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Operation Ichi-Go: Japan's Massive 1944 Offensive Across China thumbnail

Operation Ichi-Go: Japan's Massive 1944 Offensive Across China

Operation Ichi-Go: Japan's Massive 1944 Offensive Across China Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
    • 1.1 Historical Background
    • 1.2 Scale
    • 1.3 Compass Directions
    • 1.4 City Names
    • 1.5 Abbreviations
  • 2.0 Game Components
    • 2.1 The Map
    • 2.2 Seating
    • 2.3 Units
      • 2.3.1 Sample Combat Unit
      • 2.3.2 Japanese Unit Colors
      • 2.3.3 Allied Unit Colors
      • 2.3.4 Historical Identifications and Abbreviations
      • 2.3.5 Unit Sizes
      • 2.3.6 Unit Types
      • 2.3.7 Combat Factors
      • 2.3.8 Movement Allowance
      • 2.3.9 Chinese and Japanese Static Units
  • 3.0 Setup and Hex Control
    • 3.1 Initial Counter Sorting
    • 3.2 Chinese Militia Setup
    • 3.3 Chinese Regular Forces Setup
    • 3.4 Japanese Setup
    • 3.5 Hex Control
    • 3.6 Hex Control Flag Markers
  • 4.0 How to Win
    • 4.1 Japanese Sudden Death Victory: No Operation Causeway
    • 4.2 Victory or Defeat on Points: No Operation Causeway
    • 4.3 Victory or Defeat on Points: Operation Causeway Launched
    • 4.4 Japanese Sudden Death Victory: Operation Causeway Launched
    • 4.5 Chinese (Allied) Sudden Victory
  • 5.0 Sequence of Play
    • 5.1 Turn and Phase Sequence
    • 5.2 Operation Causeway and US Participation
    • 5.3 Operation Causeway Launched: Effects
    • 5.4 Japanese 38th Army Participation
    • 5.5 Move and Fight or Fight and Move
  • 6.0 Stacking and Fog of War
    • 6.1 Splitting Stacks
    • 6.2 Japanese Stacking Limit
    • 6.3 Chinese Stacking Limit
    • 6.4 US Stacking Limit
    • 6.5 Free Stacking Markers
    • 6.6 Fog of War
  • 7.0 Supply
    • 7.1 Japanese Supply
    • 7.2 Japanese Supply States
    • 7.3 OOS Effects on Japanese Units
    • 7.4 Attenuated Japanese Supply
    • 7.5 US Supply
    • 7.6 US Supply States
    • 7.7 US Coastal Supply
    • 7.8 US Aerial Supply
    • 7.9 OOS Effects on US Units
  • 8.0 Airpower
    • 8.1 Air Superiority Pre-Causeway
    • 8.2 Placement
    • 8.3 Range
    • 8.4 Airpower's Effects on Enemy Movement
    • 8.5 Airpower and Combat
    • 8.6 Marker Retrieval
    • 8.7 USAAF Airbase Losses
    • 8.8 Effect of Causeway on Air Superiority
    • 8.9 B-29 Heavy Bomber Raid(s)
    • 8.10 Chinese Airlift Capacity
    • 8.11 US 11th Airborne Division
  • 9.0 Reinforcements
    • 9.1 Japanese Reinforcements: No Causeway
    • 9.2 Japanese Withdrawals
    • 9.3 Japanese Formosa Garrison Reinforcements: No Causeway
    • 9.4 Japanese Additional Reinforcements: Causeway Launched
    • 9.5 Japanese Brigade Absorptions by Divisions
    • 9.6 Japanese Army Mixing
    • 9.7 Chinese Reinforcements
    • 9.8 US Reinforcements
    • 9.9 No Chinese on Formosa
  • 10.0 Movement
    • 10.1 Restrictions
    • 10.2 No Minimum Movement Ability
    • 10.3 Stack Movement
    • 10.4 Movement Etiquette
    • 10.5 Terrain and Movement
      • 10.5.1 Natural Terrain and Water Barriers
        • 10.5.1.1 Clear and Rough Terrain
        • 10.5.1.2 Mountains
        • 10.5.1.3 River Hexsides
        • 10.5.1.4 Lake and Sea Hexes and Hexsides
      • 10.5.2 Artificial Terrain and Movement
  • 11.0 Combat
    • 11.1 Multiple Defenders in One Hex
    • 11.2 Multi-Hex Attacks
    • 11.3 Indivisibility of Units
    • 11.4 Attack Sequencing
    • 11.5 Attacking Stacks
    • 11.6 Combat Procedure
    • 11.7 Poor Odds Attacks
    • 11.8 CRT Odds Limits and Nationality Attacks
    • 11.9 Odds Shifts
      • 11.9.1 Clear Terrain
      • 11.9.2 Rough
      • 11.9.3 Mountains
  • 12.0 Developer Note
  • 13.0 Guidelines to Play the 2-Player Version Solitaire

1.0 Introduction

1.1 Historical Background

A. This two-player (but easily solitaire, 13.0) wargame models the final Japanese effort to knock Chiang Kai-shek's Nationalist regime out of the war — codenamed Operation "Number One" (Ichi-Go in Japanese) — and it only narrowly failed.

B. Further, the game also allows players to follow an historic path not taken by the US by replacing an invasion of Leyte (Philippines) with invasions of Formosa (Taiwan) and the Chinese mainland. During the first half of 1944, the Americans' Pacific Theater high command engaged in an intense debate over offensive strategy. General Douglas MacArthur argued for a return to the Philippines. The Pacific Fleet's admirals wanted a landing on Formosa (Taiwan) and then the Chinese mainland. The admirals claimed their plan made much better strategic sense, and there were several strong points in their favor. Only a decision from President Roosevelt finally resolved the debate in favor of MacArthur.

C. Operation Ichi-Go, the game, allows for easy exploration of this alternative strategic option.

1.2 Scale

A. Each hex represents 37.15 miles (60 km) from side to opposite side.

B. Each turn represents one month.

C. Individual units of maneuver range from brigades, divisions, and corps up to entire Chinese armies and army groups (which actually approximate Western division-equivalents).

1.3 Compass Directions

The compass arrow on the map indicates true north. For play purposes, the north edge of the map is hexes 1401 through 3601, with each of the other three map edges taking their direction based on that version of north.

1.4 City Names

Many of the cities on the map have undergone one or more name changes since the war. For historicity sake, the names shown are the ones in use during 1944.

1.5 Abbreviations

AbbrMeaning
CEAChina Expeditionary Army
CFCombat Factor
CRTCombat Results Table
DRMDie Roll Modifier
MAMovement Allowance
MPMovement Point
OOSOut of Supply
TECTerrain Effects Chart
VPVictory Point

2.0 Game Components

A. The components to a complete game of Ichi-Go include these rules, the mapsheet, and one-and-a-third sheets of die-cut counters (units). Players must provide a standard (six-sided) die to resolve combat and other probabilistic game events.

B. If any of the supplied parts are missing or damaged, write to:

Against the Odds Magazine PO Box 165 Southeastern, PA 19399-0165 Attn: Operation Ichi-Go

C. Or e-mail us at: [email protected]

D. We hope you enjoy this game. Should you have any difficulty interpreting the rules, please write to us at the above postal address, or send an e-mail to: [email protected], phrasing your questions so that a simple sentence, word, or number can answer them. If you send a letter by mail, you must enclose a stamped, self-addressed envelope to receive a reply. We recommend e-mail as the best way to resolve a query. Although we welcome comments and suggestions about the game's interpretation of events, we cannot promise to respond to questions on theory or design intent. Additionally, check out the Against the Odds and Operation Ichi-Go discussion folders at consimworld.com.

2.1 The Map

A. The map illustrates the militarily significant terrain found in and around central and eastern China in 1944-45 when viewed at these time and space scales. A hexagonal (hex) grid is printed over the map to regulate the placement and movement of units across the area. A unit is considered to be in only one hex at any one time.

