USN Deluxe
USN Deluxe Rulebook
Table of Contents
Table of Contents
- 0.0 Map, Counter, Table & Chart Errata
- MISSION CAPABILITIES CHART
- 1.0 INTRODUCTION
- 2.0 GAME EQUIPMENT
- STANDARD RULES
- 3.0 General Course of Play
- 4.0 MAP: PLAYABLE AREAS
- 5.0 REINFORCEMENTS
- 6.0 MISSION CAPABILITIES
- 7.0 MOVEMENT
- 8.0 COMBAT
- 9.0 NEUTRALIZATION, RECOVERY & damage
- 10.0 TERRAIN
- 11.0 AIR ZONES OF CONTROL
- 12.0 SUPPLY
- 13.0 UNIT BREAKDOWN & BUILDING
- 14.0 STACKING
- 15.0 AMPHIBIOUS ASSAULT
- 16.0 ENTRENCHMENT
- 17.0 OFFMAP MOVEMENT
- 18.0 AIR AND NAVAL BASES
- 19.0 REPAIRING & BUILDING BASES
- 20.0 LIMITED INTELLIGENCE
- 21.0 special units
- 22.0 REPLACEMENTS
- 24.0 HOW THE GAME IS WON
- 25.0 TASK FORCES
- 26.0 TRAINING
- 27.0 UNIT RESILIENCY
- 28.0 JAPANESE SPECIAL TACTICS
- 29.0 INFILTRATION THROUGH ENEMY UNITS
- 30.0 BEACH DEFENSES
- 31.0 JAPANESE HOME ISLAND DEFENSE COMMAND
- 31.0 JAPANESE HOME ISLAND DEFENSE COMMAND
- 32.0 SUBMARINES
- 33.0 JAPANESE CONVOY ESCORTS
- 34.0 OILERS
- 35.0 NAVAL ZONES OF CONTROL
- 36.0 NAVAL ENGAGEMENTS
- 37.0 RADAR
- 38.0 MAGIC
- 39.0 ALLIED ARMOR
- 40.0 GUERRILLAS
- 41.0 ASIA FOR THE ASIATICS
- 42.0 MONSOONS
- 43.0 MID-WAR VICTORY POINTS
- 44.0 STRATEGIC WARFARE
- 45.0 GAME EXPANSION
- SCENARIOS
0.0 Map, Counter, Table & Chart Errata
MAP
Christmas Island (1429) is a "10" airbase.
Yenan (272) and Vladivostok (572) are Allied (not Japanese!) airbases.
The label "Malaya" should be near hex 115, not in the Dutch East Indies.
West Coast USA: The "1" box is missing from the map. (e.g., a naval unit in the "2" box would move into the (missing) "1" box and then into the "0" West Coast USA box).
COUNTERS
US CV-2's movement factors on the reverse should be "5/3".
The US CV-2 on the counter sheet is the Ranger. The US CV-4 on the counter sheet is the Lexington. The correct counters for the scenarios are listed in the Scenario errata, below.
On row 12 of the Allied aircraft units, the five "10 LAC" units are actually NAC. Note the factors are correct for NAC.
Counter Section #2, row 11 (clarification): counters #4 through #9 use Roman numerals. Do not confuse them with the naval units marked "1" and "11" (for example., BB-1 is the 15-8-6 units, while BB-I is the 22-10-6).
TABLES & CHARTS
CRT No. 1: Retreat (clarification): Note that since Neutralized land units are treated as if they were out of supply, they are eliminated if forced to retreat.
CRTs 3 and 4 (correction): Delete the line "A '1' neutralizes a Coastal Defense Unit." Explanation of Results (change): A result of "X" inflicted on an already neutralized Naval Base does not destroy the base; it remains neutralized.
CRT 5 Explanation of Results (clarification): The last sentence says "In addition, if the target is an air base, the following schedule shows the effect of the combat result on air units in the base:" The schedule referred to is on the same sheet as The Terrain Effects Chart; it is the one that says "% of air points destroyed…"
CRT No. 5: Results (clarification): If an airbase is destroyed, then all air units based on it are also eliminated.
Unit Breakdown/Combine Summary (clarification): In the note at the bottom, there should be a period after "If using the Unit Resiliency rule". "breakdown means… etc.," is an explanation of the terms on the chart.
ENGINEERING & BASES CHART (omission): Damaged air bases have a "0" antiaircraft rating.
MISSION CAPABILITIES CHART
Mission: Naval Ground Support of Naval Units (correction): The last line of the first paragraph should read "There is no limit to the amount of offensive naval support which may be used in a single attack."
Mission: Anti-aircraft Defense of Naval Units (correction). The last line should read: "This does not work in reverse…"
Optional Mission: Air-Naval Transit Attacks (clarification): The first sentence is ambiguous. This kind of attack may occur, as noted in paragraph (A), only when moving from the Air ZOC of one air base to another air ZOC from that same base.
Mission Capabilities Chart: Surface Naval Engagement paragraph 5 (clarification): If the attacker has more naval units than the defender, the attacker may use any or all excess to engage the defender, concentrating two or more attacking units at single defending units.
On CRT 2, one column is headed “6-10” and the one next to it is headed “10-19.” The “6-10” heading should instead read “6-9”.
REINFORCEMENT CHART
Turn 2 (correction): Allies receive the CV-4 (with 8 NAC), not the CV-2.
TURN RECORD AND REINFORCEMENT CHART (player's note): Players are encouraged to photocopy this chart and check off turns as they occur, and reinforcements as they are deployed.
Turn Record Reinforcement Chart: (correction): Turns 43 and 173 call for 8-15 Airborne Regiments. Turn 125 calls for a 30-50 Airborne Division. The counters are 10-15 and 40-50 respectively. The counters are correct.
Air Unit Missions: Bombing of Coastal Defense Unit (change): This mission uses CRT No. 3 (not 4).
Optional Mission: Air-Naval Transit Attack (E) should read: An air unit may attempt only one Transit Attack per movement phase, and if it fails in one attempt may not make another in the same movement phase. Also, any air unit which attempts (successfully or not) to make a Transit Attack may not conduct any missions in the immediately following mutual air strike phase.
CRTs 3 and 4, Explanation of Results (correction): A result of "X" inflicted on an already neutralized Naval Base does not destroy the base; it remains neutralized.
1.0 INTRODUCTION
USN Deluxe is a simulation of World War II in the Pacific Theater of Operations. It covers naval, air and land operations using an interactive game system. The original USN appeared in Strategy & Tactics magazine #29 and covered the Pacific War from 1941 to 1943. USN Deluxe expands the original by providing scenarios for 1943-45, a hypothetical 1930s US-Japanese conflict, and options for the campaigns in China and the Soviet Union. As much as possible, the design of the Deluxe Edition has adhered to the original spirit of the rules in adding new material. Indeed, it is a strength of the original game system that USN still is an effective simulation three decades after it was published. So prepare yourself to command in one of the epic military campaigns of history with USN Deluxe.
How to Read the Rules to Deluxe USN
The rules to USN Deluxe (DUSN) are long and detailed, as befits a game on this scale. To get the best effect out of the rules, it’s recommended players read them in one sitting to get a feel for their general thrust. Then the players should play the minigames using the sequence of play as a checklist to familiarize themselves with the flow of operations. Only then should any of the campaign games be attempted. Players will notice the minigames carry more interest than their small size might indicate, as they represent a true nexus of events that would rarely occur in the campaign games.
The rules to DUSN are procedurally organized. The Detailed Sequence of Play provides an outline of what is to happen within each game turn. The Missions Capability Chart gives detailed instructions on how various types of movement and combat operations are executed. By closely following those two rules section, players can get into the game quickly.
If problems arise in the game that the players can’t resolve by reference to the rules, they are encouraged to solve them by the spirit and indication of the other rules.
DUSN is a game on several levels. First, there are the minigames concerned with single operations such as the Battle of the Coral Sea. Then there are the campaign games, concerned with entire phases of the war, with scenarios lasting from several months to years. These games share in common the Standard Rules, and those rules are in turn modified for various situations. There are also Optional Rules that provide additional realism and complexity.
2.0 GAME EQUIPMENT
Mapsheet. The mapsheet depicts the Pacific theatre of operations. A hexagonal grid has been superimposed to regularize the movement and positioning of the playing pieces. Those hexagons are referred to as “hexes” in the rules. Each hex has a unique numeric identifier used to assist in deployment of counters on the map.
- The terms “Manchukuo” and “Manchuria” are used interchangeably in the rules.
The Playing Pieces. Two differently colored sets of diecut counters (hereafter called “units”) are supplied with the game. The units represent the original forces that participated in the war. The exact units to be used are given by the different games’ Initial Order of Battle and the Reinforcement Chart. It’s recommended players sort the units by type and color, and keep them segregated by storing them in separate, labeled containers. That greatly facilitates setting up the game. The playing pieces are further distinguished by type, combat strength and mobility.
UNIT COLORS
Japanese & Japanese Client Forces:
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Land: dark yellow
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Naval: yellow
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Air: light yellow
“C” = Japanese Client state unit. All unmarked Japanese units are Imperial Japanese forces.
Allied Forces:
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Land: dark green
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Naval: green
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Air: light green
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Chinese Nationalist: blue
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Chinese Communist: red
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Soviet Union: tan
“CN” = Chinese Nationalist
“CC” = Chinese Communist
All unmarked Allied units are American, British, Dutch and other contingents. No distinction is made between these nationalities in the game.
Land Unit Types:
Infantry
Marine Infantry/Amphibious
SNLF (Special Naval Landing Force)
Airborne Infantry
Defensive Infantry
Special Forces
Armor/Tank
Engineer
Coastal Defense
Naval
Naval Bases
Size of Units (from smallest to largest):
Battalion: || Corps: XXX
Regiment: ||| Army: XXXX
Brigade: X Front: XXXXX
Division: XX
- Note: Japanese and Chinese armies are actually corps-sized units.
Backprinting: Land units are usually backprinted with a different size of unit. Players should use whichever side is applicable. The reverse side is not a “reduced step” of the same unit as in other games.
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There is no functional difference between regular infantry, marine, SNLF, etc., in the game, aside from their different combat strengths. Airborne, special forces, armor and engineer units have special rules for their unique capabilities.
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Coastal Defense Units are modified land units. They may attack enemy naval units but not enemy land units. They don’t add their defense strength to that of other land units in the hex and are automatically eliminated if by themselves and enemy land forces are in the same hex.
Naval Bases
Defensive strength: Base defense strength is not printed on the map. All bases, including both those printed on the map and those built during the course of the game, have a defense strength of 10 when defending against air and naval bombardment. They have a strength of 0 (zero) when defending against enemy land attacks.
Antiaircraft strength. Only airbases have an antiaircraft strength. Naval bases do not. However, the antiaircraft strength of airbases may be used to defend other units and naval bases under certain circumstances. See the appropriate rules sections.
- For example, an airbase with a printed strength of 20 would be able to base 20 aircraft points, have an anti-aircraft strength of 20, and a defense strength of 10 against an air raid. Remember, base defense is not the printed number on the map but 10.
NAVAL UNITS:
Front: Undamaged side.
Reverse: damaged side. The numbers on the reverse side are the values when the naval unit is damaged. Movement Allowance when less than 20 weeks damage (before the slash). Movement Allowance when 20 weeks or more damage (after the slash).
- Certain Allied assault transports have their attack strength parenthesized. That means they may use their attack strength only for bombardment, never for combat against other naval units.
Naval Unit Types:
CV: Aircraft Carrier
CVL: Light Aircraft Carrier
CVE: Escort Carrier
BB: Battleship Division (BatDiv)
CA: Heavy Cruiser Division (Hvy CruDiv)
CL: Light Cruiser Division (Lt CruDiv)
DD: Destroyer Squadron (Desron)
SS: Submarine flotilla (SubFlot)
Oil: Oiler (also represents various fleet support ships)
AT: Assault Transport Group
TR: Transport Group
B: Pre-dreadnought Battleship
C: Old Cruiser
D: Old Destroyer
CV, CVL and CVE are referred to collectively in the rules as “carriers.”
TR and AT are referred to collectively in the rules as “transports.”
Backprinting: Naval units are backprinted with the strengths they must use when they’re damaged.
AIR UNITS
Air unit types come in denominations, like money. For example, reference to “one air point” means a unit with a “1” in the air points space on the counter. Like money, players may freely “make change” with the air unit denominations at any time in the game as long as the final total is equal to the starting number and type. For example, 5 LAC could be exchanged for five 1 LAC counters or one 3 LAC and two 1 LAC.
Air-to-air Strength (at normal range/extended range)
Number of Air Points
Bombardment Strength (all ranges)
Range Allowance (Normal range/extended range)
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Air units have no defense strength.
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LBAC and LBAC (B-29) have no extended range.
Air unit types:
Land Aircraft (LAC)
Naval Aircraft (NAC)
Long-range Bomber Aircraft (LBAC)
B-29 Long-range Bomber Aircraft (LBAC B-29)
Kamikaze (Kami)
Backprinting. Air units are backprinted with different denominations of the same type of air unit. Players may freely use them in exchange.
- Note that unlike the original USN, naval aircraft in this edition are represented by unit counters instead of being accounted for by off-map tracks.
GAME MARKERS
Game markers are used to record various game events and the status of units.
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Air Base (& Naval Weeks of Damage): used to show new air bases or a change in strength of existing air bases. Players can also use air base markers to show the current number of weeks of damage inflicted on naval units by placing them directly on damaged naval units, since both air base strength and weeks of damage are in multiples of five.
