosquito). Thus, the Liberator presently flies undisturbed toward (and into) the task force's hex. Before the Liberator may attack the Japanese task force, the Japanese Fighters and the Mosquito must resolve air combat. At this point, the UK player elects to change the Mosquito's role from a Bomber to a Fighter. Luckily for everybody, all the Fighter-type air units miss during the first round of air combat. But even if the Japanese Fighters miss again during the second round of air combat, the Mosquito is not eligible to continue on toward the task force, because it changed from the Bomber role to the Fighter role. Therefore, the UK player decides not to risk fighting in a second round of air combat against superior Japanese Fighters, and voluntarily aborts the Mosquito (knowing the Mosquito is unlikely to survive a second round of air combat, and realizing that the Liberator is currently eligible to attack the Japanese task force). Now that all air interceptions and air combat have been resolved, the UK player then commences his attacks upon the Japanese task force with the Liberator Bomber.
All Bomber-type air units that are participating in the same air-naval interception (including "collected" Bombers) must attack the same target hex. No Bomber-type air units may ever be collected, fly with, or otherwise participate in any air-naval interception if they lack sufficient movement* (i.e., range) to actually reach the located naval unit, stack or task force (as the "collecting" air units). In other words, any Bomber-type air units that are launched or collected must all possess enough available movement to be capable of reaching the same target hex. Not all intercepting Bomber-type air units are necessarily required to fly all the way to the target hex, but they must at least possess enough available movement to do so. As such, any number of Bomber-type air units may be "dropped off" while en route to the located naval unit, stack or task force, although they are ineligible to conduct any attacks (as they are "dropped off"), and thereafter are Committed just the same, if pertinent. Nevertheless, a player may desire (i.e., during the course of an air-naval interception) to leave some of the participating Bomber-type air units (and/or escorting Fighter-type air units) behind (before reaching the target hex) if, for example, he wants to avoid subjecting any particular air unit(s) to further potential air combat and/or anti-aircraft fire.
*Fighter-type air units may be launched as intermediate escorts, even if they do not possess sufficient range to actually reach the intended target hex. Any such Fighter-type air units may fly to the extent of their own printed range, even if short of the target hex itself (but, of course, must end their movement when at the extent of their own range).
NOTE: A Fighter-type air unit that will be escorting an Air-Naval attack is permitted to be launched first and then flown to collect the participating Bombers (i.e., in that order). Of course, all range (and also weather) considerations apply normally.
Air-Naval Interception Restrictions
- Tactical submarine chits may never be intercepted as they are moving (see [3.29]).
- During the End Phase, only naval units, stacks or task forces that were outside of the eligible range of any particular enemy Bomber-type air unit(s), and then moved within any such air unit's eligible range (if uncommitted), are liable to air-naval interception (and Air-Naval attacks). Any naval unit, stack or task force that began the End Phase already within any particular Bomber-type air unit's eligible range cannot be attacked by that air unit during the End Phase.
[4.16] Air-to-Air Combat
If opposing (and aloft) air units ever occupy the same hex or location (and if at least one of the air units is a Fighter-type air unit), air combat must be resolved in that hex or location. Because of the mechanics of air interceptions, counter-interceptions, counter-counter interceptions, and so forth, air combat may conceivably occur more than once during the same actuation, depending upon the circumstances and the participating air units' eligibility.
Air-to-Air Combat Eligibility
Any Fighter-type air unit, when aloft, is eligible to attack while engaged in air combat (i.e., conduct an air combat die roll). A Fighter-type air unit is defined as any Fighter, Fighter-Bomber (flying as a Fighter) or Naval-Air unit (flying as a Fighter). Heavy Bombers (those with a circled quality rating) engaged in air combat - if hit during that air combat - are eligible to resolve a "return fire" air combat attack (see [4.19]).
Any air unit may participate in air combat, but only Fighter-type air units may actually attack enemy air units. However, any air unit may be attacked during air combat. ATPs, Bombers, Fighter-Bombers (flying as Bombers), and Naval-Air units (flying as Bombers) cannot ever attack while engaged in air combat, unless (in the case of Fighter-Bombers or Naval-Air units) reverting to a Fighter-type role (i.e., known as "dumping ordnance"), or in the case of any hit or aborted Bomber with a circled quality rating conducting "return fire" (see [4.19]).
Air-to-Air Combat Sequence
Each air combat engagement entails two sequential bouts, known as "rounds" (i.e., ROUND 1 and ROUND 2). Only air units that endure the first air combat round (i.e., were neither hit or aborted) will be eligible to participate in the second air combat round (if the owning player desires), regardless of the participating aircraft type. Likewise, only air units that endure the second air combat round will be eligible to participate in any subsequent air, land or naval combat thereafter during the same Step or Phase (if the owning player desires).
NOTE: Half-step Naval-Air units (i.e., Naval-Air units that are blank on the reverse side) are not eligible to participate (i.e., fight in air combat) in the second air combat round (although a half-step Naval-Air unit may remain in the air combat hex during the second air combat round). Other half-step (i.e., depleted) air units aren't encumbered by this restriction, however.
Air-to-Air Combat Sequence
Air-to-air combat is resolved in accordance with the following sequence and procedure:
ROUND 1
- [ 1 ] Both players agree that no additional intercepting air units will be flying toward and entering the current air combat location.
- [ 2 ] Both players must declare whether any Fighter-Bomber(s) - launched as a Bomber role - will remain in the Bomber role, or will "dump ordnance" and revert to the Fighter role. The player with the first air unit(s) in the air combat location must decide first, followed by the second player. Players must denote which Fighter-type air unit(s) will be attacking any Bomber(s), if any.
- [ 3 ] Each friendly Fighter-type air unit then attacks any one enemy air unit (of any type) once. All friendly air combat hits and aborts are then noted (but not implemented yet). Then, each enemy Fighter-type air unit returns fire as well. All enemy air combat hits and aborts are then noted, but not implemented yet. (REFER TO THE AIR-TO-AIR COMBAT PROCEDURE BELOW)
- [ 4 ] All air combat hits and aborts inflicted during ROUND 1 are implemented now. All hit and aborted air units are set aside for now (to be returned to base after ROUND 2 is resolved).
NOTE: Japanese air units flying as Kamikazes are immune to abort results (see [10.7]).
- [ 5 ] Both players may voluntarily abort any remaining air units now, if desired, irrespective of the other player's intent or status.
ROUND 2
- [ 1 ] Both players decide which air units will remain during ROUND 2. The player with the first air unit(s) in the air combat location must decide first, followed by the second player.
- [ 2 ] Fighter-Bombers that had remained in the Bomber role may "dump ordnance" and revert to the Fighter role. Again, the player with the first air unit(s) in the air combat location must decide first, followed by the second player. Players must denote which Fighter-type air unit(s) will be attacking any Bomber(s), if any.
- [ 3 ] Air combat* is resolved for Round 2 (i.e., per the same procedure described above). (REFER TO THE AIR-TO-AIR COMBAT PROCEDURE BELOW)
- [ 4 ] All air combat hits that were inflicted during ROUND 2 are implemented now.
- [ 5 ] Air combat is concluded. All surviving hit and aborted air units (from both rounds) are returned to base at the end of the Offensive or Step.
NOTE: Japanese air units flying as Kamikazes are immune to abort results (see [10.7]).
*All Half-step Naval-Air units are ineligible to attack during the second round of air combat, although they may remain in the air combat location (and may be targeted be enemy Fighter-type air units normally). Any half-step Naval-Air unit is eligible to impart air superiority nonetheless (if it has not been aborted or eliminated during the second round of air combat).
Air-to-Air Combat Procedure
When air combat occurs, both players must array (off the map) their opposing air units, revealing every air unit that had been in the same air combat hex.
After determining which Fighter-type air units are eligible to attack, the friendly player (i.e., the player with the first air unit in the hex) nominates one attacking Fighter-type air unit (flying as a Fighter) and one target air unit. Each attacking air unit is permitted to conduct one attack (i.e., one die roll) per air combat round (in which it is participating in air combat), regardless of its air combat attack result. An attacking Fighter-type air unit may not attack any opposing air unit that has already been attacked during the current air combat round unless every opposing air unit (in that same air engagement) has already been attacked at least once. Likewise, an attacking Fighter-type air unit may not attack an opposing air unit that has already been attacked twice unless every opposing air unit (in that same air engagement) has already been attacked twice, and so forth.
The attacking player may resolve each attack before declaring the next (i.e., one at a time), thereby allowing him to consider the outcome of each attack before declaring the next attack (if in compliance with the aforementioned targeting restriction).
After designating any eligible attacking air unit(s) and the opposing target air unit(s), each air combat attack is calculated and resolved as follows:
- [ 1 ] Add the attacking Fighter-type air unit's combat strength number and quality rating number.
- [ 2 ] Subtract the enemy target's quality rating number, and determine the final total (which is known as the "air target number").
NOTE: Any air unit without any printed quality rating number is always assumed to possess a quality rating of "0".
- [ 3 ] After determining the "air target number", roll one die (6-sided), resolved as follows:
- If the die roll is less than the "air target number", the target air unit is hit (and aborted, unless eliminated as a result of that hit).
- If the die roll is equal-to the "air target number", the target air unit is aborted.
- If the die roll is greater than the "air target number", it is a miss.
NOTE: Japanese air units flying as Kamikazes are immune to abort results (see [10.7]).
After the friendly player has resolved the attacks of all his eligible Fighter-type air units in that same air engagement, the enemy player then determines which Fighter-type air units are eligible to attack. After determining which Fighter-type air units are eligible to attack, the enemy player (i.e., the intercepting player) nominates one attacking Fighter-type air unit (flying as a Fighter), and one target air unit. Each attacking air unit is permitted to conduct one attack (i.e., one die roll) per air combat round (in which it is participating in air combat), regardless of its air combat attack result. An attacking Fighter-type air unit may not attack an opposing air unit that has already been attacked during the current air combat round unless every opposing air unit (in that same air engagement) has already been attacked at least once. Likewise, an attacking Fighter-type air unit may not attack an opposing air unit that has already been attacked twice unless every opposing air unit (in that same air engagement) has already been attacked twice, and so forth.
The attacking player may resolve each attack before declaring the next (i.e., one at a time), thereby allowing him to consider the outcome of each attack before declaring the next attack (if in compliance with the aforementioned targeting restriction).
Air Combat Considerations
- A die roll (or die roll result) of "1", if a "1" does not actually calculate to be an abort or a hit, is always considered an automatic abort.
- A die roll result of "5", if less than the air target number, is considered an automatic abort (i.e., a "5" result is never a hit).
NOTE: Japanese air units flying as Kamikazes are immune to abort results (see [10.7]).
- A die roll (or die roll result) of "6", if a "6" actually calculates to be an abort or a hit, is considered an automatic miss.
- A physical die roll of "5" (abort) or "6" (miss) cannot be modified by any air combat modifiers (e.g., the Sneak Attack Bonus), and thus are resolved as an abort (if a roll of "5") or a miss (if a roll of "6"), except Kamikazes, which are immune to abort results.
Concluding Air Combat
After air-to-air combat, any surviving unaborted air unit(s) may continue their intended mission(s), if otherwise eligible to do so, or remain idle in the present air combat hex to be returned to their base(s) when stipulated by the Sequence of Play (see [viii]).
[4.17] Air-to-Air Combat Results
There are three possible air combat results, listed as follows:
- Hit: A hit result inflicts a combat depletion upon the target air unit. If the target air unit is presently depleted (or if the back side of that chit is blank), the target air unit is therefore eliminated. If the target air unit is presently full-strength, it must be flipped to its back (i.e., depleted) side.
NOTE: If a full-strength air unit is hit, it is also considered automatically "aborted" as well (see "Abort" below), except Japanese air units flying as Kamikazes, which are always immune to abort results (see [10.7]).
- Abort: An abort result averts the air target from the current air engagement. When an air target is aborted, it is set aside until the conclusion of the current air combat engagement. It cannot attack (or be attacked), or participate in air, land or naval combat for the duration of the current mission or operation. Afterward, it is returned to base normally (at the end of the current Offensive or Step).
NOTE: Japanese air units flying as Kamikazes are immune to abort results (see [10.7]).
If an air unit is aborted while performing a Change Base mission, it must return to the last base it occupied before the abort. An abort result has no other effect upon an air unit target. When an aborted air unit target is returned to its base, it may then be launched and operate normally thereafter (including during a subsequent Step of the same Land Offensive), if otherwise eligible.
- Miss: A miss result has no effect upon the air unit target.
[4.18] Air-to-Air Combat Modifiers
Air-to-air combat may be modified, per any of the following circumstances that apply:
Air Combat Over an Air Unit's Own Airbase
Any Fighter-type air unit that engages in air combat over (i.e., in the same hex as) its own airbase (i.e., the same airbase it has launched from and/or is transferring to) automatically receives a +1 bonus to its own combat strength number during both air combat rounds. Air units that attempt (but fail) to "evacuate" are not entitled to this bonus. This bonus does not ever apply, however, during the Strategic Warfare Phase. In additionally, an aircraft carrier is never considered a "base". As such, a Naval-Air unit (launched from an aircraft carrier) is never entitled to this bonus. This bonus never applies over any Dirt Airstrip.
EXCEPTION: No U.S. Fighter-type air unit receives any combat strength bonus over any Hawaiian Islands airbase during the December monthly game-turn of 1941.
NOTE: An air unit that is changing base is entitled to the +1 bonus over each airbase it transfers to (i.e., per "hop").
Sneak Attack Bonus
If any Japanese Fighter-type air unit engages in air combat during the first monthly game-turn (but not the second monthly game-turn) of a Japanese invasion of any nation (except China and the Soviet Union) when the Sneak Attack Bonus is in effect, each Japanese Fighter-type air unit will automatically receive a -1 air combat die roll bonus to its own air combat attack die rolls during both air combat rounds. The Sneak Attack Bonus does not apply when conducting a Strafing Attack, however.
Escorted Bombers
If an enemy Fighter-type air unit attacks a friendly Bomber (or a friendly Fighter-Bomber or a Naval-Air unit that is flying as a Bomber), any other eligible untargeted friendly Fighter-type air unit in that same air combat hex (that is itself not currently targeted) will automatically receive a +1 bonus to its own combat strength number when it is attacking that enemy Fighter-type air unit.
Strafing Attack
If any Fighter-type air unit conducts a Strafing Attack (see [4.14]) upon an enemy air unit that is currently based at an airbase or airstrip (i.e., if the enemy air unit is not presently aloft), the strafing Fighter-type air unit must automatically suffer a +1 air combat attack die roll penalty, unless the target air unit is currently marked as "out-of-supply" (in which case no penalty is incurred).
EXCEPTION: No +1 strafing penalty applies to any U.S. air unit based on any Hawaiian Islands airbase during the December monthly game-turn of 1941. The Sneak Attack Bonus die roll modifier (see [10.2]), though, is not applicable to any Strafing Attack on a Hawaiian Islands airbase.
Elite Pilots
If playing with optional rule [11.49], any Japanese Fighter-type air unit assigned with an "Elite Pilots" chit will automatically receive a +1 bonus to its own combat strength number when attacking any enemy air unit.
[4.19] Heavy Bomber "Return Fire"
Bombers may never attack enemy air units during air combat, although a Heavy Bomber (any Bomber with a circled quality rating) will be eligible to conduct Heavy Bomber "return fire" if ever hit by an enemy Fighter-type air unit during air combat.
NOTE: Heavy Bombers cannot conduct "return fire" if hit during a Strafing Attack (i.e., if not presently aloft).
Whenever any Heavy Bomber is hit (even if it is eliminated as a result) during air combat, that particular Heavy Bomber chit is then immediately eligible to conduct a "return fire" air combat die roll. In such a case, the owning player (of the Heavy Bomber) simply rolls one die (6-sided), adding the Heavy Bomber's quality rating to the die roll, but subtracting the Fighter-type air unit's quality rating (i.e., the Fighter-type air unit that caused the Heavy Bomber to be aborted or hit). If the final net die roll result is greater than that Fighter-type air unit's quality rating, that Fighter-type air unit is considered to be hit by the Heavy Bomber's "return fire". If the net die roll is only equal-to that Fighter-type air unit's quality rating, that Fighter-type air unit is considered to be aborted. If the net die roll is less-than that Fighter-type air unit's quality rating, it is considered a miss. A Heavy Bomber's "return fire" die roll of "6" is always considered a "hit", however, regardless of the aforementioned calculation. Conversely, a Heavy Bomber's "return fire" die roll of "1" is always considered a "miss", regardless of the aforementioned calculation.
EXAMPLE: A Japanese 4-8/4 "Frank" (Ki-84) Fighter intercepts and attacks a US 20-20[4] (B-29) Bomber, thereby depleting it. Accordingly, the US player immediately rolls one (6-sided) die (rolling a "3"), and adds the US 20-20[4] Bomber's quality rating (i.e., "4"), for a total of "7". The Japanese 4-8/4 Fighter's quality rating (i.e., "4") is then subtracted from that total ("7"), for a grand total of "3" (i.e., "7" - "4" = "3"). The grand total of "3" is less-than the Japanese 4-8/4 Fighter's quality rating (i.e., "4"), and is therefore considered to be a "miss".
[4.20] Air-Naval Attacks
As of the commencement of a successful air-naval interception engagement (after resolving any preceding air interceptions and air combat up to and in the interception hex or large sea area), any eligible Bomber-type air unit(s) that are in the same hex (or stacked together in the large sea area) with a located enemy naval unit, stack or task force may then conduct any eligible Air-Naval attack(s).
Air-Naval Attack Sequence
When a player is eligible to conduct any Air-Naval attack(s), he must do so via the following sequence:
- [ 1 ] The attacking player may examine all enemy naval units in the target hex (or stacked together in a large sea area).
- [ 2 ] Calculate the current "anti-aircraft value" (see [4.21]).
- [ 3 ] The attacking player may target any particular enemy naval unit(s) in the target hex (or stack, if in a large sea area). The attacking player is not required to specify all of his intended attacks now. He may resolve each Air-Naval attack before declaring the next.
NOTE: A player is never required to conduct any Air-Naval attack(s).
- [ 4 ] The attacking player rolls 2 dice (6-sided) once per each eligible Air-Naval attack (against one specific naval unit chit). Inflict each naval hit as it occurs. If the attacking air unit is a Kamikaze (or if employing the "Torpedo Bonus" if playing with AOI [11.29]), implement anti-aircraft hits as they occur. (REFER TO THE AIR-NAVAL ATTACK PROCEDURE BELOW)
- [ 5 ] After resolving all Air-Naval attacks, implement all anti-aircraft hits inflicted hitherto (occurring during Step [ 4 ]).
Air-Naval Attack Procedure
Each attacking Bomber-type (or Kamikaze Fighter-type) air unit is eligible to conduct a number of attacks (i.e., dice rolls) equal-to its own printed combat strength rating (e.g., a 4-7/1 B-25 is eligible to conduct up to four attacks during each air-naval interception engagement). Bomber-type air units with an underscored combat strength number (e.g., 3) are limited to a number of attacks equal-to half of that printed combat strength number (rounded down).
NOTE: No Bomber-type air unit may ever conduct more than 4 attacks, regardless of its printed combat strength number (e.g., a 20-20[4] B-29 Bomber may conduct up to 4 attacks, not 10).
If a particular Bomber-type air unit is capable of conducting multiple Air-Naval attacks, each attack may be directed at a distinctly different enemy naval unit, disseminated among multiple enemy naval units, or all against a single enemy naval unit (in any order). Each Air-Naval attack is to be resolved separately and always irrespective of any other attack(s). The attacking player may resolve each attack before declaring the next (i.e., one at a time), thereby allowing him to consider the outcome of each Air-Naval attack before declaring the next Air-Naval attack.
Air-Naval Attacks
When designating and conducting each eligible Air-Naval attack, the attacking player rolls 2 dice (6-sided). If an Air-Naval attack dice roll is equal-to or greater-than the target naval unit's printed armor rating, that targeted naval unit is successfully hit. If the roll is less than the target naval unit's printed armor rating, the target naval unit is missed.
NOTE: If a target naval unit's printed armor rating exceeds 12, a net Air-Naval attack die roll result of "12+"* is always considered to be a hit. For example, a battleship with a printed armor rating of "14" will be considered hit by a Naval-Air unit attack dice roll of "9" (i.e., +3; see Air-Naval attack modifiers below = "12").
*Not applicable to naval combat.
When any naval unit is hit, it is flipped to its "damaged" or depleted side. If a hit naval unit is already currently damaged or depleted (or if the reverse side of the chit is simply blank), it therefore is "sunk" by that hit.
NOTE: Like naval combat, any attack roll of "doubles" (if also equal-to or greater-than the target naval unit's armor rating) is always considered to be an automatic "sink", even if the target naval unit is not currently damaged or depleted. An attack roll of "doubles" has no additional effect upon STPs, however (see [3.18]).
Air-Naval Attack Modifiers
The following Air-Naval attack dice modifiers must be applied to any Air-Naval attack, when applicable:
- +2: If the attacking aircraft is any Japanese air unit flying as a Kamikaze (this modifier is not cumulative with any other Air-Naval Attack modifiers; see [10.7]).
- +3: If the attacking aircraft is a Naval-Air unit which is attacking a named naval unit (i.e., a CV, CVL, BB, BBCV, CA or a Raider).
- +2: If the attacking air unit is a land-based Bomber-type air unit with no underscored combat rating which is attacking a named naval unit (i.e., a CV, CVL, BB, BBCV, CA or a Raider).
- +2: If the targeted naval unit (of any type) is presently "in port".
- +1: If the attacking air unit is a land-based Bomber-type air unit with an underscored combat rating which is attacking a named naval unit (i.e., a CV, CVL, BB, BBCV, CA or a Raider).
- +1: If the attacking aircraft is a Japanese Naval-Air unit which is attacking during the first monthly game-turn of Japan's invasion of any nation that is subject to the Sneak Attack Bonus (see [10.2]).
- -1: If the attacking aircraft is a land-based Bomber-type air unit with a circled quality rating (i.e., a Heavy Bomber). This modifier is not applicable when attacking STPs, however.
- -1: If the attacking aircraft is a Japanese air unit which is attacking a submarine naval unit (i.e., a SS).
NOTE: All Air-Naval attack modifiers are cumulative, if applicable, except the Kamikaze modifier.
[4.21] Naval Anti-Aircraft Effects
Aside from anti-aircraft results incurred via the Bombing Table, bombing air units will be subject to anti-aircraft effects as follows:
When attacking a naval unit, stack or task force, the probability of a naval anti-aircraft hit upon each such attacking air unit is directly relative to the number of naval units present in the target location. Before any Air-Naval attacks can begin, the attacking and defending player must determine the current "anti-aircraft value" of the targeted naval unit, stack or task force in the target location.
NOTE: Escorting Fighter-type air units are never susceptible to anti-aircraft during an Air-Naval attack, even if they are in the target location. Only attacking Bomber-type air units may be hit by anti-aircraft.
Naval Anti-Aircraft Value
When determining an "anti-aircraft value", the total current gunnery rating of all naval units in the same target location* is added as a sum, and then divided by 10 (always rounding down). The resulting number is the "anti-aircraft value".
*Even if from different stacks or task forces.
NOTE: Any naval units docked "in port" are always considered to be a separate location from those that are not docked in port, even if in the same hex.
EXCEPTION: A submarine unit's gunnery rating is never applicable when determining an "anti-aircraft value", nor is any naval unit's torpedo rating (if any).
After determining the naval units', stack's or task force's "anti-aircraft value", the attacking player may then commence any normal eligible Air-Naval attacks. Thus, if any Air-Naval attack roll (not including any Air-Naval attack modifiers) is equal-to or less-than the determined total "anti-aircraft value" for that location, the currently attacking Bomber-type air unit is then considered hit by the anti-aircraft fire (and is consequently depleted), although any anti-aircraft hit(s) are not implemented until after all pending Air-Naval attacks (during that air-naval interception engagement) are resolved (except if a Kamikaze Air-Naval attack; see [10.7], or low and slow; see AOI [11.29]).
If any attacking Bomber-type air unit incurs several anti-aircraft hits (beyond eliminating the air unit), the additional anti-aircraft hits are not applied to any other air units (i.e., they are simply ignored). Any incurred anti-aircraft hit only applies against the currently attacking air unit itself (but is not implemented until after all of the pending Air-Naval attacks during that air-naval interception engagement are resolved).
EXAMPLE: Two Japanese 2-14 "Betty" (G4M) Bombers conduct an air-naval interception upon a located US task force in the North Sea. The US task force consists of the Battleship Tennessee (a gunnery rating of "4"), Nevada (a gunnery rating of "4"), and the Idaho (a gunnery rating of "4"), plus the Heavy Cruiser New Orleans (a gunnery rating of "2"), seven Light Cruisers (a gunnery rating of "1" each, for a total of "7"), and four Destroyers (each with a gunnery rating of "0"). Thus the total gunnery value is determined to be 21 points. As such, the task force's "anti-aircraft value" is calculated to be 2.1 (i.e., a division of 10), which is rounded down to the whole number "2". After considering the US task force's "anti-aircraft value", the Japanese player elects to conduct Air-Naval attacks with both G4M Bombers. Each G4M is eligible to conduct two attacks (because its combat strength rating is a non-underscored 2). With the first G4M Bomber, the Japanese player rolls a 3 and 7 (i.e., no anti-aircraft hits). With the second G4M, however, the Japanese player rolls a 2 (an anti-aircraft hit, which is not implemented yet, because that G4M is not flying as a Kamikaze), and then another 2 (a second anti-aircraft hit, which is also not implemented yet, because that G4M is not flying as a Kamikaze). After concluding the Air-Naval attacks, the Japanese player must then implement the anti-aircraft results. In this case the second Japanese G4M Bomber had suffered two anti-aircraft hits; eliminating it (i.e., the first hit depleting it, and then the second hit eliminating it). If that G4M had actually suffered three hits, however, the third hit would simply be ignored (i.e., it is not applied to the other Japanese G4M).
EXCEPTION: If any Air-Naval attack is as a result of a Kamikaze attack, any successful anti-aircraft hit(s) that occur during that Kamikaze attack are implemented immediately. Thus, an attacking Kamikaze air unit will become immediately depleted as a result of an anti-aircraft hit (or eliminated if already depleted, including as a result of a preceding anti-aircraft hit), not after all of its attacks are resolved.
Naval Anti-Aircraft Modifiers
Apply the following anti-aircraft modifiers (cumulatively) to any calculated "anti-aircraft value", when applicable:
- +2: Anti-aircraft value if the targeted naval units, stack or task force is presently docked in a friendly Major or fortified port (including an enlarged port; see [10.43]).
- +1: Anti-aircraft value if the targeted naval units, stack or task force is presently docked in a friendly Minor Port.
- +1: Anti-aircraft value if the total number of friendly Destroyer* (DD) chits equals or exceeds the total number of all other friendly naval unit chits (in that same location, to include each STP chit, not point) - OR - if there is at least one undamaged friendly named aircraft carrier (in that same location).
*And/or any US 1-7-45 "A" or Dutch 0-3-33 "A" Light Cruiser (CL) (if an Allied stack or task force), which is considered equivalent to a Destroyer for purposes of this modifier.
- +1: Anti-aircraft value if the targeted naval units, stack or task force contains at least 50% US naval units as of 1944 or later.
If a target's "anti-aircraft value" is at least one, (even if only because it is in port), or if any Destroyer* (DD) chits are present, an Air-Naval attack dice roll of "2" (i.e., a "snake eyes") is always considered an anti-aircraft "hit". Conversely, a single hex's "anti-aircraft value" never exceeds "4", regardless of the total number of naval units and/or modifiers therein (i.e., even if the net anti-aircraft value exceeds "4").
*And/or any US 1-7-45 "A" or Dutch 0-3-33 "A" Light Cruiser (CL) (if an Allied stack or task force), which is considered equivalent to a Destroyer for purposes of this modifier.
NOTE: When determining a Bomber-type air unit's Air-Naval attack, the dice roll itself (i.e., irrespective of any applicable modifiers) is the only determinant regarding anti-aircraft hits. Thus, it is possible for an attacking Bomber-type air unit's actual dice roll to be below a target's "anti-aircraft value" (i.e., an anti-aircraft hit), but also result in a successful hit upon the targeted naval unit (if the modified result equals or exceeds the target's armor rating). An anti-aircraft hit does not nullify a successful Air-Naval attack hit.
A target hex's "anti-aircraft value" may change (i.e., diminish) as a target stack or task force suffers hits and/or losses (e.g., a target stack's total gunnery value could become sufficiently decreased as a result of enemy Air-Naval attack hits, thereby reducing the stack's accrued "anti-aircraft value"). As such, a target hex's "anti-aircraft value" must be recalculated as Air-Naval attack hits occur.
[4.22] Ground Support
When any player declares any land combat attack (and/or Paradrop) during the Offensive Phase, the attacking and/or the defending player may launch any eligible friendly air unit or units (Bomber-type and/or Fighter-type air units) to fly to that land combat hex as "ground support". There is no Offensive or EP expenditure required to do so. Rather, eligible air unit(s) may simply launch, fly to and participate in the concurrent land combat attack, explained as follows:
Ground Support Procedure
After either side declares any land combat attack(s) within the printed range of any eligible friendly Bomber-type or Fighter-type air unit(s), either player may declare his intent to fly Ground Support to the specified combat hex(es). If both the attacker and the defender intend to launch any air unit(s) as Ground Support to a particular combat hex, the attacker must do so first (although the attacker is only obligated to fly one air unit at this time, even if he intends to subsequently launch other air units as Ground Support to the same combat hex). Air interceptions and counter-interceptions (if any) occurring while the launched Bomber-type air unit(s) are en route are then resolved normally. Thereafter, the defender (if he intends to fly in Ground Support) must also launch at least one air unit as Ground Support (again, resolving any air interceptions and counter-interceptions occurring en route normally). Both the attacker and the defender must alternate launching and flying any air units (flying as Ground Support) in this manner, until either side declines to launch any additional air units. Then, as per the normal air interception rules, all air interceptions and air combat occurring in the target hex is resolved before computing Ground Support (to any land attack).
NOTE: If all players agree, they may forgo alternating launching friendly air units (e.g., if it is obvious or inconsequential which air units will be launched as Ground Support). Nevertheless, all air unit movement procedures and stipulations apply normally (i.e., each participatory air unit is moved incrementally from its base along a path toward the combat hex, within its allowable range).
An eligible Bomber-type air unit may only be launched and flown as Ground Support into one land combat hex per Step. When any player declares his intention to fly as Ground Support to a land combat hex, all of the intended Bomber-type and Fighter-type air units must arrive* in the combat hex (even if from different bases) before that land combat attack can be resolved.
*Unless aborted or eliminated en route as a result of any interception(s), counter-interception(s), et cetera.
Coordinated Ground Support
As any Bomber-type air unit(s) move toward a combat hex, they may "collect" any additional (if eligible) Bomber-type air unit(s) - if over-flying their base hex - while en route to the combat hex. Of course, each of the collected friendly Bomber-type air units must also be within air range of the combat hex.
Any Bomber-type air units in the same airbase hex may also launch and then fly over any other friendly airbase hexes to "collect" friendly Fighter-type air units presently based there, and may then collectively fly on toward a combat hex (being susceptible to eligible enemy air interception as they move). Any "collected" air units also may not be split up as they are moving, or fly on to a different combat hex. Any launching Bomber-type air unit(s), however, may fly over as many friendly base hexes as desired (within movement allowances) and may collect as many eligible friendly air units as are available in each base hex (while en route to the combat hex). Any "collecting" Bomber-type air unit(s) are not considered to actually be landing, but are merely over-flying any friendly base hex(es) that they enter along the way. When "collected", all such air units may then move on toward the combat hex, provided that all of those air units still possess sufficient movement (i.e., range) to reach the combat hex. All such air units are susceptible to normal eligible enemy air interceptions along the way. Any Fighter-type air units (collected as escorts, for example) that do not possess enough movement may fly within - or up to the extent of - their own printed movement range. The movement (i.e., the flight toward and into the target hex) of any air unit(s) launched from a particular airbase (as well as any friendly air units "collected" en route) must be completed before any other non-collected air unit(s) from any other airbase are launched and moved toward and into the same target hex during that same Step.
NOTE: Bomber-type air units and/or Fighter-type air units are never required to be "collected" if over-flown by any other air unit(s) en route to a land combat hex. A launching player is free to choose as few or as many eligible air units to be "collected" as he desires.
Fighters, Fighter-Bombers, and/or Naval-Air units that do not or cannot fly with any other Ground Support air unit(s) on toward a particular combat hex must simply stop in their last occupied hex (whether by choice, or as a result of their own movement limit) as any of the other air unit(s) continue on. Each accompanying air unit may fly within or up to the extent of its own range, irrespective of any other accompanying air unit(s) they are with during that Ground Support operation. Accordingly, each air unit - as it is left behind - is subject to any eligible enemy air interceptions (as are any air units that continue on). Fighter-type air units that have stopped or have reached the extent of their printed movement range simply remain in the last hex that they occupied (unless aborted) until the end of the current Offensive or Step.
Fighter-type air units flying with any Bomber-type air unit(s) as escorts - cannot intercept or counter-intercept. Of course, any enemy air interceptions upon such air units automatically result in air combat in their own hex.
All air units that are coordinating to conduct Ground Support (including "collected" air units) must support the same combat hex. No Bomber-type air units may ever be collected, fly, or otherwise participate in Ground Support if they lack sufficient movement* (i.e., range) to actually reach the same combat hex (as the "collecting" air units). In other words, any Bomber-type air units that are launched or collected must all possess enough available movement to be capable of reaching the same land combat hex. Not all such Bomber-type air units are necessarily required to fly all the way to the combat hex, but they must at least possess enough available movement to do so. As such, any number of Bomber-type air units may be "dropped off" while en route to the combat hex, although they are ineligible to contribute as Ground Support in any other hex (as they are "dropped off"), and thereafter are Committed just the same (if applicable). Nevertheless, a player may desire (during a Ground Support operation) to leave some of the participating Bomber-type air units (and/or escorting Fighter-type air units) behind (before reaching the target hex) if, for example, he wants to avoid subjecting any particular air unit(s) to further potential air combat.
*Fighter-type air units may launch as intermediate escorts, even if they do not possess sufficient range to actually reach the intended combat hex. Any such Fighter-type air units may fly to the extent of their printed range, even if short of the combat hex itself.
NOTE: A Fighter-type air unit that will be escorting any Bomber-type air units is permitted to be launched first and then flown to collect the participating Bomber units (i.e., in that order). Of course, all range (and weather) considerations apply normally.
Air Superiority Effect
Air Superiority is defined in three specific terms; Friendly Air Superiority, Enemy Air Superiority or No Air Superiority. If one player or the other possesses friendly air units in a particular combat hex (but the opposing player does not), that player imparts Friendly Air Superiority*. If the opposing player possesses enemy air units in a particular combat hex (but the friendly player does not), then the opposing player imparts Enemy Air Superiority*. If both sides (i.e., both the attacker and the defender) possess air units in a particular combat hex, then No Air Superiority exists in that combat hex.
*If - after resolving all air combat - air units remain in the combat hex (i.e., neither aborted or eliminated).
NOTE: Half-step Naval-Air units are eligible to impart air superiority (after Round 2 of air combat), despite their inability to attack (i.e., fight in air combat) during the second air combat round (see [4.16]), assuming they remain in the land combat hex throughout Round 2 (and are not aborted or eliminated).
If either the friendly or the enemy player imparts air superiority, that player (with the air superiority) is automatically entitled to a land combat die roll bonus, as either a +1 or -1 (i.e., favorable to the player imparting air superiority). The presence of any combat air unit (i.e., not ATPs) is eligible to impart air superiority (if possessing a printed combat strength of at least 2 points), even if not actually contributing any land combat strength to the combat hex (i.e., even if merely present in the land combat hex).
EXCEPTION: Air superiority is never applicable during any inclement weather that is affecting air operations (i.e., "Half Strength", and "Half Strength and Range"). Inclement weather, in and of itself, does not abrogate air superiority, however.
NOTE: Air superiority is only ever in effect if the participating air unit(s) collectively and presently inhere a total combat strength of at least 2 combat strength points (even if not actually being applied to any friendly land units, as in the case of Fighter-type air units). Two friendly "1" strength air units may be combined to net 2 total combat strength points (i.e., to achieve air superiority), although a single "1" strength air unit (whether a Bomber-type air unit or a Fighter-type air unit) cannot - if the only friendly air unit in the combat hex - impart air superiority (although that Bomber-type air unit may still apply its single strength point to the total strength of any friendly land units - in that combat hex - normally).
Adding Bomber Combat Strength
Aside from air superiority modifiers, each Bomber-type air unit (i.e., any air unit actually flying as a "Bomber") may contribute its own (full*) printed combat strength rating to any land combat hex (in which it is conducting any Ground Support), thereby adding its strength number to the attacking or to the defending land units (and potentially modifying the land combat odds). Each Bomber-type air unit (which had not been aborted or eliminated hitherto) is eligible to add its full combat strength* (ignoring an underscore, if any), unless "halved" as a result of inclement weather effects, forest or jungle terrain, swamp terrain and/or forts (see below). The attacker and the defender are each entitled to add the total combat strength of all present (unaborted) Bomber-type air units (i.e., whether flying offensively or defensively), regardless of which side is actually conducting the Land Offensive.
*Except Heavy Bombers, which are always halved when contributing combat strength to any land combat hex.
NOTE: Fighter-type air units (flying as "Fighters") may never contribute their combat strength to any land combat attack.
Regardless of the number of Bomber-type air units present in a combat hex, the total Bomber combat strength that may be contributed to any attacking or defending land units cannot exceed the total current land combat strength* of the friendly land units (i.e., that are being "supported" by the Bomber-type air units) that are participating in the current land combat.
*Including Generals, but after any halving effects for land units attacking across a river or a peninsula (e.g., an 4-2 infantry unit that is attacking across a river - which is therefore halved to 2 - may accrue a maximum of 2 more combat strength points from any participating Bomber-type air units - flying as Ground Support - for a total of 4 points, plus the printed combat strength of a participating General).
Halving Bomber Ground Support Combat Strength
Bomber strength is halved per the following circumstances:
- The combat strength number of a participating Bomber-type air unit is automatically halved when supporting any land combat attack upon a fortified hex (unless the land combat attack is upon a coastal fort from an adjacent land hex, or upon a permanent fort hex from a non-fortified hexside). Round fractions down.
- The combat strength number of a participating Heavy Bomber (i.e., any Bomber with a circled quality rating) is automatically halved when supporting any land combat. Round fractions down.
- The combat strength number of a participating Bomber-type air unit is automatically halved when supporting any land combat (as the attacker or the defender) occurring in a forest, jungle or swamp hex. Round fractions down.
- The combat strength number of a participating Bomber-type air unit is automatically halved if inclement weather effects currently apply (see [1.3] or [1.4], as is presently applicable). Round fractions down.
NOTE: Halving effects are not cumulative. A Bomber-type air unit can only be halved once (i.e., a Bomber-type air unit's combat strength number can never be quartered, etc).
[4.23] Air Transport
Air Supply chits and some land units may be transported via "air transport". Only Air Transport Point (ATP) chits are eligible to transport Air Supply chits or land units via "air transport". Moreover, Paratrooper units may only conduct Paradrops in tandem with ATPs.
ATPs
ATPs exist as numbered chits. An ATP chit with a "1" signifies one Air Transport Point; an ATP chit with a "2" signifies two Air Transport Points. Each ATP chit point is considered a separate air unit, although multiple ATP points (even if among multiple ATP chits) presently based at an airbase are always counted as one air unit when determining any airbase's available air capacity, regardless of the actual quantity of ATP chits or points based there.
Multiple ATP points may be interchanged and composed at any time while stacked together at any friendly airbase. Multiple ATP points cannot, however, be interchanged while aloft (i.e., in flight).
NOTE: ATPs may never base at any Dirt Airstrip, even temporarily.
Moving ATPs
ATPs move like normal combat air units when conducting Air Transport or Change Base missions, except that an ATP chit is never required to return to base after performing an Air Transport mission (i.e., an ATP may fly to and remain in any airbase it transports to). However, an ATP may return to its origin airbase, if desired, after performing an Air Transport mission.
EXAMPLE: A Japanese X-9 ATP in Tokyo (W 4533) may embark an Air Supply chit or unit there and then simply fly (i.e., as an Air Transport mission) to Iwo Jima (W 3832), and remain there (assuming there's a friendly, functional airbase there) - or - return to Tokyo immediately afterward instead.
During an Air Transport mission, any ATP(s) may be moved first to any friendly (functioning) airbase, load any Air Supply chit(s) or unit(s), and then move again (even to another airbase to unload and/or load again), and then move on to its intended destination, provided that the total distance moved (i.e., during the same movement) does not exceed the ATP's printed range number. Loading and/or unloading an ATP does not require an expenditure of any movement points.
ATPs in Combat
ATPs are susceptible to enemy air interception normally. ATPs, however, possess no combat ability whatsoever. They have no air combat or bombing capability (or any "return fire" ability), nor do they ever impart any air superiority.
ATP chits are unique in that they cannot be targeted during air combat unless unescorted, or unless ever friendly escorting Fighter-type unit (flying as a Fighter) is also targeted (e.g., an ATP that is escorted by two friendly Fighters may not be attacked if it is intercepted by one or two enemy Fighters). If an intercepting enemy flight outnumbers an ATP's escorts, then each excess enemy Fighter (i.e., not attacking a friendly escort) may target any ATP (in the air combat engagement).
If an ATP chit is attacked during air combat, it has no quality rating. Each air combat hit upon an ATP chit eliminates one of the ATP's "points". If the ATP chit is only a "1" point chit, it is eliminated if hit (and any cargo it is carrying, if any). If the ATP chit is a "2" point chit, one point is eliminated (and any cargo it is carrying, if any), and the other is unaffected. The other ATP "point" simply remains in the target hex (pending a second round of air combat, if any) and - if it subsequently survives may continue its movement thereafter (i.e., it is not aborted merely because the other ATP point is eliminated).
If a "2" point ATP chit is carrying cargo (whether an Air Supply chit or a unit), the owning player may always choose which ATP "point" is actually hit during air combat (and which ATP is carrying any specific cargo, and/or which cargo to lose).
Air Transport Procedure and Capacity
During a friendly Naval and Air Phase, or Offensive (as part of a friendly Air Offensive), each ATP "point" may automatically load any Air Supply chit in its own hex*, any infantry type (i.e., non-armor, non-mechanized, non-motorized, non-Flak, non-artillery, non-cavalry, non-Siberian) unit(s) not exceeding a net total of 2 combat strength points, or any single HQ chit. Additionally, any number of Generals may also "ride along" with any ATP (even if with another land unit or chit). No other type of unit or chit may ever be transported via any ATP, regardless of how many ATPs are accumulated.
*An Air Supply chit may be "created" instantly in any legal (and non-isolated) supply source.
NOTE: A land unit that will be transported during the Offensive Phase may not have been previously Activated or moved (i.e., before being loaded and transported) during that same Offensive Phase. Any land unit transported during the Offensive Phase is not Activated as a result, however (see below).
As it is, a 2-point ATP chit does not double the size of any unit that can be transported. A 2-point ATP chit may collectively carry up to a net total of four combat strength points, provided that two combat strength points are assigned to one ATP point, and the other two combat strength points are assigned to the other ATP point, but a single ATP chit's capacity is never proportionately multiplied as a factor of its point value.
NOTE: A unit need not be currently in supply to be transported, although an ATP that is marked as "out-of-supply" cannot transport any chit or unit.
Transporting Land Units
Transported land units need not be Activated, nor do they become Activated as a result*. When any ATP arrives in a destination airbase, its cargo is considered to be immediately offloaded (into that hex) at no MP cost. Transported land units may be subsequently Activated via a normal Land Offensive, re-embarked aboard any eligible ATP(s) or STP(s), or moved during the Movement Phase (if not Activated), including via rail movement.
*Although paratrooper units must be Activated to conduct a Paradrop (see [4.24]).
NOTE: Any two depleted land units (of the same exact type) may be combined to form one full-strength land unit (if in the same hex) during the Movement Phase (at no movement cost). See [8.6].
Paradrops
To conduct a Paradrop, a full-strength paratrooper unit must begin the current Offensive Phase in the same functioning (and supplied) airbase hex as an uncommitted ATP. An ATP's movement during the preceding Naval and Air Phase is irrelevant with regard to Paradrop eligibility.
Air Transport Restrictions
- All weather air effects apply normally to ATPs.
- An ATP chit that is Activated as part of any Air Offensive is marked "Previously Committed" immediately thereafter.
- An ATP chit that is "marked" as "out-of-supply" may only change base to another friendly airbase (within twice its own printed range) during the Offensive Phase (but not during the Naval and Air Phase). An ATP "marked" as "out-of-supply" may only change base once (i.e., one "hop") to one other airbase, until back in supply. An ATP is never subject to depletion as a result of being "marked" as "out-of-supply", however.
- An ATP may fly to and remain in any airbase it transports to, or return to its origin airbase (only). An ATP may never then fly to any alternate airbase.
[4.24] Paratroopers and Paradrops
An eligible paratrooper unit (only) may be transported aboard an eligible (if uncommitted) friendly ATP to conduct a Paradrop (during the Offensive Phase, activating the paratrooper), either individually or in conjunction with any qualified land combat attack normally (or even in conjunction with another Paradrop). Paratrooper units, while on land, function like normal infantry units, except that a paratrooper unit is never applied against stacking limits, and does not ever exert any ZOC.
Paradrops
To conduct a Paradrop, a paratrooper unit must begin as full-strength (i.e., not depleted), and also must begin the current Offensive Phase in the same functioning (and supplied) airbase hex with an uncommitted ATP. An ATP's movement during the preceding Naval and Air Phase is irrelevant with regard to Paradrop eligibility.
A paratrooper unit need not necessarily be within the command radius of a Command Agent to conduct a Paradrop. As such, a paratrooper is considered to be automatically Activated if conducting a Paradrop in conjunction with any other land combat attack. Any paratrooper unit that is to be Activated in conjunction with any other land combat attack must, however, perform the Paradrop within the printed Activation range (see [5.0]) of the Activating Command Agent (i.e., the Command Agent that is Activating the other land combat attack). Lone Paradrops (i.e., those not in conjunction with another land combat attack), are Activated via a Land Offensive normally (i.e., when the transporting ATP is launched).
Paradrop Procedure
The ATP (with the paratrooper unit) is flown from its starting airbase hex to the intended target hex (within the ATP's printed range). If the Paradrop is being conducted in conjunction with a normal land combat attack, that ATP must be launched before any supporting Bomber, Fighter-Bomber and/or Naval-Air unit(s). A launched ATP may be accompanied by eligible escorting friendly fighters normally, however.
Whenever it is launched, an ATP is susceptible to enemy air interception normally. Eligible friendly Fighter-type air units may counter-intercept as well, and additional enemy Fighter-type air units may counter-counter-intercept, and so forth. Air combat is resolved normally as it occurs (see [4.23]; ATPs in Combat).
NOTE: An ATP cannot be targeted by enemy Fighter-type air units during air combat, unless every other escorting friendly Fighter-type (i.e., flying as a Fighter) air unit (if any) is also being targeted during the same air combat round.
Once an unaborted ATP is in a desired Paradrop target hex (and after resolving all air combat in that hex, if any), the owning player then simply announces his intent to conduct a Paradrop (and if he is employing "Gliders"; see below), and rolls one die (6-sided), resolved and modified (cumulative) as follows:
- Die roll of < 2 = Paratrooper eliminated.
- Die roll of 3 to 4 = Paratrooper depleted.
- Die roll of 5 to 6 = Paratrooper intact.
Modifiers:
- +1: If with the Sneak Attack Bonus.
- +1: Gliders (UK or US).
- +1: Gliders (Soviet, if 1943 or later).
- +2: Friendly air superiority in the drop hex.
- -1: Paradrop in jungle, forest, swamp, mountain or jungle-mountain hex.
- -2: Enemy air superiority in the drop hex.
- -1: Any inclement weather (i.e., air effects) in the drop hex.
- -1: If the drop hex is not adjacent to any friendly land unit.*
*Land units aboard STPs that shall be conducting an Amphibious Assault onto the same hex of an impending Paradrop qualify as "adjacent", as does a paratrooper unit dropped anytime previously (if it was not eliminated).
Gliders
After declaring a Paradrop, but before the Paradrop die roll, the owning player may declare that he is employing Gliders, if eligible. He may then apply a +1 die roll bonus to his Paradrop die roll. But immediately after the Paradrop (regardless of the result), the paratrooper unit's ATP (i.e., 1 point) must then be automatically eliminated (and returned to the force pool). The usage of a Glider modifier has no other effect. Only UK, US or Soviet (after 1942) paratrooper units may utilize Gliders.
Canceling Paradrops
A player may cancel any intended Paradrop at anytime before the actual Paradrop die roll (but always after any pending air combat). If a Paradrop is canceled, the ATP is then returned to base with the paratrooper. The ATP is marked as Previously Committed, and the paratrooper unit is marked with an Active chit.
Paradrop Combat Effects
If a paratrooper unit lands in an unoccupied hex, that hex immediately becomes friendly to the paratrooper (and any compatriot units). A paratrooper unit does not contest any enemy ZOC adjacent to it, although a paratrooper does inhibit enemy ZOC into its own hex.
If a paratrooper lands in any enemy-occupied hex (including enemy hexes containing a fort*), it must immediately resolve a land combat attack upon any unit(s) and/or any fort(s) in the Paradrop hex. If any other friendly land units are also attacking that same hex, the paratrooper unit is automatically considered part of that attack (thus adding their own combat strength to the land combat attack).
*An unoccupied enemy coastal fort, however, is automatically eliminated when occupied by any paratrooper unit.
If a paratrooper unit is conducting a Paradrop and/or attacking alone, the paratrooper may be supported by friendly air and/or naval units normally. As per the normal rules, a paratrooper's current combat strength cannot be more than doubled by any such Ground Support and/or Naval Bombardment (see [5.14]; Strength Point Variations).
After resolving a successful Paradrop (i.e., landing as intact) into an enemy occupied hex (whether alone or in conjunction with any other friendly land unit(s') current land combat attack), a paratrooper automatically applies a +1 land combat die roll bonus to the ensuing land combat attack die roll. A paratrooper landing as depleted still contributes its combat strength, but no die roll bonus, though.
If a paratrooper unit conducts a lone land combat attack as part of a Paradrop, it is assumed to have already Advanced After Combat (i.e., in the hex where the Paradrop occurred), and therefore no step loss per [5.19] is required (assuming the paratrooper unit survived the land combat attack).
Supply
After resolving a successful Paradrop (and a successful land combat attack, if any), each paratrooper unit automatically receives one Air Supply chit in the Paradrop hex - unless - a friendly line of supply may already be currently traced to that Paradrop hex. A paratrooper unit is subject to all normal supply rules (see PART 7).
Paradrop Restrictions
- A paratrooper may not move (on land) during the same monthly game-turn in which it conducts a Paradrop. After a Paradrop, a paratrooper must remain in the Paradrop hex (although a paratrooper is subject to any retreat result normally, nonetheless).
- A paratrooper cannot conduct any attacks before or after a Paradrop (notwithstanding a Paradrop conducted into an enemy occupied hex, if any).
- A depleted paratrooper unit may not conduct a Paradrop (although any depleted paratrooper may be transported normally).
- A full-strength paratrooper unit is considered to be a two-step land unit (e.g., Construction; see [8.6]), although a full-strength paratrooper unit cannot be merely depleted to comply with a required land combat step loss. However, a paratrooper may be eliminated (whether it is full-strength or depleted) to comply with one required land combat step loss.
- If any enemy land unit(s) remain in a Paradrop hex after a Paradrop therein (i.e., if the Paradrop's target hex is not vacated), the paratrooper is then automatically eliminated, regardless of the actual combat result. In such a case, the paratrooper's elimination is counted as one attacker step loss (even if the eliminated paratrooper is full-strength).
[4.25] Air Offensives
Air Offensives occur specifically during the Offensive Phase (and appropriately require the expenditure of an Offensive), and thus allows air units to conduct specific air missions. Each Air Offensive may entail up to two distinctly separate air missions (although each actuated air unit may only participate in one particular air mission, not both, and is committed normally thereafter). There is no limit to the number or type of uncommitted air units that may participate in a single particular air mission (if otherwise eligible) during a friendly Air Offensive, although all air movement, range, combat and commitment rules apply normally. An Air Offensive does not require any specific Command Agent. An Air Offensive is simply expended to conduct the intended air mission(s).
An air mission is defined as one of the following operations:
- A single Air-Naval attack into a specific target hex or large sea area (see [4.20]).
- A Change Base movement of any and/or all friendly eligible air units anywhere on the map (see [4.1]).
- A single Air Transport movement from a specific hex to a specific hex (see [4.23]).
- A single Bombing Installations attack into a specific target hex (see [4.26]).
Eligible Units
When a player announces that he will be conducting an Air Offensive, he may actuate any uncommitted friendly air unit(s) to conduct a specified air mission (if available at that time). Air units designated to conduct an Air Offensive may be anywhere on the map (although any particular air unit's participation is subject to the air unit's printed range limit; see [4.12]). Air units are not subject to any command radius restrictions, although any air units that will be launched to participate in a particular air mission must be eligible to do so.
NOTE: Air units that are "marked" as "out-of-supply" are not eligible to participate in any Air Offensive.
Any Naval-Air unit(s) aboard a functioning aircraft carrier may conduct (or participate in) an air operation or mission during the Offensive Phase normally. However, only a Naval-Air unit that is aboard a functioning aircraft carrier that is presently on Standby or Active status is eligible to conduct (or participate in) an air operation or mission during the Offensive Phase (i.e., via an Air or Land Offensive). In other words, an aircraft carrier that is not presently on Standby or Active status cannot launch and/or recover any Naval-Air unit (via an Offensive).
NOTE: An aircraft carrier on Standby status need not be Activated to entitle a Naval-Air unit to conduct (or participate in) an air operation or mission during the Offensive Phase.
Eligible and uncommitted air units from two or more allied major powers may coordinately participate in a Combined Air Offensive (unless specifically prohibited by any cooperation restrictions). As such, each participating major power must expend one Offensive normally (though Impromptu Offensives cannot be used to conduct an Air Offensive). Unlike normal Combined Offensives, however, a Combined Air Offensive requires no EP expenditure. A Combined Air Offensive does not permit each allied power to perform two individual air missions each, but rather simply permits one of the allied major powers to employ air units of both pertinent allied major powers.