B. Each hex contains natural and/or artificial terrain and/or water features that can affect the movement of units and combat between opposing units. The various terrain and water features on the map alter their exact real-world configurations slightly to make them coincide with the hex grid. Yet the relationships among them from hex to hex are accurate to the degree necessary to present players with the same space/time dilemmas faced by their historic counterparts in the real campaign.

C. Every hex on the map contains a four-digit number to help find exact locations more quickly and to allow for the recording of unit positions if the game has to be taken down before it can be completed.

Example: The city of Shanghai is in hex 3106.

Errata: The two end game entries on the Turn Record Chart are reversed. Turn 9 should say the game ends if Causeway is NOT launched (4.2). Turn 12 should say the game ends if Causeway IS launched (4.3).

2.2 Seating

The Chinese (Allied) player should sit off the map's west edge, facing east. The Japanese player should sit opposite off the east edge, facing west. The charts printed on the map correspond to the player seating.

2.3 Units

Operation Ichi-Go uses counters to represent combat formations.

2.3.1 Sample Combat Unit

Each combat unit displays several pieces of information: nationality (and therefore its side), specific historical identification, type, organizational size, combat factor, last step level (if any), and parent organization.

2.3.2 Japanese Unit Colors

OrganizationColors
China Expeditionary ArmyRed on White
Kwangtung ArmyBlack on White
14th Area ArmyOrange on White
Formosa GarrisonBlue on White

2.3.3 Allied Unit Colors

OrganizationColors
Chinese Regular ArmyWhite on Dark Blue
Chinese MilitiaBlack on Light Blue
US ArmyBlack on Olive Drab

2.3.4 Historical Identifications and Abbreviations

All units bear their specific historical identification numbers and/or names to the right of their unit-type boxes. Those abbreviations are:

AbbrNameAbbrName
14AA14th Area ArmyLKLikuo's Army
1CUS 1st Cavalry Division*NNew
CHChinesePProvisional
FGFormosa GarrisonSFSpecial Forces Group
GMGuilin MilitiaUSUnited States
HMHengyang MilitiaYMYichang Militia
JM

*functions as infantry

2.3.5 Unit Sizes

SymbolSizeSymbolSize
XXXXXArmy GroupXXDivision
XXXXArmyXBrigade
XXXCorpsIIIRegiment

If a unit's size symbol is beneath a bracket, that means it was an ad hoc formation put together in the field specifically for this campaign, and not part of its nation's regular armed forces.

2.3.6 Unit Types

Airborne, Cavalry, Infantry, Tank, Static Militia.

2.3.7 Combat Factors

Combat Factors (CF) measure a unit's ability to conduct offensive and defensive combat operations (11.0).

2.3.8 Movement Allowance

Movement Allowance (MA) measures each unit's ability to move across the hex-grid printed over the map. Units pay varied movement costs to enter different hexes, depending on the terrain in each and any water barriers along the hexsides around them. Unlike most wargames, a unit's MA is not printed on its counter (10.0).

Exception: Static Units (2.3.9).

2.3.9 Chinese and Japanese Static Units

A. The five Chinese militia units and the Japanese 2nd Tank Division are static. Once placed on the map, they only move from their placement hexes if a combat result eliminates them.

B. These units may never attack; they only defend in their hexes of placement.

C. As a reminder of that special status, each static unit has three large numbers printed just above its bottom edge: its zero attack factor, its defense factor, and its zero MA.

Design Note: The Japanese 2nd Tank Division is static because, historically, neither the 14AA high command, nor the officers within the unit itself, could figure out how to operate with it in mobile combat. During the Philippines Campaign, the division was dug in, including all its tanks, and was committed to combat as what amounted to a collection of pillboxes.

2.3.10 Japanese Tank Regiments

A. Each of the Japanese tank regiments in the counter mix has a large number 1 printed just above its bottom edge, flanked by two outward-pointing arrows to remind players of those units' special status in combat. The 1 represents an odds-shift rather than a true combat factor (11.9.8).

B. Except when participating in combat as described in that rule, the regiments are not deployed on the map and should be held off to the side.

2.3.11 Chinese Zero-Strength Regular Units

15 of the Chinese regular units in the counter mix have a zero combat factor. Whenever a zero-strength unit is revealed (11.18), that unit is immediately removed from the map and returned to the Chinese reinforcement pool (3.3). It may return to play on the map via China's reinforcement process (9.7).

2.3.12 Steps

A. All ground units in the game have one, two, or four strength steps (or just steps). This arbitrary term expresses the ability of a unit to absorb a certain amount of combat losses before ceasing to be an effective formation. Units with CFs on only one side of one counter are one-step units; those with CFs on both sides of one counter are two-step units. All Chinese units have only one step each. Japanese divisions have two steps while brigades and regiments each have one step.

B. If a two-step unit suffers a one-step loss, flip the counter over to show its reduced side (the one with the lower CF). If a one-step unit or a reduced two-step unit suffers a step loss, remove it from the map and place it into the dead pile (11.0).

C. All US units are divisions. Each has four steps represented by two counters. When such units are reduced to strengths below those represented on their stronger counter, remove that counter from the map and replace it with their weaker counter (marked with a stripe). Other than that, the principle of step reduction is the same as described above. No multi-step US division will ever have both its counters in play on the map at the same time.

D. Units of all nationalities that start play set up on the map do so at full strength. All units that enter the map as reinforcements after play has begun also do so at full strength.

E. The last step for Japanese and US units is marked with a skull on the lower left of the counter as a reminder that any step loss applied to this unit will result in its removal from the map. Chinese units do not have the skull icon as they have only one step.

2.3.13 Counter Errata

The 0-4-0 static Japanese 2nd Armored Division is erroneously shown with a corps-sized symbol (XXX). A corrected counter was supplied in all copies of ATO #56 or you can use the images with the errata sheet to make your own corrected piece.

2.4 Markers

A. Markers provide information and serve as memory aids.

B. The uses of these markers are explained at appropriate points throughout the rest of the rules.

Marker types: Japanese Airpower (8.0), US Airpower, Japanese Hex Control (3.5, 3.6), Chinese Hex Control, US Hex Control, B-29 Heavy Bomber (5.3.2, 8.9), US Beachhead (5.3, 7.5), US Aerial Supply (7.8), Turn (5.0).

3.0 Setup and Hex Control

After deciding who will control each side, both players should sort and place their units on and around the map in the sequence given below.

3.1 Initial Counter Sorting

If two are playing, both should first cooperatively sort counters into separate piles and place them off to the side of the map within easy reach. Use the following groupings: all Chinese units, all US units, Japanese China Expeditionary Army (CEA), the Japanese Formosa Garrison, the Japanese 14th Area Army, Japanese Kwantung Army, the Chinese/Japanese flag hex-control markers, and the aircraft markers.

3.2 Chinese Militia Setup

Place the five Chinese militia units in the hexes corresponding to the grid numbers printed on them. All militia units are deployed with their factors showing.

3.3 Chinese Regular Forces Setup

A. The Chinese commander should take all that nation's regular units in the counter mix and place them facedown such that none overlaps any other and the side with the question mark (untried) is visible.

B. Next, without looking at the side with actual CFs printed on them (the tried side), place them in each setup hex (with a diamond), one if the hex has a 1 in the diamond, and two if the diamond contains a 2.

C. In combat, untried units are flipped over to become tried units (11.18).

D. Then place one untried unit in each initial Chinese-controlled city (with a blue dot) that does not contain a diamond. Place a regular unit in each such locale even if there is already a militia unit there.

E. The remaining untried Chinese regular units form the basis for the nation's reinforcement pool. Place them aside, being careful not to reveal their tried sides (9.7).

3.4 Japanese Setup

A. At the start, the Japanese have available the units of the CEA. No such designation is those units because that space is taken up with setup hex or entry turn.

B. Set up the CEA by first placing all the units with one-digit numbers on their front-upper-left corners into the boxes of the Turn Track with corresponding numbers. See 9.0 on how those units enter into play.

C. Next place the three CEA tank regiments off to the side of the map within easy reach (11.9.8).

D. Finally, place the remaining CEA units (all with four-digit numbers in their front-upper-left corners) in their hexes.

