RulesPal
Chat
Rulebook
Downfall: If the U.S. Invaded Japan, 1945 thumbnail

Downfall: If the U.S. Invaded Japan, 1945

Downfall: If the U.S. Invaded Japan, 1945 Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
    • 1.1 In General
    • 1.2 Game Scales
  • 2.0 Game Components
    • 2.1 In General
    • 2.2 Dice
    • 2.3 The Game Map
    • 2.4 Unit Counters
    • 2.5 Sample Combat Unit
    • 2.6 Unit Types
    • 2.7 Unit Nationality & Sides
    • 2.8 Historical Identification
    • 2.9 Markers
    • 2.10 Combat Factors
    • 2.11 Steps, Brigades & Divisions
    • 2.12 Corps & Army Affiliations
  • 3.0 Setting Up
    • 3.1 Preparing to Play
    • 3.2 Japanese Player Set Up
    • 3.3 US Player Set Up
    • 3.4 US 11th Division
    • 3.5 Game Turn Record Sheet
  • 4.0 How To Win
    • 4.1 In General
    • 4.2 X+2 Towns
    • 4.3 X+7 Towns
    • 4.4 Miyakonojo Airfield Complex
    • 4.5 Kanoya Airfield Complex
    • 4.6 6/ASCO
    • 4.7 Kagoshima City
    • 4.8 Takarabe
    • 4.9 Mount Kirishima
    • 4.10 Linked Beachheads
    • 4.11 OOS/Aerial Supply/Coastal Supply Losses
    • 4.12 Lost Beachheads
  • 5.0 Sequence of Play
    • 5.1 In General
    • 5.2 Turn Sequence
    • 5.3 Ending a Game Turn
  • 6.0 Unconventional Warfare
    • 6.1 In General
    • 6.2 BPF Deployment
    • 6.3 Task Group Deployment Into Beach Zones
    • 6.4 Kamikaze Attack
    • 6.5 Japanese Kamikaze Table
    • 6.6 Kamikaze Die Roll Modifiers (DRMs)
    • 6.7 Kamikaze Effects
    • 6.8 US Atomic Bomb Attacks
    • 6.9 Atomic Attack Resolution
    • 6.10 Further Blast Effects
  • 7.0 Command Points (CP)
    • 7.1 In General
    • 7.2 Japanese CP Availability
    • 7.3 US CP Availability
    • 7.4 Move Commands
    • 7.5 Attack Commands
    • 7.6 CP Restrictions
    • 7.7 Command Sequencing
    • 7.8 Sequential Attack into the Same Hex
    • 7.9 US Corps Support, Naval Gun & Air Support Counters
  • 8.0 Reinforcements & Replacements
    • 8.1 In General
    • 8.2 Japanese Reinforcements
    • 8.3 US Reinforcements
    • 8.4 US Reinforcement Entry
    • 8.5 US Beachhead Markers
    • 8.6 Entry of 9th Corps
    • 8.7 9th Corps Landing Procedures & Strictures
    • 8.8 The 6/ASCO Unit
    • 8.9 US Replacements
    • 8.10 Out of Supply Replacement Stricture
  • 9.0 Supply
    • 9.1 In General
    • 9.2 When to Check Supply
    • 9.3 US Corps Supply Sources
    • 9.4 US Reserve Unit & 6/ASCO Supply
    • 9.5 Effects of Being OOS
    • 9.6 Coastal Supply
    • 9.7 Aerial Supply
    • 9.8 6/ASCO Supply
    • 9.9 Units With Automatic Supply
  • 10.0 Stacking
    • 10.1 In General
    • 10.2 Stacking & Movement
    • 10.3 Japanese Stacking & Overstacking
    • 10.4 US Stacking
    • 10.5 US Inter-Corps Stacking
    • 10.6 US Reserve & 6/ASCO Stacking
    • 10.7 Free Stacking Units
    • 10.8 US Overstacking
  • 11.0 Zones of Control & Hex Control
    • 11.1 In General
    • 11.2 US Units With No ZOC
    • 11.3 ZOC Limits
    • 11.4 Japanese ZOC Effect on US Supply
    • 11.5 Effects on Movement
    • 11.6 Effects on Retreat After Combat
    • 11.7 Hex Control
  • 12.0 Movement
    • 12.1 Movement Points
    • 12.2 Japanese Movement Allowances
    • 12.3 Japanese Static Coastal Defense Units
    • 12.4 US Movement Allowance
    • 12.5 US Static Units
    • 12.6 General Movement Restrictions
    • 12.7 US One MP Movement
    • 12.8 Lone Unit & Stack Movement
  • 13.0 Combat
    • 13.1 Combat Sequence
    • 13.2 Japanese Attack Sequence
    • 13.3 US Attack Sequence
    • 13.4 Firing Procedures & Strictures
    • 13.5 Instantaneous Hits & Single Rounds
    • 13.6 US Corps Support Artillery Units
    • 13.7 US Beachhead Markers & 6/ASCO
    • 13.8 Japanese Static Coastal Defense Divisions
    • 13.9 Advance After Combat
    • 13.10 US Retreat After Combat
    • 13.11 No Japanese Retreat After Combat
  • 14.0 Fire Modifiers
    • 14.1 In General
    • 14.2 Terrain
    • 14.3 Variable Terrain Effects on US Attack Fires
    • 14.4 US Supply
    • 14.5 US & BPF Ground Combat Support Aircraft
    • 14.6 US & BPF Naval Gunfire Support Markers
  • 15.0 Optional Rules
    • 15.1 In General
    • 15.2 No Atomic Bombs
    • 15.3 Japanese 56th Army Moved Forward
    • 15.4 MAGIC & Japanese 36th Army
    • 15.5 Using Six-Sided Dice to Get 10-Sided Results Table
    • 15.6 US 11th Airborne Division
    • 15.7 Variable Number of A-Bombs

1.0 Introduction

1.1 In General

DownFall: If the US Invaded Japan, 1945 ("DF" in short form) is a wargame simulating the planned but never executed US invasion of the Japanese home island of Kyushu during the last quarter of that year. The design combines factual historical detail with educated guesswork to produce an alternative history simulation covering the period from X-Day +1 through X-Day +30. One player acts as the overall commander of the Allied invasion effort; the other takes the role of the leader of the Japanese defending force. The burden of attack is generally on the American, but both players attempt to win by controlling key terrain on the island and destroying opposing forces. A complete game of DF takes from two to four hours to complete and it is suitable for solitaire play.

The approach we've taken here is called, among those who deal regularly with alternative history (also known as "virtual history" and "alternative outcome analysis"), the conservation of historical reality. That is, to make the assumptions and results of our simulation as valid as possible, we made the fewest possible changes needed to the historic timeline in order to put our alternative in place. The basic assumption here, then, is the Japanese simply refused to surrender after the atomic bombings of Hiroshima and Nagasaki. That would have likely meant one or another of the coups plotted during those desperate days actually went through, putting in place a new war cabinet of ultimate hard liners, men determined Japan should fight to the end no matter what.

1.2 Game Scales

Each hex on the map equals 4.4 miles (about 7kms) when measured from side to opposite side. Each game turn represents one day. Every ground unit represents a division, division-equivalent, or brigade of about 5,000 to 20,000 men and/or 50 to 350 armored fighting vehicles.

2.0 Game Components

2.1 In General

The components to a complete game of DF include these rules, the map sheet, and 88 die-cut counters.

2.2 Dice

To resolve combat and other probabilistic events in the game, players must provide themselves with a decimal (10-sided) die. They may be purchased inexpensively from most game and hobby outlets. (When rolling a decimal die, treat the "0" result as a "10.") Alternatively, place the numbered chits (1-10) provided on the counter sheet in a large-mouth, opaque container, such as a coffee mug and, without first looking, draw one each time a die roll is called for. Don't forget to replace each drawn chit, and remix all the chits, before drawing the next. As another alternative, if you don't have any decimal dice handy but do have the more common six-sided kind, see optional rule 15.5 for a way to use them to get decimal results. Beyond that, there are a few activities in the game that require the unaltered use of regular six-sided die; so keep one of those handy too.

2.3 The Game Map

The map shows the militarily significant terrain in the southern portion of Kyushu in 1945 when portrayed at this scale. The hexagonal ("hex") grid printed over the map regulates the placement and movement of units. A unit is considered to be in only one hex at any one time. Each hex contains natural and/or manmade features that may affect movement and combat.

The natural terrain and manmade structures shown on the map have had their boundaries altered slightly to conform to the hex grid, but the relationships between the terrain from hex to hex are accurate to the degree necessary for presenting players with the same space/time dilemmas that would have been faced by their real-world counterparts in command had this campaign actually been conducted.

Each hex on the map has a unique, four-digit identification number printed within it. They're provided to help you find referenced places more quickly (for example, the town of Kanoya is in hex 2010), and to allow you to record unit positions if a match has to be interrupted and taken down before it can be completed.

2.4 Unit Counters

Most of the counters (also referred to as "units" and "unit counters") included in the game represent formations that would have been available for the campaign. Additional counters are provided as informational markers and memory aids. After reading through these rules, punch out the counters. Trimming the "dog ears" from their corners with a fingernail clipper will facilitate their easy handling and stacking during play.

2.5 Sample Combat Unit

This unit is the US 25th Infantry Division. It contains two "strength steps." and has, when at full-strength as shown, a "combat factor" of "5." It begins the game already deployed on the map, in hex 2621.

Design Note. Unlike most wargames, the movement factors of the units aren't printed on their counters in DF. For more details on that, see section 12.0).

2.6 Unit Types

The various divisions and brigades in the game all belong to one or another of the following types. When these distinctions are important, they will be discussed at specific places in the rules; otherwise they are provided only for historical flavor.

2.7 Unit Nationality & Sides

A unit's nationality, and therefore the side it's on in the game, is shown by its overall color scheme. On the US side, the color schemes are also used to differentiate the units according to the higher-level corps organizations to which they belong. On the Japanese side, the color schemes are also used to differentiate the units according to the higher-level army organizations to which they belong.