NOTE: Minor partner air units may not participate in any Combined Air Offensive (although a minor nation may conduct an Air Offensive individually). During an enemy Air Offensive, however, minor partner Fighter-type air units may operate with any allied Fighter-type air units normally (when attempting air interception or counter-interception).
Enemy Air Interception
During any Air Offensive, enemy Fighter-type air units (i.e., flying as Fighters) are eligible to attempt air interception normally (and are likewise susceptible to counter-interception normally), even if Currently Committed (although enemy Fighter-type air units that are currently marked as Previously Committed - such as those committed during the Strategic Warfare Phase - are ineligible to attempt air interception). Moreover, during Air Offensives, uncommitted enemy Fighter-type air units do not become committed after conducting air interception(s).
[4.26] Bombing Installations
During an Air Offensive (only), any Bomber-type air unit(s) may fly to an enemy installation hex (within range) to attempt to bomb any installation(s) there (even if "under-construction"). Any Bomber-type air unit that is conducting an Air Bombing mission is susceptible to enemy air interceptions normally (including from enemy Fighter-type air units based at the target location, if an airbase or airstrip is located there). If an enemy player elects to intercept an encroaching Bomber-type air unit (i.e., en route to conduct an Air Bombing mission), air combat is first resolved normally.
However, if an enemy player deems an air interception to be particularly disadvantageous (e.g., if numerically and/or if qualitatively disadvantaged), he may simply decline to do so. As such, when any Bomber-type air unit(s) enter the target installation hex (to bomb it), the enemy player must then announce his intent to either "evacuate" or "ride out" the Air Bombing (see [4.14], per the same procedure as if during a Strafing Attack).
NOTE: A Fighter-Bomber or Naval-Air units (flying as Bombers) that reverts to a Fighter-type air unit (i.e., "dumping ordnance") cannot bomb any installation.
Air Bombing Mission
After resolving any air interceptions and counter-interceptions (if any) preceding an Air Bombing mission, each surviving* Bomber-type air unit in the target installation hex may then participate in one single Bombing attack (upon that targeted installation hex).
*Neither aborted or eliminated.
To resolve the Air Bombing mission, the bombing player must first specify precisely which Bomber-type air unit chits are attacking which installations (if there are multiple Bomber-type air units and/or installations within the same target hex). The bombing player may bomb one installation with any specific Bomber-type air unit(s), bomb some of the installations with any specific Bomber-type air unit(s), or bomb all installations with any specific Bomber-type air unit(s) there. As such, the bombing player must determine the total bombing strength (i.e., the total combat strength of all the participating Bombers) that will be bombing each targeted installation. Each bombing (whether targeting one installation or multiple installations) must be resolved separately (i.e., as a single, separate dice roll), but adjusting the "target computation", if necessary, after each previously successful bombing result, if any.
After determining the specific target(s), and the participating Bomber(s), the bombing player resolves each bombing attack, as follows:
- [ 1 ] Add the total bombing strength of all attacking unaborted Bomber-type air units, comparing it with the appropriate strength point column on the Bombing Table (e.g., if the total bombing strength is 13 points, it is therefore compared with the 12-16 column).
- [ 2 ] Determine the "target computation":
- Dirt Airstrip = 1 (+2, if the hex is fortified).
- Small Airbase (chit or map) = 1 (+2, if the hex is fortified).
- Large Airbase (chit or map) = 2 (+2, if the hex is fortified).
- Coastal Fortification = 1 (+ the total airbase capacity in the hex).
- Fortification = 2 (+ the total airbase capacity in the hex).
- Permanent Fortification = 4 (+ the total airbase capacity in the hex).
- Port = X = the port hex's airbase capacity (+2, if the hex is fortified), or 1 if no airbase capacity exists in that hex.
- Burma Railway = 2 (+2, if the hex is fortified).
*The Addu Atoll fort hex (I 2296, if the "India" map is in play) may never be destroyed via a Bombing Mission.
- [ 3 ] The bombing player then rolls two dice (6-sided)* once, and compares that dice roll result with the corresponding strength point column on the Bombing Table. If the bombing dice roll result is equal-to or greater-than the "target computation", the targeted installation is thus destroyed. If the dice roll result is less than the "target computation", there is no effect.
*The B-29 Superfortress modifier is not applicable when bombing any installation.
NOTE: When calculated, each Bombing mission is resolved as a single attack (one dice roll), regardless of the number of participating Bomber-type air units or their combat strength.
- [ 3 ] If the bombing result includes an asterisk (*), then one Bomber unit is considered hit by anti-aircraft. As such, one Bomber unit (per attack roll) in the target hex suffers an immediate step-loss. The player with the Initiative always chooses which Bomber is "hit", if multiple Bombers are participating in the attack. Fighters, Fighter-Bombers and Naval-Air units (as escorts) are never hit by any anti-aircraft result. Likewise, Bombers that did not actually participate in the Air Bombardment mission are immune from anti-aircraft, even if they are in the target hex at the time of the attack. If a depleted Bomber is hit by anti-aircraft, it is eliminated.
- [ 4 ] If the targeted installation is destroyed, place a "Destroyed Installation" chit (as printed on the reverse side of the "Out-of-Supply" chits) in that hex, atop that destroyed installation (however, a destroyed Dirt Airstrip is removed from the map instead). The destruction of any particular installation has no effect upon any other installation(s) in the same targeted hex, even if that destroyed installation also functions as another installation (e.g., such as a port, which also functions as an airbase).
NOTE: If the target hex contains multiple map-printed installations (e.g., a Major Port, which also functions as a Small Airbase or a Large Airbase if a resource symbol is printed in that same hex), the owning player must maintain an accessible* record of which installation is destroyed in a particular hex. Otherwise, an effective house-rule is to simply write "port", "airbase" and/or "fort", et cetera on some extra "Destroyed Installation" chits from the counter-mix, and place them as needed.
*All players are entitled to know such information.
A destroyed installation is not eliminated (i.e., it remains on the map*), but is considered functionally non-existent for all intents and purposes (e.g., air units may not operate from a destroyed airbase), until repaired. Land units and/or supply chits in the same hex are not ever ipso-facto affected by a bombardment result. If a port is destroyed, all naval unit(s) presently docked there are automatically (and immediately) considered to be displaced into the port's coastal hex (they are not considered to be in port), but are not ipso-facto subject to enemy naval interception. If an airbase is destroyed, any air unit(s) that are presently based there (aside from any air units eliminated by collateral damage; see below) are immediately) subject to a Forced Rebase (see [4.7]), but are not ipso-facto subject to enemy air interception.
*Except a destroyed Dirt Airstrip, which is eliminated (removed from the map) if destroyed, or if currently "under-construction" (see below).
EXCEPTION: If a Major Port is destroyed, it is to be considered reduced to a Minor Port thereafter (until repaired), and functions like a normal Minor Port. If that Major Port is destroyed again (i.e., before it is repaired), it is considered destroyed normally (i.e., as if a destroyed Minor Port). A Major Port is repaired normally, however, even if destroyed as a Minor Port. A destroyed Major Port is not first repaired to a Minor Port, and then to a Major Port, but - rather - is fully repaired per the normal rules (i.e., at a cost of 1 EP).
Collateral Destruction Effects: Airbase/Airstrip (Air Units)
If an airbase or airstrip is destroyed, any air units presently based there (i.e., riding out the attack) are subject to collateral effects. If the Air Bombing mission's physical die roll (not the result on the Bombing Table) is a 10, one air unit step* based there is eliminated. If the die roll is an 11, two air unit steps* are destroyed. If the die roll is a 12, then three air unit steps* are destroyed. If multiple air unit steps are eliminated, the defending player chooses the first air unit step loss, the attacking player then chooses the second air unit step loss, the defending player chooses the third.
*Or an ATP "point".
NOTE: An Air Bombing mission does not cause collateral destruction effects upon ports.
Under-Construction Destruction Effects
If an installation (except a Dirt Airstrip) is destroyed while still "under-construction", the bombing player must (immediately) roll two dice (6-sided)*. If the dice roll is a "doubles" result, the installation is eliminated (i.e., removed from play), and cannot be completed during the following Seasonal Turn. Any other dice roll result, however, has no effect (i.e., the installation is completed normally during the ensuing Seasonal Turn). Before the bombing player rolls the dice, however, the owning player may elect to expend 1 EP (from Economic Reserve, if any), and automatically nullify the dice roll. In such a case, the installation is completed normally during the ensuing Seasonal Turn (unless destroyed again before the Seasonal Turn, in which case the aforementioned procedure must be repeated).
*Except for Dirt Airstrips, which are automatically eliminated when destroyed.
[4.27] Committing Air Units
If any air unit conducts (or participates in) an air operation or mission during a Phase, it is usually considered committed, thereby limiting (although not necessarily fully prohibiting) its eligibility to conduct (or participate in) other air operations or missions during the same Phase and/or monthly game-turn. As such, there are two possible types of commitment statuses:
- Currently Committed status refers to air units that are committed during a segment of a Phase (as they conduct or perform an air operation or mission), but are potentially eligible to conduct or participate in subsequent air operations or missions during the same monthly game-turn (i.e., during subsequent segments, Steps and/or Phases of the same monthly game-turn).
- Previously Committed status refers to air units that are committed during a segment of a Phase (as they conduct or perform an air operation or mission), but are not eligible to conduct or participate in subsequent air operations or missions during the same monthly game-turn. They are considered aloft and thus not susceptible to air interception for the entire monthly game-turn (although they are immediately subject to a Forced Rebase if their airbase or airstrip is captured or destroyed, and remain Previously Committed in such a case).
Players do not commit air units before they declare an air operation or mission (i.e., players are not required to anticipate any air unit's potential use during a Phase), although an air unit is considered committed as it conducts or participates in an air operation or mission, regardless of the outcome. Air units are only ever committed once per operation or mission.
All types of air units will be committed as follows:
Strategic Warfare Phase
Any air unit launched at any time during the Strategic Warfare Phase (whether bombing, escorting, intercepting, counter-intercepting, etc) is considered (and will remain) "Previously Committed" for the duration of the current monthly game-turn. Mark each such participating air unit (including intercepting enemy air units) with a "(Previous)" commitment chit, which indicates that it is not eligible to conduct or participate in any subsequent air operations or missions during the same monthly game-turn.
Naval and Air Phase
Any air unit launched at any time during the Naval and Air Phase (regardless of its mission*) is considered to be "aloft" during the commission of its mission, and remains as such until returned to its base. As such, any aloft air unit's launching base is marked with a "(Current)" commitment chit, indicating that the air unit is currently committed (to the mission it is conducting) until returned to base, but is then eligible to operate again during the subsequent Air Movement Step - if any - (of that current Naval and Air Phase), and/or also during the Offensive Phase (and the End Phase per [3.14], if eligible to attack naval units). When any air unit is returned to its base (see the Sequence of Play), remove its "(Current)" commitment chit, indicating that the air unit is then immediately eligible to operate normally. In any case, remove all "(Current)" commitment chits at the end of the last Air Movement Step of the Naval and Air Phase.
*Any air unit that successfully Evacuates (see [4.14]) is considered "Currently Committed".
NOTE: Air units that conduct a Change Base mission (and are therefore transferred to a new airbase) are considered to be "Currently Committed" until the end of their friendly Air Step. However, air units that conduct a Change Base mission within, into or out of a weather zone affected by any inclement weather effects (see [1.5]) are considered to be "Previously Committed" instead, and remain as such for the duration of the current monthly game-turn.
Offensive Phase (Friendly Offensive)
Any friendly air unit launched via (or as a participant in) any friendly Offensive (regardless of its mission, or the Offensive) is considered "aloft" during the commission of (or participation in) a friendly Offensive, and remains as such until returned to its base (at the conclusion of that Offensive). As such, any participating air unit's launching airbase is marked with a "(Current)" commitment chit, indicating that the air unit is currently committed (to the Offensive it is conducting or participating in). Unlike during the Naval and Air Phase, however, any air unit that is committed during the Offensive Phase remains committed for the duration of the Offensive Phase, even after it is returned to base (at the end of that actuating Offensive).
Offensive Phase (Enemy Offensive)
During an enemy Land Offensive (i.e., during an enemy land combat attack), eligible friendly combat air units may be launched and flown to defend any friendly land unit(s), if within range. Eligibility is tabulated as follows:
- [ A ] Friendly "Currently Committed" combat air unit(s) are eligible to be flown in defense of any friendly Activated land unit(s) during any enemy land combat attack(s).
NOTE: Friendly "Currently Committed" air units are not eligible to fly in defense of any unactivated land unit(s). If any defending hex contains both Activated and unactivated defending land units, any supporting "Currently Committed" Bomber-type air unit(s) - if any - may only contribute combat strength points to the Activated land unit(s) (i.e., up to double their combat strength) but not to any unactivated land units in that same hex. Any applicable Land Combat Modifier(s), however, (e.g., Air Superiority) apply to all defending land units in the hex.
- [ B ] Friendly uncommitted combat air unit(s) are eligible to be flown in defense of any friendly Activated land unit(s) during an enemy land combat attack (i.e., during an enemy Land Offensive), but become "Currently Committed" as a result.
- [ C ] Friendly uncommitted combat air unit(s) are eligible to fly in defense of friendly unactivated land unit(s) during an enemy land combat attack (i.e., during an enemy Land Offensive). Any uncommitted combat air unit that is flown in defense of any friendly unactivated land unit(s) is not committed* as a result, however.
*If half or more of the defending land units (i.e., chits) are not of the same nationality (i.e., they are allied units) as the uncommitted combat air unit(s), the uncommitted combat air unit(s) then do become "Currently Committed" instead.
NOTE: Unoccupied defending hexes (i.e., if attacked as an Amphibious Assault or a Paradrop) are always considered to be "unactivated" for the purposes of determining air unit eligibility.
During an enemy Air Offensive (regardless of the mission type), any friendly Fighter-type air unit (i.e., whether it is Currently Committed or uncommitted) may be launched - if flying as a Fighter - and flown to intercept or counter-intercept any enemy air unit that is launched during the commission of (or the participation in) that enemy Air Offensive (if within air interception range). Any friendly Fighter-type air unit that is flown during any enemy Air Offensive is never committed as a result, however.
NOTE: Any friendly air unit that successfully Evacuates (see [4.14]) is considered to be "Currently Committed". However, any air unit that is subject to a Forced Rebase (see [4.7]) is "Previously Committed" instead.
End Phase
Any air unit that is eligible to fly during the End Phase (per [3.14]) is subject to the same commitment stipulations as are applicable during the Naval and Air Phase.
[4.28] Intensive Air-Naval Attacks
A Naval-Air unit launched from an aircraft carrier (i.e., even if presently "aloft") is always eligible to attack (as an Intensive Air-Naval Attack) any enemy surface naval unit, stack or task force that enters and conducts a successful naval interception in that Naval-Air unit's own hex - weather permitting - even if that Naval-Air unit is has been marked as Currently Committed (though a Naval-Air unit marked as Previously Committed may never conduct an Intensive Air-Naval Attack).
NOTE: If (unbeknownst to the launching player) the target hex actually contains more than two enemy naval unit chits (even if in a separate task force in that same hex), and/or if the attacking air unit is a Fighter-Bomber that reverts to the Fighter role (see [4.16]) at any time during that Step, the launched air unit(s) are then considered committed per [4.27] normally.
Each attacking Naval-Air unit is eligible to conduct a number of normal Air-Naval attacks equal to its own printed combat strength rating. Because the Intensive Air-Naval Attack may only occur after a successful enemy naval interception, no air reconnaissance is ever required. Any enemy naval unit(s), stack(s) or task force(s) that did not conduct a successful naval interception cannot ever be attacked as an Intensive Air-Naval Attack, even if in the same hex.
NOTE: Naval-Air units that conduct an Intensive Air-Naval Attack are susceptible to enemy air interception by any eligible enemy air unit(s) normally.
Any number of friendly Naval-Air units (in the same hex) are eligible to conduct Intensive Air-Naval Attacks, if otherwise eligible, although all Intensive Air-Naval Attacks are resolved before any Evasion declaration (see [3.8]) and/or before any pending naval combat begins in that same hex. Intensive Air-Naval Attacks cannot occur, however, after naval combat has commenced, or during naval combat.
After resolving Intensive Air-Naval Attacks, all surviving Naval-Air unit(s) are then immediately returned to their launching aircraft carrier(s) (they are not considered "aloft"), and marked as "Currently Committed" (whether or not they were committed beforehand).
[4.29] Commitment Irrelevancies
If any non-Naval-Air Bomber-type air unit(s) are launched and conduct any Air-Naval attack(s) in a hex containing only two or less enemy naval unit chits (regardless of the naval unit's type*) during any eligible Step, the attacking Bomber-type air unit(s) are not considered "committed" as a result (unless the naval units are presently in port), regardless of the Air-Naval attack results (it is assumed that an insubstantial enemy flotilla would not nearly require the entire compliment and resources of a full wing of aircraft, and therefore unjustifiably requires that entire wing to be "committed" as a result). Accordingly, the launched Bomber-type air unit(s) are immediately returned to their base(s) after resolving the Air-Naval attack(s) thereupon (rather than at the end of that current Step).
*Whether depleted or full-strength, or whether a 1-point or a 2-point STP chit.
Any (if any) surviving naval unit(s) in that same hex cannot be attacked by the same Bomber-type air unit(s) during that same Phase, even if any surviving naval unit(s) subsequently move during that same Step. Each attacking Bomber-type air unit is (upon returning to its base) eligible to be launched normally thereafter (as if never launched or committed).
All other standard rules apply normally (including all combat effects, if any, incurred during that mission nonetheless).
Book 2
Part 5: Offensive Phase
The Offensive Phase permits players to "Activate" (i.e., move and/or attack with) any eligible unit(s) by way of conducting "Offensives". There are three types of Offensives that may be conducted during the Offensive Phase: Air Offensives, Land Offensives and Sea Offensives (in no particular order). Naval and Air Offensives are described under PART 3 and PART 4 respectively, although the rules governing Land Offensives are described here under PART 5. Offensives - themselves - exist quantitatively and may only be purchased or allotted during a Seasonal Turn (see [8.13]), and are individually expended when any type of Offensive is conducted during an Offensive Phase.
At the beginning of the Offensive Phase, the player that controls the Initiative (see [8.13]) may decide (and must declare) which side (i.e., Allies or Axis) will perform the first Offensive of the Offensive Phase. Moreover, the player controlling the Initiative may choose to perform the first Offensive before all other allied players, or he may confer the first Offensive to be performed to any particular allied player of his own choosing. If the player controlling the Initiative allows the enemy side to perform the first Offensive, the onus is then upon the enemy player that began the season with the most Offensives as to which player will perform the first Offensive.
The mechanics of the Offensive Phase is such that each side (i.e., the Allies and the Japanese) must alternate conducting Offensives until either side has declared a "pass" (i.e., declining any further Offensive actions), or until either side expends all Offensives, and has no Offensives remaining. Players may spend EPs to conduct Combined Offensives, allowing them to perform multiple Offensives simultaneously. Additionally, Joint Offensives allow players to perform two types of Offensives (for example, Sea and Land) simultaneously as well.
When any player declares a Land Offensive, the Activation and Command rules (see below) dictate how and what units may be "Activated". Activated land units are eligible to move and/or attack, and may be coordinately supported by friendly air and/or naval units (if circumstances permit).
[5.0] Activation and Command Agents
To conduct or cooperate in a Land Offensive, all participating land units must be Activated via one of the following Command Agents:
- As a single Stack (i.e., a Stack Activation).
- By a General (i.e., a General Activation).
- Via a Minor Nation Offensive (i.e., a Minor Nation Activation).
- Via a Headquarters (i.e., an HQ Activation).
After expending the requisite Offensive(s), the owning player must first specify which land unit(s) he intends to Activate during that current Offensive (and also via which activating Command Agent). Each type of Activation is limited to a specific Activation proximity (i.e., an area within a specific vicinity of the Command Agent), although a player need not Activate any particular land unit(s) simply because they may be Activated; the Activation of any unit(s) is never automatic or mandatory. Each land unit may be Activated once per monthly game-turn only (i.e., during the Offensive Phase).
Once Activated, all participating land units may move and/or attack via that activating Offensive. Then, immediately after the Offensive, however, all participating land units are committed for the duration of the current monthly game-turn, and thus cannot move again or conduct any other actions or movements during the same monthly game-turn. Any such unit(s) are marked with an "Active" chit to denote their activation status.
Minor partner or allied major power land units may be Activated in conjunction with a friendly allied major power's land units (as part of that major power's Offensive), although at least 50% (half) of the Activated land units must be of the same nationality as the Activating major power (i.e., the same nationality as the Offensive being used to conduct the Activation). Commonwealth land units (e.g., New Zealand) are considered UK units for the purposes of determining nationality.
Activation Eligibility
Each type of Activation is also limited to a specific number of attacks (per Offensive conducted), regardless of the quantity of participating land units. An HQ Activation is typically the most efficient Activation method; A Stack Activation is the least efficient Activation method. Each type of Activation is described as follows:
Stack Activation
A player may expend a single Offensive and declare a Stack Activation, in which all of the eligible friendly land units in the same land hex (and within the same location) may be Activated to conduct a Land Offensive as a single stack. As such, all of the Activated eligible friendly land units in that hex (only) may be moved normally (within legal movement limits) and/or attack one legal enemy target hex. Multiple land units (Activated as a Stack Activation) may split up as they move, move together (as a component or as an entire stack), or may simply decline movement (collectively or individually). Regardless of the land unit's (or units') movement posture, each Stack Activation may only foment one land attack. A Stack Activation cannot be part of any Combined Offensive.
General's Activation
A player may expend one Offensive and then declare a General Activation, in which all of the eligible friendly land units in the same hex (with the General game piece) and in any adjacent hex* (regardless of terrain) may be Activated to conduct a Land Offensive. As such, all of the eligible friendly land units in or adjacent to the General's hex (only) may be moved normally (within legal movement limits) and/or attack one legal enemy target hex per Step. Multiple land units (Activated via a General Activation) may split up as they move, intermix, move together (as components or as stacks), or may simply decline movement (collectively or individually). Regardless of the land unit's (or units') movement posture, however, each attack (via a General Activation) must occur from the General's hex or from a hex that is adjacent to the General's hex (whether or not the General's own stack moves and/or attacks) at the moment of the attack(s).
*Including any eligible friendly land units that are presently embarked aboard transporting naval units in an adjacent coastal hex.
A General Activation cannot ever Activate any other Generals, although a General Activation may Activate any friendly land unit(s) in the same hex as another friendly General. In such a case, a stack of friendly land units with another General may be Activated normally by the Activating General (and may thus move and/or attack normally as part of the General Activation), although the other General cannot move, attack or otherwise participate in that same Offensive.
A General Activation may Activate land units of an ally and/or a minor partner, although at least 50% (half) of the total land unit chits Activated for that Offensive must be of the same nationality as the Activating General. A General Activation cannot be part of any Combined Offensive.
Minor Nation Activation
Each minor nation (i.e., any non-Commonwealth minor nation that possesses a distinct Order-of-Battle, but no EP income), if at war, automatically possesses 2 inherent Minor Nation Offensives (but never more) per each monthly game-turn. Minor Nation Offensives may not, however, be saved or accumulated from turn to turn.
If a minor nation is at war, the controlling player may announce a Minor Nation Offensive (expending one of the two available Offensives), and declare a Minor Nation Activation. A Minor Nation Activation may either Activate any and/or all of the minor nation's land units inside of the minor nation (i.e., within the minor nation's home borders) or one stack of minor nation land units outside of the minor nation (i.e., beyond the minor nation's home borders). When Activated, the land unit(s) may attack one legal enemy target hex per Offensive, whether inside or outside of the minor nation. In either case, the Activated land unit(s) may move in and/or out of the minor nation (if politically legal), split up, intermix, move together (as components or as stacks), within legal movement limits, or decline movement (collectively or individually). Regardless of the minor nation's land unit's (or units') movement posture, however, each such Minor Nation Activation (whether inside or out of the minor nation) may only foment one land combat attack.
A Minor Nation Activation may Activate land units of an allied major partner, although at least 50% (half) of the total land unit chits Activated for that Offensive must be of the same nationality as the Activating minor nation. A Minor Nation Activation may not, however, Activate any units of another minor nation, even if currently allied.
A Minor Nation Activation may never be part of any Combined Offensive.
Headquarters Activation
Each HQ chit possesses a command rating (the leftmost printed number on the HQ chit) and a command radius (the rightmost printed number on the HQ chit). As such, a player may expend one Offensive and then nominate a specific HQ chit and declare a Headquarters Activation, in which any and/or all of the eligible friendly land units within the command radius* of the HQ chit may be Activated to conduct a Land Offensive. As such, all Activated eligible friendly land units within that HQ's command radius may be moved normally (within legal movement limits) and/or attack any legal enemy target hex(es). Multiple land units (Activated via an HQ Activation) may split up as they move, move together (as a component or as an entire stack), or may decline movement (collectively or individually). Regardless of the land unit(s') movement posture, however, each Headquarters Activation may foment up to as many attacks as is equal to the HQ chit's command rating (per Step).
*An HQ's "command radius" is a radius of hexes (equal to the number printed on the HQ chit) disseminating outward from the HQ chit. An HQ command radii may disseminate across any terrain (including sea hexes), even if the HQ is presently embarked on an STP (although not aboard an ATP). Enemy units, ZOC, lines of supply and terrain have no effect upon an HQ's command radius.
A Headquarters Activation may Activate any unactivated friendly land units within the Activating HQ's command radius*, including Generals, ally and/or minor partner land units, although at least 50% (half) of the total land unit chits Activated for that Offensive must be of the same nationality as the Activating HQ.
*Including any land unit(s), if eligible, that are presently embarked aboard transporting naval units in a proximal coastal hex.
NOTE: HQs may Activate friendly land units, then move, and then Activate additional friendly land units subsequently within the HQ's command radius after that HQ's movement (see [5.1] below).
Once Activated, any and/or all friendly land units Activated by an HQ chit may conduct a number of land attacks equal to the HQ chit's command rating, per each Step of that Offensive Phase (if otherwise eligible to operate and/or participate during a given Step).
EXAMPLE: Land units Activated by an HQ with a "2" command rating may conduct up to two land attacks per Step (i.e., per the Breakthrough, Combat and/or Exploitation Step, if eligible to participate in combat during any such Step).
[5.1] Moving HQs
HQs are not required to move before Activating units, although an HQ may move to encompass other eligible friendly land units within its printed command radius. Normal terrain MP costs and weather effects are not applicable to HQ movement, however all normal terrain restrictions (e.g., impassable hexsides) and all combat penalties (e.g., if a lone HQ is attacked) apply to HQs.
A lone HQ cannot enter an uninhibited enemy land unit's ZOC (even if contested). However, any HQ may freely move (i.e., without restriction) within any inhibited enemy ZOC (i.e., in any hex with a friendly fort or land unit, etc.), even from hex to hex (exempt from normal enemy ZOC effects upon adjacent hex-to-hex movement).
During an Offensive, all HQ chits possess an inherent movement rating of 3 hexes (i.e., not 5, as is normally permitted during the Movement Phase). An HQ chit may be moved up to three hexes before Offensive land movement (Activating any eligible friendly land units - within the HQ's command radius - as the HQ chit moves), and then again after Offensive land movement, up to three more hexes (Activating any additional eligible friendly land units - subsequently within the HQ's command radius - after the HQ chit has completed its additional movement), although land units activated after Offensive land movement obviously cannot be moved.
Lone HQs may move into and/or through unoccupied enemy-owned hexes (if not within uninhibited enemy ZOC), although a lone HQ does not ever cause any enemy-owned hex to revert ownership to the HQ's nationality. Any such hex will remain enemy-owned while it is occupied by a lone HQ, and after it has been vacated.
NOTE: Though a lone HQ does not revert ownership of any enemy-owned hex that it occupies, a lone HQ is assumed to retain a ZOC within its own hex. As such, normal ZOC restrictions apply within any HQ's own hex.
HQ Intervals
An HQ chit may never occupy the same hex as any other HQ chit. Additionally, an HQ chit may not operate or function while adjacent to any other friendly HQ (of the same nationality), regardless of any Activation status, terrain or ZOC.
EXCEPTION: The Chinese 5th and 6th, as well as the UK Burma and India HQ chits (i.e., with a command radii of "1") may operate while adjacent to one another, without restriction (although, nonetheless, they may not ever stack together in the same hex).
If - at any time - two or more HQ chits (of the same nationality) move (even if temporarily) adjacent to any other compatriot HQ chit(s), the owning player must immediately eliminate one (or more) HQ chits to annul the violation. Any such eliminated HQ chit is then returned to the force pool, and is eligible to arrive in play again normally during the following Seasonal Turn.
[5.2] HQs in Combat
HQs have no printed combat strength, and hence may not ever attack (although they may accompany an attack). Additionally, HQs stacked with other friendly land units do not contribute any combat strength to the defense of that stack, nor may any HQ be depleted or expended to comply with any mandated step loss(es). HQs, however, will be eliminated if they are stacked with any land unit(s) that have suffered a DE combat result (or accompanying an attack that suffers an AE combat result).
Lone HQs (i.e., HQs that are not stacked with any other friendly land unit) that are adjacent to an enemy combat land unit may be either bumped or attacked, per the enemy (i.e., attacking) player's choice, described as follows:
- [ A ] If an enemy combat land unit ever moves adjacent to a lone HQ (and also exerts a ZOC into the HQ's hex), the enemy player may - at any time - force the HQ to be "bumped". In such a case, the owning player must immediately move that lone HQ one hex (out of all enemy unit's ZOC). The owning player may always choose which hex that the HQ will move into, though no HQ may ever move into any other uninhibited enemy ZOC. If an HQ cannot comply with a forced bump (i.e., due to movement restrictions), it is simply eliminated instead. Any moving enemy combat land unit(s) may perpetually force a lone HQ to be bumped from each hex where any such unit(s) exert any ZOC during the enemy land unit(s) movement (until no more land unit movement is occurring, or until the HQ itself becomes eliminated). A lone HQ's movement limit is irrelevant when it is being "bumped", however.
- [ B ] Rather than bumping an HQ, an enemy player may either ignore its presence (although it must be bumped if an enemy land unit enters its hex), or an enemy combat land unit may declare a normal land attack upon that HQ chit (either as an Armor Breakthrough, a normal land combat attack, or as an Exploitation attack, whichever is presently applicable). In that case only, a lone HQ chit is assumed to possess an inherent combat strength of 1. No General that is stacked with a lone HQ may contribute any combat strength to that HQ*. A lone HQ may be supported by Ground Support and/or Naval Bombardment normally, though a lone HQ's inherent defense cannot be increased beyond 2 in such a case. All land combat die roll modifiers apply normally.
*A General with a lone HQ will share the fate of that HQ, however, if it is attacked.
Eliminated HQs are never permanently destroyed, regardless of the circumstances. Eliminated HQs must simply be returned to the force pool, and are thus eligible to arrive again during any subsequent Seasonal Turn normally (requiring no EP cost), in accordance with the normal unit placement rules (see [8.11]).
[5.3] Combined Offensives
During an Offensive Phase, an activating player may orchestrate two (or more) HQs to coordinate a simultaneous Activation of multiple land units as part of a Combined Offensive. A Combined Offensive, however, may not include a Stack Activation, General Activation or Minor Nation Activation.
To conduct a Combined Offensive, a player must Activate each participating HQ, and expend a normal Land Offensive per each Activated HQ. Additionally, the Activating player must also then expend 2 EPs (from his EP Track) per each additional HQ being Activated (i.e., beyond the first participating HQ) as part of that Combined Offensive.
During any Wet weather monthly game-turns, the EP cost per each additional HQ is doubled (regardless of any HQ's location on the map). Thus, an Activating player must then expend 4 EPs per each additional HQ (Activated as part of a Combined Offensive), rather than the normal 2 EPs.
To coordinate a Combined Offensive, all participating HQs must be within 20 hexes of every other participating and Activated HQ. Players cannot, however, use any Impromptu Offensives to Activate any HQs as part of a Combined Offensive.
NOTE: As per the normal sequence of play, whenever conducting a Combined Offensive, all Breakthroughs (activated by all participating HQs), if any, are resolved before the Land Combat Step. Then, all land combat (activated by all participating HQs), if any, is resolved before conducting the Exploitation Step. Exploitations, if any, are then resolved after that.
Air units launched as Ground Support are actuated as each land combat attack (if any) is commenced, not all at one time (i.e., not simultaneously when the specified attacks of the Combined Offensive are declared).
HQs of two allied major powers may coordinate as part of a Combined Offensive. This is - in fact - the only way that two (or more) allied major powers may ever coordinate simultaneous Offensives. In such a case, the EP cost (or any part of the EP cost) may be paid by one or any of those major power players.
[5.4] Joint Offensives
A player may expend 2 (or more) Offensives to coordinate two types of Offensives (either as a Joint Air-Land Offensive, a Joint Air-Sea Offensive, or as a Joint Land-Sea Offensive). A Joint Offensive may not, however, entail an Air-Sea-Land Offensive.
NOTE: A Joint Land-Sea Offensive is only permissible when involving land and naval units that conduct - or are involved in - an Amphibious Assault (e.g., naval units that will be contributing Naval Bombardment to an Amphibious Assault may also be Activated as a Joint Offensive in conjunction with that Amphibious Assault).
To conduct a Joint Offensive, a player must expend an Offensive per each type of Offensive to be conducted. Additionally, the Activating player must then expend 2 EPs (from his EP Track). If a Joint Offensive involves a Combined Offensive (i.e., as part of the Joint Offensive), the Activating player must also expend the requisite Offensives and EPs to Activate the other HQs that will be participating.
Joint Offensive Types
- A Joint Air-Land Offensive enables the Activating player to conduct an Air Offensive simultaneously with a Land Offensive.
- A Joint Air-Sea Offensive enables the Activating player to conduct an Air Offensive simultaneously with a Sea Offensive.
- A Joint Land-Sea Offensive enables the Activating player to conduct a Land and Sea Offensive simultaneously (as part of a conjunctive Amphibious Assault).
NOTE: During a Joint Land-Sea Offensive, an eligible naval unit may contribute Naval Bombardment to a land combat attack, and also conduct a Naval Bombardment mission (of installations).
A Joint Offensive need not be conducted in any particular order (e.g., a player may conduct the Land Offensive first, and then conduct the Air Offensive, or vice versa), although each type of Offensive must adhere to all pertinent Activation stipulations, as well as the normal Sequence of Play.
[5.5] Impromptu Offensives
An Impromptu Offensive is an Offensive (of any type) that is not extant on the Offensive Track of the asserting major power, but rather is purchased outright (with EPs) during the Offensive Phase of that same monthly game-turn (usually in the event that a player has expended all or most of his remaining Offensives from the Offensive Track).
To assert the usage of an Impromptu Offensive, the Activating player must expend double the EP cost of a normal Offensive (as if purchased during a Seasonal Turn).
EXAMPLE: The normal cost of a Chinese CCP Offensive is 1 EP. Thus, a Chinese CCP Impromptu Offensive will cost 2 EPs.
When purchased, an Impromptu Offensive is conducted like any other normal Offensive, although an Impromptu Offensive may not be part of any Combined Offensive. Joint Offensives can be conducted with Impromptu Offensives, although the asserting player is required to pay the Impromptu and Joint Offensive EP cost.
A major power may not contribute or expend EPs to purchase an Impromptu Offensive for another nation, including allies and minor partners.
Impromptu Offensives are never considered when determining Initiative.
[5.6] Active Chits and Standby Chits
Unactivated land units exist on the map without any signifying markers, and are considered eligible to be Activated normally (within the rule's parameters). As a rule of thumb, however, land units - as they are Activated - are marked with a "Standby" chit, thereby indicating their impending movement(s) and/or attack(s) during the current Offensive. Such units are then considered to be Activated as they move and/or attack. Therefore, after the completion of the current Offensive, all of those Activated land units are then marked with an "Active" chit (i.e., by simply flipping the "Standby" chit), indicating that they had been Activated, and cannot be Activated again during that same monthly game-turn.
Such chits should simply be used whenever the status of a unit is unclear or may be forgotten. For example, "Standby" chits may also be used to mark any land units that are or will be within the command radius of an Activated HQ (but have not themselves been Activated), or may also be used to delineate the boundary of a particular Offensive, especially when several HQs are present in the same area.
All "Active" and/or "Standby" chits are always removed at the end of each monthly game-turn (see the Sequence of Play).
[5.7] Land Movement (During Offensives)
When Activated, land units may move a number of contiguous land hexes up to or equal to their own printed movement ratings. A land unit's own movement allowance may never be increased (during an Offensive), although land movement can be reduced by out-of-supply effects, specific terrain MP costs, inclement weather, and/or enemy ZOC, if applicable during any movement.
NOTE: Land units may always move at least one hex, regardless of accumulated movement penalties.
During a Land Offensive, an Activated land unit may be moved up to the extent of its available movement, or not at all, if preferred. However, in all cases, any attacking land unit(s) must be adjacent to their intended target hex to conduct (or to participate in) any such attack (i.e., at the moment of the attack). Obviously, any such attack must be presently geographically and politically legal.
[5.8] Terrain Effects (Land Units)
The following types of terrain and hex locations will impose land movement restrictions, as tabulated (alphabetical order) below:
- Airbase / Dirt Airstrip Chit: Airbase and/or Dirt Airstrip chits have no effect on movement. Airbase and Dirt Airstrip chits become captured if occupied by enemy land units.
- All-Sea Hex: No land unit may enter an all-sea hex via land movement.
- All-Sea Hexside: No land unit may cross an all-sea hexside, unless the hexside is bridged by a "ferry" symbol to another land hex. ZOC, however, never extends across an all-sea hexside, even if bridged by a "ferry" symbol.
- Border Hexside: A border hexside has no effect upon movement, although units cannot cross any neutral border hexside during a Movement Phase. ZOCs do not extend across neutral border hexsides (in either direction) until those bordering nations are at war.
- Coastal Fort Chit: Coastal fort chits have no effect upon movement (or ZOC). Coastal fort chits become eliminated if occupied by enemy land units (including paratrooper units). Partisans, Generals or lone HQs may never enter a hex with an enemy coastal fort chit.
- Desert Hex: All land units must expend 2 MPs to enter a desert hex. No unit may trace supply into or through any desert Hex.
- Coastal Hex: The effect of a coastal hex depends on the other terrain in there.
- Fortification Chit: Enemy land units may not enter a hex with a fortification chit, except via Advance After Combat after a land combat attack upon that fortification chit's hex. Furthermore, enemy ZOC never extends into any hex with a fortification chit. Fortification chits become eliminated as a result of any combat result that eliminates or forcibly retreats every enemy combat land unit in that fortification's hex. Partisans (or lone Generals) may not enter a hex with an enemy fortification chit.
NOTE: If playing a Combined Game and/or a Conjoined Game, the India Box on the APTO map is considered the same exact location as the India Box on the AETO map, and the India Box on the AOI map. If playing with the "India" map (see [11.41]), the India Box is not in play.
- Jungle Hex: All land units must expend 2 MPs to enter a jungle hex or cross any jungle hexside. No unit exerts a ZOC into a jungle hex or across any jungle hexside. Units may trace supply into but not though a jungle hex.
EXCEPTION: Any land unit(s) that enter any jungle hex containing a rail line depiction therein (e.g., W 2609) from an adjacent and adjoining rail line hexside (e.g., from W 2609 to W 2709) need only expend 1 MP to enter that jungle hex, regardless of the type of moving land unit. Any land unit(s) that enter any jungle hex across a non-rail line hexside must expend the normal MP requirement (see above), despite the presence of a rail line depiction in that hex, if any. Any completed "Burma Railway" hex(es) also qualify as rail lines normally.
- Jungle-Mountain Hex: All land units must expend 3 MPs to enter a jungle-mountain hex. No unit exerts a ZOC into a jungle-mountain hex. Units may trace supply into but not though a Jungle-Mountain hex.
EXCEPTION: Any land unit(s) that enter any jungle-mountain hex containing a rail line depiction therein (e.g., W 3507) from an adjacent and adjoining rail line hexside (e.g., from W 3507 to W 3508) need only expend 1 MP to enter that jungle-mountain hex, regardless of the type of moving land unit. Any land unit(s) that enter any jungle-mountain hex across a non-rail line hexside must expend the normal MP requirement (see above), despite the presence of a rail line depiction in that hex, if any. Any completed "Burma Railway" hex(es) also qualify as rail lines normally.
- Lake Hexside: Land units cannot cross any lake hexside in the Pacific Theater. ZOC never extends across a lake hexside.
- Maldives (Pacific Map): Japanese units may not enter the Maldives (e.g., no Japanese unit may ever conduct an Amphibious Assault upon the Maldives hex). The restriction does not apply if the "India" map is in play.
- Mountain Hex: Cavalry, Commando, General, Infantry, Marine, Paratrooper and Siberian units must expend 2 MPs to enter a mountain hex, although artillery, armor, mechanized and motorized units must expend 3 MPs to enter a mountain hex. No unit exerts any ZOC into any mountain hex, however.
EXCEPTION: Any land unit(s) that enter any mountain hex containing a rail line depiction therein (e.g., W 5332) from an adjacent and adjoining rail line hexside (e.g., from W 5332 to W 5232) need only expend 1 MP to enter that mountain hex, regardless of the type of moving land unit. Any land unit(s) that enter any mountain hex from across a non-rail line hexside must expend the normal MP requirement (see above), in spite of the presence of a rail line depiction in that hex, if any. Any completed "Burma Railway" hex(es) also qualify as rail lines normally.
- Panama: Japanese units may not enter Panama (e.g., no Japanese unit may ever conduct an Amphibious Assault upon Panama).
- Permanent Fortification: Permanent Fortifications are considered to be eliminated if ever occupied by any enemy land units (in spite of the fact that the Permanent Fortification symbol remains printed on the map).
- River Hexside: A river hexside has no effect upon movement (unless [11.15] is in play).
[5.9] Stacking (Land Units)
Stacking is computed in terms of land unit steps (i.e., each non-blank side of any unit is one step). The basic stacking limit of any hex [in the Pacific Theater] is 8 land unit steps, although the stacking limit in any city hex is 10 land unit steps.
NOTE: Because of the asymmetrical scale of hexes and units in Advanced ETO (as well as Africa Orientale Italiana) vis-a-vis Advanced PTO during a Combined Game and/or a Conjoined Game, each AETO (and AOI) combat land unit step that enters the Pacific Theater (i.e., entering any APTO map hex) is counted double when determining stacking. However, APTO combat land unit steps are unaffected when entering any other Theater (i.e., each APTO combat land unit step is always counted as a single step, regardless of which Theater it enters).
Furthermore, the stacking limit of any fortified hex (whether a coastal fort, fortification chit or a permanent fort) is +1 land unit step (e.g., the basic stacking limit [in the Pacific Theater] in a fortified city hex is 11 land unit steps).
EXCEPTION: Small Islands (defined as any single-hex island without a printed airbase, city and/or port symbol) permit a stacking limit of only four steps.
NOTE: Soviet land units are always eligible to stack +2 land unit steps (in addition to the basic stacking limit).
Any type of land unit marked with a "o" symbol near the center of the chit (printed between the combat strength and movement rating) is exempt from stacking limits (regardless of the Theater it enters). However, no more than 4 "exempt" land units may be stacked within the same land hex (regardless of other friendly non-exempt land units stacked in that same hex), regardless of the Theater it enters.
NOTE: Multiple HQ chits may not be stacked together in the same hex. Multiple Generals, however, may be stacked together in the same hex, although no more than one General chit (in the same hex) may contribute its combat strength (and/or exploitation rating, if any) to any land unit(s) in the same hex.
Land units are not subject to stacking limits as they are moving (or if forcibly retreated), or when legally embarked aboard any naval unit(s). Accordingly, stacking limits are only enforced at the end of the actuating player's own friendly Step(s) during any monthly game-turn. Any unit(s) that are attacked while they are temporarily over-stacked (i.e., moving units subject to an Armor Reaction Attack; see [5.17], retreated units; see [5.18], or where a fully stacked hex's fortification chit has been destroyed; see [5.9]) cannot be counted when totaling the strength points of the defending units in the combat hex, though the defending player may choose which land unit(s) in that same combat hex are considered to be over-stacked (and thus excluded), even if not the moving unit(s) that caused the over-stacking. Nonetheless, the over-stacked land unit(s) are liable to the same land combat results as the legally-stacked land units in the same combat hex.
Air units, naval units, airbase chits, airstrip chits, fortification chits and supply chits never apply against land stacking limits. Air and naval units are governed by separate stacking restrictions (see [3.0] and [4.9]).
Partisans may never be stacked together, or stacked with any other air or land unit, or embarked aboard any air or naval unit.
Units are never required to be stacked in any particular order, unless being transported aboard an ATP, STP or CL/DD combo, in which case the transported unit(s) must be stacked directly beneath the transporting unit(s).
If any Activated unit(s) remain over-stacked at the end of the current Step, or if any unactivated unit(s) remain over-stacked at the end of the Movement Phase, the owning player must simply immediately eliminate sufficient land unit steps in that hex to become compliant with the land unit stacking limits in that hex.
[5.10] Generals
General pieces possess no combat capability unless presently stacked with at least one friendly combat land unit (of the same nationality), although a General may stack and move with other allied combat land units.
A General may only contribute its combat strength to one land unit (that is stacked with that General in the same hex) which is added to the collective total of the stack normally. In addition, a General's Exploitation capability (if any) may be applied to any eligible armor, mechanized and/or motorized unit(s) stacked with that General.
NOTE: In Advanced PTO, only General Zhukov, General Kravchenko, General Merrill and General Yamashita possess an Exploitation capability (see [5.22]).
A General may ride pick-a-back with any combat land unit(s) it is stacked with, and may switch between any other friendly land unit(s) in the same hex, even if another friendly combat land unit simply passes through the General's hex. However, a General may only move or ride as pick-a-back within the parameters of the Offensive being used to move or collect the General (and the movement limit of the unit or units it is moving with). In such a case, the General is Activated via that Offensive normally, and cannot be voluntarily moved again after the conclusion of that activating Offensive (until the next monthly game-turn).
A General may move alone during either the Offensive Phase or the Movement Phase with an inherent movement of "5" MPs. A General cannot, however, both move alone and with a combat land unit during the same monthly game-turn (though a General may stack with a combat land unit before, during or after moving alone, in which case the General is placed beneath the land combat unit or stack in that same hex). In such a case, the General may still contribute its combat strength to any one unit it is stacked with (whether attacking or defending), although the General may not move with the unit(s) afterward (even to Advance After Combat). Nonetheless, a General is liable to the same land combat results of any unit(s) it is stacked with (even if it is not contributing combat strength to any unit in that hex).
NOTE: If any enemy land unit enters a lone General's hex, the General chit is simply removed from the map and then returned to the force pool (of the General's same nationality).
A lone General may move via rail, in which case the General moves like any other land unit, using any portion of its inherent "5" MP allowance to move and/or entrain normally. A lone General is moved via rail as if it was a single infantry unit.
A lone General piece may never enter any enemy land unit's uninhibited ZOC (even if contested).
A lone General may be embarked-aboard and/or debarked-from an ATP or an STP (or CL/DD) normally (without being counted against the ATP's or STP's (or CL/DD's) transport capacity), but obviously not to conduct an Amphibious Assault or a Paradrop.
[5.11] Control of Hexes
Each land hex (including any coastal hex and island hex) is either friendly, enemy or a neutral hex to each nation and its units at the outset of any game or scenario. Friendly hexes are defined as those belonging to the controlling nation and/or units. Neutral hexes are defined as any hex that is neither controlled by a friendly nation and/or units or an enemy nation and/or units. Enemy hexes are defined as those belonging to the controlling enemy nation and/or units.
When any combat land unit* enters any land hex, that hex immediately reverts to the control and ownership of that (and any other affiliated) unit, and hence remains owned by the unit's nationality (unless the unit is out-of-supply and behind a "Front"; see [5.12] below) until entered by any other enemy combat land unit. Players may use Control chits (i.e., rising suns, tri-color roundels or stars) to mark the control of any particular hex(es), as needed.
*Lone Generals and HQs are not considered combat land units.
NOTE: The conquest of a nation, or the creation of a "Front" may affect the control and ownership of any particular hex).
A unit's Zone of Control, in and of itself, does not ever revert the control of any hex, or make any hex friendly-owned.
[5.12] Defining a Front
Throughout the ebb and flow of a campaign, an assemblage of combat land units may possibly create a "Front", whereby all of the vacant land hexes behind that "Front" are automatically considered friendly to the units forming the "Front" (i.e., even if formally enemy-owned, though not any hex actually occupied by any enemy unit). A "Front" is only ever created when all of the unoccupied enemy hexes behind that frontage cannot trace a line of supply to any valid enemy supply source.
NOTE: An Isolated supply source only functions as a supply source while it actually contains supply chits.
At anytime during the Offensive or Movement Phase, a "Front" will automatically be created if a player can demonstrate any contiguous line of friendly combat land units, friendly-owned hexes and/or connecting Zones of Control (but without any infiltrating enemy lines of supply intruding beyond that frontage). In such a case, all of the hexes behind that "Front" then become friendly to the demonstrating player and his units (i.e., if such hexes are not already friendly). Of course, any enemy unit(s) that are isolated behind a "Front" will still retain control of their own hex. Moreover, enemy combat land units behind a "Front" will still project a ZOC normally.
The Front Line
The "Front Line" itself consists of any hexes occupied by friendly land units, any hexes within friendly uncontested or uninhibited ZOC, and/or any vacant hex that was already friendly-owned (i.e., friendly land units were the last to occupy the hex). The "Front" does not extend ahead of the "Front Line" itself (i.e., hexes ahead of the "Front Line" do not automatically become friendly to the player demonstrating the "Front"), although ZOC and ZOC effects into such hexes apply normally.
Behind the Front
When a "Front" is demonstrated, all hexes behind that "Front" automatically become friendly to the unit's creating the "Front", with the following exceptions:
- Any hex that is occupied by any enemy unit(s) remains as enemy controlled (though only while such a hex is actually occupied by an enemy unit).
- Vacant hexes (behind a "Front") that are within any enemy unit's ZOC do not become friendly simply because a "Front" is created.
- Enemy airbases, dirt airstrips, cities, fortifications* and resource hexes do not become friendly simply because a "Front" is created. Such hexes must be physically occupied (i.e., captured) to become friendly (or via a conquest, if the owning nation has been conquered outright).
*Any unoccupied enemy fortification hexes (if isolated behind a "Front") do become friendly (thus eliminating the fort) if there are no enemy combat land units within the printed movement range (including all applicable movement effects) up to (not necessarily into) the fort's hex. At that time, any such fortification(s) are removed from the map, and the hex(es) the fort(s) previously occupied then revert to the control and ownership of the invader (unless there are any other types of enemy installations in that fort's hex, which must be captured normally).
If multiple enemy units are behind any "Front", they do not necessarily negate it, and they may, in fact, form a mini-Front behind the "Front". As such, any vacant hexes behind the mini-Front are therefore not automatically reverted to the control or ownership of the units creating the "Front".
Units that are out-of-supply behind an enemy "Front" do not revert the control or ownership of any hex(es) that they move through (although a unit's own hex is always considered to be controlled by that unit, and owned by its nation).
EXCEPTION: Airbases and/or dirt airstrips - when occupied by any enemy unit (even if out-of-supply) will become reverted (and remain) as an enemy controlled and owned hex, even if after all occupying enemy units vacate the airbase and/or airstrip hex.
[5.13] Zones of Control (ZOC)
All land units (except any type of land unit marked with a "o" symbol near the center of the chit) automatically exert a "Zone of Control" into each of the six land hexes surrounding the unit (notwithstanding ZOC Restrictions; see below). All Zones of Control automatically impose restrictions on enemy movement, supply lines and retreat eligibility, et cetera (see below).
NOTE: A land unit is always assumed to possess a Zone of Control in its own hex (i.e., in the hex it presently occupies), even if that unit normally does not exert ZOC, or if that hex normally prohibits ZOC therein (for example, a jungle hex).
ZOC Restrictions
Land units do not exert any ZOC in the following circumstances:
- Enemy ZOC across a nation's border is always ignored during that nation's initial set-up.
- No land unit's ZOC extends across any neutral border hexside.
- A land unit's ZOC never extends across any all-lake or any all-sea hex or hexside, even if bridged by a ferry symbol.
EXAMPLE: A land unit in hex W 6033 (in the Soviet Union) - which is assumed to be on the west bank of the inlet - does not exert any ZOC across the inlet to the east bank.
- Admirals, Generals, HQs and partisans do not exert any ZOC.
- No land unit ever exerts any ZOC into any jungle or mountain hex.
- Land units embarked aboard air or naval transports (including CL/DD combos) do not exert any ZOC while embarked. When debarked, such land units then exert a ZOC again normally (baring any other ZOC restrictions).
- Air and naval units do not ever exert any ZOC. Air units at an airbase or airstrip do not negate enemy ZOC into their own hex, although air units will always contest an enemy unit's ZOC into their own hex.
- A land unit's ZOC never extends into any enemy fortification hex. Coastal forts do not negate any land unit's ZOC, however.
- A land unit's ZOC never extends across any impassable hexside.
- A land unit's ZOC never extends into the India Box.
- Partisan chits automatically inhibit enemy ZOC in any hex they presently occupy.
Contesting and Inhibiting ZOC
A Zone of Control may be either contested or inhibited:
- A contested Zone of Control is any unoccupied hex that is within the ZOC of an enemy and a friendly land unit (i.e., that can project a ZOC). Supply lines and rail movement is not permitted into or through any contested ZOC hex.
- An inhibited Zone of Control is any hex that is within an enemy land unit's ZOC, but is occupied by a friendly land unit (which is inhibiting that enemy land unit's ZOC). Friendly supply lines and rail movement is permitted into or through a hex within an enemy land unit's inhibited ZOC.
All land units (except for armor, commando, mechanized and motorized units) must immediately stop moving when entering any enemy land unit's ZOC, even if contested or inhibited, and may not move any further during that movement (except to subsequently Advance After Combat). However, a land unit that begins the Offensive or Movement Phase within an enemy land unit's ZOC may leave that hex, and may thus move normally after moving out of the enemy land unit's ZOC (provided it does not enter another enemy unit's ZOC). A moving unit may never, though, move from an enemy ZOC hex directly into another enemy ZOC hex.