3.5 Hex Control

A. Hex control is the term used to describe which side controls (owns) important hexes at different times during play. In this game, hex control is important when determining victory (4.0). The control status of a hex changes the instant a unit of the other side enters it. The control status of each hex may change any number of times during a game as units of the two sides enter and reenter various parts of the map.

B. At the start of play, each side controls an initial group of cities. Outside the cities, the only hexes in which control status is important to keep track of are those of the Greater East Asia Railroad (GEARR), which runs from hex 1801 to 0925, inclusive. At the start, the Japanese control only hexes 1906 through 1812, inclusive, along with hex 0925, of that railroad. See 4.0 for more details.

C. If the Japanese attack Chinese units defending a city and the result causes all Japanese and Chinese units to be eliminated, the Chinese retain control of the city.

3.6 Hex Control Flag Markers

A number of hex control markers (2.4) have been provided in the counter mix. Use them as memory aids to help you keep track of which city and GEARR hexes are Japanese and Allied-controlled as they change status during play. It is not necessary to mark every friendly-controlled city with one of your side's flag markers; rather, only mark those cities that began as enemy-controlled (and that were printed as such on the map). Keep unused markers in a pile within easy reach of both players off to the side of the map until needed.

4.0 How to Win

The Japanese are on the overall offensive at the start of play, trying to knock China out of the war via the capture of crucial locales. Note, if Operation Causeway is launched by the US (5.3) the Japanese victory point (VP) and sudden death conditions change.

4.1 Japanese Sudden Death Victory: No Operation Causeway

A. Prior to the launch (or after the cancellation) of Operation Causeway, the Japanese can win a sudden-death victory by capturing the Nationalist capital of Chungking (0712). Sudden death victory is available throughout all the rest of that game (end of Turn 9). If the Japanese capture Chungking, roll a die and consult the table below:

RollResult
1-5China Fights On
6+China Collapses

B. Apply all relevant die roll modifiers (DRM). They are cumulative.

DRMCondition
+1Japanese control Kunming (0119).
+1Japanese control all of the GEARR.
+1Japanese control all US airbases.
+1No Chinese units are east of the GEARR.

C. If Causeway is launched (5.2), this victory condition is no longer available (though the capture of Chungking still has advantages for the Japanese even in that eventuality, see 4.3).

D. Consulting the table may not be delayed — roll the moment Chungking is captured.

E. Only once per game can China to be made to collapse via the capture Chungking, the Nationalist capital. If the game continues, the table is never used again. It is assumed Chiang Kai-shek and his regime politically survived a move to some new location off-map (and out of Japanese reach) to the west.

4.2 Victory or Defeat on Points: No Operation Causeway

A. If the end of Turn 9 is reached and Operation Causeway was not launched (5.2, 5.3), and China never collapses, the game ends. Determine the winner based on Japanese VPs.

B. Both players look over the map for the Japanese VP awards listed in the table below. The supply state of the various VP hexes is irrelevant; only their control status matters.

VPsCondition
1All US airbases are Japanese-controlled.*
1All of the GEARR is Japanese-controlled.*
1If any Japanese unit is within five hexes of Chungking or Chungking is Japanese-controlled.**
1Kunming is Japanese-controlled.
1There are no Chinese units in any hex east of the GEARR.

* historic outcome

** Count from Chungking in as straight a path as possible to the nearest Japanese unit. Do not count the Chungking hex but do count the Japanese unit's hex.

C. Victory is determined per the table below:

VPsResult
0-1Chinese (Allied) Victory
2Draw (Historical Result)
3+Japanese Victory

4.3 Victory or Defeat on Points: Operation Causeway Launched

A. If Causeway is launched on Turn 7 (5.2), and China has not collapsed (4.1), the Japanese sudden death victory is no longer available and the VP scheme in Section 4.2 is not used. Instead, the Japanese may gain a different sudden death victory (4.4).

B. Barring sudden death, play continues through the end of Turn 12. At that time, both players should look over the map in regard for the Japanese VP amounts listed below. The supply state of the various VP hexes is irrelevant; only their control status matters.

VPsCondition
+1At least one Japanese unit is adjacent to the US beachhead hex on Formosa.
+1At least one Japanese unit is adjacent to the US beachhead hex on mainland China.
+1Japanese control Chungking (0712).
+1Japanese control all of the GEARR (1801-0925).
-1There are no Japanese units on Formosa.
-1Allies control hex 1801 of the GEARR.
-1Allies control hex 0925 of the GEARR.
-1Allies control Shanghai (3106) or Wuhan (2008) when the game ends.

C. Victory is determined per the table below:

VPsResult
≤ 0Chinese (Allied) Victory
1Draw
2+Japanese Victory

4.4 Japanese Sudden Death Victory: Operation Causeway Launched

If Causeway is launched, the Japanese win the game the instant they gain control of the US beachhead hex on Formosa or the US beachhead hex on the mainland.

4.5 Chinese (Allied) Sudden Victory

Whether or not Causeway is launched, the Chinese (Allies) win the game the instant they gain simultaneous control of both Shanghai (3106) and Wuhan (2008).

5.0 Sequence of Play

A. Turns are divided into a maximum of ten phases, with each phase carried out to completion before starting the next phase. Once a particular phase has finished, the player may not go back to perform some forgotten action or redo a poorly-executed one unless the opponent graciously permits it.

B. Phases I, II, and III are skipped unless and until Causeway is launched on Turn 7.

C. If Causeway is launched on Turn 7, Phase IV is no longer performed for the rest of the game.

D. When all phases are completed, the turn ends and a new turn begins.

E. A game without the launch of Causeway lasts nine turns, and 12 turns if Causeway is launched.

5.1 Turn and Phase Sequence

PhaseDescription
IUS Naval Landing (Turns 7 and 8) or Naval Transfer Phase (Turns 9 and later)
IIUS Movement or Combat Phase*
IIIUS Combat or Movement Phase*
IVAirpower Phase**
VJapanese Reinforcement Phase
VIJapanese Movement or Combat Phase
VIIJapanese Combat or Movement Phase
VIIIChinese Movement or Combat Phase***
IXChinese Combat or Movement Phase***
XChinese Reinforcement Phase

* The US determines the US phase sequence.

** Skipped permanently if Causeway is launched (5.2).

*** The Japanese determine the Chinese phase sequence until Causeway is launched.

5.2 Operation Causeway and US Participation

A. At the start of Turn 7 (October 1944), the Chinese (Allies) roll a die. Cross-index the result on the table below. This occurs only once per game.

RollResult
0-5US invades the Philippines.
6+Causeway launched.

B. Apply all relevant DRMs:

DRMCondition
+1 or -1Japanese control all airbases.*
+1Japanese control all of the GEARR (1801-0925).
+1Any Japanese force is within five hexes of Chungking (0712) or Chungking is Japanese-controlled.
+1Any Japanese force is within five hexes of Kunming (0119) or Kunming is Japanese-controlled.
+1per Chinese-controlled mainland port city**

* If all the bases are Japanese-controlled, roll a die to determine if this DRM will be positive or negative. On a 1-3, it is positive; on a 4-6 it is negative. (Printed as "On a 13" in the source; read as 1-3 to match the 4-6 range.)

** A port city is any city on a coastal hex.

Design Note: When the airbases fell, a faction within the US high command took that as an indicator that there needed to be direct intervention in China to simply ensure that country stayed in the war. The opposition (MacArthur) pointed to it as an indicator of just the opposite: that no US intervention could be effective in reshaping the war in China. Neither of those outcomes could have been known with certainty at the time the decision had to be made, so we model that with this variable (and diametrically opposed) outcome.

5.3 Operation Causeway Launched: Effects

A. If the US launches Operation Causeway (invading Formosa rather than the Philippines), the following rules and the altered victory conditions in 4.3 and 4.4, immediately go into effect, remaining so for the rest of that game.

