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Red Beach One: Tarawa

Red Beach One: Tarawa Rulebook

Table of Contents

Table of Contents

    • Errata and Notes
      • Map errata
      • Counter errata
      • Notes on the Combat Results Table
    • Set-up (2.0)
    • Turn Sequence Summary (3.0)
    • Optional Rules (12.0)
    • Turn Sequence Detail (3.1-3.3)
      • Game Day Interphases (3.1)
      • Day Turns (3.2)
      • Night Turns (3.3, 9.5)
    • General Rules Summary
      • Zones of Control (4.0)
      • Stacking Limits (5.0)
      • Lines of Communication (6.0)
      • Movement (8.4)
      • Combat (8.7)
      • Support Fire (8.9)
      • Retreats (8.715)
      • Advance After Combat (8.716)
      • Unit Steps (8.81)
      • Step Loss Priority (8.82)
      • Destroying Forts (8.841)
      • HQ Disruption and Recovery (8.85)
    • Jap Tactical Impulses (9.2)
    • US Tactical Coordination (9.3)
    • Japanese Units (9.5)
    • Victory Conditions (11.0)
    • Terrain Effects Chart (TEC)
    • Fire Value Chart
    • Combat Results Table (CRT) (revised)
    • Air Strike Table
  • = reduction in JRL. * = # of Long Pier forts destroyed.
    • US Naval Bombardment Table
  • = reduction in JRL.
    • Amphibious Tractor Loss Table (simplified)
    • Engineer Loss Table
  • = reduce 'Engineer level' by #.
    • Coastal Defence Chart
    • Coastal Defence CRT
    • Combat Support Summary
    • Order of Battle Grid

Errata and Notes

Map errata

  • Label all 15 boxes in the left-hand columns of the 3 Red Beach Wave Tracks as 'LCVP'.
  • Ignore the red dotted boundary zones (used for management of the small number of 'fort destroyed' markers provided in the original game, and which are replaced by the use of Fort units in the replacement counter-set included here).
  • Turn track: Night time turns show 2 to 4 destroyer support attacks being available. Change these to '0' in all 6 cases.

Counter errata

  • Use replacement counters included with these rules (which colour code the US Rgts and Btns, and use Fort counters instead of 'destroyed fort' markers).

Notes on the Combat Results Table

Original CRT has two lacunae with regards to the chances of destroying a fort (getting an 'R' or 'D' result):

  • when increasing combat odds from 4:1 to 5:1, the chances reduce from 14/36 to 9/36 (39% to 25%).
  • when increasing combat odds from 6:1 to 7:1, the chances reduce from 21/36 to 20/36 (58% to 56%).

This is counter-intuitive. The simplest solution it simply to swap the results in these two pairs of columns, so that for every shift to the right in the combat odds ratio, the chance of destroying a fort also increases. The revised table is included below.

A summary of the % chance of inflicting any loss, and the % chance of destroying a fort, is given below each column of the revised table.

The original Amphibious Tractor Loss Table required a 2d6 roll. Without changing the odds of any result, the table has been redrawn to use only 1d6 and to present the results in a simpler manner. The odds in the original table of a tractor loss were 6/36, 12/36, 20/36 and 24/36. It is suggested as an option to slightly improve US chances of winning, to change the odds in the third column to 18/36. This is presented in the revised table.

Set-up (2.0)

  • No Jap or US units begin on the map.
  • Jap Resistance track: Set JRL to 400 [Option 1: at 550].
  • Status track: Set AMTRACs Available at 6 [Option 4: at 12]; Engineer Level at 10; Engineers Available at 10; Air Strikes Available at 0; Destroyer Support at 0.
  • Turn track: Place turn marker in Interphase box for 20 Nov. box.
  • Place Jap fort counters on each matching Jap fort. As each fort is destroyed, remove the counter.
  • 13 US units must attempt to land on specific beaches in GT1:
    • 3/2 Btn (4 units) on Red Beach One
    • 2/2 Btn & 2nd Rgt HQ (5 units) on Red Beach Two
    • 2/8 Btn (4 units) on Red Beach Three
  • Other units of the player's choice may also land so that each beach may receive up to 10 combat units (Inf, Tank, arty) plus any number of HQ.

Turn Sequence Summary (3.0)

Game Day Interphases (before GT 1, 6, 12, 18)

  • Supply phase
  • Off-island support phase

Day Turns (GT 1-3, 6-9, 12-15, 18-20)

  • Landing phase
  • Ground phase
  • Recovery phase

Night Turns (GT 4-5, 10-11, 16-17)

  • Japanese Tactical Action phase (only if JRL>0)
  • Recovery phase

Optional Rules (12.0)

Use any or all.