Armor, Mechanized and Motorized ZOC Exception
Unlike other units, all armor, mechanized and motorized units may move into an enemy land unit's ZOC, and then move one additional hex, even if the additional hex is also within an enemy land unit's ZOC (whether contested, inhibited or not). An armor, mechanized or motorized unit that begins any Step within an enemy land unit's ZOC may leave that hex, and may move normally after moving out of the enemy land unit's ZOC (provided it does not enter another enemy unit's ZOC). If an armor, mechanized or motorized unit exits all enemy land unit's ZOC, but then enters any enemy land unit's ZOC again, it may move one additional hex (as stipulated above). However, if any armor, mechanized or motorized unit moves from an enemy land unit's ZOC hex directly into another enemy land unit's ZOC hex, in that case it must immediately stop moving, and may move no further during that movement (except to subsequently Advance After Combat).
Commando ZOC Exception
Like armor, mechanized and motorized units, a commando unit may move into an enemy land unit's ZOC, and then move one additional hex, even if that additional hex is also within an enemy land unit's ZOC (whether contested, inhibited or not). A commando unit that begins any Step within an enemy land unit's ZOC may leave that hex, and may move normally after moving out of the enemy land unit's ZOC (provided it does not enter another enemy unit's ZOC). If any commando unit exits all enemy land unit's ZOC, but then enters any enemy land unit's ZOC again, it may then move one additional hex (as stipulated above). However, if any commando unit moves from an enemy land unit's ZOC hex directly into another enemy land unit's ZOC hex, in that case it must immediately stop moving, and may move no further during that movement (except to subsequently Advance After Combat).
[5.14] Land Combat
During the Offensive Phase, a player may expend Offensives to Activate land units to conduct land combat attacks. Land combat attacks may occur from a hex (or hexes) of indicated friendly combat land units upon any adjacent (and connected) enemy target hex(es). Each target hex is declared and attacked as an individual land combat attack, although any or all of the land units that are Activated via the same Land Offensive may attack any adjacent (and connected) target hex(es). Each target hex may be coordinately attacked by any or all participating friendly land units from any different adjacent (and connected) hexes during that same land combat attack.
Land units that are not presently adjacent to a particular target hex may be Activated to first move adjacent to a particular target hex (within the normal movement limits), and then attack (via the same Activation), assuming the target hex is connected.
A paratrooper unit may be Activated (via a Land Offensive) and then transported aboard an ATP into a target hex to perform a Paradrop upon that target hex (either alone or in conjunction with a simultaneous land attack). Similarly, land units aboard STPs (on Standby status) may be transported to a coastal hex (although this requires a separate Sea Offensive to Activate the STPs, if during the Offensive Phase), and then disembarked via a Land Offensive into a target coastal hex (as an Amphibious Assault; see [3.25]).
The number of enemy hexes that may be attacked (per Step of the Land Offensive; see [viii]) is limited by the type of Activating Command Agent (see [5.0]).
Enemy target hexes are defined as any hexes containing enemy land units, fortifications or intrinsic garrisons. All unoccupied enemy-owned coastal hexes are automatically considered to possess an intrinsic garrison (of 1 combat strength point) during any Amphibious Assault (only).
Land Combat Procedure
The Combat Procedure is an agendum of numbered sequences to resolve each pending land combat attack, listed as follows:
- [ 1 ] Total the combat strength point(s) of all attacking land units. Then add the combat strength point(s) of any participating General(s), Bomber(s) and/or Naval Bombardment support, if any. See [5.10], [4.22] and [3.28] respectively.
- [ 2 ] Total the combat strength point(s) of all the defending land units. Then Add the combat strength point(s) of any present fortification, General, participating Bomber(s), and/or Naval Bombardment support, if any. See [5.10], [4.22] and [3.28] respectively.
- [ 3 ] Divide the defender's net combat strength point total into the attacker's net strength point total, rounding any fractions down. The solution is then factored as an odds ratio (e.g., a total net attacking strength of 21 points against a total net defending strength of 6 points equates to a 3:1 combat attack odds; i.e., 6 divided into 21 is 3.5, which is rounded down to 3).
NOTE: Calculated odd ratios greater than 5:1 are resolved as 5:1. Conversely, calculated odd ratios less then 1:3 are resolved as 1:3.
- [ 4 ] The attacker rolls one 8-sided die, applying all applicable die roll modifiers (see [5.16]), and then cross-references the modified die roll result with the calculated odds ratio on the Combat Results Table (printed on the map).
- [ 5 ] Implement the indicated land combat result immediately. If the land combat result affects both the attacker and the defender, the defender always completely implements his own combat result effects first.
Strength Point Variations
The printed combat strength of any combat land unit is subject to possible variation(s) depending on various other contributory circumstances, conditions, and/or units, tabulated as follows:
NOTE: Each land unit's own combat strength rating may be increased to a maximum of double its own printed combat strength (though never more), regardless of the accumulation of any other contributing circumstances, conditions, and/or units.
EXCEPTION: A General's combat rating must always be applied after any halving effects (e.g., rivers), but before adding any bomber and/or naval gunfire combat strength points.
Fortification Chits: Each land unit step stacked with a fortification chit defends at +1 combat strength points. An unoccupied fortification chit is assumed to possess an inherent defense strength of "2".
Any [-/1] combat result (i.e., a bracketed defender step loss) against a fortification chit is automatically backfired as 1/- result instead (i.e., an attacker step loss)*.
*Except if a Japanese land combat attack during a Sneak Attack turn.
Coastal Fort Chits: Each land unit step stacked with a coastal fort chit defends at +1 combat strength points if attacked via an Amphibious Assault. Coastal fort chits have no effect when attacked from any adjacent (and connected) land hex (e.g., a coastal fort is not applicable against an attack from across a river or strait). An unoccupied coastal fort chit is assumed to possess an inherent defense strength of "2" (if attacked via an Amphibious Assault).
Any [-/1] combat result (i.e., a bracketed defender step loss) against a coastal fort (during an Amphibious Assault) is automatically backfired as 1/- result instead (an attacker step loss)*.
*Even if a Japanese land combat attack during a Sneak Attack turn.
NOTE: A fortification and a coastal fort in the same hex do not both add a combat strength point to each land unit steps stacked therein.
Rivers/Straits: Any land unit(s) attacking across a river hexside or across a strait always attack at half (fractions rounded down) of their printed combat strength rating(s). When calculating an attack across any river hexside or any strait, the collective total combat strength of all attacking land units is halved (i.e., not each unit).
NOTE: Paratrooper units are not halved (nor are they calculated as part of the halved collective total combat strength) when conducting a Paradrop into a target hex that is across a river or across a strait. However, a paratrooper unit never negates a river's or a strait's halving-effect for any other land unit(s) participating in that same land attack.
General Chits: One General chit per hex may add its printed combat strength rating to one land unit (of the same nationality) in the same hex (i.e., stacked with the General). The General's combat strength rating must be applied after any halving effects (e.g., rivers), but before adding any bomber and/or naval gunfire combat strength points.
A General may only contribute its combat strength rating if stacked with at least one land unit of the same nationality. Moreover, no more than one General may ever contribute its combat strength to the same hex.
EXCEPTION: Any General with a "+" combat rating (i.e., Stilwell and the 'promoted' MacArthur General chit), can project its printed "+" combat rating to every land unit (of the same nationality) within the command radius of an HQ that General is currently stacked with. This is in addition to the added combat strength of any other single General that is stacked in the same hex as any such land unit(s), if any.
Bombers: Each unaborted Bomber, Fighter-Bomber and/or Naval-Air unit in the same target hex may add its printed combat strength rating to the attacking or defending land unit(s). Heavy Bombers, however, are halved (see [4.0] and [4.22]).
Naval Bombardment: Any named naval unit(s) presently occupying the same coastal hex as the target hex may contribute 1 combat strength point per each block of 3 naval gunnery points within that same task force (i.e., the total gunnery value of all named naval units in the contributing task force is divided by 3, rounding all fractions down). In addition, if any CL naval unit(s) are present in the task force (regardless of how many), they can collectively contribute 1 combat strength point. Likewise, if any DD naval unit(s) are present in the task force (regardless of how many), they can also collectively contribute 1 combat strength point.
Naval units may contribute their gunnery strength points to as many land combat attacks as occur in their same coastal hex (i.e., where the naval units presently reside), whether contributing to the attacking or to the defending unit(s). Both friendly and enemy naval units in the same coastal hex may contribute their naval gunnery combat strength points to land combat occurring in that same hex (i.e., to the attacker and the defender, respectively). Naval units that have "withdrawn" from naval combat (see [3.17]) during a preceding naval engagement (if occurring during that Phase) cannot, however, contribute naval gunnery strength points.
Expeditionary Minor Partner Units: Minor partner ally units that are attacked in any hex outside of their own home nation will automatically only defend at half of their own printed combat strength rating (round fractions up) unless provided at least 1 contributory combat strength point from any supporting allied major power Bomber, Fighter-Bomber, Naval-Air unit and/or naval unit. Inclement weather, ipso-facto, does not necessarily negate any contributory support eligibility, except in a case when air is actually grounded. Minor partner units are not halved when they are attacking enemy units outside of their own home nation, however.
NOTE: UK Commonwealth units (i.e., New Zealander, Equatorial, Indian, Malaysian and Australian) are never considered to be Expeditionary Minor Partner Units.
[5.15] Land Combat Restrictions
Land units are never required to attack, except in the case of a failed Armor Breakthrough Attack (see [5.21]). Additionally, not all land units that are Activated for an attack are necessarily required to attack (e.g., some land units may be Activated in place, or simply moved to an alternate location - within legal parameters - but not attack nor participate in an attack, if the owning player prefers). Furthermore, not all of the land units within the same Activated stack are ever required to attack (or ever required to attack the same target).
To conduct an attack, any and all participating land units must be currently Activated to do so. Each Activated unit (or stack of units) is only permitted to conduct one particular attack per Activation (per Offensive Phase). Previously Activated units may never participate in any subsequent Activations and/or attacks, even if they did not attack (though were Activated) hitherto.
EXCEPTION: Armor Reaction Attacks (see [5.17]).
Any infantry-type* land unit(s) that are Activated by an HQ must be within range of that activating HQ's command radius at the moment the land unit(s) conduct the attack (although the targeted hex itself need not be within that activating HQ's command radius).
*Defined as any non-artillery, non-armor, non-mechanized, non-motorized and non-cavalry land unit.
Any attacking land unit(s) may only attack an adjacent (and connected) target hex, though a land unit may be Activated and then moved adjacent to any intended target hex (if within movement range), and then attack (per the normal combat sequence).
No land unit may ever attack any empty (i.e., unoccupied) enemy hex* (even if it is within enemy ZOC), any enemy air and/or naval unit (even if it is presently at a base or port, respectively), any unoccupied enemy installation (except an unoccupied fort, which possesses an inherent strength of "2"), or any lone enemy General. Any undefended enemy hex may be simply captured when occupied by any combat land unit (see [5.11]).
*Except as an Amphibious Assault (see [3.25]).
No land unit may attack across an impassable hexside, or an all-lake or all-sea (unless across a ferry symbol) hexside (i.e., if there is no connecting land bridge from the attacking land unit or unit's hex to the target hex).
EXAMPLE: A land unit in hex W 6134 may attack an enemy land unit in hex E 0135, but not W 6033.
Each individual land combat attack (i.e., each die roll) is always directed at one specific target hex, and never more (regardless of the quantity of participating units). Moreover, the same target hex may not be attacked more than once during the same Step (although a target hex may possibly be attacked more than once within the same Phase and/or monthly game-turn).
EXCEPTION: No coastal hex may be attacked more than once via an Amphibious Assault during the same monthly game-turn, except per optional rule [11.47], if in play.
All defending land units in a target hex must be attacked as an aggregate group (i.e., as a net combat strength value). The attacking player may not only attack some units, but not others (in the same hex). The defending player may choose to only defend with some units in a particular target hex (e.g., if some units are out-of-supply, and others are not), although all of the defending land units in the same target hex are liable to the same combat result, even if the defending player elected to exclude some land units from contributing combat strength points to that hex's defense.
Multiple attacking land unit chits in the same stack may attack different target hexes from that stack (if more than one land combat attack is legal per the current Activation method; see [5.0]), although each individual target hex must be declared and identified as such before any actual land combat attacks. Individual steps or combat points of the same land unit may never be individually apportioned to attack different target hexes or different units.
Attacking land units cannot cancel any announced attack after any Paradrop has occurred in the target combat hex during the same Activation (unless the paratrooper unit had been eliminated prior to or as a result of the Paradrop). Additionally, if a defending US player declares the usage of a Magic chit, the Japanese player may not then cancel his announced attack upon that target hex, nor may any player cancel his announced attack after either side has declared and expended an Offensive for a Re-Roll option. Of course, no player may ever cancel his attack after actually rolling the land combat attack die roll to resolve that attack.
If any attacking land unit(s') hex(es) are over-stacked (at the time of an attack), only as many land units as may legally stack in the attacking units' hex(es) may attack from the attacking hex(es). Furthermore, if any defending land unit(s') target hex is over-stacked (at the time of the attack), only as many defending land units as may legally stack in the defending unit(s') target hex may defend in such a hex. In any case, the owning player must choose and announce which land units are participatory. Nonetheless, any over-stacked land units are always liable to the same combat results as the otherwise legally-stacked land units.
Fighting Vichy units in Indochina may not ever conduct any land combat attack at less than a 1-1 combat odds ratio.
[5.16] Land Combat Die Roll Modifiers
After declaring each land combat attack, but before rolling the die, the players must ascertain all applicable land combat die roll modifiers, noted as follows:
NOTE: All land combat die roll modifiers are cumulative.
Chinese Communist Combat Bonus: Any Chinese Communist land combat attacks against any enemy units (within China or Manchukuo) are entitled to a +1 land combat die roll bonus. Conversely, any enemy land combat attacks against Chinese Communist units (within China or Manchukuo) must suffer a -1 land combat die roll penalty.
Air Superiority Bonus/Penalty: If any unrivaled friendly air unit(s) currently occupy the airspace (i.e., are "aloft") over a land combat hex (after all air combat, if any, has been resolved therein), the friendly land unit(s) are entitled to a land combat die roll modifier. If attacking (with unrivaled air superiority), the land attack is entitled to a +1 land combat die roll bonus. However, if defending (with unrivaled air superiority), the land attack must suffer a -1 land combat die roll penalty. If rival friendly and enemy air units occupy the same airspace (i.e., are "aloft") over the same land combat hex (after all air combat, if any, has been resolved therein), then no air superiority modifier may be applied to that land combat attack.
NOTE: Air superiority is only applicable if the collective unrivaled friendly air unit(s') combat strength (in the target hex) totals at least 2 combat strength points (e.g., a single 1-5/0 Naval-Air unit cannot - by itself - imbue air superiority).
Sneak Attack Bonus: If the Sneak Attack Bonus is currently in effect (see [10.2]), any Japanese land combat attacks are entitled to a +2 land combat die roll bonus during the first Sneak Attack monthly game-turn, and then a +1 land combat die roll bonus during the second consecutive Sneak Attack monthly game-turn.
Soviet City Penalty: Any land combat attacks against any Soviet combat land unit(s) presently in any Soviet home city (i.e., within the Soviet Union) must suffer a -1 land combat die roll penalty.
Monsoon Weather Penalty: Any land combat attacks against defending target hexes during Monsoon weather conditions (where Wet is in effect; see [1.3] and [1.4]) must suffer a -1 land combat die roll penalty.
Concentric Attack Bonus: Any land combat attacks from at least two diametrically opposite land hexes (i.e., from at least two opposite sides) upon the same target hex (during the same land combat attack) are entitled to a +1 land combat die roll bonus. Dual Amphibious Assaults upon opposite sides of an island or a peninsula is not considered a Concentric Attack.
NOTE: Fortifications, unaccompanied Generals, non-land units, non-attacking land units and/or ZOCs do not - in and of themselves - ever qualify as attackers when determining attacks from diametrically opposite hexes.
Mountain Terrain Penalty: Any land combat attacks against any enemy combat land unit(s) presently in any mountain hex must suffer a -1 land combat die roll penalty.
Paradrop Bonus: If a paratrooper unit successfully conducts a Paradrop into a target combat hex (if the paratrooper unit did not become depleted as a result of the drop) just prior to a conjunctive land combat attack, that land combat attack is entitled to a +1 land combat die roll bonus. A paratrooper unit that conducts an attack alone (as a Paradrop) is also entitled to a +1 land combat die roll bonus normally (but only if the lone paratrooper unit did not become depleted as a result of the Paradrop).
Strait Penalty: Any land combat attacks against any enemy land unit(s) across a strait, must suffer a -1 land combat die roll penalty. This modifier applies in addition to the normal halving effect for land combat attacks across a strait (see [5.14]).
1944 Soviet Armor Bonus: Beginning in 1944 (i.e., as of the January monthly game-turn, and until the end of the war), all Soviet armor units (not mechanized or motorized units) receive a +1 land combat die roll bonus during any land combat attacks in any clear terrain hex, but only if there is no enemy air superiority in the target hex. Any such attack, however, must consist of at least 50% armor combat strength points to be eligible for this land combat die roll bonus. Conversely, any enemy land combat attack against a hex consisting of at least 50% Soviet armor units must suffer a -1 land combat die roll penalty (beginning in 1944), but only if there is no enemy air superiority in the target hex.
NOTE: Mechanized and motorized units are not considered "armor" for purposes of this rule.
Jungle Terrain Penalty: Any land combat attacks against any enemy combat land unit(s) presently in any jungle hex must suffer a -1 land combat die roll penalty. This penalty does not ever apply to Japanese land combat attacks, however.
Jungle-Mountain Terrain Penalty: Any land combat attacks (including Japanese land combat attacks) against any enemy combat land unit(s) presently in any jungle-mountain hex must suffer a -2 land combat die roll penalty.
Supply Status Penalty/Bonus: If any land combat attack includes any out-of-supply land unit(s) - even if not actually "marked" as out-of-supply - the land combat attack must suffer a -2 land combat die roll penalty. Conversely, any land combat attack against any out-of-supply land unit(s) - even if not actually "marked" as out-of-supply - is entitled to a +1 land combat die roll bonus.
If a defending hex includes some land unit(s) that are out-of-supply, but others that are not, the defending player may choose (before the combat die roll) to exclude all of the out-of-supply units from that land combat, and thereby avoid the out-of-supply die roll modifier. However, any land unit(s) excluded from land combat cannot contribute any combat strength points to that land combat. If any out-of-supply land unit(s) are included in any land combat, the out-of-supply die roll modifier then applies normally.
NOTE: A functional Permanent Fortification automatically provides supply for one land unit (only) in its hex. Thus, if a Permanent Fortification hex itself is out-of-supply, one land unit (of the owning player's choice) in that hex is considered to be supplied.
Amphibious Assault Penalty: Any land unit(s) that are performing an Amphibious Assault land combat attack upon an enemy's coastal hex (even if not occupied) must suffer a -3 land combat die roll penalty (-4, if a Soviet Amphibious Assault), unless that Amphibious Assault includes at least 50% "Marine" (if a US Amphibious Assault) or "SNLF" (if a Japanese Amphibious Assault) combat strength points. If an Amphibious Assault includes at least 50% "Marine" or "SNLF" combat strength points, that Amphibious Assault land combat attack must only suffer a -1 land combat die roll penalty.
An assaulting player may abrogate the Amphibious Assault penalty if the Amphibious Assault is coordinated with a normal land combat attack upon the same target coastal hex (i.e., from any connecting land hex or hexes). The coordinating land combat attack, however, must consist of at least 50% of the total land combat strength points attacking the target coastal hex (i.e., where the Amphibious Assault is occurring). In such a case, the Amphibious Assault penalty is nullified (and the attack is not considered an Amphibious Assault for re-roll purposes).
NOTE: If a coordinated land combat attack originates from across a river, the attacking, coordinating land unit(s) are halved normally, and thus is only counted as half when determining the ratio of amphibious-to-over-land land units.
[5.17] Armor Reaction Attack
Whenever - during an Offensive - any land unit(s) completely vacate a hex that is within any armor, mechanized and/or motorized unit's (or stack's) ZOC (i.e., any armor, mechanized and/or motorized unit with a circled movement rating), that enemy armor, mechanized and/or motorized unit (or stack) is eligible to conduct an Armor Reaction Attack before the vacating land unit(s) actually exit that hex. Any number of eligible enemy armor, mechanized and/or motorized units (and accompanying Generals, if any) may participate in an Armor Reaction Attack (if within stacking limits), even if from different hexes, provided that each participating armor, mechanized and/or motorized unit is adjacent to the vacating unit(s), and also projects a ZOC into the exited hex. An Armor Reaction attack does not require the expenditure of an Offensive.
Armor, mechanized and/or motorized units may conduct an Armor Reaction Attack regardless of their own Activation status (if otherwise eligible to do so). Moreover, an Armor Reaction Attack has no effect upon any armor, mechanized and/or motorized unit(s') pending Activation status(es), one way or the other. In addition, any land unit(s) that completely vacate a susceptible hex may be subject to an Armor Reaction Attack normally, even if merely vacating the susceptible hex during an Advance After Combat, a Breakthrough, an Exploitation and/or a Secondary Advance (or normal movement).
Terrain, weather and supply considerations do apply normally, although air units and/or naval units may not participate in any Armor Reaction Attack, nor may an Armor Reaction Attack ever involve any Paradrop.
Detachment Left in Contact (DLIC)
No Armor Reaction Attack is permitted if the vacating unit(s) leave at least one land unit behind (except lone Coastwatchers, HQs and/or Generals) in the exit hex. Furthermore, retreating units are never subject to any Armor Reaction Attack. As implied above, Armor Reaction Attacks are never permitted during the Movement Phase.
The combat result of any Armor Reaction Attack is always implemented immediately. If an Armor Reaction Attack combat result is a DE, or causes a retreat (whether voluntarily or not), the attacking armor, mechanized and/or motorized unit(s) may then Advance After Combat normally (i.e., into the adjacent vacated hex), although they are never required to do so.
[5.18] Land Combat Effects
After rolling each land combat attack die, and then consulting the Combat Results Table (printed on the map), the indicated land combat attack effects must be implemented as follows (see below):
Land Combat Results
In all cases, the defending player is required to implement his applicable combat result effects first. All land combat results are only ever applicable to land units.
- AE = All of the attacking units are eliminated (i.e., removed from the map).
- 3/- = The attacker loses (i.e., must eliminate) three land steps / The defender is unaffected.
- 2/- = The attacker loses (i.e., must eliminate) two land steps / The defender is unaffected.
- 1/- = The attacker loses (i.e., must eliminate) one land step / The defender is unaffected.
- [-/1] = The attacker is unaffected / The defender loses (i.e., must eliminate) one land step, unless the defending hex contains a fortification symbol or chit (or is a Soviet home city hex; see [10.10]), in which case the attacker loses (i.e., must eliminate) one land step instead, but the defender is unaffected.
EXCEPTION: If the Japanese Sneak Attack Bonus is currently in effect, a Japanese [-/1] land combat attack result upon any enemy fortification chit is considered a normal -/1 result instead (i.e., a defender step loss).
- -/2● = The attacker is unaffected / The defender loses (i.e., must eliminate) two land steps. If this combat result eliminated at least 1/2 (i.e., half) of the total defending land unit steps in the combat target hex, the defender is subject to a Retreat Check / Banzai Check (see below).
- -/3● = The attacker is unaffected / The defender loses (i.e., must eliminate) three land steps. If this combat result eliminated at least 1/2 (i.e., half) of the total defending land unit steps in the combat target hex, the defender is subject to a Retreat Check / Banzai Check (see below).
- DE = All of the defending units are eliminated (i.e., removed from the map).
Implementing Step Losses
A step loss is implemented by flipping any one full-strength land unit (that engaged in the cognate combat), or by eliminating one land unit that was already depleted (that engaged in the cognate combat). Paratroopers, however, regardless of their size, must be eliminated (completely) if they suffer any step loss (or are selected as a step loss). If multiple step losses occur, players choose to implement the multiple step losses the same way from among any of the participating land units in any factorable, binary combination (e.g., a player that suffers three step losses may opt to eliminate one full land unit and deplete another, or deplete three full land units, assuming - in the latter case - at least three land units participated in that combat engagement).
NOTE: Players may not voluntarily eliminate more steps than is required by any particular land combat result.
Eliminated land units are returned to the owning player's force pool (including minor partner ally land units), unless noted as (cbr) in the force pool (i.e., cannot be rebuilt). Some infantry units that became eliminated within their home nation's borders are eligible to be placed into the Replenishment Box instead, and are thus eligible for Replenishment (see [7.14]).
Retreat Checks
On any Combat Results Table result with a "●" (dot) symbol (if the combat result eliminated at least 1/2 of the total defending land unit steps), the defender must conduct a Retreat Check. In such a case, the defending player must roll one die (8-sided) immediately following that combat result die roll. If the defender rolls a number that is equal-to or greater-than the attacker's net land combat die roll attack result (i.e., the combat result that caused the retreat check), the defender must then immediately retreat (i.e., move) all defending (i.e., surviving) land units (in the target combat hex) one hex (closer* to a friendly supply source) into any legally accessible adjacent land hex that is not occupied by any enemy chit (although the retreating unit or units can force a lone enemy HQ to be "bumped"; see [5.2]). All retreats are mandatory, even if detrimental (unless a Banzai Attack occurs instead; see below). No units may ever retreat more than one hex, however, regardless of any other present circumstances.
*When any land unit(s) are retreating closer toward a supply source, the defending player may designate any legitimate supply source as compliant per this stipulation (i.e., even if it is not necessarily the "closest" friendly supply source) unless the retreating land unit(s) are currently out-of-supply at the moment of the required retreat (even if not marked with an "Out-of-Supply" chit). Any retreating land unit(s) that are currently out-of-supply must always retreat toward the "closest" friendly supply source possible.
EXAMPLE: An attacker result of "6" on the 2-1 odds column is a "-/2●" result, which requires the defender to lose two steps and check for a possible retreat (if there were not more than four - that is, more than 1/2 land unit steps in the target combat hex). Thus, the defender must roll an 8-sided die. If the defender also rolls a "6" (or greater), the defender must then retreat all remaining land units in the target combat hex one hex away (toward a friendly supply source), even if the retreat would be detrimental to the retreating (or any other) unit(s).
Land units may never retreat into any uninhibited enemy ZOC, even if contested. Retreating land units may retreat into an enemy ZOC if the hex is occupied by any other friendly land unit(s) or any friendly fortification (an inhibited enemy ZOC hex).
Retreating unit(s) may not retreat into or across any hex that is otherwise prohibited to land movement.
Retreating unit(s) may retreat into an unoccupied enemy-owned hex (if not within any enemy unit's uninhibited ZOC), although any such hex is not then considered friendly to the retreating (or compatriot) unit(s). If the retreating unit(s) remain in the hex unto the beginning of the next monthly game-turn, however, such a hex will then become controlled by the retreating unit(s), and is considered friendly to them (and any compatriot units).
A stack of multiple retreating units may be split up and retreated in different directions, if desired, provided that each retreat hex is closer to a friendly supply source than the combat hex (and, of course, an eligible retreat hex, as explained above).
NOTE: If possible, any retreating unit(s) must always choose to retreat without over-stacking (if any other valid retreat hexes exist). If no other valid retreat hex(es) exist, retreating unit(s) may temporarily* over-stack with other non-retreating land units (if eligible) in a retreat hex. In such a case, the owning player may not subsequently attack and/or defend with any units in excess of the legal stacking limits, however. Any retreating land unit(s) that are currently out-of-supply, though, must always prioritize a retreat path that is closer to a friendly supply source - even if such a hex would become over-stacked - rather than a hex that would not become over-stacked, but is further from a supply source.
*Until the end of the Movement Phase.
If any retreating unit(s) retreat into a hex with any other friendly land unit(s), the retreating unit(s) may not contribute combat strength to the defense of that same hex if that hex is attacked during the same Step - in which the retreating unit(s) retreated - nor may any retreating unit(s) be eliminated or depleted to comply with any enemy's combat result upon that same hex. However, if an enemy's combat result causes more step losses than actually exist in that same combat hex (notwithstanding the retreated units), then enough of those retreated unit(s) must be expended to settle any excess step losses. Furthermore, any DE result upon any hex with any retreated land unit(s) always eliminates all of the units in that same combat hex (including those that had retreated therein).
Retreated units are not applicable when determining if "1/2" of the units in a combat hex have been eliminated (subjecting such units to a Retreat Check, if such is the case). Retreated units are, however, subject to any additional retreat result upon their hex, and must retreat again if the other unit(s) therein are required to subsequently do so.
Any unit(s) that are unable to retreat (e.g., because of terrain restrictions) are immediately eliminated instead).
Voluntarily Retreat
If at least 1/2 of the land steps in a combat hex are eliminated (requiring a Retreat Result), the owning player may voluntarily retreat all of the surviving land units, even if not required to do so. In such a case, however, the owning player must retreat every unit therein. A player may not voluntarily retreat only some units, but not others. Japanese land units may never voluntarily retreat, if optional rule [11.8] is in effect.
Banzai Attack Checks
If any Japanese (only) combat land unit (or stack) is required to retreat (i.e., as a result of a mandatory Retreat Result), the Japanese player must first (i.e., before conducting that required retreat) conduct a "Banzai Attack Check". In such a case, the Japanese player must roll another die (8-sided) immediately following that mandatory Retreat Result. If the Japanese player rolls less than the preceding Retreat Check die roll, then that Japanese combat land unit (or stack) must immediately conduct a mandatory Banzai Attack instead (i.e., instead of a retreat), as explained below. If the Japanese player rolls any other number, no Banzai Attack can occur, and that Japanese combat land unit (or stack) must then immediately retreat normally, per above.
To resolve a required Banzai Attack, the Japanese player must immediately conduct a normal land combat attack (upon any one adjacent enemy occupied hex of the enemy player's choice, provided at least one enemy combat land unit in that hex participated in the original fomenting land combat attack). Only the abovementioned mandated Japanese combat land unit(s) (and any accompanying General, if any) may participate in that Banzai Attack (if within stacking limits), regardless of their own Activation status (if otherwise eligible to do so). A Banzai Attack does not require the expenditure of any Offensive. Terrain, weather and supply considerations do apply normally, although air units and/or naval units may not participate in any Banzai Attack, nor may any Banzai Attack involve any Paradrop. Also, an Armor Reaction Attack is not permitted against any Banzai Attack.
The combat result of any Banzai Attack is always implemented immediately. If a Banzai Attack combat result is a DE, or causes a retreat (whether voluntarily or not), the attacking Japanese unit(s) may then Advance After Combat normally (i.e., into the adjacent vacated hex), though they are never required to do so.
[5.19] Advance After Combat
If a land combat result causes all of the defending units to be eliminated or retreated (i.e., vacating the hex), the attacking land unit(s) are then eligible to Advance After Combat. Only as many units as may be legally stacked in the target combat hex may be advanced therein after combat, although the attacking player may choose any combat land unit(s) - of those that had participated in the land combat attack - to Advance After Combat. Accordingly, a player may choose to advance some land units (of those that attacked), and not others, if he prefers. However, a player is never required to Advance After Combat. A land unit that is eligible to Advance After Combat may never advance into any other hex, however (i.e., other than the hex it attacked).
Advance After Combat Attrition
If the land combat die roll is a -/1, -/2● or -/3● result (and if that result eliminated or forcibly retreated all of the enemy land units in that target combat hex), the attacking player - if choosing to Advance After Combat - must eliminate one friendly land unit step* (only from among those that participated in the attack), regardless of how many of the attacking land units actually Advance After Combat. However, the attacking player may simply decline to Advance After Combat altogether (and thereby avoid the required step loss). In that case, none of the attacking units may Advance After Combat during that monthly game-turn.
*Of the attacking player's choice, provided that the step to be eliminated had participated in that attack.
If the attacking player chooses not to Advance After Combat, any subsequent move (e.g., during the Exploitation Step) into that same hex (during that same monthly game-turn) requires a step to be eliminated nonetheless (from among the unit or units subsequently entering that hex, whether or not the entering unit or units participated in the original attack).
NOTE: If a paratrooper unit has participated in a land combat attack (if the land combat die roll is a -/1, -/2● or -/3● result, and if that result eliminated or forcibly retreated all of the enemy land units in that target combat hex), the attacking player may opt to eliminate (but not merely deplete) the paratrooper unit to comply with the requisite land unit step loss (to Advance After Combat). However, if the attacker declines to Advance After Combat - after an attack involving any paratrooper unit(s) - a paratrooper unit must still be eliminated nonetheless (it must be depleted normally after the Paradrop per [4.24], and then depleted again to comply with the requisite land unit step loss to Advance After Combat in such a case). Of course, the attacking player may elect to deplete another of the participating land unit steps (i.e., other than the paratrooper unit) to avoid eliminating the paratrooper unit (in which case the paratrooper unit then occupies the target combat hex normally, albeit as depleted normally).
If the land combat die roll is a DE result, the attacking land unit(s) are never required to eliminate any land unit step to Advance After Combat.
When any land unit(s) Advance After Combat, the advancing land unit(s) then automatically capture any installation(s) in the target hex (although any fort is automatically eliminated when captured).
If an Amphibious Assault eliminates or forcibly retreats all of the defending enemy land units in the assault hex, the assaulting land unit(s) may then occupy that assault hex as a normal Advance After Combat, and capture any installation(s) in that hex (though any fort is automatically eliminated when captured). If the combat result is a [-/1] (if not against a fortified hex; see [5.18]), a -/2● or a -/3● result, the assaulting land unit(s) must then eliminate one land unit step upon their occupation of the targeted assault hex, even if the assault hex was defended by an Intrinsic Garrison. However, If the combat result is a DE result, the assaulting land unit(s) are simply landed in that targeted assault hex, and no mandatory step loss is incurred.
Unoccupied enemy control of a hex or enemy ZOC therein has no effect upon any Advance After Combat. Immediately after any Advance After Combat, however, enemy ZOC (if any) is projected into the combat hex normally.
Defending units never Advance After Combat.
Secondary Advance (After Combat)
Any friendly land unit(s) that did not participate in a particular attack (but were Activated for the current Offensive) are eligible to conduct a Secondary Advance (after combat). Any such land unit(s) may simply move into the hex(es) exited by the initial advancing land units (within the legal stacking limits in each such hex). Furthermore, any other friendly land unit(s)* that did not participate in the preceding attack (but were also Activated for the current Offensive) are likewise eligible to advance into the hex(es) exited by the first Secondary Advance, and so forth, until all of the Activated units' movement is completed.
*Including eligible land units disembarking from an STP or CL/DD combination.
Additionally, a Secondary Advance may be conducted during the Exploitation Step (even if a secondary advancing unit did not conduct any attack during the Combat Step beforehand), though any eligible land unit(s) may conduct a Secondary Advance during the Combat and Exploitation Step (if Activated as part of that same Offensive), provided that the land unit(s) possess enough movement to enter each hex.
NOTE: A Secondary Advance may not be conducted during the Breakthrough Step.
Bounding Overwatch
Unlike Advance After Combat, a Secondary Advance is subject to the normal enemy ZOC effects, inasmuch as a lone land unit currently within an enemy ZOC may not conduct a Secondary Advance. However, a stack of land units may also conduct a Secondary Advance, although - to do so - the stack must leave at least one land unit behind in any hex it advances from. Per compliance thereto, any secondary advancing land unit(s) may then be moved from an enemy ZOC to an enemy ZOC, even if inhibited.
A Secondary Advance may be employed following a successful Armor Reaction Attack(s), normally.
[5.20] Eliminating Generals
Generals are only ever affected during an enemy attack that eliminates every land unit in the General's same hex (i.e., stacked with the General chit). If every land unit stacked with a General is eliminated (as a result of a combat elimination, but not due to an elimination as a result of being out-of-supply), the defending player must then immediately roll one die (6-sided): On a die roll of 1-2, the General is eliminated (permanently) and removed from the game. The following Generals, however, are subject to a die roll modifier when checking for their elimination:
- +1: General MacArthur
- -1: General Buckner
- -1: General Wingate
- -2: Any Japanese General
Nonetheless, on a net die roll of 3-6, the subjected General is removed from the map and returned to the force pool. Then, that General is eligible to arrive in play again as of the following Seasonal Turn normally (during the Unit Arrivals and Removals Step).
A lone General cannot be attacked, and thus is never subject to a combat elimination. However, if any enemy land unit enters a lone General's hex, the General chit is simply removed from the map and returned to its force pool.
[5.21] Armor Breakthroughs
Armor Breakthroughs occur before the Combat and Exploitation Steps of the Offensive Phase, which - if successful - may allow other land units to follow-up each Armor Breakthrough attack (presumably to capitalize upon a breach in the enemy's present positions). All Armor Breakthrough Movement and/or attacks must occur during the Breakthrough Step of the Offensive Phase. As implied, only armor, mechanized and/or motorized units are eligible to conduct any Armor Breakthrough (although paratrooper units may participate as an affiliated Paradrop). A General that is stacked with an armor, mechanized and/or motorized unit(s) may contribute its combat and exploitation capability during the Breakthrough Step normally. Only armor, mechanized and/or motorized units with a circled movement rating are eligible to perform Armor Breakthroughs.
When performing an Armor Breakthrough, only a single stack of armor, mechanized and/or motorized units may do so (i.e., multiple stacks of armor, mechanized and/or motorized units in different hexes may not coordinate to attack the same hex as an Armor Breakthrough). Furthermore, the armor, mechanized and/or motorized stack must begin the Step stacked together (and also remain stacked together until the Armor Breakthrough attack is resolved).
All standard terrain movement costs apply normally, although Armor Breakthrough attacks are never permitted into any jungle, jungle-mountain or marsh hex.
Activation
An armor, mechanized and/or motorized stack may be Activated as a Stack Activation to conduct an Armor Breakthrough attack (i.e., at a cost of one Offensive normally).
Multiple armor, mechanized and/or motorized stacks may also be Activated via an HQ Activation to conduct multiple individual Armor Breakthrough attacks (a cost of one Offensive to Activate the HQ). As such, the HQ may Activate as many eligible armor, mechanized and/or motorized stacks as equal to the HQ's command rating (i.e., an HQ with an command rating of "2" may Activate up to two armor, mechanized and/or motorized stacks to conduct two individual Armor Breakthrough attacks).
NOTE: Multiple armor, mechanized and/or motorized units within the same hex may be Activated separately (i.e., to perform separate Armor Breakthrough attacks), provided that each such Armor Breakthrough attack is Activated and resolved upon a different target hex.
If multiple armor, mechanized and/or motorized stacks have been Activated to conduct separate Armor Breakthrough attacks (during the same Breakthrough Step), each Armor Breakthrough attack and all associated movement must first be resolved completely and concluded sequentially, before beginning the next pending Armor Breakthrough. In all cases, separate Armor Breakthrough attacks may not be directed against the same target hex during the same Breakthrough Step.
Pre-Attack Armor Breakthrough Movement
Prior to an Armor Breakthrough attack, an armor, mechanized and/or motorized stack may move up to 2 hexes* (but never more), or 1 hex if moving from enemy ZOC to enemy ZOC. A General, if present, is irrelevant in this regard, but may accompany the move normally. The armor, mechanized and/or motorized stack may temporarily over-stack, if necessary (because stacking limits are not enforced until the end of the current Step), although only as many armor, mechanized and/or motorized units as may legally stack in the attacking armor, mechanized and/or motorized units' hex may attack from that attacking hex.
*If within normal movement point allowances.
Armor Breakthrough Attacks
After performing Pre-Attack Armor Breakthrough Movement (if any), the armor, mechanized and/or motorized stack then conducts the Armor Breakthrough attack (although Pre-Attack Armor Breakthrough movement is not a requisite to conduct an Armor Breakthrough Attack). The attacking player may also attempt a Paradrop into the target combat hex at this time (see [4.1])*. Both the attacker and the defender may then contribute Ground Support and/or Naval Bombardment (if allowable) per the normal rules, resolving all interceptions and combat normally.
*If an Armor Breakthrough attack results in an attacker step loss (either due to a failed Armor Breakthrough attack, or as an Advance After Combat Attrition, after a "●" result), an extant participating paratrooper unit (i.e., after the Paradrop) may be eliminated (not merely depleted) to fulfill one required step loss.
If an Armor Breakthrough attack has been successful, the armor, mechanized and/or motorized stack may then Advance After Combat normally, and is eligible to conduct Armor Breakthrough Movement.
Armor Breakthrough Movement
Immediately after any successful Armor Breakthrough attack (whether or not the armor, mechanized and/or motorized stack had Advanced After Combat), the armor, mechanized and/or motorized stack is entitled to perform Armor Breakthrough Movement. If no eligible General (i.e., with a circled exploitation rating) is stacked with the armor, mechanized and/or motorized stack, the stack may then move 1 hex (regardless of ZOC, in this case). If, however, a friendly eligible General is stacked with the armor, mechanized and/or motorized stack, the stack may then move up to the extent of that General's printed exploitation rating (per the normal movement, supply and weather rules).
NOTE: In APTO, the only Generals that are capable to extend Breakthrough Movement are the General Zhukov and General Kravchenko chits, unless playing a Combined Game (i.e., in which any AETO Generals and armor and/or mechanized units enter the Pacific Theater; see [5.21]).
After the Armor Breakthrough Movement, flip the participating General (if any) to its reverse side, indicating that the General cannot contribute any additional movement to that armor, mechanized and/or motorized stack during the remainder of that monthly game-turn. That armor, mechanized and/or motorized stack is then marked with an "Active" chit normally.
NOTE: A moving armor, mechanized and/or motorized stack may be split up as it is moving (within the aforementioned movement limits), even if any of the armor, mechanized and/or motorized units do not actually remain with the actuating General chit.
Repeated Armor Breakthrough Attacks
If any Breakthrough attack fails to extirpate the target hex (or if the Armor Breakthrough attack is canceled prior to the attack die roll), the surviving armor, mechanized and/or motorized unit(s) must repeat the attack again during the Combat Step. Because the repeated attack is occurring during the Combat Step (of the Offensive Phase), other friendly units are eligible to participate in that repeated attack. All units are then marked with an "Active" chit normally.
Armor Breakthrough Restrictions
- An armor, mechanized and/or motorized stack that begins the Offensive Phase in a hex that is affected by Monsoon or Wet weather condition cannot conduct any Breakthrough attack. A hex affected by Monsoon or Wet weather condition cannot be attacked or entered as a Breakthrough.
- An armor, mechanized and/or motorized stack conducting an Armor Breakthrough attack is not eligible to participate in the Exploitation Step of the same Offensive.
- No unit may conduct a Secondary Advance after an Armor Breakthrough attack (i.e., during the Breakthrough Step).
- An armor, mechanized and/or motorized stack (that had conducted an Armor Breakthrough) cannot move during the normal Land Movement Step. An armor, mechanized and/or motorized stack (that conducted a Breakthrough) may, however, conduct a normal land attack during the Combat Step (after which its movement is considered ended for the duration of that current monthly game-turn).
- If any paratrooper unit has participated in a failed Armor Breakthrough attack (i.e., an attack that fails to extirpate the target hex), the paratrooper unit is automatically eliminated. If any paratrooper unit participates in a successful Armor Breakthrough attack (assuming it survives), the paratrooper unit must remain in the target hex (as Activated). It may defend normally (and retreat, if necessary), although it may not move or attack for the duration of the current monthly game-turn.
After concluding the Breakthrough Step of a Land Offensive, any participating General(s) are then flipped to their reverse (ineligible to exploit) sides, regardless of their contribution (or lack thereof) to any Armor Breakthrough.
[5.22] Armor Exploitations
During an Offensive Phase, Activated armor, mechanized and/or motorized units (if stacked with a General) may conduct normal movement during the Land Movement Step, and attacks during the Combat Step, and then additional movement and attacks during the ensuing Exploitation Step. Only armor, mechanized and/or motorized units with a circled printed movement rating (stacked with a General) are ever eligible to perform Exploitation Movement and/or attacks.
NOTE: In APTO, the only Generals that are capable to conduct Armor Exploitation Movement and Attacks are the General Zhukov and General Kravchenko chits, unless playing a Combined Game (i.e., in which any AETO Generals and armor and/or mechanized units enter the Pacific Theater; see [5.21]).
Exploitation Eligibility
During the Exploitation Step of the Offensive Phase (i.e., after the Combat Step), any Activated armor, mechanized and/or motorized unit(s) that are stacked with a General may perform Exploitation Movement if all of the following conditions apply:
- If there are no adverse weather conditions (such as Wet) in the hex occupied by the exploiting armor, mechanized and/or motorized unit(s) and General.
- If the Activated armor, mechanized and/or motorized unit(s) conducted a normal land attack, and successfully vacated the target hex, or conducted no attack(s), but remained in supply after normal movement during the Land Movement Step of that same Offensive Phase.
- If the armor, mechanized and/or motorized unit(s) did not participate during the Breakthrough Step.
- If the armor, mechanized and/or motorized unit(s) and General began the Exploitation Step stacked together (though they need not have necessarily been stacked together before then).
Exploitation Movement
When beginning any Exploitation Movement, all eligible armor, mechanized and/or motorized units (stacked with a General) may move up to the extent of the General's printed exploitation rating*. Unlike Armor Breakthrough Movement, a moving stack of multiple armor, mechanized and/or motorized units may split up as it moves (within the aforementioned movement limits), even if any particular armor, mechanized and/or motorized unit does not actually remain with the actuating General chit (if any). All MP costs and movement restrictions apply normally to an Exploitation Movement, except as noted below:
*A General's exploitation rating always supersedes the printed movement rating of any armor, mechanized and/or motorized unit(s) it is stacked with (during Exploitation Movement only; this supersedence does not apply during the Breakthrough Step).
NOTE: Any armor, mechanized and/or motorized unit(s) that begin their Exploitation Movement as supplied are considered to be in supply for the duration of their movement (and any subsequent Exploitation attacks that they conduct). Supply considerations are only applicable to any participating armor, mechanized and/or motorized unit(s) at the beginning of that Offensive and at the end of the current Exploitation Step (see [7.10]).
Exploitation Attacks
After conducting all Exploitation Movement, if any (unlike Armor Breakthroughs, which are resolved sequentially), the exploiting armor, mechanized and/or motorized unit(s) may then conduct Exploitation attack(s), if adjacent to any eligible target hex (although Exploitation movement is not a requisite to conduct an Exploitation attack). Each armor, mechanized and/or motorized stack may attack a different target hex, or, several armor, mechanized and/or motorized stacks may collectively attack the same target hex, if desired. Exploitation attacks are conducted and resolved like normal land combat attacks (which may include participating paratrooper units as an affiliated Paradrop), although Exploitation attacks are not required to be within the command radius of any activating Command Agent. Both the attacker and the defender then contribute any Ground Support and/or Naval Bombardment (if available) per the normal rules, resolving all interceptions and combat normally.
NOTE: Any air unit(s) that had supported an armor, mechanized and/or motorized attack during the Armor Breakthrough Step and/or the Combat Step are also eligible to support an Exploitation attack (see [4.1]).
After resolving each of the Exploitation attacks, the successfully attacking armor, mechanized and/or motorized unit(s) may then Advance After Combat normally. Unlike during Breakthroughs, any land unit(s) (if not Activated during a previously Offensive) may conduct a Secondary Advance normally as well.
Any Exploiting armor, mechanized and/or motorized unit(s) may be commanded by any other simultaneously Activated HQ (if within that HQ's command radius), even if that activated HQ (during the Exploitation Step) is not the original HQ that initiated the Activation of the armor, mechanized and/or motorized unit(s) during the previous Combat Step. All normal international cooperation restrictions apply normally, however (see [9.26]).
Exploitations Restrictions
- Only armor, mechanized and/or motorized units (with a circled movement rating) may ever perform Exploitation Movement and/or attacks.
- Only armor, mechanized and/or motorized units (with a circled movement rating) that were Activated during the previous Command Status Step or Land Movement Step may conduct any Exploitation Movement and/or attack(s) during the Exploitation Step. Multiple participating armor, mechanized and/or motorized units may only conduct as many Exploitation attacks as is normally permitted by the Command Agent that had initiated the original Activation(s). Multiple accompanying Generals may conduct additional Exploitation Movements, but they cannot conduct attacks in excess of the original Activating Command Agent(s) normal attack limit (see [5.0]).
Part 6: Movement Phase
During the Movement Phase of the current monthly game-turn, any land units that had not been Activated during the Offensive Phase (of the same monthly game-turn) are eligible to move during the current Movement Phase. Additionally, land and air units in any functioning port may be disembarked during the Movement Phase (subject to all disembarkation stipulations).
NOTE: No land units may cross a neutral border (i.e., as an invasion) during the Movement Phase.
[6.0] Moving Land Units
All normal land movement rules (as are applicable during the Offensive Phase) also apply during the Movement Phase, although only unactivated land units may be moved during the Movement Phase.
Unactivated land units may move up to the extent of their own printed movement during the Movement Phase. Such land units may occupy (and capture*) enemy-owned hexes (if unoccupied by enemy land units), although no land unit may ever conduct any land attack during the Movement Phase. Unactivated HQs and/or Generals may be moved pick-a-back with any land unit(s) they are stacked with, or they may move alone (with an assumed movement rating of "5"). A General's own Exploitation Rating is irrelevant in this regard. Lone HQs and lone Generals, however, may not move into any uninhibited enemy ZOC (even if contested).
*Generals and HQs cannot capture any enemy hex(es).
All terrain effects and weather effects (as determined during the Weather Phase) apply normally during the Movement Phase, although terrain and weather effects are never applicable to any moving General's and/or HQ's inherent movement rating. All ZOC effects apply normally during the Movement Phase.
NOTE: Any land unit is always eligible to move at least one adjacent land hex (if otherwise eligible), even if the current weather and the terrain in the intended land hex require more MPs (to enter) than the adjacent land unit(s) possess.
Combining Land Units
Depleted land units (of the exact same type) can be combined to form full-strength land units. Because land units exist as either one or two steps, two familial one-step land units (in the same hex) can be combined to form one two-step (i.e., full-strength) unit of the same type. A combination of two depleted land units does not require any movement point expenditure, but may only occur during the Movement Phase.
[6.1] Rail Movement
Any nation or colony with a map-printed RAIL CAP value (and map-printed rail line hexes) is allotted a specific Rail Capacity, which indicates the number of friendly unactivated land units that may be moved (via rail) from and/or into that nation or colony location via that Rail Capacity during the Movement Phase of each monthly game-turn (irrespective of terrain or the railed land unit's printed movement rating).
Eligible Units
Any unactivated land unit chit (including HQs and/or Generals) regardless of its type, strength or size - may be moved by rail via the available Rail Capacity of an eligible nation or colony location. Each Rail Capacity point may be used to rail one land unit chit (whether a one or a two step land unit), although HQs and Generals stacked with any railed unit may ride pick-a-back freely.
NOTE: Any eligible land unit that is debarked during the Movement Phase is eligible to be railed normally after debarkation (assuming the debarkation location is accessible to a rail line and Rail Capacity, unless that unit's location is obstructed by enemy ZOC upon its debarkation.
Rail Capacity
During the Rail Movement Step of the Movement Phase, the moving player may rail any land unit(s) from (i.e., from within) and/or to (i.e., into) a friendly-controlled nation or colony with existing Rail Capacity (and accessible rail line hexes). As such, the moving player must specify what unit(s) are being moved via rail, and what friendly-controlled nation's or colony's Rail Capacity will be utilized. That friendly-controlled nation or colony must be either the origin or the destination of the unit(s) to be railed. The moving player may not utilize the Rail Capacity of any nation or colony wherein the railing unit(s) are merely railing through.
Any unit(s) to be railed from a particular nation or colony may rail along any path or route of contiguous rail line hexes to any other friendly-controlled rail line hex(es) on the map (not in an enemy land unit's uninhibited ZOC). Conversely, any unit(s) to be railed to a particular nation or colony may rail along any path or route of contiguous rail line hexes from any friendly-controlled rail line hex(es) on the map. In either case, the path of rail movement may be of any length; there is no maximum or minimum movement requirement for any unit(s) moving by rail (e.g., a unit may rail entirely within the nation wherein it began rail movement). Of course, a unit may not rail from, into or through any nation or colony without a Rail Capacity (whether a Rail Capacity is simply absent, or reduced to zero as a result of enemy bombing; see [2.6]).
A railing unit may rail through any other friendly nation or colony (barring other restrictions, such as obstructing enemy ZOC) via a path or route of contiguous rail line hexes, although rail movement through any particular friendly nation or colony does not ever utilize its Rail Capacity.
EXAMPLE: Australia's Rail Capacity is "5". Thus, the Australian player - utilizing the Australian Rail Capacity - may rail up to five Australian units within Australia via any accessible rail line hex(es) on the map (along any path or route of contiguous rail line hexes).
NOTE: A nation or colony (and its present Rail Capacity) is considered to remain owned (and utilizable) by the current owning player until it is conquered or liberated by an enemy power.
Rail Movement Procedure
During the Rail Movement Step of the Movement Phase, the railing player may rail any unactivated eligible land unit (or stack) from a friendly rail line hex (that is not within enemy uninhibited ZOC) - via rail movement - to any other linked, friendly controlled rail line hex on the map (also not within enemy uninhibited ZOC). Furthermore, any unactivated eligible friendly land unit (or stack) that is not presently in a rail line hex may be moved (via normal land movement) to a friendly rail line hex (that is not within any enemy uninhibited ZOC) and then "entrained" (costing one MP to do so). Any land units already in a rail line hex need not expend an MP to entrain, however, even if they had not used any rail movement during the previous monthly game-turn.
Once "entrained" (on a rail line hex), the railing player may simply move the entrained unit (or stack*) from its current rail line hex along a contiguous path or route of rail line hexes (following the course of the rail line itself) to a desired, friendly destination rail line hex. As it moves, a railing unit or stack may not "hop" non-connected rail lines in adjacent hexes, but must move from its origin hex along a linear path of any utilized rail lines to its destination hex. The path of the rail movement may be of any length; there is no maximum or minimum movement requirement for any unit (or stack) moving via rail.
*When railing a stack of multiple units, stacking limits only apply in the starting and ending rail line hexes.
No land unit may ever rail through or into any neutral or enemy controlled, occupied or owned hex, even if the ZOC in such a hex is contested. A land unit may, however, rail into, out of or through any rail line hex that is presently occupied by another friendly land unit, even if within enemy Zone of Control.
Once in a destination rail line hex, no such railing land unit may be moved from that hex via normal movement for the duration of the current monthly game-turn. Railed land units need not be detrained, per se; they simply end their rail movement in the last rail line hex they enter.
Units previously transported via ATP or STP are eligible to move via rail during the same monthly game-turn, unless they had been Activated.
Rail Movement Restrictions
- A land unit Activated during the preceding Offensive Phase cannot move by rail.