B. The Allies, rather than the Japanese, determine and announce the Chinese phase sequence every turn. (Also see 5.5.)

C. The Allies have automatic air superiority. Remove from play all the tactical airpower markers (2.4). The Japanese must roll a die to determine their units' MA (10.7) and also suffer attenuated combat supply (7.4).

D. At the start of each turn, the Allies roll a die to determine if they may conduct a B-29 raid (8.9).

E. The Allies take one US Beachhead Marker (2.4) and up to eight US infantry divisions, moving them ashore into hex 3221, the Formosan port city of Takao-Tainan.

F. The Japanese then deploy the four divisions of the Formosa Garrison into any hex or hexes on that island other than 3221.

G. Next, the Japanese deploy all the divisions and brigades of the Kwantung Army into the hexes described in 9.1. Set aside that army's tank regiments and see 11.9.8.

H. The Japanese have as reinforcements the units of 14th Area Army (14AA) in the Philippines to move from there to Formosa and/or the Chinese mainland via naval transport.

  1. Each turn during Phase V, starting this turn, the Japanese openly roll a die, applying a -1 DRM, and then blindly select that number of 14AA units to try to bring ashore until there are no more left in that pool.

  2. If an adjusted zero is rolled, no more 14AA units are available for the rest of the game.

  3. The Japanese may land arriving 14AA units that survive their water crossing at any friendly mainland port city and/or any Formosa coastal hex (port or not) that is not adjacent to any US units.

I. For every 14AA unit, roll for its transport survival.

Unit SizeFull Strength (die roll)Reduced (die roll)Eliminated (die roll)
Brigade1-34-6—
Division1-23-45-6

J. Also see 11.19 for a unique rule governing the 14AA's 1st SF Group.

K. If the 14AA's 2nd Tank Division survives its crossing, once placed on either a Formosa or mainland hex, it may not move from there for the remainder of the game, unless eliminated in combat.

L. One of the Japanese divisions withdrawn on Turn 5 (9.2) should be placed into the 14AA pool as soon as Causeway is launched. It may reenter the game via the process described above in 5.3.H.

M. On Phase I of Turn 8, the Allies take the other US Beachhead Marker, along with up to eight other as yet unentered US infantry divisions, and move them ashore on mainland China via any port city lying south of hex 2817. If there are any Japanese or Chinese units in that hex, the Allies simply move them one hex out of the city in any desired direction. This mainland landing is mandatory on Turn 8 and may not be delayed or aborted.

N. The US 11th Airborne Division becomes available for deployment during the US Movement Phase of Turn 8 or later. See 7.8 and 8.11 for details.

O. If Causeway is not launched, on Turn 9 the Japanese may take two divisions from the Formosa Garrison and enter them as normal reinforcements on the mainland that turn (9.3).

Design Note: In regard to 5.3.E and 5.3.M, US forces never fight their way ashore onto Formosa or the mainland. Japanese doctrine at the time did not call for that kind of strategy, and they did not have the combat power to carry it out had they attempted to do so.

5.4 Japanese 38th Army Participation

A. The Japanese force set up in hex 0925 belongs to 38th Army, which is headquartered off-map in Indochina. It never moves or attacks, nor can it be attacked during Turn 1.

B. Starting with Turn 2, that force is fully available for normal use by the Japanese, and it no longer has any special protection against Allied attack.

5.5 Move and Fight or Fight and Move

A. The Japanese announce that their units will move first and then perform combat in Phases VI and VII or perform combat first and then move. The order may be changed each turn.

B. The Japanese announce that Chinese units will move first in Phase VIII and then perform combat in Phase IX or perform combat first in Phase VIII and then move in Phase IX. The order may be changed each turn.

C. The Japanese may never choose the order in which individual Chinese units and stacks are moved and/or fought.

D. If Causeway is launched on Turn 7, the Allies get to decide the movement-combat order in Phases II and III for US units and Phases VIII and IX for Chinese units. The order may be changed each turn.

Design Note: Other than variable, turn-by-turn, situational advantages, there are no additional bonuses or penalties involved in the choice of any national force's phase sequence.

6.0 Stacking and Fog of War

Stacking is the placement of more than one friendly unit into a single hex at the same time. Stacking rules are only in effect during reinforcement entry and among friendly units at the end of movement. Opposing units may never stack together.

6.1 Splitting Stacks

Units beginning the Movement Phase stacked together need not remain together and may be moved individually and/or in partial stacks (10.4).

6.2 Japanese Stacking Limit

A. Up to five Japanese units may stack per hex. For stacking purposes, each brigade and division, the latter whether at half or full strength, counts as one unit.

B. Japanese tank regiments do not count toward the stacking limit. (See 11.9.8 for the details concerning them.)

6.3 Chinese Stacking Limit

A. Up to four Chinese units may stack per hex. For stacking purposes, each non-static unit in the Chinese order of battle counts as one unit, no matter its nominal organizational size.

B. The five static militia units do not count for stacking.

C. Chinese and US units may pass through each other's hexes during moves but may never end a move stacked together.

6.4 US Stacking Limit

A. Up to eight US units may stack per hex. For stacking purposes each unit in the US order of battle counts as one unit, no matter its step strength.

B. US and Chinese units may pass through each other's hexes during moves but may never end a move stacked together.

6.5 Free Stacking Markers

The markers in 2.4 have no stacking value. They are a convenience to the players and may be added to stacks per the rules governing their particular uses.

6.6 Fog of War

A. Neither side may ever look beneath the top unit of enemy stacks until the time comes in the combat resolution process for that battle's odds computation. Once such an examination has been made, the attacker may no longer call off that attack.

B. Neither side may examine the tried side of as-yet untried Chinese units until their participation in combat causes them to be flipped over (11.27).

7.0 Supply

A. Japanese and US units require supply to be able to operate at their full movement and combat potentials.

B. The Chinese, however, are always in supply, but continually suffer under unique movement and combat restrictions (5.5, 11.14).

7.1 Japanese Supply

A. Japanese units are in supply if they can trace a continuous path of hexes of any length to any of the friendly-controlled hexes on the north map edge or to hex 0925 on its south edge. These supply source hexes lose their supply capacity when enemy-controlled; however, they also regain it if the Japanese retake them.

B. A supply path may never cross all-lake or all-sea hexsides, nor into or through enemy-controlled city hexes (even if there are no actual US or Chinese units in them at the time), nor into or through hexes containing enemy units.

C. A supply path may be traced through hexes adjacent to Chinese units and cities and may be as long and twisting as needed, even if the hexes are deep inside the Chinese mainland and were never traversed by Japanese units.

D. Japanese units in initial Japanese-controlled cities that have not yet been under Allied control are in supply in those cities, though units outside such places may not trace supply to them.

Exception: Kaifeng (1901) at the start of play, functions as both a map edge supply source and a supply-providing city.

Design Note: Though the Japanese had supply problems, they mostly came from their own lack of materiel to put into their supply lines, and not from any Chinese ability to actually disrupt them.

7.2 Japanese Supply States

A. The Japanese supply state is determined at the moment of movement or combat.

B. Japanese units that can trace such a path are in full supply.

C. Japanese units that cannot trace such a path are out of supply (OOS).

D. Starting Turn 7 and through the end of the game, all Japanese units suffer attenuated supply (7.4).

7.3 OOS Effects on Japanese Units

A. At the start of a move, OOS Japanese units have their MA reduced from six movement points (MPs) to 3 MPs.

B. At the start of combat, OOS Japanese units retain full defensive combat strength, but have their attack strength cut in half (round up all fractions). This halving is in addition to any other effect.

C. Japanese units may move into hexes that would cause them to suffer from OOS effects.

D. No Japanese unit or stack is ever eliminated simply for being OOS.

E. OOS effects take precedence over Japanese attenuated supply effects (7.4).

7.4 Attenuated Japanese Supply

A. At the start of Turn 7 (whether or not Causeway is launched), Japanese supply becomes permanently attenuated.

B. Each Japanese stack rolls for MPs:

RollMPs
1-33
44
55
66

C. In combat, Japanese attacks suffer a one-column-leftward odds shift in addition to all other applicable shifts (11.0).