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Atom Bomb: each represents one atom bomb.
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Base Construction: indicates a hex in which a base is being built by an engineer.
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Battle: serves as a reminder of the hex in which a battle is taking place if players need to remove the units in that hex from the map.
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Damaged Base: indicates a hex containing an air or naval base that has been captured but has not yet been restored to functional status.
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Destroyed Base: indicates a hex containing a base that’s been destroyed.
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Emergency Supply: these indicate hexes that have received either air or naval emergency supply.
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Entrenched: used to indicate land units that have fortified their hex and therefore have a temporarily increased defense strength but no attack or movement capabilities.
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Movement Remaining: used on task force displays or on individual naval units as a reminder of the number of movement points used prior to combat (so the remainder can be used post-combat; see the Sequence of Play).
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Naval Base: indicates a new naval base in a hex.
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Neutralized: indicates land units and bases temporarily unable to function. Neutralized units are treated in all respects as unsupplied for the duration of their neutralization.
DEFINITION OF TERMS
Terms on unit counters and bases:
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Air Unit Capacity: the number of air points a carrier or air base may contain.
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AntiAircraft (or Anti-Air) Strength: a ground or naval unit’s ability to shoot down aircraft; airtoair strength is the same ability attributed to aircraft.
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Bombardment Strength: air unit’s ability to attack surface naval and ground targets.
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Defense Strength: the general defensive ability of a unit to resist all types of attack.
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Ground Attack Strength: the offensive ability of land units in land attacks.
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Movement Allowance: the normal number of hexes that a unit may move in a particular movement phase. It may be increased by strategic movement and air transfer missions, or reduced by supply considerations.
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Range Allowance: an air unit’s basic radius of attack; that is, how many hexes it may move one way to attack a target.
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Surface Attack Strength: the offensive ability of units to fight on the surface of the sea; only naval units and coastal defense units have this ability.
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Transport Points: the amount of space a particular land unit occupies when in a transport unit. Transport Point Capacity is the number of such points a naval transport unit may carry.
General Terms:
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Area: a specific geopolitical region on the map contained within a boundary. For example: Indochina and the Philippines are areas.
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Control of Bases: a player controls a base within a hex if: 1) scenario instructions state he controlled it at the start of a game and he has not lost control of it due to other reason; or 2) the player occupies the base’s hex with a land unit and there is no enemy land unit in the hex; or 3) any of his land units has occupied it at any time in the game and no enemy unit has since occupied it, even if the occupying unit has moved out; or 4) the player occupies the base’s hex with a land unit and inflicts a combat result that causes control of bases in the hex to change (see the Land Combat Results Table, D1). In case 4, even though enemy units may remain in the hex, they lose control of any bases in it that might have been previously friendly to them. There is no contesting of bases in a hex; they will always be controlled by one player or the other. See the optional Guerrillas rule for additional requirements.
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Control of hexes: a player controls a hex if any of his land units has occupied it at any time in the game and no enemy unit has since occupied it, even if the occupying unit has moved out. Control of hexes may change throughout the course of a game. If both players have land units in a hex, then control is contested.
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Control of units: a player controls a unit if it is on his side. The Japanese control all Japanese units as well as Japanese client forces. The Allied player controls all Allied units, as well as Chinese and Soviet units if playing with those fronts. Chinese units may sometimes be neutral and are sometimes controlled by neither player (see the China Front rule).
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Enemy: all units and bases that are controlled by the player opposing the friendly player. For example, all Japanese units are enemy to the Allies and vice versa.
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Friendly: all units and bases that are controlled by a player. For example, all Allied units are friendly to the Allied player.
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Functional: an air or naval base that is 1) supplied; and 2) not neutralized, damaged or destroyed. In other words, it can provide all basing functions.
Game Charts and Tables
Various visual aids are provided for players to simplify and illustrate various game functions.
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Air Mission Allocation Charts: used to plan air missions.
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Combat Resolution Tables (CRTs): used to attack enemy units.
CRT No. 1 Land: this is used to determine the outcome of combat between enemy land units.
CRT No. 2 Air-to-Air: this is used to determine the outcomes of combat between aircraft and/or anti-aircraft fire against opposing aircraft.
CRT No. 3 Air-to-Surface: this is used to determine the outcomes of air attacks on enemy naval and land units.
CRT No. 4 Surface-to-Surface: this is used to determine the outcomes of naval fire on enemy naval and land units.
CRT No. 5 Damage: this is used to determine the amount of damage inflicted on naval units and bases as a result of CRTs Nos. 3 and 4.
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Mission Capability Chart: this provides detailed instructions on how various types of air and naval operations are conducted. This chart is a critical part of the game rules.
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Situations and Orders of Battle: these provide the starting forces and special instructions for the different scenarios.
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Turn Record & Reinforcement Chart: keeps track of the current turn as well as the reinforcements appearing during each turn.
Necessary Equipment Not Provided in DUSN.
Certain equipment is not provided that’s nevertheless needed for various game functions. Those are: several pencils with erasers; and approximately six to 12 sheets of ruled paper. Players will also find a calculator to be handy.
Players will have to account for some record keeping on separate sheets of paper. Notations should be made clearly so later inspection of those records is possible. Each separate function should be recorded on a separate, clearly labeled paper. Those functions are:
a) Victory points for damaged and destroyed units should be noted as soon as they’re gained. Each player keeps track of his own gains, and they may be inspected at any time by the opposing player.
b) As stated in the supply rules, naval units have a limited duration at sea without refueling. Each player should keep track of when his ships have last refueled, and the status of his oilers as to whether or not they are carrying fuel.
c) Damage to naval units is recorded in terms of weeks. Players keep track of how many weeks of damage have been inflicted on each naval unit and, once in a repair facility, how many weeks remain until restored to undamaged status.
Markers are provided for functions b and c, but players may instead choose to record those things on a separate sheet of paper to reduce counter stacking congestion.
STANDARD RULES
The USN Deluxe Standard Rules provide players with a realistic simulation of the war in the Pacific. Players can add Optional Rules for additional complexity, realism and play balance.
3.0 General Course of Play
DUSN is played in game turns. During each game turn, both players (Allied and Japanese) move and attack with their units as well as conducting other indicated game actions. The objective is to destroy enemy units while minimizing friendly unit losses, gain advantageous geographic positions and secure strategic objectives. Movement, combat and other game actions occur only as indicated in the sequence of play. Combat is resolved by units attacking enemy forces in the same hex, utilizing the appropriate combat results tables. The combat results tables usually compare attacker and defender strength, making that the basis for an “odds ratio” of relative strengths, and resolve the conflict with a die roll to provide a randomization function. At the end of a game, players’ performances are evaluated by reference to the victory conditions.
Each game turn is divided into a series of segments called “phases.” During a particular phase, the player performing an action is called the “phasing player,” and the other player is the “non-phasing player.” As the game turn proceeds through separate phases, the phasing and non-phasing players will alternate. For example, during the Japanese air and sea movement phase, the Japanese player is the phasing player while the Allied player is the non-phasing player.
Players must follow all phases in the rigid order in which they are presented. This will provide an interactive series of phases in which players will have opportunities to take actions and possibly exploit enemy mistakes. Units may move and attack more than once in a single game turn (but not in a single phase), as long as allowed by phase instructions. In certain phases both players will be taking actions simultaneously. For example, during the friendly Land Attack & Mutual Air Strike Phase, both players may launch airstrikes. Consequently, the ability to anticipate enemy actions becomes vital in the game.
Sequence of Play Outline
The sequence of play is really a detailed operational listing of the rules. A synopsis of these events is as follows:
Phase 1: Reinforcements. Introduce new units to mapsheet.
Phase 2: Japanese Air and Sea Movement. Japanese move air and naval units; naval units engage in combat and bombardment.
Phase 3: Allied Land Movement. Allies move land units.
Phase 4: Allied Air and Sea Movement Phase. Allies move air and naval units; naval units engage in combat and bombardment.
Phase 5: Allied Land Attack Phase, Mutual Air Strike Phase. Allied land units attack; both sides’ air units bomb targets.
Phase 6: Allied Air and Sea Movement. Allies move air and naval units; naval units engage in combat and bombardment.
Phase 7: Japanese Land Movement. Japanese move land units.
Phase 8: Japanese Air and Sea Movement. Japanese move air and naval units; naval units engage in combat and bombardment.
Phase 9: Japanese Land Attack Phase, Mutual Air Strike Phase. Japanese land units attack; both sides’ air units bomb targets.
Phase 10: Administrative. Players adjust the Turn Record Chart, check fuel status of naval units, adjust damage records of naval units, attempt to recover from neutralization and remove all emergency supply markers.
Detailed Sequence of Play
DUSN is played in identical game turns, each representing one week. Each of those game turns is composed of 10 phases, during which all possible operations take place. Players must be careful to follow this sequence, as it will simplify conducting many of the operations in the game. Operations may only be performed at the indicated place in the sequence. Players may use this sequence as a checklist. Each operation is summarized below; however, the Mission Capability Charts should be consulted when necessary. A detailed game turn is as follows.
Phase 2 Note (clarification): Naval units may in theory attack once each in E (Naval Bombardment), F (Naval Engagement), and G (Coastal Defense Bombardment) for a maximum of three attacks. In practice they may attack a maximum of two times since they may not conduct Naval Bombardment in the same hex as an enemy Coastal Defense Unit).
Phase 1: Reinforcements.
A) Placement. Both players enter reinforcements, replacements and repaired naval units at designated locations, as per the Reinforcement Chart, the replacement rules and the rules on repair of naval units. Note that both players simultaneously place units on the map in the reinforcement phase.
Phase 2. Japanese First Air & Sea Movement Phase
A) Air Transfer. Perform all Japanese air transfer missions; air units may move up to three times their normal (not extended) range allowance to move from base to base, or base/carrier to carrier/base. Important: air transfer missions are not combat missions. They may be conducted only to move air units and not to attack anything; nor may they be intercepted.
Phase 2 Air Transfer (change): Air units may move up to two times their normal range when conducting Air Transfer, not three times.
B) Initial Naval Movement. The Japanese player may move all his naval units part, all or none of their movement allowance through any hexside that is full or partly sea. If the move is conducted in accordance with the strategic movement rule, the movement allowances of the naval units are doubled. Players may place movement remaining markers on units counters as a reminder of how many movement points are left, which may then be used in sub-case G H.
C) Embarkation/Disembarkation. All Japanese transport units may embark or debark units. Units may not be debarked onto hexes containing enemy land or coastal defense units, or enemy naval units. See amphibious assaults in the friendly land attack phase for landing in hexes containing enemy land units.
D) Emergency Transport. Japanese DD and CL units may perform emergency transport of supplies and land units; they may not debark on a hex with an enemy coastal defense unit.
E) Naval Bombardment. Japanese naval units may perform bombardment of land units and bases, if in the same hex as the defending unit. They may not be performed in the same hex as an undestroyed enemy coastal defense Unit, or enemy naval unit (see the Naval Bombardment Mission).
F) Naval Engagement. Naval units in the same hex as enemy naval units must attempt to engage those units in surface combat; enemy units able to escape into adjacent hexes may withdraw (see Surface Naval Engagement Mission).
G) Coastal Defense Bombardment. Japanese naval units in the same hex as Allied coastal defense may bombard them; coastal defense units may fire at the attacking ships (and only attacking ships). Combat is simultaneous and losses are extracted only after all units on both sides have fired (see Coastal Defense Bombardment Mission).
- Note: Naval units may attack once each in phases E, F and G for a maximum of three attacks, once each against a different type of target.
H) Final Naval Movement. Japanese naval units may use the remainder of their movement allowance that was unused in C above (even if they have attacked in phases E, F, and G. In no case may the total number of hexes entered by the naval unit in C and H exceed its total movement allowance. The moving player may adjust stacking of naval units.
I) Refueling. Japanese naval units in an undamaged naval base or stacked with an oiler unit may refuel.
Phase 3. Allied Land Movement
A) Movement. All Allied land units move up to their movement allowance. Land units that fulfill the requirements of strategic movement may double their movement allowances (Allies triple movement if moving in certain terrain, except for Chinese and Russians). Units may also break down into lower echelons at no movement cost at any time during movement, even if out of supply.
B) Entrenching. Supplied units that haven’t moved may attempt to entrench. Entrenched units may also disentrench, even if unsupplied.
C) Base Building. The Allied player rolls a die for basebuilding attempts (see the Engineering rule).
D) Recombining. The Allied player may recombine lower echelon units into higher units if they have not moved, are in supply and are not in the same hex as an enemy land unit. Optional Rules: the Allied player also rolls for any training attempts by his land units.
Phase 4. Allied First Air & Sea Movement Phase
Allied player repeats Phase 2, using his own units to perform the operations, with one exception: only Allied DD (not CL) units may perform emergency transport missions. The Allied player is now the phasing player and the Japanese the non-phasing player.
Phase 5: Allied Land Attack Phase, Mutual AirStrike Phase
A) Amphibious Assault. Disembark Allied units from assault transports onto enemy occupied hexes; if a Class I land hex, the disembarked units must attack in sub-phase (N). If a Class II hex, they may attack at the phasing player’s option in sub-phase (N), or simply disembark and coexist in the hex with the enemy units. Units may not disembark into a hex if there is an enemy naval unit or a coastal defense unit in the hex.
Phase 5(A) Amphibious Assault (players' note): Players should note that while they have two naval movement phases per turn, their amphibious assault phase takes place only once (during their Land Attack Phase). So players will have to carefully coordinate their naval movements to ensure that their transports will be in the right hex at the right point in the turn for amphibious assaults.