- A land unit cannot move by rail if - at any time - it is within or enters an enemy land unit's uninhibited Zone of Control (even if contested). This restriction is not applicable if another friendly land unit occupies (i.e., inhibits) the hex wherein the enemy's ZOC extends.
- A land unit moving by rail may enter friendly-controlled (or allied) hexes only.
- A land unit is eligible for rail movement only if, at the instant it moves, it may trace an overland line of supply to a legal supply source.
Effects of Conquest upon Rail Movement
A conquered nation will retain an inherent Rail Capacity of 1 (useable by the conqueror), but never more (regardless of its pre-conquest Rail Capacity). A conquered nation's original Rail Capacity is not restored if the nation is subsequently liberated. It remains as 1 Rail Capacity.
Domestic Rail Capacity Reduction (after an Invasion)
Any nation that loses its capital (assuming this does not result in a conquest) automatically losses 1 Rail Capacity (although only if a rail line symbol traverses through that capital city's hex). The lost Rail Capacity is regained if the capital is regained (but not if it is a liberation, which does not reconstitute lost Rail Capacity).
Rail Movement to/from the Front Lines
An invading power may rail friendly land units in, out of, or through a nation that is not yet conquered if the invader controls each utilized rail line hex therein. Each utilized rail line hex must not be within uninhibited enemy ZOC, however (even if that hex is contested).
Soviet Off-Map Rail Allowance
The Soviet player may rail any Soviet land unit(s) off map via hex W 5811, W 5818, W 5823, W 5824 and/or W 6028 (during any monthly game-turn), and thereby arrive (during the same monthly game-turn only) in either of the other four Soviet map-edge rail hexes (i.e., hex W 5811, W 5818, W 5823, W 5824 and/or W 6028), assuming that the rail hex to be entered is not presently occupied by any enemy land unit, nor is within any enemy land unit's uninhibited ZOC (even if contested).
Any Soviet land unit that rails off map, and then arrives in any other Soviet map-edge rail hex (i.e., hex W 5811, W 5818, W 5823, W 5824 and/or W 6028) must immediately end its rail movement there, and is not eligible to rail or move any further during the same monthly game-turn (i.e., a Soviet land unit that rails off map must end its movement upon re-entry onto the map). No unit may ever rail and remain off of a game map.
Soviet European Theater Rail Movement Allowance
If playing a Combined Game, any Soviet land unit(s) that rail to or from the European Theater must exit and/or enter the Pacific map via the Soviet map-edge rail hexes (e.g., hex W 5811). A Soviet land unit (of any type) that exits the Pacific must halt its rail movement upon entering Europe (and vice versa), but may then continue its rail movement normally as of the following monthly game-turn.
United States' Rail Deployment
Any one US land unit in the United States Box may be railed to the Panama hex (or vice versa) per each monthly game-turn. This allowance may also apply to the United States Box in the European Theater, if playing a Combined Game. In either case, no more than one US land unit may be railed to or from the Panama hex per monthly game-turn.
Part 7: Supply and Replenishment
Supply
All units in the game must be sustained by supply while moving and/or the moment of combat to avoid adverse consequences during play. Furthermore, the supply status of all units in the game must be audited during the Supply Step of the End Phase.
Replenishment
During the Replenishment Step of a monthly game-turn's End Phase, some eliminated infantry units (if any) will be eligible to become automatically replenished. Some depleted air units will be eligible to be rebuilt, and some destroyed installations will be eligible to be repaired.
[7.0] Supply Sources and Creating Supply
Supply for every land and air unit automatically originates in any friendly home city/resource hex. Any unit(s) that can trace an unobstructed path of passable land hexes to a supply source (which can also be supply chits) is automatically considered to be "in supply". No other mechanics or game pieces are involved. ATPs and STPs (as well as CL/DD combinations) may possibly be used to ferry supply chits to tenable locations that are not accessible from any supply sources.
Map Supply Sources
Each friendly home city/resource hex in a nation automatically functions as a supply source for all of that nation's units (if such units can trace an unobstructed path of passable land hexes thereto), unless the city/resource hex is currently "isolated" (see [7.8]). A captured city/resource hex will no longer function as a supply source, until it is recaptured (at which time it again functions as a supply source normally). In addition to home city/resource hexes, applicable units of the following nations are eligible to draw supply from the locations stipulated below:
- Australia: UK and/or US unit(s) in Australia may also draw supply from any Australian supply source(s) normally.
- China: In addition to home city hexes, the Chinese Supply hex (W 5109) functions as a supply source for Chinese units.
- France: French (or Vichy) units in Indochina may also draw supply from Saigon (W 2713).
- Japan: In addition to home city/resource hexes, Mukden (W 5022) functions as a supply source for Japanese units. Japanese units in New Britain may draw supply from Rabaul (E 4229), if Rabaul is captured. Formosa (W 3621), Iwo Jima (W 3733), Okinawa (W 3825), Paramushiro (W 0327) and Truk (W 3628) themselves are never considered supply sources, but are always in supply. Japanese units in Indochina may draw supply from Saigon (W 2713) as of the Summer Seasonal Turn of 1941 (see [8.0]).
- Soviet Union: In addition to home city/resource hexes, the Soviet Supply hexes (W 5811 and W 6028) function as supply sources for Soviet and Mongolian units. Kamchatka and Sakhalin are never considered supply sources, but are always in supply.
- UK: UK and Australian units may draw supply from the India Box (or the supply source hexes on the "India" map, if in play; see [11.41]). Additionally, UK and Australian units in New Britain may draw supply from Rabaul (E 4229). UK and Australian units in Malaya may draw supply from Singapore (W 2112). The Maldives is never considered a supply source, but is always in supply.
NOTE: A maximum of two US units may also draw supply from the India Box (or any "India" map supply source, if in play) normally.
- US: US (and Free French) and UK units may draw supply from the United States Box, while US units in Hawaii may draw supply from Pearl Harbor (E 2501). Additionally, US units in the Philippines may draw supply from Manila (W 3021). Panama itself is never considered a supply source, but is always in supply.
- Minor Nations: In addition to home city/resource hexes, any island hex or colony city (e.g., Palembang) owned by a minor nation is never considered a supply source, but is always in supply for any minor nation unit(s) there.
Supply Chits
Supply chits serve as portable, temporary supply sources. There are two types of supply chits; Air Supply and Sea Supply. Air Supply chits may be transported by ATPs. Sea Supply chits may be transported via STPs or CL/DD combinations.
Supply chits are not built, per se, but are merely freely created in any friendly, supplied* port or airbase hex that currently harbors an STP, CL/DD combination (see [3.27]), and/or ATP chit. Supply chits may not be created in any location without an STP, CL/DD combo or ATP (except in an "isolated" supply source; see [7.8]). What is more, a player may only create as many supply chits as may be legally loaded aboard whatever STP(s), CL/DD combo(s) and/or ATP(s) are in that hex. Players may not create excessive supply chits expressly for the purposes of stockpiling supply chits in any hex. As such, when created, all supply chits must be (and are always assumed to be) loaded aboard whatever STP(s), CL/DD combo(s) and/or ATP(s) are in that hex.
*If an unobstructed path of passable land hexes is traceable to a home Map Supply Source.
Supply chits (either Air or Sea) may only be created during the Naval and Air Phase, although they do not cost any EPs, but are free and may simply be created in any port or base that is not currently "isolated" (and also harbors an STP, CL/DD and/or ATP). A player is free to create as many supply chits as can be loaded on whatever transporting vehicles exist in each such hex. Obviously, an STP, CL/DD combo and/or ATP cannot carry more supply chits than their own load capacity permits. Thusly, transporting vehicles with any supply chit(s) already embarked are limited to whatever load capacity remains (if any). As such, no supply chit may ever be created during any other Phase of the game (they may only be created during the Naval and Air Phase).
Supply Logistics
During the Naval and Air Phase, any supply chit in a hex may be expended to create another identical supply chit in another hex, provided that an unobstructed path of friendly controlled land hexes exists betwixt each location. For example, if the Australian player has a supply chit in Darwin, but an STP in Derby (and an unobstructed path in-between both cities), the supply chit in Darwin may be expended to create an identical supply chit in Derby (which is then assumed to be automatically embarked aboard the STP there).
[7.1] Embarking Supply Chits
ATPs must embark supply in their own starting airbase hex, although STPs and CL/DD combos may move to an eligible supplied functioning port, embark supply (at no additional MP cost), and then continue moving (up to the extent of their own printed movement). As delineated previously, however, Sea Supply chits may simply be embarked in their port of origin, assuming that port of origin is functional (i.e., undamaged) and not "isolated".
Any Sea Supply chit presently occupying any port that also functions as an airbase may be converted into one Air Supply chit (thus expending the Sea Supply Chit and creating an Air Supply chit) if a transporting ATP is presently based at that airbase. As such, the created Air Supply chit is then considered to be automatically loaded aboard that ATP immediately. A Sea Supply chit may never be created from any Air Supply chit, nor may multiple Air Supply chits be converted to a Sea Supply chit.
Each Sea Transport Point (i.e., one STP) or single CL/DD combo may haul exactly one Sea Supply chit. Similarly, each Air Transport Point (i.e., one ATP) may haul one Air Supply chit. A single STP (i.e., point), CL/DD combo or ATP (i.e., point) may never transport a supply chit and any unit concurrently. When embarked, an STP, CL/DD and/or ATP may then be moved normally toward and/or into any legal friendly, functioning port or airbase, respectively.
NOTE: A port or an airbase that is already presently accessible (via an over-land line of supply) to another map supply source (i.e., a city/resource hex) is not considered a legal disembarkation location.
[7.2] Transporting Air Supply Chits
During the Air Movement Step of the Naval and Air Phase, each Air Transport Point may transport one Air Supply chit from its current airbase to a functional destination airbase hex within the ATP's own printed range. Various ATPs have various printed ranges, but no ATP may transport an Air Supply chit any farther than its own printed range number (the lower right hand number on the chit). Of course, any applicable inclement weather effects apply normally (see [1.5]).
ATPs are subject to air interception and air combat normally. If air combat does occur, all air combat is thus resolved normally. Unlike Bombers, if an ATP is escorted by any friendly Fighter-type air unit(s) - or if any friendly Fighter-type air unit(s) are counter-intercepting an enemy air interception -, the ATP cannot be attacked in air combat unless every friendly present Fighter-type air unit (that is flying as a Fighter) is also concurrently being attacked during that same air combat engagement.
When a transporting ATP arrives in a destination airbase, that ATP may immediately return to its previous airbase, although it may - if the owning player prefers - remain at the airbase to where it had been flown (assuming that the airbase would not be over-stacked as a result).
Airbase Supply Capacities
One Air Supply chit may be placed in a hex for each airbase capacity there (e.g., an airbase that may base three air units may also hold up to three Air Supply chits, but not more). An Air Supply chit cannot be debarked into any port, nor may a Sea Supply chit be debarked onto any non-port airbase or airstrip. However, Air and Sea Supply chits (in the same hex) do not otherwise interfere with each other (e.g., a city/resource Major Port is capable of retaining up to three Sea Supply chits and two Air Supply chits; see Player Aid Card "I").
[7.3] Emergency Air Supply Drops
Ordinarily, Air Supply chits (transported via ATPs) may only be unloaded into a friendly, functioning airbase hex. However, each major power is eligible to conduct an Emergency Air Supply Drop mission, in which one Air Supply chit may be "dropped" into a land hex from an aloft ATP - without the ATP chit being required to land in the drop hex - (during the Naval and Air Phase or Offensive Phase). In doing so, however, the dropping Air Transport Point must be eliminated in the intended drop hex as a result. An Air Supply Drop may only be conducted within the participating ATP's printed range. Of course, any applicable inclement weather effects apply normally (see [1.5]).
Any such ATP is subject to air interception and air combat normally while en route or in the drop hex. If air combat occurs in the intended drop hex, all air combat is resolved before the supply drop. If there are multiple Air Transport Points in the air combat hex, the owning player must indicate which ATP(s) are actually carrying any Air Supply chit(s). Unlike Bombers, if a participating ATP is escorted by any friendly Fighter-type air unit(s) - or if any Fighter-type air unit(s) are counter-intercepting an enemy air interception -, the ATP cannot be attacked in air combat unless every friendly present Fighter-type air unit (that is flying as a Fighter) is also concurrently being attacked during that same air combat engagement.
Once the participating (i.e., "dropping") ATP is in the intended drop hex (assuming it survived air combat thereto, if any), the owning player must then roll one die (6-sided) to determine the Air Supply Drop's accuracy, resolved as follows:
- Die roll of 1 to 3 = Successful Air Supply Drop in ATP's present hex.
- Die roll of 4 to 6 = Drop into an adjacent hex (i.e., of the closest enemy player's choice).
The accuracy die roll may be modified, depending upon the terrain in the intended drop hex: If the intended drop hex is a coastal, jungle (or forest, in Europe), mountain or swamp hex, a +1 die roll modifier (cumulative) is applied.
After an Air Supply Drop (whether it is successful or not), the participating ATP is then immediately eliminated.
If the Air Supply chit is "dropped" into a viable hex, one unit (per each Air Supply chit) may draw supply from that chit normally, assuming that unit can trace an unobstructed line of supply (per [7.7]) to it.
If an Air Supply chit is dropped into a hex with a replete supply capacity, it is eliminated instead. Moreover, an Air Supply chit will be automatically eliminated if it lands in any enemy, neutral, all-sea hex, or any hex where another supply chit is already present. Air Supply chits that are dropped into an all-lake hex are also automatically eliminated (although lake coastal hexes are always treated as normal coastal hexes). An unintended supply drop within any neutral nation is never considered a declaration of war.
If an Air Supply chit drops into any location that is inaccessible to any friendly units (for whatever reason), it obviously may not impart supply at that time (e.g., if an unobstructed line of supply cannot be traced thereto). In such a case, any Air Supply chit that is "dropped" will automatically be expended at the end of the same monthly game-turn, even if no unit ever draws supply from it.
[7.4] Debarking Sea Supply Chits
During the Naval and Air Phase (only), an STP or CL/DD combo docked in a friendly, functioning port (not merely in a port hex) may debark a Sea Supply chit therein. Sea Supply chits may not be debarked into any hex with a replete supply capacity, nor may a Sea Supply chit be debarked into any location that is already a Map Supply Source (see [7.0]), unless that Map Supply Source is currently "isolated" (see [7.8]).
An STP or CL/DD combo that is carrying a Sea Supply chit cannot enter any port that already contains its maximum capacity of supply chits (see below), even if the STP(s') or CL/DD combo(s') remain in that port hex. Of course, a player may voluntarily eliminate any Sea Supply Chit(s) in a port with a replete supply capacity to allow an otherwise ineligible STP or CL/DD combo to enter therein.
Port Supply Capacities
A Coastal City or a Minor Port may each contain a maximum of one Sea Supply chit. A Major Port can contain a maximum of three Sea Supply chits.
A Sea Supply chit can never be debarked onto any non-port airbase or airstrip, nor may an Air Supply chit be debarked into any port. However, Air and Sea Supply chits (in the same hex) do not otherwise interfere with each other (e.g., a city/resource Major Port is capable of retaining up to three Sea Supply and two Air Supply chits; see Player Aid Card "I").
[7.5] Emergency Sea Supply Debarkation
Ordinarily, Sea Supply chits (transported via STPs) may only be debarked into a friendly, functioning port. However, each major power is eligible to "drop-off" one Sea Supply chit onto any non-port friendly controlled clear coastal hex once per each monthly game-turn (during the Naval and Air Phase or Offensive Phase). In doing so, however, the debarking player must eliminate (at any time during that same Phase) one STP presently in that debarkation coastal hex. "Emergency Sea Supply Debarkation" may never be conducted by any CL/DD combination.
This allowance is only permitted once per each monthly game-turn, although Emergency Sea Supply Debarkation may not be conducted in any hex that already contains another Sea Supply (or Air Supply) chit.
[7.6] Transporting Supply via Submarine
A full-strength (i.e., non-depleted) tactical submarine unit may be used to embark, transport and debark one Sea Supply chit (i.e., placing the supply chit itself under the submarine chit in doing so). While carrying the Sea Supply chit, however, the submarine unit is considered unarmed, and thus cannot attack any naval unit, even if it itself is intercepted and/or attacked. If a supply-laden submarine unit is sunk, both the submarine unit and the supply chit are eliminated. Moreover, if a supply-laden submarine unit becomes depleted, the supply chit is eliminated as a result.
A submarine unit embarking, transporting and debarking a Sea Supply chit does so in accordance with the exact same rules governing STPs. As such, an eligible submarine unit may "drop-off" a Sea Supply chit onto a non-port friendly clear coastal hex (which is considered an Emergency Sea Supply Debarkation for the monthly game-turn). In any case, however, the supply-laden submarine unit must be depleted (i.e., flipped to its depleted side) immediately after debarking the Sea Supply chit, even if it is debarking supply into a functioning port.
A supply-laden submarine unit may never debark supply into any hex with a replete supply capacity, nor may a Sea Supply chit be debarked into any location that is already a Map Supply Source, unless that Map Supply Source is "isolated" (see [7.9]). When the Sea Supply chit has been debarked, however (and immediately after the submarine unit has been depleted), the submarine unit is assumed to be rearmed automatically, and may fight in combat (albeit depleted) per [3.29] normally.
[7.7] Tracing a Line of Supply
Any unit(s) in any legal supply source location are automatically assumed to be in supply (unless "isolated"; see [7.8]). However, all combat units must be able to "trace" a "line of supply" to a valid supply source to be considered "in supply" at that moment.
A "line of supply" is defined as a contiguous path (of any length and course) of unobstructed friendly land hexes, which is not at any point - within uninhibited enemy ZOC (even if contested). Friendly land units will automatically inhibit any enemy ZOC in their own hex, although contested ZOC (i.e., two opposing ZOCs into the same unoccupied hex) does not inhibit enemy ZOC.
A line of supply cannot enter into any desert hex or through any jungle or jungle-mountain hex (except via a rail line). A line of supply may also not cross any impassable hexsides, or water (except via a ferry symbol). However, a line of supply may enter a jungle or jungle-mountain hex normally.
EXCEPTION: Sea Island Chain Supply ([10.42]).
Drawing Supply from Supply Chits
Each Sea Supply chit can provide supply to a maximum of four air and/or land units per monthly game-turn, regardless of their size, strength, nationality (regardless of its port of origin) and/or type. Each Air Supply chit can provide supply to a maximum of one air and/or land unit per monthly game-turn, regardless of its size, strength, nationality (regardless of its port of origin) and/or type. If any eligible unit draws supply from any Sea Supply chit, that particular unit is assumed to consume its portion of the chit's supply capacity. However, if the remaining portion of a Sea Supply chit's supply capacity remains unused, it is simply lost when the chit is expended during the End Phase.
EXCEPTION: Any combat unit with a fractional (or no) combat strength rating (e.g., 1/2) never consumes supply (though any such unit must, nonetheless, draw supply normally, and thus is subject to all other normal supply stipulations).
Combat Posture
Depending on whether they are attacking or defending, land combat units will consume supply somewhat differently: When defending against an enemy attack, any and all units that can trace a line of supply to any supply chit (even if only one chit) are considered to be automatically in supply during any enemy's attack (unless actually "marked" as "out-of-supply"). When attacking, however, each participating land unit (i.e., that is attacking) must be able to draw supply (from whatever available supply chit's supply capacity is existent) to avoid out-of-supply penalties. For example, if there is only one available Sea Supply chit (which can supply four units) in a particular locale, then only four land units may conduct an attack without incurring out-of-supply penalties. If more than four land units participate in that attack, the attack must then suffer out-of-supply penalties.
Consumed supply chits are expended during the Supply Step of the End Phase. Any supply chit that provides supply to any air and/or land unit (regardless of its type or size, except fractionally or non-combat rated units) during that monthly game-turn must be expended (i.e., removed from the map). If any particular supply chit(s) are not utilized to supply any unit (or only supply units with a fractional or non-combat strength rating), they are thus not consumed.
NOTE: If a unit* must draw supply from a supply chit in order to remain in supply, that supply chit must be expended for that purpose. Players may never voluntarily allow any units to become out of supply for the purpose of conserving any supply chits.
*Except combat units with a fractional (or no) combat strength rating.
Embarked Units
Any unit(s) embarked aboard any transporting ATP(s), STP(s) and/or CL/DD combo(s) are considered to be in supply, unless embarked as out-of-supply. The supply status of a transporting ATP or STP does not affect the supply status of any transported unit(s), and vice versa.
Paradrops Supply Provision
Any paratrooper units conducting a Paradrop are assumed to be in supply during that Paradrop. Furthermore, if successful (i.e., if all of the defending units were eliminated or retreated), one Air Supply chit is automatically landed* into the Paradrop hex with the surviving paratrooper unit (even if the Paradrop coincided with any land combat attack. If the paratrooper unit failed to capture the targeted Paradrop hex, it is immediately eliminated, and no Air Supply chit is landed. In either case, paratrooper units conducting a Paradrop are assumed to be in supply for the duration of that Offensive Phase.
*An Air Supply chit need not be brought along with the paratrooper unit(s). Rather, an automatic Air Supply chit is assumed to exist with a paratrooper unit, and is thus landed automatically, if its Paradrop is successful.
Units may not be intentionally "marked" as "out-of-supply" to avoid expending any available supply chit(s), although, if there is insufficient supply chits to supply every unit (in a particular hex, area or region), a player may decide which unit(s) will be supplied.
Amphibious Assaults Supply Provision
Any units conducting an Amphibious Assault are assumed to be in supply during the assault. Furthermore, if successful (i.e., if all of the defending units were eliminated or retreated), one Sea Supply chit is automatically debarked* into the assault hex with the surviving combat land units (even if the Amphibious Assault coincided with a normal over-land attack), in addition to any Air Supply chit landed in that same hex as a result of a Paradrop. If the Amphibious Assault failed to capture the targeted assault hex, any surviving assaulting unit(s) are then reembarked, and no Sea Supply chit is debarked. In either case, units conducting an Amphibious Assault are always assumed to be in supply for the duration of that Offensive Phase.
*A Sea Supply chit need not be brought along with the assaulting unit(s). Rather, an automatic Sea Supply chit is assumed to exist with the assaulting units, and is thus debarked automatically, if the Amphibious Assault is successful.
If the Amphibious Assault is successful, all of the surviving assaulting units must draw supply from the debarked Sea Supply chit during the Supply Step of the ensuing End Phase. If an Amphibious Assault is conducted against an unoccupied enemy hex (i.e., with only an Intrinsic Garrison) resulting in a 3/-, 2/- or 1/- result, any surviving assaulting land units (if any) are landed in the targeted assault hex normally, but no automatic Sea Supply chit is landed in the assault hex. Hence, all of those surviving assault units will become "marked" as "out-of-supply" during the Supply Step of the End Phase normally (unless another valid line of supply to the assault hex is subsequently established before then, or unless supplied via an Emergency Air Supply Drop, or an Emergency Sea Supply Debarkation; see [7.3] and [7.5] respectively).
Units may not be intentionally "marked" as "out-of-supply" to avoid expending any available supply chit(s), although, if there is insufficient supply chits to supply every unit (in a particular hex or area), a player may decide which unit(s) will be supplied.
[7.8] Isolated Supply Sources
Each home supply source must also automatically draw supply (via an unobstructed "line of supply") from at least one other home supply source within the same nation during each monthly game-turn. Inter-nation supply lines (to a home supply source from any other home supply source(s)) need not be managed manually, but rather is simply automatic until a particular home supply source cannot trace a line of supply to another home supply source. If, for any reason, a line of supply does not exist to a particular home supply source (during the Supply Step of the End Phase) from another home supply source, that home supply source is then considered "isolated".
EXCEPTION: Minor nation home supply sources are never "isolated". A supply source in any minor nation remains a supply source (for that minor nation's unit) until it is actually captured, although minor nation units are subject to out-of-supply effects normally if unable to trace an unobstructed line of supply to a valid supply source.
Isolation Effects
If a home supply source becomes "isolated", the owning player must roll one die (6-sided) during the Supply Step of the End Phase to determine how much supply capacity still remains in that home supply source hex. The die roll result simply equals the number of Sea Supply chits that are then placed into that home supply source hex, even if that hex is not a port (to be placed during the Supply Step, but before determining if any units are "out-of-supply", thereby allowing nearby isolated units, if any, to trace a line of supply thereto during that same Supply Step). This die roll is a one time event, only occurring as of the first monthly game-turn of any home supply source's "isolation". For the purposes of placing the Sea Supply chits in an isolated home supply source, supply chit stacking limits are ignored. However, If any other supply chit(s) are landed/debarked into any isolated home supply source hex, the landed/debarked supply chit(s) must not exceed that hex's supply capacity limit, including the Sea Supply chits placed there as a result of that home supply source becoming "isolated".
Isolated home supply sources - themselves - cannot provide supply (until any line of supply is reestablished to another valid supply source), although the remaining Sea Supply chit(s) therein will function as a supply source normally (until they are expended). Each Sea Supply chit can provide supply up to a maximum of four air and/or land units per monthly game-turn, regardless of the unit's size, strength and/or type. If there are insufficient supply chits to supply all of the units in the hex, area or region, the owning player may decide which unit(s) will receive supply. No units, however, may ever be intentionally "marked" as "out-of-supply" to avoid expending any available supply chit(s) in any isolated home supply source. If all of the remaining Sea Supply chits are expended (i.e., consumed), any unit(s) in the isolated hex, area or region are subject to the normal "out-of-supply" effects, unless another valid line of supply to the unit(s) is subsequently established before then, or unless supplied via an Emergency Air Supply Drop, or an Emergency Sea Supply Debarkation (see [7.3] and [7.5]).
NOTE: Home supply source ports cannot be "isolated" unless the port facility is entirely destroyed, or unless there is an enemy naval unit presently occupying the port hex itself (with a gunnery rating of at least "0").
Permanent fortresses are never subject to isolation, even if a port facility there (if any) is destroyed or blockaded.
Any unit(s) that placed on the map (during the Unit Arrivals and Removals Step of the Construction Phase) may not be placed in any isolated home supply source hex, even if actually scheduled to arrive in a specific hex (that is isolated). The presence of supply chit(s) does not mitigate that placement prohibition. If a particular unit is scheduled to arrive in a specific isolated home supply source hex, its arrival is therefore delayed - indefinitely, if need be - until that home supply source hex is no longer isolated (see [8.11]).
If any isolated home supply source's line of supply becomes reestablished (at any instant during a monthly game-turn) to another valid home supply source, it is then considered to be in supply again (i.e., no longer isolated). As such, any remaining Sea Supply chits there are immediately removed. If the supply source becomes isolated again (even during the same monthly game-turn), it is subject to "isolation" once again (and then subject to another Sea Supply allocation die roll).
[7.9] Artificial Ports (Mulberry Harbors)
(AETO only; this rule is not applicable in APTO)
[7.10] Out-of-Supply Units
During a monthly game-turn, each unit can be subject to two possible out-of-supply conditions, depending upon the type of unit and circumstances. Out-of-supply land units are subject to out-of-supply effects as of the instant that they become out-of-supply, and also subject to additional out-of-supply effects if they actually become "marked" as "out-of-supply" with an "Out-of-Supply" chit. Out-of-supply air and/or naval units, however, are only subject to out-of-supply effects if they actually become "marked" as "out-of-supply" with an "Out-of-Supply" chit. Players must note the substantive difference between units that are out-of-supply and those that are actually "marked" as "out-of-supply" with an "Out-of-Supply" chit (see [7.13]).
Any land unit(s) that cannot trace a line of supply during the Offensive Phase or the Movement Phase are considered out-of-supply at the instant that such a condition exists (although they are not actually marked as out-of-supply yet). If any unit (i.e., air, land or naval) remains out-of-supply unto the Supply Step of the End Phase, it is then "marked" as "out-of-supply" with an "Out-of-Supply" chit.
Multiple units in the same hex can be subject to different supply statuses, depending on the available supply capacity therein and/or thereto. If insufficient supply exists in any particular hex, area or region, the owning player may designate which unit(s) will receive the available supply. Also, the owning player may (with available supply) alternate the current supply status of different friendly units in the same hex, area or region during each monthly game-turn, thereby preventing all or some of those units from becoming subject to possible depletion.
Out-of-Supply Effects: Air Units
Out-of-Supply effects only apply to air units that are actually "marked" as "out-of-supply" with an "Out-of-Supply" chit, but not to any air units that are only momentarily out-of-supply.
If an air unit is "marked" as "out-of-supply", it may operate (i.e., fly) over its own current base hex, or into any adjacent hex only. Furthermore, an air unit that is "marked" as "out-of-supply" may only change base to another friendly base (within twice its own printed range, notwithstanding possible weather effects) during the Offensive Phase (but not during the Naval and Air Phase). An air unit that is "marked" as "out-of-supply" may only change base once (i.e., perform one "hop") to one other friendly base, until the instant it is no longer out-of-supply.
NOTE: Air units are not subject to out-of-supply depletion, even if marked as out-of-supply.
Out-of-Supply Effects: Land Units
Land units must - at all times - maintain an unobstructed line of supply to a valid supply source throughout a monthly game-turn (to avoid the out-of-supply effects). If any land unit(s) cannot demonstrate an unobstructed path of friendly over-land hexes (uncontested and uninhibited by enemy ZOC) to an eligible supply source (at the instant of movement or any attack), the unit(s) are immediately susceptible to the following out-of-supply movement and combat effects:
EXCEPTION: Any out-of-supply land unit(s) presently within any city hex will not suffer any out-of-supply effects (whether attacking or defending), unless actually "marked" as "out-of-supply" with an "Out-of-Supply" chit.
Out-of-Supply Movement Effects (Land Units)
Any land unit(s) beginning their movement as out-of-supply (whether during the Offensive Phase or the Movement Phase) will be affected by out-of-supply movement effects throughout that current Phase, even if the unit(s) reestablish a line of supply during their movement. Artillery, cavalry, commando, infantry, Marine (and SNLF) and/or paratrooper units that begin their movement as supplied will immediately become out-of-supply as of the instant it occurs during their movement, and are thus immediately subject to all out-of-supply effects (although a unit's movement remains as printed; i.e., it is not reduced if the unit began its movement as supplied). Armor, mechanized and motorized units that began their movement as supplied (at the start of a land Offensive) will remain supplied throughout the duration of that current Offensive (and their movement), even if they - at any moment - cannot trace a line of supply during the course of their movement. This capability only applies to armor, mechanized and motorized units during an Offensive in which they become Activated (i.e., not during the Movement Phase). All normal supply conditions apply to armor, mechanized and motorized units at the conclusion of any particular Offensive.
If any particular land unit (including HQs) begins its movement as out-of-supply, its movement allowance is reduced to 1 MP (which includes pre-Breakthrough, Breakthrough or Exploitation movement). A General's Exploitation rating cannot be utilized to ever exceed an out-of-supply movement limitation. A General's inherent movement (5 MPs) is not reduced if it is out-of-supply.
EXCEPTION: An out-of-supply commando unit's movement is not reduced as a result of being out-of-supply.
NOTE: Any armor, mechanized and/or motorized unit(s) that begin their Exploitation Movement as supplied are considered to be in supply for the duration of their movement (and any subsequent Exploitation attacks that they conduct). Supply considerations are only ever applicable to any participating armor, mechanized and/or motorized unit(s) at the beginning and at the end of the current Exploitation Step (see [7.10]).
Out-of-Supply Land Combat Effects (Land Units)
If any land unit conducts an attack while it is out-of-supply, a -2 die roll penalty is incurred (cumulative with all other land combat die roll modifiers). Commandos, however, only suffer a -1 die roll penalty when attacking as out-of-supply, unless attacking with any other out-of-supply (i.e., non-commando) land unit(s). If any combat land unit(s) conducts an attack upon any enemy land unit(s) that are out of supply, a +1 die roll bonus is applied (cumulative with all other land combat die roll modifiers). Attacks against out-of-supply enemy commando units, however, do not apply a +1 die roll bonus, unless that commando unit is stacked with any other out-of-supply non-commando land unit(s) at the moment of the attack (and assuming the defender chooses to include such units in the defense of that target hex).
Out-of-Supply Effects: Naval Units
If any naval unit, stack or task force is not docked in a supplied, functional port during the Supply Step of the End Phase and is not "refueled" at sea (via EPs; see [3.14]), it will be "marked" as "out-of-supply" with an "Out-of-Supply" chit. Naval units are not subject to out-of-supply effects during any other Phase of a monthly game-turn (unless still "marked" as "out-of-supply" from the previous monthly game-turn). Moreover, naval units that participate in Strategic Warfare (whether attacking or defending) are not subject to supply considerations while so engaged (see [3.14]).
If any naval unit is "marked" as "out-of-supply" with an "Out-of-Supply" chit, it must - at the first movement opportunity - move toward the closest (in MPs) friendly, supplied, functional port. If two (or more) friendly, supplied, functional ports are equidistant, the owning player may choose to proceed to either port. In any case, an out-of-supply naval unit may not deviate from the most direct movement route to the closest (chosen) friendly supplied port. Out-of-supply naval units must move at the fastest possible speed to reach that port, although a task force or a stack of naval units may move together, collectively moving equal to the printed speed of the slowest naval unit(s) with that task force or stack. If any naval unit(s) cannot reach the closest friendly, supplied, functioning port during a Phase of a monthly game-turn, the moving naval unit(s) must simply continue moving during subsequent Phases (and subsequent monthly game-turns, if need be) until reaching the port. If an out-of-supply naval unit, stack or task force is obstructed from moving to any friendly, supplied, functional port, that naval unit, stack or task force must stop and remain in the last eligibly reachable sea hex (as out-of-supply) until any friendly, supplied, functional port subsequently becomes accessible.
No out-of-supply naval unit(s) may attempt naval interceptions or perform any offensive actions while out-of-supply, though any such naval unit(s) will function and operate normally if engaged by the enemy. A Naval-Air unit aboard an out-of-supply aircraft carrier is also considered automatically out-of-supply, and thus is subject to the normal out-of-supply effects pertaining to out-of-supply air units (see above).
If the closest friendly supplied port does not possess enough Port Capacity to harbor some or all of the out-of-supply naval units, the out-of-supply naval units must, therefore, remain in the port's hex ("marked" as "out-of-supply") until sufficient Port Capacity becomes available. Any such naval unit(s) may not be moved thereafter, except to actually enter that port facility. If that port is subsequently destroyed, however, the out-of-supply naval unit(s) must then proceed immediately to the next closest friendly, supplied, functional port per the stipulations above.
NOTE: Naval units in any port hex are not considered in port unless actually docked in the port facility itself. Once in a friendly, supplied, functional port, out-of-supply naval units remain "marked" as "out-of-supply" until the end of the same Phase in which they entered that port. Naval units never consume supply or use any portion of any supply chit's supply capacity; they are automatically assumed to be "in supply" if docked in any friendly, supplied, functional port.
[7.11] Restoring Supply
If any unit is currently out-of-supply, it is immediately considered back "in supply" at the instant it can trace an unobstructed line of supply to any valid permanent supply source (regardless of the Phase). A unit may only trace a line of supply to a supply chit if that supply chit's entire supply capacity is not maintaining other units at that moment.
If a unit ("marked" as "out-of-supply" with an "Out-of-Supply" chit) is restored to supply, but then subsequently becomes out-of-supply again (during the same monthly game-turn), it is not "marked" as "out-of-supply" with an "Out-of-Supply" again chit again until (if still out-of-supply) the Supply Step of the End Phase (although the unit itself is still considered to be out-of-supply normally, nonetheless).
[7.12] Destroying and Capturing Supply
Destroying Supply
A player may voluntarily destroy any supply chit(s) currently in his possession during the Supply Step of the End Phase (but never during any other Phase of the game), unless aboard a naval unit. Any Sea Supply chit(s) aboard any STP and/or CL/DD combination may be removed from those ships (i.e., dumping it overboard) at any time during any monthly game-turn, thereby immediately eliminating the Sea Supply chit(s).
Map Supply Sources cannot be destroyed, although neither may their supply copiousness ever be captured or used by any enemy units (although the latter does not apply to liberated Map Supply Sources).
EXCEPTION: The French supply source in Saigon (W 2713) will become a Japanese supply source.
Capturing Supply
If any friendly land unit occupies a hex with any enemy supply chit(s) therein, that unit immediately gains control of the supply chit(s), which may be then used (i.e., consumed) normally (i.e., exactly as if they were supply chits originating from a friendly Map Supply Source).
[7.13] Depleting Out-of-Supply Land Units
If any land unit remains "marked" as "out-of-supply" with an "Out-of-Supply" chit during two or more consecutive Supply Steps (during the End Phase), each out-of-supply land unit chit is then susceptible to possible depletion. As of the second consecutive monthly game-turn of being "marked" as "out-of-supply" (during the Supply Step of the End Phase), the owning player must roll one die (6-sided) for each land unit remaining "marked" as "out-of-supply", resolved and modified (cumulative) as follows:
- Die roll of 1 = Two land unit steps are depleted.
- Die roll of 2 to 3 = One land unit step is depleted.
- Die roll of 4 to 6 = No depletion.
- -1: If the land unit is presently in a jungle or mountain hex.
- -1: If there is more than one out-of-supply combat land unit chit (with a printed combat strength of 1 or greater) in that same hex (per chit).
- +1: If the unit is a US land unit.
- +1: If the unit is a Japanese land unit.
- +1: If the unit is in a city.
- +3: If the unit is a commando unit.
Out-of-supply depletion effects are implemented immediately. Generals and/or HQs are only affected by a depletion result if every land unit in their same hex is eliminated. In such a case, the eliminated General and/or HQ is returned to the force pool normally. Any land unit that is eliminated as result of out-of-supply depletion is not eligible for Replenishment.
Any remaining out-of-supply units in that same hex are subject to a possible depletion during each subsequent Supply Step (per any adjusted modifiers, if any) until supply is restored, or until every unit there is eliminated.
[7.14] Replenishment (APTO)
During the Replenishment Step of an End Phase, Replenishment allows players to automatically (i.e., without EP cost) replace a limited quantity of specified infantry units that had been eliminated (as a result of land combat) within their own home nation during that same monthly game-turn*. No player may replenish any units that had been eliminated outside of their home nation, including annexed and/or conquered territories (exception: India), nor after the unit's home nation had been conquered, even if liberated. Replenishment also allows nations to rebuild depleted air units (via Pilot Recovery; see [7.16]) that had been depleted (as a result of air combat) within the unit's home nation. Players may also attempt to repair installations that had been destroyed (see [7.17]).
*Players are also eligible to purchase (via EPs) additional eligibly-replenished infantry chits.
Automatic Infantry Replenishment
Only specified infantry units that were eliminated (not merely depleted) as a result of land combat may ever be automatically replenished, listed as follows:
- Australia: Up to 1 eliminated infantry chit (maximum) anywhere within Australia proper.
- China: Up to 4 eliminated infantry chits (maximum, but not including 4-1 or 5-2 infantry chits) anywhere within China (but not Manchukuo).
- Japan: Up to 3 eliminated infantry chits (maximum) anywhere within Japan proper (i.e., not Formosa, or any Japanese island hex more than 4 hexes from Tokyo (W 4533)).
- UK: Up to 1 eliminated infantry chit (maximum) anywhere within India (not in the India Box).
- USSR: Up to 1 eliminated infantry chit (maximum) anywhere within the Soviet Union in the Pacific Theater.
Units that are not replenished during the Replenishment Step (of the monthly game-turn in which they became eliminated) are simply returned to the force pool. Any such unit(s) are not eligible to be replenished from the force pool subsequently.
Australia, China, Japan, UK and USSR are always entitled to the aforementioned automatic (i.e., free) infantry Replenishments (if eligible) regardless of their current EP tally on the EP Track (even if reduced to a zero EP income).
Purchased Infantry Replenishments
In addition to the automatic (i.e., free) infantry Replenishments, any player may also purchase any number of infantry chits (of any type) eliminated as a result of land combat (during the same monthly game-turn) with EPs currently cached on the EP Track (per the normal EP cost, as listed on the EP Costs Table). In this case, there is no limit to the number of eliminated infantry chits that a nation may purchase (of its own nationality) from the Replenishment Box, provided that the purchased infantry chit(s) became eliminated (as a result of land combat) within their own home nation.
Eliminated infantry chits in the Replenishment Box may be purchased with cached EPs on the EP Track (whether those EPs are in Economic Reserve or not). Deficit spending is not permitted.
Placing Replenishments on the Map
Whether free or purchased, all replenished chits must be placed in any friendly, supplied home nation hex (or India, in the case of the UK), but never within any enemy unit's ZOC, even if contested or inhibited. If no legal placement is possible, then no Replenishment placement is permissible. In such a case, the eliminated chit(s) must then simply be returned to the force pool (as if eliminated normally), and are not eligible to be replenished subsequently.
Replenishment Restrictions
- A replenished chit(s) cannot be placed aboard any STP or CL/DD combination, in any hex prohibited to entrance by land units, or in excess of normal stacking limits.
- Any chit(s) eliminated while out-of-supply or as a result of out-of-supply depletion (see [7.13]) cannot be replenished.
- Any chit(s) eliminated on any non-home island cannot be replenished. Furthermore, replenished chits cannot ever be placed on any non-home island (even if eliminated there).
- Any chit(s) that had been depleted, but not actually eliminated, cannot be "rebuilt" during the Replenishment Step. Only eligible eliminated chits may be placed into the Replenishment Box. Moreover, eliminated chits must be placed into the Replenishment Box in the exact condition as they were when they became eliminated (i.e., if a depleted unit is eliminated, that unit may only be placed into the Replenishment Box as depleted, and thus may then only be replenished as a depleted unit).
- Any chit(s) in the Replenishment Box that are not rebuilt during the Replenishment Step of the same monthly game-turn (in which they were eliminated) must be returned to the force pool as of the end of that monthly game-turn.
- A nation is only eligible to replenish eliminated chits of its own nationality (i.e., of its nationality's color, if listed on the nation's own order-of-battle).
[7.15] "Home Guard" (APTO)
If Japan proper (which includes any island hex within 4 hexes of Tokyo) is physically invaded by any enemy land unit(s), Japan will automatically receive a certain number of "Home Guard" units (which are not listed in the Japanese order-of-battle, but are included in the counter-mix; see counter-sheet #5).
Japanese "Home Guard" Mobilization
If any enemy (an enemy to Japan) land unit(s) actually occupy any Japanese hex (i.e., a Japanese homeland hex) during any monthly game-turn, the Japanese player may roll (during the Replenishment Step of that same monthly game-turn) one die (8-sided) to determine the quantity of Japanese "Home Guard" infantry steps that will immediately arrive within Japan (per the normal Replenishment placement stipulations). An automatic +1 die roll modifier will apply, however, per each enemy home city/resource hex that is currently controlled by the Japanese player. The Japanese player is entitled to roll for "Home Guard" mobilization once per each monthly game-turn in which any enemy land unit(s) occupy any Japanese homeland hex.
EXAMPLE: If any US land unit(s) physically invade Japan proper, the Japanese player may roll one die (8-sided) during the Replenishment Step of that same monthly game-turn. If the Japanese player rolls a "3", and also currently controls four Japanese home city/resource hexes (3 + four), a total of 7 Japanese "Home Guard" infantry steps will then immediately arrive in Japan proper from the counter-mix (i.e., three two-step Japanese "Home Guard" infantry units, and one half-step Japanese "Home Guard" infantry unit). If any enemy unit(s) still occupy any Japanese homeland hex during the following monthly game-turn, the Japanese player may roll for additional Japanese "Home Guard" steps, until all Japanese "Home Guard" units are presently in play (i.e., up to a maximum of twenty steps), or until there are no enemy land units remaining anywhere within Japan proper, which ever occurs first.
Japan may not accumulate more than 20 Japanese "Home Guard" steps (or 10 actual Japanese "Home Guard" infantry chits, whichever is greater) during any one monthly game-turn. However, the Japanese player may deploy arriving Japanese "Home Guard" steps in any grouping or dispersions that he desires (e.g., he may deploy 2 Japanese "Home Guard" steps as two one-step units or as one two-step unit), keeping in mind that no more than 10 chits may be on the map during any one monthly game-turn. When in play, Japanese "Home Guard" units cannot be voluntarily eliminated (to subsequently change their composition or placement, for example).
Japanese "Home Guard" Deployment
During the Replenishment Step, the Japanese player may deploy any arriving Japanese "Home Guard" unit(s) in any friendly, supplied land hex(es) within Japan proper, but not in any enemy-controlled or enemy ZOC hex(es). Any Japanese "Home Guard" unit(s) deployed within Japan proper cannot be transported to any other location (although the Japanese player may deploy any newly arriving Japanese "Home Guard" unit(s) in any legal location during the Replenishment Step, including any Japanese "Home Guard" unit(s) that had been previously deployed to another location but then subsequently eliminated).
All Japanese "Home Guard" units function exactly like normal Japanese infantry units, except that Japanese "Home Guard" units are never applied against stacking limits. Additionally, Japanese "Home Guard" units may not be deployed or moved to any hex or location that is outside of Japan proper (including colonies) for any reason.
If any enemy invasion is thoroughly repulsed (i.e., when there are no enemy land units remaining in any Japanese proper hex), all of the remaining Japanese "Home Guard" units are immediately removed from the map and returned to the counter-mix. If Japan is subsequently reinvaded, the Japanese player is then entitled to receive Japanese "Home Guard" units again normally.
Japanese "Home Guard" Restrictions
- Japanese "Home Guard" units may not be purchased or rebuilt via EPs. If eliminated, Japanese "Home Guard" units are simply returned to the counter-mix (and are thus eligible to arrive again during a subsequent die roll).
- Japanese "Home Guard" units may only arrive during the Replenishment Step.
United States "Home Guard" Mobilization
If Alaska proper (which includes any island hex within 5 hexes of Dutch Harbor) and/or if any Hawaiian island is physically invaded by any Japanese land unit(s), the US will automatically receive 1 (full-strength) US "Home Guard" unit (which is not listed in the US order-of-battle, but is included in the counter-mix; see counter-sheet #3) in Alaska (which includes any island hex within 5 hexes of Dutch Harbor) and/or 1 (i.e., full-strength) "Home Guard" unit on any Hawaiian Islands' hex. The same abovementioned procedural rules apply to a US "Home Guard" Mobilization, except that the US player is not required to roll any die, but rather simply receives the (full-strength) US "Home Guard" unit(s) automatically (in the territory of the Japanese invasion; i.e., Alaska and/or the Hawaiian Islands). Additionally, no more than one full-strength US "Home Guard" unit may be on the map (in each location) during any one monthly game-turn. All of the other aforementioned procedural stipulations (e.g., transport restriction) apply likewise to US "Home Guard" units (in their respective territory) normally.
[7.16] Pilot Recovery (APTO)
Any air unit (except an ATP) that becomes depleted (but not eliminated) within its home nation - if depleted over a friendly-controlled home hex (including over a friendly-controlled home coastal hex) - as a result of air combat*, a strafing attack, or collateral damage (regardless of the Phase) is eligible for Pilot Recovery during the Replenishment Step of the End Phase of that same monthly game-turn.
*Except any Kamikaze Attack (see [10.7]).
Procedure
During the Replenishment Step of any monthly game-turn (but not during any Seasonal Turn), a player may opt to "rebuild" any eligible, depleted combat air unit(s) to full-strength (via Pilot Recovery) at a cost of 4 EPs per air unit. Pilot Recovery may only be purchased with available EPs cached on the EP Track (whether these EPs are in Economic Reserve or not). No deficit spending is ever permitted.
US Submarine Pilot Recovery
Any US air unit (except an ATP) that becomes depleted (but not eliminated) as a result of air combat (regardless of the Phase) within 1 hex of any US submarine unit marked with a "P" (printed above the submarine's depiction) is eligible for Pilot Recovery during the Replenishment Step of the End Phase of that same monthly game-turn, per the same abovementioned procedure.
US PBY Pilot Recovery
Any US air unit (except an ATP) that becomes depleted (but not eliminated) as a result of air combat (regardless of the Phase) within 4 hexes of any US 4-12 (PBY) Bomber unit marked with a "P" (printed above the bomber depiction) is eligible for Pilot Recovery during the Replenishment Step of the End Phase of that same monthly game-turn, per the procedures of [7.16] normally.
NOTE: The US "PBY" and UK "Catalina" air units that are included with AOI (Africa Orientale Italiana, i.e., the East Africa expansion game) may not be employed to conduct Pilot Recovery (in any Theater), and therefore are not printed with a "P".
[7.17] Repairing Installations (Monthly Game-Turn)
During the Replenishment Step of the End Phase, a player may attempt to repair any destroyed installation(s) - that he owns - if the destroyed installation(s) to be repaired are presently in a friendly hex (whether the installation was destroyed during the current monthly game-turn or any previous monthly game-turn). Eliminated dirt airstrips cannot ever be repaired.
A destroyed installation may not be repaired if it is presently within any enemy unit's uncontested ZOC. If an enemy unit's ZOC into a particular installation hex is contested, a destroyed installation there may be repaired normally.
Procedure
To repair a destroyed installation (whether a chit or map-printed installation), the owning player must first expend 1 EP (per installation) with any available EP cached on his EP Track (whether the expended EP is in Economic Reserve or not), and then roll one die (6-sided), resolved and modified (cumulative) as follows:
- Die roll of 1 to 3 = No repair.
- Die roll of 4 to 6 = Successful repair.
- +1: If the installation is presently within its home nation.
- -1: If the installation is any type of fort.
- -1: If it is currently Monsoon or Wet weather condition (in any weather zone).
- -2: If the installation hex cannot currently trace a line of supply to any valid supply source.
If the specified installation is successfully repaired, it is thus considered repaired immediately. If the specified installation is unsuccessfully repaired, however, that installation is not eligible for another repair attempt until the Replenishment Step of an ensuing monthly game-turn, or until the ensuing Seasonal Turn (see [8.6]), whichever occurs first.
Part 8: Seasonal Turns and Income
During each Seasonal Turn, each of the players must manage his economy and production, attend to present political matters, and of course plan his military strategy, particularly with regard to the ensuing monthly game-turns, explained as follows:
Command Reassignments
During the Seasonal Turn, each player may opt to automatically remove any or all friendly Generals and/or HQs from the map (regardless of their current location anywhere on the map), even if currently isolated or surrounded by enemy hexes and/or units. After removing any or all friendly General(s) and/or HQ(s), the owning player may then freely re-deploy each available General and HQ chit at any time during the Seasonal Turn (ideally after all other arriving units have been placed on the map).
Any HQ chit(s) that had been eliminated in combat during any preceding monthly game-turn(s) are also now eligible to be re-deployed during a Seasonal Turn. Eliminated Generals (but only if eliminated as a result of combat), however, are permanently removed from the game when eliminated, and cannot ever be re-deployed.
[8.0] Minor Partners (APTO only)
The following political affiliations (listed alphabetically below) are assumed to be in effect.
Any minor nation will be automatically Activated, if invaded, during a monthly game-turn (see [9.1]), and thus becomes allied with the enemy of the invader.
- AUSTRALIA: Australia is an automatic ally of the UK and US, and considered to be at war with any nation that is at war with the UK and the US.
- BURMA: Burma is a UK colony and thus owned by the UK.
- DUTCH: The Dutch are an automatic ally of the UK (and Australia) and US, and considered to be at war with any nation that is at war with the UK (and Australia) and the US.
NOTE: For differentiation purposes, the "Netherlands" references in APTO will exclusively be referred to as "Dutch", whereas "Netherlands" references in AETO will exclusively be referred to as "Netherlands". For all intents and purposes, the Dutch in the Pacific Theater are considered to be politically autonomous from the Netherlands in the European Theater.
- INDIA: India is a UK colony and thus owned by the UK.
- INDOCHINA: Indochina is a French colony and thus owned by the French. However, as of the Summer Seasonal Turn of 1941, Indochina becomes a Japanese colony, if not playing a Combined Game. If playing a Combined Game, Indochina becomes a Japanese colony if Germany establishes Vichy France (if not - or until then - Indochina remains a French colony normally).
- KOREA: Korea is a Japanese colony and thus owned by Japan.
- MALAYA: Malaya is a UK colony and thus owned by the UK.
- MANCHUKUO: Manchukuo is a Japanese colony and thus owned by Japan.
- NEW ZEALAND: New Zealand is an automatic ally of the UK and considered to be at war with any nation that is at war with the UK.
- PHILIPPINES: The Philippines is a US colony and thus owned by the US.
[8.1] Economy (Economic Points)
Various nations possess an individual economic income, which is assessed as Economic Points (EPs). A nation's EP income is determined during each Seasonal Turn (see Player Aid Card "Table I"), and is used to build units and installations, purchase offensive capabilities, repair and rebuild damaged installations and units, and/or to refuel ships out at sea (i.e., Keeping Naval Units at Sea).
All nations are eligible to receive an EP income, as tabulated on "Table I" of the order-of-battle Player Aid Cards, during each Seasonal Turn. The United States does not receive any EP income until actually at war (which may occur before December of 1941, if invaded per any of the conditions specified under rule [9.1]).
A player cannot spend EPs in excess of his currently available EP income, for any reason. Players may not trade EPs among one another, except via the stipulations of the Economic Lend-Lease rules (see [8.3]).
Each income-receiving nation is provided with up to three types of EP markers (i.e., a 100, 10 and a 1 marker), which are used to enumerate the current tally of EPs for each major power throughout the course of the game. The EP markers are printed as negative numbers on their reverse sides (-100, -10 and -1) for the purposes of denoting EP deficits caused by Strategic Warfare. Some or all of the EP markers (as needed) are thus placed on the EP Track for each major power, indicating each major power's current respective EP total.
Combining Pacific and European EP Incomes
If playing a Combined Game, the US and also the Soviet EP incomes are each calculated (respectively) as a combined total of their APTO and AETO EP incomes, although Soviet, UK and US units must arrive in the Theater of their pertinent orders-of-battle, unless specified otherwise (i.e., units tabulated on the AETO order-of-battle must arrive on the AETO map, and units tabulated on the APTO order-of-battle must arrive on the APTO map). Nonetheless, US and Soviet EPs, respectively, may be shifted between either of the Theaters during the EP Income Determination Step of a Seasonal Turn (how ever the US and/or the Soviet player prefers).
NOTE: The US may not spend more than 2/3 of its total (combined) EP income in any one (i.e., either) Theater.
EPs are simply allotted to either Theater as the US and/or the Soviet player chooses. Any Offensives that are purchased for either Theater, however, can be expended in that Theater only; Offensives purchased for Europe cannot be expended in the Pacific, nor vice versa. Likewise, supplementary or spare EPs remaining on either Theater's EP Track cannot be spent in the opposite theater during any monthly game-turn (although they may be absorbed during the next Seasonal Turn's EP Income Determination Step and distributed freely thereafter).