To increase difficulty for US:

  1. Increase starting JRL to 550 instead of 400.
  2. Apart from the 13 units required to land on GT1, all other units placed in the Wave Display may be delayed in deployment. After selecting which units to place in the Wave Display that turn, roll 1d6 for each battalion as a whole (including its Btn HQ), and for each individual non-Battalion unit (Tanks, Arty, Rgt HQ). DRM = -1 for each undisrupted HQ (Btn or Rgt) currently on Betio. If ≤1, unit/Btn remains in Wave display; if 2-6, unit/Btn removed from Wave display and cannot be replaced that turn.
  3. Check for Tactical coordination at the start of the Ground Phase, not at the start of each stack's Ground Segment.

To decrease difficulty for US:

  1. Use 12 AMTRACs instead of 6.
  2. Use More Effective Bombardment row instead of Pre-invasion Bombardment row on US Naval Bombardment Table.
  3. Use Daisy-cutter row instead of Pre-invasion Air Strike row on Air Strike Table.
  4. Do not roll for combat air support errors.
  5. Allow 2 or more US Coys from same Btn that have taken step losses to combine into a single, stronger unit. Units must all be adjacent to each other, and able to trace LOC (4 hexes) to their Btn HQ. Eliminate all but one Coy and increase the remaining unit's steps accordingly. Consolidation counts as a Ground Segment for all involved units simultaneously, and is subject to one Jap Tactical Impulse check if any of the units involved would otherwise be required to check (due to being in clear beach or airfield hexes, or, subject to Tactical Coordination, due to ending their individual Ground Segments).
  6. On Amphibious Tractor Loss Table: treat a roll of 3 on 150-299 column to be 'no effect'.

Turn Sequence Detail (3.1-3.3)

Game Day Interphases (3.1)

Supply phase (21-23 Nov. only). Check supply status for all US units.

Unit is in supply if:

  • a) has a 5-hex LOC to hex on landing beach* or hex 2308; or
  • b) LOC via undisrupted Btn HQ (4 hexes) & Rgt HQ (9 hexes) to hex on landing beach* or hex 2308.

* Green Beach can only be used if all 6 forts adjacent to it have been destroyed.

If OOS: Tanks & Arty eliminated; Inf lose 1 step; HQ disrupted.

Off-island support phase

  • (20 Nov. only) Roll 1d6 on US Naval Bombardment table for Pre-invasion bombardment (reduces JRL). [Option 5: use More effective bombardment row instead]
  • (20 Nov. only) Roll 1d6 on Air Strike table for Pre-invasion Air Strike (reduces JRL). [Option 6: use Daisy-cutter row instead]
  • (20 Nov. only) Roll 1d6 on Air Strike table for Scout & sniper raid (destroys long pier forts).
  • (21-23 Nov. only) Roll 1d6 on US Naval Bombardment table for Fire support (reduces JRL).
  • (21-23 Nov. only) Roll 1d6 on Engineer Loss table using column for current JRL. Reduce 'Engineer level' by resulting #, and place 'Engineers available' atop 'Engineer level'.
  • (21-23 Nov. only) Place any previously eliminated HQ in current Interphase box with other off-map units available for landing.

Day Turns (3.2)

Landing Phase

  • Place units to be landed in the Wave Track boxes for each beach so that for each of the five pairs of numbered Wave Track boxes (LCVP and AMTRAC):
    • Contains up to 2 combat units plus any number of HQ. [Thus no more than 10 combat units (Inf, Tank, arty) plus any number of HQ may land on each beach].
    • All the units in each of the 5 waves are in one (and only one) of the two boxes (which box may differ between waves).
    • There are only 6 AMTRAC boxes [Option 4: 12] available in total in GT1.
    • AMTRAC boxes can never contain Tanks.
  • For each beach in turn:
    • Move each Wave (from 1 to 5 in order) through the 4 Assault Track boxes, conducting Japanese Coastal Defence Fire, then land surviving units of the Wave on any of the beach's hexes subject to normal stacking limits.
    • Units from the LCVP column undergo Japanese Coastal Defence Fire in each of the 4 Assault boxes.
    • Units from the AMTRAC column undergo Japanese Coastal Defence Fire only in Assault boxes 1 & 3.
    • On the Coastal Defence Chart, cross-index the number of active Jap forts that can fire on the beach in question with the current JRL, to get the column of the Coastal Defence CRT to use. Roll 1d6 on this column of the Coastal Defence CRT (DRM: +1 if any of the three forts on the Long Pier are still active).
    • Until they are destroyed, 22 Japanese forts adjacent to the 3 Red Beaches can conduct Coastal Defence Fire:
      • 5 forts with red '1' fire on Red Beach One,
      • 6 forts with red 'B' fire on both Red Beaches One and Two,
      • 8 forts with red '3' fire on Red Beach Three,
      • 3 forts with red 'A' fire on all three Red Beaches.
      • Therefore up to 14 forts can fire on Red Beach One, 9 on Red Beach Two and 11 on Red Beach Three.

Note: Green Beach can be used for landings only once all 6 Jap forts adjacent to it are destroyed. Once the forts are destroyed, units can land directly from the Wave Track by LCVP: there is no Jap Coastal Defence Fire at Green Beach.