US Color Schemes

  • Reserve Units: black on olive drab
  • 1st Corps Units: black on olive drab with orange unit-type boxes
  • 5th Corps Units: black on olive drab with blue unit-type boxes
  • 9th Corps Units: black on olive drab with white unit-type boxes
  • 11th Corps Units: black on olive drab with yellow unit-type boxes

Japanese Color Schemes

  • 36th Army Units: white on black
  • 56th Army Units: black on orange
  • All Other Units: white on dark red

2.8 Historical Identification

Individual units are further identified by numbers and/or letter abbreviations. The abbreviations refer to the historical name (for those that had them) or other designator of the unit.

  • Am: Americal
  • 6/ASCO: 6th Army Service Command, Olympic
  • BPF: British Pacific Fleet
  • C: Cavalry
  • Rsv: Reserve

2.9 Markers

The counter mix also includes the following markers. Their uses are explained in appropriate sections of the rules.

2.10 Combat Factors

This large number on each of the ground combat units is a measure of each one's ability to engage enemy formations in combat. Their specific use is explained in section 13.0.

2.11 Steps, Brigades & Divisions

All ground units in the game are either "one-step" or "two-step" units. Those with combat factors printed on only one side of their counter are "one-step units" and are referred to as "brigades." Those with combat factors printed on both sides of their counter are "two-step units" and are referred to as "divisions." The steps contained in a unit are: 1) the measure of its ability to absorb losses ("hits") before being eliminated; and 2) the measure of its ability to project potentially damaging fire at enemy units. (See section 13.0 for further details on point two.)

If a division "takes a step loss" (or "takes a hit"), it is flipped over so its reduced side shows (the side with the step value of "1" printed in the small circle). If a brigade (or a division that's already been "reduced") takes a step loss, it is removed from the map ("eliminated") and placed off to the side in the "dead pile."

Note that other than the disparities noted above, there are no further functional differences between brigades and divisions.

When units of these sizes are eliminated in play, it doesn't mean every individual within them has been killed. It means enough casualties and equipment losses have been suffered by them to render them useless for further operations.

2.12 Corps & Army Affiliations

Eight of the Japanese units in the game are marked, to the left of their unit-type boxes, as belonging to that nation's 36th Army. Eight others are so marked as to belong to that nation's 56th Army. For the rules governing the significance of 36th Army affiliation, see 3.2 and 15.4. For the rules governing the significance of 56th Army affiliation, see 3.2, and 15.3.

All but four of the US combat divisions in the game belong to one or another of the four corps (1st, 5th, 9th and 11th) represented in that side's order of battle. For the rules governing the significance of corps affiliation, see 10.5.

3.0 Setting Up

3.1 Preparing to Play

After first deciding who will command which side, both players should sort out the units of their own side according to the following instructions and the set up codes printed on some of the counters. Note that all units of both sides set up, or enter play as reinforcements, at full step strength (see 6.10 for a possible exception).

3.2 Japanese Player Set Up

The Japanese player should begin the set up process by placing all his white-on-dark-red units in the exact hexes referenced on those counters. For example, the 5th Tank Brigade starts play in hex 2819; the 154th Static Coastal Defense Division begins in hex 2921, etc.

After all those units are placed, he should put his white-on-black 36th Army units in any hexes of his choice within two hexes of Mount Kirishima (3013), inclusive. For example, 36th Army units could go in hexes2911, 2912, 3111, 3112, etc. He may stack his 36th Army units up to the normal limit during placement (see section 10.0), even stacking them with non-36th Army units that happen to also be within that deployment area. Next he should put all his black-on-orange 56th Army units in the "56th Army Not Available" holding box printed on the mapsheet. That completes the Japanese portion of the set up.

3.3 US Player Set Up

The US player then places all his units with hex coordinate set up numbers printed in their upper-left corners (on their reverse sides in the case of corps beachhead markers) in those exact coastal hexes on the map. For instance, the 1st Corps beachhead marker starts in hex 2621.

All US units with just one-digit or two-digit numbers printed in their upper-left corners (reverse side for beachhead markers) are then placed in the "US Units Holding Box" printed on the map sheet. Place the US victory point marker in the zero (0) box of the Victory Point Track printed on the map sheet. Sort the other markers (a-bomb blasts, naval gunfire, etc.) by type and place them in easy to reach piles off to the side of the map.

The US player should complete his set up by secretly plotting the arrival-by-invasion of his 9th Corps (see 8.6 for details on that procedure).

3.4 US 11th Division

Note there are two unit counters provided for the US 11th Airborne (or Infantry) Division. Only one of those counters will ever appear in any one match of DF. If not playing with optional rule 15.6, that counter will always be the one making the 11th into a regular infantry division (the one with the combat factor of "5"). For the strictures governing the entry into play of the 11th Division as an airborne unit, see 15.6.

3.5 Game Turn Record Sheet

Unlike many wargames, the Game Turn Record Sheet for this one is not printed on the mapsheet. It is presented as a separate sheet of paper within the components making up a complete game. When using the sheet, one of the players should use a pen or pencil to mark off (line out) each completed game turn. To facilitate that, players are encouraged to first make photocopies of the original, or place it in a clear plastic "floppy" sheet and use a grease pencil or other non-permanent marker to mark off the passage of game time.

4.0 How To Win

4.1 In General

The winning player is determined at or before the end of Game Turn 30 ("X+30" in the parlance of that era). That determination is based on the number of "Victory Points" (VP) the US player has at that time. Only the US player earns VP, never the Japanese player. The exact VP number earned by the US player is determined by the schedule given below. Of course, play may also end at any time by concession if either player feels his situation has become hopeless.

4.2 X+2 Towns

The US player earns one VP (total) for simultaneously controlling, in supply, two or more coastal towns located anywhere south of the "Linked Beachheads Line" (see the Terrain Key printed on the map sheet) during the VP Check Phase at the end of Game Turn X+2. If this condition is not met at that time, this VP cannot be gained by the US player during the rest of the game. Towns that have been successfully a-bombed may not be used to satisfy this victory check (see 6.10).

4.3 X+7 Towns

The US player earns one VP (total) for simultaneously controlling, in supply, four or more coastal towns located anywhere south of the "Linked Beachheads Line" (see the Terrain Key printed on the map sheet) during the VP Check Phase at the end of Game Turn X+7. One or two of the towns may be the same ones used to gain the VP in the X+2 award above. If this condition is not met on X+7, the VP cannot be gained by the US player during the rest of the game. Towns that have been successfully a-bombed may not be used to satisfy this victory check (see 6.10).

Design Note. Those first two VP checks gauge the US player's success at giving his overall lodgment enough depth to allow for the scheduled landings of the multitude of support units scheduled to begin arriving within three days after the first assault troops splashed ashore.

4.4 Miyakonojo Airfield Complex

The US player earns one VP for controlling, in supply, the Miyakonojo airfield complex (2514) no later than the VP check phase at the end of Game Turn X+20. If this condition is not met at or before X+20, the VP cannot be gained by the US player during the rest of the game. If this condition is met in time, but the Japanese player then regains control of the hex after that, the VP is permanently forfeit by the US player. If this hex been successfully a-bombed, it may no longer be used to satisfy this victory check (see 6.10).

4.5 Kanoya Airfield Complex

The US player earns one VP for controlling, in supply, the Kanoya airfield complex (2010) no later than the VP Check Phase at the end of Game Turn X+20. If this condition is not met at or before X+20, the VP cannot be gained by the US player during the rest of the game. If this condition is met in time, but the Japanese player then regains control of the hex after that, the VP is permanently forfeit by the US player. If this hex been successfully a-bombed, it may no longer be used to satisfy this victory check (see 6.10).

Design Note. There were more airfields in the southern portion of Kyushu than just those at Miyakonojo and Kanoya; however, those two places held the biggest and best sited airdrome complexes, and they were the ones Curtis LeMay wanted soonest in order to begin basing his ongoing strategic bomber campaign against the rest of Japan. If the US player succeeds in seizing those two places on schedule, it doesn't mean B-29s are flying out of them the next day; it means, on schedule, LeMay's advance people can show up to begin gauging what still has to be done to get things to that final goal.

4.6 6/ASCO

The US player earns one VP for having landed the 6/ASCO counter (see 8.8) prior to the start of the VP Check Phase at the end of Game Turn X+30. If this condition is met prior to that time but, during any portion of the game after that unit counter's positioning on the map, 6/ASCO is put out of supply or eliminated, this VP is thereby permanently forfeit by the US player.

Design Note. Condition 4.6 represents the turn over of all engineering efforts inside the lodgment from corps assets to those larger units controlled directly by 6th Army. This is, again, a measure of the US player's progress toward meeting the overall Olympic plan's timetables and objectives.

4.7 Kagoshima City

The US player earns one VP (total) for controlling, in supply, all three Kagoshima city hexes (2506/2605/2606) during the VP Check Phase at the end of Game Turn X+30. It doesn't matter, as far as satisfying this victory check goes, whether one or more hexes of Kagoshima are successfully a-bombed.

4.8 Takarabe

The US player earns one VP for controlling, in supply, Takarabe (2615) during the VP Check Phase of Game Turn X+30. It doesn't matter, as far as satisfying this victory check goes, whether the Takarabe hex has been successfully a-bombed.

Design Note. Kagoshima City and Takarabe were the locations of the two main Japanese communications, logistics and headquarters complexes on the southern part of Kyushu.

4.9 Mount Kirishima

The US player earns one VP for controlling, in supply, Mount Kirishima (3013) during the VP Check Phase of Game Turn X+30. It doesn't matter, as far as satisfying this victory check goes, whether the Mount Kirishima hex has been successfully a-bombed.

Design Note. Mount Kirishima was the geographic terminus of the southern portion of Kyushu. As the highest point within that area, it's loss to the Americans (or so I believe) would've had much the same effect on the Japanese as had Chapultapec's fall on the Mexicans in 1847.

4.10 Linked Beachheads

The US player earns one VP for having cleared all Japanese units and their ZOC out of all hexes south of the "Linked Beachheads Line" (see the Terrain Key printed on the map sheet) at the time of the VP Check Phase of Game Turn X+30. US units and/or ZOC don't negate Japanese ZOC for the purpose of adjudicating this victory condition.

Design Note. The Olympic plan actually allowed until X+48 for the "linked beachheads" event to occur. Since the Japanese only had enough supplies in southern Kyushu to enable their forces there to conduct active operations for 30 days at most, however, and themselves recognized they had no hope of conducting dependable resupply after that, I thought it best to end the game on X+30.