The UK cannot combine its APTO and AETO EP incomes. The UK's EP income is relegated to each Theater as specified.
[8.2] Determining Economic Point Income (APTO)
When each major power's EP income for the current Seasonal Turn is determined, each major power's EP income is marked on the EP Track (after calculating all EP debits as a result of enemy conquests, if any). All EP losses inflicted by enemy Strategic Warfare, however, must then be subtracted from the calculated EP income. For example, if Japan has received a calculated EP income of 77 EPs, but has incurred a total -47 EP loss total as a result of enemy Strategic Warfare throughout the preceding season, the Japanese EP Track is thus marked as 30 Japanese EPs).
Colonies
After marking the adjusted calculated EP income for each major power, add +2 EPs for each colony's resource hex currently controlled by that nation (if currently in supply, and not within any enemy land unit's uninhibited Zone of Control). A nation, however, never collects any EPs for any resource hexes within its home borders; such resource hexes are already represented by that nation's seasonal EP income (e.g., Australia does not collect EPs for any resource hexes within Australia).
Convoy Routes
An undefined proportion of Australian, UK and US EP income is directly predicated upon various Convoy Routes. The Australian and US Convoy Routes may never be closed, though the Indian Ocean Route may be closed; see [2.12]). The Pacific Convoy Routes do not contribute any incarnate EPs to the Australian, UK or US income, however, the Convoy Routes are susceptible to Japanese Strategic Warfare, which can potentially eliminate Australian, UK and US EPs during the Strategic Warfare Phase of any particular season.
NOTE: If the UK player intends to send any lend-lease EPs to Australia, the Indian Ocean Convoy Routes must be "open". Nevertheless, the Indian Ocean Convoy Routes are only ever opened at the discretion of the UK player.
Japanese Merchant Shipping Routes
An undefined proportion of the Japanese EP income is directly predicated upon various Japanese Merchant Shipping Routes from China and the East Indies (as indicated by the colored-dashed lines from China and the East Indies to Japan). As such, the Japanese Merchant Shipping Routes may not be "closed". The Japanese Merchant Shipping Routes do not contribute any incarnate EPs to the Japanese income. However, the Japanese Merchant Shipping Routes are susceptible to some Western Ally Strategic Warfare, which can potentially eliminate Japanese EPs during the Strategic Warfare Phase of each monthly game-turn (see [2.26])
EP Income Variations
Each major power is allotted a specific EP income during each Seasonal Turn (typically changing annually). Additionally, each major power's EP income can also be specifically augmented via the conquest and/or the liberation of enemy resource hexes. Conversely, each major power's EP income can be lessened via the enemy's conquest and/or liberation of friendly resource hexes, tabulated as follows:
NOTE: See the Annual National Economic Point (EP) Incomes ("Table X").
JAPAN
- Japan will gain +2 EPs per each enemy resource hex captured by Japanese land units, if in supply.
- Japan will gain +15 EPs for the Palembang resource hex, if captured by Japanese land units, if in supply.
- Japan will gain +7 EPs for the Balikpapan resource hex, if captured by Japanese land units, if in supply.
- Japan will gain +6 EPs for the Brunei resource hex, if captured by Japanese land units, if in supply.
- Japan will gain +4 EPs for the Soerabaja resource hex, if captured by Japanese land units, if in supply.
- Japan will gain +2 EPs per each friendly resource hex liberated by Japanese land units, if in supply.
- Japan will cede -2 EPs per each friendly home resource hex captured by enemy land units.
- Japan will cede -4 EPs per each friendly home city and/or city/resource hex captured by enemy land units.
UNITED KINGDOM
- The UK will gain +2 EPs per each enemy resource hex captured by UK land units, if in supply.
- The UK will gain +2 EPs per each friendly resource hex liberated by UK land units, if in supply.
- The UK will gain +2 EPs per each friendly colony resource and/or city/resource hex in Burma, India (and the "India" map, if it is in play, see [11.41]) and/or Malaya.
UNITED STATES
- The US will gain +2 EPs per each enemy resource hex captured by US land units, if in supply.
- The US will gain +2 EPs for the friendly colony resource hex in the Philippines.
U.S.S.R.
- The USSR will gain +2 EPs per each enemy resource hex captured by Soviet land units, if in supply.
[8.3] Economic Lend-Lease (APTO)
Only the United Kingdom and/or the United States may ever send EPs to another friendly nation (known as lend-lease), which may only be allotted during the Lend-Lease Step of a Seasonal Turn. With regard to the United States, lend-lease EPs cannot be sent to the UK or to the Soviet Union until the United States is actually at war with Japan or the Axis (the pre-war lend-lease is already represented by the economic model of the game system).
Lend-lease EPs are subtracted immediately from the sending player's EP income, and then simply added immediately to the receiving nation's EP income (i.e., added onto that nation's EP Track) during the same Seasonal Turn. Any lend-lease EPs that are sent to a nation during any particular Seasonal Turn must arrive during that same Seasonal Turn. Lend-lease EPs, when sent, may not be saved in limbo. The methods and associated procedures for allotting lend-lease is explained as follows:
US Lend-Lease to the Soviet Union
In the Pacific Theater, the US may automatically send lend-lease EPs to the Soviet Union during any Seasonal Turn, known as the "Vladivostok Route" (the third route referenced in AETO), provided that the Soviet Union did not initiate war with the Axis if playing a Combined Game -, and the US is currently at war with Germany, Italy and/or Japan.
NOTE: The Soviet Union may never receive any lend-lease if it initiated war with any Axis nation (including - if playing a Combined Game - Bulgaria, Hungary and/or Rumania; even if not yet an Axis minor partner).
However, the "Vladivostok Route" will be considered closed if Vladivostok (W 5128) becomes captured by Japan, "isolated" (see [7.8]), blockaded (by any enemy naval unit with a gunnery or torpedo rating of at least "0"), or if the port there is destroyed, unless the Soviet Union presently controls any other functional, supplied port in the Pacific Theater with an uninhibited overland line of supply to any non-isolated Soviet home city or supply source. The Soviet Union (in the Pacific Theater) cannot receive any lend-lease while the "Vladivostok Route" is currently closed.
NOTE: If playing a Combined Game, the Soviet Union may still receive lend-lease EPs via its other two lend-lease routes normally (if eligible).
Lend-lease EPs are subtracted immediately from the EP income of the US, and then simply added immediately to the Soviet EP Track (during the same Seasonal Turn only). Any lend-lease EPs that are sent to the Soviet Union during any particular Seasonal Turn must arrive during that same Seasonal Turn. The quantity of EPs that the US may send to the Soviet Union via the "Vladivostok Route" may not exceed more than 1/2 (net) of the current US EP Income (in the Pacific), even if playing a Combined Game (round fractions down). For example, during a Combined Game, the US player cannot send more than 28 EPs to the Soviet Union during any 1942 Seasonal Turn.
Lend-Lease to Australia
The US may automatically send lend-lease EPs to Australia if any Western Ally nation presently controls a functional, supplied (non-isolated) port within Australia with an uninhibited overland line of supply to any Australian home city.
If the Indian Ocean Route is currently "open", the UK may send lend-lease EPs to Australia if any Western Ally nation presently controls a functional, supplied (non-isolated) port within Australia with an uninhibited overland line of supply to any Australian home city.
Lend-Lease to China
The US and/or the UK may send lend-lease to China, provided that there is path (of any terrain) of land hexes (unobstructed by enemy land units) from the India Box (or from the "India" map, if in play) to any (non-isolated) Chinese-controlled Chinese home city.
Lend-Lease to the UK
The US may automatically send lend-lease to the UK.
Western Ally Lend-Lease Limits
The UK may never send more than 1/4 of its net EP income (including the UK's AETO EP income, if playing a Combined Game) as lend-lease during a single Seasonal Turn (regardless of the lend-lease recipients), regardless of the route(s). In the Pacific Theater, the US may never send more than 1/2 of its net EP income as lend-lease during a Seasonal Turn (regardless of the lend-lease recipients), regardless of the route(s). If playing a Combined Game, the US - then - may not send more than 1/4 of its combined (i.e., European and Pacific) net EP incomes as lend-lease (regardless of the recipients), regardless of the route(s).
Lend-Lease Game Pieces
No player may ever confer the game's designated nationality and ownership (and associated requirements) of any game piece as lend-lease to any other nation. Lend-lease is only permitted in the form of Economic Points. The order-of-battle of certain nations includes various chits of foreign historical origin, though any such chit(s) are not pertinent to the aforementioned "lend-lease" rules, regardless of their historic origin; they are considered to be the nationality as printed in all respects.
[8.4] Economic Reserve (ER)
During the Economic Income Phase of any Seasonal Turn, a player may allot (up to 20) EPs of a major power's EP income to Economic Reserve (ER). All EP(s) allotted to Economic Reserve are immune to any Strategic Warfare effects during the ensuing three monthly game-turns, even if that major power's current EP tally is reduced to negative numbers. EP deficits are to be paid during the ensuing Seasonal Turn, although any EP(s) in Economic Reserve will remain exempt from such EP deficits, thereby allowing a player to retain ER EPs for the purposes of purchasing Combined and/or Impromptu Offensives, Keeping Naval Units at Sea, Pilot Recovery, Purchasing Partisans and/or Repairing Installations during monthly game-turns, etc.
If any ER EPs remain in Economic Reserve until the subsequent Seasonal Turn, any of those EPs may be retained in ER, or expended during that Seasonal Turn normally (i.e., added to the major power's EP income). Additional EPs may also be added to ER, provided that the total EPs allotted does not exceed 20.
[8.5] The Order-of-Battle and Force Pools
Each of the game's belligerents (i.e., any nation fielding actual combat units) is assigned a unique order-of-battle, which is tabulated on the order-of-battle Player Aid Cards (Table "R" through "V"). Each of the belligerent's order-of-battle lists every endemic combat chit it can potentially field during the game, and sequences each chit's scheduled arrival or eligible construction year. During the Winter Seasonal Turn of every game-year, players must cross-reference the listed combat chits and the current year, and then retrieve those chits from the counter-mix. Such chits must then be placed into the pertinent Force Pool (and are thus eligible for construction), or as specified by the order-of-battle. Japan, the Western Allies and the US are each provided with a separate Force Pool (on the map). Any neutral nations (especially those likely to remain neutral throughout the game) need not be placed in any particular Force Pool, and may be set-up only as needed.
Chits listed under the "START" column of an order-of-battle may be set-up in any legal friendly hex(es), per the owning player's preference (per [8.11]), unless already specified to be set-up in any particular hex or location.
Chits placed into a Force Pool are eligible to be purchased by the owning player, unless specified by the order-of-battle to arrive in a particular hex or location. If any chit is eliminated as a result of combat, it is returned to its own Force Pool again (and is eligible to be repurchased normally), unless that chit is denoted as "(cbr)" on the order-of-battle (or unless optional rule [11.13] is in effect). Any chit denoted as "(cbr)" cannot be rebuilt if eliminated, and thus must be returned to the counter-mix.
Any game chit listed with a parenthesized number indicates a corresponding note numerated below the order-of-battle. Most notes expound specific instructions regarding the game chit's placement, status or condition, although some notes are merely historical commentaries, but not relevant to game play (which will be obvious to the reader). In the former case, all such notes must be rigidly observed.
Often, the order-of-battle of a particular belligerent may denote some chits as free "arrivals", indicating that those chits are not placed into the Force Pool, but rather arrive free on the game-map. Some free "arrivals" will be specified to arrive during a Seasonal Turn, while others will be specified to arrive during a specific monthly game-turn. In the latter case, the free chit(s) are assumed to arrive at the beginning of that specified monthly game-turn (i.e., before any Phases of that monthly game-turn commence). If a specific hex or location is denoted with any arriving free chit, that chit must arrive in that indicated hex or location, although sometimes enemy activity will prevent such a placement (in which case the unit is eliminated, unless specified otherwise).
If a purchased unit cannot be legally placed on the game-map, it is placed in the subsequent Seasonal Turn Box, and then is placed on the game-map during the Unit Arrivals and Removals Step of that Seasonal Turn, normally. This procedure will then be repeated indefinitely, if necessary, until the delayed unit can be legally placed on the game-map. However, no unit may be purposefully withheld from placement; if a unit can be placed on the game-map, it must be placed.
NOTE: The parenthetical nomenclature of each air unit chit (e.g., F4U) simply identifies the general type of air unit represented by that chit, but has no pertinence to game play.
[8.6] Construction
Construction is the procedure via which players build new units, rebuild depleted units, construct installations, repair destroyed installations, repair damaged naval units, perform specified tasks (e.g., Keeping Naval Units at Sea), and facilitate combat capabilities. Various construction and tasks are effectuated instantly, though some construction and tasks require a "delay". Each construction and/or task requires a specified EP cost, although the EP cost of certain construction and/or tasks will occasionally vary among different nations.
Only nations specified with an EP income are eligible to perform construction and tasks. Nations that do not possess any EP income are thus ineligible to perform construction and/or tasks (nor can any minor nation receive any lend-lease to do so), although an eligible nation is permitted to perform construction and/or tasks for minor partners.
Combat units are eligible to be constructed from their current force pool (as allotted from the contemporary order-of-battle). Installation chits, however, are not considered force pool pieces (to be kept in a general pool), and thus are available to all players in any quantity that each constructing player desires (and can afford). Function chits (such as supply chits, control markers, etc.) are automatically used when applicable, and thus are never purchased or constructed.
EP Costs
The EP cost of each construction and/or task is tabulated on the EP Costs Table (see Player Aid Card "IV"). As such, the Japanese player must use the Axis EP Costs Table. The Soviet and Western Allied player must use the Western Allies EP Costs Table. All EP costs are immutable throughout any game.
NOTE: No deficit spending is permitted. A purchasing player must currently possess enough available EPs to purchase units, installations, or to perform any tasks.
Constructing Units
During a Seasonal Turn, each player is eligible to purchase any available units for the nation(s) that he currently officiates (via the Economic Points allotted to the nation or powers that he controls; see [8.1]). Each unit to be purchased must be selected from the owning player's contemporary force pool and redeemed immediately (deducting the requisite EPs from the purchasing major power's EP Track). The purchased unit is then placed on the map (see [8.9]), or on the Turn Track if it requires a specific construction "delay" (see below).
If any purchasable unit is listed with a concurrent construction "delay" (i.e., 1 season, 2 seasons, 3 seasons or 4 seasons), that unit (when purchased) must be placed in a Seasonal Turn Box ahead on the Turn Track a number of seasons (either one, two, three or four subsequent Seasonal Turns) per the indicated construction "delay". That unit, therefore, is not eligible to arrive in play (i.e., be placed) until that subsequent Seasonal Turn.
EXAMPLE: If the Japanese player has purchased a submarine unit during the Spring Seasonal Turn, it must be placed in the Autumn Seasonal Turn Box on the Turn Track. Accordingly, that submarine unit will arrive in play (i.e., placed on the game-map) during the Unit Arrivals and Removals Step of the Autumn Seasonal Turn.
Air Units
Combat air units are two-step units (i.e., two-sided chits); they may be purchased as single-step or as double-step units, although double-step combat air units are generally more potent and survivable. Some air units are, inherently, only one-step air units (i.e., one-sided chits), and may only be purchased and constructed as single-step units. Many Naval-Air units, for example, are single-step combat air units. No combat air unit is ever more than a two-step unit.
Single-step (i.e., depleted) combat air units may never be combined together during a game to form two-step air units. Any depleted combat air unit, however, may be "rebuilt" to full-strength (i.e., to a two-step air unit) during a Seasonal Turn (at the normal EP cost for one air unit step).
ATPs (Air Transport Points) exist as points rather than steps (although functionally similar). An ATP chit may be purchased as a 1-point or a 2-point ATP chit; ATP chits cannot exist as any other denomination, although a player may purchase and construct (and operate) multiple 1-point ATP chits and/or couple multiple 1-point ATP chits together as 2-point ATP chits.
Land Units
Combat land units are two-step units (i.e., two-sided chits); they may be purchased as single-step or double-step units, although double-step combat land units are generally more survivable. Some combat land units are, inherently, only one-step land units (i.e., one-sided chits), and may only be purchased and constructed as single-step units. No combat land unit is ever more than a two-step unit.
Single-step (i.e., depleted) land units may be combined together with other single-step land units during a game to form two-step land units during the Movement Phase (only) if they are the exact same combat land unit (the removed land unit is returned to the force pool normally, even if optional rule [11.13] is in effect). Two identical single-step combat land units may be combined to form one identical two-step (i.e., full-strength) combat land unit if they are presently occupying the same hex during the Movement Phase. The combination of two identical one-step combat land units does not require any additional MP expenditure, but cannot occur during any other Phase. Additionally, any depleted combat land unit may be "rebuilt" to full-strength (to a two-step combat land unit) during a Seasonal Turn (at the normal EP cost for one step).
Naval Units
Naval units are usually two-step units (i.e., two-sided chits), although naval units cannot be purchased as single-step units (except Japanese Destroyers, if playing with optional rule [11.48]). One-step naval units are considered to be "damaged" (if a named naval unit) or "depleted" (if an unnamed naval unit, representing fewer ships) not merely an even divisor of both sides of the chit). Accordingly, the EP cost of any naval unit is indicative of a full-strength naval unit, except per [11.48].
When constructing multiple unnamed combat naval units (CLs, CVEs, DDs, DEs and/or SS') of the same type, the owning player must always purchase the slowest (i.e., movement-rated) naval unit(s) presently available in the contemporary force pool before constructing faster naval units. However, players are not required to repurchase a slower naval unit that was sunk and then returned to the contemporary force pool.
Any damaged named naval units and/or depleted unnamed naval units may be "repaired" (see [8.8]) during a Seasonal Turn, but may not ever be rebuilt in the same manner as a combat land or air unit.
STPs (Sea Transport Points) exist as points rather than steps (although functionally similar). An STP chit may be purchased as a 1-point or a 2-point STP chit. STP chits cannot exist as any other denomination, although a player may purchase and construct (and operate) multiple 1-point STP chits, and/or couple multiple 1-point STP chits together as 2-point STP chits.
Rebuilding Depleted Combat Land and/or Air Units
During a Seasonal Turn, any depleted combat land and/or combat air unit (including currently arrived depleted combat land and/or combat air units) is eligible to be rebuilt to full-strength (per the normal EP cost for one step of the same exact unit), unless the depleted unit is currently marked out-of-supply or presently embarked aboard any transporting naval unit(s). Furthermore, depleted units may not be rebuilt in violation of stacking limits. When rebuilt, a depleted combat land and/or air unit is immediately flipped to its full-strength side, regardless of its current location, even if within enemy ZOC. Units in an isolated location may also be rebuilt as well, provided that the isolated location is not currently out-of-supply (i.e., if there is a supply chit presently extant in the isolated hex).
Constructing Installations
During a Seasonal Turn, each player is eligible to purchase any constructible installation(s) for the nation(s) he officiates (via the Economic Points allotted to the major power he controls; see [8.1]), which must be redeemed immediately (deducting the requisite EPs from the purchasing major power's EP Track). The purchased installation is then placed on the map as "under construction" (see [8.9]) in any friendly, supplied hex (but not within contested or inhibited enemy ZOC). Up to one installation chit of each type may be constructed in each eligible land hex (i.e., no two installation chits of the same type may ever occupy the same hex). For example, a player may construct up to one airbase, one fortification and one coastal fort (regardless of any map-printed installations) in the same hex, but not two airbases, two fortifications or two coastal forts in the same hex, et cetera.
NOTE: A dirt airstrip may not be constructed in any hex with another installation (including another dirt airstrip).
Upgrading Coastal Forts
A player may "upgrade" any friendly, supplied (and also completed) coastal fort to a regular fortification. To do so, the owning player must expend 1 EP, and place a regular fortification (as under construction) in the same hex (with a coastal fort*). The regular fortification is completed normally during the subsequent Seasonal Turn, and the coastal fort chit is then removed from the map. The coastal fort is considered to be functional normally until then.
*An "under construction" installation that subsequently becomes within an enemy land unit's uninhibited ZOC (even if contested) is eliminated and removed from the map (and returned to the counter-mix).
NOTE: A regular fort in a coastal hex is not eligible to conduct a Sea Mine Attack, even if upgraded from a coastal fort.
Upgrading Small Airbases
A player may also "upgrade" any friendly, supplied (and completed) small airbase to a large airbase. To do so, the owning player must expend 1 EP, and place a large airbase (as under construction) in the same hex (with the small airbase*). The large airbase is completed normally during the subsequent Seasonal Turn, and the small airbase is then removed from the map. The small airbase is then considered to be functional normally until then.
*An "under construction" installation that subsequently becomes within an enemy land unit's uninhibited ZOC (even if contested) is eliminated and removed from the map (and returned to the counter-mix).
NOTE: A small airbase in a jungle or mountain hex may not be upgraded to a large airbase.
Repairing Destroyed Installations
During any Seasonal Turn, a player may opt to automatically repair any destroyed friendly installation(s), if within a friendly, supplied hex, and not within any enemy land unit's uncontested ZOC. To do so, the owning player must expend 1 EP during the Construction and Repair Step per each destroyed installation (whether a chit or a map installation) that he intends to repair. The installation(s) are considered to be repaired immediately.
NOTE: A dirt airstrip is removed from the map when destroyed, and thus cannot be repaired.
[8.7] Voluntary Installation Demolition
During a Seasonal Turn, a player may voluntarily demolish any friendly, supplied installation(s) if the owning nation is presently at war with a major power, and if at least one enemy major power combat unit (of any type) has currently or has previously entered and/or attacked any hex(es) within that owning nation. However, at least one supplied friendly combat land unit must presently occupy the specified installation hex, regardless of the quantity of installations therein to be voluntarily demolished.
To voluntarily demolish any installation, the owning player must pay a flat, specified EP cost, listed as follows:
- Dirt Airstrip = 1 EP
- Small Airbase = 2 EPs
- Large Airbase = 3 EPs
- Coastal Fort = 1 EP
- Fortification = 2 EPs
- Permanent Fort = 6 EPs
- Coastal City Port = 3 EPs
- Minor Port* = 4 EPs
- Major Port* = 5 EPs
- Burma Railway = 2 EPs
*Unlike during a bombardment or bombing mission, a voluntarily demolished major port is not merely reduced to a minor port, but is considered to be completely destroyed, even if an enlarged harbor (see [10.43]).
When a particular installation is demolished, place a "Destroyed Installation" chit atop that installation (though a demolished dirt airstrip is simply removed from the map). If that hex itself contains multiple installations and/or installation chits (e.g., an airbase with a fortification chit in the same hex), the owning player must designate which installation(s) will be voluntarily demolished. If all of the installations are installation chits, a "Destroyed Installation" chit is placed under the installation chit(s) that are not demolished. If the hex contains any map-printed installations (e.g., a Major Port, which also functions as a small airbase, or a large airbase if a resource symbol is printed in that same hex), the owning player must maintain an accessible record of which installation is demolished in any particular hex. Otherwise, an effective house-rule is to simply write "port", "airbase" and/or "fort" on some extra "Destroyed Installation" chits from the counter-mix, and place them as needed. All players are entitled to such information.
The voluntary demolition of any particular installation has no effect upon any other installation(s) in the same hex, even if the destroyed installation also functions as another installation type (such as a port, which also functions as an airbase). If the owning player opts to destroy multiple installations in the same hex, he must pay the specified EP cost for each installation.
NOTE: If a resource hex airbase capacity is demolished, the resource symbol is never destroyed (nor its EP value).
Under Construction Installation Demolition
A player may opt to voluntarily remove any friendly-controlled "under-construction" installation chit, only during the Movement Phase of a monthly game-turn (in anticipation of an impending capture, for example). However, a removed "under-construction" installation is simply returned to the counter-mix. Moreover, the owning player is not credited for any of the EPs he expended to purchase the installation in such a case. Completed installations cannot be removed in this manner; they must be destroyed via Voluntary Installation Demolition (see above).
[8.8] Repairing Naval Units
Damaged named naval units and depleted unnamed naval units (including tactical submarines) that are docked in a friendly, supplied, functioning port are eligible to be "repaired" (during the Construction and Repair Step of any Seasonal Turn). To repair any surface naval unit (regardless of the class), the owning player must expend 2 EPs. To repair any tactical submarine unit, the owning player must expend 3 EPs.
EXCEPTION: STPs exist as individual "points" rather than steps, and thus are never damaged or depleted. Accordingly, a one-step STP chit represents a single, individual STP, not a depleted STP. As such, no single STP is ever repairable. Furthermore, one-step naval units (i.e., naval units that are blank on the reverse side of the chit) cannot be repaired.
NOTE: The subsequent status of a port (i.e., whether demolished, destroyed or repaired) has no effect upon any naval unit's previously commenced repair.
After paying the EP cost to repair each eligible naval unit (but before paying the EP cost to effectuate Hastened Naval Unit Repair, if the owning player desires), the owning player must roll two dice (two 6-sided dice) to determine the extent of that naval unit's required yard-time, resolved and modified (cumulative) as follows:
- Dice roll of 2 = Naval unit repaired immediately
- Dice roll of 3 = Naval unit repaired next season
- Dice roll of 4 = Naval unit repaired in 2 seasons
- Dice roll of 5 = Naval unit repaired in 3 seasons
- Dice roll of 6 = Naval unit repaired in 4 seasons
- Dice roll of 7 = Naval unit repaired in 5 seasons
- Dice roll of 8 = Naval unit repaired in 6 seasons
- Dice roll of 9 = Naval unit repaired in 7 seasons
- Dice roll of 10 = Naval unit repaired in 8 seasons
- Dice roll of 11 = Naval unit repaired in 9 seasons
- Dice roll of 12 = Naval unit repaired in 10 seasons
Modifiers:
- -5: Per the "US Naval Repair" Magic (US only).
- -5: If a DE or SS' naval unit.
- -4: If a DD naval unit.
- -3: If a CL naval unit.
- -2: If repair is in the United States Box.
- -2: For Hastened Naval Repair.
- -2: If a UK CV (but not CVL or CVE).
- -1: If a non-UK CV, CVL or CVE.
- -1: If a US naval unit (cumulative with any ship-class modifier).
- -1: If repair is in a Major Port.
- +1: If a BB.
- +1: If repair is not in a home port.
- +3: If a Sunk in Port (salvageable) naval unit.
After determining the number of seasons required to complete a particular naval unit's repair, the owning player then places a "Repaired" chit (with the indicated season corresponding to the season that the damaged naval unit will complete repairs) atop that naval unit (in its present port), as indicated by the net repair dice roll result (unless repaired immediately). If the repair will be occurring for more than a year, place the damaged naval unit on the Turn Track (leaving the "Repaired" chit in the port hex), and then return that damaged naval unit to that same port hex when only a year remains to complete that naval unit's repair.
NOTE: Ships that are undergoing repair are not counted against a port's capacity.
After the repair dice roll is conducted, that particular naval unit's repair cannot be reneged. It must remain undergoing repair until that repair has been completed, or until its port (i.e., where the repair is occurring) is captured. In the latter case, if a naval unit's port is ever captured by any enemy land unit, that naval unit is then immediately eliminated, and may not be salvaged or scrapped (by any player).
Any naval unit that is undergoing a repair is actually considered to be "in port" (where the repair is occurring) during that repair. As such, that naval unit is still subject to any licit enemy reconnaissance* and Air-Naval attack(s) normally. If any enemy Air-Naval attack(s) are conducted upon that location, that naval unit is then temporarily removed from the Turn Track (still as damaged) and presented to the attacking player (as a legitimate naval target). If attacked and sunk, that naval unit is eliminated, and may not be scrapped in such a case (although it may possibly be "salvaged"; see [8.9]). If that naval unit survives all declared attacks, it is then returned to the Turn Track, and no other effects are incurred.
*The owning player is always obligated to report the presence of any naval unit(s) undergoing repair in a port, as per the normal reconnaissance procedure.
If any enemy naval unit, stack or task force successfully enters a port (see [3.15]) where a naval unit is undergoing repair, that naval unit (that is undergoing repair) is considered intercepted normally (and automatically; see [3.7]), and is subject to any licit enemy naval combat attack(s) normally. In such a case, that naval unit is temporarily removed from the Turn Track (still as damaged) and presented to the attacking player (as a legitimate naval target). If attacked and sunk, that naval unit is then eliminated, and may not be scrapped in such a case (although it may possibly be "salvaged"; see [8.9]). If that naval unit survives all declared attacks, it is then returned to the Turn Track, and no other effects are incurred.
When a naval unit's repair has been completed, it is returned to the game-map (i.e., returned to the same port where it had undergone repair), and thus functions normally thereafter (i.e., as repaired) in all respects.
Hastened Naval Repair
Immediately after determining the extent of a particular damaged naval unit's required yard-time, the owning player may opt to conduct "hastened naval repair". To do so, the owning player must expend 4 EPs, and then simply applies a -2 yard-time dice roll modifier (see above) to that naval unit's existing yard-time repair dice roll. A player is always permitted to see the results of a particular naval unit's yard-time repair dice roll before opting for a Hastened Naval Repair. A player may apply Hastened Naval Repair to any damaged naval unit(s), or to none at all, although Hastened Naval Repair may never be applied more than once per any single naval unit's repair dice roll.
NOTE: Hastened Naval Unit Repair may only occur in a friendly, supplied, functional home port. Alaska and the Hawaiian Islands are not considered home ports.
[8.9] Salvaging Ships Sunk in Port
If a named ship is sunk while it is docked in a friendly, supplied, functional port (unless sunk via a "doubles" dice roll result), it may be Salvageable. To determine the eligibility of a particular sunk ship to be salvaged, the owning player must immediately then roll one die (6-sided), resolved and modified as follows (cumulative):
- Die roll of 1 to 3 = Not salvageable.
- Die roll of 4 to 6 = Salvageable.
- +1: If sunk in a Major Port.
NOTE: Only one salvage attempt is permitted per each sunk ship (i.e., sunk in port) during a game. If a salvage attempt is unsuccessful, that sunk ship is eliminated.
A Salvageable ship is thus eligible to be repaired as of the Construction and Repair Step of any Seasonal Turn, and a "Sunk in Port" chit is then placed atop that ship (in that port). To repair any Salvageable named ship (regardless of its class), the owning player must expend 2 EPs if it is sunk in any Major Port, or 3 EPs if it is sunk in any Minor Port or any Coastal City (Limited) Port.
NOTE: Any salvageable ship that is marked as "Sunk in Port" is counted against a port's capacity (e.g., if there are two ships "Sunk in Port" in a Minor Port, then that Minor Port's capacity is reduced from 15 to 13).
When the owning player chooses to repair a Salvageable ship, he then pays the requisite EPs and then rolls a repair dice roll normally (see [8.8] above), although a +3 yard-time dice roll penalty must be applied to that repair dice roll.
After determining the number of seasons required to complete a particular naval unit's repair (after being salvaged), the owning player then places that ship on the Turn Track in a Seasonal Turn Box ahead by the exact number of seasons indicated by the net repair dice roll result. The "Sunk in Port" chit may be left in the port hex itself, indicating where the naval repair is occurring. All naval repair stipulations (see [8.8]) apply normally.
NOTE: Ships that are undergoing repair (after being salvaged) are not counted against a port's capacity.
When a salvaged ship's repair is complete, it is returned to the game-map (returned to the same port where it had undergone repair), and thus functions normally thereafter (i.e., as repaired) in all respects. The "Sunk in Port" chit is then removed from the map.
NOTE: A ship that is not salvageable may not be "scrapped" (see [8.10] below).
[8.10] Scrapping Damaged Naval Units
If the owning player deems the repair dice roll (see [8.8]) of a particular damaged named ship to be particularly bad, he may opt to simply "scrap" that damaged ship instead (during the same Construction and Repair Step) if that naval unit is in a friendly, supplied, functional home port (if not isolated). In such a case, the owning player may choose to scrap any badly damaged named ship before expending any repair EPs (i.e., after seeing the results of any repair dice roll), although no naval unit that is presently sunk via a "doubles" result (even if salvageable) may ever be scrapped. When any named ship is declared to be "scrapped", the owning player then receives EPs for that ship (immediately) as follows:
- BB (Battleship) chit = 7 EPs
- CV (Fleet Carrier) chit = 4 EPs
- CVL (Light Carrier) chit = 2 EPs
- CA (Heavy Cruiser) chit = 3 EPs
After any named ship is scrapped, it is immediately removed from the game. The EPs gained for scrapping any ship are then added to the owning player's EP Track. A major power that has been conquered is never eligible to scrap any ship.
[8.11] Placement on the Map
Placement Allowances
Any game piece(s) that are eligible to arrive on the game-map (during the Unit Arrivals and Removals Step, the Construction and Repair Step, or during the Replenishment Step) must be "placed" on the map per the following stipulations:
- Enemy ZOC across any nation's border is always ignored during that nation's initial set-up.
- NOTE: Before constructing and/or placing any new units, the player that last controlled the Initiative may, if he desires, compel the enemy player(s) to complete all construction and placements first.
Placing Land Units
Any available cavalry and/or Infantry unit(s) may be placed in any friendly, supplied mainland home nation land hex(es), but not within any enemy ZOC (even if inhibited), or in excess of legal stacking limits. Any artillery, armor, commando, marine (and SNLF), mechanized, motorized, paratrooper and/or Soviet 7-2 Siberian Transfer unit(s) must be placed in any friendly, supplied mainland home city and/or home city/resource hex(es), but not within any enemy ZOC (even if inhibited), or in excess of stacking limits.
EXCEPTION: Soviet land units may be placed in any friendly, supplied Soviet home city and/or city/resource hex, even if within enemy inhibited ZOC.
Any available General(s) and/or HQ(s) can be placed in any friendly hex(es), even if out-of-supply, but not within any enemy uninhibited ZOC, even if contested (i.e., a General and/or HQ may be placed within inhibited enemy ZOC). HQ chits cannot, however, be placed adjacent to any other friendly HQ chit (see [5.1]).
NOTE: Specified HQ set-up locations (as indicated on the order-of-battle Player Aid sheets) are only applicable during the initial game set-up (i.e., at the beginning of the game), but are not applicable during subsequent deployments. HQs listed in the order-of-battle without any set-up location may be set-up as stipulated above.
Placing Air Units
Any arriving air unit(s) may be placed in any friendly, supplied home city and/or any home city/resource hex(es) (i.e., with a functional base), but not in any enemy ZOC (even if inhibited), or in excess of any base(s') airbase capacity. Additionally, any available Naval-Air unit(s) may be placed directly aboard any friendly undamaged and/or undepleted aircraft carrier(s) - of the same nationality - if not exceeding the aircraft carrier(s') printed aircraft capacity, and provided that the aircraft carrier(s) are presently docked in a friendly, supplied, functional home port. Any available Naval-Air unit(s) may be placed in any friendly, supplied home city and/or any home city/resource hex(es) (with a functional base) normally as well.
Placing Naval Units
Any arriving naval unit(s) must be placed in a friendly, supplied, functioning home port, but not within any enemy ZOC (even if inhibited), or in excess of any port(s') port capacity.
Any available Admiral can be placed aboard a friendly named naval unit (or any unnamed naval unit, if Admiral Tanaka) of the same nationality if that naval unit is presently docked in any friendly, supplied and functioning port (regardless of enemy ZOC) anywhere on the map, even if isolated (but not if isolated and out-of supply).
- If playing a Combined Game, the UK may place newly built UK STPs in Canada.
NOTE: Neither Alaska nor the Hawaiian Islands are considered US home hexes.
Placing Partisans
A partisan - whether arriving during a monthly game-turn or during a Seasonal Turn - may be placed (by the owning player) in any enemy-owned (but not occupied) hex within its own home nation (e.g., a Chinese partisan may be placed in any unoccupied enemy-owned Chinese homeland hex). A partisan may be placed in any terrain-type hex (except an all-sea hex), although they may never be placed within enemy ZOC, nor placed into a hex with an enemy installation (although a partisan may move there normally, if the installation hex is unoccupied). Additionally, a partisan cannot be placed adjacent to an airbase or airstrip that contains any enemy air unit(s), nor into a hex with any other friendly unit, including any other compatriot partisan.
If a partisan chit cannot arrive because of any aforementioned restriction, its current arrival eligibility is disregarded, and it is simply returned to the Force Pool. If none of the aforementioned restrictions are applicable, any arriving or purchased partisan must arrive (as stipulated above). The owning player cannot withhold the placement of arriving or purchased partisans to be placed during any subsequent turn.
Placing Installations
Purchased installation(s) can be placed in any friendly, supplied land hex(es) as "under construction" (i.e., with the crossed pick and shovel depiction facing up), except as restricted below (e.g., a large airbase cannot be placed in any jungle or mountain hex).
After placement, an installation is considered under construction (i.e., incomplete and non-functional) until the ensuing Seasonal Turn. During the Unit Arrivals and Removals Step of the ensuing Seasonal turn, that installation is then considered operational (i.e., completed and functional). The installation chit is flipped to its "completed" side.
NOTE: When placing an installation on the map, any accessible (see [7.7]) unconsumed Sea Supply (not Air Supply) chit may be used as a supply source to establish a legal placement hex. That Sea Supply chit is therefore entirely consumed (during that current Seasonal Turn), and may not be used to supply any other installation or unit.
A purchased fortification may be placed in a friendly Permanent Fortification hex normally, although the fortification chit does not impart any combat strength if it is attacked exclusively from across that Permanent Fortification's hexside(s), unless that Permanent Fortification is presently destroyed.
Relocating Airbases
Any existing small airbase(s) may be "relocated" (i.e., moved) from the present hex(es) that they occupy to any other legal hex(es) at a cost of 1 EP (per each airbase). Any existing large airbase(s) may be "relocated" (i.e., moved) from the present hex(es) that they occupy to any other legal hex(es) at a cost of 2 EPs (per airbase). To do so, the existing airbase(s) must be removed from their present hex(es), and then relocated to any other legal friendly, supplied hex(es), if otherwise legal (placed as under-construction normally).
NOTE: No airbase may be relocated if doing so would cause any air unit(s) in the present hex(es) to be without an airbase or over-stacked.
A large airbase cannot be relocated as two small airbases. A dirt airstrip may never be relocated.
Placement Restrictions
- If playing a Combined Game, US units that are listed under the European order-of-battle cannot be placed in the Pacific Theater, and vice versa (except when either US order-of-battle specifies otherwise).
- When placing units on the map, supply chits may not be used as a supply source to establish a legal placement hex. This restriction does not apply to installations, however.
- If any unit cannot be legally placed on the game-map, it is placed in the subsequent Seasonal Turn Box, and then is placed on the game-map during the next Unit Arrivals and Removals Step of that Seasonal Turn (per the normal rules). This procedure is repeated indefinitely, if necessary, until the delayed unit can be legally placed on the game-map. However, no unit may be purposefully withheld from placement; if any unit can be placed on the game-map, it must be placed.
- No large airbase may be placed in any jungle or mountain hex, even if any airbase is already present in any such hex.
- No unit or installation can be ever placed in any hex that is surrounded by impassable hexsides.
- No installation may be placed within contested or inhibited enemy ZOC.
- Communist Chinese units may only be placed north of hex row 4500 in China.
[8.12] Suez Adds Box (AETO only; this rule is not applicable in APTO)
[8.13] Offensives and Initiative (APTO)
All combat operations on land require offensive provisions, as do some naval and/or air operations. Offensive provisions must be purchased with EPs in the form of "Offensives" (during the Seasonal Turn), which are then recorded numerically on the respective Offensive Tracks with "OFF" chits. Each major power is provided with a unique (nationally colored) "OFF" chit, to differentiate the quantity of Offensives that are purchased by each player during a Seasonal Turn. Accordingly, Japan, the Western Allies and the US are each provided with an individual Offensive Track on the map.
Aside from the combat capabilities provided by Offensives, the quantity of Offensives purchased by each side (i.e., Japan or the Western Allies and the Soviet Union, if at war with Japan) during each Seasonal Turn will automatically determine the "Initiative" for the duration of the ensuing season (i.e., three monthly game-turns). Whoever purchased a preponderance of Offensives during a Seasonal Turn will therefore "control" the Initiative during the ensuing season (i.e., during the ensuing three monthly game-turns until the subsequent Seasonal Turn). The player controlling the Initiative is advantaged in that he may choose (or compel) - during each monthly game-turn - which side (Allies or Japan) may conduct the first operation during the Naval and Air Phase and the Offensive Phase.
Because of the importance of Initiative, players should usually purchase Offensives secretly, thus denying the enemy player(s) any foreknowledge of offensive intent, and/or the potentiality of controlling the Initiative.
Resetting the Offensives Tracks
During a Seasonal Turn, before any Offensives are purchased, all players must adjust their "OFF" chits on the Offensive Track to indicate "0" Offensives. All Offensives are reduced to zero during the Construction and Repair Step, regardless of the number of unused Offensives still remaining from the previous season. All previously unused Offensives are lost.
Purchasing Offensives
During the Purchase Offensives Step, each player must decide the quantity of Offensives that he will purchase for each major power that he officiates (to be available for usage during the ensuing three monthly game-turns). If any player intends to conduct many offensive operations, or to vie for control of the Initiative, he should purchase a liberal quantity of Offensives. Partners may discuss this decision with each other, but this information should obviously not be shared with opponents.
There is no limit to the number of Offensives that a player may purchase, assuming he can afford all that he purchases. Of course, a player may never purchase more Offensives than he can afford. No deficit spending is ever permitted, although a major power is always eligible to receive 1 free Offensive, provided that no Offensives were actually purchased for that major power during that Seasonal Turn. Hence, it is nonsensical to ever only purchase one Offensive. If any player purchases two or more Offensives, however, he must pay for them all, including the first.
Japanese Army-Navy Discord
Because of the periodic uncooperativeness of the Japanese services, the Japanese player must purchase his Offensives in the form of "Army" and/or "Navy" Offensives. The Japanese player may purchase both types, and both types of Offensives are counted together when determining the Initiative. However, "Army" Offensives may not be used to Activate naval units, and likewise "Navy" Offensives may not be used to Activate land and/or air* units.
*Except Naval-Air units. Accordingly, Japanese "Army" Offensives may not be used to Activate Naval-Air units.
NOTE: Japanese SNLF may be Activated by "Army" or "Navy" Offensives.
Inherent Minor Nation Offensives
Each minor nation (i.e., any non-Commonwealth minor nation that possesses a distinct Order-of-Battle, but no EP income), if at war, will always automatically receive 2 free Offensives per each monthly game-turn. Minor nations may not purchase or receive additional Offensives from any major power, even if a current minor partner. Additionally, minor nation Offensives may not be saved or accumulated from turn to turn; if a minor nation's Offensives are not used during any particular monthly game-turn, they are simply lost.
Costs of Offensives
Japanese ("Army" and "Navy") and Soviet Offensives cost 2 EPs each. Western Allied Offensives cost 3 EPs each. Chinese Offensives also cost 3 EPs, although Chinese Communist (i.e., CCP) Offensives only cost 1 EP each (a separate "OFF" chit is provided for the Communist Chinese). Combined Offensives, Joint Offensives and Impromptu Offensives entail additional costs and requirements (see [5.3], [5.4] and [5.5] respectively).
The Offensives Tracks
After all of the players have (secretly) purchased their respective desired quantity of Offensives, they then simultaneously place their "OFF" chits on each of the Offensive Tracks, indicating the exact number of Offensives purchased for each major power. If a particular major power has more than 15 Offensives, place an "OFF +10" chit on the number (on the Offensive Track) to equal the total quantity of Offensives purchased plus 10 (e.g., if a player purchased 22 Offensives, his "OFF +10" chit must be placed on his "12" space on the Offensive Track).
Minor nation Offensives are not recorded on an Offensive Track. Each minor nation, if at war, is simply assumed to possess 2 Offensives per each monthly game-turn.
Determining Initiative
After all Offensives have been purchased during the current Seasonal Turn (and marked on the Offensive Track), the side (i.e., the Allies or Japan) with a preponderance of purchased Offensives controls the Initiative for the following three monthly game-turns, even if the expenditure during that season alters the preponderance of Offensives. For the purposes of totaling Offensives, Japan's "Army" and "Navy" Offensives are counted together, as are the Soviet's and Western Ally's Offensives (if the Soviet Union is at war with Japan). If playing a Combined Game, Offensives purchased in the Pacific Theater have no bearing on any Offensives purchased in the European Theater (or vice versa).
If the total quantity of purchased Offensives is exactly equal for both sides (i.e., for the Allies and Japan), then an Allied player and the Japanese player must each roll a die, with the higher die roll determining control of the Initiative for the ensuing three monthly game-turns. Moreover, if two or more allied players have purchased an exactly equal quantity of Offensives, then each of those allied players must roll one die: The allied player with the highest die roll is considered to be the final arbiter if any disputes arise as to which player or side may conduct the first operation during the Naval and Air Phase and Offensive Phase.
If the US player applies an "Initiative" US Magic chit (i.e., with "Initiative" printed on the reverse side of the chit), he may (if he desires) apply that "Initiative" US Magic chit, thereby procuring control of the Initiative for the US and the Allies for the current monthly game-turn. If any disputes arise among the Allies as to which player or side may conduct the first operation during the Naval and Air Phase and Offensive Phase, the US player is the final arbiter (for that monthly game-turn) after employing an "Initiative" US Magic chit.
NOTE: The US player may wait until after Initiative is determined before applying (and before revealing) an "Initiative" US Magic chit (thus assuring that the Allies had, in fact, lost the Initiative before the "Initiative" US Magic chit is applied and revealed).
Part 9: Politics and Partnerships
The following political rules encompass minor nations, invasions, conquests and political interactions throughout the game.
[9.0] Minor Nations
All unconquered minor nations are automatically considered to be neutral unless invaded (see [9.1]). Each minor nation will automatically ally with (i.e., becoming a minor partner of) a propitious major power or major powers (as delineated under [9.2]).
Inherent Minor Nation Offensives
Each minor nation (i.e., any non-Commonwealth minor nation that possesses a distinct Order-of-Battle, but no EP income), if at war, will always automatically receive 2 free Offensives per each monthly game-turn. Minor nations may not purchase or receive additional Offensives from any major power, even if a current minor partner. Additionally, minor nation Offensives may not be saved or accumulated from turn to turn; if a minor nation's Offensives are not used during any particular monthly game-turn, they are simply lost. Minor nation Offensives are never counted when determining control of the Initiative.
Minor Nations and Minor Nation Units
When a particular minor nation becomes a minor partner, all of that minor nation's starting units (if any) are then set-up on the map (in accordance with [9.2], and as specified by that minor nation's order-of-battle), and immediately become friendly to its allying major power(s). If a minor nation is to be invaded, its units must be set-up immediately beforehand.
Minor Nation Units in Combat
Any unit(s) of a minor nation can be Activated via that minor nation's inherent Offensive(s), or Activated as part of an allied major power's Offensive(s) normally (see [5.0]).
Minor nation units that are attacked in any hex outside of their own home nation will automatically only defend at 1/2 of their own printed combat strength rating unless provided at least 1 contributory combat strength point from any allied Bomber, Fighter-Bomber and/or Naval-Air unit(s). Any Inclement weather, ipso-facto, does not necessarily negate contributory support eligibility, except in a case when air is actually grounded. Minor nation units are never halved when they are attacking any enemy units outside of their own home nation, however.
NOTE: UK Commonwealth (and Australian) units are not considered minor nation units.
Minor Nation Construction
Minor nations that do not possess an EP income do not list any order-of-battle force pool units (notwithstanding starting units and free scheduled arrivals). Nonetheless, if a particular minor nation's unit becomes eliminated, it is returned to an allied major power's force pool, and is thus eligible to be rebuilt (via EPs) by an allied major power normally (unless listed as "cbr"). The EP cost of any minor nation's unit is usually -1 EP from the normal allied major power's EP cost for the same type of unit. A minor nation's unit, when placed, must arrive within that minor nation (i.e., per the normal placement rules; see [8.11]).
Minor Nation Replenishment
A maximum of one eliminated minor nation infantry chit may be replenished per the normal replenishment rules (see [7.14]).
Minor Nation Supply Sources
Each friendly home city/resource hex within each minor nation automatically functions as a supply source for that minor nation's units (if such units can trace an unobstructed path of passable land hexes thereto).
Minor nation city/resource hexes are never subject to isolation effects (even if actually "isolated"). A minor nation's units can never draw supply from any other foreign (or friendly-controlled) nation's Map Supply Source, although a line of supply can be traced through any other foreign-friendly nation normally (see [7.7]).
Minor Nation EPs
Minor nations that possess no inherent EP income, but are a minor partner, automatically contribute +2 EPs per each home resource hex to its primary major power ally (provided that an EP-line-of-supply exists thereto; see [8.2]), except any particular minor nation's resource hex(es) that are enemy-controlled. If any enemy nation controls any minor nation's home resource hex(es), that controlling enemy nation will, instead, gain +2 EPs per each minor nation's home resource hex that it currently controls (see [8.2]).
EXCEPTION: If ever captured by Japan, the Palembang, Balikpapan, Brunei, and Soerabaja oil field hexes (hexes W 1912 W 2019, W 2418 and W 1617) contribute extra EPs to the Japanese EP income (see [8.2]). An Allied capture of these oil field hexes thus causes Japan to lose those extra EPs. However, those oil field hexes do not contribute extra EPs to any other (i.e., capturing) nation, although a capturing nation will gain +2 EPs for the resource symbol normally (per [8.2]).
[9.1] Definition of Invasion
Beginning in July 1937, Japan is automatically considered to be at war with China (and vice versa). However, all other nations are considered to be neutral unless formally Activated (see [8.0]), Invaded, or until initiating war with another nation. Japan may declare war on any other nation at any time during the game, unless specifically restricted otherwise (e.g., see [10.39]). The Western Allies cannot initiate war with Japan, although the Soviet Union may initiate war with Japan after the United States has conducted one A-Bomb Strategic Warfare Attack on Japan.
Any Invasion always instigates a war between the invading nation and the invaded nation, and automatically includes any other major power(s) and/or minor partner(s) currently allied with the invading and/or the invaded nation respectively. Additionally, in some cases, an Invasion will also instigate a war between another nation (or nations), even if neutral (see [9.2]). In any case, warring nations are considered to be interminably hostile towards each other until a conquest or a capitulation occurs. Opposing players are not necessarily prohibited from negotiating informal armistices, cease-fires, truces, et cetera. However, no agreement is considered to be inviolate, either legally or de rigueur.
Invasion Definition
Each of the following events - in and of itself - is considered to be an Invasion (i.e., a declaration of war), even if no actual physical invasion transpires or ensues:
- A player verbally declares war upon another nation.
- A nation's unit(s) enter another nation's hex, even if only temporarily.
- A nation's unit(s) attempts Strategic Warfare upon another nation's economy.
- A nation's unit(s) attack another nation's infrastructure, installation(s) and/or unit(s).
- A nation's naval unit(s) successfully intercepted any other nation's naval unit(s), even if no naval combat occurs.
- A nation's Amphibious task force(s) enter another nation's coastal hex during the Naval and Air Phase or during the Offensive Phase, even if no Amphibious Assault is or will be occurring in that coastal hex.
Invasion Restrictions
All of the following restrictions apply:
- A player may never initiate a war on behalf of a nation he does not currently control.
- No land units may ever cross a neutral border (i.e., as an invasion) during the Movement Phase.
- Neutral minor nations may never autonomously initiate a war with any other nation.
- Japan may not initiate a war with the Soviet Union if Japan does not control Nomonhan (W 5420); see [10.39].
- The Western Allies may not initiate war with Japan.
- The Soviet Union may not initiate a war with China, the UK, Australia, the Dutch, the US, or any Allied minor partner.
- The Soviet Union may not initiate a war with Japan until the US has conducted at least one A-bomb Strategic Warfare Attack (see [10.30]) upon a Japanese home city and/or city/resource hex, though only if the Soviet Union controls Nomonhan (W 5420).
- The US may not initiate a war with any nation before 1942*.
*See [9.3].
[9.2] Invading Minor Nations
If Japan intends to invade any (currently) neutral minor nation(s), the Japanese player must announce his intention to invade during the same Phase in which any invading event (see [9.1]) will occur, but always before any such event actually occurs.
NOTE: Previously conquered minor nations are to be disregarded (see [9.11]).
If any invasion of a neutral minor nation occurs (i.e., as of an announcement of intent to do so), an opponent (i.e., an enemy of Japan) must be designated to officiate control of that minor nation, and must then set-up the minor nation's game pieces (if any) in accordance with the order-of-battle, if stipulated, and per [8.11]. A minor nation's game pieces (again, if any) must be set up within that minor nation's home borders (defined on the map with a specific color), deployed to be strategically viable by the officiating player, but observing all stacking and base capacity limits. Furthermore, unless specified otherwise, all minor nation naval unit(s) - if any - must be set-up in any home port(s).
Each friendly home city/resource hex within any minor nation automatically functions as a supply source (i.e., for that minor nation's units, if such units can trace an unobstructed path of passable land hexes thereto).
If the Japanese player has announced his intention to invade a minor nation, war is then considered effectuated and intractable, even if no physical invasion of that minor nation ensues.
Minor Nation Invasion Effects
When Japan invades any neutral minor nation, that invaded minor nation's political alignment (pursuant to the circumstances of the invasion) is stipulated as listed below:
NOTE: Panama and hex W 1600 may not be invaded.
- AUSTRALIA: Any invasion of Australia is considered to be an invasion of the UK and the US.
- BURMA: Any invasion of Burma is considered to be an invasion of the UK (and Australia) and the US.
- DUTCH: An invasion of any Dutch territory in the Pacific is considered an automatic invasion of the UK (and Australia) and the US.
NOTE: For differentiation purposes, the "Netherlands" references in APTO will exclusively be referred to as "Dutch", whereas "Netherlands" references in AETO will exclusively be referred to as "Netherlands". For all intents and purposes, the Dutch in the Pacific Theater are to be considered politically autonomous from the Netherlands in the European Theater.
- INDIA: Any invasion of India is considered to be an invasion of the UK (and Australia) and the US.
- INDOCHINA: An invasion of Indochina prior to July 1941 is considered an invasion of the UK, US and Dutch. As of the Summer Seasonal Turn of 1941, however, Indochina becomes an automatic and immediate Japanese conquest.