Ground phase

US player conducts a series of 'Ground Segments' (each consisting of movement and combat by one US stack). If JRL>0, each segment may be interrupted or halted by Jap Tactical Impulses (i.e. counter-attacks). The Ground Phase ends when the player has moved all US stacks, or at any time prior to this that he chooses.

  • A stack triggers a Jap Tactical Impulse due to:
    • combat, if it rolls 11 or 12 on CRT when firing on a Jap fort.
    • movement, the first time it enters a clear, beach or airfield hex (but not a destroyed fort or palm woods hex).
    • the ending of its Ground Segment (voluntarily or involuntarily), unless waived due to Tactical Coordination.
  • A stack ends its Ground Segment when:
    • it is dropped off from a larger stack.
    • it ceases moving and attacking (including if it chooses not to move or attack at all).
    • it suffers an 'R' or 'D' result when fired upon by Jap fort.
    • it is eliminated (this does not trigger a Jap Tactical Impulse because the unit no longer exists to be attacked!).

Recovery phase

  • If all Inf in a Btn or Rgt are eliminated, remove their remaining HQ.
  • Remove all 'HQ used' markers from US stacks.
  • Each disrupted HQ rolls 1d6 to attempt to undisrupt (1-3 for Btn HQ, 1-2 for Rgt HQ).
  • Remove any markers used to record which units had moved (or rotate units back to right way up).
  • Reset 'Air Strikes Available' and 'Destroyers Available' markers on Status track to their values for next turn.
  • If any landings during the turn used AMTRACs, roll 2d6 on Amphibious Tractor Loss Table and reduce 'AMTRACS available' marker on Status Track if required.

Night Turns (3.3, 9.5)

Japanese Tactical Action phase (only if JRL>0)

Roll 2d6 on Japanese Tactical Table (use Night column under current JRL) to determine # and type of Jap attacks. DRM: Date (0 to +3); # Forts destroyed (0 to +3).

  • Jap attacks target the weakest (in terms of # steps) US stacks that can trace a line of hexes free of other US units or their ZOCs to hex 4624. US Inf & Tanks count current steps; Arty & HQ always count as 1 step. Break ties for weakest stack by die-roll. Where there are fewer potential target stacks than the # of attacks called for, ignore the excess.
  • S, M, MG = Sniper, Mortar, Machine-Gun: For each targeted US stack roll 2d6 on S, M or MG column of CRT.
  • A = Assault: For each targeted US stack, place 1 Jap Inf unit on it; roll 1d6: 1= add 1 Jap Tank, 2-6 = no effect. Resolve 1 round of combat per stack. Japs get first-fire advantage. Reduce JRL by 2× Jap step losses. Remove surviving Jap units, keeping track of Jap Tank losses.
  • CA = Coordinated Assault: For each targeted US stack: Place 1 Jap Inf unit on it; roll 1d6: 1= add 1 Jap Tank, 2-6 = no effect. Japs get first-fire advantage. Beginning with weakest US stack, resolve 1 Round of combat and:
    • If the US units remain in the same hex after the attack, reduce JRL by 2× Jap step losses, & remove surviving Jap units keeping track of Jap Tank losses.
    • If all US units in the hex are eliminated or retreated, surviving Jap units target the weakest US stack not already under Japanese attack to which the Japs can trace a line of hexes (free of other US units and their ZOCs) from their current hex. This may potentially include the just-retreated US stack. Move the Jap unit(s) atop this newly targeted hex; conduct 1 round of combat as before. Repeat until Jap units: a) are eliminated, b) fail to clear targeted hex of US units, c) have no further valid US target hexes, or d) eliminate all US units on map. Reduce JRL by 2× Jap step losses. Remove surviving Jap units, keeping track of Jap Tank losses.
    • Resolve each Jap stack's attacks completely before moving onto the next Jap stack.
  • B = Banzai Charge: As for Assault above, but US gets first-fire advantage.
  • + = repeat symbol. After making the required number & type of attacks, roll again on Japanese Tactical Table and implement the result. When a result not followed by '+' is obtained, implement it, then stop.

Recovery phase

  • If all Inf in a Btn or Rgt are eliminated, remove their remaining HQ.
  • Remove all 'HQ used' markers from US HQ.
  • Each disrupted HQ rolls 1d6 to attempt to undisrupt (1-3 for Btn HQ, 1-2 for Rgt HQ).
  • Reset 'Air Strikes Available' marker on Status track to their values for next turn.

General Rules Summary

Zones of Control (4.0)

  • Inf, Tanks & Forts all exert a ZOC into their own hex and the 6 surrounding hexes.
  • US ZOCs do not extend into active Jap fort hexes.

Stacking Limits (5.0)

US units:

  • In Wave Display: each box may hold up to 2 combat units (Inf, Tanks, Arty) and any number of HQ.
  • On the map: up to 3 US units per hex: 1 HQ, 1 Inf, and 1 Tank or Arty.