B) Airborne assault. The Allied player may drop paratroop (airborne) units operating from qualified air bases up to four hexes away.
C) Land Attack Allocation. The Allied player announces land attacks. Land units must be in same hex as the enemy land units they will be attacking. In the interests of ease of play, players may skip this phase and instead allocate land attacks on a one-by-one basis during the Allied Land Attacks sub-phase.
D) Naval Ground Support Allocation. The Allied player may allocate any naval units in the same hex as a land attack to ground support of that attack (that is, adding those naval units’ bombardment strength to his friendly land combat strength). Again, in the interest of ease of play, players may skip this phase and instead allocate ground support on a one at a time basis during the actual execution of land combat
E) Air Mission Allocation. Both players may simultaneously remove air units from the map, and place them on the Air Allocation Chart. Once placed on the chart, the players must write the origin and target of the mission by hex number and in further detail if there are alternate targets for the same mission. It isn’t necessary to actually move units to the hex under attack; rather, the Allied player simply reads off each attack and the Japanese player responds with any combat air patrol; then reverse the procedure.
- Alternative to E (especially if playing solitaire): the Japanese player places his air units on target hexes and announces which missions they will be conducting. After the Japanese has done so, the Allied player does the same. This can also be done on a hex-by-hex basis, with each player rolling a die to see who will place first.
Phase 5(E) "Alternative" (players' note): Another alternative to (E) when playing solitaire is that the phasing player first allocates all his air units. The player then rolls one die for each enemy airbase or carrier unit with aircraft. On a "1-2" they remain in the hex and perform Combat Air Patrol; on a "3-4" 50% of the air points perform CAP and the remainder launch an attack on enemy forces in range; on a "5-6" all units on the base launch an attack. This is especially useful in sorting out carrier versus carrier battles.
F) Air Placement.
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Each player simultaneously places his air units in the assigned target hexes.
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CAP Placement. Players may now place any assigned CAP missions.
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If using the optional Radar Interception rule, the player may now move air units on interception missions to any hex within normal range.
G) Air-to-Air Combat Execution. Both players now simultaneously fire the air-to-air strength of all their air units flying missions over each hex at any air units in the same hex. This is regardless of which units are performing which missions (that is, it’s one combined fight per hex). Total all air-to-air strengths on each side. Units flying at extended range use their extended range air-to-air strength. If 50 percent of more of firing air units are CAP, use the column equal to the total air-to air strength to determine air losses. If 51 percent or more of air units are not on CAP missions, shift that player’s air-to-air column one to the left. Extract losses. The enemy player chooses the type of air unit lost, if necessary. Eliminated air units are removed from the map. Aborted air units are returned to bases immediately (see the Air Basing sub-phase below for appropriate air bases).
H) Allied Air-Naval Strike Execution
- The Allied player announces all air attacks against naval unit targets, specifying which twoship defensive groups will be attacked.
2a Allied LBAC undergoes naval target group’s antiaircraft fire; extract losses (losses against LBAC are reduced; see CRT No. 2).
2b. Remaining Allied LBAC attack naval targets with a bombardment strength of one per air point.
3a. Allied LAC undergoes naval targetgroup’s antiaircraft fire; extract losses.
3b. Remaining Allied LAC attacks naval targets with onehalf normal bombardment strength (that is, eight per air point).
4a. Allied NAC undergoes naval target group’s antiaircraft fire; extract losses.
4b. Remaining Allied NAC attacks naval targets with full bombardment strength.
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Note 1: If naval units are defending under a CDU marker, do not use the two unit defensive groups. Instead, combine the anti-aircraft strengths of all defending ship units with the base’s anti-aircraft strength for each incoming wave. When defending in this situation, all naval units have their defense strengths halved, dropping any remainder, but no unit ever defends with less than one point. Otherwise, bases do not fire anti-aircraft at air units attacking naval units.
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Note 2: Regardless if defending at sea or under a CDU, once anti-air fire is resolved, air units always attack each naval unit individually; there is no combining of surface defense strengths.
Phase 5H (clarification): Antiaircraft fire of each two-ship defensive group is the combined total of the two naval units' AA factors. Once the AA fire is resolved, the air units may attack one or both naval units. The defensive strength of the naval units is not combined. Each air unit may attack only one defending air unit, and the attacking player may designate the order in which the attacks will occur. And (obviously) more than one air unit may be combined in the same attack. See also Note 2 at the bottom of the section, and also the Mission Capability Chart: BOMBING OF NAVAL UNITS.
I) Japanese Air-Naval Strike Execution
- The Japanese player announces all air attacks against naval unit targets, specifying which twoship defensive groups will be attacked.
2a Japanese LAC and Kami undergoes naval targetgroup’s antiaircraft fire; extract losses.
2b. Remaining Japanese LAC attacks naval targets with full bombardment strength.
3a. Japanese NAC undergoes naval target group’s antiaircraft fire; extract losses.
3b. Japanese NAC attacks naval targets with full bombardment strength.
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Notes 1 and 2 from H also apply here.
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At the end of H and I all air units remain aloft. Exception: units forced to abort must land immediately upon receiving the result.
Phase 5 (J): There is no Phase 5(J).
K) Allied Air-Land Strikes
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The Allied player announces all air bombardment attacks against land units, coastal defense units, and bases (specify which one if more than one target is in a hex). All types of air units ( LBAC/LBAC (B-29), LAC, NAC) attack together in one group by target, rather than by unit type as in bombing naval units (for example, LAC and NAC would combine their strengths).
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Attacking Allied air units undergo anti-aircraft fire from any bases in the target hex. This is a combined anti-aircraft fire against all air units attacking all land units (and is resolved only once, regardless of how many missions are being flown into the hex). A base that previously fired at enemy air units attacking naval units in a naval base may fire again. Extract losses; the type of air units lost is chosen by the defending player if necessary (that is, the player firing the antiaircraft). LBAC/LBAC (B-29) are not affected by this fire.
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Exception: Results against LBAC are halved; results against LBAC (B-29) are quartered. See CRT #2.
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Note that naval units don’t contribute their anti-aircraft fire in this phase. Bases in a hex contribute to the antiaircraft defense of the land units.
- Execute air attacks against land targets (units and bases) with remaining Allied air units, and apply results, if any, to the defender.
L) Japanese Air-Land Strikes
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The Japanese player announces all bombardment missions against land units, coastal defense units and bases.
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Attacking Japanese air units undergo anti-aircraft fire from any bases in the target hex. This is a combined anti-aircraft fire against all air units attacking all land units (and is resolved only once regardless of how many missions are being flown into the hex). A base that previously fired at enemy air units attacking naval units in a naval base may fire again. Extract losses; the type of air units lost is chosen by the defending player if necessary (that is, the player firing the anti-aircraft).
Phase 5 (L2) (clarification): Anti-aircraft fire may target air units which are attacking any land units/CDUs/bases in the hex, not just the air base. Air base anti-aircraft fire may not be used to protect naval units in the same hex, unless the naval unit is protected by a CDU as per 18(H).
- Execute Japanese air attacks against land targets (units and bases) with remaining Japanese air units, and apply results, if any, to the defender.
M) Air-Ground Support Allocation
Both players announce air-ground support missions (that is, missions that will add the air units’ bombardment strength to friendly ground combat factors) and, if necessary, resolve combat against remaining enemy CAP. Players can skip this phase and instead allocate air ground support missions on a one-for-one basis in step N.
N) Allied Land Attacks
Resolve Allied ground attacks (land unit vs. land unit), adding air ground support and naval gunfire support. Apply results. Note that the air ground support and naval gunfire support in this phase are factors added directly to the combat strengths of land units.
O) Air Basing
Return all remaining air units to a base within their range allowance and within the following restrictions:
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Units that used extended range must return to a base in the hex from which they were originally launched. Units that used normal range may land on any base within normal range of the hex in which the mission was flown.
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NAC must, if possible, return to the hex from which they flew and land on a carrier in that hex. If all available carriers in the hex are non-functional, they may land on friendly carriers or bases in accordance with 1 above.
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CAP must land at the same hex from which they were launched; they may not land at other bases even if in range.
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Any air units that can’t land in accordance with the above requirements, or that would exceed air point capacity of bases, or are out of range of any functional base, are destroyed.
Phase 6. Allied Second Air & Sea Movement Phase
Allied player repeats same procedure as in Phase 4.
Phase 7. Japanese Land Movement Phase
Japanese repeat same procedure as in step 3, using his own units rather than the Allied. The Japanese player is now the phasing player and the Allied player the non-phasing player.
Phase 8. Japanese Second Air & Sea Movement Phase
Japanese repeat same procedure as in Step 2.
Phase 9. Japanese Land Attack Phase, Mutual Air Strike Phase
Players repeat the same procedures as in step 5, except the Japanese and Allied players reverse roles. The Japanese player is the phasing player and the Allied player the non-phasing.
Phase 10. Administration
Both players perform each of the following simultaneously.
A) Fuel status. Adjust the fuel status of naval units.
B) Damage. Adjust the damage record of naval units being repaired.
C) Neutralization Recovery. Roll one die for each neutralized unit and base to see if they recover.
D) Emergency Supply Removal. Remove all emergency supply markers.
E) Turn Indication. Move the turn record indicator to the next game turn.
Play then continues with the next game turn or until the end of the scenario is reached.
4.0 MAP: PLAYABLE AREAS
A) Belligerents. All countries on the map are belligerents. That means you can move and fight with your forces anywhere on the map, except as noted in C below.
- In the War Plan Orange scenario, the belligerent areas are more limited. See the War Plan Orange special rules.
B) Start Lines. There are two start lines on the map:
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Campaign Games 1 & 3, which shows the situation at the start of December 1941. It’s also used for Campaign Game 5 (which covers the entire war).
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Campaign Game 2, which shows the situation at the start of May 1942. The Campaign Game 2 line is also used in a slightly modified form for Campaign Game 4 (starts July 1943).
All areas and bases on the player’s side of the start line in each scenario are friendly to that player. For example, Singapore is friendly to the Allies at the start of Campaign Game 1, but friendly to the Japanese at the start of Campaign Game 2.
C) Units may enter all areas on the map, except as follows:
- Manchukuo, China & Korea. When using the standard scenario (without the China Front rules), Japanese units may enter coastal hexes of Korea and Manchuria, plus coastal hexes within the Japanese-occupied China line. The Japanese player automatically controls all such bases on those coastlines. Allied naval and air units may any enter those hexes and attack them using bombardment (no amphibious assaults), but Allied land units may not do so. Both the Japanese and Allies may enter Hong Kong. Formosa is not considered part of China and may be freely entered by both players. (Formosa was a Japanese colony at the time.) When using the China Front rule, both players’ units may freely enter Manchukuo, China and Korea.
- The Japanese do not have to occupy bases in those areas to use them in the Standard Game. Forces assigned to those theaters but not represented on the map are taking care of things. Players don’t receive victory points for objectives in Manchuria, China and Korea if they are not in the game.
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Soviet Union. No units may enter the Soviet Union unless using the Soviet Intervention rule, and even then only after Soviet intervention has occurred.
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US West Coast & India Holding Boxes. Only Allied units may enter those areas. See the separate rules sections on those areas.
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Himalayas: the hexes in the northwest part of the map north of India-Burma and east west of China are not playable.
- Note: unlike the original USN, players may freely enter Burma at all times.
5.0 REINFORCEMENTS
Reinforcements are new units introduced into play after the game has begun. Reinforcements are explained on the Time Record & Reinforcement Chart. Also, see the various Reserves rules for additional forces that may be triggered by game events.
6.0 MISSION CAPABILITIES
Players should read the Mission Capabilities Chart as it provides a detailed description of the particular missions units may conduct. The Movement and Combat rules that follow provide some generalities. Unless otherwise specified, a unit may conduct a minimum of one mission per sub-phase. If there is more than one sub-phase in a phase, then the unit could conduct one each applicable mission per sub-phase, unless otherwise forbidden by the rules. For example, an individual naval unit could move, bombard land units, and engage enemy naval units in the same turn but not initiate more than one naval bombardment per sub-phase.
7.0 MOVEMENT
During the appropriate movement phases, a player may move as many of his appropriate units (land, sea, air) as he wishes. Each unit may be moved as many hexes as desired within the limits of its movement allowance or the Mission Capability Charts.
Procedure: Move each unit individually, tracing the path of its movement through the hexagonal grid. Units moving as part of a stack of units or a task force move with the slowest movement allowance of the stack/task force; however, slower units may be dropped off and faster units continue moving. Units moving in stacks must be of the same general type (naval and naval transported units, land, air).
A) Movement is calculated in terms of hexagons. Basically each unit expends one movement point of its total movement (point) allowance for each hexagon it enters. Some types of hexes may not be entered by certain units.
B) In any movement phase, a player may move all of the indicated units, or some, or none; movement is never required; it’s always voluntary.
C) Units are moved in any direction or combination of directions. A unit may be moved as many or as few hexes as the owning player desires, as long as its movement allowance is not exceeded in a single movement phase; see also the Mission Capability Charts. Unused movement points may not be accumulated or transferred from unit to unit.
D) Only types of movement and combat indicated by the sequence of play are permitted. Players must follow that sequence rigidly.
Land Unit Movement
E) Units that have a 2 point allowance can move up to two hexes, units with a 1 movement allowance can move one hex, and units with a 0 movement allowance may not move at all. Land units may move only on land hexes, including coastlines.