4.11 OOS/Aerial Supply/Coastal Supply Losses

The US player loses one VP for every US strength step lost while the losing unit was in the out of supply state, or while it was drawing aerial supply, or while it was drawing coastal supply (see section 9.0). Such VP aren't regained should the US player later use the replacement process (see 8.9) to rebuild lost OOS steps.

4.12 Lost Beachheads

The US player loses two VP for each beachhead hex lost to Japanese control (see 8.5). Those VP aren't regained should the US player later regain control of a lost beachhead hex(es).

4.13 Zeroing Out

At the start of the game the US player has zero VP. If, at any time after he has scored one or more VP, his VP total decreases to zero again, play stops immediately and the Japanese player is declared the winner. The same is also true if at any time — even prior to his ever having scored any VP — the US player's VP total is reduced to a negative number

Design Note. The VP conditions given in 4.11, 4.12 and 4.13 are simply and most directly involved in comparing the generalship of the two players (and appropriately rewarding the better).

4.14 Winning & Losing

If, at the end of Game Turn X+30, the US player a total of eight or nine VP, he is declared the winner of that match. If the US VP total is then at seven or six, that match is considered a draw. If the US VP total ends at five or fewer, the Japanese player is declared the winner.

Design Note. The expected approach to deciding the winner in a game like this would most likely be based on the amount of casualties the Japanese player inflicted on the US invader. Those casualties would, in turn, be generated as some variable adjunct of the combat process (a second result given on the Combat Results Table, etc.). My research has convinced me, however, the Japanese simply did not have the ability to inflict the number of casualties that would've actually been required in order to convince the Americans of 1945 they needed to negotiate an end to the war on conditions much less harsh than the historic "unconditional surrender." Instead, victory is determined based on the Japanese player's ability to frustrate the American timetable for the campaign. That is, the various victory checks presented above are all based on the US operational plan for this campaign. If the Japanese player frustrates or delays the attainment of the majority of them, he wins. Similarly, points are taken from the US player for generating what would've been considered politico-military fiascoes (4.11, 4.12 and 4.13).

5.0 Sequence of Play

5.1 In General

Every "game turn" of DF is begun with both players actively participating in the resolution of that day's atomic bomb detonations (if any) and kamikaze attacks. At the end of every game turn, both players again actively participate in a "victory check" in order to keep up a measure of the US player's progress (or lack thereof) toward victory. Between those beginning and ending activities, every game turn of DF is divided into two "player turns," one Japanese and one American—and always in that order—each of which is further divided into a series of strictly sequenced segments and their component steps (or "phases").

Once a player has finished a particular action within a phase, or an entire phase within his player turn, he may not go back to perform some forgotten action or redo a poorly executed one unless his opponent graciously agrees to permit it.

5.2 Turn Sequence

The turn sequence is presented below in outline. The rest of the rules that follow are organized, as much as possible, to present their particulars in the order they're first encountered as your progress through each game turn.

  • I. Mutual Unconventional Warfare Segment
    • A. US/UK Naval Deployment Phase
      1. Check British Pacific Fleet Status
      2. Deploy Task Groups Into Beach Zones
    • B. Japanese Kamikaze Phase
    • C. American Atomic Attack Phase
  • II. Japanese Player Turn
    • A. 56th Army Availability Check Phase
    • B. CP Determination Phase
    • C. CP Expenditure Phase
  • III. American Player Turn
    • A. Reinforcement Arrival Check Phase
    • B. Supply Status Check Phase
    • C. CP Determination Phase
    • D. CP Expenditure Phase
  • IV. Victory Check Phase

5.3 Ending a Game Turn

When the victory check phase has been completed, mark off one day (one game turn) on the Turn Record Track. Note that on some game turns there will be many more potentially VP-generating (or VP-subtracting) events to check over than there will be on other days.

6.0 Unconventional Warfare

6.1 In General

Both players have a kind of unconventional warfare attack to resolve during this segment of the player turn: kamikaze attack for the Japanese player, and atomic bomb detonations for the American player. Note, too, that US use of chemical warfare is not part of this process; for that, see 14.3.

6.2 BPF Deployment

The US player begins this segment by rolling to see if the British Pacific Fleet's (BPF) naval gun and air components will be available for deployment onto the map this game turn. To do that he rolls a decimal die (or pulls one chit; see 2.2). If that result is odd, neither of those BPF components are available for use this game turn; set them aside, but within easy reach, until the next game turn's BPF status check comes around. If the result is even, both the BPF air and naval gunfire support elements are available for deployment this game turn. During game turns in which that's so, treat the deployed BPF elements exactly like their US counterparts for all play purposes.

Design Note. The US command for this operation insisted during the planning for it that Royal Navy participation would have to be conducted at the end of that organization's own logistical and support chain. Long story short: the RN's chain didn't reach as far or as dependably as that of the USN's in 1945. So the die roll reflects the averaging over time of the more frequent necessity for his majesty's ships to withdraw back to Okinawa for resupply, repair, etc.

6.3 Task Group Deployment Into Beach Zones

When the day's BPF status has been resolved, the US player should then immediately deploy all his US (and UK if available) naval gunfire support counters into the four "beach zones" around the edge of the map: "Limousine," "Roadster," "Station Wagon" and "Town Car."

The US player should not attempt to place the naval gunfire support counters into specific hexes within those zones. He should just place each one around the periphery of the map in such a way it's obvious to both players which beach zone they're being assigned to for that game turn.

Each day's assignments are discreet; any given naval gunfire task group may be assigned to any one beach zone one day and to any other on the next day, etc. Any number of available task groups may be assigned to any one or a few of the beach zones. The US player is under no requirement to assign a minimum number of the counters to any one zone. He may, if he wishes, assign them all to a single beach zone, or divide them just between two beach zones, etc.

The available air support counters should simply be set aside at this time, in a spot easily reached by both players.

6.4 Kamikaze Attack

When the US player has finished with his naval deployment into the beach zones, the Japanese player should immediately roll a decimal die (or pull a chit; see 2.2) and consult the following table in order to determine the effects of that day's overall "special attack" effort. The table encompasses the effects of all that day's Japanese suicide attacks, delivered by whatever combination of aircraft, boats, ships, swimmers, amphibious craft, foot soldiers and civilians were actually available.

6.5 Japanese Kamikaze Table

Die RollEffects
1No Effect.
2The US player's CP allotment is reduced to five this game turn.
3-4The US player's CP allotment is reduced to four, and he has only three air and three naval support counters available this game turn. The Japanese CP die roll result is modified by +1.
5-6The US player's CP allotment is reduced to three, and he has only two air and two naval support counters available this game turn. Japanese MFs increased from three to four this game turn. The Japanese CP die roll result is modified by +2.
7-8The US player's CP allotment is reduced to two, and he has only one air and one naval support counter available this game turn. Japanese MFs increased from three to five this game turn. The Japanese CP die roll result is modified by +3.
9-10The US player's CP allotment is reduced to one; he has no air or naval support counters available, and he may not land any reinforcements or replacements this game turn. Japanese MFs increased from three to six this game turn. The Japanese CP die roll result is modified by +4.

6.6 Kamikaze Die Roll Modifiers (DRMs)

On the game turns listed below, apply the following DRMs. Note they're not cumulative; no one game turn will have more than one DRM applied to its kamikaze die roll, and on X+2 through X+9 there won't be any modifier applied. Die roll results modified to a number greater than 10 are treated as 10s. Die roll results modified to a number less than zero are treated as zeros.

  • X+1: apply a DRM of +1 (plus one).
  • X+10 through X+19: apply a DRM of –1 (minus one).
  • X+20 through X+30: apply a DRM of –2 (minus two).

6.7 Kamikaze Effects

When the kamikaze die roll calls for the number of US/UK gunfire and air support counters to be reduced, the Japanese player (not the US player) should simply reach onto the map and remove to the side the appropriate number of naval counters of his choice. He should then reach into the pile of US/UK air counters and make the same reduction to it. Those counters are out of play for the rest of that game turn.

To understand the effect of reducing the US CP allotment, see rules section 7.0. For the effect inherent in increasing the Japanese CP allotment, also see section 7.0 To understand the effect of increasing the Japanese standard movement factor, see 12.2. To understand the effect of denying the US player the ability to bring ashore reinforcements and replacements, see section 8.0.

Note there is no carry over of any US penalty or Japanese advantage from game turn to game turn; each day's Kamikaze effort is discrete and its effects applied fresh against the normal capacities of the game rules sub-systems affected.

6.8 US Atomic Bomb Attacks

At the start of the game the US player has a total of nine atomic bombs available for his tactical use. As soon as the resolution of the game turn's kamikaze effort has been resolved, the US player should announce how many atomic attacks he'll make at that time. He may make from zero to a maximum of six such attacks during any game turns of his choice throughout the game until such time as he used up all nine of his bombs. None of the nine atomic bombs included in the counter mix may be used more than once per game, no matter what the final outcome of their detonation.

The US player should begin by placing one blast marker for each bomb he wishes to detonate that game turn atop the Japanese units in each of the hexes he wants to attack with each bomb. He may, if he wishes, place more than one marker in the same hex (up to the legal game turn maximum of six).

Once he's deployed all the markers he desires (or has remaining) for a game turn, he begins to resolve each of those attacks one at a time. The resolution of each attack must be resolved before that of the next is begun.

6.9 Atomic Attack Resolution

To resolve each atomic attack, the US player should roll a six-sided die (not a decimal die or chit pull) for each one, then subtract one from the number rolled. That will give him a final result of zero through five, and that number represents the amount of Japanese steps instantly destroyed in the attacked hex. If the final result is zero, remove the blast marker and set it aside. Such "dud" markers may not be reused during the rest of the game. There is no effect on any Japanese units located in such hexes.

Attacks that received final results of one through five have their blast markers remain in place on the map. The US player should also reach beneath such markers to remove, by any combination of step reduction and/or total unit elimination he desires, the designated number of Japanese steps among the units located there.

6.10 Further Blast Effects

If any Japanese units survive, either reduced or at full strength, an atomic attack against them that had a final result of one through five, those survivors may not move or attack that game turn, though they still exert zones of control and defend normally.

US units in hexes immediately adjacent to the location of an atomic attack that had a final result of one through five are similarly prohibited from moving, attacking, retreating after combat and receiving replacements that same game turn, though they too continue exert zones of control and otherwise defend normally.