Jap units:

  • 1 fort (until destroyed).
  • Stacked with US units: 1 Jap Inf and 1 Jap Tank (when called for by Jap Tactical Table).

Markers: unlimited (step loss, HQ used, fort destroyed, markers to indicate units which have moved).

Lines of Communication (6.0)

Lines of Communication are a line of contiguous hexes traced between US units and undisrupted US HQ for purposes of Supply, Combat support and Tactical coordination.

  • LOC may never pass through Jap units (Inf, Tank, fort).
  • LOC may pass through EZOC only if that hex is occupied by a US unit.
  • A US unit traces a 5-hex Supply LOC directly to a Landing Beach hex or hex 2308.
  • A US Inf unit traces a 5-hex LOC to its own undisrupted Btn HQ.
  • A US Tank unit traces a 5-hex LOC to any undisrupted Btn HQ.
  • An undisrupted Btn HQ traces a 10-hex LOC to its own undisrupted Rgt HQ.
  • An undisrupted Rgt HQ traces a 10-hex LOC to any unfired Arty unit, or, for Supply, to a Landing Beach hex or hex 2308.

Thus:

  • For Tactical Coordination, US Inf unit traces a LOC to its own undisrupted Btn HQ, and possibly onwards to its own Rgt HQ.
  • For Btn HQ combat support, Inf trace LOC to its own undisrupted Btn HQ.
  • For Rgt HQ combat support, Inf trace LOC via its own undisrupted Btn HQ to its own undisrupted Rgt HQ. Tanks trace via any undisrupted Btn HQ to that Btn's own undisrupted Rgt HQ.
  • For Arty combat support, Inf trace LOC via own undisrupted Btn and Rgt HQ to an unfired Arty unit. Tanks trace via any undisrupted Btn HQ, & that Btn's own undisrupted Rgt HQ, to an unfired Arty unit.
  • For Supply, unit either: traces 5-hex LOC direct to a Landing Beach hex or hex 2308; or traces LOC via its own undisrupted Btn & Rgt HQ to Landing Beach hex or hex 2308. (Tanks use any Btn HQ and its corresponding Rgt HQ.)

Movement (8.4)

  • There is no movement allowance for units nor any cost to enter individual hexes. Stacks can theoretically continue moving indefinitely during their Ground Segment.
  • Stacks can drop off units, but cannot pick up units to move or attack with.
  • Units that end a turn in the same hex can begin the next turn as a single stack.
  • Tanks cannot pass seawall or anti-tank ditch hexsides (but their ZOCs still extend across, and they can still attack across).
  • Tanks and Arty cannot enter pier hexes (but their ZOCs extend into, and they can attack into).
  • Arty and HQ may not enter enemy ZOC unless stacked with Tank or Inf.
  • Arty or HQ in enemy ZOC without Tank or Inf at any time, must immediately retreat to adjacent hex not in enemy ZOC and flip Arty to 'fired' and HQ to 'disrupted'. If no such hex available, or already flipped, then eliminate unit(s).
  • Arty that moves is immediately flipped to its 'fired' side. Thus Arty fire must be conducted before the stack moves each turn.

Combat (8.7)

  • US stacks may attack Jap forts during Ground Segments.
  • Jap units (placed on map atop US units due to Jap Tactical Table results) attack US stacks then get removed from map.
  • Jap forts never directly attack US units (only indirectly via Coastal Defence Fire at US landings).
  • Attacks by US stacks are voluntary.
  • Attacks are from one hex to another hex (or for Jap attacks, from their hex to US units in same hex).
  • Each attack consists of fire from each side at the other (attack fire and defence fire), and the removal of resulting losses.
  • All combat support must be allocated before either side's fire is resolved.
  • Firing (and removing losses) during each attack is simultaneous unless one side has First-fire advantage, in which case that side fires and any losses are removed before the enemy returns fire.
  • If both sides have one or more first-fire advantages, then combat is conducted simultaneously (e.g. if US is attacking, with Destroyer support, across a seawall).
    • US has first-fire advantage when:
      • attacking using Destroyer or Air Strike support (unless Air Strike error is rolled).
      • defending against Banzai Charge.
    • Jap has first-fire advantage when:
      • fort is defending against US attack across seawall.
      • fort is defending against attack from beach/clear/airfield hex. [original errata says that a hex containing any clear terrain is 'clear', so that destroyed fort and palm woods hexes also count; in other words Jap forts always have first-fire advantage].
      • Jap stack is conducting an Assault or Coordinated Assault.
      • US Air Strike has targeting error.