If playing a Combined Game, Indochina becomes a Vichy State per [9.2] (see "Vichy State Reaction") and [9.12] normally, assuming the German player has established Vichy France. If the German player has not established Vichy France, then a Japanese occupation of Indochina is considered an invasion of a minor nation normally (and no "Vichy State Reaction" applies). Nonetheless, a Japanese invasion of Indochina prior to July 1941 is considered an invasion of the UK, US and Dutch, though Indochina does not become an automatic Japanese conquest thereafter (during a Combined Game) in that case.
- MALAYA: Any invasion of Malaya is considered to be an invasion of the UK (and Australia) and the US.
- MONGOLIA: Any invasion of Mongolia does not initiate war with any other nation, nor does Mongolia become a minor partner to any major power (see [10.34]).
- NEW ZEALAND: Any invasion of New Zealand is considered an invasion of the UK (and Australia) and the US.
- PHILIPPINES: Any invasion of the Philippines is considered an invasion of the US, UK and Dutch.
[9.3] Invading the United States (APTO)
In the Pacific Theater, the United States will be considered at war with Japan automatically if Japan initiates a war with the UK, Australia and/or the Dutch (thus becoming a Western Ally).
NOTE: Until the US is at war, no US unit may ever attack, bomb(ard), intercept, move or conduct any reconnaissance attempt.
Of course, if Japan invades any US-owned territory(ies)* and/or conducts any attack upon any US unit(s), it is considered to be an automatic declaration of war upon the United States by Japan (and by all current Axis nations, if playing a Combined Game. Axis nations may not renounce any declaration of war upon the United States after Japan initiates war with the United States).
*Any Japanese Strategic Warfare attack upon any Western Ally Convoy Route is considered to be an invasion of (i.e., a declaration of war upon) the United States.
If playing a Combined Game, the US is not considered to be automatically at war with the Axis (in the European Theater) as of the December turn of 1941 (unless Japan initiates war with the United States then). As such, during a Combined Game, the United States is not considered at war until Japan (and/or an Axis nation) initiates war with the United States per [9.1], [9.2] and/or [9.3]. Furthermore, if the Axis (in Europe) initiate war with the US, Japan is not also automatically considered to be at war with the US (if Japan is not yet at war with the US).
[9.4]-[9.8] (These rules are not applicable in APTO)
[9.9] Surrender
An owning player may voluntarily declare the surrender of any major power or minor nation(s)* that he officiates (at any time during any turn). Upon surrendering, a surrendered major power and/or minor nation is considered to be immediately conquered (per the normal conquest rules). When declared, a surrender is considered to be permanent. The effects of surrender are identical to the effects of conquest (see [9.11]) in every respect.
*Only the owning player of an allied major power may voluntarily declare the surrender of any minor partner.
[9.10] Conquest (APTO)
Conquest of a Major Power
Only Japan can be conquered, although the Soviet Union and/or the UK can possibly be "Knocked Out of the War" (see below):
- Japan is considered immediately conquered when every city/resource hex within Japan proper has been captured by enemy combat land units, although the US player may enforce an automatic capitulation of Japan by inflicting sufficient Strategic Warfare EP losses upon Japan.
- Notwithstanding an actual conquest of Japan (per above), Japan will automatically surrender (immediately ending the game) if Japan suffers a loss of EPs (i.e., as a result of Strategic Warfare*) equal to -100 below Japan's preceding Seasonal Turn EP Income (disregarding any EPs saved from previous Seasonal Turns, any EPs in Economic Reserve, or any EPs acquired subsequent to the last Seasonal Turn). However, for each Japanese home city that is presently* occupied by any supplied US combat land unit, that EP surrender integer (i.e., 100) is reduced 10 EPs (e.g., a single captured Japanese home city only requires a loss of EPs equal to -90 below Japan's preceding Seasonal Turn EP Income). In addition, the first US A-Bomb Strategic Warfare Attack upon any eligible Japanese home city (see [10.34]) reduces the EP surrender integer 15 EPs, and the second US A-Bomb Strategic Warfare attack upon another eligible Japanese home city reduces that EP surrender integer 30 more EPs. Thus, both A-bomb Strategic Warfare Attacks reduce the EP surrender integer 45 EPs (to -55 instead of -100, if no Japanese home cities have also been captured).
*During the same season (i.e., three monthly game-turns after the preceding Seasonal Turn).
Additionally, if the Soviet Union is currently at war with Japan (see [9.1] and [10.39]), the abovementioned EP surrender integer is further reduced a number of EPs equal to the roll of two (6-sided) dice. This Soviet die roll is only ever conducted once during a game, but the Soviet player may adds +2 to that die roll for each resource hex in Manchukuo that is presently captured by supplied Soviet combat land units.
EXAMPLE: During the Summer Seasonal Turn of 1945, Japan's EP Income is 0 (as a result of profuse Strategic Warfare attacks during the forgoing season). Then, during the ensuing July monthly game-turn, Strategic Warfare reduces Japan's EP Income to -17 EPs, and during the August monthly game-turn, Strategic Warfare reduces Japan's EP Income -20 more (for a total of -37 during July and August). But also, the US player has conducted two A-Bomb Strategic Warfare attacks during August, and therefore the EP surrender integer is only 55 (i.e., -15 for the first A-Bomb, and -30 for the second A-Bomb = 45, minus the EP surrender integer [100] to 55). Hence, because Japan's EP income has only been reduced -37 EPs thus far, Japan does not capitulate (i.e., at least -55 is necessary). Therefore, the US player realizes that he must inflict an additional -18 Strategic Warfare EP losses upon Japan during the September monthly game-turn. Unfortunately for the Japanese player, the Soviet player has suddenly declared war on Japan. The Soviet player rolls two (6-sided) dice, per above, and rolls a "7" (further reducing the EP surrender integer from 55 to 48), which is not enough to enforce a Japanese capitulation. However, the Japanese player opts to surrender, because he realizes that Strategic Warfare during the ensuing September monthly game-turn will reduce Japan's EP income enough to enforce a Japanese capitulation.
Major Power Colonies
Each colony (except India, if the "India" map is in play) is considered conquered when every city, city/resource and resource hex within that colony territory (if any) has been captured by enemy combat land units.
Knocking Out the UK
The UK will be considered "Knocked Out of the War" if Japan conquers India (including the India Box, if the "India" map is not in play). If the UK is "Knocked Out of the War", the Effects of Conquest (see [9.11] below) apply to the UK APTO order-of-battle, and all UK hexes in the Pacific Theater (only).
NOTE: If the "India" map is in play (see [11.41]), India will be considered conquered when Bombay (I 3294) and Delhi (I 3996) are captured by any supplied Axis and/or Japanese combat land units.
Knocking Out the Soviet Union
Assuming Japan is at war with the Soviet Union, the Soviet Union (only the Far Eastern Soviet Union represented in the Pacific Theater) will be considered "Knocked Out of the War" if every Soviet home city in the Pacific Theater is captured by Japanese supplied combat land units. If the Soviet Union is "Knocked Out of the War", the Effects of Conquest (see [9.11] below) apply to the Soviet APTO order-of-battle, and the Far Eastern Soviet Union.
NOTE: If every Soviet home city in the Pacific Theater has been captured by Japan, the Soviet Union (in the Pacific Theater) is considered "Knocked Out of the War" even if playing a Combined Game. In such a case, no Soviet units from the European Theater may then ever be railed to the Pacific Theater via Soviet rail capacity.
Conquest of a Minor Nation
Unlike a major power, a minor nation is considered immediately conquered when at least half (rounded up) of that minor nation's home city and/or city/resource hexes are captured by enemy combat land units. Additionally, at least one supplied enemy combat land unit must occupy (or have occupied) or presently be adjacent to that minor nation's capital (if connected by land). Non-city resource hexes are ignored when factoring the conquest of any minor nation.
[9.11] Effects of Conquest
When any nation is conquered (or "Knocked Out of the War"), the following effects immediately occur:
- All of that nation's chits are removed from the Force Pool (permanently), and returned to the counter-mix.
- All of that nation's land and air units are removed from the game.
EXCEPTION: If - during a Combined Game - the UK is "Knocked Out of the War", any UK land and/or air unit(s) that still remain in supply (if tracing supply to some other non-conquered UK supply source) are not removed.
- All of the installations and hexes within that conquered nation (including its colonies, if any) become friendly to the conqueror*.
*Although any installation(s) and/or any hex(es) that are still controlled by any other nationality in the conquered nation remain controlled by that nationality until captured, including unoccupied installations behind a demonstrated "Front" (see [5.12]).
- All of that nation's non-sunk naval units are subject to Disposal of Naval Units; see below).
- A conquered nation will retain an inherent Rail Capacity of 1 (useable by the conqueror), but never more (regardless of its pre-conquest Rail Capacity). See [6.1].
- The conquering nation will gain +2 EPs per each (i.e., conquered) supplied resource hex within that conquered nation.
EXCEPTION: Japan will receive extra EPs per each oil resource hex captured (see [8.2]).
Disposal of Naval Units
When any nation is conquered, each stack of that nation's non-sunk naval units presently on the map (i.e., in play) is subject to a possible repatriation or scuttling.
NOTE: Any naval unit(s) of a conquered nation that are stacked with any unconquered allied nation's naval unit(s) (as of the instant that the conquest occurs) are separately subject to a Disposal of Naval Units dice roll, unless presently docked in an allied nation's port (in which case they are then automatically considered owned by that allied nation).
Roll two dice (6-sided) for each separate stack, resolved and modified (cumulative) as follows:
- Dice roll of 2 to 5 = The naval unit stack allies with an enemy of the conqueror (repatriated).
- Dice roll of 6 to 9 = The naval unit stack becomes eliminated (scuttled).
- Dice roll of 10 to 12 = The naval unit stack allies with the conqueror (repatriated).
- +1: If the naval unit(s) are presently docked in a port within that conquered nation.
- -1: If the naval unit(s) are presently part of a stack or task force owned by an enemy of the conqueror.
- -2: If the naval unit(s) are presently in a port that is controlled by an enemy of the conqueror.
- -3: Soviet naval units.
- -3: If no legal sea route or access to any port controlled by the conqueror exists.
- -7: UK* naval units.
*All Commonwealth (e.g., Australian) naval units are considered UK naval units for purposes of this rule.
If any particular naval unit(s) ally with any other nation, their change of ownership is considered to be immediate. If any naval unit(s) ally with an enemy of the conqueror, the owning nation is to decide which particular enemy nation the naval unit(s) will ally with.
In any case, any repatriated naval unit(s) are subject to all standard rules normally. The new owning player may pay EPs to refuel the repatriated naval unit(s) at sea normally (see [3.14]) as of the same monthly game-turn, if desired.
[9.12]-[9.13] (These rules are not applicable in APTO)
[9.14] Dismantling the Bataan and Singapore Fortresses
If the Bataan and/or the Singapore hex is captured, Japan then automatically receives two free coastal fort chits (i.e., one if Bataan is captured, and one if Singapore is captured) to be constructed in any supplied Japanese-controlled coastal hexes (representing the redeployment of large guns from the Bataan and Singapore fortresses).
Dismantlement Procedure
As of the ensuing Seasonal Turn after a Japanese capture of Bataan and/or Singapore, the Japanese player is then eligible to place (during the Construction Phase) two* (free) coastal forts (as under-construction) in any supplied and Japanese-controlled coastal hexes (to be completed normally as of the subsequent Seasonal Turn), and are then considered normal coastal forts.
*Or only one free coastal fort, if only Bataan or only Singapore has been captured.
After dismantlement, the Bataan and the Singapore fortifications cannot ever be repaired or rebuilt. As such, the dismantlement of the Bataan and the Singapore fortifications is a one-time occurrence during any single game.
NOTE: Only Japan is eligible to dismantle the Bataan and Singapore fortresses.
[9.15]-[9.23] (These rules are not applicable in APTO)
[9.24] Liberation
A conquered nation (e.g., Australia) is considered "liberated" when all of that conquered nation's home city/resource hexes are controlled by any enemy (or enemies) of the original conqueror. A liberation does not resurrect that conquered nation, but is considered akin to a second conquest, except as stipulated below:
When a conquered nation is liberated, all of the hexes within that liberated nation (except colonies) become friendly to the liberator (although, any installations and/or hexes still owned by any other nationality in the liberated nation remain controlled by that nationality until captured). A conquered nation's original Rail Capacity is not restored, though a conquered nation (even after Liberation) does retain a Rail Capacity of 1 (per the normal conquest rules), regardless of its pre-conquest Rail Capacity.
Liberated Resource Hexes
A liberated nation never regains its former EP income, although the liberator will then gain +2 EPs per each friendly, supplied resource hex liberated by the liberator's units (see [8.2]).
Post-Liberation Unit Arrivals
A liberated nation will never regain its former force pool or units, although a liberated nation is entitled to receive one free land unit* from that nation's contemporary counter-mix per Winter Seasonal Turn of each successive game-year (thus eligible to arrive in any home city/resource hex within that liberated nation (if in supply), but not within enemy ZOC, or in excess of legal stacking limits. Each arriving unit must abide by all of the normal placement stipulations (see [8.11]), and is subject to international cooperation restrictions normally, if applicable.
*Except any General, HQ or partisan.
NOTE: If a liberated nation is subsequently re-conquered, any post-liberation unit(s) are removed from the game (per [9.11]) normally. If a re-conquered nation is subsequently re-liberated, the aforementioned stipulations apply again.
[9.25] Japan's Garrison Requirements: China
As of the second Seasonal Turn after a conquest (by Japan) of China, Japan is required to garrison China so as to maintain China's conquered status. As such, Japan must retain at least 25 combat land units (with a combat strength of at least 1, but discounting any Generals and/or fortifications) within China, occupying every Chinese mainland home city (excluding Hong Kong and Samah).
The Japanese Garrison Requirement remains in effect for the duration of the game, but it does not ever resurrect China if it then becomes remiss. However, the following consequences will then result:
Remiss Japanese Garrison
If the Japanese Garrison Requirement is remiss during the Supply Step of any particular monthly game-turn, any Chinese home city/resource hex that is not physically occupied by at least one Japanese combat land unit will then not contribute any EPs to Japan as of the ensuing Seasonal Turn (unless subsequently reoccupied before then).
Furthermore, one Chinese 2-1 infantry unit (drawn randomly from the Chinese counter-mix) will automatically arrive on the map (during the Replenishment Step of that same and each ensuing monthly game-turn) in or adjacent to each Chinese city that is not legally garrisoned (even if within enemy ZOC). Any such 2-1 infantry unit must draw supply from (i.e., trace a line of supply to) any unoccupied Chinese Map Supply Source*, which may include the Chinese map-edge supply source (hex W 5109), unless obstructed by any foreign unit(s). China will then receive 2 free inherent Offensives, exactly as a normal minor nation (and is thus governed by the same stipulations). As such, China will receive 2 free inherent Offensives at the beginning of each monthly game-turn thereafter, until there are no Chinese units remaining in play (i.e., on the map).
*Any such Chinese Map Supply Source is exempt from becoming isolated with regard to this rule only.
If the Japanese Garrison Requirement becomes subsequently reinstated, any extant Chinese 2-1 infantry unit(s) remain in play normally (until eliminated), and thus function per the stipulations of [9.0], but are otherwise governed by all normal rules.
[9.26] Partnerships and International Cooperation
A nation's current political status will determine the stipulations via which each nation may cooperate with any other nation(s) during the war. Aside from the following restrictions, all units within a particular partnership or alliance may operate together freely. A single Offensive may Activate land units from two different partnerships, provided that at least half of those land units are of the same nationality as the activating Offensive (except in the case of Air Offensives, which may only Activate units of the same nationality as the activating Offensive).
Political Definitions
The term "Japan" refers to Japan (and Japan's colonies) only. If playing a Combined Game, the term "Axis" can also refer to Germany and Italy (once at war) and any colonies and/or minor partner nation(s) allied with the Axis (including repatriated units). The term "Soviet Union" refers to the Soviet Union and any (although unlikely) minor partner nations allied with the Soviet Union. The term "Western Allies" refers to the United Kingdom (and Australia), the Dutch and occasionally the United States (once at war) and any colonies and/or minor partner nation(s) allied with the Western Allies (including repatriated units). The term China refers to China only.
NOTE: UK commonwealth units are defined as any non-US Western Ally unit. Free-French (or repatriated Vichy French) units are considered UK Commonwealth units in all respects.
Japanese-Axis Cooperation Restrictions
During a Combined Game, in the unlikely event that Japanese and Axis units actually operate together in the same Theater, the following Japanese-Axis Cooperation Restrictions apply:
- Japanese and Axis units (including any Axis minor partner units) may never be Activated via the same Offensive. Japanese Offensives may not Activate Axis units, nor may any Axis Offensives Activate any Japanese units. Combined (Japanese / Axis) Offensives are permitted, however (see below).
- Japanese and Axis air units may not share the same hex while aloft (although they may occupy the same large airbase. If any such airbase is subject to attack, however, only one of the Axis nationalities based there - Japanese or Axis - may be launched at any one time).
- Japanese and Axis land units cannot be stacked together on land as of the end of any Step. However, Japanese land units may freely move through any Axis hex(es) without restriction, and vice versa.
- Japanese units may not occupy any Axis homeland hex.
- Japanese and the Axis may conduct a Combined Offensive (i.e., as a Japanese / Axis Combined Offensive), although both Japan and the Axis must spend 1 EP (of the 2 required) for that Combined Offensive.
- Japanese air and/or land units may never draw supply from any Axis supply source in the European or the East African Theater, nor may any Axis air and/or land units draw supply from any Japanese supply source in the Pacific Theater.
Soviet-Western Ally Cooperation Restrictions
- The Soviet player and the Western Ally player(s) must regard each other as neutral powers (i.e., no cooperation between them is permitted) until the Soviet Union is at war with the Axis.
EXCEPTION: If not playing a Combined Game, the UK and/or the US may send lend-lease to the Soviet Union as of the moment that the UK and/or US is at war with Japan and/or the Axis.
- In the Pacific Theater, the UK and/or the US may then send lend-lease EPs to the Soviet Union, though not before the UK and/or the US is at war with Japan and/or the Axis. In any case, the Soviet Union, however, may never send lend-lease to the UK or the US.
- When the Soviet Union is at war with Japan, Soviet land units may enter and also move through any unoccupied* Western Ally-owned hexes (with the permission of the owning Western Ally player). Likewise, Western Ally land units may enter and move through any Soviet-owned hexes (with the permission of the Soviet player). In either case, however, the moving land unit(s) do not effect control of any hex(es) that they move through (though a unit is always assumed to control the hex it occupies).
*Unoccupied by any air and/or land unit (including any fortifications).
-
When the Soviet Union is at war with Japan or the Axis, Western Ally units may trace an overland line of supply within or through the Soviet Union or any Soviet-controlled territory (with the Soviet player's permission). However, the Soviet Rail Capacity (for that monthly game-turn) is thus reduced by -1 per each Western Ally unit (i.e., chit) tracing a line of supply within or through the Soviet Union or Soviet-controlled territory. Ergo, the Soviet Union's current Rail Capacity is the maximum number of Western Ally units that may trace a line of supply within or through the Soviet Union or Soviet-controlled territory. Soviet supply sources (including supply chits originating within the Soviet Union) do not ever qualify as valid supply sources for any Western Ally units. Likewise, Western Ally supply sources never qualify as valid supply sources for Soviet units.
-
Soviet units may also trace an overland line of supply within or through Western Ally territory (with permission of the owning Western Ally), although Soviet units do not utilize any Western Allies' Rail Capacity when tracing supply through any Western Ally territory.
-
Soviet air units may never base at Western Ally bases. Likewise, Western Allied air units may never base at Soviet bases.
-
Soviet air units may not contribute any combat strength or air superiority die roll bonus to any land combat that is involving any Western Ally land unit(s). Likewise, Western Ally air units may also not contribute any combat strength or air superiority die roll bonus to any land combat that is involving any Soviet land unit(s).
-
Soviet and Western Ally air units may not share the same hex while aloft.
-
Soviet and Western Ally land units may never share the same hex, even if only temporarily (such as during movement or a retreat).
-
Soviet and Western Ally land unit Zone of Control does impede the other's movement, exactly as if moving in an enemy ZOC (except in the case of retreats; a retreating Soviet land unit may enter a Western Ally ZOC during that retreat, and vice versa).
-
Soviet land units may never enter any airbase or airstrip hex that is occupied by a Western Ally air unit, and vice versa.
NOTE: Western Ally land units may occupy any hex with an unoccupied Soviet installation (with permission of the Soviet player), although the Soviet installation is still considered owned by the Soviet Union, and must be vacated immediately upon demand of the Soviet player. Likewise, Soviet land units may occupy any hex with an unoccupied Western Ally installation (with permission of the owning Western Ally player) although the Western Ally installation is still considered owned by the owning Western Ally, and must be vacated immediately upon demand of the owning Western Ally player.
- Soviet and Western Ally units may not be Activated via the same Offensive. Soviet Offensives cannot Activate Western Ally units, nor may Western Ally Offensives Activate Soviet units. Moreover, Soviet and Western Ally units may not be Activated together as a Combined Offensive.
- In the Pacific Theater, Soviet naval units may not dock in any Western Ally port(s), nor may Western Ally naval units dock in any Soviet port(s).
- Soviet naval units may not be "refueled" (i.e., Keeping Naval Units at Sea; see [3.14]) via the expenditure of any Western Ally EPs, nor may any Western Ally naval units be "refueled" via the expenditure of any Soviet EPs.
- Soviet and Western Ally units may never engage in combat or capture either's hexes or territory.
NOTE: If utilizing the End of the Game: Extension optional rule (see [11.5]), any Allied player(s) may opt to extend the above timeframes in which to conquer Japan.
Nevertheless, even if Japan has not been conquered before the end of the aforementioned turns, Japan will only achieve a draw result if the Dutch "oil" hexes (Palembang, Balikpapan, Brunei and Soerabaja) have not been captured by Japan before the end of 1942.
[9.27] Victory (Winning the Game)
The Allied players will collectively be considered the victors of the game if Japan becomes conquered before the end of the August 1945 monthly game-turn. However, if Japan remains unconquered after August 1945, but before the end of the December 1945 monthly game-turn, then the game is to be considered to be a draw. If Japan remains unconquered after December 1945, then the Japanese player is to be considered the victor of the game.
Part 10: Special Rules
[10.0] Commando Units
A commando unit functions like a normal infantry unit (although a commando unit is never applied toward land stacking limits). Additionally, commando units possess the following capabilities:
Movement
A commando unit may move from one enemy ZOC directly to another ZOC (exactly like an armor or a mechanized unit; see [5.13]), although a commando unit moves like a normal infantry unit in all other respects (e.g., a commando unit's movement is reduced to 1 MP during Wet weather condition).
EXCEPTION: An out-of-supply commando unit's movement is not reduced as a result of being out-of-supply.
Capabilities
An Activated commando unit, if occupying any installation hex, is eligible to automatically destroy any one installation* in any one hex during the Offensive Phase - at no MP cost - (even if the commando unit is merely moving through that hex). No EP cost is required to do so, and neither the commando unit nor the installation is required to be in supply.
*Except a Permanent Fortification.
NOTE: A commando unit cannot automatically destroy any installation during an Advanced After Combat, but is eligible to automatically destroy an installation during any Secondary Advance (see [5.19]).
If out-of-supply (whether "marked" as "out-of-supply" or not), a commando unit only suffer a -1 land combat die roll penalty when conducting any land combat attack (rather than the normal -2 penalty) unless attacking with any other out-of-supply (non-commando) land unit(s). Additionally, any enemy land combat attack(s) upon an out-of-supply commando unit does not gain the standard +1 out-of-supply land combat attack die roll bonus, unless that commando unit is presently stacked with any other out-of-supply (non-commando) land unit(s) if the defending player opts to defend with the other unit(s).
A commando unit is subject to out-of-supply depletion effects normally, although an out-of-supply commando unit is entitled to a +3 depletion check die roll bonus (see [7.13]).
Transporting Commandos by Submarine
A full-strength (i.e., non-depleted) tactical submarine unit may be used to embark, transport and debark one commando unit of the same nationality (i.e., placing the commando unit itself under the submarine chit in doing so), regardless of the strength of the commando unit. While transporting the commando unit, however, the submarine unit is considered unarmed, and thus cannot ever attack any naval unit, even if it is intercepted and/or attacked. Obviously, if a commando-transporting submarine unit is sunk, both the submarine unit and the commando unit are eliminated. Moreover, if a commando-transporting submarine unit becomes depleted, the commando unit is eliminated as a result.
A submarine unit embarking, transporting and/or debarking a commando unit does so in accordance with the same rules governing STPs. As such, a commando unit may debark or even conduct an Amphibious Assault (see [3.25]) normally, although per the normal rules, a submarine may not stack (at sea) in the same hex as any other naval unit (see [3.29]). In any case, however, the commando-transporting submarine unit must be depleted (i.e., flipped to its depleted side) immediately after disembarking any commando unit, even if it is debarking the commando unit into a functioning port.
When the commando unit has been debarked, however (and immediately after the submarine unit has been depleted), the submarine unit is assumed to be rearmed automatically, and may fight in combat (albeit depleted) per [3.29] normally.
[10.1] (This rule is not applicable in APTO)
[10.2] Japanese Sneak Attack Bonus
The first and the second monthly game-turns of a physical Japanese invasion of any neutral nation are considered to be Sneak Attack Turns, and thereby afford a Sneak Attack Bonus to specified Japanese units, explained as follows:
EXCEPTION: The Soviet Union is not subject to the Japanese Sneak Attack Bonus, even if neutral.
NOTE: Until a physical Japanese invasion of a neutral nation occurs, the Japanese Sneak Attack Bonus is not considered to be in effect, even if Japanese units attack any enemy units outside of their home nation. A physical Japanese invasion is defined as the moment when any Japanese combat unit enters any home, colony and/or "annexed" (not merely "captured") territory hex that is currently owned by that invaded neutral nation, if during the Naval and Air Phase and/or the Offensive Phase. However, the Japanese player may declare that any forays by Japanese air (only) units into a neutral nation to not initiate the Sneak Attack Bonus, if he prefers (e.g., if any such forays are occurring during a monthly game-turn before the intended Sneak Attack Turn).
All nations (except China) are considered neutral, even if at war with the Axis in Europe (except the US, which is not considered neutral if already at war with the Axis in Europe).
Sneak Attack Bonus (Land Combat Attacks)
During the first monthly game-turn of a physical Japanese invasion of any neutral nation (except the Soviet Union), all Japanese (only) land units are entitled to a +2 land combat attack die roll bonus when conducting any land combat attack(s) against any of that nation's land units (even if not presently in their home nation when attacked).
During the second consecutive monthly game-turn of a physical Japanese invasion of the same enemy nation, all Japanese (only) land units are entitled to a +1 land combat attack die roll bonus when conducting any land combat attack(s) against any of that nation's same land units (even if not presently in their home nation when attacked).
Sneak Attack Bonus (Land Combat Attacks) Considerations
- A Sneak Attack Bonus die roll modifier is cumulative with any other applicable land combat die roll modifier(s).
- A land combat result of [-/1] upon a fortified hex is not backfired if the Sneak Attack Bonus is applicable, and is thus considered to be a normal -/1 result instead (i.e., a defender step loss).
Sneak Attack Bonus (Air Combat Attacks)
If any Japanese Fighter-type air unit engages in air combat during the first monthly game-turn (but not the second monthly game-turn) of a Japanese invasion of a neutral nation (except the Soviet Union) when the Sneak Attack Bonus is in effect, that Japanese Fighter-type air unit will automatically receive a -1 air combat die roll bonus to its own air combat attack die rolls during both air combat rounds.
A nation's air units may not evacuate while that nation is subject to the Sneak Attack Bonus (see [4.14]).
Sneak Attack Bonus (Air-Naval Attacks)
Japanese Naval-Air units are entitled to a +1 Air-Naval attack die roll bonus (in addition to other applicable die roll modifiers, if any) when conducting any Air-Naval attack(s) during the first Sneak Attack Naval and Air Phase (only; i.e., never the second).
Sneak Attack Bonus (Paradrops)
Any Japanese paratrooper unit is entitled to a +1 Paradrop modifier (in addition to all other applicable die roll modifiers, if any) when conducting any Paradrop(s) during the first Sneak Attack Turn (only; i.e., never the second).
Sneak Attack Restrictions
- The Sneak Attack Bonus is never applicable against any Soviet units (regardless of their location on the map).
- The Sneak Attack Bonus is never applicable during the Strategic Warfare Phase or to any Strategic Warfare attacks.
- The Japanese player may not withhold application of the Sneak Attack Bonus for use during a later monthly game-turn. The Sneak Attack Bonus is only applicable during a valid Sneak Attack Turn, as stipulated above.
- The Sneak Attack Bonus applies for the duration of both Sneak Attack Turns (unless stipulated to be applicable during the first Sneak Attack Turn or Naval and Air Phase only), but is never reinstated again (upon that same nation) thereafter during the same game.
[10.3] US Naval Evasion (The Miracle at Midway rule)
As of the Winter Seasonal Turn of 1942, the US player receives an allotment of "Evasion" chits, which may be applied to specified US naval units, stacks or task forces to automatically "evade" successful enemy interceptions.
Allotment
During the Force Pool Additions Step of the Winter Seasonal Turn of 1942 (only), the US player must roll one die (6-sided) to determine the quantity of "Evasion" chits that the US will receive, resolved as follows:
- Die roll of 1 = 2 allotted "Evasion" chits
- Die roll of 2-4 = 3 allotted "Evasion" chits
- Die roll of 5-6 = 4 allotted "Evasion" chits
When the US player has received the prescribed allotment of "Evasion" chits, he is entitled to apply each chit (as stipulated below) once during any monthly game-turn (and at any time throughout the game), except as restricted below:
Application
After any successful enemy air search or naval interception upon any particular individual US naval unit, stack or task force*, the US player may simply declare the application of one "Evasion" chit, which therefore prohibits any enemy air attacks and/or naval interception attempts upon that naval unit, stack or task force (throughout the duration of that current Phase), except as restricted below. As such, the US player must then immediately place an applied "Evasion" chit atop the designated naval unit, stack or task force (i.e., on the map). That "Evasion" chit will thus remain with that US naval unit, stack or task force throughout the duration of the current Phase (only), even as it is moved.
*For purposes of this rule, a US stack or task force is defined as any stack or task force comprising at least 50% (i.e., half) US naval gunnery points. If that stack or task force includes any US aircraft carrier(s), any such carrier's Naval-Air unit's combat strength is applicable in such a case.
Only one "Evasion" chit may be applied to any individual US naval unit, stack or task force. Accordingly, if an evading US naval stack or task force splits off into multiple naval units, stacks and/or task forces, that "Evasion" chit is therefore only applicable to one of them. Thus, the US player must immediately (i.e., before the naval stack or task force actually splits off) designate and declare which individual US naval unit, stack or task force is retaining application of that "Evasion" chit. The designated naval unit, stack or task force therefore remains immune to any enemy air attacks and/or naval interceptions normally for the duration of the current Phase, although the other naval unit(s), stack(s) or task force(s) are not thereafter benefited by that "Evasion" chit. If available, however, the US player may subsequently declare the application of any other "Evasion" chit(s) as needed, if he desires.
At the end of the current Phase (in which any "Evasion" chit is applied), the applied "Evasion" chit(s) are removed from the map (permanently), and returned to the counter-mix. They are never eligible to be procured again during that same game.
Evasion Restrictions
- "Evasion" chits are never applicable in any large sea area.
- "Evasion" chits are never applicable within one hex of any Japanese home coastal hex. If an evading US naval unit, stack or task force subsequently moves within one hex of a Japanese proper home coastal hex, that "Evasion" chit's effects are then immediately abrogated, and that "Evasion" chit is removed from the map (permanently).
- "Evasion" chits may not be applied to submarine units.
- US "Evasion" chits may not be applied in the European or the East African Theater. For purposes of this restriction, the "India" map (if in play) is considered the Pacific Theater.
[10.4] Tropical Disease Effects
After Japan is at war with the US, the Japanese player and the Western Allied player is each individually subject to one separate mandatory die roll (6-sided) during the Replenishment Step of every Fair weather monthly game-turn to determine the effect of tropical diseases upon the Japanese and Western Allied forces in the Pacific Theater, resolved as follows:
- Die roll of 1 = That side must deplete 2 air units.
- Die roll of 2 = That side must deplete 4 infantry units.
- Die roll of 3 = That side must deplete 1 air unit.
- Die roll of 4 = That side must deplete 3 infantry units.
- Die roll of 5 = That side must deplete 2 infantry units.
- Die roll of 6 = That side must deplete 1 infantry unit.
The rolling player may choose any particular unit(s) of the type (air or land) specified by the die roll, although any such unit(s) must be presently within a jungle or jungle-mountain hex during the occurring Replenishment Step. The rolling player cannot deplete any coastwatchers, commando, marine (and SNLF) or paratrooper unit in lieu of an infantry unit, although the rolling player is permitted to deplete a cavalry unit in lieu of an infantry unit.
If there are no units presently occupying a jungle or jungle-mountain hex, or if the die roll result specifies more depletions than are currently present in jungle or jungle-mountain hexes, the result is ignored beyond what that player can implement.
[10.5] (This rule is not applicable in APTO)
[10.6] Partisans (APTO)
Specific nations are subject to possible partisan activity if invaded by any enemy power (but not before; except India). Partisan activity is interminable, even after the invaded nation has been conquered. Partisans are represented by specific chits, which (if eligible) will arrive on the map (in their own invaded nation) during the Replenishment Step of the End Phase. An invaded nation that is eligible for partisan activity is subject to a specified partisan limit, indicating the maximum number of partisan chits that may exist in that nation at any one time. Furthermore, the partisan limit is increased in any nation (except India) that is entered by any Japanese land unit, unless a Japanese General is also currently present there. Nations that are eligible for partisan activity (and associated partisan limits) are listed as follows:
-
AUSTRALIA: 2 Partisans. Australian partisans may not arrive in any Australian desert hex.
-
CHINA: 2 Partisans. Chinese partisans may enter Manchukuo, as well.
-
INDOCHINA: 1 Partisan. The Vietnamese partisan may enter Thailand, as well, if Japan invades Thailand.
-
PHILIPPINES: 1 Partisan. The Philippine partisan cannot arrive on any island without at least one city thereupon.
-
SOVIET UNION: 1 Partisan. The Siberian partisan may enter Mongolia, as well.
-
INDIA: 1 Partisan. The Japanese player may purchase and deploy 1 Indian partisan, but it may not arrive in the India Box.
Partisan Arrival
During the Replenishment Step of each monthly game-turn, the pertinent player(s) must roll (once) for any possible Partisan Arrival per each eligible nation (as listed above, except India) that has been invaded (or conquered) until the partisans equal the partisan limit in any such nation(s). As such, the pertinent player(s) must roll one die (6-sided), resolved and modified (cumulative) as follows:
- Die roll of 1 to 4 = No partisan arrival.
- Die roll of 5 = 1 partisan arrives.
- Die roll of 6 = 2 partisans arrive.
- +2: China.
- +1: Philippines.
- +1: Per each EP spent by an abetting major power.
- +1: If an Atrocity has occurred.
Seasonal Limits
During each season, the arrival of partisans is somewhat limited, depending upon the current game-year. Before 1942, regardless of the maximum partisan limits, no more than 1 partisan may arrive in any eligible nation per season. During 1942, regardless of the maximum partisan limits, no more than 2 partisans may arrive in any eligible nation per season. As of 1943 (and after), no more than 3 partisans may arrive in any eligible nation per season. Seasonal Limits are automatically abrogated in any nation where an Atrocity occurs.
The Japanese and Atrocities
An Atrocity will automatically occur in any nation that is invaded (or conquered) by Japan if there is no Japanese General currently present within that nation. Any Japanese unit will cause an Atrocity in any nation (if invaded by Japan) that enter via normal movement, even if no actual combat occurs therein, or if only temporarily entering therein, and then immediately exiting.
If an Atrocity occurs in any particular eligible nation, place an "Atrocity" chit somewhere within that nation to indicate the Atrocity status there. When an Atrocity occurs in a particular nation, it remains in effect for the duration of the game, and cannot ever be abrogated, although subsequent absences of a Japanese General have no further effect.
An Atrocity has the effect of negating partisan Seasonal Limits, doubling maximum partisan limits, and automatically applying a +1 die roll modifier to each monthly Partisan Arrival die roll in that nation.
Atrocity effects never apply outside of the nation wherein they occur.
Purchasing Partisans
In addition to the partisan(s) that may possibly arrive during each monthly game-turn (within any eligible invaded nation), partisans may be also purchased by any unconquered abetting major power* during a Seasonal Turn. An abetting major power may purchase any number of partisans for any eligible invaded nation (even if conquered) up to the maximum partisan limit (but including any presently extant partisans within any such nation).
*An invaded nation may be an abetting major power for its own partisans.
The cost to purchase (i.e., construct) each partisan chit is 2 EPs, regardless of the partisan's nationality. When purchased (during a Seasonal Turn) the partisan(s) must be placed on the map (see below) during that same Seasonal Turn, although the placement of any partisan(s) must occur after the placement of all other normal units (i.e., all purchased partisans are always placed on the map last).
Partisans may not be purchased during any monthly game-turn, although a pertinent player may spend EPs to modify a Partisan Arrival die roll (see above).
Placing Partisans
A partisan - whether arriving during a monthly game-turn or during a Seasonal Turn - may be placed (by the owning player) in any enemy-owned (but not occupied) hex within its own home nation (e.g., a Chinese partisan may be placed in any unoccupied enemy-owned Chinese homeland hex). A partisan may be placed in any terrain-type hex (except an all-lake or all-sea hex), although they may never be placed within enemy ZOC, nor ever placed into a hex with any enemy installation (although a partisan may move there normally, if the installation hex is unoccupied). Furthermore, a partisan cannot be placed adjacent to any airbase or airstrip that contains any enemy air unit(s), nor into a hex with any other friendly unit, including any other compatriot partisan.
If any partisan cannot arrive because of any aforementioned restriction, its current arrival eligibility is disregarded, and it is simply returned to the Force Pool. If none of the aforementioned restrictions are applicable, any arriving or purchased partisan must arrive (as stipulated above). The owning player cannot withhold the placement of arriving or purchased partisans to be placed during any subsequent turn.
Partisan Movement
Each partisan may move a maximum of one hex per monthly game-turn (during the Movement Phase only). A partisan may not ever be moved during the Offensive Phase under any circumstances. Furthermore, a partisan may not ever move beyond its own home nation*, enter any all water hex, cross any strait, or cross any impassable hexside. Additionally, a partisan may not move via rail movement, or be transported via any ATP, STP or CL/DD combination. A partisan, however, may always ignore supply considerations, terrain MP costs, weather effects, and any enemy ZOC when moving.
*Except Chinese, Vietnamese and Siberian partisans, which may enter Manchukuo, Thailand, and Mongolia respectively.
If a partisan enters any hex that is occupied by any friendly land and/or air unit (or vice versa), that partisan is then immediately eliminated. The owning player may do so purposefully (e.g., to eliminate a particular partisan so that it may potentially arrive in a different location during a subsequent turn).
A partisan may not enter a hex containing any fortification or land unit (including any lone HQ or General), though a partisan may enter any other type of unoccupied (i.e., unoccupied by any enemy land unit) enemy non-fortification installation hex (which includes any enemy airbase or airstrip presently basing any enemy air unit or units; see below).
Partisan Effects
- A partisan causes any hex it presently occupies to become friendly to itself and any allied power. Additionally, a partisan will inhibit enemy ZOC into its own hex exactly as if it is a normal land unit.
- A partisan will not ever reduce or affect any nation's Rail Capacity, although no enemy unit(s) may ever rail into or through any rail line hex presently occupied by a partisan.
- No enemy line of supply may ever be traced into or through any hex presently occupied by an enemy partisan.
- An intrinsic garrison is considered automatically negated if that hex is occupied by an enemy partisan. However, an intrinsic garrison is only negated while occupied by that partisan. If that partisan exits that intrinsic garrison hex, the intrinsic garrison is then automatically (and immediately) extant therein again.
- Partisans have no combat ability (as signified by the "X" combat rating on all partisan chits), nor may they be Activated during any Offensive (or ever moved during the Offensive Phase). However, if a partisan enters an enemy airbase or airstrip hex with any enemy air unit(s) only (i.e., but not with any enemy land units), the enemy air unit(s) presently based there must immediately be transferred (up to 1 "hop") to any other valid base(s) within air transfer range (see [4.7]). Such a transfer is not subject to enemy air interception, although, if no alternate base is available (or if inclement weather prevents the transfer), then the displaced air unit(s) are simply eliminated.
- A partisan never affects any enemy (or friendly) airbase or port it occupies, although a partisan may (if the owning player desires) automatically destroy any enemy airstrip (i.e., dirt airstrip) it occupies (returning it to the counter-mix).
Eliminating Partisans
Any enemy land combat attack (during the Offensive Phase) upon any partisan will automatically eliminate it (with no loss to the attacker). No land combat attack die roll is ever required when conducting a land combat attack upon any partisan.
Any enemy combat land unit's movement (during the Movement Phase) into any partisan's hex will automatically eliminate it. To do so, however, the moving enemy combat land unit must enter the partisan's hex, and expend an additional +1 MP therein to eliminate that partisan. As such, the moving enemy combat land unit must possess enough Movement Points to both enter the partisan's hex and pay the additional +1 MP to eliminate it. All normal movement rules and restrictions apply.
A partisan will be automatically eliminated if its home nation is "liberated" (see [9.24]) and if there are presently no enemy land units, air units or installations existing within that partisan's home nation (proper). Any liberated nation will be eligible for partisan activity normally, however, if subsequently reinvaded.
[10.6] Partisans (AETO; Addendum)
AETO Partisan Supplement
An additional partisan is added for inclusion during an AETO game (whether played alone or as part of a "Combined Game"); the Soviet player (only) may purchase a single "Communist" Rumanian partisan to be placed anywhere in Rumania, listed as follows:
- RUMANIA: 1 Partisan. If Rumania is a German minor partner, a pro-Soviet partisan is eligible to arrive in Rumania.
[10.7] Kamikazes (The "Divine Wind" Rule)
As of 1944, the Japanese player may opt to conduct Kamikaze Missions against any Western Allied naval unit(s) that move within an unknown (i.e., unknown to the Allied player) hex range of Japan proper, requiring a secret (Japanese) dice roll (during any single monthly game-turn of the Japanese player's choice, during 1944), explained as follows:
At any time during any monthly game-turn of 1944 or 1945, the Japanese player may declare a "Kamikaze Check" (only ever once per game), and roll three (6-sided) dice, secretly. The dice roll result indicates the quantity (i.e., range) of hexes from Japan proper that becomes the 'tripwire' hex instigating the allowance of the Japanese player to conduct Kamikaze Missions (throughout the remainder of the current game). As such, if any Western Allied surface (non-submarine) naval unit subsequently moves into or within that range of hexes (from any Japanese home hex to any equal number of hexes to the same distance of that 'tripwire' hex), any and all Japanese air units (except ATPs) are immediately (and thereafter) eligible to conduct Kamikaze Missions (though they are not required to do so), but only within that range of hexes (of Japan proper), but regardless of where they are presently based.
Kamikaze Attack Procedure
If any Western Allied surface naval unit, stack or task force enters within the 'tripwire' range of hexes (known only to the Japanese player) permitting Kamikaze Missions (during any Naval and Air Phase and/or Offensive Phase), the Japanese player may launch any Japanese air unit(s) - if possessing a sufficient printed range - as designated Kamikazes (which may include Fighter-type air units, but never ATPs, nor any air units with an "Elite Pilots" chit) to conduct Air-Naval attacks upon that Western Allied naval unit, stack or task force (assuming that naval unit, stack or task force was successfully reconnoitered; see [4.10]). But before launching the designated Japanese air unit(s), the Japanese player must declare that he is conducting a Kamikaze Mission, and then reveal his "Kamikaze Check" dice roll result to the Western Allied player.
Any convoked air interception(s) will then occur normally (if any), although any Japanese air unit(s) that have been launched to conduct a Kamikaze Mission are not eligible to conduct any air combat attack (even if intercepted). However, any Japanese air unit(s) that have been launched to conduct a Kamikaze Mission are immune to any air combat abort result. Accordingly, the Japanese player may also not voluntarily abort any Japanese air unit that is designated to be conducting a Kamikaze Mission.
If any participating Japanese air unit(s) enters a hex containing the targeted Western Allied naval unit, stack or task force, the Japanese player may then conduct normal Air-Naval attacks, except that all of the standard Air-Naval attack modifiers are disregarded. Instead, a flat +2 Air-Naval attack dice roll bonus is automatically applied to each Kamikaze Air-Naval attack's roll (regardless of the target type, or the type of air unit). However, before each such Air-Naval attack dice roll occurs, the targeted Western Allied player must roll one (6-sided) die to determine which naval unit (if multiple naval units are present) may be attacked by that Air-Naval attack dice roll, as follows:
- Die roll of 1 to 5 = Allied player's target choice.
- Die roll of 6 = Japanese player's target choice.
- +1: The first Phase that any Kamikaze Missions are conducted.
If the target die roll indicates the Allied player's target-choice, that Allied player may select the targeted naval unit that must be attacked by that Kamikaze Air-Naval attack dice roll. If the target die roll indicates the Japanese player's target-choice, the Japanese player may select the target naval unit that shall be attacked by that Kamikaze Air-Naval attack dice roll. Each Air-Naval attack dice roll is subject to a separate target-choice die roll, even if from the same attacking air unit.
NOTE: The Japanese player cannot conduct both a Kamikaze Mission attack and any normal Air-Naval attack within the same targeted hex (during the same Phase). If any Japanese air unit conducts a Kamikaze Mission attack in a target hex, all Japanese air units therein must also conduct a Kamikaze Mission attack (if during the same Phase).
A Japanese Fighter-type air unit (including any Fighter-Bomber) may conduct a number of Air-Naval attacks equal to its own current printed combat strength number (e.g., a full-strength 4-5/3 Fighter is eligible to conduct four Air-Naval attacks). A Japanese Bomber-type air unit may also conduct a number of Air-Naval attack rolls equal to its own current printed combat strength number, but always disregarding any underscore (if any) attack limit (e.g., a full-strength 2-6 Bomber is eligible to conduct two Air-Naval attacks, not 1).
Naval Anti-Aircraft
Unlike normal Air-Naval attacks, Kamikaze Mission attacks are susceptible to anti-aircraft results immediately (i.e., before conducting any additional Air-Naval attacks; see [4.21]). As such, if any attacking Japanese air unit (specifically conducting a Kamikaze Mission attack) suffers an anti-aircraft "hit", it is depleted immediately (i.e., its efficacy becomes immediately diminished, if relevant, as a result).
Kamikaze Fate
After any Japanese air unit has concluded its eligible Air-Naval attack(s) as a Kamikaze Mission, regardless of the results, it is then eliminated automatically (even if a full-strength air unit).
NOTE: Any Japanese air unit that conducts a Kamikaze Attack is not eligible for Pilot Recovery.
"Betties and Bakas"
A Japanese 2-1/5 "Ohka" (MXY7) Bomber unit may only ever be employed to conduct a Kamikaze Mission type of attack. A 2-1/5 (MXY7) Bomber only possesses a printed range of 1, but is unique among Bomber units inasmuch as it must be launched with and thus carried along with (and then launched from) an aloft 3-16 "C" (G4M) Bomber air unit to conduct a Kamikaze Mission attack. Accordingly, the targeted naval unit, stack or task force must be no farther than one hex from that launching 3-16 Bomber. Once launched, however, a 2-1/5 Bomber unit is considered a normal Bomber (except that it may only conduct a Kamikaze Mission type of attack). As such, it may be intercepted normally (but is immune to any abort result), and is also subject to naval anti-aircraft results normally, as well as Kamikaze fate after conducting a Kamikaze Mission attack.
Until launched, however, a 2-1/5 Bomber is considered to be the same air unit as its carrying 3-16 Bomber (and is therefore depleted or eliminated if its carrying 3-16 Bomber is depleted or eliminated). Furthermore, while at any airbase, a 2-1/5 Bomber is assumed to possess a quality rating of "0" (i.e., not 5).
NOTE: A 2-1/5 Bomber unit may never be launched except to conduct a Kamikaze Mission attack. However, a 2-1/5 Bomber may be transported with any 3-16 "C" (G4M) Bomber air unit during any normal Change Base mission. Likewise, a 2-1/5 Bomber unit is eligible to be transported aboard (although never launched from) a Japanese aircraft carrier, per [4.6] normally.
U.S. 'Kamikazes' (The Battle of the Philippines Sea)
During one (only) game-turn (anywhere on the Pacific Theater map, only), any supplied US Naval-Air unit(s) presently based within the same hex location (regardless of the bases(s) and/or aircraft carrier(s) launched from) may - when launched - each exceed their own printed range by +1 hex (though never more), regardless of the mission type. However, the US player cannot do so until the quantity of extant undamaged US aircraft carriers (CVs and/or CVLs only) outnumbers the quantity of undamaged extant Japanese aircraft carriers (CVs or CVLs only) present anywhere on the Pacific Theater map.
NOTE: If necessary, the Japanese player must declare the current quantity (accurately) of undamaged extant Japanese aircraft carriers presently anywhere on the Pacific Theater map (although he is not required to reveal their actual location(s), nor even identify them).
Any US Naval-Air unit that exceeds its own printed range (i.e., +1 hex) is not returned to base when its mission is concluded, but rather is automatically eliminated instead (though eligible to be rebuilt normally). However, any such eliminated US Naval-Air unit is eligible for Pilot Recovery normally (see [7.16]).
[10.8] Soviet Armor Advantages
As of January 1944 (and every monthly game-turn thereafter), Soviet armor units receive a +1 land combat die roll bonus when conducting any land combat attack in any clear terrain hex, unless Japan possesses "air superiority" (see [5.16]) in that target hex. Any such attack, however, must consist of at least 50% Soviet armor combat strength points of the total attacking Soviet land combat strength points (discounting any Generals) to qualify for this bonus. Conversely, any Japanese land combat attack upon a defending Soviet stack (in a clear terrain hex) consisting of at least 50% Soviet armor combat strength points will suffer a -1 land combat die roll penalty, unless Japan possesses "air superiority" (see [5.16]) in that target hex. The '44 Soviet Armor Advantage modifier is cumulative with all other appropriate land combat die roll modifiers (if any). Soviet mechanized and motorized units are not considered armor units with regard to this rule.
[10.9] (This rule is not applicable in APTO)
[10.10] Japanese City Defender Bonus
Any land combat attack upon any Japanese land unit(s) that are presently occupying a Japanese home city hex automatically suffer a -1 land combat die roll penalty. In addition, a [-/1] land combat result against any Japanese land unit(s) occupying a Japanese home city hex is automatically backfired as a 1/- result instead (i.e., an attacker step loss). The Japanese City Defender Bonus modifier is cumulative with all other appropriate land combat die roll modifiers (if any).
[10.11]-[10.12] (These rules are not applicable in APTO)
[10.13] Japanese Free Fortifications (The Cave Complex rule)
As of 1944, the Japanese player is eligible to begin receiving an allotment of free fortification chits, which may be constructed in any supplied Japanese-controlled hexes normally (i.e., without EP cost).
Acquirement Procedure
During each Seasonal Turn, as of 1944, the Japanese player is eligible to roll one die (6-sided) to determine the quantity of free fortifications* that may be placed (as "under construction") on the map by the Japanese player in any Japanese-controlled, supplied hex(es) (i.e., exactly per the normal installation and construction rules). Each placed fortification chit is completed normally as of the following Seasonal Turn. The Japanese player may also purchase (per the standard EP cost) and construct fortifications normally as well (see [8.6]).
*And/or coastal forts.
The Japanese player will continue to receive free fortification chits until he rolls an acquirement die roll of 6 (although always excluding the first die roll), or until 1945, whichever occurs first.
[10.14] General Blamey, MacArthur & Stilwell
The Australian General Blamey, the US General MacArthur, and the Chinese General Stilwell chits are unique among General chits inasmuch as they each lack a standard combat strength rating and an exploitation rating. However, the General Blamey, MacArthur and Stilwell chits each possess a special +1 combat strength rating (MacArthur a +2), which is applicable to attacking and defending Australian, US and Chinese combat land units, respectively, within the command radius of their adjutant HQ, explained as follows:
NOTE: Neither General Blamey, MacArthur nor Stilwell may participate in any breakthrough or exploitation.
If the General Blamey, MacArthur and Stilwell chit, respectively, is presently stacked with any Australian, US and Chinese HQ chit, respectively, their +1 (+2 if MacArthur) combat strength rating is automatically projected to every stack of Australian, US and Chinese land units, respectively, that is within the printed command radius of their adjutant HQ chit (including any land units that are stacked with the HQ and the General chit itself). Accordingly, each stack of Australian, US and Chinese land units, respectively, within that HQ's command radius receives a +1 (+2 if MacArthur) combat strength bonus (i.e., per stack, not per unit), whether defending or attacking (even if not actually Activated by that HQ). Any Australian, US and Chinese land unit stack, respectively, (even if only a single land unit*) within the command radius of their adjutant HQ will receive a +1 (+2 if MacArthur) combat strength bonus (in addition to the added combat strength rating of any other single General chit that is stacked in the same hex).
*General Blamey's, MacArthur's and Stilwell's combat strength rating is not to be considered when calculating combat strength doubling limits (see [5.14]).
NOTE: Supply status(es) do not effect the application of General Blamey's, MacArthur's and Stilwell's combat strength rating.
General Blamey's, MacArthur's and Stilwell's combat strength rating cannot be applied to any unoccupied fortifications, lone HQs, intrinsic garrisons, partisans or non-Australian, non-US and non-Chinese units, respectively.
NOTE: General Blamey's, MacArthur's and Stilwell's combat strength rating is applied after decreasing or increasing any particular land unit stack's combat strength as a result of other strength point variations (e.g., forts, rivers, et cetera). See [5.14].
[10.15] (This rule is not applicable in APTO)
[10.16] Japanese Manchukuo Mandatory Border Garrison (The "Khalkin Gol" rule)
The Japanese player must maintain a land unit border garrison along the Manchukuo-Soviet border prior to a war with the Soviet Union if Japan does not currently control Nomonhan (W 5420). As such, at least ten Japanese 3-1 infantry units must garrison (i.e., occupy) any ten Manchukuo-Soviet border hexes (from hex W 5719 to hex W 5227) until Japan is at war with the Soviet Union. Prior to a war with the Soviet Union, up to two of the 3-1 garrisoning Japanese infantry units may be moved from their garrison hex(es) to enter Mongolia (when legal to do so; see [10.39]) if desired, although any such unit(s) may then not exit Mongolia until Japan is at war with the Soviet Union (except to reoccupy the former garrison hex(es) along the Manchukuo-Soviet border). If any Japanese infantry unit(s) enter Mongolia, they may then stack or deploy freely therein (i.e., they are not required to maintain a border garrison within Mongolia).