The natural terrain in a successfully blasted hex is considered to be converted to rough for the rest of the game. Any manmade terrain in such a hex is considered no longer to exist for the rest of the game. (In this regard, also see 4.2 and 4.3.)

The US player may launch atomic attacks against hexes empty of all Japanese units, in order to achieve the terrain conversion effect, though that's surely an inefficient use of those weapons. Likewise, the US player may attack Japanese units in that side's 56th Army Holding Box, though note that units in holding boxes are always considered to exist there unstacked (so one bomb could only be launched against one unit).

7.0 Command Points (CP)

7.1 In General

Both players must "activate" their units and stacks to perform various missions by issuing move or attack "command points" (CP) to them. CP represent the capabilities of army staffs, as well as the expenditure of material resources available to carry out their plans.

The Japanese player always begins the first game turn automatically receiving a minimum of six CPs. That amount may be further increased as a result of that day's Kamikaze strike (see 6.2).

The US player always starts every game turn with six CPs, but that amount may be decreased by the result of that day's kamikaze strike (see 6.5).

Neither player may in any way carry over or save his CPs from one game or player turn to the next. Each day's CP expenditures are discrete.

7.2 Japanese CP Availability

After the first game turn, Japanese CP availability is resolved anew as the second step in each of his subsequent player turns using the following process. After determining whether 56th Army has arrived in the area (see 8.2), the Japanese player rolls a six-sided die (not a decimal die or chit pull). That result, one through six, is his allotment of CP for use that player turn, unless it is further modified upward as a result of that same game turn's earlier resolved kamikaze effort. Thus the Japanese player will be awarded between one and 10 CP in each of his player turns after the first (see 6.2ff).

7.3 US CP Availability

The US player begins every game turn with six CP. That allotment may be modified downward as a result of that same game turn's kamikaze effort (see 6.5).

7.4 Move Commands

Move commands cost one CP each. A move command will activate one unit alone in a hex, or a stack of units within the same hex, for movement that player turn. If a stack is activated, the individual units within it may be moved together or split up and moved off in different directions, or some might move while others stayed put in their original hex.

Note that units in holding boxes are always considered unstacked while there. Each player must expend one CP to bring a single unit from its holding box onto the map (see section 8.0 for more details).

Note too that no given unit may execute both a movement and an attack command during the same player turn (see section 13.0 for more details). Further, no player may ever run deficits in terms of his CP expenditures; no CP can be expended unless you actually have it to use.

7.5 Attack Commands

Attack commands cost two CP each. An attack command permits one unit alone in a hex, or a stack of units within the same hex, to attack one adjacent enemy occupied hex that player turn. Attacking units may never divide their attack against more than one hex.

If a stack is activated for an attack, the attacking player may withhold one or some of the units within it from participating in that attack at his option. For example, if an attack-activated US stack contained two infantry divisions and a corps support artillery unit, the US player might decide to attack with the just one infantry division along with the corps support unit. The advantage would be the infantry division left behind would not be subject to enemy return fire (see 13.2 & 13.3).

7.6 CP Restrictions

No single unit or stack may ever perform more than one action per player turn. That is, no unit or stack may move twice, or attack twice, or attack and move, or move and attack during the same player turn.

US units that receive replacements (see 8.9) may not move or attack that same player turn, though they do defend normally and continue to exert their zone of control.

7.7 Command Sequencing

Each of your player turn's move and attack commands may be executed by you in any order you desire, and (with one exception; see 7.8 below) you need not announce all your CP expenditures for a turn before expending each one. For example, you could activate one stack to attack, then, after resolving that battle, you could command another unit or stack to move, etc. There is no secrecy or writing involved in issuing CP; both players should simply announce each expenditure as he starts to make it (again, though, see 7.8 below for the one exception).

7.8 Sequential Attack into the Same Hex

As stated above, none of your units may participate in more than one attack in each of your player turns; however, it is possible (though also expensive in CP) to attack the same defender hex more than once during the same player turn. Such an action is called a "sequential attack."

If you are going to make a sequential attack during a given player turn, you must announce and entirely resolve that action prior to announcing and carrying out any other actions, movement or combat. Neither player may run more than one sequenced attack per player turn.

To run a sequential attack — a multiple attack, each coming from one attacker hex and all targeted against the same defender hex during the same player turn — simply begin your actions that turn by indicating the hex that will be receiving the honors. Then indicate which of your lone units and/or stacks will be participating in the attacks, and in which order they will do so. For example, the Japanese player might announce: "I'll start this turn by subjecting hex 2503 to sequential attack. My stack in 2604 will go in first, followed by my stack in 2605, followed by my stack in 2504."

Each hex of attackers activated for a sequential attack costs two CP. Thus, in the example above, the Japanese player would need to immediately expend a total of six CP. If the battle then actually came to its conclusion before all the designated sequential attackers got their chance to pitch in, the attacking player would not get back any of the expended CP.

The advantage to a sequential CP is that when defending units make their defensive fires against the second hex of attackers, their defensive fire "to hit" number is decreased by one. When they make their defensive fires against any third hex of attackers, their defensive fire "to hit" number would be decreased by two, etc.

7.9 US Corps Support, Naval Gun & Air Support Counters

Note that if the US player has a corps support unit involved as a defender in a sequential attack, that unit is available to participate fully (using the die roll modifier described above) as each hex of Japanese attackers comes in against its hex. Any given naval gunfire and/or aerial support counters, though, are available for only one defense against one hex worth of incoming Japanese attackers Of course, if he still had uncommitted counters of those types available, they could be assigned afresh at the start of each new attack into the defender hex.

The same is true when going the other way. That is, each naval gunfire and/or air support counter supports just one hex of US attackers in a sequential attack. So their support would have to be announced by the US player at the time he describes his overall sequential attack as described in 7.8 above. (And, no, just like expended CP, such committed support counters can't be gotten back that player turn if the battle ends before they get a chance to pitch into it.)

US sequenced attackers from different hexes may be from different corps, as long as each single hex of attackers contains only units from one corps (and/or "Reserve" divisions; see 10.5 & 10.6).

8.0 Reinforcements & Replacements

8.1 In General

Reinforcements are units of both sides that don't start the game already set up in hexes on the map; reinforcements enter the map after play has already begun. Replacements are a method the US player may use to rebuild to full strength reduced units that are still on the map in their weakened state, and/or to reclaim fully eliminated units from the deadpile. There are no replacements available to the Japanese player.

8.2 Japanese Reinforcements

The pool of potential Japanese reinforcements consists of the eight units of 56th Army, which start the game garrisoning northern Kyushu (actually sitting in the "56th Army Not Available" holding box). Those units are not immediately available for deployment onto the map; 56th Army must first succeed in moving from its original deployment area into new positions just off the northern map edge.

To determine when that move has been accomplished, the Japanese player should, beginning Game Turn X+10 at the very start of his player turns, roll a decimal die. If on X+10 that die roll is a one, 56th Army has arrived just off map. In that case, move all that army's units into the "56th Army Available" holding box. That transfer costs no CP. On any other result, leave all those units in place in the "Unavailable" holding box.

Note that on the Turn Record Track each game turn's probability, in the form of a decimal die roll spread, is noted for the just-off-the-map-edge arrival of 56th Army. For instance, on X+15, the decimal die roll needed to make 56th Army available is any number from one through six. Keep rolling, once each Japanese player turn, until the 56th does indeed arrive just off map.

As soon as the 56th is in the "Available" box, the Japanese player may expend normal movement activation CPs, at the normal rate of one CP per activated unit (remember: units in holding boxes are always considered unstacked), in order to bring them into play, one, some or all at a time, depending only on how many CPs he has available and how many he wants to expend on a given turn toward that mission. There is not limit to the length of time units of the 56th may spend in the "Available" holding box.

Arriving units of the 56th begin paying normal movement costs from their very first hex of entry onto the map. They have their normal movement and combat capabilities available for use from each one's first instant of movement onto the map. No unit of the 56th once on the map may again move off it for any reason.

No arriving 56th Army unit may enter the map directly into a hex containing a US unit. They may enter via hexes containing US zones of control, but in such cases they would then immediately have to stop their movement for that turn in that entry hex.

8.3 US Reinforcements

The pool of potential US reinforcements consists of all those divisions, corps support, and beachhead markers in the counter mix that don't start the game set up in a hex on Kyushu (see 3.3). The earliest game turn each reinforcement unit may be moved from the "US Reinforcements" holding box onto the map is indicated by the one-digit or two-digit numbers printed in the upper-left corners (or reverse side for the 9th Corps beachhead marker), which correspond to the earliest possible game turn number of their entry onto the map. For example, the 77th Infantry Division becomes available at the start of Game Turn X+5.

Note that, just as with the Japanese 56th Army, the fact play has reached the availability date of a given US reinforcement doesn't mean that player must immediately expend the CP to bring it onto the map. There is no limit on the length of time an available US reinforcement may remain sitting in the holding box (though in the case of the 6/ASCO unit, see 4.6 for an important consideration).

8.4 US Reinforcement Entry

Available US reinforcement units located in that side's holding box must be given a move command during a US CP Expenditure Phase in order to be brought from there onto the map. All units belonging to one or another of the four corps (1st, 5th, 9th and 11th) enter play only through the US controlled beachhead hex containing the beachhead counter belonging to their respective corps. The four reserve divisions don't belong to any corps, and so may be entered through any US controlled beachhead hexes. (Reserve units still need to receive a move CP in the normal way.)

In either case, a one CP expenditure is sufficient to move ashore any one available reinforcement within the strictures given above. Within those limits and the limits of his overall CP availability and inclinations, the US player may potentially bring ashore any number of available reinforcements during each of his player turns after the first.

US reinforcements may not move any farther than their beachhead landing hex during their player turn of arrival. Normal stacking limits must be observed in beachhead landing hexes (see section 10.0). Note too the mere projection of a Japanese zone of control into a hex containing a US beachhead counter is not by itself enough to prevent reinforcements from entering the map via that hex that turn.

8.5 US Beachhead Markers

US beachhead markers don't count for stacking, nor do they have any combat strength or step value of their own, nor may they ever move in any way once placed into a coastal hex on the map. Beachhead markers alone in a hex don't project zones of control; however, other US units stacked with them continue to project their zones of control normally.