Resolving Combat:

  • Each combat is comprised of attack fire (attacker at defender) and defence fire (defender at attacker).
  • For each of the two fires, calculate:
    • attack strength = Σ(combat strength of each firing unit × its fire value) + support fire.
    • defence strength = Σ(combat strength of each enemy unit) + support fire.
    • a '1' step loss marker means subtract 1 from printed combat strength.
    • for fire values, see Fire Value chart. Jap forts have Fire Value ×1 even when JRL = 0.
  • odds = attack strength ÷ defence strength, round down to nearest odds.
  • roll 2d6 on appropriate odds column of CRT & implement any losses.
    • if result of Jap firing = 9-12 (indicated by yellow or red on CRT), US must lose 1 Tank step in addition to other listed losses.
    • if result of US firing = 11-12 (indicated by red on CRT), Jap Tactical Impulse is triggered.

Support Fire (8.9)

  • US Stacks may be supported in attack (& sometimes defence) by HQ & Arty units, and by Engineers, Air Strikes & Destroyer Bombardments.
  • Japs may receive benefit of US Air Strike support (instead of US) if Air Strike Error is rolled.
  • Support must add to an attack strength (or defence strength). It cannot fire alone.
  • Inf may call in support from HQ (Btn or Rgt), Arty, Engineers, Air Strikes and Destroyer Bombardment.
  • Tanks may call in support from Rgt HQ (not Btn HQ!), Arty, Engineers, Air Strikes and Destroyer Bombardment.
  • Support for attack fire may come from HQ (Btn or Rgt), Arty, Engineers, Air Strikes & Destroyer Bombardments.
  • Support for defence fire may come from Btn HQ and Arty.

Rgt HQ

  • Undisrupted Rgt HQ can provide support to their own Inf, or any Tanks, attacking Jap forts.
  • Rgt HQ cannot support units defence fire against Jap attacks.
  • Inf must trace an LOC via their Btn HQ (4 hexes) on to their Rgt HQ (9 hexes). Tanks can trace to any Btn HQ then to that Btn's Rgt HQ.
  • Rgt HQ may only support one attack per turn. Place a 'HQ used' marker on the HQ when it provides its support (the marker is removed in the Recovery Phase).
  • Rgt HQ support adds 8 or 16 strength points to US attack fire (= current combat strength of the Rgt HQ (1 or 2) × its fire value (8)).
  • Rgt HQ adds its current 1 or 2 strength points to US defence strength against Jap fire when in a stack undergoing combat. [This does not count as support, so HQ does not get 'HQ Used' marker].
  • HQ/Arty without Inf or Tank that is attacked by Japs must immediately retreat to adjacent hex not in EZOC or its stack loses 1 step.

Btn HQ

  • Undisrupted Btn HQ can provide support to their own Inf units attacking Jap forts or defending against Jap Assault or Banzai Charge attacks.
  • Tanks may not call in Btn HQ support, but may benefit from its use by an Inf unit with whom they are stacked.
  • Units must trace a LOC (4 hexes) to their Btn HQ.
  • Btn HQ may only support one attack or defence per turn. Place a 'HQ used' marker on the HQ when it provides its support (the marker is removed in the Recovery Phase).
  • Btn support adds 6 or 12 strength points to US attack or defence fire (= current combat strength of the Btn HQ (1 or 2) × its fire value (6)).
  • Btn HQ adds its current 1 or 2 strength points to US defence strength against Jap fire when in a stack undergoing combat. [This does not count as support, so HQ does not get 'HQ Used' marker].
  • HQ/Arty without Inf or Tank that is attacked by Japs must immediately retreat to adjacent hex not in EZOC or its stack loses 1 step.

Artillery

  • Arty units may support US Inf or Tank units in attack, or any US stack in defence.
  • Any number of Arty can support a single attack.
  • Units wanting Arty support must trace an LOC via their Btn HQ (4 hexes) to their Rgt HQ (9 hexes) and on to the Arty unit (9 hexes). Tanks can trace to any Btn HQ then to that Btn's Rgt HQ.
  • Inf units adjacent to Arty do not need to trace the LOC.
  • Arty units on their 'fired' side may not provide support.
  • Arty units are flipped to their 'fired' side when they land, move, or provide support fire. They are flipped back in the Recovery Phase of the turn. Thus Arty need to provide support in a turn before they are moved.
  • Each Arty used adds 20 strength points to US attack or defence fire (combat strength (4) × fire value (5)).
  • Arty adds its current 4 strength points to US defence strength against Jap fire when in a stack undergoing combat.
  • Arty and/or HQ not stacked with Inf or Tanks that is attacked by Japs must immediately retreat to adjacent hex not in EZOC or its stack loses 1 step.

Engineers

  • US starts with 10 Engineer platoons. Each may be used once per day.
  • Engineers cannot be saved from day to day.
  • Engineers are only used to support US Inf or Tank attacks (not defence fire against Jap attacks).
  • Up to 3 Engineers may be used per attack.
  • No LOC is needed.
  • Each Engineer used adds 10 strength points to US attack fire.
  • Reduce 'Engineers available' marker for each Engineer used.
  • Each Interphase turn (21-23 Nov only), roll 1d6 on Engineer Loss Table to determine Engineer losses (if any).