D. In defensive combat, Japanese CFs are unaffected.

E. If a Japanese unit or stack on attenuated supply becomes OOS, ignore the one-column-left shift given above for Japanese attacks on attenuated supply and substitute the halving process given for normal OOS calculations. Similarly, OOS Japanese units still retain their full CFs during the attenuated supply portion of the game.

7.5 US Supply

A. US units are in supply if they can trace a continuous path of hexes of any length to a Beachhead marker, are located on a coastal hex (7.7), or are located in a hex with a US Aerial Supply Marker (7.8).

B. The path to a US Beachhead may never cross all-lake or all-sea hexsides, nor into or through enemy-controlled city hexes (even if there are no actual Japanese units in them at the time), nor into or through hexes containing enemy units.

C. If a Japanese unit ever enters a US Beachhead hex (not Aerial Supply Marker hex), the game ends in a sudden-death Japanese victory (4.4).

7.6 US Supply States

US units are either fully supplied or are out of supply (OOS).

7.7 US Coastal Supply

US units in coastal hexes, both on Formosa and the mainland, are always in supply while in those hexes.

7.8 US Aerial Supply

A. The Allies may place the US Aerial Supply Marker atop any otherwise OOS unit or stack of US units anywhere on the map. US units in the aerially-supplied hex are fully supplied in that hex, but units outside the hex may not trace their supply to the marker.

B. The marker may be deployed no more than once per turn; it may be placed at any time during the turn and, once placed, it remains in its placement hex until the Allies remove it or the Japanese gain control of that hex.

C. The marker becomes available again at the start of each turn.

7.9 OOS Effects on US Units

A. At the start of a move, OOS US units have their MA reduced from 6 MPs to 3 MPs.

B. At the start of combat, OOS US units retain full defensive combat strength, but have their attack strength cut in half (round up all fractions). This halving is in addition to any other effects.

C. US units may move into hexes that would cause them to suffer from OOS effects.

D. No US unit or stack is ever eliminated simply for being OOS.

8.0 Airpower

8.1 Air Superiority Pre-Causeway

A. During Turns 1-6, at the start of the Airpower Phase, both sides roll a die. Subtract the lower result from the higher – the winner gets that many airpower markers (1-5). Reroll ties.

B. On Turn 1 the Japanese apply a +1 DRM.

C. On Turn 7 and higher, the Japanese apply a -2 DRM. The modified result can never be below 0 (zero).

D. The airpower markers of both sides may not be deployed on the map at the same time.

8.2 Placement

Place available airpower markers, one per hex, in any hex on the map. Friendly and enemy ground unit presence has no bearing on placing airpower markers. All available markers must be deployed.

8.3 Range

An airpower marker's range is the hex it is deployed in and the six immediately surrounding hexes. If the ranges of two or more friendly airpower markers overlap, there are no additive effects because of it.

8.4 Airpower's Effects on Enemy Movement

A. Units entering a hex within enemy airpower range pay +1 MP (one extra) for each such hex entered and +1 MP per river hexside crossed.

B. Friendly airpower markers have no effect on the movement of friendly forces.

8.5 Airpower and Combat

A. An attack into a hex within friendly airpower range gains a one-column rightward (1R) shift (cumulative with all other applicable bonus and penalty shifts).

B. An attack launched into a hex within enemy airpower range results in a one-column leftward (1L) shift (cumulative with all other applicable bonus and shifts) for the defending units. Airpower shifts may never amount to more than one column per battle, no matter how many markers are in range.

8.6 Marker Retrieval

A. Deployed airpower markers remain on the map until the end of each turn, at which time retrieve them for use again in the next turn.

B. Airpower markers are never subject to CRT results.

C. They remain in play until the end of the turn no matter what the ground combat result is.

8.7 USAAF Airbase Losses

A. If the Allies control fewer than six USAAF airbases when rolling for airpower in Phase IV, apply the relevant DRM below:

DRMAllied-Controlled Bases
-15
-24
-33
-42
-51

B. If the Allies control zero bases, do not roll the die for airpower.

C. The modified result can never be below zero.

D. If the Allies recapture airbases, the DRM adjusts appropriately.

8.8 Effect of Causeway on Air Superiority

If Operation Causeway launches on Turn 7, Phase IV is eliminated and never used for the rest of the game. The Allies have air superiority for the rest of the game.

8.9 B-29 Heavy Bomber Raid(s)

A. If Operation Causeway does not launch on Turn 7, the Allied player may, once per game, at the start of any game turn of his choice, place the B-29 marker atop any Japanese-controlled city.

B. All Japanese units that start or move within three hexes of the B-29 marker during that turn are OOS for that turn (even if they move out of the marker's extended range).

C. If Operation Causeway launches on Turn 7, at the start of every turn (including Turn 7), the Allies roll a die to see if they get a B-29 attack that turn. On a 1-3, the Allies may place the B-29 marker. On a 4-6, the Allies do not get a B-29 marker.

8.10 Chinese Airlift Capacity

A. During all turns during which the Allies have air superiority, both before and after the launch or cancellation of Causeway, the Allies have a one-Chinese-unit aerial-transport capacity.

B. The selected Chinese unit may be tried or untried, but it must start the Chinese Movement Phase in a friendly-controlled mainland city hex, from where it may be moved to any other friendly-controlled mainland city on the map. After the transfer, the Chinese unit may roll for movement (10.15).

C. Chinese militia units may never use airlift movement.

8.11 US 11th Airborne Division

A. If Operation Causeway is launched, this US unit becomes available as a reinforcement on Turn 8. It may land at one of the US Beachheads as a regular ground unit infantry reinforcement, or it may enter via airdrop, during the US Movement Phase that turn or on a later turn.

B. If it enters via airdrop, it may do so in any clear or rough hex that does not contain a Japanese unit at that time.

C. The 11th Airborne makes only one airdrop per game.

D. The turn of its airdrop, the unit uses up the one-unit Chinese airlift capacity and the US Aerial Supply Marker. Once landed, the 11th Airborne moves and fights like any other US unit.

E. Unlike other US units, the 11th may use airlift transport (8.10) instead of a Chinese unit. If the 11th is airlifted in this way, the US Aerial Supply Marker is still available for use. Unlike Chinese units, the 11th may be airlifted between Allied-controlled Formosa and mainland China cities.

F. US units (except the 11th Airborne) may not use airlift.

9.0 Reinforcements

A. Reinforcements describes the units that do not start play on the map at the beginning of Turn 1 but enter play during later turns.

B. All Japanese and US reinforcements enter play at full strength.

C. All Chinese reinforcements enter in their untried state.

D. Upon placement on the map, all arriving reinforcements immediately begin to operate normally in all phases of the current and subsequent turns.

9.1 Japanese Reinforcements: No Causeway

A. During Turns 1-9, if there is no Causeway, the only Japanese reinforcements available are those set up per 3.4 and one division from Formosa (9.3). Such units are never available prior to the turns of entry shown on their counters; however, the Japanese may delay their arrivals, decided on a unit-by-unit and turn-by-turn basis.

B. Reinforcements enter the map via any functioning north map-edge supply source hexes and/or via any Japanese-controlled cities on the rail line from which a path of friendly-controlled railroad hexes can be traced to 1801 at the time of their entry.

C. The stacking limit is in effect during reinforcement entry.

D. Japanese reinforcements using the rail line may appear in cities adjacent to Chinese units.

E. Japanese reinforcements may never appear in hex 0925 or any other southern map-edge hexes.

9.2 Japanese Withdrawals

A. At the start of Turn 5's Phase V, the Japanese must withdraw from the map two full-strength, 4-factor divisions, each of which must have a Unit ID number less than 101, and each must be in supply at the moment of withdrawal.

B. Historically, the two divisions withdrawn were the 26th and 62nd, but any unit meeting the requirements will do.

C. Remove the selected units from the map, with one permanently removed from the game, and the other placed in the pool of 14AA units, eligible to return if Causeway is launched.