- Land units, regardless of movement allowance or supply status, may be transported by certain types of naval units (in the naval movement phase).
F) Land Strategic Movement. A land unit may double its movement allowance within the following guidelines:
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The unit must be in supply for its entire move.
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The unit may not start in or enter a hex containing an enemy land unit.
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The unit may not start in or enter a hex in an uncontested enemy air zone of control.
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The unit may not cross a mountain hexside.
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Allied land units triple their movement allowances when using strategic movement. This does not apply to Soviet and Chinese units. Chinese, Russians and Japanese get only twice their movement in strategic movement. (This disparity is due to large amount of Allied motor transport.)
G) Prohibited terrain:
- Land units may never enter desert hexes.
- Exception: Armored/tank units may enter desert hexes. They pay the same costs as entering open terrain.
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Land units may not move into all sea hexes or across all sea hexsides. They may move along coastal hexsides and use naval transport across all sea hexsides.
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If forced to retreat into a prohibited hex, land units are eliminated instead (see A2 and D2 combat results).
H) Mountain Hexsides.
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Only units with a movement factor of 1 may cross mountain hexsides (that is, armored units may not do so). They may do so only if they start the movement adjacent to the mountain hexside and end the move on the other side.
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Units may not use strategic movement to cross mountain hexsides.
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Infiltration. Land units which want to cross a mountain hexside where there is an enemy unit on the other side must declare “infiltration.” Roll a die. For the Japanese, a result of four, five or six means the infiltration is successful. For the Allies, a result of five or six is successful. If successful, the unit crosses. If unsuccessful, the unit remains in its starting hex and may not move again in that phase. The presence of enemy units in the starting hex doesn’t require this die roll. Units may cross mountain hexsides without checking for infiltration if there is no enemy unit on the other side, but they may move a maximum of one hex in that phase.
I) Supply affects land unit movement. Unsupplied units:
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May move a maximum of one hex per turn (if they have a printed movement allowance of 1 or 2); however, they may not enter a hex containing an enemy land unit (starting hex may contain an enemy unit). They may cross a mountain hexside only if there is no enemy unit on the other side.
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They are eliminated if forced to retreat (see A2/D2 combat results).
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They may not use strategic movement.
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A land unit may move to an unsupplied hex, but must end its movement in the first such unsupplied hex entered.
J) Land units may not move in a phase in which they are entrenching, entrenched or disentrenching, or in which they attempt to combine into higher echelon units, or make a training attempt. Engineers may not move in a turn they attempt to build a base.
K) Land units may be debarked from transports in any naval movement phase, except for landings on enemy occupied hexes. Landing on enemy occupied hexes is amphibious assault, and that takes place during the land attack phase. They may not move any farther than the disembarkation hex during the phase in which they land.
L) A particular land unit may only be transported by only one naval unit in a single movement phase (that is, no “bucket brigading” of transported units is allowed).
M) Land units may move through one another freely, whether enemy or friendly, as long as they follow all other rules (see Infiltration). There are no stacking limits (exception: see Class 1 terrain).
7.0 MOVEMENT (M) (Players' note): Units can move directly from one enemy occupied hex to another (unlike most wargames). Yes, this rule means you can move into the enemy "rear area". This makes a defense in depth critical, if you can scrape together the units. This is due to the scale of the hexes (75-300 kilometers). Rule 29.0 Infiltration modifies this somewhat.
Air unit movement (clarification): Air unit movement during the Mutual Air Strike Phase must be to a target hex in which they can conduct a valid mission. (For example, you could not assign air units to bombard an empty hex to ensure they will not be on the ground in anticipation of enemy air units attacking their base.)
N) Also see the Terrain rules for other movement effects.
Naval Unit Movement
O) Naval Strategic Movement. Naval units that spend their entire movement phase more than five hexes from any enemy functional air base (with or without air units), enemy functional naval base, or nonsubmarine enemy naval unit may double their movement allowance. They may not enter any hex within those five hexes during the movement. That’s modified for the Japanese player to prohibit movement within six hexes from any Allied base with an LBAC/LBAC (B-29) air unit.
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Strategic movement does not apply to naval units moving through off map boxes; they may only move through a maximum of one of these boxes per movement phase. A naval unit may, however, use strategic movement to enter or leave an off-map box if other considerations apply.
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Optional Rules. Naval units may not use strategic movement into or adjacent to a hex containing an on station submarine unit.
P) Naval units may engage in naval combat and bombardment during their movement phase, as noted in the sequence of play. If the unit has any remaining movement points after those actions, it may finish its movement in the appropriate sub-phase. The unit may not, however, enter a hex that contains enemy naval units that have withdrawn from surface combat with friendly naval units during the same movement phase.
O) Naval units are restricted in the number of game turns they may spend at sea; see the Supply rules.
Air Unit Movement
P) Most forms of air unit movement are outlined on the Mission Capability Chart.
Q) Air units may not move if their base is unsupplied.
R) If an air base has been neutralized by sea or air bombardment, no air units may land or take off from it. If a carrier has suffered any damage, no air units may land or take off from it.
S) Naval aircraft (NAC) units may land or takeoff from air bases or carriers. Land aircraft (LAC) and Kamikazes (Kami) and Longrange bomber aircraft (LBAC/LBAC, B-29) units may only land and take off from land air bases.
T) All air units expend an additional movement point from their range allowance when crossing a mountain hexside; that applies both to normal and extended ranges. A maximum of one movement point is lost regardless of the number of mountain hexes crossed, or if using strategic air movement. For example: an Allied LAC would have its extended range reduced to three and its normal range reduced to one if crossing a mountain hexside.
U) Air units may extend their range allowance, but in doing so they lose a portion of their airtoair attack strength, as noted on the counters. Both Japanese and Allied LAC may extend their range allowance up to four hexes; when exceeding their normal range allowance, reduce their airtoair attack strength to one for the Japanese, and two for the Allies (normally five for both; which is printed on the counters). Both Japanese and Allied NAC may extend their range allowance to three hexes; when doing so, reduce their airtoair attack strengths to the same as indicated for LAC. LBAC/LBAC (B-29) normal and extended ranges are the same.
V) Air units may always move through enemy air units and airbases containing antiaircraft; this does not cause combat. Nor can moving air units be intercepted along their flight paths. Air to air combat takes place only in target hexes.
8.0 COMBAT
Combat occurs between opposing units in the same hex, and is initiated by the phasing player in a phase in which combat is allowed. This player is generally considered to be the attacker, the other player to be the defender. In many types of combat, such as airtoair and surface naval engagement, each player in turn, as he fires his units, is considered the attacker. Unless otherwise specified, units may conduct a maximum of one attack per individual sub-phase. Unlike most other wargames, units in adjacent hexes may not attack each other.
Each type of combat is resolved on a specified Combat Results Table (CRT). Total the offensive strengths of all the attacking units involved in a specific attack. In airtoair and anti-aircraft combat that’s sufficient: simply find the column that has the same strength and use it to resolve combat. For other combats, compare the total offensive strength to the total defense strength of the unit(s) under attack; state that comparison as a probability ratio (combat odds); round the ratio downward to conform to the simplified combat odds found on the various CRTs.
After arriving at the total offensive strength or the combat odds, roll the die and read the results on the appropriate line of the correct CRT. Apply the result before proceeding to the next combat, except where fire is simultaneous. In all cases, follow the Mission Capability Charts for appropriate combat actions.
A) Attacking is voluntary. No units are ever compelled to attack, except for air units assigned to a mission. Exception: see Amphibious and Airborne Assaults.
B) Players must be careful in specifying targets; for example, if there were a naval and air base in the same hex, an attacking air unit must specify which base is being attacked.
Land Unit Combat
C) All units with an attack factor of one or more may attack.
D) Defending land units in the same hex must be attacked in total (regardless of the type of attack); their combined defense strength may not be broken down or divided in any way. Combat results are applied to all defending units.
E) The attacker need not assign all his units in a hex to an attack; those not attacking are not affected by the combat results. Exception: in amphibious assault, all the attacker’s debarking units must attack.
(F) Enemy land units which occupy a hex containing a friendly Coastal Defense unit cause those CDUs to be immediately destroyed, unless the hex is defended by at least one friendly land unit.
G) All friendly bases in a hex are defended by friendly land units in the same hex, unless the enemy player inflicts a combat result of E1, D1, D2 or Dx on those units, in which case the bases are considered to be captured by the attacker. Note that is also so in a E1 and D1 results against Class 2 land hexes even though the defender remains in the hex (effectively, the attacker has gained ground within the hex itself). Defending coastal defense units in a hex that receives an E1, D1, D2 or Dx result are destroyed. Also, bases are captured and coastal defense units destroyed if at any time there is an enemy unit in the hex and no friendly land units.
Naval Unit Combat
H) See the Missions Capability Chart for the various types of naval unit combat.
I) Damage/Sinking. This is explained in its own rules section below.
J) Naval units that have suffered damage and receive further damage accumulate the total. If the total weeks damage exceeds 40, the unit is destroyed.
Air Unit Combat
K) See the Missions Capability Chart for the various types of air unit combat. Each air unit may be assigned one mission during a particular phase. Use the Air Mission Allocation Chart to keep things sorted out. Once assigned a mission, that mission may not be changed until completed.
L) Air units have two types of combat strengths, their air-to-air strength (which is used against enemy air units) and their bombardment strength (which is used against land units, bases and naval units). An air unit may use its air-to-air strength against any enemy air units flying in a hex, and may then also use its bombardment strength against ground targets. That is, air units may attack up to twice in a single phase, once against enemy air units and one against targets on the ground, as long as both are in the same hex. Exception: defending CAP air units may only use their air-to-air strength; they may not attack ground targets.
M) Allied LBAC/LBAC (B-29) have anti-air results modified as follows: each two points on CRT No. 2 cause only one point of loss or abort to the LBAC. Drop any remainders. For example, a result of “2/1” would mean one LBAC abort and none would be shot down. If both LBAC and non-LBAC are in the same force, the Japanese can choose whether the LBAC or other air unit types will be affected. LBAC (B-29) is treated the same as LBAC, except that it takes four points on CRT No. 2 to cause an abort/elimination.
N) Kamikaze units don’t return to base unless aborted; they are expended during combat and/or eliminated after combat results are taken. See the Kamikaze Mission.
O) LBAC (B-29) act in all ways as regular LBAC (except for their increased strength and range, and increased immunity to anti-aircraft fire). They also can drop atom bombs.
9.0 NEUTRALIZATION, RECOVERY & damage
Neutralization is a combat result that may be inflicted on land units and bases. It results in the unit or base to be unsupplied until the neutralization marker is removed. Neutralization supersedes all other conditions that might otherwise supply a unit, such as emergency supply. A unit or base that’s neutralized and is neutralized again (or is in an unsupplied hex) suffers no further effect (exception: see Naval Bases on CRT 5).
Procedure: Neutralization recovery occurs during the neutralization recovery sub-phase. Roll a die for each neutralized unit. If a neutralized unit or base is in a supplied position, it recovers on a die roll of three through six. If it’s in an unsupplied position, it recovers on a die roll of five or six.
Damage & Repair of Naval Units
Naval units may suffer damage as a result of combat; that damage is expressed in terms of a number of weeks damage that must be repaired. Damaged naval units suffer a variety of impairments: their defense strength, surface attack strength, and antiaircraft strength are all halved, and the units may not use strategic movement. A unit with 20 or more weeks damage has its movement allowance halved. In addition, carrier units with any damage lose all air units on board (the NAC are eliminated), and may not perform any air missions. A naval unit’s damaged factors are shown on its reverse side. Flip the unit to its reverse side when damaged; restore it to its front side when all damage is repaired.
A) Damage is cumulative. For example, a naval unit which has five weeks damage and receives another 10 weeks damage ends up with 15 weeks damage.
B) Naval units that exceed 40 weeks damage are sunk. Remove them from the map.
C) To repair damage on naval units, Japanese units must be in any naval base in Japan, and Allied units in Pearl Harbor, the US west coast, or the India Holding Box. For every complete game turn spent idle in a proper naval base, reduce the amount of damage by one week. Damaged units being repaired are still considered to be on the map and may be attacked and, if so, defend themselves normally. If they move, attack or conduct any other naval function other than defense or anti-aircraft fire, they may not be repaired in that turn.
D) A naval base must be functional in order to repair naval units. Each naval base can repair any number of units. Exception: the India Holding Box may repair a maximum of one naval unit per turn. If there is more than one damaged unit in the India base, the Allied player selects which one he will repair.
E) Damaged transports may still carry units and conduct amphibious assaults. Damaged oilers may refuel other ships. See the CRT for further effects.
10.0 TERRAIN
There are the following terrain features as noted on the mapsheet:
Class 1 land (atolls and islets)
Class 2 land (large islands and continent)
Open Terrain
Mountain hexsides Himalyas
Desert hexes City hexes
Sea hexes Coastal hexes
A) Naval units may move through any hexside that is sea or coastal.
B) Land units may move through any coastal and land hexes, and occupy islands. Land units may never enter desert hexes or cross all-sea hexsides. They may cross mountains within the restrictions of the Infiltration rule.
C) Air units lose one point from their range allowance when flying across any number of mountain hexsides (that’s a maximum one point reduction, regardless of the number of such hexsides crossed).
D) Coastal hexes that have a mountain hexside between them are considered mountain hexsides for land units but clear for air movement (that is, the air units would be flying over the ocean portion of the hexside rather than over the mountains). For example, the hexside between hexes 0692 and 0693 is a mountain hexside for land units, but for air movement it is a clear hexside.