Air strikes

  • Each daytime turn the US receives a set number of air support strikes (see Turn track).
  • Air strikes cannot be saved from turn to turn: unused ones are lost.
  • Air strikes are only used to support US Inf or Tank attacks (not defence fire against Jap attacks).
  • Only one air strike per attack.
  • Units calling in airstrikes must trace an LOC via their Btn HQ (4 hexes) on to their Rgt HQ (9 hexes). Tanks can trace to any Btn HQ then to that Btn's Rgt HQ.
  • Each airstrike rolls 2d6 for targeting error. [Option 7: ignore Air Strike Errors].
    • if ≤ error # on Turn track, Jap gets first-fire advantage, and adds 4 strength points to Jap defence fire.
    • if > error # on Turn track, US gets first fire advantage, and adds 4 strength points to US attack fire.
  • Reduce 'Air strikes available' marker by one for each air strike used.

Destroyers

  • Each daytime the US receives a set number of destroyer support bombardments (see Turn track).
  • Bombardments cannot be saved from turn to turn: unused ones are lost.
  • Bombardments are only used to support US Inf or Tank attacks (not defence fire against Jap attacks).
  • Bombardments may only target Jap forts in hexes adjacent to beaches (but not forts on the Long Pier).
  • Only one bombardment per attack.
  • No LOC is needed; nor is there any strike error. No bombardments are available during night turns.
  • Each bombardment adds 4 strength points to US attack fire.
  • Reduce 'Destroyer support available' marker by one for each bombardment used.

Retreats (8.715)

  • May not retreat into enemy units, or in violation of stacking limits.
  • May only retreat into EZOC if hex is already occupied by a friendly unit.
  • Forts ignore retreat results.
  • Retreat is affected by EZOCs of enemy units stacked with retreating units (i.e. US stacks attacked by Jap units: neither side can retreat unless both receive retreat results in the combat. If only one side suffers a retreat, it must lose 1 step instead).
  • Retreating stacks cannot split up.
  • A stack which cannot retreat loses one extra step beyond any required by CRT (player chooses which step).

Advance After Combat (8.716)

  • Attacker may advance if defending hex is vacated via retreat or elimination.
  • Advance may be made directly from one EZOC to another.
  • Advance is not movement so does not trigger Jap Tactical Impulse.

Unit Steps (8.81)

  • US Inf & Lt Tanks have 4 steps: 4-3-2-1.
  • Jap Inf & Tanks have 3 steps: 3-2-1.
  • US Hvy Tank has 4 steps: 6-5-3-2.
  • US HQ have 2 steps: 2-1.
  • Jap HQ has 2 steps: 3-2.
  • US Arty has one step: 4.
  • When a unit with more than one step takes a step loss, place a '1' marker on it to indicate its combat strength is reduced by 1.
  • When a unit with a '1' marker and strength>1 takes a step loss, flip it to its back side.
  • When a flipped unit with strength >1 takes a step loss, place a '1' marker on it.
  • When a flipped unit with a '1' marker takes a step loss, eliminate the unit.

Step Loss Priority (8.82)

  • During Ground Segments, Jap Tactical Impulses and Jap Tactical Phases, losses must be absorbed in the order: US: Arty, HQ, Inf, Tanks. Japs: HQ, Inf, Tanks.
  • Where more than 1 loss is called for, the second is taken by the next type in order, if available (i.e. 2 steps of Inf and 2 of Tanks suffers 2-step loss. 1 step of Inf and 1 of Tanks are eliminated).
  • During Coastal Defence Fire in Landing Phases, and during Sniper/Mortar/Machine-Gun attacks in Jap Tactical Impulses or Phases, step loss priority does not apply: the player assigns losses as he wishes (subject to instructions in the CRT).

Destroying Forts (8.841)

  • Jap forts are destroyed on an 'R' or 'D' result on the CRT. (In original game, a 'D' marker is placed on destroyed forts; in these corrected rules, the fort unit is removed and the printed fort hex treated as a destroyed fort).
  • Destroyed forts are treated as clear terrain, except that US units moving into them do not trigger a Jap Tactical Impulse.

HQ Disruption and Recovery (8.85)

  • HQ that suffer a step loss become disrupted (flip HQ to 'disrupted' side, and place '1' marker on it).
  • Disrupted HQ cannot perform tactical coordination, combat support, or transmit supply. They cannot be used to trace a LOC for any purpose.
  • During each turn's recovery phase, roll 1d6 per disrupted HQ:
    • 1-3 Btn HQ is undisrupted (flip to front side but retain any '1' marker), 4-6 Btn HQ stays disrupted.
    • 1-2 Rgt HQ is undisrupted (flip to front side but retain any '1' marker), 3-6 Rgt HQ stays disrupted.
  • If at the end of a GT, all Inf units in a Btn or Rgt are eliminated, the Btn/Rgt HQ is permanently removed.
  • HQ that are eliminated by combat or being OOS are placed on the turn Track in the next Interphase box, when they become eligible to be landed again.