If a moving Japanese unit catches a beachhead counter alone in a hex, it may instantly eliminate the marker by simply moving into that hex. Alternatively, a Japanese unit adjacent to a beachhead counter undefended by any other US unit could automatically eliminate it by launching an attack (for two CP) into its hex. If a beachhead hex does contain other US defending units, the beachhead is eliminated the instant the last US step leaves that hex, either by retreat after combat (see 13.10) or by outright elimination. In that regard, also see rule 4.12.

8.6 Entry of 9th Corps

The US player ends his game-start set up process by secretly plotting the arrival, by amphibious invasion, of 9th Corps. That invasion may take place at the start of the US CP Expenditure Phase of Game Turn X+4, or any subsequent game turn chosen by the US player and indicated in his plot for it. The invasion plot should be written on to one side of a piece of paper, and that paper then placed, written side down, in sight of both players. At the start of the US player turn of the game turn in which the 9th Corps landing has been plotted to take place, the US player should turn over the plot paper in order to verify its place and time to the Japanese player.

The US player, in his initial plot for the 9th, should also indicate the exact hex in which he desires that corps to land. He may pick any clear terrain coastal hex on the map that doesn't already contain another US corps beachhead hex at the time of the plot.

The 9th Corps always comes ashore initially in the form of one stack consisting of the beachhead marker and the 81st and 98th Infantry Divisions. It costs three CP to conduct the landing, and that cost remains the same no matter if there is or isn't a battle in the landing hex.

Prior to revealing a 9th Corps invasion plot to the Japanese player, the US player may call off a plotted invasion for any reason. For instance, at the start of the US player turn of the game turn he earlier wrote down in his plot for that landing, the US player suddenly notices the hex he selected is presently occupied by three Japanese units. He could choose to go ahead with the landing (not wise), or simply announce to the Japanese player: "I had plotted the 9th to come ashore in hex #### this turn, but I've decided to cancel that landing."

In the latter case, the US player would then immediately, and again using the same procedures and strictures, plot a new entry hex and date for the 9th. He must plot at least four game turns in advance. For example, if he'd originally plotted a 9th Corps entry day of X+4, then cancelled that landing during Game Turn X+4, the earliest he could plot a new landing would be Game Turn X+8.

8.7 9th Corps Landing Procedures & Strictures

If a US landing of 9th Corps comes ashore directly into a Japanese occupied hex, resolve the situation as a normal battle (see sections 13.0 and 14.0) with the following exceptions: 1) each Japanese defending unit is entitled to throw twice the number of dice it would normally be allowed — though their hit numbers remain unchanged except for any normal modifiers that might apply — when making its defensive fires; and 2) if the landing hex isn't entirely cleared of Japanese defenders at the end of the battle, both the involved US divisions and the beachhead marker are considered to have been fully eliminated while out of supply. A 9th Corps invasion beach battle may not be executed as any part of a sequential attack.

Once ashore, the US 9th Corps beachhead marker immediately begins functioning just like the other three US corps beachhead markers. The units of the invading 9th Corps may not carry out any other movement, or conduct an attack into any hex beyond their landing hex, during the turn of their invasion.

8.8 The 6/ASCO Unit

This unit becomes available for entry onto the map on X+20. It costs four CP for the US player to bring on 6/ASCO (see 4.11). It is not required he bring on the unit at that first opportunity to do so, but when he does decide to do so he simply expends the four CP, then places the unit in any clear terrain and in-supply hex on the map that's already US controlled, is not adjacent to any Japanese unit(s), and doesn't contain a US beachhead supply counter. Once placed, 6/ASCO never moves from that hex except by being eliminated.

For purposes of 4.11, putting this unit out of supply works as well as its outright elimination; so, if 6/ASCO does go OOS, players should simply remove it from the map as a reminder of the fate of that victory point. In reality, the unit wouldn't be eliminated; it's just that its construction schedule would be so disrupted that, for our purposes here, it's as good as dead.

Note, too, the 6/ASCO has no combat strength or step value, no movement ability once placed on the map, and never exerts a zone of control of its own (though it also doesn't inhibit other units stacked with it from projecting their own zones of control). For stacking purposes, the 6/ASCO does count as "one unit," though none of the rules regarding corps affiliation, or the penalties for violating those affiliations when stacking, apply to it.

8.9 US Replacements

A potentially infinite number of "replacement" steps are available to the US player, starting on Game Turn X+1, which he may use to rebuild reduced-but-supplied divisions still on the map, or to recreate entirely eliminated divisions and/or corps support units from the dead pile. It takes one CP expended as a replacement in order to replenish one step of a reduced on-map division. Likewise, one CP expended as a replacement will reclaim one unit—in its reduced form if it's an eliminated division—from the deadpile. Only divisions and corps support units may make use of replacements; eliminated beachhead markers may never be returned to play by any means.

A reduced division replenished by replacements while deployed on the map is simply flipped over in place so its full-strength, two-step side shows upward. Divisions receiving replacements in the field may not move or attack in any way that same player turn. Further, no division found to be out of supply (see section 9.0) during a US Supply Check Phase may be replenished with replacements during that player turn.

Fully eliminated divisions or corps support units being reclaimed from the deadpile are, during that US player turn of that reclamation (for one CP), simply moved from the deadpile into the "US Reinforcements" holding box. They may not be moved from there in any way that same turn. On subsequent turns, a still-reduced division might have one CP expended to bring it ashore while still reduced (and within the normal strictures for "reinforcement" landings, see 8.4). In that case, they could be replenished to full step strength on a subsequent turn as described in the paragraph above this one. Alternatively, divisions reclaimed from the deadpile but that are still reduced and in the US holding box, could have a second CP expended for them there on a subsequent game turn, then, on a game turn after that second expenditure, have yet another CP expended on them to move them, now again as a full strength division, back onto the map via the appropriate beachhead counter. In that case, of course, they couldn't move or attack during that same turn.

Since US corps support units are all just one-steppers, once recreated from the dead pile (for one CP), they could be moved ashore from the holding box (for another one CP) without further ado. And, of course, just as with any unit coming ashore, such reclaimed corps support units could not move farther or attack during their turn of entry onto the beachhead.

8.10 Out of Supply Replacement Stricture

No unit that was fully eliminated in combat while out of supply may ever be re-entered into play. For the one step corps support units, that means if their single step is eliminated while it is out of supply, that unit is permanently out of play. For US divisions, though, if their first step is lost while that division is out of supply, but the reduced unit didn't have its second step eliminated until such time as it was in supply, that division would not be banned from replacement re-entry into the game, and it could even rebuilt to its full, two-step strength. If, however, the single remaining step of a reduced division were eliminated while that unit was out of supply, that division is permanently removed from play. The same is true for any unit fully eliminated while drawing aerial supply (9.7). In this regard, also see rule 4.11.

9.0 Supply

9.1 In General

US units require supply to operate at their full movement and combat values. A US unit is always in one of two general supply states: "supplied" or "unsupplied" (that last is also referred to as being "out of supply" or "OOS").

Unsupplied US units are penalized in combat and have their movement factors severely reduced. Those penalties last through every player turn a given unit remains unsupplied, but no unit is ever eliminated or reduced in step strength solely for being OOS. US units may move into hexes where they certainly will, or may, become unsupplied.

Design Note. The Japanese, knowing their supply lines were going to be heavily and continuously interdicted by the Americans, tried to counter that by pushing as far forward as possible all the materiel they had. Thus, in game terms, all Japanese units are always in supply no matter what their particular tactical or operational situation. And that's another reason the game ends on X+30: even the most optimistic among the Japanese planners knew after that date their units in southern Kyushu would be out of supply, and there was nothing they could do about it.

9.2 When to Check Supply

Check the supply status of all US units on Kyushu during every US player turn's step III.B throughout the game. The supply status for each of those units at that time lasts unchanged until the next US player turn's step III.B.

9.3 US Corps Supply Sources

US supply generally comes from his beachhead markers deployed onto Kyushu coastal hexes. To be in supply a US unit traces a path of contiguous hexes, hex by hex and of any length, from the tracing unit to a supply source of its own corps. The hex path supply lines of the various corps may cross each other any number of times, but no unit belonging to one corps may ultimately trace supply to the beachhead marker of another corps. The supply path may cross any kind of terrain, but may not cross any all-sea hex sides. Further, no supply path may pass through a hex occupied by an enemy unit; nor may a supply path be traced into a hex containing a Japanese zone of control unless there is also US unit in that hex to nullify its effect for this supply tracing purpose. (Also see rule 11.7.)

A US beachhead counter that's eliminated (see 8.5), is out of play for the rest of the game. Any of that corps' units still in play would thereby be denied their normal supply option for the rest of the game (but see 9.6 and 9.7).

9.4 US Reserve Unit & 6/ASCO Supply

The four divisions belonging to the US reserve group (6th, 7th, 11th and 96th Divisions), as well as the 6/ASCO unit, may trace supply to any US corps beachhead supply counter. They might all trace to any one such counter, or each trace to a different one, etc., decided on a turn by turn basis at the convenience of the US player.

9.5 Effects of Being OOS

No US corps support unit may fire, either offensively or defensively when OOS.

All US divisions have their offensive "to hit" number (see 13.4) reduced by two when attacking while OOS.

All US divisions have their defensive "to hit" number (see 13.4) reduced by one when defending while OOS.

All OOS US units have their movement factors reduced to one.

9.6 Coastal Supply

All US units in coastal hexes, which includes the coastal hexes of Kagoshima Bay, always have this kind of supply available to them while they remain in such hexes. The effects of having to draw coastal supply are that a unit's movement factor is still reduced to one; however, its "to hit" number is reduced by only one when attacking, and its "to hit" number is not reduced at all when defending.

9.7 Aerial Supply

During each of his Supply Check Phases, the US player may provide this kind of supply to all US units co-located in any one hex anywhere on the map that would otherwise be OOS or that would only have coastal supply available to them. Simply place the aerial supply marker atop the hex to be so supplied; those units' supply status is thereby made normal until the next US Supply Check Phase (when the marker might be committed to the same hex again, if needed, or committed to another hex where it was needed more).

I using optional rule 15.6, the aerial supply maker is unavailable for general use during any US player turn during which the 11th Airborne Division entered play via a paradrop. When such a drop is made, that drop hex always automatically receives the aerial supply marker.