E) There are further restrictions on armored units. However, armored units may enter desert hexes. See Armored Units rule.
F) Deserts: Attacking air units have their strengths doubled when attacking enemy land units and bases (via bombardment or applying offensive or defensive ground support) in deserts. If there is a city in a hex, it isn’t considered to be desert for purposes of combat.
G) City hexes have the following effects on the game: in some cases, they may be ultimate supply sources and/or victory objectives.
H) Land supply may only be traced through land and coastal hexes, which in turn must be contiguous. Naval supply lines may be traced only through sea and coastal hexes. Land supply may never be traced through desert hexes, except for armored units.
I) Japanese Home Islands. The following hexsides may be crossed by both land and sea units: 575/576, 576/544, 576/610, 609/576, 609/610, 707/708. That is, the Japanese Home Islands are all considered connected to each other for purposes of land movement. (Land units would be using local transport not otherwise shown in the game to move across the straits.)
J) See the movement rule for further effects of terrain on movement.
11.0 AIR ZONES OF CONTROL
All hexes within two hexes of any functional airbase containing air units, or a carrier unit containing air units, are under the owning player’s air zone of control (ZOC). The effects are:
A) An air ZOC stops the enemy player from tracing a supply line into, out of and through those hexes. That includes land and sea lines of supply and aerial supply lines. It doesn’t effect emergency supply.
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An air ZOC prevents enemy land units from using strategic movement into, out of and through those hexes.
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See also the Limited Intelligence rules for air recon.
B) If a hex is under the control of both players, that has a canceling effect; that is, neither player has a zone of control over that hex, and thus both could use it in tracing a supply line, etc. When both players have a ZOC exerted on a hex, thereby canceling each other, it’s called a “contested ZOC.”
C) The effect of zone of control on supply is instantaneous.
- A player would have to maintain at least one air unit in the base/carrier at all times for this to be effective. That means if there are air units on a base and they all fly missions, the air ZOC doesn’t exist when they are in the air.
D) Mountains don’t reduce the extent of an air ZOC.
E) LBAC and LBAC (B-29) units have an air ZOC of three hexes from their base. (And, yes, they negate enemy air ZOCs, representing long range fighter escorts.)
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Land units have no ZOCs in USN. Naval units have a limited ZOC only if using the optional Naval ZOC rule.
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Do not confuse air zones of control with the five hex radius for negating naval strategic movement.
12.0 SUPPLY
Land and air units must be “in supply” to function normally. Land units that are “unsupplied” are penalized in movement and combat. Bases not in supply may not function in any fashion, except they continue to have anti-aircraft strength and can still hold aircraft on the ground. Naval units must refuel periodically from oilers or supplied bases. Aside from refueling, naval units aren’t affected by supply. Effects of supply are always instantaneous, and a unit’s or base’s supply status may change throughout a turn.
Land Line of Supply
A) Land units and air/naval bases trace supply lines through the hex grid. A land line of supply must be traced via land hexes to one of the following:
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an ultimate supply source; or
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a friendly functional naval base that can in turn trace a sea line of supply back to an ultimate supply source (see below).
- For purposes of supply, air/naval bases follow the rules for land supply. Air units are in supply if they are in a supplied air base. Naval units don’t trace supply lines; all their supply requirements are taken care of by refueling.
B) A land line of supply may be a maximum of five hexes through any kind of land terrain to the hexes in A1 and A2 above (also, see Mountains below). A land unit or air/naval base that’s in an ultimate supply source hex or a functional friendly naval base that’s in supply is also in supply.
12(B), (C), etc. (change): Land lines of supply may be a maximum of three (not five) hexes to an ultimate supply source or a friendly functional naval base that can trace a LOS back to an ultimate supply source.
C) Line of Supply Extension. An engineer unit in a city causes the land line of supply to be extended another five hexes from that city. There may be more than one such engineer/city in a supply chain, each extending the line of supply by five hexes. For example: a Japanese unit in Peking (1075) could trace a line of supply to Mukden (438) if an engineer unit were in Mukden; from Mukden the line of supply could be traced to the naval base in Pusan (541). Note no engineer unit would be required in Pusan. That represents the engineers maintaining and extending rail lines not otherwise shown on the map.
D) Mountains. A land line of supply may cross a mountain hexside only if there is a friendly engineer unit on one or the other side of that mountain hexside. A single engineer can provide that function for all mountain hexsides to which it is adjacent; however, that lasts only for as long as the engineer unit is adjacent to the mountain hexside. Unlike building bases, this engineer function does not require any die rolling.
12(D) (clarification): Engineer units used to trace a LOS across a mountain hexside can be used for other engineer functions at the same time.
E) Sea Lines of Supply. Land units and air/naval bases may also use sea lines of supply. They may do so under one of the two following conditions:
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if they are on a functional naval base hex and can trace a line of sea hexes, no matter how long or devious, back to an ultimate supply source hex; or
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if they are on a coastal hex and can trace a line of sea hexes no more than 10 hexes back to an ultimate supply source hex or to a functional naval base hex that in turn can trace a sea line of supply according to 1 above.
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A 10 hex sea line of supply may not be traced to the India or USA West Coast off-map areas.
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While land units on coastal hexes may trace a sea line of supply of 10 hexes, units that are inland may not trace to a coastal hex, unless that hex contains a functional naval base that can trace a sea line of supply. Effectively, you can dump supplies on a coastal hex, but to get them inland a naval base is needed.
F) Once a supply line has crossed an all-sea hexside, it’s considered to be “traced through sea,” and may not be traced on land again.
G) For the Japanese Player, ultimate supply sources include:
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city hexes in Japan;
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city hexes in Manchuria (if playing with the China front variant)
12(G1), (G2), (H2) (Clarification): Cities used as supply sources do not themselves have to trace a LOS to other sources.
H) For the Allied Player, ultimate supply sources include:
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the east edge of the mapsheet (that is, the US west coast);
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any city in Australia;
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the west edge of the mapsheet in India or in the Indian Ocean (that is, central India).
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See the China and Russian front rules for supply sources for these forces.
12(H1), (H3), (H4) (Clarification): The "edge" of the map means that if the map edge abuts a hex, the supply source is considered to be one hex off the appropriate map edge. If the Indian or West Coast zones, then the zone is considered one hex off the indicated map edge. (For ex: a unit in Calcutta (W-13) could trace one hex to (W-1) and then a second "hex" to the India Off-Map Area.)
I) Supply lines are blocked by the following.
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The presence of enemy land units blocks land supply lines from being traced out of or through a hex. That’s so even if there is also a friendly unit in the hex. An enemy unit doesn’t block supply from being traced into a hex occupied by a friendly unit. In other words, a land line of supply terminates in the first hex that contains an enemy unit. That allows units in contact with enemy forces to still be in supply.
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The presence of an Enemy naval unit stops a sea supply line from being traced into, out of or through a hex. That’s regardless of the presence of friendly naval units. Note that naval units don’t prevent enemy units from refueling from oilers or naval bases in a hex; they only prevent the tracing of supply lines that would be used to support land units and bases.
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The uncontested zone of control of an enemy air unit prevents land and sea supply lines from being traced into, out of and through a hex.
J) Supply lines may not be traced through any hex of China, Manchukuo, Korea or the Soviet Union if those countries are not in the scenario. They may never be traced through the Himalayas.
K) Units and bases not able to trace a supply line are unsupplied.
12(K) (Clarification): Generally, supply is determined at the instant an action is initiated.
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Unsupplied air units may not perform any missions. Air units in unsupplied bases may not exert an air zone of control.
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Unsupplied naval bases may not refuel ships, nor may they be used as bases for emergency supply, nor may they repair damaged ships (if otherwise able to). Transports must pay movement costs to embark/disembark units there as if there were no base in the hex.
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Unsupplied airbases may still hold air units and air units may still land in them, though not take off.
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All bases retain their full defense and antiaircraft strengths when unsupplied.
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Unsupplied land units may not use strategic movement. They may move a maximum of one hex per turn, but may not enter hexes occupied by enemy land units (they may leave enemy hexes), and may cross mountain hexsides only if there is no enemy unit on the other side. They have their attack and defense strength halved. Halving of defense strength is cumulative with other modifiers. (For example, an unsupplied entrenched unit would have its defense strength multiplied by 1.5 for being tripled and then halved.) Unsupplied land units that receive a retreat result, or units that can retreat only into an unsupplied hex, are eliminated instead.
12(K5) (Clarification): For movement, supply is determined at the instant that unit begins its movement, and the supply status remains in effect for the remainder of its movement. A unit may move into an unsupplied position.
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Exception to 5: coastal defense units are never unsupplied.
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Units regain their abilities immediately on being placed in supply again. Also note neutralized land units and bases are considered to be unsupplied for the duration of their neutralization.
L) Land units may also be supplied by emergency supply (see Mission Capability ChartNaval); each qualified naval unit may carry enough supply for one division (or 12 transport points) for one game turn. Supply doesn’t accumulate, however, and if less than a division were using the supply, the remainder would not carry over into succeeding game turns. Also, Allied bases may under certain circumstances provide aerial supply. Aerial supply provides a form of emergency supply at certain airbases that supplies land and air units within a certain radius. See the Mission Capability Charts.
M) Units making amphibious assaults are considered automatically supplied during the land combat phase in which they disembark. Units making airborne landings are automatically supplied for the remainder of a phase in which they make an airborne landing. (Remember, airborne units must begin in a supplied base; see the Airborne rule.) Thereafter they must establish normal supply lines.
Naval Supply
N) Supply affects naval units differently. All naval units except transports and oilers may only remain at sea for three complete game turns without refueling; oilers and transports may stay at sea for six game turns. By the last naval movement phase of the last game turn of its atsea endurance, the naval unit must end its movement in a supplied naval base, or stacked with an oiler (that is, during the refueling sub-phase). That refuels any ship that does so, and they may begin another three (or six) game turns at sea. If a unit can’t refuel, it’s considered destroyed.
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If players feel total destruction is too much in such cases, they may agree instead that naval units out of supply have their attack strengths reduced to 0, their anti-aircraft, movement and defense strengths reduced by half, and carrier units may not launch or land NAC.
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Naval bases are considered supplied according to the provisions of land supply, above (though they will usually trace their line of supply via sea hexes).
O) Naval Base Capacity
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Allied controlled major fleet bases: US West Coast, India (off-map), Pearl Harbor, Singapore, Manila, Soerabaja, Sydney: may refuel an unlimited number of naval units and refill an unlimited number of oilers each turn.
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Japanese controlled major fleet bases: Japanese Home Island bases, Truk, Shanghai: may refuel an unlimited number of naval units and refill an unlimited number of oilers each turn.
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All other naval bases, including captured enemy: a maximum of six naval units each turn may be refueled; or one oiler may be refilled (refueling the oiler itself would count as one ship against the six naval unit per turn capacity). For example, if the Japanese capture Manila, they may only refuel six naval units there per turn.
N) Each oiler may refuel up to six units that end a refueling sub-phase stacked with it. If, however, even just one unit draws fuel from that oiler, it’s considered empty, and may not refuel any other unit until the oiler has ended a movement phase in a supplied naval base. It’s then able to refuel naval units again. In other words, a given oiler may only perform a refueling operation once, no matter how many or how few ships it refuels in that operation, before it must return to a base to “refill.”
- Note that while a naval unit may be resupplied during its first movement phase, the three turns of oil don’t run out until the end of the third turn after. For example, a naval unit that refuels on Game Turn 1 would have to refuel by the end of Game Turn 4. And remember, that’s turns of supply, not phases.
P) Unless otherwise indicated, all naval units begin a scenario with a full load of fuel, and oilers also begin full.
Q) Automatic Supply. Units are always in supply if occupying an ultimate supply source hex or, for Allied units, if occupying an India or US west coast area. Units transiting through the numbered boxes on the map edge require oil normally, and may be refueled by an oiler in the same box.
- Coastal Defense Units are always in supply, but units stacked with them must trace supply normally.
R) Units being transported by naval transports are considered to be supplied (though that’s immaterial as they don’t move or attack by themselves). Units must draw supply normally the instant they debark; however, units making an amphibious assault are supplied for the land attack phase in which they land.
S) Land units that are unsupplied may still be transported by naval units normally.
T) Emergency Air and Naval Supply markers. Emergency supply may be provided by air supply and emergency naval transport. See the Mission Capabilities Chart for details. Those missions result in an emergency supply marker being placed on the map. Those markers remain in play for the remainder of the turn of placement and are removed in the administrative phase. They are also removed from the map if at an any time an enemy land unit is in the hex and no friendly land unit is also in the hex.
- Note that air emergency supply can supply airbases, but naval emergency supply can’t.
Supply Examples Diagram (clarification): The diagram assumes that Manchurian cities are not supply sources. Since cities in Manchuria are Japanese supply sources, the units could also trace supply to them.
Additional example: The Japanese control Bangkok and have LAC on its base. The Allies have a land unit in Rangoon, with no air units. Rangoon is out of supply since Air ZOCs prevent lines of supply from being traced into as well as out of and through hexes (see [11(A)]).
13.0 UNIT BREAKDOWN & BUILDING
Land units of a certain size may break down into smaller components. Breaking down may be done at any time during the friendly land unit movement phase, with no penalty. Units may also be broken down involuntarily as a result of certain combat results. Units may also be rebuilt to a higher echelon unit if all the component parts are stacked in the same hex. Rebuilding is done during the friendly land unit movement phase under certain restrictions.