D. If a full-strength, 4-factor division is unavailable, remove two half-strength divisions instead. If half-strength divisions are unavailable, remove two brigades per division instead (four brigades in total).

9.3 Japanese Formosa Garrison Reinforcements: No Causeway

If Operation Causeway is not launched, on Turn 9's Phase V, the Japanese may select any two of the four divisions from the otherwise out-of-play Formosa Garrison force and enter them into play as reinforcements per 9.1. Historically, the two divisions transferred to the mainland were the 50th and 66th, but any two units will do.

9.4 Japanese Additional Reinforcements: Causeway Launched

A. If Operation Causeway is launched, the reinforcements described in 9.1 are still available per that rule, along with the units of the Kwantung Army (5.3.6).

B. As for 14AA (5.3.7-5.3.9), the Japanese roll a die, applying a -1 DRM to determine the number of units blindly picked as reinforcements. If the roll is 1, no 14AA units arrive and no more 14AA units enter play for the rest of the game.

C. The Japanese roll a die for each 14AA unit's survival on the chart below.

Unit SizeFull Strength (die roll)Reduced (die roll)Eliminated (die roll)
Brigade1-34-6—
Division1-23-45-6

D. If the reinforcement picked is the 1st SF Group, do not roll for survival (11.28).

E. Surviving 14AA units arrive at any friendly mainland port city and/or any Formosa coastal hex (port or not) which is not adjacent to any US units. The Japanese do not have to allocate arrival hexes prior to rolling for survival.

F. The 1st SF Group unit automatically is successful at being transported and never rolls for survival (11.19).

9.5 Japanese Brigade Absorptions by Divisions

A. If a reduced-strength Japanese division begins any turn's Phase V in any initial Japanese-controlled city with any infantry brigade, the Japanese may choose to permanently remove from play the brigade and flip over the reduced division to its full-strength side.

B. Any number of such absorptions may be made during that phase, but each absorbed brigade is permanently eliminated.

C. Any given division may potentially absorb any number of brigades over the course of a game.

9.6 Japanese Army Mixing

It is permitted for units of the 14AA, the Kwantung Army, the Formosa Garrison, and the initial on-map Japanese mainland force (CEA), to move, stack, attack, and defend together. This includes Japanese tank regiments.

9.7 Chinese Reinforcements

A. During each turn's Phase X, the Allies openly roll a die. Next the Allies randomly select that number of Chinese units from the pool created during set up (3.3).

B. Place all reinforcement units with their untried side showing onto any initially-Chinese-controlled cities that are still under friendly control. Chinese reinforcement units may be placed into one city (subject to the stacking limit) and may be placed into a city even if Japanese units are in all six surrounding hexes.

C. If all USAAF airfields are under Japanese control, halve the die roll (round up).

D. Whenever a Chinese non-militia unit is eliminated in combat, return it to the reinforcement pool (with its untried side showing), from where it may again enter play any number of times.

E. Chinese militia units are permanently removed from the game when first eliminated.

9.8 US Reinforcements

US forces enter play via 5.2, 5.3, and 10.6. The Allies are free to enter them as quickly or as slowly as desired in any desired order.

9.9 No Chinese on Formosa

Chinese units may never set up, move, or otherwise enter Formosa.

10.0 Movement

A. Every ground unit in the game has an MA as determined in in 5.0. The MA is the number of MPs available to the unit to use to move across the hex grid during its movement in each turn.

B. Units move from a hex to one of the six adjacent hexes – no skipping of hexes is allowed – and pay varied costs to enter a particular hex depending on terrain, rivers, and airpower effects (8.4).

C. Ground unit movement takes place only during a friendly Movement Phase; no friendly movement takes place during an enemy Movement Phase.

10.1 Restrictions

A. Units may use some, all, or none of their MA during the Movement Phase, but may not exceed their MA.

B. MPs never accumulate from turn to turn or phase to phase, nor may they be loaned or given from one unit or stack to another.

C. Movement of each unit or stack must be completed before that of another is begun.

D. Static units may never move once placed on the map, except to be removed when eliminated.

10.2 No Minimum Movement Ability

There is no minimum movement guarantee for any unit. Units must possess the required MPs needed to enter a given hex, otherwise, the unit cannot enter that hex.

10.3 Stack Movement

Units may move individually or as a stack, splitting off or combining as the player decides, as long as each unit does not exceed its available MPs.

10.4 Movement Etiquette

When ending the movement of a unit or stack, it is often helpful to rotate the units to face a different hexside to indicate completed movement. Once a different unit or stack begins to move, a player cannot change the position of an already moved unit or stack unless the opponent agrees to allow it.

10.5 Terrain and Movement

All terrain features on the map are classified into two broad categories: natural and artificial. Hexes never contain more than one type of natural terrain in any one hex, but more than one type of artificial terrain may exist in the same hex.

10.5.1 Natural Terrain and Water Barriers

There are five types of natural terrain and hydrographic features on the map: clear, rough, mountain, river/lake hexsides, and all-sea hexsides. The effects those various features have on the movement of ground units are described below and also summarized on the Terrain Effects Chart.

10.5.1.1 Clear and Rough Terrain

A. Clear terrain is the base terrain of the game; it is devoid of any natural features that would enhance defense or slow movement at this level of operations. Each clear hex costs all ground units 1 MP to enter.

B. All city hexes are considered to otherwise be clear terrain.

C. Rough terrain, though it generates a combat bonus for defenders (11.11), also costs all ground units 1 MP to enter.

10.5.1.2 Mountains

Each mountain hex costs units 2 MPs to enter.

10.5.1.3 River Hexsides

Rivers run between hexes, along the hexsides, rather than existing in a hex. Ground units may cross any river hexside by paying +1 MP in addition to the cost needed to enter a hex on the other side of the river.

10.5.1.4 Lake and Sea Hexes and Hexsides

Ground units may never enter lake or sea hexes. Ground units may never cross lake hexsides or sea hexsides except for US Naval Transfer Movement (10.6) or Japanese 14AA reinforcements (5.3.7-5.3.9).

10.5.2 Artificial Terrain and Movement

Artificial terrain consists of three types: cities, airbases, and the Greater East Asia Railroad. The movement cost for entering these hexes is determined by the other terrain in those hexes and any water barriers along their hexsides. The railroad does not negate paying the +1 MP for crossing a river hexside.

10.5.3 Cumulative Costs

The total movement cost to enter a hex is always the sum of all the applicable terrain and water barrier costs.

Example: A unit crossing a river hexside into a mountain hex would pay a total of 3 MPs: 2 MPs to enter the mountain hex and +1 MP to cross the river hexside.

10.6 Naval Transfer Movement

A. Starting on Turn 9, any US unit that begins Phase I in either of the US Beachhead hexes may be moved to the other Beachhead, observing stacking limits in both hexes.

B. Once ashore in their new location, a newly-landed unit may participate normally in the rest of the phases of that turn.

C. Japanese units may never use sea movement between Formosa and mainland China of any kind.

10.7 Japanese MAs

A. On Turns 1-6, all Japanese units have an MA of 6 MPs.

B. Starting with Phase V of Turn 7, whether or not Causeway is launched, Japanese supply becomes attenuated (7.4) and each Japanese unit must roll to see how many MPs it has for the phase. For a stack of units, make just one die roll, even if the units in the stack move off in different directions.

RollMPs
1-33
44
55
66

C. Japanese units suffer reduced movement from OOS effects (7.3) and are also eligible for Strategic Movement (10.10).

10.8 Chinese MAs

A. All Chinese units must roll for MPs: roll one die, applying a -1 DRM to determine that turn's MA (0-5) for that unit.

B. If Causeway is not launched, continue rolling through the end of the game on Turn 9.

C. If Causeway is launched, Chinese units still roll one die, but do not apply the -1 DRM from Turn 7 through the end of the game.

10.9 US MAs

A. US units have an MA of 6.

B. US units do suffer half movement from OOS effects (7.9) and are also eligible for Strategic Movement (10.10).

10.10 Strategic Movement

A. Supplied US units that begin their Movement Phase not adjacent to any Japanese units may move up to double their normal MA (12 MPs). However, US units using Strategic Movement may never move adjacent to Japanese units nor enter Japanese-controlled city hexes (even if empty of actual Japanese units at the time).