Note, too, this is the only kind of supply operation that costs the US player any CP to put into effect. That is, each time the aerial supply marker is committed to the map, the US player must have one CP available to expend in order to use the marker. (When it's used in conjunction with optional rule 15.6, the CP cost is part of the two CP that must be paid to air drop the 11th Division.)

9.8 6/ASCO Supply

For purposes of adjudicating rule 4.6, the 6/ASCO unit may only receive regular, over-the-beach supply (to any corps beachhead, decided on a turn by turn basis at the convenience of the US player). If the 6/ASCO is once forced to taking coastal supply or having to draw aerial supply, it is considered eliminated for purposes of 4.6.

9.9 Units With Automatic Supply

Note that all US and British air and naval gunfire support counters are themselves always and automatically in supply, though their commitment to support a battle containing OOS or coastal supplied US ground units would not undo those ground units' dire supply situation.

10.0 Stacking

10.1 In General

Stacking is the word used to describe the piling of more than one unit in the same hex at the same time. Units may never stack with enemy units. All units of both sides in holding boxes are considered to be entirely unstacked while there. For stacking purposes, all ground units in the game, one-step or two-step, no matter if a division, brigade, corps support or 6/ASCO, count equally as "one unit."

10.2 Stacking & Movement

Stacking Rules are in effect at all times throughout the game turn but, except for the strictures provided in this rules section, there is not limit on the number of units that may enter and pass through a given hex over the course of a phase, player turn or game turn.

10.3 Japanese Stacking & Overstacking

The Japanese player may stack up to a maximum of any three of his units in all hexes on the board containing some land. Army affiliation has no effect on this: Japanese units from different armies may stack, move, attack, defend, retreat and advance after combat together without any penalties.

If any Japanese occupied hex(es) is/are found to be overstacked at the end of a Japanese movement command or at the end of a battle, that player should select the minimum number of units necessary from that overstacked hex needed to be removed from it in order to bring it back into compliance with the Japanese stacking limit. Those units are then eliminated from play.

10.4 US Stacking

The general rule governing this side's stacking is: there may be up to four US units in any one hex at any one time; however, the fourth unit may only be a corps support unit. Further, there may never be more than one corps support unit in any one hex at any one time.

10.5 US Inter-Corps Stacking

The stacking together of units belonging to different corps is not prohibited outright, though that sloppy practice does carry with it heavy penalties. That is, if a hex is found to contain US units belonging to more than one corps at the start of the US CP Expenditure Phase of any game turn, all the units in that mixed stack have their movement factors reduced to one for that phase. Further, such units will operate in combat, both offensively and defensively, as if they were OOS throughout that phase (and neither coastal nor aerial supply can alter that penalty).

10.6 US Reserve & 6/ASCO Stacking

The four US divisions belonging to the reserve group (6th, 7th, 11th and 96th Divisions), and 6/ASCO, may stack with each other and/or with units belonging to the various corps, within the limit of 10.4. For example, two reserve divisions, 6/ASCO and a corps support unit could stack together without penalty. In effect, the reserves and 6/ASCO are "floaters," which may be temporarily assigned and reassigned to any corps by the US player, on a hex by hex and instant by instant basis, without penalty.

10.7 Free Stacking Units

All informational markers, US beachhead supply counters, and air and naval support counters have no stacking value and my be added freely to any stacks within the strictures governing their particular uses in the game.

10.8 US Overstacking

If any US occupied hex(es) is/are found to be overstacked or improperly stacked, as defined in 10.4 or 10.5 or 10.6, at the end of a US movement command or at the end of a battle, that player should select the minimum number of units necessary from that overstacked hex needed to be removed from it in order to bring it back into compliance with the US stacking rules. Those units are then eliminated from play.

11.0 Zones of Control & Hex Control

11.1 In General

Zone of control rules are an abstraction of most units' ability to project their combat power, through tactical fire and maneuver, into areas immediately around their main location. Don't confuse the zone of control rules with other rules presented concerning the control of victory point hexes (see 11.7 below).

Every ground combat unit on the map exerts a "zone of control" (ZOC) into the six hexes adjacent to its hex. ZOCs impede enemy movement (see 11.5), US retreat-after-combat (see 13.10), and US supply paths (see 9.3). An uncontested ZOC can cause the control status of a hex to switch from one side to the other.

11.2 US Units With No ZOC

The US 6/ASCO, the four corps beachhead supply markers, as well as the air and naval gunfire support markers, never exert ZOCs of their own. Nor do any informational markers every exert ZOCs. Note, though, the presence of one or more such units-without-ZOC, or markers, in a hex in no way inhibits other ZOC-projecting units in that same hex from projecting their ZOC normally.

11.3 ZOC Limits

Units never exert ZOCs across all-sea hex sides. For example, a unit in hex 2409 does not exert a ZOC into hex 2410. No other kind of terrain or water feature has any inhibiting effect on ZOC projection. Note, too, that OOS, coastal supplied and aerially supplied units all still project their ZOCs normally while in those states.

There is no qualitative difference between a hex containing a ZOC projected there by one unit and a hex containing ZOC exerted there by several units. A stack of units exerts the same ZOC as a single unit. The ZOCs of units of both sides may be simultaneously exerted into the same hex.

11.4 Japanese ZOC Effect on US Supply

The US player may not trace any of his supply paths through a Japanese ZOC; however, US units negate Japanese ZOC for supply tracing purposes.

11.5 Effects on Movement

A moving unit must end its move for that phase when it first enters an enemy zone of control (EZOC). An activated unit that begins that activation already in an EZOC may leave that hex normally, but it must stop as soon as it enters another hex with an EZOC. Thus units may move directly from EZOC to EZOC in a movement command, but may then go no farther that phase. Friendly units don't negate EZOC for movement purposes.

11.6 Effects on Retreat After Combat

A unit may not retreat-after-combat into an EZOC; however, friendly units negate EZOCs in their hexes for retreat-after-combat purposes (see 13.10). Note, too, EZOCs have no inhibiting effects on advances-after-combat.

11.7 Hex Control

A unit may "capture" an unoccupied enemy victory point hex (cause its control status to switch from one side to the other), by exerting its ZOC into that hex and provided that ZOC is not contested by an enemy EZOC (or the presence of an actual enemy unit). For example, if no Japanese units were in or adjacent to Mount Kirishima (hex 3013), a US unit could take control of that hex for its side simply by moving adjacent to it. If, however, a Japanese unit were also adjacent to Mount Kirishima, that unit's ZOC on the Kirishima hex would "contest" the US ZOC. In that case, the US unit would have to move into the Mount Kirishima hex in order to capture it, or wait for the contesting Japanese unit to move away.

The one exception to this concerns the capture of US beachhead counters. To capture (and thereby eliminate) a US beachhead supply counter, a Japanese unit must actually move into that hex, either by using regular movement or advance-after-combat.

Also note that, in relation to supply, the fact a hex otherwise empty of Japanese units and their unnegated ZOC is still officially Japanese controlled does not inhibit the tracing of US supply lines into and/or through such hexes.

12.0 Movement

12.1 Movement Points

Units move from hex to contiguous hex; no "skipping" or "jumping over" of hexes is allowed. In general, units spend one movement point (also referred to as "MP," "Movement Factors" and "MF") to move one hex. The movement factors of each unit represents the overall movement ability of a unit if activated for a movement command during a friendly movement phase. When two-step units are reduced to one-step strength, their movement factor is not changed in anyway for that reason.

A unit doesn't have to use up all its movement factor when activated, but neither may any unit accumulate MPs from turn to turn, nor may MPs in any way be "loaned" or "given" from one unit to another.

12.2 Japanese Movement Allowances

The usual movement allowance for all non-static Japanese units is three MPs. Japanese units never pay more than one MP to move from one hex to the next, no matter what in-hex terrain is involved, and no matter if river hex sides are also crossed as part of a move. Further, note the Japanese movement allowance may be altered, on a game turn by turn basis, depending on the result of each day's Kamikaze effort against the invaders (see 6.5), up to a high of six MPs.

12.3 Japanese Static Coastal Defense Units

Three divisions among the starting on-map Japanese forces (154th, 156th and 206th) are shown by their unit-type boxes to be "static coastal defense" units. That means those three units, once placed in their starting hexes, never move from those hexes for any reason other than elimination in combat. And that remains true no matter what height is reached for a given turn's non-static Japanese movement allowance.

12.4 US Movement Allowance

The movement allowance for all US non-static units in supply is eight. US units often do need to pay more than one MP to move from one hex to the next, depending on what in-hex terrain is involved, and if river hex sides are also crossed as part of a move. Movement costs are shown, on a terrain-type by terrain-type basis, on the Terrain Effects Chart printed on the mapsheet. Essentially, US non-static units pay one MP to enter a clear terrain hex, and two MP to enter a hex of every other kind of natural terrain. Also note US units must pay an extra (in addition to the cost of entering the hex being moved into) MP for crossing a river hex side.

12.5 US Static Units

US beachhead supply counters and the 6/ASCO units are static. That is, once on the map itself, they never move from their initial hex of entry onto it. US and BPF air and naval gun support counters have infinite movement allowances within the strictures governing their use (see 14.5 & 14.6).

12.6 General Movement Restrictions

In general, no moving unit or stack may ever enter an enemy occupied hex. The only exception to that concerns Japanese movement into a hex containing only a US beachhead supply counter or the 6/ASCO. In either of those cases, the Japanese unit could enter the hex, instantly eliminating the beachhead or 6/ASCO unit in it, and then even continue moving if it still had MP remaining.

No ground units of either side may ever move across all-sea hex sides (except for arriving US reinforcements and deadpile-reclaimed replacements, which cross numerous all-sea hex sides in order to appear in their beachhead arrival hex). For example, moving hex 2409 to hex 2410 is a move prohibited to all ground units at all times.

12.7 US One MP Movement

For reasons of supply (see 9.5) or inter-corps stacking (10.5), the movement allowances of certain non-static US units may at times be reduced to one MP. Such units essentially use the Japanese movement technique to make their move. That is, they are allowed to move one hex when activated, no matter what terrains or rivers are involved (but all-sea hex sides may still not be crossed).