NOTE: Any combat (land and/or air combat) that occurs anywhere within Mongolia does not initiate war among the combating nations (see [10.39]). As such, combat occurring among Japanese and Soviet units in Mongolia does not qualify as a war for purposes of abrogating the Japanese Manchukuo Mandatory Border Garrison.
The Japanese Mandatory Border Garrison is abrogated if Japan currently controls Nomonhan (W 5420), or as of the instant that Japan is at war with the Soviet Union (regardless of which nation initiated the war), disregarding any combat occurring within Mongolia, as explained above.
NOTE: As of the December monthly game-turn of 1941, the Japanese player may replace any garrisoning 3-1 infantry unit(s) with any other Japanese infantry units.
[10.17]-[10.24] (These rules are not applicable in APTO)
[10.25] Midget Submarines and SS-238
Japan will receive (as an arrival in Winter 1941 and 1942) a special submarine chit (Midget). Similarly, the US receives (as an arrival in Autumn 1941) a special submarine chit (SS-238). Each such special submarine chit imbues a submarine harbor infiltration bonus, and a special submarine attack capability to one specified tactical submarine chit, explained as follows:
Midget Submarines
If any Japanese tactical submarine unit attempts to infiltrate an enemy port, the Japanese player may then declare the usage of each "Midget" chit (once per game). As such, that Japanese submarine unit (attempting to infiltrate the enemy port) is then entitled to a -2 die roll bonus to its submarine harbor infiltration attempt (i.e., that submarine unit's submarine harbor infiltration attempt die roll of 1-3 permits the infiltrating Japanese submarine unit to enter that enemy port, immune to the port's screen).
If successful, the Japanese submarine unit is then considered to be in that enemy port. Accordingly, the enemy player must then disclose the exact quantity, types and names (if any) of every naval unit presently in that port, whereupon that Japanese submarine unit may then conduct two special submarine naval combat attacks (see below) upon any enemy naval unit (or one attack each upon any two enemy naval units) in that same port, immune to any enemy screening attacks. The Japanese player may always observe the result of his first special submarine naval combat attack before choosing and attacking the same or another target.
Special Submarine Attacks
The submarine unit (employing the "Midget" chit) is entitled to automatically double each of its naval combat attack dice rolls (and add the submarine unit's gunnery rating normally). For example, if the Japanese player rolled a "7" (plus the submarine unit's gunnery rating of "2"), that submarine unit's final combat result is 16 (i.e., 7 x 2 + 2 = 16). Per the normal rule, if the submarine's net attack result is equal to or greater than the targeted naval unit's printed armor rating, the target naval unit is considered to be "hit" (and sunk, if the target is currently damaged or depleted). Thereafter (regardless of the results), the submarine chit is considered to be outside of the port location (although still in the port hex), and cannot be pursued for the remainder of that same Phase.
After the submarine unit's attacks (regardless of the results), the "Midget" chit is then removed from the game (permanently) and thus cannot be rebuilt or employed thereafter.
SS-238
Similarly, if a US tactical submarine unit attempts to infiltrate a non-large enemy port, the US player may declare the usage of the "SS-238" chit (once per game). As such, that US submarine unit (attempting to infiltrate the enemy port) is entitled to a -3 die roll bonus to its submarine harbor infiltration attempt (i.e., that submarine unit's submarine harbor infiltration attempt die roll of 1-4 permits the infiltrating US submarine unit to enter that enemy port, immune to the port's screen).
If successful, the US submarine unit is then considered to be in that enemy port. Additionally, the enemy player must then disclose the exact quantity, types and names (if any) of every naval unit presently in that port, whereupon that US submarine unit may then conduct two special submarine naval combat attacks (see below) upon any enemy naval unit (or one attack each upon any two enemy naval units) in that same port, immune to any enemy screening attacks. The US player may observe the result of his first special submarine naval combat attack before choosing and attacking the same or another target.
Special Submarine Attacks
The submarine unit (employing the "SS-238" chit) is entitled to automatically double each its naval combat attack dice rolls (and add the submarine unit's gunnery rating normally). For example, if the US player rolled a "9" (plus the submarine unit's gunnery rating of "2"), that submarine unit's final combat result is 20 (9 x 2 + 2 = 20). Per the normal rule, if the submarine's net attack result is equal to or greater than the targeted naval unit's printed armor rating, the target naval unit is considered to be "hit" (and sunk, if the target is currently damaged or depleted). Thereafter (regardless of the results), the submarine chit is considered to be outside of the port location (although still in the port hex), and cannot be pursued for the remainder of that same Phase.
After the submarine unit's attacks (regardless of the results), the "SS-238" chit is then removed from the game (permanently), and thus cannot be rebuilt or employed thereafter.
[10.26]-[10.29] (These rules are not applicable in APTO)
[10.30] Fate
"Fate" applies to specific chits and/or units that, historically, became damaged, depleted or eliminated as a result of non-combat events, occurrences and/or circumstances, such that the pertinent chit's/unit's damage, depletion or elimination was at least as-likely or more-likely to occur as a result of factors other than combat (e.g., the Japanese battleship "Mutsu" was crippled as a result of an accidental explosion).
Any chit and/or unit that is subject to Fate (as indicated by a red "F" printed upon each such chit) is simply automatically subject to a single six-sided die roll during the Replenishment Step of each (and every) monthly game-turn after its arrival on the map (per each such specified chit), resolved as follows:
- Die roll of 1 to 5 = No effect; the unit continues to function normally.
- Die roll of 6 = The unit is immediately damaged / depleted (and eliminated if already damaged or depleted).
A unit that is subject to Fate must undergo a Fate die roll every monthly-game turn throughout the game until it is damaged or depleted, even if it had been repaired or rebuilt repeatedly during the game.
[10.31]-[10.32] (These rules are not applicable in APTO)
[10.33] General Merrill, Wingate & Yamashita
The Merrill, Wingate and Yamashita General chits are normal Generals in most respects, although they are unique among Generals in that they are each eligible to conduct Exploitation Movement and/or attacks (only) during the Exploitation Step while stacked with infantry units. As such, the General Merrill, Wingate and Yamashita chits are each printed with parenthetical Exploitation ratings.
EXCEPTION: The Merrill General chit does not possess any Exploitation capability unless stacked with the US "5307th" commando unit. Likewise, the Wingate General chit does not possess any Exploitation capability unless stacked with the UK "Chindits" commando unit (while in the Pacific Theater).
As per the normal Exploitation rules, an activated (eligible) unit (with General Merrill, Wingate and Yamashita, respectively) may conduct normal movement and land attacks during the Land Movement Step and the Combat Step of the Offensive Phase, and then Exploitation Movement and/or attacks during the ensuing Exploitation Step.
Exploitation Eligibility
During the Exploitation Step of the Offensive Phase (after the Combat Step), an Activated (eligible) unit with General Merrill, Wingate and Yamashita, respectively, may perform Exploitation Movement if all of the following conditions apply:
- If there are no adverse weather conditions (W or M) in the hex occupied by the unit and General.
- If the Activated unit conducted a normal land attack, and successfully vacated the target hex, or conducted no attack, but remained in supply after normal land movement during the Land Movement Step.
- If the unit and General began the Exploitation Step stacked together (although they need not have necessarily been stacked together before then).
Exploitation Movement
When beginning Exploitation Movement, the unit (stacked with General Merrill, Wingate or Yamashita, respectively) may move up to the extent of that General's printed exploitation rating. The moving unit may split off as it moves (within the aforementioned movement limits), even if it does not actually remain with the actuating General chit. All MP costs and movement restrictions apply normally to Exploitation Movement.
NOTE: The unit that began its Exploitation Movement as supplied is considered to be in supply for the duration of its movement (and any subsequent Exploitation attack that it conducts). Supply considerations are only applicable to the unit at the beginning and end of the current Exploitation Step (per [7.10]).
Exploitation Attacks
After conducting Exploitation Movement, the exploiting unit may then conduct an Exploitation attack, if adjacent to an eligible target hex (although Exploitation movement is not a requisite to conduct an eligible Exploitation attack). The Exploitation attack is conducted and resolved like a normal land combat attack (which may include any participating paratrooper unit(s) as an affiliated Paradrop), although the Exploitation attack is not required to be within the command radius of any activating Command Agent. Both the attacker and the defender may then contribute Ground Support and/or Naval Bombardment (if available) per the normal rules, resolving all interceptions and combat normally.
After resolving the Exploitation attack, the successfully attacking unit may then Advance After Combat normally. Any land unit(s) (if not Activated during a previous Offensive) may conduct a Secondary Advance normally as well (see [5.19]).
The Exploiting combat unit may be commanded by any other simultaneously Activated HQ (if within that HQ's command radius), even if that activated HQ (during the Exploitation Step) is not the original HQ that initiated the Activation of the unit.
[10.34] Atomic Bombs
The US order-of-battle features two "A-Bomb" chits, which arrive during the Summer Seasonal Turn of 1945 in the US Box. Each of these A-bomb chits may be transported (free) by any non-submarine US naval unit normally, but must be transported to any supplied, functional US-controlled airbase (if that airbase is also a functioning port hex) to be employed during a Strategic Bombing attack.
A US A-Bomb chit may only ever be employed to conduct a Strategic Bombing attack (per [2.2]). An A-Bomb chit does not possess any range, and therefore must be launched with and then carried along with a US 20-20[4] (B-29) bomber air unit to be employed as an "A-Bomb Strategic Warfare Attack". Hence, the carrying 20-20[4] Bomber and A-Bomb unit(s) must be aloft in the same hex as the intended Strategic Target to conduct an A-Bomb Strategic Warfare Attack there. An A-Bomb chit itself cannot ever be intercepted, and nor is it ever subject to any anti-aircraft results.
Until an A-Bomb Strategic Warfare Attack has been conducted, however, a carried A-Bomb chit is considered to be the same unit as its carrying 20-20[4] Bomber (and is therefore eliminated if its carrying 20-20[4] Bomber is eliminated, only). While at any airbase, however, an A-bomb chit is invulnerable, unless that airbase is actually captured by any enemy land unit (in which case, that A-Bomb chit is eliminated permanently.
NOTE: An A-Bomb chit may never be employed except to conduct an A-Bomb Strategic Warfare Attack, though an A-Bomb chit may be transported (free) by any non-submarine US (only) naval unit. If the transporting naval unit is sunk (not merely damaged or depleted) while transporting any A-Bomb chit(s), the transported A-Bomb chit(s) are then eliminated immediately, and may not be rebuilt.
A-Bomb Strategic Warfare Attack
An A-Bomb Strategic Warfare Attack does not supersede a normal Strategic Bombing attack by that carrying US 20-20[4] Bomber unit, but - rather - is in addition to it. Hence, when the US player conducts an A-Bomb Strategic Warfare Attack, he may also conduct a normal Strategic Bombing attack (with that carrying 20-20[4] Bomber unit, as well as any other present friendly Bomber units). In any case, each A-Bomb Strategic Warfare Attack is resolved as a separate Strategic Bombing attack on the 120+ column of the Bombing Table (which is not ever column shifted, though only one A-Bomb Strategic Warfare Attack may be conducted upon any single Strategic Target). Regardless of the A-Bomb attack dice roll, an A-Bomb Strategic Warfare Attack is always considered successful (per victory determination; see [9.10]).
In addition to an A-Bomb's Strategic Bombing attack, every non-aloft unit in that attacked hex is automatically damaged or is depleted (or eliminated if already damaged or depleted), though any unit(s) that enter that hex subsequently are not effected. If playing with optional rule [11.43], a Strategic Target that has been attacked by an A-Bomb unit is not eligible to be "Fire Bombed" thereafter, and vice versa.
A-Bomb Usage in Europe
If playing a Combined Game, the US player may conduct an A-Bomb Strategic Warfare Attack against any German (not Italian) home city, per the aforementioned rules normally. However, aside from the direct effects of the attack's dice roll result on the Bombing Table, an A-Bomb Strategic Warfare Attack does not facilitate a German surrender as with Japan per [9.10].
[10.35] The Burma Railway
The Japanese player is eligible to construct railway installations exactly as if any other normal installation (requiring the standard one-season delay to complete; see [8.6] and [8.11]), known as the "Burma Railway". Each Burma Railway installation, when complete, functions exactly like a normal rail line hex (see [6.1]), assuming it is connected to another rail line. Additionally, each functional Burma Railway installation that is constructed in a jungle or jungle-mountain hex will nullify the supply prohibition through therein (see [7.7]). Furthermore, any land unit(s) that enter any jungle or jungle-mountain hex containing a Burma Railway installation therein from an adjacent and adjoining rail line hexside (whether a map printed rail line, or another Burma Railway installation) need only expend 1 MP to enter that jungle or jungle-mountain hex, regardless of the type of moving land unit. In any case, though, a Burma Railway installation does not modify the terrain of the hex where it is built, and thus does not change any combat occurring therein, if any.
Each Burma Railway installation is constructed exactly like a Small Airbase (at a cost of 2 EPs), although each constructed Burma Railway installation must be built in a supplied hex that is either adjacent to an existing rail line (whether a map printed rail line, or another Burma Railway installation), or in any city.
NOTE: Constructed Burma Railway installations do not generate any Rail Capacity anywhere they are built.
No Burma Railway installation is required to be built exclusively within Burma proper, although the Japanese player is limited to constructing a maximum of six Burma Railway installations per game, regardless of where they are constructed. Furthermore, a constructed Burma Railway installation chit must be constructed adjacent to an existing friendly rail line hex (not within contested or uninhibited enemy ZOC), or another Burma Railway chit (not within contested or uninhibited enemy ZOC). In any case, only one Burma Railway installation may be built in the same hex, even if any previously built Burma Railway installation there is currently destroyed.
All Burma Railway installations are destroyed and also repaired exactly identically to an airbase. If destroyed, a Burma Railway installation ceases to function as a rail line (until it is repaired) in every respect.
[10.36] Coastwatchers
The Australian order-of-battle features two Coastwatchers units, which (upon their arrival) may be placed on (and removed from) the map during any Seasonal Turn, exactly like an HQ (see PART 8, "Command Reassignments"). A Coastwatchers unit functions exactly like an HQ (in combat) per [5.2], except that Coastwatchers units may stack with and/or move adjacent to any HQ unit without restriction.
Of course, Coastwatchers units have no command ability, and possess a set movement rating of "3" (i.e., Coastwatchers units do not move like HQs). Coastwatchers units are subject to all normal land movement stipulations, per [6.0], exactly as if an infantry unit.
Capabilities
A Coastwatchers unit is unique among land units insofar as it may conduct a reconnaissance attempt upon any enemy naval unit, stack or task force, exactly like an air unit (see [4.10]) with an assumed range of "0" (i.e., only in that Coastwatchers unit's same hex), thereby requiring a Flotilla Sighting Report normally (see Player Aid Card "I"), using the "1" range column.
Eliminated Coastwatchers units are not permanently destroyed, regardless of the circumstances of their elimination. Eliminated Coastwatchers units must simply be returned to the force pool, and are eligible to arrive again during any subsequent Seasonal Turn normally (at no EP cost), in accordance with the normal unit placement rules (see [8.11]).
[10.37] Defective US Torpedoes
Prior to the July monthly game-turn of 1943, any successful US (only) submarine and/or "PT-Boat" DE naval combat attack upon any enemy naval unit (in any Theater, even if playing a Combined Game) is subject to a "Dud Check" dice roll (before implementing the results of that naval combat attack).
To conduct a "Dud Check", the US player must roll two (6-sided) dice; if that "Dud Check" dice roll result is a 2-7, the preceding successful submarine or "PT-Boat" DE naval combat attack roll is considered unsuccessful instead (and therefore has no effect upon the targeted enemy naval unit whatsoever). However, if that "Dud Check" dice roll is 8-12, no adverse effect is incurred, and the preceding successful submarine naval combat attack remains successful.
As of the July monthly game-turn of 1943, this rule is abrogated permanently, and never reinstated.
[10.38] The "Doolittle Raid"
The "Doolittle Raid" is a special Strategic Bombing Attack that is conducted normally, except that it can only ever be conducted once (by the US player only) during the game (during 1942). Furthermore, only one particular US Bomber unit, the X-7/0 (B-25) Bomber unit, is ever eligible to conduct the "Doolittle Raid" (signified with a red "D" printed on the X-7/0 Bomber chit).
The X-7/0 (B-25) Bomber unit is unique insofar as it is the only Bomber unit that may ever be based aboard (and launched from) a CV naval unit (signified with a red printed "B" identifier). The X-7/0 Bomber unit specifically arrives aboard the US CV "Hornet" (or any other US CV if the CV "Hornet" had been sunk hitherto) during any monthly or Seasonal game-turn (of the US player's choice) during 1942. The CV "Hornet" (or other) must presently be "in port" in the US Box, however.
NOTE: While the X-7/0 Bomber unit is based aboard the CV "Hornet", the CV "Hornet" may also base any single US Naval-Air unit normally (though the Hornet's aircraft capacity is assumed to be replete). However, the CV "Hornet" may not ever launch a Naval-Air unit while the X-7/0 Bomber is also currently aboard. If necessary, the US player may voluntarily eliminate the X-7/0 Bomber unit at any time during any turn (for example, to allow a Naval-Air unit to be launched), though the X-7/0 Bomber unit is considered eliminated permanently in that case.
As mentioned, the X-7/0 (B-25) Bomber unit may be based aboard (and launched from) a US CV, but it cannot ever land (i.e., return to base) aboard any CV (once launched). As such, the X-7/0 is the only Bomber unit that is not required to be returned to base after it has been launched (from a CV). In fact, after conducting the "Doolittle Raid", the X-7/0 Bomber unit may not be returned to any base, and is automatically eliminated immediately thereafter.
Procedure
To conduct the "Doolittle Raid" Strategic Bombing Attack, the US player - during any Strategic Warfare Phase - simply launches the X-7/0 Bomber unit (i.e., from the CV it is currently based aboard) towards any Japanese home city target hex (currently within range), which thus requires that basing US CV naval unit to be 7 hexes (7 being the X-7/0's range) or closer to the intended Japanese home city target hex. Once launched, the X-7/0 Bomber unit (only) is automatically immune to any air interception, though the "Doolittle Raid" - when the X-7/0 Bomber unit is aloft in a Japanese home city target hex - is not resolved as a normal Strategic Warfare attack. Instead, the "Doolittle Raid" effectuates the following unique and specific effects:
Effects
As of the instant the X-7/0 Bomber unit is aloft in any Japanese home city target hex (during the Strategic Warfare Phase), the following effects immediately occur:
- The "Japanese Home Fighter Command Deployment" rule must be enacted (only if playing with optional rule [11.21]).
- The US player receives two additional (to be randomly drawn) "Magic" chits (only if playing with optional rule [11.22]).
- The US player may roll 2 dice (6-sided), and thus receive an immediate EP recompense equal to that dice roll (to be added to the US EP Track immediately).
- The Japanese player must eliminate one current Japanese Offensive, if any, from the Japanese Offensive Track (if no present Japanese Offensives remain, this is disregarded).
- The US immediately receives two additional free Offensives on the US Offensive Track.
- During that same Season, the US controls the Initiative.
Restrictions
- The X-7/0 Bomber unit cannot ever be used to conduct any air reconnaissance, nor be launched to attack any naval unit, attack any installation, or contribute air superiority to any land combat.
- When eliminated, the X-7/0 Bomber unit is not eligible to be rebuilt, and thus is listed as "cbr" (cannot be rebuilt) on the US order-of-battle.
- If the CV "Hornet" is damaged or sunk before the X-7/0 Bomber unit has been launched, the X-7/0 is eliminated.
- During the "Doolittle Raid", the X-7/0 Bomber unit may not be escorted by any friendly air unit.
- The "Doolittle Raid" has no effect whatsoever upon the targeted Japanese home city, nor any units or installations therein.
[10.39] The "Nomonhan Incident" (The Battle of Khalkin Gol rule)
Unlike the normal rules pertaining to invasion (i.e., initiating war), if Japanese and Soviet units (of any type) participate in combat against each other anywhere within Mongolia (regardless of which nation initiated combat, or the results thereof), neither player may ever regard any such combat (within Mongolia only) as an invasion or declaration of war by the other (regardless of the game year).
Nomonhan
To represent the influence of the "Nomonhan Incident" (otherwise known as "The battle of Khalkin Gol") upon the Japanese Army (i.e., Japanese grand-strategy, in particular), the Mongolian city of Nomonhan (W 5420) is significant inasmuch as its ownership (by either Japan or the Soviet Union) will dictate if Japan may initiate war with the Soviet Union, and vice versa.
NOTE: The Soviet Union may never initiate war upon Japan before the US has conducted at least one A-Bomb Strategic Warfare Attack upon a Japanese home Strategic Target (assuming the Soviet Union controls Nomonhan).
As of the September monthly game-turn of 1939 (and thereafter), if Nomonhan is currently owned by the Soviet Union, Japan may not initiate war with the Soviet Union. Moreover, Soviet ownership of Nomonhan permits the Soviet Union to initiate war with Japan after the US has conducted an A-Bomb Strategic Warfare Attack upon any Japanese (home) Strategic Target.
However, as of the September monthly game-turn of 1939 (and thereafter), if Nomonhan is currently controlled by Japan, then Japan is permitted to initiate war with the Soviet Union (without restrictions) at any time during the game thereafter, per [9.1] normally. Furthermore, so long as Japan controls Nomonhan, the Soviet Union may not initiate war with Japan (i.e., even after the US has conducted an A-Bomb Strategic Warfare Attack upon Japan).
NOTE: Nomonhan's current ownership will dictate whether Japan and the Soviet Union may initiate war upon one another or not, although Mongolia itself is always an exception. In other words, Japanese and Soviet units may engage in combat within Mongolia regardless of any invasion restrictions, regardless of the current game year, and regardless of Nomonhan's current ownership. Accordingly, any combat occurring within Mongolia never initiates war, and also cannot be regarded by either Japan or the Soviet Union as an initiation of war. As such, the abovementioned war prohibition (by a nation that does not own Nomonhan) does not apply within Mongolia (e.g., even if the Soviet Union owns Nomonhan after August of 1939, thus prohibiting Japan from initiating war with the Soviet Union, Japanese units are permitted to initiate combat with any Soviet units within Mongolia, without restriction or political consequences).
Aside from the political effects of owning Nomonhan, Nomonhan is a resource hex, and thus bestows 2 EPs to the owning nation, per [8.2] normally.
[10.40] Reinforcement Unit (The "Tokyo Express" rule)
If the Admiral Tanaka chit is currently aboard any Japanese DD naval unit chit, that Japanese DD naval unit may function exactly like an STP in every respect. Any such DD naval unit is hereafter known as the "Tokyo Express".
EXCEPTION: The "Tokyo Express" DD naval unit is not automatically depleted when conducting an Emergency Sea Supply Debarkation (see [7.5]), although only one Emergency Sea Supply Debarkation is permitted per each monthly game-turn nonetheless.
A full-strength "Tokyo Express" DD naval unit is equivalent to a 2-point STP (i.e., two Sea Transport Points), whereas a depleted "Tokyo Express" DD naval unit is equivalent to a 1-point STP (i.e., one Sea Transport Point). A "Tokyo Express" DD naval unit may still participate in naval combat normally, though any cargo it is currently carrying is also eliminated if that "Tokyo Express" DD naval unit is sunk. If a full-strength "Tokyo Express" DD naval unit is depleted, any excess cargo (i.e., beyond what can be carried by one Sea Transport Point) must be eliminated as well.
If the "Tokyo Express" DD naval unit is eliminated, any other Japanese DD naval unit in that same hex (i.e., also stacked with the Admiral Tanaka chit) may immediately be nominated as a "Tokyo Express" DD (assuming Admiral Tanaka was not also eliminated), although any newly nominated "Tokyo Express" DD naval unit may not recover any cargo previously sunk along with the original "Tokyo Express".
[10.41] Riverine Naval Units
Any unnamed naval unit printed with a red "R" is unique among naval units insofar as it may move onto any non-mountain land hex that is printed with a hexside river symbol*. Any such river MP movement, regardless of the terrain (except mountain hexes, which are prohibited) must be multiplied by five per each such hexagon entered (e.g., entering three hexes would require a Riverine naval unit to expend 15 MPs). A Riverine naval unit is considered to occupy any such land hex it enters like any normal land unit, though ostensibly present on the river depiction itself.
*Except into any hex within any enemy combat land unit's uninhibited ZOC.
River Movement Procedure
When moving along a river, the moving player may move* the Riverine naval unit from its current river hex along a contiguous path or route of river hexes (following the course of the river line itself) to any desired, friendly destination river line hex. As it moves, a Riverine naval unit may not "hop" non-connected river lines in adjacent hexes, but must move from its origin hex along a linear path of any utilized river lines to its destination hex. The path of river movement may be up to the extent of the Riverine naval unit's movement allowance, requiring an expenditure of 5 MPs per hex entered.
*Ignoring all stacking limits.
No Riverine naval unit may ever move within any enemy land unit's uninhibited ZOC, occupied or owned hex (although a Riverine naval unit may enter a hex that is within contested ZOC). A Riverine naval unit may, however, move into, out of or through any river line hex that is presently occupied by another friendly land unit, even if within enemy Zone of Control.
Combat
A Riverine naval unit never has any offensive combat capability whatsoever, although it can be attacked exactly like a normal land by any adjacent eligible enemy land unit(s) (whether that Riverine naval unit is alone or stacked in the same hex as any other friendly land units). In such a case, a Riverine naval unit's armor rating is to be calculated as its combat strength normally (and accordingly eligible to be modified normally, per [5.14]). Any Riverine naval unit can be attacked by any eligible enemy bomber-type air unit(s) normally.
[10.42] Supply on Island Chains
To represent the variety of barges, sampans, pirogues and numerous other types of small craft that were commonplace among the various islands and atolls in the Pacific Theater, land and air units may draw supply across connected coastal hexes, explained as follows:
While present on any island in any island* (only) hex, any unit is eligible to trace a line of supply (of any length) from its present hex to any other friendly island* hex (i.e., even if not physically connected by any land depiction), but only via a continuous link of non-interrupted and connecting coastal (light blue) hexes.
*An island is defined (for purposes of this rule) as any singular island depiction that is enclosed by a coastal hex or hexes, but never encompassing more than 3 total hexes (as one island). For example, per this rule, Halmahara is considered an island, but Java is not.
NOTE: A line of supply may not ever be traced into or through any sea (dark blue) hex or sea depiction.
Interrupted Coastal Hexes
An island line of supply may be traced via any adjoining friendly (or unoccupied, if not friendly) island coastal (light blue) hexes, but never into or through any hex that is presently occupied by any supplied enemy air (non-aloft), land and/or naval unit with a printed combat strength number (even if only fractional) and/or a torpedo rating (but excluding General and/or Admiral chits).
EXAMPLE: An unsupplied Japanese 2-1 land unit presently occupies hex E 4725 on Guadalcanal, adjacent to a US 4-2 land unit in hex E 4624, and a US STP in hex E 4625. During the Supply Step, the Japanese player announces that his 2-1 Infantry unit will trace a line of supply to a Japanese Sea Supply chit in hex E 4527. The Japanese player cannot trace a line of supply into or through coastal hex E 4624 because of the US 4-2 Marine there, but he can trace a line of supply into and then through hex E 4625 (because the US STP there is not printed with any combat strength), and then into hex E 4526 (hex E 4526 is presently occupied by an Australian Coastwatcher land unit, although that Coastwatcher does not interrupt the Japanese line of supply because it is not printed with any combat strength number), and finally into hex E 4527 where a Japanese Sea Supply chit is currently located.
[10.43] Harbor Enlargement
At any time during the game, the Japanese and the US player may each enlarge an existing port location he currently controls into a Major Port, explained as follows:
If the Japanese or US player (only) currently controls a Minor Port or a Coastal City port location anywhere on the map (if that port is currently functional and presently in supply), he may then construct a single Major Port in that location, known as a Harbor Enlargement.
NOTE: An existing Major Port cannot be enlarged. Any port location that is enlarged does not add its existing port capacity to the Harbor Enlargement. That location, when enlarged, simply becomes a single Major Port.
However, the Japanese player is only ever permitted to enlarge one port at any time during the entire game, and the US player is only ever permitted to enlarge two ports throughout the game, and only ever in the Pacific Theater (including the "India" map, if in play; see [11.41]).
To do, the enlarging player must simple spend 5 EPs during the Construction Step of any Seasonal Turn, and place a "Harbor Enlargement" chit in an existing, friendly and supplied port hex (as under construction), which will be completed per a single die roll (6-sided): The number rolled on that die is the number of Seasonal Turns that will be required to complete construction of that Harbor Enlargement, modified as follows:
- +1: before 1943
- +1: Japanese Harbor Enlargements
- +1: Coastal City port locations
If a player's die roll result is a "6", then no Harbor Enlargement is possible in that particular hex (by either side) for the duration of the current game. In the case of a "6" result (only), the rolling player will be refunded his 5 EPs. That player is eligible, though, to attempt another Harbor Enlargement in any other location, per the same stipulations above.
Once completed, a Harbor Enlargement permanently converts that port location into a Major Port, and it thus remains a Major Port for all intents and purposes per [3.15] normally (although it can still be reduced per AETO [11.2], if in play). If destroyed, it is repaired as a Major Port normally.
If a port where a Harbor Enlargement construction is occurring is captured or destroyed, the Harbor Enlargement construction there is immediately ended (i.e., remove the under construction Harbor Enlargement chit from the map) and cannot be resumed (although a player may begin a new Harbor Enlargement there again, but he must begin the aforementioned procedure anew, including the requisite EPs, and the die roll).
If supply to that port location becomes interrupted before that Harbor Enlargement construction is complete, the construction simply stops until that location is in supply again (whereby that Harbor Enlargement construction will resume, but as delayed by one Seasonal Turn for each season wherein any monthly game-turn during a season that the port location was not in supply).
Part 11: Optional Rules
Each of the following rules is "optional" and is only applicable to any APTO game per the agreement (per individual rule) of all of the designated players before the game begins. The designated players may collectively decide to institute some of the following optional rules, all of the following optional rules, or none at all.
Most of the following optional rules were designed and are solely intended to add more historical realism to the game, although their application may potentially offset the game's play-balance somewhat. Some of the optional rules, however, are specifically intended to add more play-balance to the game, though their application may not impart any particular historical factuality. Furthermore, various optional rules neither add nor detract from the game's overall play-balance significantly, but exist merely to preserve historical homogeneity. In any case, players should consider their relative experience and proficiency as a relevant consideration when determining which optional rule(s) to employ.
[11.0] (This rule is not applicable in APTO)
[11.1] Convoy STP Losses (APTO) (Recommended)
At the conclusion of the Strategic Warfare Phase, the Japanese player may voluntarily eliminate any Japanese Sea Transport Point(s) - of those presently in play - in lieu of Economic Points eliminated as a result of Strategic Warfare in any Japanese Merchant Shipping Route, explained as follows:
Procedure
During the Strategic Warfare Phase, the Japanese player may, at his discretion, voluntarily remove 1 STP (i.e., point) per 2 EPs eliminated as a result of Strategic Warfare inflicted upon any colored Japanese Merchant Shipping Route(s) during that Strategic Warfare Phase. Any voluntarily removed STP(s) may be removed from anywhere on the map (in the Pacific Theater), although any such removed STP(s) must be presently empty (i.e., not carrying any cargo).
Any removed STP(s) are immediately returned to the Japanese Force Pool, but may be repurchased normally during any future Seasonal Turn(s) at the standard cost of 4 EPs each (although, as of 1943, each Japanese STP costs 6 EPs, not 4).
[11.2] (Combined Game only; this rule is not applicable in APTO alone)
[11.3] Dummy Task Forces (APTO)
In the Pacific Theater (only), the UK and the US (only) may each secretly designate up to three particular task force chits as "dummy" task forces (i.e., containing no actual naval units) at any time. No more than three task forces may be designated as a "dummies" at any one time by the UK, and by the US, although there is no limit to the frequency of instances that any new unassigned task force chit may be designated as a "dummy", except as mentioned below.
A "dummy task force" may be placed and moved wherever and in whatever manner desired by the owning player (if in and/or to a normally legal map location), and may be removed at any time by the owning player. If a "dummy task force" chit is successfully reconnoitered or intercepted by any enemy unit, the owning player must then reveal that task force to be a "dummy" to the enemy player(s) and then immediately remove it from the map.
The owning player may not designate another task force chit (of the same nationality) as a "dummy" during that same Phase.
NOTE: No Flotilla Sighting Report upon a legitimate task force may ever be reported as a "dummy".
A "dummy task force" has no capability or tangible presence during a game, and thus is never considered an actual task force. However, a successful reconnaissance or interception of a "dummy task force" is considered a legitimate reconnaissance or interception attempt respectively, for purposes of determining subsequent eligibilities.
[11.4] (This rule is not applicable in APTO)
[11.5] End of the Game: Extension (APTO)
In the Pacific Theater, an Allied victory is achieved if Japan is conquered before the end of the August 1945 monthly game-turn. However, the US player may opt to pay EPs to "extend" the war and the timeframe in which to conquer Japan.
During the Summer 1945 Seasonal Turn, the US must assess the strategic situation, and decide whether to "extend" the war (and for how long), or not. If the US player believes that Japan cannot be conquered before the end of the August 1945 monthly game-turn, the US player may pay EPs to "extend" the war. However, the US player must decide whether to "extend" the war, or not, during the Summer 1945 Seasonal Turn; never before or after.
If the US player opts to "extend" the war, he must decide during the Summer Seasonal Turn - the total intended duration of the war's Extension (and noting the requisite EP cost). The US player may opt to extend the war one to three monthly game-turns (but never more), tabulated as follows:
- 1 monthly game-turn Extension = 20 EPs
- 2 monthly game-turn Extension = 40 EPs
- 3 monthly game-turn Extension = 60 EPs
NOTE: A player cannot ever spend EPs in excess of his currently available EPs to extend the war.
Assuming that the requisite EP cost is paid, the war (i.e., the timeframe in which to defeat Japan) is then extended for the intended duration, and the normal victory conditions are then assessed at that end of that (extended) monthly game-turn. If Japan remains unconquered at the end of that monthly game-turn, the war cannot be extended again, and Japan will be considered the victor.
NOTE: If a victory is not achieved within the extension timeframe, a draw result occurs normally (until the last turn of 1945, after which is a Japanese victory).
If playing a Combined Game, any EPs paid to extend the war in the Pacific Theater are considered expended permanently, even if Japan is defeated before the last extended monthly game-turn. No such EPs are ever refunded, nor may be transferred to the European Theater.
[11.6] Free Unit Entitlements
If not playing a Combined Game, the Japanese and the US player are each eligible to receive an allotment of free units (per each specified Seasonal Turn) from his contemporary force pool during the game (allotted as tabulated on Player Aid Card "IV"), to be constructed (by the owning player) without any EP cost (though free units are subject to all normal delay and placement stipulations; see [8.6]). A free unit may only be selected from the force pool of the nation for which it is allotted.
NOTE: Any eliminated units listed in the order-of-battle as "(cbr)" cannot be rebuilt per the normal prohibition.
Free units may never be Offensives, installations, Activations, or anything that is not otherwise legally purchasable. Additionally, free unit entitlements may never be shared or consigned to any other nations or players, nor may free units ever be accrued, borrowed or saved from season to season, nor exchanged for EPs. If any free unit entitlement is not used during the Seasonal Turn when it is allotted (see Player Aid Card "IV"), it is simply lost.
A free unit is always considered a complete unit, whether it is full-strength or depleted. A player is free to select a depleted or single-step unit as a free unit, although that unit is not counted as only a half of a free unit entitlement. Moreover, any chit selected as a free unit must arrive in play as it presently exists in the force pool. A depleted unit presently on the map may never be "rebuilt" to full-strength via any free unit entitlement. An ATP and/or STP chit may be selected as a free unit, although a free unit entitlement only accords one ATP or STP "point" per selection (e.g., a 1 STP chit may be selected as a free unit, not a 2 STP chit).
NOTE: If playing a Combined Game, the US player may use his free unit entitlements in the Pacific and/or the European Theater (although the US player must abide by Unit Dissimilarities nonetheless; see below). The US player is not allotted any additional free unit entitlements during a Combined Game, although the US player may use any or all of his eligible free unit entitlements in the European Theater. However, the UK player and the Soviet player may never use any allotted free unit entitlements in the Pacific Theater.
Unit Dissimilarities
If the Japanese or the US player is eligible to select two or more free units during the same Seasonal Turn, each unit must be a different category (i.e., air, land or naval).
EXAMPLE: During the Winter 1944 Seasonal Turn, the United States is allotted three free units. However, one free unit must be an air unit (of any type), one free unit must be a land unit (of any type) and one free unit must be a naval unit (of any class). The US player may not select two air units and one naval unit for free, et cetera.
Abrogating Free Unit Entitlements
If any major power's net EP income is reduced to a single-digit numeral (i.e., when tallied during the EP Income Determination Step of the current Seasonal Turn) as a result of excessive EP losses (e.g., caused by Strategic Warfare), that nation is not eligible to receive any free unit entitlements (during that Seasonal Turn). The abrogation remains in effect until that major power's EP income is at least 10.
NOTE: Lend-Lease EPs, or EPs acquired as a result of scrapping and/or scrounging are not considered to be "income" when calculating a nation's EP income.
EXAMPLE: Enemy Strategic Warfare and conquests have reduced Japan's EP income to 8 EPs (net). Thus, during the ensuing Construction Phase, Japan is not eligible to receive any free unit entitlements. If Japan's net EP income is increased to at least 10 (i.e., a two-digit numeral), Japan will then be eligible to receive its allotment of free units normally, although all previously abrogated free unit entitlements are not regained.
[11.7] (This rule is not applicable in APTO)
[11.8] Japanese Retreat Restrictions (The Bushido Code rule)
Japanese land units may not ever voluntarily retreat after successfully passing a Retreat Check (see [5.18]), even if no Banzai Attack occurs.
[11.9] Hidden Production (Recommended)
Any player(s) may place national control chits atop any friendly unit(s) that are presently on the Turn Track for the purpose of concealing the unit(s) from the opponent(s') view. Additionally, any player(s) may also use (hidden) counter trays to store their own force pool chits (instead of maintaining them on-map in a Force Pool Box).
[11.10] Imperial Headquarters Dismissals of Japanese Generals
As of each July monthly game-turn, starting in 1942 (and every game year thereafter), a single Japanese General presently deployed on the map (regardless of location) is susceptible to a possible "dismissal" by the Japanese High Command.
As such, during the Weather Phase of each July monthly game-turn (but not before 1942), the Japanese player must select a presently deployed Japanese General (to be removed) that is closest to any supplied enemy combat land unit (disregarding Chinese units). If there are multiple Japanese Generals equally close to any enemy combat land units, the Japanese player may select whichever General he prefers to dismiss. Once a General is selected, the Japanese player then rolls one (6-sided) die, resolved as follows:
- 1-4 = Japanese General is "Dismissed" (permanently)
- 5-6 = Japanese General remains deployed on the map
NOTE: Although the Japanese player may mitigate the consequences of this rule by purposefully deploying the lesser-quality Generals up to the front lines during the preceding Summer Seasonal Turn, the intended effect of this rule will not actually be thwarted; it is certainly appropriate that the less-effectual Generals be relieved of duty before the competent Generals, even if this wasn't always the case historically (which it wasn't).
[11.11] (This rule is not applicable in APTO)
[11.12] Naval Fuel Limits
No naval unit, stack or task force may be refueled at sea (see [3.14]) during the Second Naval Movement Step of the last monthly game-turn before any Seasonal Turn (i.e., March, June, September or December). If any naval unit, stack, or task force remains at sea beyond the End Phase of the last monthly game-turn before a Seasonal Turn, it is immediately "marked" as "out-of-supply", and is then subject to all normal out-of-supply effects and rules (see [7.10]).
[11.13] Non-recyclable Force Pools
The standard construction rules specify certain units as "(cbr)", indicating that such units "cannot be rebuilt" if eliminated (i.e., they are removed from the game permanently), while all other units are eligible to be "recycled" back into play (repurchased) normally if and when eliminated.
In that regard, this optional rule thus stipulates that no combat unit that has been eliminated from play (i.e., removed from the map) may be rebuilt (except the units listed below), although eligible infantry units may be replenished normally (see [7.14]). Therefore, when any combat unit is eliminated, it is considered eliminated permanently. Accordingly, all purchased units must be procured from the order-of-battle units presently available in the contemporary force pools.
Procedure
When any combat unit becomes eliminated from the map for any reason (e.g., including as a result of out-of-supply depletion), it is removed from the current game permanently, and returned to the counter-mix. It is not returned to the force pool, and thus is not eligible to be repurchased or rebuilt.
NOTE: Units that have been "depleted" (though not eliminated) are eligible to be rebuilt normally.
Restrictions
The following units are exceptions, and are thus eligible to be repurchased normally:
- Minor nation combat land and/or air units, regardless of their nationality (i.e., any minor nation that features a separate order-of-battle).
- Naval-Air units, regardless of their nationality.
- HQs, regardless of their nationality.
- ATPs and/or STPs, regardless of their nationality.
- Installations.
- Soviet 4-2 infantry, 5-2 infantry units, and Soviet 7-2 Siberian units.
- Any unit eligibly placed into the Replenishment Box and then replenished.
- Japanese "Kaiten" and 2-1/5 (MXY7) Bomber units.
[11.14] Re-Roll Option
Before a land combat attack (before the die roll), the attacking and/or the defending major power is eligible to enact a Re-Roll Option to impose a re-roll of that land attack die roll (i.e., in anticipation of an unsatisfactory land combat attack die roll). The attacking and/or defending player must each declare his intention to, or not to, enact a Re-Roll Option just before any particular land combat attack, although each major power is limited to only one Re-Roll Option per monthly game-turn. A minor nation is never eligible to enact a Re-Roll Option.
NOTE: Though Australia is a minor nation, the UK player may enact a Re-Roll involving any Australian land unit(s) as if they were UK units, normally.
To enact a Re-Roll Option, the intending player must announce his intention to do so before the initial land combat attack die roll, and then expend one (non-Impromptu) Offensive from his Offensive Track (to pay for that Re-Roll Option). The enacting player may be the attacker and/or defender. If both the attacker and the defender enact a Re-Roll Option pursuant to the same land combat attack, then each player is entitled to one separate die re-roll if the preceding roll is unsatisfactory to either player.
After either (or both) intending player(s) expend an Offensive to enact a Re-Roll Option, the enacting player(s) are then entitled to impose a re-roll to the preceding initial land attack die (re)roll if the preceding die (re)roll is unsatisfactory. However, no player is ever required to impose a re-roll if the preceding land attack die (re)roll is actually satisfactory; Re-Roll Options are entirely optional. If both the attacker and the defender had enacted a Re-Roll Option pursuant to the same land combat attack, the attacker must always decide to, or not to, impose a re-roll before the defender decides, thereby allowing the defender to assess the net result before committing to impose a re-roll himself. If the attacker decides not to impose a re-roll, he may then still do so if the defender subsequently imposes his licit re-roll, but not if the defender had subsequently forwent his licit re-roll.
If either player opts to impose a re-roll, he must then abide by the re-roll result, even if it is unsatisfactory or worse than any preceding land combat attack die roll.
Both the attacker and defender may declare an intent to enact a Re-Roll Option (each expending an Offensive to do so) pursuant to the same land combat attack, although both the attacking and defending player must each declare his intention immediately before the initial land combat attack die roll. In such a case, either the attacking player or the defending player may accept the initial land combat attack die roll or opt to impose a re-roll. The other player, likewise, may accept either die roll result, or then impose a re-roll.
Each major power is limited to one Re-Roll Option per monthly game-turn, even if a particular player did not actually impose a re-roll after enacting his Re-Roll Option.
Any Offensive paid to enact any Re-Roll Option is expended, regardless of the re-roll result.
Re-Roll Option Restrictions
- Re-Roll Options are only permitted when conducting a land combat attack (i.e., resolved on the Combat Results Table).
- Re-Roll Options are never permitted when conducting or if defending against an Amphibious Assault.
- Re-Roll Options are not permitted if the participating unit(s) are currently out-of-supply.
- Re-Roll Options may never be enacted by any nation or unit(s) that are subject to the Sneak Attack Bonus during any Sneak Attack Turn.
- Re-Roll Options are not permitted when conducting a land combat attack to which a US Magic is applied (even if the Re-Roll option was declared first).
- Minor Nation Offensives are not eligible to pay for Re-Roll Options. A major power is eligible to enact a Re-Roll Option pursuant to a land combat attack involving minor partner unit(s), though that major power is not then eligible to enact another Re-Roll Option during the same monthly game-turn.
- An attacking player cannot cancel an intended land combat attack after the defending player has declared his intent to enact a Re-Roll Option.
[11.15] River Zone of Control and Movement Limits (The No Bridges rule)
A Zone of Control is not exerted across any river into any hex (i.e., across that river) that is presently occupied by any enemy combat land unit (i.e., not a lone General, HQ, partisan, nor solely ZOC) or fortification. A Zone of Control is still exerted normally across a river into any hex not presently occupied by any enemy combat land unit or installation.
In addition, all land units (regardless of type) must expend 1 MP to cross any river hexside if this rule is in effect.
[11.16] (This rule is not applicable in APTO)
[11.17] (Combined Game only; this rule is not applicable in APTO alone)
[11.18] Sea Mines
All coastal forts*, in addition to their inherent defense strength, are also assumed to represent a variety of sea mines, coastal guns and other man-made underwater obstacles. As such, a coastal fort's defense strength also is automatically eligible to conduct a Sea Mine Attack whenever any enemy naval unit(s) enter that coastal fort's coastal hex.
*If completed (i.e., if not presently under construction, and if not presently "destroyed").
When any naval unit, stack or task force enters a coastal hex that is occupied by a functioning enemy coastal fort (per each encroachment, not per each chit), a Sea Mine Attack is then immediately resolved upon that naval unit, stack or task force (before any further activity). In such a case, the owning player (i.e., the player owning the coastal fort) must roll one die (6-sided), resolved (cumulative) as follows:
- Die roll of 1 to 2 = Successful Naval Mine Attack
- Die roll of 3 to 6 = Unsuccessful Naval Mine Attack
- +1: If any DD(s) and/or DE(s) are present (regardless of the actual quantity).
- +1: If the entering naval unit, stack or task force comprises at least 50% US naval units.
- +1: If the current game-year is 1943 or later.
- -1: If the entering naval unit, stack or task force comprises any Japanese naval units.
- -1: If more than 10 naval units are entering a naval mine hex during the same naval unit movement option (per each increment of 10 beyond the first). Each STP chit (i.e., not point) is considered to be a single naval unit for purposes of this modifier.
If a successful Sea Mine Attack die roll is a net result of "1" (or less), the owning player (i.e., the player owning the coastal fort) is to choose which (single) enemy naval unit chit (in that coastal hex) is "hit" by that Sea Mine Attack. If a successful Sea Mine Attack die roll is a net result of "2", the enemy player (i.e., the player owning the naval unit, stack or task force) is to choose which (single) enemy naval unit (in that coastal hex) is "hit" by that Sea Mine Attack. In either case, the naval unit that is "hit" is immediately depleted/damaged normally (or sunk if it is already depleted or damaged). All normal effects then apply immediately thereafter.
If any naval unit, stack or task force repeatedly exits and enters an eligible enemy coastal fort's coastal hex (even if in the same hex), a Sea Mine Attack is to be resolved normally upon each encroachment.
Sea Mine Restrictions
- Friendly or neutral naval units, stacks or task forces are never susceptible to a Sea Mine Attack.
- A Sea Mine Attack has no effect upon naval movement (except as a result of a Sea Mine Attack "hit" that has reduced a particular naval unit chit's printed speed).
- An "under-construction" or destroyed coastal fort is never eligible to conduct any Sea Mine Attack.
- A Sea Mine Attack only ever occurs when a naval unit, stack or task force is entering any eligible enemy coastal fort's coastal hex; never when exiting.
[11.19] (This rule is not applicable in APTO)
[11.20] (Combined Game only; this optional rule is not applicable in APTO)
[11.21] Japanese Home Fighter Command Deployment (Recommended)
If the US player has conducted the "Doolittle Raid" (see [10.38]), as of the following monthly game-turn, the Japanese player must deploy (i.e., retain) at least one full-strength Japanese Fighter unit within Japan proper. That Japanese Fighter unit must possess a quality rating of at least "3", but cannot be a Naval-Air unit. Any air interception or movement beyond any Japanese border coastal hex is considered to be a violation of the deployment requirement unless another eligible Japanese Fighter unit is concurrently deployed within Japan proper (thus complying with the Japanese Fighter deployment requirement).
If the deployed Japanese Fighter unit is depleted or eliminated in violation of the Japanese Fighter deployment requirement (i.e., assuming that there is no other eligible Japanese Fighter presently deployed in Japan proper), that Japanese Fighter unit must be rebuilt, or another Japanese Fighter unit must be purchased for construction before any other type of Japanese air unit may be rebuilt or purchased, so as to comply with the deployment requirement.
NOTE: The Japanese Fighter deployment requirement is automatically abrogated if Midway (E 2112) and Wake (E 2720) are current Japanese conquests (but is reinstated if either becomes US-controlled again).
[11.22] Magic Intelligence (Recommended)
US Magic
The counter-mix includes a total of eighteen "US Magic" chits, which collectively will become available to the US player as of the Winter Seasonal Turn of 1942, and must be randomly set aside from the Western Ally Force Pool, out of view (ideally, in a small cup). Each US Magic chit is denoted with a specific capability, indicative of a specific combat application (i.e., a "context"), and a die (or dice) roll modifier.
Drawing US Magic Chits
The US player is eligible to draw a US Magic chit seasonally and annually, stipulated as follows:
- Seasonal US Magic: As of the Winter Seasonal Turn of 1942 (and each Seasonal Turn thereafter) the US player is eligible to draw one US Magic chit from his (i.e., set-aside) US Magic counter-mix during the Initiative Step (of each Seasonal Turn). The US player must draw randomly from all eighteen US Magic chits. The US player may not choose any specific US Magic chit.
When a Seasonal US Magic chit has been drawn, the US player may then inspect the reverse side of that chit to see what specific capability it possesses. The US player should never reveal his drawn US Magic chit's capability to the Japanese player (or even to any other Allied player, if he desires), but should simply place that US Magic chit (with the denoted capability face-down) on the Turn Track (in the current Seasonal Turn Box) to indicate that the US player may apply that US Magic chit (one time) during any single monthly game-turn within the ensuing season.
- Yearly US Magic: As of the Winter Seasonal Turn of 1942 (and each Winter Seasonal Turn thereafter), the US player is eligible to draw an additional US Magic chit from his (i.e., set-aside) US Magic counter-mix during the Initiative Step (of each Winter Seasonal Turn). The US player must draw randomly from all remaining US Magic chits (i.e., except the Seasonal US Magic chit). The US player may never choose any specific US Magic chit.
As above, when a Yearly US Magic chit has been drawn, the US player may then inspect the reverse side of that chit to see what specific capability it possesses, and places it on the Turn Track (in the Winter Seasonal Turn Box) to indicate that the US player may apply that US Magic chit (one time) during any single monthly game-turn within the ensuing game-year.
NOTE: A Seasonal and Yearly US Magic chit (of the same context) may be applied as a combined modifier, if otherwise eligible.
Magic Capabilities
Eleven of the US Magic chits possess a positive and a negative number, and a parenthetical context. The printed numbers are singular die (or dice) roll modifiers that may be applied (by the US player) to one specific combat die (or dice) roll during a monthly game-turn within the current season (or current year, if it is a Yearly US Magic chit) such that it behooves the US units presently engaged. The parenthetical context will indicate the permissible combat application (i.e., the type of combat to which the modifier may be applied). Each US Magic chit type is defined as follows:
(AIR) US Magic
Any US Magic chit with an "Air" context may be applied to any air combat engagement*, regardless of the current Phase. After resolving any pertinent air interception(s), the US player, if intending to apply his "Air" US Magic, must announce his intention to use his "Air" US Magic chit to modify one particular air combat die roll before the air combat roll (and then reveal the "Air" US Magic chit to the Japanese player). The US player may either enforce a (+) die roll penalty upon an enemy's air combat die roll, or apply a (-) die roll bonus to his own air combat die roll (but never both). However, the US player must decide which air combat engagement and which air unit will derive the die roll modifier before the intended combat die roll is resolved.
*The US player is eligible to apply his "Air" US Magic chit during any single air combat engagement involving US and/or UK (and Australian, as well as Commonwealth) air units (only).
The US player may apply his "Air" US Magic chit during either round of air combat, provided that he announces his intention to do so before the die roll (to be modified) is rolled. An "Air" US Magic chit may be applied to a Heavy Bomber's "return fire" as well (see [4.19]), if so desired.
The US player may apply his "Air" US Magic chit to modify* an enemy or friendly bombing of an installation, an enemy or friendly Air-Naval attack upon a naval unit (including any submarine unit), or an enemy or friendly air reconnaissance search roll. After declaring the pertinent bombing attack or reconnaissance, the US player must announce his intention to use his "Air" US Magic chit to modify one (only) particular bombing, Air-Naval attack, or air reconnaissance search roll before that bombing, attack or reconnaissance roll (and then reveal the "Air" US Magic chit to the Japanese player). The US player may either enforce a (-) die roll penalty upon an enemy's bombing, Air-Naval attack or reconnaissance search die roll, or apply a (+) die roll bonus to his own bombing, Air-Naval attack or reconnaissance search die roll.
*The US player is eligible to apply his "Air" US Magic chit during a bombing, Air-Naval attack or during a reconnaissance die roll involving US and/or UK (and Australia, as well as Commonwealth) air units (only).
In all cases, an "Air" US Magic is cumulative with any other applicable modifiers normally.
(LAND) US Magic
The US Magic chit with a "Land" context may be applied to any land combat attack*. The US player, if intending to apply his "Land" US Magic, must announce his intention to apply his "Land" Magic chit to modify one particular land combat die roll before the land attack begins (and then reveal the "Land" US Magic chit to the Japanese player). The US player may either enforce a (-) die roll penalty upon an enemy's land combat attack die roll, or apply a (+) die roll bonus to a friendly land combat attack die roll (but never both). However, the US player must decide which land combat attack will derive the die roll modifier before the intended land combat die roll is resolved.