B. Japanese units that begin their Movement Phase in full supply (not attenuated or OOS) and not adjacent to any Chinese units may move with up to double their normal MA. However, Japanese units using Strategic Movement may not move adjacent to Chinese or US units nor enter Allied-controlled city hexes (even if empty of actual Chinese or US units at the time).

C. Chinese units may not use Strategic Movement.

11.0 Combat

A. Attacks may occur between adjacent opposing units during the Combat Phase. Attacking is always voluntary for any stack of eligible units.

B. The attacker is the side initiating combat (the one whose phase it is) and the other is the defender.

C. The attacker decides which units attack on a case by case basis, during a friendly Combat Phase.

D. Combats are conducted one at a time, with the attacker choosing the order of attacks.

E. Chinese units only attack once per Combat Phase. Victorious Japanese and US units have potential for Momentum Attacks (11.16).

11.1 Multiple Defenders in One Hex

A. If there multiple defending units in a hex, sum their CFs into a single value. Defending units in a stack may not be attacked individually.

B. No defending unit may ever refuse combat. All defending units in an attacked hex must participate in defense.

11.2 Multi-Hex Attacks

A. Attackers may attack a defender's hex by as many adjacent units from any of the surrounding hexes that they occupy.

B. Only one hex may ever be the object of a single attack.

Example: A unit in hex 2611 may not attack into both 2610 and 2711 in one attack.

11.3 Indivisibility of Units

No attacking unit may have its attack factor divided and applied to more than one battle. Likewise, no defending unit may have part of its defense factor attacked by one or a few attackers while another part is attacked by others.

11.4 Attack Sequencing

A. Players may launch as many attacks as allowed and desired in their Combat Phase. Attackers need not declare all attacks beforehand and may resolve them in any order as long as the resolution of one is completed before that of the next is begun.

B. In a single turn, any given Japanese-defended hex might potentially be attacked once in the US Combat Phase and once in the Chinese Combat Phase.

C. Furthermore, US and Japanese units may conduct Momentum Attacks (11.16), allowing a single stack of units to attack, advance, and attack again multiple times.

11.5 Attacking Stacks

All attacking units in a stack need not participate in the same attack. Some may attack into one hex while others attack into a different hex or do not attack at all.

11.6 Combat Procedure

Calculate the odds of the attack. Sum all attacking CFs attacking a hex and then total all defending CFs in that attack. Divide the defender's total into the attacker's total and round down any fractions.

Example: If 26 CFs attack 7 CFs, the battle yields an odds ratio of 3:1 (27 ÷ 7 = 3.85, rounds down to 3).

Note: The printed example reads "26 CFs" and "27 ÷ 7"; the arithmetic in the printed example is transcribed as it appears in the source.

11.7 Poor Odds Attacks

If the attacker has fewer combat factors than the defender, divide the defender's total into the attacker's total and round up any fraction.

Example: If the 5 CFs attack a force of 11 CFs, divide 11 by 5 (11 ÷ 5 = 2.2), and round up (2.2 to 3) to get 1:3 odds.

11.8 CRT Odds Limits and Nationality Attacks

A. The Combat Results Table (CRT) is printed on the map. CRT column headings range from ≤ 1:5 to ≥ 10:1. Odds above and below those extremes are resolved using the appropriate CRT end-column.

B. The CRT has three rows of odds: one for Japanese, Chinese, and US attacks. Each attacker uses its own line in the attack and never the other two.

11.9 Odds Shifts

Combat odds may be modified by the terrain in the defender's hex and around its perimeter, as well as by other factors as applicable. All applicable odds shifts are cumulative in their effect. Leftward shifts favor the defender while rightward shifts favor the attacker.

11.9.1 Clear Terrain

Units defending in clear terrain hexes devoid of all other terrain features derive no benefit to their defense.

11.9.2 Rough

Units defending in rough terrain receive a one column odds shift leftward (1L).

11.9.3 Mountains

Units defending in a mountain hex receive a 2L shift.

11.9.4 River and Lake Hexsides

A. All units attacking across river hexsides have their CFs halved when that battle's odds are being calculated (round up all fractions).

B. A single Japanese 1 strength factor unit attacking across a river hexside is halved to 0.5, but rounded up to 1. Two Japanese 1 strength factor units, stacked together or in separate hexes, attacking across a river hexside are halved for a total strength of 1.

C. Units may never attack across lake hexsides.

11.9.5 Cities

A. Units defending in cities receive a 1L shift.

B. The US and Japanese concentric attack bonus (11.9.6) is not available when attacking any defenders occupying a city hex.

11.9.6 Concentric Attack

A. If defenders in a hex other than a city (11.9.5) are attacked by Japanese or US units in opposite hexes, or by units from three surrounding hexes with one hex between each attacker-occupied hex, or by units from more than three hexes, that attack receives a concentric attack rightward odds shift bonus. Japanese concentric attacks receive a 1R shift and US concentric attacks receive a 2R shift.

B. Chinese units may not receive a concentric attack bonus, regardless of how many hexes they attack from.

C. Some edge hexes on the map preclude concentric attacks.

Example: Attackers in 1601, 1702, and 1801 do not get the concentric attack bonus against defenders in hex 1701.

11.9.7 US Naval Gunfire Support

If Causeway is launched, all US and Chinese units attacking into a coastal hex, or defending in coastal hexes, on both the mainland and on Formosa, get a 1R shift when attacking, and a 1L shift when defending.

11.9.8 Japanese Tank Regiments

A. The Japanese starts with three separate tank regiments in their initial historic order of battle. If Causeway is launched, the Japanese receive seven more tank regiments as reinforcements with the Kwantung Army.

B. Japanese tank regiments do not deploy or move on the map. Instead, they are committed as desired to support an attack or defense on the mainland, but never on Formosa.

C. One tank regiment may be committed to support one brigade or division that is in supply or attenuated supply.

Example: A force of one Japanese division and two brigades could be assigned up to three supporting tank regiments.

D. When attacking Chinese units, the Japanese must announce the commitment of tank regiments before flipping over any untried Chinese units to show their actual strength.

E. When defending, the Japanese must announce commitment of tank regiments before the Allies roll the die.

F. Each tank regiment provides one column shift in favor of the Japanese.

G. Each committed tank regiment is automatically eliminated, regardless of the combat result. Their elimination does count toward satisfying any Japanese numeric step losses from the combat result.

H. Tank regiments may never participate in momentum attacks (11.16).

11.9.9 Airpower in Combat

A. An attack into a hex within friendly airpower range gains a 1R shift (cumulative with all other applicable bonus and penalty shifts). Conversely, an attack launched into a hex within enemy airpower range results in 1L shift (cumulative with all other applicable bonus and shifts) for the defending units.

B. Airpower shifts may not exceed more than one column per battle, no matter how many markers are in range (8.0).

11.10 Final Combat Resolution

After calculating the odds and making all applicable shifts, the attacker rolls a die, cross-indexing it with the odds ratio column to get a combat result.

Example: A roll of a 6 for a 2:1 Japanese attack yields a combat result of 2/4.

11.11 Numeric Combat Results

A. Numeric combat results are given in terms of steps lost by the involved forces of one or both sides. The number printed to the left of each result's slash applies to the attacker's force; the number printed to the right of the slash applies to the defender's force.

Example: A combat result of 2/4 means the attacker's force must lose a total of two steps, while the defender's force must lose a total of four steps.

B. The defender removes steps first, then the attacker.

C. Losses never carry over from one battle to the next or from one phase to the next.

D. Any combat losses in excess of the steps of the units involved are ignored.

11.12 Apportioning Numeric Step Losses

Each side apportions step losses among its involved units as desired.

Exception: Never eliminate a Japanese or US division until all units of their side involved in that battle are reduced to one-step strength.