12.8 Lone Unit & Stack Movement

Even though a single CP will activate for movement all the units making up a single stack, it's still recommended to move every unit one at a time in order to be certain no movement rules concerning static and non-static units, etc., are violated. Beyond that, conduct and completely finish the movement of one unit before beginning that of the next. No unit that's finished being moved may have its movement called back or otherwise changed unless your opponent graciously permits it.

13.0 Combat

13.1 Combat Sequence

Combat is always voluntary; the mere adjacency of enemy units does not force either side to attack. Combat occurs when, during his own side's CP Expenditure Phase, a player issues an attack command for the cost of two CP. The activated unit or stack may then attack any one adjacent hex containing an enemy unit or stack (hereafter referred to as the defenders). No ground unit may never attack across an all-sea hex side.

Not all the units in a stack activated for an attack need actually participate in that effort; it's up to the choice of the attacking player. Follow the sequences presented below to resolve Japanese and US attacks, respectively.

13.2 Japanese Attack Sequence

  1. Combat Deployment. The Japanese player removes his attacking units from one hex on the map and places the "Attacker Hex" marker in that hex. That's so he'll know where to replace surviving Japanese attackers afterward. The US defender then removes his unit or stack from the hex under attack and places the "Defender Hex" marker in that hex for the same reason. Unlike the attackers, all defender units in an attacked hex must participate; none may be withheld from combat. Both players deploy their involved units printed on the mapsheet. Place divisions and brigades in the boxes nearest the "front line" drawn between the two sides. If available, put US corps support, air support and/or naval gunfire support units in the boxes marked for those units to the rear of the front line units. It isn't necessary for either player to fill all the boxes; simply deploy your involved units to fill as many of the boxes as possible.
  2. US Defensive Fire. Involved US defenders, both corps support artillery and combat divisions, now fire at any participating Japanese divisions or brigades. The US player may direct his defensive fire, one die roll at a time, against any participating Japanese units. All hits take effect immediately. If there is an aircraft support counter present, the "to hit" number of all firing US divisions (but not corps support artillery) is increased by one. If there is a naval gunfire support counter present, the "to hit" number of all firing US divisions (but not corps support artillery) is increased by one or two. Those two modifiers are cumulative if both are present.
  3. Japanese Offensive Fire. Surviving Japanese divisions and brigades now fire one at a time at any participating US divisions or corps support artillery units (but the latter may only be fired on if it's the only US ground unit involved in the battle).
  4. US Defender Retreat Declaration. At this time the US player man announce a retreat of his involved force. The effect is to reduce by one the total casualties just suffered in step number three. The US player may not declare a retreat if he suffered zero casualties in step number three.
  5. Redeployment onto the Map. All surviving ground units of both sides are returned to their original hexes on the main map. Be careful to maintain proper, current step strengths. Temporarily set aside US aircraft and Naval support units.
  6. Defender Retreat After Combat. If the US player chose to retreat in step four, all his surviving involved units must now vacate their hex on the main map (see 13.10).
  7. Japanese Advance After Combat. If all involved US were eliminated and/or retreated out of their hex, any, some or all of the surviving Japanese attackers may advance after combat (that player's choice; see 13.9).

13.3 US Attack Sequence

  1. Combat Deployment. The US player removes his attacking units from one hex on the map and places the "Attacker Hex" marker in that hex. That's so he'll know where to replace surviving US attackers afterward. The Japanese defender then removes his unit or stack from the hex under attack and places the "Defender Hex" marker in that hex for the same reason. Unlike the attackers, all defender units in an attacked hex must participate; none may be withheld from combat. Both players deploy their involved units printed on the mapsheet. Place divisions and brigades in the boxes nearest the "front line" drawn between the two sides. If available, put US corps support, air support and/or naval gunfire support units in the boxes marked for those units to the rear of the front line units. It isn't necessary for either player to fill all the boxes; simply deploy your involved units to fill as many of the boxes as possible.
  2. US Preparatory Attack Barrage. If a US corps support artillery unit is participating in the attack, that player now directs its fire (one die) at any one defending Japanese unit. A hit takes effect immediately. This fire is not affected by river hexsides, nor is it improved by the presence of ground support aircraft and/or naval gunfire support.
  3. Japanese Defensive Fire. Involved Japanese defenders that survived the preparatory US barrage now fire at any participating US divisions. The Japanese player may direct his defensive fire, one die roll at a time, against any participating US divisions, but not against the US corps support artillery. All hits take effect immediately.
  4. US Attack Break Off. If the US force suffered one or more step losses in step three, that player may now choose to declare he's breaking off this attack. The effect is to reduce by one (even down to zero) the US losses suffered in number three, and then put both side's units back onto the main map. The US player may not break off if he suffered zero losses in step three.
  5. US Offensive Fire. If there was no break off declaration, surviving US divisions now fire one at a time. If there is an aircraft support counter present, the "to hit" number of all firing US divisions is increased by one. If there is a naval gunfire support counter present, the "to hit" number of all firing US divisions is increased by one or two. Those two modifiers are cumulative if both are present.
  6. Redeployment onto the Map. All surviving ground units of both sides are returned to their original hexes on the main map. Be careful to maintain proper, current step strengths. Temporarily set aside US aircraft and Naval support units.
  7. Advance After Combat. If all involved Japanese defending units were eliminated during steps one through five, any, some or all of the surviving US attackers may advance after combat (that player's choice; see 13.9).

13.4 Firing Procedures & Strictures

During combat a two-step unit fires two shots (roll two 10-sided dice for it, or pull two chits, always one at a time), while a reduced strength (one-step) division, or a brigade, fires one shot (roll one 10-sided die for it, or pull one chit).

To make each of his shots, the firing player announces which unit is firing and which unit is its target. He then rolls a die or pulls a chit and compares that result to the firing units combat factor (also known as its "to hit number") printed on its counter. If the die roll or chit pull result is equal to or less than that number, the firing unit has "hit" its target. If the die roll or chit pull result is greater than the firing unit's combat factor, the shot is a "miss." If a struck target unit is a two-stepper at full-strength, instantly flip it so its reduced side shows upward. If a struck target was already reduced to its one-step strength, or it was one-step unit to begin, it is immediately eliminated (removed from the battle board and placed into a "dead pile" off to the side of the map).

Players fire and resolve one shot at a time. A two-step unit may fire at two different targets if its owning player so desires. Targets don't have to be directly opposite a firing unit on the battle board; targets may be chosen from among any enemy ground unit on anywhere on the battle board (with one important exception: see 13.6 below). Neither player need ever declare all his shots or targets beforehand (but you must declare the target of a shot before actually rolling the die and seeing its result).

13.5 Instantaneous Hits & Single Rounds

All hits are instantaneous, taking effect immediately upon being made. Also note that unlike many wargames that use a battle board combat system, combat in this one doesn't occur in "rounds." That is, in each battle, work through the appropriate attack sequence given above one time, then that battle is over (but see 7.8 and 7.9).

13.6 US Corps Support Artillery Units

A firing Japanese unit, no matter its type, may not select a US corps support artillery unit as its target unless there are no divisions at all (full strength and/or reduced) in any of the front line positions (either they've been eliminated or none were present at this battle from its beginning). Further, no US corps support artillery unit may ever attack alone; to receive an attack command, it must go into combat with at least one division.

13.7 US Beachhead Markers & 6/ASCO

If the Japanese player is attacking into a hex that contains either the US 6/ASCO or a beachhead supply unit, the US player should not deploy it onto the battle board. If one of those units is present in a hex being attacked by the Japanese player, it shares the fate of the last US division or corps support step in that hex with it (but also see 13.10, point number 11).

13.8 Japanese Static Coastal Defense Divisions

Japanese units of this type may attack using normal procedures, but they may never advance after combat.

13.9 Advance After Combat

Advances after combat (see 13.2 & 13.3, step 7), when authorized by a battle's outcome, amount to a free one-hex move by the victorious involved attackers. Such advances don't cost any CP or MP to make.

Advances are not mandatory, but the victorious attacker must decide whether to make it immediately upon returning his units to their hex on the main map and before beginning the resolution of any subsequent attack. He may advance with one, some or all of his units from that hex into the vacated defender's hex (no other) within normal stacking strictures. EZOC never block the ability of a victorious attacker to make an advance-after-combat. Victorious defenders never advance after combat; they simply hold their place in their original hex.

13.10 US Retreat After Combat

Retreat-after-combat allows the US player to cancel one hit on one of his units from the total hits scored against his force in the previous step in the combat sequence.

When a US attacking force retreats, that player thereby forfeits the opportunity for his divisions to fire, and all his involved units are placed back on the map in the hex from which they launched their attack.

When a US defending force retreats, all that side's surviving units must vacate their hex back on the map. Retreating US defenders must be moved by that player into an adjacent hex according to the following strictures.

  1. Retreating US units may not cross an all-sea hexside.
  2. Retreating US units may not enter an EZOC unless a US ground unit, which cannot have been involved in the battle just ended, is also already in that EZOC hex in order to negate it.
  3. Retreating US units may not enter a US occupied hex in violation of any of that side's stacking rules.
  4. Retreating US units may not enter a US occupied hex, even within the limits of the stacking rules, if an entirely empty hex that's also not in an EZOC is available.
  5. Retreating US stacks must retreat as a stack, only being split up to retreat into more than one hex if necessary to meet the strictures given above.
  6. No single US unit or stack may ever retreat more than one hex.
  7. Any unit that can't retreat within the limits set by the strictures given above is eliminated in place instead.
  8. Retreating-after-combat doesn't cost CP or use up MP.
  9. If a defending US unit or stack retreats from an attack and then finds itself in another hex that comes under attack later that same phase, it participates normally in that subsequent combat(s).
  10. Any air and/or naval gunfire support markers that were part of a retreating US force don't undergo the procedures described above. The US player should simply remove such units to a convenient pile off to the side of the mapsheet, allowing them to remain their until the start of the next game turn.
  11. Retreating is generally an all or nothing proposition, that is, an entire US forces either retreats, or the entire US force stays. US static units (see 12.5), however, never retreat. If the US player retreats his mobile units out of a hex containing one of his static units, that unit is abandoned (and will likely be eliminated by a Japanese advance-after-combat; see 13.9).

13.11 No Japanese Retreat After Combat

Only the US player may call a retreat-after-combat; the Japanese player never has that option.