13.0 UNIT BREAKDOWN & BUILDING (clarification): Breakdown and building may also take place in the India and West Coast USA boxes.
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Important definition: higher echelon means a unit of a larger size, while lower echelon means units of a smaller size. Allied corps and Japanese army units are one higher echelon than divisions; both sides’ divisions are one echelon higher than their respective brigades and regiments.
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Note: Japanese armies are made up of three divisions (the Japanese did not use corps).
Japanese
One 80-120 infantry army = three 20-40 infantry divisions (or equivalents in regiments/brigades).
One 30-50 infantry army = Three 8-18 infantry brigades.
One 2040 infantry division = two 818 brigades.
One 2040 infantry division = three 612 regiments.
One 40-20 armored division = two 18-8 brigades.
Allied
One 180-200 amphibious corps = three 50-60 divisions (or equivalents in regiments).
One 5060 amphibious division = three 1015 regiments.
One 120-200 infantry corps = three 30-50 infantry divisions (or equivalents in regiments).
One 3050 infantry division = three 815 regiments.
One 40-60 infantry corps = four 8-15 regiments.
One 30-50 airborne division = three 10-15 airborne regiments.
One 80-40 armored division = three 20-10 brigades.
A) Units must be in supply to build up or recombine. They may never recombine in the same hex as enemy land units. They may not have moved in the same movement phase. They may not be recombined while being transported by naval units.
- Those restrictions don’t apply to units breaking down into smaller units (that is, units breaking down may move, be out of supply, be in the same hex as enemy units, etc.).
B) More than one echelon:
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Players may always breakdown corps/armies into any combination of component units as long as the total is equal to the combined total. For example, an Allied corps could be broken down into two divisions and three regiments.
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Units may not build up more than one echelon per turn. For example, nine Allied regiments could be formed into three divisions, but not into one corps, in one turn.
C) The number of units in the counter mix is a design limit. Players may not breakdown or recombine units outside the counter mix. That reflects the organizational limits of both sides.
D) In the War Plan Orange scenario, divisions may not break down into regiments. They break down into two brigades. Also, Allied infantry units may not break down into brigades in the 1941-45 scenarios (Japanese may). Exception: see Allied armored brigades.
E) When playing the Standard Game, Allied units may not form corps until the beginning of July 1943 and they may do so on all turns thereafter. If using the optional Training Rule, they may attempt to form corps at any time via training.
F) See the optional Training rule for additional requirements.
G) No other breakdown or buildup is allowed other than those listed above. Japanese defense armies may not breakdown nor be built up from defense regiments.
14.0 STACKING
Stacking is placing more than one unit in a hex. With a few exceptions, there is no limit to the number or type of units that may be present in a single hex, enemy or friendly. Friendly and enemy units may generally coexist in the same hex without attacking each other. That applies equally to the moving of units through a hex.
A) Stacking is generally unlimited, with the following exception: in Class I island hexes, a player may have a maximum of three divisions of land units (or equivalents in smaller units, one division = two brigades or three regiments; battalions equal one regiment for this rule). A player may also have one CDU in a Class 1 hex in addition to any other units. Friendly land units in Class I hexes must attack enemy land units in the hex. Friendly and enemy units in a Class I hex don’t count against each other’s stacking restrictions, but note they would remain stacked together only during a land combat phase, at the end of which one or the other force would be destroyed. Those limits don’t affect air and naval stacking on Class 1 hexes.
B) Enemy and friendly units may coexist in the same hex with no combat necessary between them. Exception: there may never be opposing land units on the same Class 1 hex; that follows logically from the statement that an amphibious assault must be made when landing on an enemy occupied Class 1 hex, and the defending unit must be destroyed before landing the assaulting unit. Otherwise the presence of an enemy unit has no effect on any activity.
C) The presence of an enemy land unit in a hex containing a friendly coastal defense unit results in the coastal defense unit’s destruction, unless there is a land unit in that hex. Bases are considered captured unless defended by friendly units in the same manner. If friendly forces captures an enemy base, any enemy air units on the ground are destroyed. Enemy naval units in the same hex as friendly land units are not affected.
D) There may never be more than one of each type of base in a hex (that is, a maximum of one air and one naval base), and there may never be opposing bases in the same hex. Thus it’s not possible to build any type of base in a hex that contains an enemy base.
E) Naval units may pass through enemy units and bases freely, with the exception of naval surface engagement, in which naval units entering a hex containing enemy naval units must attempt to engage them, unless they have been previously engaged in that phase, or escaped engagement in the same movement phase.
- Note the only land units that could pass through enemy land units are armored units, as they are the only land units with a movement of 2. And remember, land units may not use strategic movement to enter hexes containing enemy units.
F) The number of air points in an air base is restricted to the air point capacity number of the base. That may never be exceeded. An unlimited number of air units may be in the air over any hex. Friendly and enemy air units may be in the same hex, and may fly through each other.
G) There is never a requirement for combat between opposing units in a hex, except: 1) amphibious assaults against Class I hexes; 2) air units assigned to a mission; and 3) naval engagements (see E above). Once any attack is declared, it may not be called off.
H) The stacking of naval units determines how those units will defend against both air and naval surface attacks. That stacking may only be changed during the naval movement phase. In air attacks, the naval units defend in twounit groups. The air units must specify which group they’re attacking, and that group fires a combined antiaircraft strength against the attackers. Those groups are formed by taking pairs of naval units going downward into a stack. Thus the topmost two units are one defending group, the next two another; if there are an odd number of units, the bottom unit defends alone.
I) In surface engagements, the attacking naval units must attempt to engage a number of enemy naval units equal in number to themselves. The units to be engaged must be taken from the top unit, then going downward, in the stack. Fire may be concentrated among the engaged units as either side chooses; the stacking simply dictates how many units may be engaged, not the order in which fire must be directed.
Example: three Allied CA naval units attempt to engage two undamaged Japanese CA units, one damaged CA unit and one damaged CV (both ships have 35 weeks damage and thus have their movement allowance halved). The Japanese units are stacked from the top down: CA, CA, CA (damaged), CV (damaged). If the Japanese player accepts combat (that is, the undamaged units don’t flee to an adjacent hex), the Allied player would have to engage the top three units (the CAs) and could engage no others. When firing, all three Allied units could fire against the damaged CA, while all three of the Japanese engaged units could fire against a single Allied unit.
15.0 AMPHIBIOUS ASSAULT
Amphibious assaults occur when land units disembark on hexes occupied by enemy land units. Units must attack when disembarking on enemy occupied Class I hexes. They may attack when disembarking on enemy occupied Class II hexes (islands or coast). Units making an amphibious assault disembark from transport/assault transports during the Amphibious Assault sub-phase of the friendly land attack/mutual air strike phase. However, they do not execute their attacks until the Land Attacks sub-phase.
Important: In any landing made against an enemy occupied hex, only Japanese transports and Allied assault transports may be used. Yes, that means what it says: only Allied assault transports (AT units) may conduct amphibious assaults as well as all Japanese transports). That’s because of the heavier nature of Allied formations and massive logistics that required specialized amphibious assault craft. Note, though, the exception below that Allied regular transports may embark/disembark friendly units to/from a Class II coast/island if another Allied land unit is in or remains in the hex. And remember, that applies only to opposed landings. Other Allied transports may freely embark/disembark units from non-enemy occupied hexes.
A) Units may not debark onto a hex containing undestroyed enemy coastal defense units or the following types of enemy naval units: all battleship, battlecruisers, cruisers, destroyers.
- Enemy CDUs must be destroyed prior to the assault by air or naval bombardment.
B) Units may debark onto enemy occupied Class 2 land hexes without having to attack the defender (they may at their option)
C) When debarking onto enemy occupied Class 1 hexes, units must attack and destroy the defender before occupying the hex (the land assault takes place during the land attack sub-phase). See Combat Results Table No. 1; results of E1, D1, D2 or Dx will destroy the defender in that case.
D) Only Japanese transports and Allied assault transports may debark land units onto hexes containing enemy land units, whether Class 1 or 2. Transports don’t expend any movement points to disembark units during the amphibious assault sub-phase.
E) Exception to D: Allied transports may disembark land units on enemy occupied Class 2 hexes if there is already a friendly land unit in the hex. In order to do that, the Allied transport must spend the entire air and sea movement phase prior to the amphibious assault sub-phase of landing in the hex. Note, the way the turn is structured, that will mean an Allied transport would have to spend all of phase 4 in the hex.
F) Land units that conduct amphibious assaults are automatically in supply in the phase in which they attack.
Considerations:
G) Remember, when making an amphibious assault, units disembark during the amphibious assault sub-phase of the friendly land attack phase/mutual air strike phase. That’s the only time units may disembark in a hex containing an enemy land unit; in other cases, units disembark during the friendly embarkation/disembarkation sub-phase. Units may, however, use amphibious assault to disembark in hexes not containing enemy units. Note that amphibious assault is a modified form of disembarkment; an actual attack is required only if the defender is on a Class I hex. Any combat generated by amphibious assault is resolved during the Land Attacks sub-phase, not during the Amphibious Assault sub-phase itself.
16.0 ENTRENCHMENT
Entrenchment triples a land unit’s defense strength against all types of attacks while inhibiting its abilities to move and attack. The appropriate marker is placed on a unit after achieving entrenchment. That tripling includes land units defending against ground combat and against air and naval bombardment, as well as the defense of CDUs against bombardment. Bases, air units and naval units don’t have their defense tripled.
Procedure: during any friendly land movement phase, if a unit has not moved during that phase and is in supply, the owning player may attempt to entrench it by rolling a die. Each unit attempts to entrench individually. To entrench successfully: 1) a five or six must be rolled by the Allied player; 2) a six must be rolled by the Japanese player prior to the Sho-Go Force being activated; and 3) a four through six must be rolled by the Japanese player after the Sho-Go Force has been activated.
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Entrenching doesn’t require an engineer unit.
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Units may entrench in hexes containing enemy units.
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See the Japanese Reserves rule for activation of the Sho-Go Force.
A) Entrenched units may not move or attack, but they have their defense strength tripled.
B) Units may disentrench at the appropriate point in the friendly movement phase by simply announcing it. Remove the “Entrenched” marker. Since that occurs after movement, the unit would not be able to move in the same phase.
C) Once entrenched, a unit remains entrenched even if it’s subsequently placed out of supply. Unsupplied entrenched units have their defense strengths multiplied by 1.5.
D) A unit forced to retreat by combat loses its entrenched status. Also, units that receive E1 or D1 results are disentrenched.
E) If some units in a hex are entrenched and others aren’t, only those that are entrenched receive the tripling.
F) CDUs may entrench, but it triples their defense only against attacks from enemy naval and air bombardment (since they have no defense factor against enemy land units).
(G) (addition): Entrenched CDUs may fire on enemy ships (exception to (16A)) and perform all other CDU functions normally.
(H) Optional. Units entrenching in cities they control succeed on a die roll of 4-6. This includes Japanese units, regardless of year. (This represents the benefits of defending in a city.)
17.0 OFFMAP MOVEMENT
Certain units may exit the hexagon portion of the map and enter the US west coast or India.
A) Units may not leave the mapsheet off the north or south edges.
B) Japanese naval units may only move off the west edge of the mapsheet in response to the Scenario 1 Allied Naval Forces in the Indian Ocean rule requirement. They pay one extra movement point to move off the west edge and are held off map until returned on the west edge after the designated number of turns (expending one movement point to re-enter the map). Japanese units aren’t placed in the India holding area, nor may they attack Allied units in it. Simply place them to one side and return them to the map as directed by the scenario.
(C) India. Allied units may leave the map by moving off the west edge into India.
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Land: enter/exit from west map edge land hexes in India. It costs a unit all of its movement to enter/leave the map.
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Air: enter/exit via west map edge land hexes in India. The off-map air base is considered to be one hex off the western map edge. The only mission that may be flown from/to the India box is Transfer, and only from/to land air bases.
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Naval: enter/exit from west map edge sea hexes. It costs one point of a naval unit’s movements point to exit the off map box or to reenter.
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The India holding box has a naval base and an air base.
D) US West Coast. Allied units may freely move off the east edge of the mapsheet. At the east edge there are a number of boxes with numbers in them. As a unit moves off the map, it enters one of the numbered boxes; that number refers to the number of naval movement phases necessary to reach the US west coast. In each naval movement phase, the unit may move into the next lowest numbered box until it reaches the west coast. It costs one movement point to exit the hex portion of the map and enter the boxes, and one to reenter the hex portion of the map from a box. Note that units don’t pay movement costs to move through the boxes themselves; it’s just one box per naval movement phase.
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When leaving the west coast, the same procedure is followed in reverse; when entering the map from the last box, the unit may move onto the map using its full movement allowance.
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Air units may not fly to/from the US west coast.
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The US west coast has a naval base and an airbase.
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Units need not reenter the map from the same zone from which they exited.
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Don’t apply strategic movement to units moving from box to box. That is, a unit may move a maximum of one box per movement phase. Units may use strategic movement to enter/leave the boxes.
E) Allied transports in the India and US west coast boxes must spend a full naval movement phase embarking/disembarking units. Carrier units must spend one naval movement phase embarking or disembarking NAC (unless NAC are indicated as appearing embarked).
F) No unit may both enter and depart the map in the same Game Turn.
18.0 AIR AND NAVAL BASES
There are two types of bases: air and naval. Air bases are used to launch air missions and fire anti-aircraft; naval bases are used to refuel ships and facilitate embarking/disembarking. A base must be “functional” in order to provide its functions. That is, it may not be unsupplied, damaged, neutralized or destroyed.