11.13 Defender Eliminated Result

If a Defender Eliminated (DE) result is obtained, all defending units, regardless of their CFs or steps, are fully eliminated and removed to the dead pile. Depending on the situation, the only possible attacker losses would be Japanese tank regiments (11.9.8), 1st SF Group (11.19), or Chinese attackers (11.14).

11.14 Chinese Attacker Losses

Whenever Chinese units attack, their step losses are always twice the value of the CRT result, with a minimum of one step loss when the result is zero.

Example: If the CRT calls for two step losses, Chinese attackers lose four steps.

Design Note: Chiang Kai-shek always loathed sending his forces into the attack. Now you understand why.

11.15 Advance After Combat

A. At the end of every attack, whenever the defender's hex is left vacant, any surviving victorious attacking units, except static units, may advance into that hex.

B. Advancing after combat is an option, never mandatory, and the attacker may advance some, none, or all of its units.

C. Advances are not part of normal movement, do not expend any MPs, and must observe normal terrain and stacking limits.

D. Advance after combat must be performed immediately and before any other attack.

E. Victorious defending units and static units may never advance; they must remain in place.

11.16 Momentum Attacks

A. Supplied Japanese and US units that advance after combat may attack an adjacent hex immediately (owner's choice), but this is always done with one hex of attackers, which may mean some victorious attacking units remain in their original hexes and cannot participate in the momentum attack.

B. The option to conduct a momentum attack must be exercised immediately, prior to starting the resolution of any other prepared assault.

C. Momentum attacks may not include any units that did not advance after combat, even if those units did not participate in an attack this phase.

D. If a momentum attack is successful in clearing another defended hex, and victorious attacking units advance after combat again, they may make yet another momentum attack that same phase. This process may continue any number of times.

E. Momentum attacks are resolved as normal attacks, including air support if available.

F. Momentum attacks may attack a previously attacked enemy unit.

Example: If a Japanese attack from 1902 into 1903 left a Chinese unit in 1903, then a different stack of Japanese units may attack that Chinese unit in 1903, as long as they are using a momentum attack.

G. Japanese units may make momentum attacks only during Turns 1-6. Causeway does not affect this restriction.

H. Japanese tank regiments may not participate in momentum attacks.

I. US units may make momentum attacks only if they can trace supply to a Beachhead. US units using only coastal or aerial supply may not make momentum attacks.

J. Chinese units may not make momentum attacks.

11.17 Chinese Militia

A. The five Chinese militia units may not attack, either by themselves or with other non-militia units stacked in the hex. Chinese militia only defend.

B. Furthermore, although Chinese non-militia units may launch attacks from hexes containing a militia unit, a militia unit may never advance after combat nor be eliminated to satisfy Chinese step losses from an attack.

11.18 Chinese Untried and Zero Strength Units

A. Whenever a Chinese unit showing its untried side first enters combat (as attacker or defender), flip it over to reveal its actual strength. Generally, revealed units continue to show their tried sides until such time as they are eliminated and placed in the Chinese reinforcement pool.

B. If the unit is a zero strength unit (2.3.11), immediately eliminate it and place it in the Chinese reinforcement pool. It may never participate in combat and is thus never taken as a step loss. It may be blindly drawn in a future turn and placed on the map.

C. If a lone Chinese defender, or a stack of Chinese defenders, turns out to be a zero-strength unit or units, the Japanese attack has, in effect, scored a DE result, and an advance after combat may be made.

D. If a lone Chinese attacker, or stack attacking units, turns out to be zero strength units, the only possible defender losses would be any Japanese tank regiments that might have been committed to that battle.

11.19 Japanese 1st Special Forces Group

A. This paratroop unit, part of 14AA, may be drawn as a reinforcement unit, but does not roll for transport survival and is never placed on the map. Instead, place it to the side and use it much like a tank regiment.

B. The Japanese commits the 1st SF by announcing the attack it supports, either on the mainland or Formosa. The 1st SF provides a 1R shift for that attack.

C. The 1st SF is automatically and permanently eliminated after the attack, but may be used to satisfy step losses. Even if that called for loss is zero, the 1st SF remains eliminated.

D. The 1st SF may not support Japanese defenders. It only supports one attack and may not participate in a momentum attack (11.16).

11.20 Intrinsic City Garrisons

A. All initial Japanese-controlled cities (red squares) on the mainland and Formosa possess a 1-CF, one-step intrinsic garrison. The garrisons never attack, only defend, and only defend when no Japanese units are in the city hex.

B. If Japanese units are in the city hex, the intrinsic garrison is ignored; do not add the CF to Japanese defense factors.

C. If all Japanese units in such a city hex are eliminated, surviving Chinese units that observe the stacking limit may advance and capture the city.

D. The 1-CF intrinsic Japanese garrisons receive the favorable 1L shift for defending a city.

E. If initial Japanese-controlled cities are captured by the Allies but subsequently liberated by the Japanese, the intrinsic garrison returns.

F. Japanese intrinsic garrisons never appear in captured initial Chinese-controlled cities (black circles).

G. There are no Chinese or US intrinsic garrisons.

12.0 Developer Note

Operation Ichi-Go is balanced as is, but if players feel one side or the other needs an extra boost to their capabilities, we experimented with these variations. Understand it changes the game quite a bit.

A. Chinese: Zero strength units in a stack with non-zero-strength units may be used for combat step losses (normally eliminated before combat).

B. Japanese: Allow concentric attacks against cities (normally prohibited).

13.0 Guidelines to Play the 2-Player Version Solitaire

A. Operation Ichi-Go also comes with its own separate set of true solitaire game rules that are different from the guidelines below for playing the two-player version solitaire.

B. If you wish to play the two-player version solitaire, never roll to launch Operation Causeway and always end the game at the end of Turn 9. In general, view yourself as the Japanese commander, taking on the system-run Chinese.

C. Determine the Chinese phase order each turn by die roll: 1-3 means move/fight; 4-6 means fight/move.

D. For their part, the Chinese should never attack unless the odds are 5:1 or higher unless you wish to experiment with the historical option of the Chinese being more aggressive.

E. If victory ends up being adjudicated on points, rather than via any sudden death rule, what would otherwise be drawn games become a Chinese victory.

F. As you attack the Chinese, their main effort should always be to use their reinforcements to create a new solid line as far forward (meaning as far away from the nearest victory point locale) as possible. At the same time, though, they should never be withdrawn voluntarily from their positions unless maneuvering to launch a high odds attack. If two locales need Chinese reinforcements, give priority to the one closer to Chungking.

G. Beyond those restrictions, just use common sense when moving and fighting or fighting and moving the Chinese. That is, you're the only person in the room; so, if you want, there is no one to stop you from creating a Japanese total victory. You will find you can help move your command perspective back and forth as needed if you actually get up and move from one side of the map to the other as the player turns progress.

  • 2.3.10 Japanese Tank Regiments
  • 2.3.11 Chinese Zero-Strength Regular Units
  • 2.3.12 Steps
  • 2.3.13 Counter Errata
  • 2.4 Markers
  • 10.5.3 Cumulative Costs
  • 10.6 Naval Transfer Movement
  • 10.7 Japanese MAs
  • 10.8 Chinese MAs
  • 10.9 US MAs
  • 10.10 Strategic Movement
  • 11.9.4 River and Lake Hexsides
  • 11.9.5 Cities
  • 11.9.6 Concentric Attack
  • 11.9.7 US Naval Gunfire Support
  • 11.9.8 Japanese Tank Regiments
  • 11.9.9 Airpower in Combat
  • 11.10 Final Combat Resolution
  • 11.11 Numeric Combat Results
  • 11.12 Apportioning Numeric Step Losses
  • 11.13 Defender Eliminated Result
  • 11.14 Chinese Attacker Losses
  • 11.15 Advance After Combat
  • 11.16 Momentum Attacks
  • 11.17 Chinese Militia
  • 11.18 Chinese Untried and Zero Strength Units
  • 11.19 Japanese 1st Special Forces Group
  • 11.20 Intrinsic City Garrisons
  • Jian Militia
    KA
    Kwantung Army
    YRDYangtze River Defense Force