Jap Tactical Impulses (9.2)

During the Ground Phase, if JRL>0, US stacks may trigger a Jap Tactical Impulse.

  • Impulses may be triggered by combat, US movement or the end of a Ground Segment.
    • If triggered by combat, complete that combat (inc. retreats/advances) before resolving Impulse.
    • Impulses normally triggered by the end of a Ground Segment may be avoided by means of US Tactical Coordination.

For each Impulse roll 2d6 on Japanese Tactical Table (use Day column under current JRL) to determine # and type of Jap attacks. DRM: Date (0 to +3).

  • = No effect.
    • If Impulse was triggered by combat or movement, the US stack may continue its Ground segment.
    • If triggered by the end of a Segment, the next Segment now begins.
  • S, M, MG = Sniper, Mortar, Machine-Gun: Roll 2d6 on S, M or MG column of CRT.
    • If Impulse was triggered by combat or movement, and US did not suffer 'R' or 'D' result, surviving units may continue the Ground Segment.
    • If triggered by the end of a Segment, the next Segment now begins.
  • A = Assault: Place 1 Jap Inf unit on the US stack; roll 1d6: 1= add 1 Jap Tank, 2-6 = no effect. Resolve 1 round of combat. Japs get first-fire advantage. Reduce JRL by 2× Jap step losses. Remove surviving Jap units, keeping track of Jap Tank losses.
    • If Impulse was triggered by combat or movement, and US did not suffer 'R' or 'D' result, surviving units may continue the Ground Segment.
    • If triggered by the end of a Segment, the next Segment now begins.
  • B = Banzai Charge: As for Assault above, but US gets first-fire advantage.

US Tactical Coordination (9.3)

Normally each US stack must check for a Jap Tactical Impulse at the end of its Ground Segment.

  • If several stacks containing Inf Coys of the same Btn all began the Ground Phase with a 4-hex LOC to their undisrupted Btn HQ, then only the last of these stacks to move needs check for the end-of-Segment Jap Tactical Impulse.
    • Note: this does not negate checks for Jap Tactical Impulses caused by movement or combat during each Segment.
  • Where several stacks containing Inf Coys of the same Rgt all began the Ground Phase with a 4-hex LOC to their undisrupted Btn HQ then a 9-hex LOC to their undisrupted Rgt HQ, then only the last of these stacks to move needs check for the end-of-Segment Jap Tactical Impulse.
    • Note: this does not negate checks for Jap Tactical Impulses caused by movement or combat during each Segment.
  • If the last unit in a Btn or Rgt to move is eliminated, then this prevents the Jap Tactical Impulse check from occurring for that Btn or Rgt.

[Note: The original rule 9.3 says in one place that Tactical Coordination is checked at the start of the Turn, and in another place at the start of each affected unit's Ground Segment. The latter means that HQ could be moved first during a Ground Phase to get into a position to allow Tactical Coordination. As this was explicitly allowed in the sequel Saipan game, it is recommended to be used here. Option 3: check for Tactical coordination at the beginning of the Ground Phase.]

Japanese Units (9.5)

Jap Infantry & Tanks: Are only placed on the map when called for by the Japanese Tactical Table, and removed when (depending upon attack type) either they have attacked a US stack, or they have failed to eliminate or retreat a US stack. Jap Inf. units are always placed on the map at full strength. Jap Tank units retain any step losses when removed from map. When a Jap Tank is required to be placed on map again, if both are still available, randomly select which unit is used.

Jap forts never attack. They only defend against US attacks. Their fire value is tied to the current JRL:

JRLFort fire value
0-99×1
100-149×2
150-299×3
300-449×4
450-550×5

If fort suffers an 'R' or 'D' result, it is destroyed (place 'D' marker on fort hex, or, if using fort counters, remove fort counter). Fort is never affected by '1' or '2' result, and ignores retreats.

Victory Conditions (11.0)

US wins if: a) all Jap forts are destroyed, and b) JRL is reduced to 0 before the end of GT20.

Japs win if US does not win, i.e. if: a) not all forts are destroyed; or b) (very unlikely) if all forts are destroyed before JRL is reduced to 0 (so that there is no longer any way to reduce it to 0).

Terrain Effects Chart (TEC)

Hexes

TerrainEffect
ClearUS units entering first such hex must make Jap Tactical Impulse check. US attacks from on Jap forts give First-fire advantage to Japs.
Airfieldas for Clear
Beachas for Clear. US traces supply to Landing beaches. Destroyer support available to hexes adjacent to beaches.
Palm WoodsUS entry does not trigger Jap Tactical Impulse check
Destroyed fortUS entry does not trigger Jap Tactical Impulse check
PierTanks, Arty many not move into (but ZOCs extend, & can attack into)

Hexsides

HexsideEffect
SeawallTanks many not move across (but ZOCs extend, & can attack across). Japs defending behind have First-fire advantage.
Anti-tank ditchTanks many not move across (but ZOCs extend, & can attack across)
Beach boundaryLandings must be made within boundary of appropriate beach
Boundary zone (italic in source)Ignore (made redundant by use of Fort markers)

Fire Value Chart

USValueJapValue
Inf×4Inf×5
Lt Tank×3Tank×2
Med Tank×8
Arty×5Fort×1 to ×5, depends on JRL
Btn HQ×6HQ×4
Rgt HQ×8

Combat Results Table (CRT) (revised)

Columns: 1:4, 1:3, then the S (Sniper), M (Mortar) and MG (Machine-Gun) columns, then 2:1 through 10:1. Blank cells are no result.