Air Bases
A) Each air base has an air points capacity value (the circled number). That’s the number of air units that may be “on the ground” on that base at any one time. It’s also the anti-aircraft value of the air base. All types of air units may operate from air bases. Land air units (LAC), kamikazes (Kami) and longrange bomber air units (LBAC/LBAC B-29) must operate from air bases, while naval air units (NAC) may operate from either air bases or carrier naval units. See the Mission Capability Charts for procedures in landing and attacking from bases with air units.
B) When air units are present on an air base, place the units on the same hex as the base itself. When an air unit leaves the base, place the air units on the Air Unit Attack Allocation Chart (or the target hex), unless they are engaged in an air transfer mission, in which case place them on the map at their destination. NAC are placed under the carried counter on which they are based.
C) Air units may not operate from unsupplied, damaged, neutralized or destroyed air bases.
D) When air bases are reduced to a 0 air point capacity, they are considered destroyed; place a destroyed marker on them to signify that. Note that, unlike naval bases, airbases are only reduced five per “X” result, and are not destroyed outright unless they reach 0 points.
Naval Bases:
E) Naval units may be considered to be in a naval base by simply being in the same hex as the base. There is no limit on the number of naval units that may be in a base at the same time. Being in a base hex provides no particular advantage or disadvantage to naval units, other than the ability to refuel and to enhance embarkation/disembarkation of transported units (however, see H below).
F) Naval units occasionally must stop in functional naval bases to refuel (see Supply). Naval units may not refuel in unsupplied, damaged, neutralized or destroyed naval bases.
G) Destroyed naval bases have a “destroyed” counter placed on them.
H) Naval units in a naval base that also contains a CDU can be protected by the CDU. That’s indicated by placing the naval units under the CDU during a friendly naval movement phase (costs no movement points per se, but still counts as movement). That has the following effects: the defense strength of the naval units is doubled against enemy naval attacks, and is halved when attacked by enemy air units. Also, the player may use the attack strength of the CDU to attack enemy naval units if the enemy attacks the naval units. All ship anti-aircraft fire is combined for attacking incoming attacking aircraft, and the anti-aircraft fire of any base in the hex is added to the total combined anti-aircraft fire of naval units in the base. That protection ends the instant the CDU is destroyed, or if the naval units are moved from under the CDU unit.
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Naval units under a CDU may not initiate combat in their own combat phase (unless they leave the protection of the CDU). They may fire back if fired on with their attack strength halved.
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If the base is captured or destroyed while naval units are in it, the naval units are considered to be at sea in the same hex.
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Naval units may start a scenario under a CDU.
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Placing units under a CDU is always done at the player’s option.
Base Defense and Capture:
M) The antiaircraft strength of an air base is equal to its air point capacity. Naval bases use the anti-air strength of any air base in the same hex. Naval bases have no inherent anti-aircraft strength.
N) The defense strength of all bases is 10. That’s used to defend against enemy naval and air bombardment. Bases have no defense strength against enemy land units, and are captured if occupied by enemy land units and there are no friendly land units in the hex.
O) A friendly land unit captures an enemy base by being in the bases’s hex when there is no enemy land unit in that same hex. Capture may occur at any time in the game turn. That’s indicated by placing appropriately colored base markers in the hex (or if recapturing a base, removing the enemy base marker). E1 and D1 results, while not causing enemy units to retreat, do cause the enemy to lose all bases in a hex; replace them with the appropriate markers. For example, a Japanese division attacks an Allied regiment occupying Port Moresby and gets a D1 result. The Allied unit remains in place, but the Allied player no longer controls the five point airbase in the hex. The Japanese player places one of his five airbase markers in the hex and may now use the airbase.
P) If air units are on an air base when it’s captured, they are destroyed. Enemy naval units are not affected.
Q) Bases may be sabotaged or attacked by friendly forces to prevent their falling into enemy hands. That may be done by the normal air and sea bombardment missions. It may also be performed by infantry divisions/corps/armies and engineer regiments. At the same time in the sequence of play bases are built, those units may attempt to destroy bases. Infantry divisions must roll a one or two, and engineer regiments a one through four, to succeed. If success occurs, a naval base is completely destroyed, and an air base is reduced in air point Capacity by five. Again, more than one unit may roll for destruction on the same base and results are cumulative.
R) A player doesn’t otherwise have to garrison a base to keep it friendly. A player automatically controls all bases on his side of the start line in all scenarios (though in some cases they begin a scenario damaged). A player retains control of bases, including captured bases, until the enemy moves at least one land unit into the hex and there is no friendly land unit in the same hex, or inflicts a combat result allowing capture of a base.
18.0 (S) (addition): The same provisions for holding and capturing bases apply to cities. For ex: a D1 result would cause the attacker to capture a city in a hex.
- When using the optional Guerrilla rule there are other considerations for base control.
19.0 REPAIRING & BUILDING BASES
Players may use friendly bases, including those he started with in the scenario, those he builds and those he captures. In order for a player to use a base, a base must be functional. In order to be functional, a base must have the following characteristics.
-
Supplied. Supply is determined according to the supply rule.
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Not damaged. A base is damaged when it’s captured by enemy forces. It may be repaired by engineer units. Note that “damage” doesn’t refer to the destruction of bases due to combat, but rather to a base being “out of order” while it’s being converted to friendly use.
-
Not neutralized. A base may be neutralized by certain combat results, and may recover from neutralization during the appropriate point in the sequence of play.
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Not destroyed. A base may be destroyed by certain combat results. In all cases, treat destroyed bases as simply not existing.
Air and Naval Bases are built and repaired in the same general manner by using engineer units. Repairs are accomplished automatically after one game turn, while new building depends on the roll of the die for completion.
Procedure: to repair a damaged base, or build a new base, move one transport naval unit (including Allied assault transports) and one engineer unit to the hex containing a damaged base, or the hex where the base is to be built. Both units must be in the same hex during the base building sub-phase of the friendly movement phase in order to begin work. The transport may subsequently leave, but the engineer must remain until completion of repair or construction. The engineer and transport may arrive separately, but both are essential to beginning operations. If the engineer unit moves from the hex and later returns, it may not resume building attempts unless another transport is in the hex during a friendly base building sub-phase. Place a base construction marker in the hex as a reminder. The hex doesn’t otherwise have to be in supply.
Procedure (clarification): In order to initiate base building/repair, during the friendly Base Building phase there must be a friendly engineer unit and an empty transport in the hex. The engineer must be disembarked.
Inland Bases: Bases not located on coastal hexes are repaired and built in the same manner, except: the engineer unit must be able to trace a land line of supply to a naval base that also contains an engineer unit and a transport unit; the latter two units are required only at the start of the base building attempt, but the engineer in the hex in which the base is to be built must remain in place as per the normal engineer rule. The line of supply from the base (with engineer and transport) may be no longer than five hexes and is subject to all other line of supply requirements (see the Supply rule). Also note a player may repair/build bases on coastal hexes using this procedure if all other requirements are met.
Repair:
A) A captured enemy air bases with an air point Capacity of five need not be repaired before it may be used. Captured air bases with a capacity of 10 or more are considered to be damaged, and must be repaired before they can be used. Also, all captured naval bases must be repaired before they can be used.
19(A) (clarification): A damaged air base can not fire anti-aircraft.
19(A) (optional): A damaged air base is considered to have a capacity of 5 until it is repaired.
B) A captured enemy air base of five capacity may be used by friendly air units immediately upon occupation by any friendly land unit (or if a D1 result is gained against the hex). A captured enemy air base of 10 or more capacity is considered damaged but may be repaired and used by friendly air units after an engineer plus transport occupy the hex during a friendly base building sub-phase. Repair in such cases doesn’t require die rolling; just remove the damaged marker. A repaired air base is restored to its original air point capacity.
19(B) (clarification): A captured inland air base is repaired by having a friendly engineer unit in the base which can trace a land LOS to a naval base that contains a transport and an engineer.
C) Captured naval bases are repaired and may be used after an engineer plus transport occupy the hex during a friendly base building sub-phase. Repair in such cases doesn’t require die rolling.
D) If there is a captured air base and a captured naval base in the same hex, each must be repaired separately. If there are two engineer units and one transport available, both facilities may be repaired simultaneously.
Building:
E) When a naval or air base is being constructed, a die is rolled during the friendly base building phase (as noted in the sequence of play). That requires both an engineer unit and a transport, as described above.
-
To build a naval base, the Allied player must obtain a result of six.
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To build an air base (or increase its capacity by five), the Allied player must obtain a result of five or six.
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To build a naval base, the Japanese player must obtain a result of six. Then roll a second die and obtain a result of four through six.
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To build an air base (or increase its capacity by five), the Japanese player must obtain a result of six,
F) A newly built air base is built in increments of five air points capacity. Additions of five more air points capacity to an already existing base use the same procedure as original construction. There’s no limit to the size of an air base.
G) Naval bases are identical to all others once built. That is, there is no difference between naval bases. See also Naval Base Capacity.
H) A damaged or neutralized air base may not have additional capacity added to it. Unsupplied bases may.
19(F) and 19(G) Repairing & Building bases (clarification): there may never be more than one naval base and one air base (each) in a hex. Airbases can be built to higher capacity in increments of 5. A regular naval base may never be converted into a major naval base.
I) Neutralization Recovery: During the neutralization recovery phase, players roll for each friendly base with a neutralized marker on it. If the hex is supplied, on a three through six the marker is removed; if the hex is unsupplied, the marker is removed on a five or six. On any other result, it remains in place. That does not require an engineer unit.
- If a player captures a neutralized enemy base, it retains its neutralized status, recovering normally.
Engineers:
J) Only one base may be built or repaired by a single engineer unit at one time (not both air and naval even if in the same hex). If there is more than one engineer unit in a hex, each rolls separately for bases, and they may work on different bases in that hex, or each may roll for the same base. One transport unit may support the efforts of any number of engineers in a hex.
K) Engineers may be out of supply or in enemy occupied hexes and still work on bases.
Off-Map Bases:
L) The air bases on the US west coast and in India may be built to a higher capacity. The player must have an engineer unit plus transport in the appropriate box as per the rules. A transport + engineer in an off-map area may not provide a line of supply to support on-map base building/repair.
- Player Note: it’s critical to understand the distinctions between damaged, neutralized and destroyed bases. A damaged base is not functional until an engineer repairs it (with the exception of five point bases, which are automatically repaired when captured). A neutralized base is temporarily out of service (unsupplied), and is restored to functionality by die roll. A destroyed base doesn’t exist for any game purpose, though it may be later rebuilt.
20.0 LIMITED INTELLIGENCE
Players may not examine enemy stacks (and task force markers, if using the optional rules) unless one or more of the conditions specified below apply.
A) Surface Reconnaissance: Whenever a friendly land or naval unit is in the same hex as an enemy stack, the enemy player must reveal the composition of the units in that hex (naval, air and land). That occurs at any time in the game turn. If using the optional Task Force rule, all units in task force boxes must be revealed. That doesn’t include revealing damage and fuel status, nor units being transported, nor NAC on aircraft carriers.
B) Aerial Reconnaissance:
-
Whenever friendly units enter or remain in a hex containing an uncontested enemy air ZOC, the friendly player must reveal to the enemy the exact composition of the units in the hex.
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Whenever units enter a hex within three, four or five hexes of a functional enemy air base, and the hex entered is not in a friendly air ZOC, the player must reveal to the enemy the total number of each general type of unit in the hex (naval, air, land) but not their specific types or strengths.
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Aerial recon occurs at any time in the game turn.
C) Combat: As soon as a player declares an attack, he may examine all enemy units in the same hex as friendly units. An attack can’t be canceled once declared, even if it means attacking at poor odds.
D) Voluntary: A player may voluntarily reveal the composition of some or all units in a stack at any time in the game. That might be useful in enticing the enemy into attacking a hex and ambushing him in turn.
F) See the optional Radar and MAGIC rules for additional cases.
21.0 special units
21.A ALLIED LONG RANGE FIGHTERS
Starting in January 1944 (1/1/1944) and all turns thereafter, Allied LAC have a normal range equal to their extended range, that is, four hexes. They use their full anti-air strength at all ranges, may ferry up to 12 hexes, etc.
21.B JAPANESE CARRIER AIRCRAFT EMBARKATION
When new NAC are embarked onto a Japanese carrier (that is, NAC that haven’t previously been on a carrier), the carrier must spend one game turn in a naval base in Japan while training the new pilots. Two full naval movement phases must be spent idle in the base. During that time the NAC may not fly any missions. The carrier functions normally otherwise. Once trained, a NAC doesn’t have to be retrained if it transfers to another carrier.
21.B JAPANESE CARRIER AIRCRAFT EMBARKATION
(clarification): NAC which begin the game embarked on a Japanese carrier are not affected by this rule.
21.B CARRIER AIRCRAFT EMBARKATION (optional). This is really optional, but players can also apply this rule to all NAC, Japanese and Allied, which are based on a land base, and to NAC which are embarked on transports, and which then embark onto carriers. This is so even if the NAC were based on a carrier on a turn prior to operating from a land air base. This does not apply to Allied NAC which are picked up by carriers on the West Coast USA, nor to NAC which begin a scenario, or arrive as reinforcements, embarked on a carrier. (Comment: carrier pilots tended to lose their skills when based on shore.)
21.C JAPANESE FERRY CARRIERS
The Japanese CVE units Taiyo (CVE-1), Unyo (CVE-2) and Chuyo (CVE-3) were in reality ferry carriers with limited launching facilities. As a result, modify those carriers performance so they may only launch and receive one NAC point per combat phase. They may air transfer any number of NAC during a movement phase.