*The US player is eligible to apply his "Land" US Magic chit during any single land combat attack involving US and/or UK (and Australia, as well as Commonwealth) land units.
A "Land" US Magic is cumulative with any other applicable land combat modifiers normally.
The Japanese player may never cancel any land combat attack to which a "Land" US Magic had been applied.
NOTE: If any "Land" US Magic chit is applied to a particular land combat attack, neither player is eligible for a Re-Roll option (even if the Re-Roll option was declared first).
(NAVAL) US Magic
Any US Magic chit with a "Naval" context may be applied to a friendly naval engagement, naval interception, Naval Mine or Sea Mine Attack die roll*, regardless of the current Phase. During any naval engagement, naval interception or Sea Mine Attack die roll, the US player, if intending to apply his "Naval" US Magic, must announce his intention to apply his "Naval" US Magic chit to modify one particular Allied naval combat, naval interception or Sea Mine Attack die (or dice) roll immediately before the naval combat, interception or attack roll (and then reveal the "Naval" US Magic chit to the Japanese player). The US player may apply a (+) die or dice roll bonus (only) to his own naval combat, interception or Sea Mine Attack roll. A "Naval" US Magic cannot ever be applied to modify any Axis roll.
*The US player is eligible to apply his "Naval" US Magic chit during any single naval combat, naval interception, Naval Mine or Sea Mine Attack die or dice roll involving US and/or UK (and Australia, including Commonwealth).
In all cases, a "Naval" US Magic is cumulative with all other applicable modifiers normally.
(MARU) / INITIATIVE US Magic
Two of the US Magic chits are denoted as "Maru"/"Initiative" contexts, which may be applied to all of the US submarine Strategic Warfare Interdiction Effects along one Japanese Merchant Shipping Route (of the US player's choice) during the Strategic Warfare Phase, or to immediately procure the Initiative for the current monthly game-turn, explained as follows:
NOTE: A "Maru"/"Initiative" Magic chit may not be applied to submarine attacks and to procure the Initiative during the same monthly game-turn.
- [ A ] (MARU): A US Magic chit with a "Maru" context may be applied to all US submarine Interdiction Effects along one (only) designated Japanese Merchant Shipping Route during any designated monthly game-turn. During the Strategic Warfare Phase, the US player, if intending to apply his "Maru" US Magic, must first announce his intention to apply his "Maru" US Magic chit to modify each US submarine's Interdiction Effect roll along the same Japanese Merchant Shipping Route (i.e., as denoted on the map) and then reveal the "Maru" US Magic chit to the Japanese player). That "Maru" US Magic chit automatically enforces a +1 Interdiction EP loss to the Japanese EP income per each US sub along that same Japanese Merchant Shipping Route. A "Maru" US Magic chit can only be applied to one specific Japanese Merchant Shipping Route per draw.
NOTE: A "Maru" US Magic chit can only be applied to US submarine Interdiction Effects. Bombers and/or surface naval units are not affected by any "Maru" US Magic chit, even if they are conducing Strategic Warfare in the same Japanese Merchant Shipping Route.
-
[ B ] INITIATIVE: If Japan currently controls the Initiative (for the current season), any US Magic chit with an "Initiative" context may be applied to automatically procure the Initiative of one specified monthly game-turn (only). As such, the US player, if intending to apply his "Initiative" US Magic, must first announce his intention (during the Weather Phase, after determining weather effects) to apply his "Initiative" US Magic chit to procure the Initiative for that monthly game-turn (and then reveal the "Initiative" US Magic chit to the Japanese player). Therefore, the "Initiative" US Magic chit automatically procures control of the Initiative for the Allies for the duration of that current monthly game-turn (only). The US player is the final arbiter with regard to priority.
-
(YAMAMOTO SHOT DOWN) US Magic: If the current game year is 1943 (only), any US Magic chit with a "Yamamoto Shot Down" context may be played by the US player during any monthly game-turn (regardless of the current Phase) to immediately effectuate a deduction of precisely two Japanese Offensives* from the Japanese Offensive Track during that same monthly game-turn. In addition, one US Offensive is then immediately added to the Western Ally Offensive Track.
*The Japanese player may choose "Army" and/or "Navy" Offensives.
After the "Yamamoto Shot Down" Magic chit is played, it may never be played again. If subsequently redrawn again during a following season or year, it cannot be played, and the US player is not eligible to replace it with another Magic chit.
- (US NAVAL REPAIR) US Magic: Any US Magic chit with a "US Naval Repair" context may be applied to one US naval repair dice roll, adding a -5 yard-time dice roll bonus to that declared naval repair. To do so, the US player simply declares that he is playing that Magic chit during a Seasonal Turn (during the "Construction and Repair Step"), and rolls one intended repair dice roll normally, but with an automatic -5 dice roll bonus modifier. Once played, however, the US player may not retract his declared application of that "US Naval Repair" Magic chit, regardless of the actual naval repair dice roll to which it was applied.
Combining Magic Chits
The US player may combine a Seasonal and Yearly US Magic chit for the purpose of compounding the Magic die (or dice) roll modifier. In such a case, the combined Seasonal and Yearly US Magic chits must be the same context, and applied accordingly.
Magic Restrictions
- US Magic chits may never be applied in the European Theater, or to/or upon any Axis unit or action.
- US Magic chits may never be applied to any circumstances involving Soviet units.
- US Magic chits may also be applied to any circumstances involving UK units without restriction, although any such application is entirely at the discretion of the US player.
- If any Magic chit is not applied during the season or year for which it was drawn, it is simply lost and then returned to the Magic counter-mix.
- Each Magic chit may only ever affect one die (or dice) roll. Thereafter, that Magic chit must be immediately returned to the appropriate Magic counter-mix.
Japanese "JN-25" Code Changes
The counter mix includes two "Change JN-25" chits, which will become available to the Japanese player as of 1943. During the Initiative Step of any Seasonal Turn(s), the Japanese player may declare the application of a "Change JN-25" chit, which thus prohibits the application of any US Magic chits as of the subsequent Seasonal Turn (after its application), explained as follows:
NOTE: When a "Change JN-25" chit is placed, it cannot be retracted.
When the Japanese player has declared the application of a "Change JN-25" chit, that "Change JN-25" chit is placed in the subsequent Seasonal Turn Box on the Turn Track (i.e., not in the current Seasonal Turn Box). Accordingly, that "Change JN-25" chit will then be "in effect" as of that subsequent Seasonal Turn (but ineffectual until then), and will prohibit the application of any US Magic chits for the duration of three consecutive monthly game-turns (i.e., until the succeeding Seasonal Turn thereafter). As such, the US player is not eligible to draw any Seasonal US Magic chits during that subsequent Seasonal Turn, nor apply any Yearly US Magic chit during the prohibited three monthly game-turns.
As of the succeeding Seasonal Turn, the applied "Change JN-25" chit is then removed from play (permanently). That "Change JN-25" chit may not be reacquired thereafter during the game.
[11.23]-[11.24] (These rules are not applicable in APTO)
[11.25] Warship Stations (Pre-War)
Rather than permitting all Japanese naval units to be deployed freely before 1942 (as the Japanese player may do from 1937 to 1941), the Japanese player must set-up a specific allotment of particular naval units in specified ports and locations as of the December monthly game-turn of 1941 (i.e., representing actual Japanese naval positions prior to the attack on Pearl Harbor). Hence, the following historic deployments are effectuated:
NOTE: The Japanese player may deploy any type of DD and CL chits, but those types must be listed on the Japanese order-of-battle prior to 1942.
Japanese Naval Starting Locations
- Amori (E 4933): 1 x DD, 1 x CL (depleted).
- Etorufo (W 0731): 1 x DD, Hiei, Kirishima, Tone, Chikuma (if built), Akagi, Kaga, Shokaku, Zuikaku (if built) (each with a 3-6/3 Naval-Air unit, if built), Hiryu, Soryu (both with a 2-6/3 Naval-Air unit, if built).
- Kwajalein (E 3420): 1 x CL.
- Iwo Jima (W 3832): 1 x DD, Aoba, Kinugasa, Kako, Furutaka (if built).
- Kure (W 4428): 1 x DD, Hyuga, Fuso, Ise, Yamashiro, CVE (if built, with a 1-6/3 Naval-Air unit, if built), Zuiho (if built), Ryujo (both with a 2-6/3 Naval-Air unit, if built), Nagato (damaged), Mutsu (damaged).
- Hex (E 2111): 1 x DD (depleted).
- Canton (W 3716): 1 x CL (depleted).
- Pescadores (W 3620): Ashigara, Kongo, Haruna, Maya, Haguro, Myoko, Nachi.
- Takao (W 3621): 1 x CL, 1 x DD (depleted).
NOTE: If Takao (W 3621) is not a Japanese-controlled city, then these naval units must be set-up in a Japanese home port instead.
- Truk (E 3628): 1 x CL. (if built)
- Samah (W 3515): Atago, Chokai, Kumano, Takao, Mikuma, Mogami, Suzuya.
- Anywhere in the Sea of Japan (at sea): 1 x DD.
[11.26]-[11.36] (These rules are not applicable in APTO)
[11.37] Naval Night Movement
Naval Night Movement may occur during naval unit movement (only), regardless of the year, month, Phase and/or Step (i.e., whenever normal naval movement is permitted and occurring), and regardless of the weather, the Theater, the sea area, the type of naval unit, stack or task force, nationality, or any other facets of normal naval movement. Naval Night Movement can occur during any naval movement in which any naval MPs are expended.
Night Naval Movement simply represents approximately 8 hours of dark nighttime within each 24-hour cycle, which occurs during approximately three weeks of every month (when there is no significant ambient moonlight). Therefore, to represent possible encounters that may occur during nighttime, a player that is currently moving an actuated friendly naval unit, stack or task force may simply declare possible "Night" if (i.e., only "if") that friendly naval unit, stack or task force has been successfully reconnoitered by any reconnaissance attempt, or successfully intercepted by any enemy naval unit, stack or task force (i.e., during the current Naval Movement Option or Sea Offensive).
EXCEPTION: Night Naval Movement never abrogates any "automatic" reconnaissance or interception (see [3.7] and [4.10]).
Thus, whenever any eligible player declares "Night", he must then roll 1 die (6-sided): If that die roll is 1-2, it is currently considered "Night" (in that hex or large sea area) during the current Naval Movement Option or Sea Offensive until the end of that Step, or until that friendly naval unit, stack or task force exits that hex or large sea area, whichever occurs first.
EXCEPTION: Any US "PT-Boat" DE unit, if moving alone (i.e., not as part of any stack or task force, or with any other naval unit, including any other PT-Boat) is entitled to a -2 "Night" declaration die roll modifier, but only if presently in a coastal hex.
Night Effects
If the actual die roll is a "1", then it is currently considered to be a moonless night in that hex or large sea area, and hence the instigating successful reconnaissance attempt and/or successful naval interception is considered abrogated (no reconnaissance or interception may occur in that hex or large sea area for the remainder of the present Step, or until the targeted naval unit, stack or task force exits that hex or large sea area).
NOTE: Any abrogated successful reconnaissance or naval interception is still considered a "successful attempt" for "eligibility" purposes (see [3.6] and [4.10], respectively) by that reconnoitering or intercepting enemy unit (for the duration of the current Step). If the reconnoitered task force is a "Dummy", the owning player must acknowledge it as such, and that location is not considered to be "Night".
If, however, the actual die roll is a "2", then it is considered to be a moonlit night, and the reconnoitering and/or intercepting player may then attempt a normal air attack and/or a naval engagement (although at reduced effectiveness). In the event that the rolling player's actual die roll is a "2", the successfully reconnoitering and/or intercepting player may conduct an air attack and/or naval engagement, although all combat dice rolls (including all of the defender's combat dice rolls, if any) during that air attack and/or that naval engagement suffer a mandatory -1 dice roll penalty.
EXCEPTION: All Japanese naval units (only) instead receive a +1 dice roll bonus during night engagements until 1943 (at which time the Japanese bonus ends). Contrarily, as of 1943 (and later), all UK and US naval units (only) instead receive a +1 dice roll bonus during night engagements (representing improved radar).
Moreover, Naval Anti-Aircraft Effects (see [4.21]) only occur if an Air-Naval attack dice roll is less-than (i.e., not equal-to) the target naval unit's, stack's or task force's current "anti-aircraft value" (during a moonlit night).
NOTE: Night Effects have no applicable impact on any air unit(s) launching from or returning to base, including any Naval-Air unit(s) launching from an aircraft carrier, or returning thereto.
The "Surigao Strait" Rule
During the Winter Seasonal Turn of each new year, if Japan is at war with the US, the Japanese player and the US player may each receive an allotment of "Night" chits, each of which may be automatically placed (as needed) by the Japanese and the US player, respectively, normally to specified naval units, stacks or task forces to automatically designate any particular hex or large sea area a moonless "Night" (during the Naval and/Air Phase, Offensive Phase and/or End Phase) to abrogate any successful enemy air reconnaissance and/or naval interception (except "automatic" reconnaissance or interception, per [3.7]). Thus, no die roll (per above) is required when declaring "Night" (when placing an allotted "Night" chit). To determine the quantity of allotted "Night" chits, the Japanese and the US player must each roll one (6-sided) die*, each player applying a -1 per each of his own Admiral chits, if any, that have been eliminated (the US player must include any Western Allied Admirals eliminated in any Theater); the die roll result is the amount of "Night" chits received by that player (for that entire year), though, any "Night" chits that are not used during that year are returned to the counter-mix
*If both players agree, each die roll should be rolled secretly, such that neither side will know exactly how many "Night" chits the other side possesses each year.
The US player may opt to share any of his allotted "Night" chits with any other Western Ally player(s) (e.g., Australia), but the other Western Allies are never entitled to separate allotment of "Night" chits.
Night Set-up
Occasionally, some units listed on the orders-of-battle or the scenarios are specified to be set-up with a "Night" chit. In such a case, the "Night Effect" is to be considered "moonless".
[11.38] (This rule is not applicable in APTO)
[11.39] US Fire Bombing of Japanese Cities
As of 1944 (or thereafter), the US player (only) is eligible to conduct Strategic Bombing "Fire Bombing" attacks upon each Japanese home city (once). The US player is never permitted to firebomb each Japanese home city more than once during any single game, and each "Fire Bombing" attack must occur during a separate monthly game-turn (e.g., one during January, and another during February, et cetera). Furthermore, a "Fire Bombing" attack cannot be conducted upon any Japanese home city that has already been subjected to an A-Bomb attack (see [10.34]).
To conduct a "Fire Bombing" attack, the US player must perform a normal Strategic Bombing Attack, which must include at least one full-strength 20-20[4] (B-29) Bomber unit. Additionally, the Strategic Target of a "Fire Bombing" attack must be a Japanese home city, although the US player is not required to announce his intention to conduct any "Fire Bombing" attack until that bombing B-29 Bomber unit is in the intended target city hex, and actually conducting the designated Strategic Bombing Attack. Air interception and air combat can occur normally (if otherwise eligible) during the Strategic Bombing "Fire Bombing" attack.
Procedure
A "Fire Bombing" attack is conducted and performed exactly like a normal Strategic Bombing Attack in all respects, except that the bombing B-29 Bomber unit's attack roll is automatically resolved on the 120+ column of the Bombing Table, regardless of how many Bomber units (or how many strength points) are participating in that raid, and regardless of any Redundant Strategic Bombing penalties (i.e., Redundant Strategic Bombing does not apply to "Fire Bombing" attacks. Moreover, Redundant Strategic Bombing does not apply to any subsequent normal Strategic Bombing upon that same Strategic Target hex (after a "Fire Bombing" attack only).
After any Japanese home city has been firebombed, place one "Firebombed" chit in that city's hex, to indicate the firebombing of that Japanese home city (and its ineligibility to be firebombed again during that game).
"Fire Bombing" Restrictions
- Only the US may ever conduct a "Fire Bombing" attack on Japan, which is limited to one "Fire Bombing" attack (maximum) per game, per Japanese home city.
- Only a Japanese home city may be subjected to any "Fire Bombing" attack (i.e., not a lone resource hex).
- "Fire Bombing" attacks never have any effect upon Japan's Rail Capacity.
- A Japanese home city target can only be subjected to one "Fire Bombing" attack per each game. A subsequent "Fire Bombing" attack must be conducted upon a separate home city (within Japan proper).
[11.40] (This rule is not applicable in APTO)
[11.41] India
For players that also own the AOI (Africa Orientale Italiana) expansion game, the "India" map included with AOI may be added to an APTO (Pacific) game (whether in conjunction with the East African Theater or not); players may opt to incorporate the "India" map...thereby extending the Pacific "West" map into the Indian subcontinent. The addition of the "India" map will provide the UK player with seven additional colony resource hexes to count towards the UK's total Pacific* EP income, but only if garrisoned during the foregoing season, explained as follows:
*Indian resource hexes may never contribute any EPs to the UK's European or East African Theater EP income.
Indian Unrest
To receive any EP income from any resource hex(es) on the "India" map (but not including the portion of India that is featured on the APTO "West" map, which does not require any garrison), the UK is obliged to garrison each such resource hex in India so as to receive the normal EP allotment (2 EPs) therefrom. As such, the UK must retain at least 1 UK combat land unit (of any type, but discounting any General and/or fortification) per each such resource hex.
The UK garrison obligation must be in effect for the duration of the entire preceding season (three monthly game-turns) before the Seasonal Turn in which EP income is garnered, whether or not that hex contributed any EPs during a prior Seasonal Turn. The garrison status of any particular resource hex in India has no effect upon any other resource hex's status; each resource hex contributes individual EPs (2 EPs per resource hex on the "India" map) per its garrison obligation fulfillment.
NOTE: Resource hexes in India must be in supply, and not within any enemy land unit's uninhibited Zone of Control to contribute EPs per the normal rules (see [8.2]).
Remiss U.K. Garrison
If the UK garrison requirement in any resource hex is remiss during any Phase and/or Step of any particular monthly game-turn, each non-garrisoned resource hex will then not contribute any EPs to the UK as of the ensuing Seasonal Turn (even if subsequently reoccupied before then).
If the UK garrison obligation becomes subsequently reinstated and remains present for three consecutive monthly game-turns (i.e., immediately prior to a subsequent Seasonal Turn), each such resource hex will then again contribute EPs to the UK's Pacific (only) EP income normally.
Japanese-allied Indian Units
If incorporating the "India" map, the Japanese player is eligible to possibly receive free additional Japanese units (representing Indian collaborative units), explained as follows:
If any supplied Japanese combat land unit (with a combat strength of at least "2") captures any Indian city* on the "India" map (but not including the portion of India that is featured on the APTO "West" map), the Japanese player is eligible to immediately roll one (6-sided) die: The number rolled on that die is the quantity of additional Japanese depleted 2-1 infantry units that may automatically arrive in any unoccupied hex anywhere on the "India" map (not within any enemy land unit's Zone of Control), even if such a hex is currently out of supply.
*Not Addu Atoll, Diego Garcia or Katmandu.
All arriving Japanese-allied Indian units are considered to be Japanese units in all respects, and thus cannot be replenished within India if eliminated there, although they may be rebuilt to full (2) strength normally, if currently in supply.
[11.42] Japanese Fuel Oil Shortages
If, during any Seasonal Turn, Japan's net EP income is reduced to a single-digit numeral or less (i.e., when tallied during the EP Income Determination Step of the current Seasonal Turn) as a result of excessive EP losses (caused by Strategic Warfare), Japan is subject to "Fuel Oil Shortages", which disallows the movement of some types of Japanese capital ships.
During that same EP Income Determination Step of the current Seasonal Turn, the Japanese player randomly draws three "Fuel Oil Depleted" chits, and places each drawn chit (randomly) on each of the three ensuing monthly game-turn Boxes on the Turn Track, without revealing the variant effect of each chit to any other player (though, once placed, the Japanese player is permitted to view and know the effect of each placed "Fuel Oil Depleted" chit).
As of the beginning of each following monthly game-turn (i.e., during that ensuing season), the Japanese player must note the directive printed on the reverse side of the "Fuel Oil Depleted" chit, indicating what types of naval unit(s) may not be moved* during that current monthly-game turn. Accordingly, that type of Japanese naval unit (either all Japanese BBs, or all Japanese CVs and CVLs, or all Japanese named ships) may not be moved during the Naval and Air Phase, nor may be moved during the Offensive Phase of that monthly game-turn (although Japanese Fuel Oil Shortages effects never prohibit any naval movement during any End Phase). If a "Fuel Oil Depleted" chit is printed as "No Effect", all Japanese naval units may operate normally without restriction during that monthly game-turn.
*Defined as entering any new hex from a present hex, i.e., the expenditure of any MP.
EXCEPTION: Any prohibited type of Japanese naval unit that was kept at sea during the preceding End Phase is never prohibited from moving (such ships are assumed to have been fueled up, i.e., "topped off", before the oil shortages occurred). Furthermore, any prohibited type of naval unit is always permitted to exit any port it is currently residing in, though only into that port's same coastal hex.
At the end of any Japanese Fuel Oil Shortages monthly game-turn, during the End Phase, the Japanese player is obligated to reveal the effect of the contemporary "Fuel Oil Depleted" chit to the Allied player(s), although the succeeding "Fuel Oil Depleted" chits must remain undisclosed (only to the Allied players). That contemporary "Fuel Oil Depleted" chit is then removed from the Turn Track, and returned to the "Fuel Oil Depleted" counter-mix (from where it may be redrawn during a subsequent Seasonal Turn, if Japan's EP income is reduced to a single-digit numeral or less again).
Japan is subject to Fuel Oil Shortages during every season that Japan's EP income is reduced to a single-digit numeral or less.
Oil Resource Hex Exemption
Any type of Japanese capital ship(s), if currently prohibited by Fuel Oil Shortages, is automatically and completely exempt from the effects of this rule if any such Japanese capital ship(s) began the current monthly game-turn docked in the Balikpapan (W 2019), Brunei (W 2418), Palembang (W 1912) and/or Soerabaja (W 1617) port(s), provided that each such port is functional when the current monthly game-turn began.
Oil Embargo of Japan
In addition to the Fuel Oil Shortages as a result of excessive Strategic Warfare, Japan is automatically subject to Fuel Oil Shortages as of the Winter Seasonal Turn of 1942 (and every Seasonal Turn thereafter) unless Japan controls at least one Oil Resource hex (either Balikpapan, Brunei, Palembang or Soerabaja) with a functional port.
[11.43] The USS Ranger (Recommended)
If not playing a Combined Game (only), the US player is eligible to possibly receive the CV "Ranger" naval unit as an automatic arrival (in the Panama hex) if more US CVs have been sunk (not merely damaged) than Japanese CVs, CVLs and/or CVEs, explained as follows:
If, as of any Seasonal Turn, the US has lost (as sunk, even if salvageable) more fleet carrier naval units than has Japan, the US player may roll one (6-sided) die to determine the possible arrival of the CV "Ranger". If that arrival die roll is a 1-3, the CV "Ranger" will automatically arrive (in port) in the Panama hex (with a 3-4/2 Naval-Air unit) during the following Seasonal Turn. The US player may add -1 to that arrival die roll (cumulative) per each additional US CV sunk in excess of the total quantity of sunk Japanese CV, CVL and/or CVE naval units (beyond the first), though a die roll of "6" is always considered an automatic unsuccessful arrival die roll, regardless of the other accumulated modifiers (i.e., representing the presumed sinking of the USS Ranger in the European Theater beforehand).
The US player may choose (if eligible) to roll for the arrival of the CV "Ranger" during any Seasonal Turn (only) of 1942 (but never before or thereafter), although he is never required to do so. Nonetheless, the US player is only permitted to roll for the arrival of the fleet carrier "Ranger" once per game, regardless of the result.
[11.44] Naval Mines
Naval mines differ from Sea Mines (see optional rule [11.18]) inasmuch as they can be deployed as actual chits (on the map) by various specified naval and/or Bomber units in any coastal hexes occupied by the deploying naval and/or Bomber units (hereafter to be known as "sewing naval mines"), explained as follows:
Eligibility
Any (full-strength) Auxiliary Cruiser, DE, submarine or Bomber unit (with a combat strength rating of at least 8, whether it is underscored or not) is eligible to "sew naval mines" in any coastal hex (in any Theater) in which it physically resides. However, naval mines may only be sewn during the Offensive Phase, and therefore require the sewing unit to be Activated normally (thus, naval mines can only ever be sewn via the expenditure of an Offensive - either an Air or a Sea Offensive, respectively - that Activates the sewing unit). If combat occurs in that intended coastal hex (where the naval mines are to be sewn), that combat is always resolved before the naval mines are sewn there. If the sewing unit then becomes depleted or eliminated beforehand, it may not then sew any naval mines.
NOTE: Japanese naval mines may not be sewn via any "Army" Offensive.
Procedure
An eligible unit is merely required to enter a coastal hex to sew naval mines therein. A sewing Bomber unit requires no extra movement or die roll to do so (and is thus returned to its airbase normally afterward, during the "Return to Base and Commitment Step" of that Offensive Phase). However, a sewing naval unit (i.e., an Auxiliary Cruiser, DE or submarine unit) must expend half of its printed movement therein to do so (though no die roll is required). In either case, a sewing player is never required to announce that he intends to sew naval mines (before entering the coastal hex to be sewn).
Once in an intended coastal hex (after combat, if any, and after the sewing naval unit, if any, has expended half of its printed movement therein), the sewing player then simply places a single "Area Mined" chit (of any printed number) in that same coastal hex (i.e., during that Offensive), and that "Area Mined" chit is then considered to be immediately primed (i.e., eligible to conduct Naval Mine Attacks immediately). No more than one "Area Mined" chit may ever occupy the same coastal hex at any one time, regardless of the quantity and/or the subsequent entrance of other eligible units therein).
NOTE: Unlike Sea Mines, an "Area Mined" chit - once sewn - is potentially hazardous to any naval unit(s) that enters the coastal hex where it is sewn (i.e., including naval units of the nationality that sewed the naval mines there).
Naval Mine Attack
Whenever any naval unit(s) (even the naval unit that sewed the naval mines) enters a coastal hex with an extant (i.e., already sewn) "Area Mined" chit, that enemy player is automatically eligible to conduct a Naval Mine Attack.
When any naval unit, stack or task force enters a coastal hex that is presently occupied by an "Area Mined" chit (per each encroachment, not per each naval unit chit), a Naval Mine Attack is then immediately resolved upon that naval unit, stack or task force (i.e., before any further activity). In such a case, the enemy player (i.e., the enemy of the entering naval unit, stack or task force) must then roll one die (6-sided), resolved (cumulative) as follows:
- Die roll of 1 to 2 = Successful Naval Mine Attack
- Die roll of 3 to 6 = Unsuccessful Naval Mine Attack
- +1: If any DD(s) and/or DE(s) are present (regardless of the actual quantity).
- +1: If the entering naval unit, stack or task force comprises at least 50% US naval units.
- +1: If the current game-year is 1943 or later.
- -1: If the entering naval unit, stack or task force comprises any Japanese naval units.
- -1: If more than 10 naval units are entering a naval mine hex during the same naval unit movement option (per each increment of 10 beyond the first). Each STP chit (i.e., not point) is considered to be a single naval unit for purposes of this modifier.
- -1: If it is a "W" (Wet) weather turn (in any weather zone).
- -2: If it is a "M" (Monsoon) weather turn (in any weather zone).
If a successful Naval Mine Attack die roll is a net result of "1" (or less), the enemy player (i.e., the enemy of the entering naval unit, stack or task force) is to choose which (single) enemy naval unit chit (in that "Area Mined" coastal hex) is "hit" by that Naval Mine Attack. If a successful Naval Mine Attack die roll is a net result of "2", the entering player (i.e., the player owning the naval unit, stack or task force) is to choose which (single) enemy naval unit (in that "Area Mined" coastal hex) is "hit" by that Naval Mine Attack. In either case, the "hit" naval unit is immediately depleted/damaged normally (and sunk if already depleted/damaged). All other normal effects apply immediately thereafter.
If any naval unit, stack or task force repeatedly exits and enters any "Area Mined" coastal hex (even if in the same hex), a Naval Mine Attack is resolved normally upon each encroachment.
Naval Mine Restrictions
- If the Sea Mines optional rule (see [11.18]) is in effect, an "Area Mined" chit has no effect in any coastal hex that is also occupied by a friendly functional coastal fort.
- A Naval Mine Attack has no effect upon naval movement (except as a result of a Naval Mine Attack "hit" that has reduced a particular naval unit chit's printed speed).
- A Naval Mine Attack only occurs when a naval unit, stack or task force is entering an "Area Mined" coastal hex, never when exiting.
- An "Area Mined" chit has no effect upon any Convoy Route, nor may it ever be used to conduct any Strategic Warfare Attack.
Sweeping Naval Mines
During the Offensive Phase, any DE (only) naval unit(s) may be Activated normally and then moved toward and into (unless already presently therein) any "Area Mined" hex to attempt to "sweep" (i.e., remove) that "Area Mined" chit from that coastal hex. Any such DE naval unit(s) that enter an "Area Mined" hex are subject to a Naval Mine Attack normally (per above), but once therein (if not sunk as a result of a successful Naval Mine Attack) are eligible to attempt to "sweep" that coastal hex. To do so, the entering player rolls one (6-sided) die (regardless of the quantity of DE units present in that "Area Mined" coastal hex); if the die roll is a "6", that "Area Mined" chit is swept, and removed from the map. Any other die roll result has no effect, although a +2 die roll bonus is automatically applied in any coastal hex that also contains a friendly port (i.e., friendly to the sweeping DE).
A player may attempt to sweep as many "Area Mined" hex(es) as he has available DEs (that are Activated) to do so, requiring at least one DE per "Area Mined" hex. Multiple DEs in the same "Area Mined" hex have no additional sweeping effect, but may modify the chances of a Naval Mine Attack upon an entering stack or task force (see above).
Automatic Deactivation
To represent the inevitable entropy of lingering naval mines at sea (from various causes), any "Area Mined" chit(s) are subject to possible "Deactivation" (i.e., removal) from the map. During each Seasonal Turn (i.e., during the "Units Arrivals and Removals Step"), the Japanese and the US player must each simultaneously roll one 8-sided die (even if one side had not sewn any Naval Mines). If any Naval Mine chit(s) are printed with the same red number (printed upon a yellow mine symbol) as the number(s) rolled on the dice, that/those Naval Mine chit(s), if any, must be immediately removed from the map (and returned to the counter-mix) regardless of which nation has sewn the Naval Mine chit(s) to be removed. That coastal hex, therefore, is not considered to be mined (although any eligible player may sew naval mines in that same coastal hex again normally, per above).
NOTE: If both die rolls are identical, only the Naval Mine chit(s) with that same red number must be removed.
Any removed Naval Mine is eligible to be sewn (and possibly deactivated) again normally, per above.
EXAMPLE: During the course of several game turns, the Japanese, British and US players have each sewn several Naval Mine chits during their respective Offensive Phases. Hence, during the "Units Arrivals and Removals Step" of a Seasonal Turn, the Japanese side and the Allied side each roll one single 8-sided die, resulting in a Japanese roll of "8", and an Allied roll of "5". Both players then examine the game map to see if any Naval Mine chits are present on the map with a red printed "8" and/or "5" (i.e., corresponding to the die rolls). In this example, there happens to be two Naval Mine chits on the map with a printed "5", and one with a printed "8" (all of which were sewn by the Japanese player, incidentally), and so all three of those Naval Mine chits are therefore immediately removed from the map (much to the chagrin of the Japanese player). All other Naval Mine chits remain on the map (until such time that they are swept or deactivated, if ever).
NOTE: Players are not limited to the availability of Naval Mines chits provided in the game. If any player intends to sew more naval mines than exists as provided chits, he is free to construct additional homemade chits himself for use during game play (although any additional homemade Naval Mine chits must be constructed in numerical and sequential batches of eight chits, which are eligible to be sewn by any player normally).
[11.45] Carrier Coordination
Unlike airbases (which comprise numerous runways, ample hangers, equipment, workspace, etc) aircraft carriers are often beset by everything from rough seas to logistical complications. As such, excessive multiples of aircraft carriers (CVs, CVLs, BBCVs and/or CVEs) that are presently stacked together in the same hex may or may not be eligible to launch all of the present Naval-Air units aboard them, collectively speaking, explained as follows:
Regardless of the Phase or designated mission type, if a stack of friendly aircraft carriers (regardless of their nationality) reside in the same hex (disregarding any aircraft carriers that are currently in port) at any instance whereby the owning player intends to launch multiple Naval-Air units (i.e., during the same Phase) from within that same hex, a "Carrier Coordination Check" is required to determine how many of those Naval-Air units can actually be launched during that same Phase.
To conduct a Carrier Coordination Check, the owning player must roll two (6-sided) dice. If that roll is greater than the quantity of friendly, undamaged/undepleted aircraft carrier chits (with a Naval-Air unit aboard) currently present in that same hex, then every friendly Naval-Air unit (that is presently aboard an undamaged/undepleted aircraft carrier chit) therein is eligible to be launched normally. However, if that roll is equal to or less than the quantity of those aircraft carriers, then each aircraft carrier in that same hex is subject to a mandatory "Launch Check" die roll.
Launch Check
To conduct a Launch Check die roll, the owning player must roll one (6-sided) die per each aircraft carrier (immediately after a failed Carrier Coordination Check). If that die roll (i.e., per each aircraft carrier in that same hex) is equal to or greater than that aircraft carrier's Aircraft capacity rating (see [4.4]), then that particular aircraft carrier is not permitted to launch any Naval-Air unit(s) it is currently carrying (during that same Phase only).
NOTE: If any Admiral (except Admiral Tanaka) chit is currently present in that same hex, a -1 die roll bonus automatically applies to each aircraft carrier's Launch die roll (non-cumulative, even if multiple Admirals are present in that same hex).
If any particular aircraft carrier's Launch Check is unsuccessful, its Naval-Air unit(s) cannot be considered aloft, and thus is assumed to remain aboard that aircraft carrier throughout that current Step (as if "Currently Committed").
EXAMPLE: The Japanese player is moving a task force comprising seven Japanese aircraft carriers and the Admiral Nagumo chit. During the Naval and Air Phase, the Japanese task force is successfully reconnoitered and then intercepted by five US 3-4/3 Naval-Air units. The Japanese player immediately conducts a Carrier Coordination Check dice roll to determine how many of his present Naval-Air units he will be eligible to launch to intercept those US Naval-Air units. Not surprisingly, he rolls a rather common result of "7"; Hence, because his Carrier Coordination Check dice roll is not greater than the quantity of his present aircraft carriers in that hex, each of his aircraft carriers is then immediately subject to a Launch Check die roll. In this example, most of the Japanese player's aircraft carriers' Launch Check rolls are successful. Unfortunately, one aircraft carrier (the "Shoho") has an Aircraft capacity rating of only "2", but a Launch Check die roll of "3". However, because of Admiral Nagumo in the same hex, a -1 die roll bonus applies, modifying the Shoho's Launch Check die roll of "3" to a "2" (i.e., successful). Therefore, in spite of the fact that the Japanese player failed his Carrier Coordination Check dice roll, he luckily rolled successful Launch Checks for all of his present carriers, allowing every Naval-Air unit aboard them to launch.
A Carrier Coordination Check cannot ever be modified by a US Magic chit, nor may a Launch Check be modified by Magic.
[11.46] Elite Aircrews (The Pearl Harbor rule)
Prior to 1942 (only), Japan will annually receive numerous "Elite Pilots" chits (10 in all), which may be assigned by the Japanese player to extant Japanese air units (of any type - except ATPs of the Japanese player's choice). During any Seasonal Turn (before Japan is at war with the United States) the Japanese player may assign any of his allotted "Elite Pilots" chits to any supplied Japanese combat air units (a maximum of one "Elite Pilots" chit per each air unit). The Japanese player may assign his "Elite Pilots" chits to any Fighter(s), Fighter-Bomber(s), Bomber(s) and/or Naval Unit(s) as he deems sensible (even if depleted). However, once any air unit has been assigned an "Elite Pilots" chit, that "Elite Pilots" chit must remain with that particular air unit permanently. If that particular air unit becomes eliminated (by any means), its "Elite Pilots" chit is eliminated (permanently) and removed.
NOTE: Eliminated air units that that had been assigned "Elite Pilots" chits may be rebuilt normally, if otherwise eligible, but without the removed "Elite Pilots" chit (which is required to be eliminated permanently when its assigned air unit was initially eliminated).
Elite Pilots Advantages
Regardless of the type of Japanese air unit that is assigned an "Elite Pilots" chit, that air unit's printed combat strength is simply increased +1 (even if it is depleted or becomes depleted). For example, a Japanese 3-5/3 Naval-Air unit is considered to be a 4-5/3 Naval-Air unit; if that Naval-Air unit becomes depleted to 2-5/3, it is considered to be a 3-5/3 with an "Elite Pilots" chit.
If an assigned Japanese air unit is a Fighter-Bomber or Bomber unit with an underscored combat rating (e.g., the 3-7/2 Ki-45), that air unit is not considered to be underscored (so long as it retains an "Elite Pilots" chit).
Training Difficulties
If any "Elite Pilots" air unit becomes depleted (or is already depleted when assigned an "Elite Pilots" chit), it will lose its "Elite Pilots" chit permanently if that air unit is rebuilt to full-strength. As mentioned, if that particular air unit then becomes eliminated, its "Elite Pilots" chit is thus eliminated permanently. In either case, the "Elite Pilots" chit is removed from the game, and may never be reassigned to any other air unit.
Pearl Harbor Target Requirements
The Pearl Harbor target requirements are intended to simulate the docking arrangement of ships at Pearl Harbor on December 7th, 1941, but are only applicable as a corollary to the Japanese Elite Aircrews rule, representing various nuances that existed in Pearl Harbor (e.g., "Battleship Row"). Thus, to warrant usage of "Elite Pilots" chits, the Japanese player must devote some of his eligible Air-Naval attacks to the following US targets when conducting the first Japanese attack at Pearl Harbor (whether or not any of the attacking Japanese Naval-Air units are assigned "Elite Pilots" chits):
- At least one Japanese Naval-Air unit must attack a US air unit based at Pearl Harbor (E 2601).
- At least two Naval-Air attacks must be conducted upon the BB "Maryland". Furthermore, all Air-Naval attacks against the BB "Maryland" while at Pearl Harbor incur an automatic -2 dice roll modifier penalty. If the "Maryland" is sunk as a result of the first Air-Naval attack (i.e., an initial Air-Naval attack roll of doubles), no second attack upon the "Maryland" is required. However, the second attack must instead be conducted upon any US non-named ship in port at Pearl Harbor (no dice roll penalty applies to Air-Naval attacks against any non-named ship).
- At least two Naval-Air attacks must be conducted upon the BB "Tennessee". Furthermore, all Air-Naval attacks against the BB "Tennessee" while at Pearl Harbor also incur an automatic -2 dice roll modifier penalty. If the BB "Tennessee" is sunk as a result of the first Air-Naval attack (i.e., an initial Air-Naval attack roll of doubles), no second attack on the "Tennessee" is required. However, the second attack must instead be conducted upon any US non-named ship in port at Pearl Harbor (no dice roll penalty applies to Air-Naval attacks against any non-named ship).
- At least two Naval-Air attacks must be conducted upon the US BB "Utah". No dice roll penalty applies to Naval-Air attacks against the BB "Utah", however. If the "Utah" is sunk as a result of the first Air-Naval attack, no second attack upon the "Utah" is required. However, the second attack must instead be conducted upon any US CA (either the CA "San Francisco" or the CA "New Orleans") in port at Pearl Harbor (no dice roll penalty applies to Air-Naval attacks against any CA).
Restrictions
- Any "Elite Pilots" chit(s) may be assigned by the Japanese player during any Seasonal Turn(s) that he chooses, but only if before 1942. As of 1942, no "Elite Pilots" chit may ever be assigned to any air unit. If any "Elite Pilot" chit is still unassigned as of 1942, it is removed from play and returned to the counter-mix permanently.
- No air unit assigned with an "Elite Pilots" chit may ever conduct a Kamikaze Mission.
[11.47] Pinned on the Beach
To better portray amphibious assaults, the following rules are intended to supplement the "Unsuccessful Amphibious Assault" section of the Amphibious Assault rules (see [3.25]):
Unsuccessful Amphibious Assault
If the die roll result is a 3/-, 2/- or 1/- result, or a [-/1] result that did not forcibly retreat all of the defending enemy land units (see [5.14]), the Amphibious Assault is thus unsuccessful, and the assaulting land unit(s) must suffer the requisite step loss(es), if any (either a 1/-, 2/- or 3/- attacker step loss result, depending on the die roll result). If any surviving land unit(s) remain (i.e., are not eliminated by the combat die roll result), the assaulting player may reembark the surviving unit(s) normally (per [3.25], as specified under "Unsuccessful Amphibious Assault"). If the assaulting player opts to reembark his surviving unit(s), all the surviving units must be reembarked (the assaulting player may not reembark some of the units but not others). Of course, if the combat result is an AE result (see [5.14]), all of the assaulting land units are simply eliminated, and that attempted Amphibious Assault is then immediately considered to be over (no units may be considered "Pinned on the Beach").
EXCEPTION: An Amphibious Assault conducted against an unoccupied enemy hex (i.e., with only an Intrinsic Garrison) does not fail, even if the die roll result is a 3/-, 2/- or 1/-, unless all of the assaulting land units were eliminated by that die roll result. Hence, after a 3/-, 2/- or 1/- result, any surviving land units (if any) are landed in the targeted assault hex normally (and thus cannot ever be considered "Pinned on the Beach"). However, in this case, no automatic Sea Supply chit is landed in the assault hex. Furthermore, any surviving armor, mechanized and/or motorized units (if any) are not eligible to exploit.
Pinned on the Beach
Rather than reembark the surviving unit(s), the assaulting player may declare that all of his surviving unit(s) are "Pinned on the Beach", indicating that the surviving unit(s) are not reembarked, and instead remain in the hex where the amphibious assault occurred (placed beneath a "Pinned on the Beach" chit). In such a case, the following conditions are considered immediately in effect:
- All surviving land units (i.e., "Pinned on the Beach") are immediately marked with an "Active" chit. A paratrooper unit that had been landed in the assault hex (if any) is automatically eliminated.
- Surviving armor, mechanized and/or motorized units (if any) are not eligible to exploit.
- No automatic Sea Supply chit is landed in the assault hex.
- The surviving land unit(s), though they are considered to be present in the hex, do not occupy that hex by any definition of the rules (and thus do not even project any ZOC) whatsoever. They are simply assumed to occupy a separate location within that hex.
- The surviving unit(s) retain their normal combat strength (including any General there, and contributory Bombers and/or Naval Bombardment), but are considered to be unsupplied. Additionally, no friendly supply may ever be debarked there (unless that hex subsequently becomes captured, if ever).
- During any subsequent enemy Offensive, any unit(s) "Pinned on the Beach" can be attacked normally (as if occupying a normal clear terrain hex). In such a case, all normal combat modifiers apply (e.g., out-of-supply), although any retreat result causes all units that are "Pinned on the Beach" to be eliminated immediately*.
*The attacking enemy unit or stack is not eligible to Advanced After Combat, however.
Second Wave
Whilst any surviving unit(s) are currently "Pinned on the Beach", any subsequent friendly Amphibious Assault upon that same hex is not subject to any Amphibious Assault die roll penalty. However, only as many units as can legally stack in the targeted hex (which must also include the units "Pinned on the Beach") are eligible to conduct a subsequent Amphibious Assault upon that hex.
Evacuation Prohibition
Any unit(s) "Pinned on the Beach" cannot be evacuated.
[11.48] Japanese Destroyer Breakdowns
Unlike other nationalities, the Japanese player may purchase and construct Japanese DD units (only) as individual steps, and thus increase the quantity of actual DD chits present on the map during a game. The EP cost of each Japanese DD step is 4 EPs (i.e., half the cost of a normal full-strength DD unit), although the construction delay remains the same (i.e., 2 Seasons).
NOTE: For each Japanese DD chit that is purchased and constructed as an individual step, an identical full-strength Japanese DD chit (if still in the Force Pool) must then be depleted (and thus must be constructed as depleted, if purchased). In doing so, the Japanese player is not eligible to repair any DD chit that had been purchased as a one-step unit.
Also, the Japanese player is eligible to "breakdown" any extant full-strength Destroyer unit to form two identically-rated DD chits (depleting a full-strength DD chit, and adding a one-step DD chit of the exact same type and ratings). A breakdown may occur in any legal hex where the Destroyer unit is currently present, and during any eligible naval movement normally; the Destroyer unit simply becomes a stack (requiring no additional MP expenditure) and is immediately considered two separate naval units. Thus, all normal naval movement stipulations regarding "Moving Naval Stacks" (see [3.4]) apply. Both DD chits are assumed to have expended the exact same quantity of MPs up to that time, if any.
At any time, the Japanese player may to combine two identically-rated Japanese DD chits to form one two-step (i.e., full-strength) Destroyer unit (which may occur immediately during any naval movement option, provided that both Japanese DD chits are in the same hex). No MP cost is required; the one-step DD chit is then simply returned to the force pool, and the full-strength DD unit then functions normally thereafter.
A depleted or one-step DD chit functions exactly like any normal Destroyer unit in all respects, except that it will become sunk if depleted during any combat engagement. In such a case, that sunk DD chit is immediately returned to the force pool normally (unless playing with optional rule [11.13]).
[11.49] Japanese Submarine Convoy Route Interdiction
Japanese submarines may be employed to interdict any Convoy Route sea area(s) per [2.11], [2.12] and [2.23]. As such, each Japanese submarine that is present in any Convoy Route sea area (in the Pacific Theater only) inflicts 1 EP loss as stipulated per [2.25], whether it is full-strength or depleted. Any Japanese submarine that conducts Strategic Warfare is eligible to engage in naval combat normally (while in that same Convoy Route sea area), but requires no EPs to be kept at sea after conducting Strategic Warfare (see [3.14]).
Part 12: Combined Game Rules
A Combined Game, by definition, is APTO and AETO campaign games played simultaneously, beginning in July 1937 in the Pacific Theater, and September 1939 in the European Theater. If playing AOI with AETO (known as a "Conjoined Game"), an AETO campaign game will begin in July 1935 with the Italian invasion of Ethiopia (actually starting in the Autumn Seasonal Turn of 1935), followed by the Spanish Civil War in July 1936.
NOTE: During any Combined Game, Indochina does not become an automatic Japanese colony during the Summer Seasonal Turn of 1941. Indochina becomes a Japanese colony only if (and when) Germany has established Vichy France (see AETO [9.12]).
Because of the differing starting turns, each Theater (that is in play) is to begin per its normal campaign start-date, but remains completely idle until then. For example, if playing a Combined-Conjoined Game (hereafter known as a Global War Campaign), the game will begin in 1935 in the East African Theater. Thus, the European Theater will remain completely idle until July of 1936 (when the Spanish Civil War begins). In the meantime, the Pacific Theater will also remain completely idle until July of 1937 (when the Sino-Japanese war begins).
Basically, an idle Theater permits no activity beyond events that are stipulated by the orders-of-battle and any special rules (e.g., the Spanish Civil War). Players may not transact whatsoever in any area, hex or space within an idle Theater, even with active units from another Theater.
[12.0] Unit Conversions
If playing a Combined Game, there are no imposed restrictions preventing any units from APTO entering the AETO map (and/or the AOI map, if playing a Conjoined Game), or vice versa. However, because of the differing scales of the two Theaters (as well as the differing scales of each Theater's units vis-a-vis the opposite Theater), any units that enter the opposite Theater automatically become adjusted, as follows:
EXCEPTION: Naval units require no conversion. The map-printed sea areas in each Theater are scaled to all naval units' movement ratings, and thus no naval adjustment is ever necessary.
Land and air units from APTO that enter the AETO (and/or AOI) map(s) are assumed to have a printed range/movement double of its printed range/movement. As such, when any such unit's range/movement is reduced as a result of inclement weather, it is thus reduced from its doubled range (i.e., when in AETO and/or AOI), not its printed range. Additionally, the Theater wherein any unit is present determines the applicable weather effects per that Theater's rules set.
NOTE: The "India" map, if in play, is considered to be part of the Pacific Theater (i.e., APTO map).
Land and air units from AETO (and/or AOI) that enter the APTO map(s) are assumed to have a printed range/movement halved (rounding any fractions down) of its printed range/movement. As such, when any such unit's range/movement is reduced as a result of inclement weather, it is thus reduced from its halved range (i.e., when in APTO), not its printed range. Additionally, the Theater wherein any such unit is present determines the applicable weather effects per that Theater's rules set.
NOTE: Admiral, General and HQ movement remains the same per [3.19], [5.1] and [5.10], regardless of which Theater an Admiral, General and/or HQ enters.
APTO is provided with markers to denote inter-Theater units and stacks deployed in the opposite respective Theater (i.e., Europe and East Africa vis-a-vis the Pacific), which merely function to remind players of the mandatory rating conversions. They have no mechanical purpose beyond indicating such units in cases of trans-Theater deployments. Players may feel free to use them as needed, or not.
Stacking Conversion
In addition to the unit conversions, any land units (but not air units) from AETO (and/or AOI) that enter any APTO map (and the "India" map, if in play) are counted double when determining stacking (i.e., an AETO or AOI land unit step must be counted as two steps when entering an APTO or India map). However, because of the increased stacking limits of hexes on the APTO and India maps, AETO land units that enter any APTO or Indian hex do so exactly as if entering any normal AETO hex (i.e., there is no actual functional conversion required). Any APTO land unit step that enters any AETO or AOI map is counted as a single step, nonetheless.
[12.1] Refits
When playing a Combined Game, an undamaged or undepleted Western Ally naval unit (of any type, except STPs) that enters the opposite Theater (i.e., opposite of the Theater* where it began the game, or was built) is subject to possible damage, representing the inevitable wear on equipment and especially engines...most particularly after combat patrols / engagements and/or extended deployments.
*Disregarding the East African Theater, if in play (i.e., entering the East African Theater does not require a Refit Check).
NOTE: The "India" map, if in play, is considered to be part of the Pacific Theater (i.e., APTO map).
Whenever any Western Ally naval unit (from APTO) physically enters the AETO map, and vice versa (regardless of the Phase), it must undergo an immediate "Refit Check", whereby the owning player simply rolls one (6-sided) die: If that Refit Check die roll is a "6", that naval unit is then immediately flipped to its damaged/depleted side, and is considered damaged/depleted per the normal rules (which represents anything from excessive barrel wear to mere ammunition depletion).
NOTE: Damaged, depleted and one-step naval units are never subject to any Refit Check, regardless of the when or how any such naval unit had been or became damaged/depleted.
If a naval unit is damaged/depleted as a result of a Refit Check, it may be repaired normally (see [8.8]), though it is not subject to any other requirements or stipulations whatsoever.
[12.2] Trans-Theater Supply Line Limits
No European Axis unit(s) may trace supply from any European supply source into any Pacific Theater map. Likewise, no Pacific Axis (Japan) unit(s) may trace supply from any Pacific supply source into any European (or East African) Theater map.
NOTE: The "India" map is considered a Pacific Theater map, if in play.
Any Axis unit(s) may, though, draw supply from any supply chit that is brought into any other Theater's map, and may even draw supply from any supply chits created in that other Theater. In such a case, the supplied unit must abide by the supply rules in the Theater of the supply chit's origin (e.g., Italian Supply Chit Inadequacies), but is also subject to the supply rules pertinent to that unit's Theater of origin (e.g., units with a fractional combat strength, which do not consume supply; see [7.7]), et cetera.
Axis naval units may freely transition between Theaters (as well as dock in any eligible ports in any Theaters) normally, without restriction.
[12.3] Winning a Combined Game
When playing a Combined Game (i.e., both APTO and AETO*), the Axis (defined as Germany, Italy and Japan) are considered to be the collective victors (in both Theaters) if even one of the Axis nations remains unconquered beyond the September 1945 monthly game-turn. In other words, if any single Axis nation has not been conquered before the end of the September monthly game-turn of 1945, all Allied nations are considered defeated.
*With or without AOI (Africa Orientale Italiana) included.
NOTE: When playing a Combined Game, these victory conditions supersede other victory conditions specific to either individual Theater. Furthermore, no collective "draw" result is possible, though individual nations can achieve a draw, as explained below.
However, each Axis nation is assessed a specific victory level in accordance to its conquest, if any: Any Axis nation that remains unconquered after September of 1945 achieves a victory, but any Axis nation that had been conquered before the Autumn Seasonal Turn of 1945 (i.e., before the end of the September monthly game-turn) achieves a draw (i.e., that Axis nation - and player - is not considered among the victors when assessing the victory conditions).
EXAMPLE: As of the end of September 1945, Japan and Italy have been conquered, although Germany has not been conquered. The Allied nations are thus collectively defeated, and Germany (i.e., the German player) is the victor of the game. The Italian and the Japanese players each achieve a draw result.
Furthermore, though the Allied nations are considered to be collectively defeated if any Axis nation(s) remain unconquered beyond September of 1945, each Allied nation is assessed a specific defeat level in accordance to its conquests: Any Allied nation that captured the capital city of any Axis nation (Berlin, Rome and/or Tokyo) - assuming that Axis nation is conquered - achieves a draw.
EXCEPTION: If the United States has reduced the Japanese EP Income to -100, per [9.10], Japan will be considered conquered (by the U.S.), even if Tokyo has not been captured.
If one particular Allied nation captures multiple Axis capital cities (e.g., if the United States captures Rome and Tokyo*), then that Allied nation achieves a "Cold War Advantage" result, explained as follows:
*Or reduced the Japanese EP income to -100.
Cold War Advantage
An Allied nation that achieves a "Cold War Advantage" achieves a result that is to be regarded better than a draw result (though still a defeat if any Axis nation remains unconquered beyond the September 1945 monthly game-turn). As such, an Allied player that achieves a Cold War Advantage attains a superior outcome to the Axis player(s) that achieved a draw. Thus, it is possible for a particular Allied player to be considered defeated (if any Axis nation remains unconquered), yet achieve a defeat level that is superior to any other player's draw result.
EXAMPLE: As of the end of September 1945, Italy and Japan have been conquered, although Germany has not been conquered. The Allies are considered to be collectively defeated, but Italy and Japan have each achieved a draw. However, the U.S. captured Rome and Tokyo, therefore achieving a Cold War Advantage. As such, the German player has achieved the highest level, the U.S. player has achieved the second level, and the Italian and Japanese player have achieved the third level. All other players are considered defeated.
All minor partners (e.g., Hungary) are ignored when determining conquest and/or victory. Furthermore, all UK Commonwealth units (including Australian units) are considered UK units for purposes of determining conquest and/or victory.