Die roll1:41:3SMMG3:14:15:16:17:18:19:110:1
211RR2DDDDDDDD
311
1:41:3SMMG3:14:15:16:17:18:19:110:1
% R,D003381725395658677589
% 1,2,R,D617

Note: the two '%' rows are the summaries printed beneath the revised table.

CRT explanation

ResultTargetEffect
1FortsUnaffected. Reduce JRL by 1
1Jap UnitsLose 1 step. Reduce JRL by 2
1US unitsLose 1 step
2FortsUnaffected. Reduce JRL by 2
2Jap UnitsLose 2 steps. Reduce JRL by 4
2US unitsLose 2 steps
RFortsDestroyed. Reduce JRL by 2× fort strength only if fort surrounded by US units/ZOC
RJap UnitsMust retreat (if cannot, lose 1 step)

Air Strike Table

Die roll123456
Pre-invasion air strike0010101515
(Daisy-cutter)101520304050
Combat Air Support+4 attack strength & First-fire advantage
Scout & sniper raid00

= reduction in JRL. * = # of Long Pier forts destroyed.

US Naval Bombardment Table

Die roll123456
Pre-invasion bombardment252540507590
(More effective bombardment)35405075100125
Fire Support101020303040
Destroyer Support+4 attack strength & First-fire advantage

= reduction in JRL.

Amphibious Tractor Loss Table (simplified)

Columns are the current JRL.

Die roll0-99100-149150-299300-550
10000
20000
300*1
40011
50111
6

* = roll again on 100-149 column [Option 9: treat * as 0]. 1 = reduce 'AMTRACs available' by 1.

Engineer Loss Table

Columns are the current JRL.

Die roll0-99100-149150-299300-550
10001
20012
30012
40113
51123
6

= reduce 'Engineer level' by #.

Coastal Defence Chart

# active forts0-99100-149150-299300-550
1-21111
3-51122
6-91222
10-142223

Columns are the current JRL. Cell values are the column of the Coastal Defence CRT to use.

Coastal Defence CRT

Columns are the Coastal Defence Chart result.

Die roll123
1**1*
2**
3*
4
511
611*1*
71*1*

DRM: +1 if any forts on Long Pier remain active. * = disrupt 1 HQ. 1 = 1 step loss. 1* = 1 step loss (must be taken by a HQ if present).

Combat Support Summary

SupportStrength each# per attackUS attack fire (daytime)?US defence fire (day or night)?Support Inf?Support Tanks?Need LOC?Notes
Btn HQ6× combat str. of HQ1YYY--Y--
Rgt HQ8× combat str. of HQ1Y--YYY--
Arty5× combat str. of Arty (i.e. 20)any

Order of Battle Grid

The printed unit-organisation grid on the chart page (the Btn/Rgt/HQ arrangement of the US units and the Wave Display, Status, Turn and Engineer tracks) is a graphic and is not reproduced here. The unit labels are given in the Set-up and Landing sections above; the grid itself should be consulted in the source document.

  • HQ that suffer a * result are disrupted.
  • Disrupted HQ that suffer another * result remain disrupted.
  • Disrupted HQ that suffer a step loss are eliminated.
  • If any units of the Wave survive the Assault Track, place them on any hexes of their landing beach within normal stacking limits.
  • [Amtrac losses – see Recovery phase]
  • 2
    R
    R
    2
    R
    D
    D
    D
    D
    D
    411111R22DDD
    5
    6111RRRRRRR
    7212RRDD
    8111R122D
    91121DRDDD
    10RD
    111111DDDDDDDD
    121111RDDDDDDDD
    25
    39
    50
    64
    81
    81
    81
    81
    81
    89
    89
    RUS unitsMust retreat (if cannot, lose 1 step)
    DFortsDestroyed. Reduce JRL by 2× fort strength
    DJap UnitsLose 2 steps and retreat (if cannot, lose a third step)
    DUS unitsLose 2 steps and retreat (if cannot, lose a third step)
    1*
    1*
    2*
    3*
    1
    1
    1
    1
    1
    1
    2
    3
    1*
    Y
    Y
    Y
    Y
    Y
    Cannot support after moving during turn. Limited # per turn.
    Air Strike41Y--YYYLimited # per turn. Subject to strike error.
    Destroyers41Y--YY--Cannot support >1 hex beyond Beach. Use once each per day.
    Engineers10up to 3Y--YY--Subject to losses each Interphase.