13.12 An Extra Hit

If all US units are eliminated before the firing Japanese player has finished resolving all his shots, he may continue resolving those fires, firing at any of the already destroyed US target units, in the hope of gaining an "extra" hit. If he scores such an extra hit, the US player may not call a retreat in order to retrieve one of his lost steps. In effect, the extra hit represent overwhelming fire from which the targeted units couldn't escape no matter how they tried.

14.0 Fire Modifiers

14.1 In General

The printed combat value ("to hit" number) of a firing unit may be modified during a battle by terrain, air and/or naval gunfire support, and supply status. Modifiers are given as positive or negative numbers that are added or subtracted to/from the firing unit's combat factor. All applicable modifiers are cumulative in their effect in any given situation. For example, an OOS US division attacking across a river hex side would have its "to hit" number reduced by three (-1 for the river and –2 for attacking while OOS).

A unit that has had its combat factor modified to zero or less can't hit anything, though it still must be placed on the battle board if defending, where it might be hit by enemy units firing at it.

14.2 Terrain

Attacking units have their "to hit" numbers modified by the terrain in the defender's hex and any intervening river hex side. See the Terrain Effects Chart printed on the mapsheet. Defensive fires are never modified by terrain. Note, too, that US corps support artillery fires are never modified by the presence of a river hex side.

14.3 Variable Terrain Effects on US Attack Fires

Again, looking at the Terrain Effects Chart (TEC) and the notes printed beneath it on the mapsheet, note that six kinds of terrain may work to reduce US attack fires by zero, one or two, depending on a die roll made anew each time US units attack into such terrain. That variability reflects the uncertainties inherent in US chemical attacks. (The US stockpiled immense amounts of CW agents for this campaign and planned to use them whenever attacking into the kinds of terrain listed with variable effects on the TEC.)

14.4 US Supply

For the effects of supply status on US offensive and defensive fires, see 9.5, 9.6 and 9.7.

14.5 US & BPF Ground Combat Support Aircraft

The US player normally has available a maximum of five US and BPF ground combat support aircraft counters (see section 6.0 for details on determining the exact number available for use each game turn). When US ground units are entering combat, either offensively or defensively, that player decides if he'll commit an available air unit to support that battle. The effect of an air unit supporting US fires is that the supported units' "to hit" numbers are increased by one, offensively or defensively. Each air unit is available to perform one support mission per game turn.

In the case of a sequential US attack (see 7.8), a single US air unit may support one hex of US attackers in their one attack. As each subsequent hex of attackers goes in, the US player may decide to assign or withhold air support for each one on a case by case basis (and always depending, of course, on whether there is still an unused air counter available).

In the case of a sequential Japanese attack, a single US air unit may support the defender hex against one hex of incoming Japanese attackers. As each subsequent hex of Japanese attackers goes in, the US player may decide to assign or withhold air support against each one on a case by case basis (and always depending, of course, on whether there is still an unused air counter available).

Within the strictures given above, air units have infinite range across the map, are indestructible, and may never serve as targets of Japanese fires in any way.

14.6 US & BPF Naval Gunfire Support Markers

The US player normally has available a maximum of five US and BPF naval gunfire support markers (see section 6.0 for details on determining the exact number available for use each game turn). When US ground units are entering combat, either offensively or defensively, that player decides if he'll commit an available naval unit to support that battle. The effect of a naval unit supporting US fires is that the supported units' "to hit" numbers are increased by two, offensively or defensively, if their target units are in a coastal hex. Their "to hit" numbers are increased by one, offensively or defensively, if their target units are in a hex adjacent to a coastal hex but which is itself not a coastal hex. Naval units can't support combats with US targets located any farther inland than that. Each naval unit is available to perform one support mission per game turn.

In the case of a sequential US attack (see 7.8), a single US naval unit may support one hex of US attackers in their one attack. As each subsequent hex of attackers goes in, the US player may decide to assign or withhold air support for each one on a case by case basis (and always depending, of course, on whether there is still an unused naval counter available within that beach zone's area).

In the case of a sequential Japanese attack, a single US naval unit may support the defender hex against one hex of incoming Japanese attackers. As each subsequent hex of Japanese attackers comes in, the US player may decide to assign or withhold naval support against each one on a case by case basis (and always depending, of course, on whether there is still an unused naval counter available within that beach zone's area).

Within the strictures given above, naval units have infinite range within the all-sea area of the beach sea zone to which they were assigned for that day during that game turn's step I.A.2 (see 6.3), are indestructible, and may never serve as targets of Japanese fires in any way.

15.0 Optional Rules

15.1 In General

Players should pick and choose among the following optional rules according to their whims and their own views on the possibilities inherent in this alternative history campaign.

15.2 No Atomic Bombs

The basic assumption behind the game is Operation Olympic mostly like would've been carried out because, despite the US use of atomic bombs against Hiroshima and Nagasaki, the Japanese still refused to capitulate. Those of you who abhor the use of atomic weaponry in your gaming, no matter the topic or rationale—as well as those who just want to explore this option for curiosity's sake— can play the game simply leaving out all rules concerning those US weapons. The idea then would be Operation Olympic had to be carried out because the US never developed atom bombs in the first place, or the physics of the universe was different to the point where such devices simply didn't work, etc.

15.3 Japanese 56th Army Moved Forward

Historically, the Japanese proved amazingly prescient in their ability to deduce the Americans intended to invade their home islands first via southern Kyushu. Since they were that good at strategic-level deduction, there's little reason to doubt they wouldn't have done equally as well when it came to doping out US operational moves presaging the imminent launching of the landings. Success in that way would've allowed them to get 56th Army moving south prior to the first US units actually splashing ashore. To investigate that possibility, begin rolling for 56th Army reinforcement availability during Game Turn X+1. (Just move forward the whole die roll process to begin on X+1 rather than on X+10.)

15.4 MAGIC & Japanese 36th Army

Just as occurred historically in Normandy during the run up to D-Day, where the Allies also had excellent — but not perfect — intelligence available to them via the ULTRA project, it's likely the corresponding MAGIC intelligence project against the Japanese might not have kept perfect track of 36th Army's component units as they deployed from the Tokyo area into southern Kyushu during the late summer of 1945.

To investigate that possibility, as the final step in the overall set up process, the Japanese player should roll a six-sided die and then divide that result in half, rounding up any remainder. That will give a final result of one, two or three. That number represents the number of 36th Army units that player may immediately pick up from their original deployment hexes and then immediately replace back into any land (including coastal) hexes on the map not presently containing any US ground units. Continue the game normally from there.

15.5 Using Six-Sided Dice to Get 10-Sided Results Table

If you don't have any decimal dice and also don't like chit pulling, here's a way to get decimal-dice results using two six-sided dice. Roll both dice and cross-index their results on the table below. Notice the order the results are rolled is important. Different colored dice may be used to distinguish first and second rolls, or roll a single die twice. (Chart on next page.)

[The cross-index chart referred to above ("Chart on next page") does not appear in the living-rules text and is not reproduced here.]

15.6 US 11th Airborne Division

At the start of the game the US player may choose to bring his 11th Division into play — at or after the regular time of its availability as shown on both counters provided for that division (X+22) — in its "airborne" (paratrooper) configuration. He should write down that decision on a piece of paper, not showing it to his opponent until it comes time to enter the unit. Once the entry mode has been made for the 11th — in a paradrop or as a regular, across-the-beach infantry division— that mode cannot be changed, though the exact date of entry may still be changed.

If the US player chooses to bring in the 11th as a regular infantry unit, that division then has no characteristics in any way distinguishing it from other US ground units. Set aside its paratroop unit counter; it won't appear in such matches.

If the US player chooses to bring in the 11th as a paratroop outfit via air drop, he should also secretly (out of sight of his opponent) plot the date (game turn) and hex location number into which the unit will drop at least four days prior to that drop. Thus the earliest date on which he may enter the 11th via air drop is X+22, and to do so he would have to take the time and trouble on or before X+18 to make such a plot. He may select any clear terrain hex on the map. The otherwise clear hex selected may contain a town but not a fortification or city.

When the turn for the drop comes, it may be cancelled or postponed to a later date, but if the unit is to go in that turn, it may only do so into the plotted hex. If the drop is cancelled, the US player may plot another, as long as its date is at least four days out (just add four to the present X+ date number).

The air drop costs two CP to carry out anytime during the US CP Expenditure Phase of the plotted game turn. That's one CP for moving the division, and one CP for the aerial supply marker that must accompany it on its drop. A cancelled or delayed drop doesn't cost any CP; no CP are expended for the drop until it's actually conducted.

The 11th may not drop into a hex containing a Japanese unit; however, the US player may plot a future drop into a hex presently Japanese occupied in the hope that force will move away before the drop time actually arrives.

If the 11th drops into a hex containing a Japanese ZOC, the US player rolls a decimal die or pulls a chit. On a one through five, the 11th lands reduced a step; on a six through nine it lands at full strength, and on a 10 it's fully eliminated. Roll just one unmodified die no matter how many Japanese units are projecting their ZOCs into the drop hex.

The 11th is always aerially supplied throughout the game turn of its drop (place the aerial supply marker in the hex with it), but it may not move from the drop hex or attack during the remainder of that US player turn.

After the US player turn of the drop, treat the 11th as any other US division that has (or doesn't have) aerial supply assigned to it on a turn by turn basis. In other words, once down, the unit turns into a regular infantry division for all practical purposes (but don't switch counters). The 11th may never make more than one actual drop per game.

Within the strictures above, the 11th may be plotted to drop into the same hex the 9th Corps uses to go ashore in its invasion move. (Of course, that will mean holding off the entry of the 9th Corps for quite some time while it waits for the 11th to come on line with it.)

15.7 Variable Number of A-Bombs

As with all aspects of alternative historical analysis, there's debate over whether the US could've actually had ready by X-Day as many as nine a-bombs. To simulate that uncertainty, at the very start of the set-up process, have the US player roll a die and then, without the Japanese player seeing that result, cover the die with an inverted coffee mug or tea cup. The result on that die, plus three, is the number of a-bombs the US player actually has available for use in that match (four through nine). The Japanese player shouldn't know that number until the end of the game, when he should be shown the rolled die as verification.

  • 4.13 Zeroing Out
  • 4.14 Winning & Losing
  • 13.12 An Extra Hit