21.D AIRBORNE UNITS
Airborne units may be dropped during the friendly airborne assault sub-phase (of the land attack phase). The unit to be dropped must begin on a functional air base of 10 or more capacity. They land on any hex within four hexes of the starting airbase that’s not in an uncontested enemy air zone of control.
A) Each airborne unit may be dropped any number of times.
B) Airborne units are supplied for the remainder of the phase in which they make an airborne assault (but remember, they must start on a supplied 10 capacity base). They may drop into an otherwise out of supply position.
C) Airborne assaults are subject to any anti-aircraft fire in the target hex (but not fire from air units). Anti-aircraft fire is resolved against an airborne assault after all other anti-aircraft fire is resolved (that is, if fired separately and in addition to other anti-aircraft fire). A result of two or more to the right of the slash eliminates all assaulting airborne units; a result of two or more to the left of the slash results in all airborne units returning to their starting base hex. Elimination takes precedence over abort. Only antiaircraft fire from bases in the hex is applied.
D) Airborne units may not land on Class 1 hexes containing enemy land units. They may land in Class 2 hexes containing enemy land units; however, they must attack those enemy land units in the same land attack phase in which they made the assault. That may be in conjunction with other land units attacking as well as with air and naval ground support.
21.E SPECIAL FORCES
Special forces units have special capabilities.
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Special forces units are in supply if they are within five hexes of a friendly functional airbase of 10 or more points, and that’s regardless of air ZOCs.
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Special forces units may cross a mountain hexside without having to roll the die even if there is an enemy land unit on the other side. They may retreat freely across mountains, but may not retreat into a hex containing enemy land units.
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Special forces units may also make airborne landings as per the Airborne Units rule.
21.F ARMORED UNITS
Armored units are treated as other land units, with the following additions.
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Armored divisions and tank armies may enter land hexes only in Japan, the Soviet Union, Manchuria, China, Formosa, India, Australia, New Zealand and Hawaii. Allied armored units may also enter the India and the US west coast boxes. Armored brigades may enter all land hexes, but are affected by the following restrictions.
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They may never cross any mountain hexsides.
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If out of supply, they are reduced in movement to a maximum of one hex per movement phase.
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Desert Warfare. Armored units may enter desert hexes. They may also trace lines of supply across desert hexes. They may not use strategic movement in desert hexes.
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Allied armored divisions cost 24 transport points to transport and may be transported only by a transport with 24 or more transport points. Japanese armored divisions cost 12 transport points.
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Japanese armor may not make amphibious assaults; Allied armor may.
22.0 REPLACEMENTS
22(B), (C), (D), (E): The rule for Assault Transports, Transports and Oilers should read: "…replace [designated number of] GameTurns after elimination or sustaining 10 weeks or more in damage. To replace, move the unit to a friendly, functional Naval Base, remove the damaged unit from the map, and replace it [designated number of] turns later. A Transport or Oiler unit with less than 10 weeks damage is repaired via the normal repair rule.
Replacements, unlike reinforcements, are only taken from units that are destroyed or damaged. Engineer regiments, transports, oilers and Chinese armies are the only units that may be replaced.
A) Engineer Regiments: for both Japanese and Allies, these units are replaced at the beginning of the fifth game turn after they’ve been destroyed. Japanese engineers are placed on any hex in the Japanese Home Islands. The hex may not be enemy occupied. Allied engineers are replaced on the US west coast. For example, an engineer unit destroyed on Game Turn 4 would be replaced at the beginning of Game Turn 9.
B) Allied Assault Transports: replace 10 game turns after they’ve been eliminated or sustained 10 weeks or more in damage. Remove damaged units from the map when they return to any friendly functional naval base.
C) All other Allied Transport units: replace four game turns after elimination or sustaining 10 weeks or more in damage; remove damaged units from the map when they return to any friendly functional naval base.
D) Allied Oilers: replace 10 game turns after elimination or sustaining 10 weeks or more in damage; remove damaged units from the map when they return to any friendly functional naval base.
E) Japanese Transport Units: replace after elimination or sustaining 10 weeks or more in damage; remove damaged units from the map when they return to a friendly functional naval base. Replacements are computed according to the following schedule.
1941-42 (and War Plan Orange scenarios): four game turns after removal.
1943: six game turns after removal.
1944: eight game turns after removal.
1945: 12 game turns after removal.
F) Japanese Oilers: replace 20 game turns after elimination or sustaining 10 weeks or more in damage; remove damaged units from the map when they return to any friendly functional naval base.
G) All Japanese naval replacements start at any functional naval base in Japan. All Allied naval replacements begin on the US west coast. Note that transports and oilers may be removed from any functional naval base but reappear as noted.
H) Chinese Armies. Chinese armies may be replaced only if using the optional China Front rule. In the Standard Game, eliminated Chinese units (the ones that appear in Burma) are permanently removed from play.
23.A US RESERVES
If, at the start of any reinforcement phase, the Japanese player has at least one land unit, or an air or naval base, on Hawaii (functional or not), the Allied player receives US reserve units. They’re placed on the US west coast all on the same turn). Reserves consist of the following units:
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War Plan Orange: Four 10-20 brigades, 6 LAC, CA-4.
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1941-45. Nine 8-15 regiments.
Those reinforcements may be received only once per game.
23.B AUSTRALIAN RESERVES
If, at the start of any reinforcement phase, the Japanese player has at least one land unit, or an air or naval base, in Australia (functional or not), the Allied player receives Australian reserve units. Australian reserves consist of nine 8-15 regiments in Australia. Those units are received three per turn and must start in functional Allied controlled naval bases.
23.C INDIAN RESERVES
If, at the start of any reinforcement phase, the Japanese player has at least one land unit, or functioning air or naval base in India, the Allied player receives Indian reserve units. Indian reserves consist of the following units: three 8-15 infantry regiments and 5 LAC. They are placed in the India holding box all on the same turn. Those reinforcements may be received only once per game.
- Historical Note: these represent units that were actually activated by the Japanese invasion of India in the spring of 1944 and, while they did appear historically, they’re not included on the Reinforcement Chart per se, since they appear as a result of this rule instead.
23.D JAPANESE RESERVES
There are three groups of Japanese reserves, each activated by different game events: the A-Go Force (activated when the Allies penetrate the Japanese outer perimeter), the Sho-Go Force (activated when the Allies penetrate the Japanese inner perimeter), and the Ketsu-Go Force (activated when the Allies threaten the Japanese Home Islands). Japanese Reserves are received only when playing Campaign Games 1, 2, 3, 4 and 5. Check for activation during the Reinforcement phase.
A-Go
A) The Japanese player receives the A-Go Force if it’s 1943 or later and the Allied player has at least one in supply land unit, or one functional air or naval base, on any hex within the start line for Game 2. Chinese units don’t count for this purpose.
B) The A-Go Force includes the following units: four 8-18 brigades (place on any functional Japanese naval bases anywhere on the map); and 10 NAC (place on any functional airbases in the Japanese Home Islands)
Sho-Go
C) The Japanese player receives the Sho-Go Force if it’s 1944 or later and the Allied player has at least one in supply land unit, or functional air or naval base, in Burma, Sumatra, Java, Borneo, the Philippines, Formosa, Korea, any Class 1 or Class 2 island within nine hexes of Japan, or in the Japanese Home Islands themselves. Chinese units don’t count for this purpose.
D) The Sho-Go Force includes the following units: one 40-20 armored division, three 20-40 divisions, two 10-30 armies, 20 LAC, 20 Kami (place all units on any functional airbases in the Japanese Home Islands)
E) Entrenching: At the instant the Sho-Go Force has been activated, Japanese land units entrench on a die roll of four through six (instead of just on a six).
Ketsu-Go
F) The Japanese player receives the Ketsu-Go Force on any turn if the Allied player has at least one in supply land unit, or one functional air or naval base, within five hexes of the Japanese Home Islands, or in the Japanese Home Islands themselves. Chinese units don’t count for this purpose.
G) The Ketsu-Go Force includes the following units: eleven 20-40 divisions, eight 10-30 armies, one 1-1 engineer regiment (1941-45+); 30 LAC (if Ketsu-Go is triggered in 1941-43); 20 LAC, 50 Kami (if Ketsu-Go is triggered in 1944-45+). Place all units on any functional airbases in the Japanese Home Islands.
Deployment
H) Each reserve group may be received only once per game. More than one group of reserves may be triggered per turn if the conditions apply, and reinforcements may be received simultaneously. If a reserve group is triggered but the conditions don’t apply on a later turn (say, due to a Japanese counterattack) the units are not withdrawn. If it’s a 1941-42 turn and the triggering conditions exist, the A-Go and Sho-Go Forces aren’t received; however, if the appropriate conditions are still in effect in 1943 or later, those forces are triggered.
I) Units are received in the reinforcement phase of the first turn in which the above conditions apply. Exceptions are as follow.
Sho-Go and Ketsu-Go Defense Armies: one 10-30 army is received on the turn of triggering, then one additional army every second turn thereafter until all have been placed for that reserve group. No more than one 10-30 army may be placed per hex (but they may stack with other non-10-30 units). The Japanese player may flip over 2-8 defense regiments in Japan to form 10-30 armies if he doesn’t otherwise have sufficient numbers of these units.
- For example, if the Ketsu-Go force is triggered on turn 165, the Japanese would receive one 10-30 on turn 165, a second on turn 167, a third on 169, etc., until all eight had been placed.
Sho-Go Kamikazes: 10 Kami are received eight turns after the triggering event, and another 10 Kami 16 turns after the triggering event.
Ketsu-Go Infantry Divisions: three are received the turn of triggering, four are received eight turns after the triggering event, and another four are received 12 turns after the triggering event.
Ketsu-Go LAC: 10 are received the turn of triggering; another 10 are received eight turns after the triggering event and, if 1941-43, another 10 are received 16 turns after the triggering event.
Ketsu-Go Kamikazes: 10 Kami are received the turn of the triggering event; another 10 Kami are received eight turns after the triggering event; another 20 Kami sixteen turns after the triggering event, and another 10 Kami 24 turns after the triggering event.
J) For the Sho-Go and Ketsu-Go Forces, the number of hexes is measured from a coastal hex of Japan itself (exclusive) to the hex in question (inclusive). For example, it’s five hexes from Tokyo to Iwo Jima.
K) Bases/units in the Soviet Union don’t trigger Japanese reserves until the Soviet Union enters the war.
War Plan Orange
L) When playing the War Plan Orange scenario, the A-Go and Ketsu-Go Forces are never received. The Ketsu-Go Force is received, but it consists of the following units: three 20-40 divisions, 5 LAC.
- Historical Note: The A-Go Force was activated following the Allied landings on New Britain (October 1943) and implemented for the Marianas (June 1944); the Sho-Go Force was activated following the US capture of Saipan (June 1944) and implemented for the defense of the Philippines (October 1944) and Iwo Jima (February 1945); and the Ketsu-Go Force was activated following the capture of Iwo, and implemented in part for the defense of Okinawa with the bulk of the force employed in the defense of the Home Islands. If a scenario begins later than those months/years, those forces are already considered to be in play and not received.
24.0 HOW THE GAME IS WON
Victory Conditions (correction): A Marginal Victory should be "At least 1.5:1 but less than 2:1".
Victory Points Schedule
(omission): Elimination of 30-50 and 30-40 Chinese armies gives the Japanese 15 victory points.
(optional): Eliminated BB and BC units give the enemy player a number of victory points equal to 4 times their defense strength. (This does not apply to B units.) (Comment: Naval commanders and governments at this time placed a considerable importance on their capital ships, and much of national prestige was tied up in preserving a fleet in being.)
(clarification): Players may accumulate fractional victory points. Do not round off fractions.
Victory Conditions
The winner of each of the Campaign and MiniGames is based on their total of victory points. Victory points are awarded for the destruction of enemy land, naval and air forces according to the Victory Points Schedule, and for occupation of geographic objectives, as given in each of the game’s victory conditions. After the end of a particular game, total the victory points awarded for destruction of the opponent’s forces, and compare the geographic situation according to the victory conditions of the particular game, adding those points to get the players’ totals. Then compare the total points of both the players’ scores to each other, stating the higher points in a ratio to the lower, and compare it to the following formula:
Greater than 1:1.5 but less than 2:1 = MARGINAL VICTORY
At least 2:1 but less than 3:1 = PROVISIONAL VICTORY
At least 3:1 but less than 4:1 = STRATEGIC VICTORY
4:1 or greater = DECISIVE VICTORY
- Any other result is a draw.
VICTORY POINT SCHEDULE
Points for destroying and damaging units are the same in all campaign and minigames unless otherwise noted.
Points are received by the Japanese for destroying the following Allied units:
UNIT VICTORY POINTS
Carriers 10, multiplied by the Air Unit Capacity
Other naval units 2, multiplied by unit’s Defense
Strength (except Transports and
Oilers)
Transports 10 (30 for Allied 36 capacity
transports)
Assault Transports 20 (60 for Allied 36 capacity
assault transports)
Oiler 10
120-200 Infantry Corps 30
40-60 Infantry Corps 15
Infantry Division 10
Infantry Brigade 5
Infantry Regiment 3
Amphibious Corps 60
Marine, Airborne or
Armored Division 20
Marine or Airborne Brigade 10
Marine or Airborne Regiment 6
Special Operations regiment 3
Defense battalion 1
Engineer Regiment 5
Coastal Defense 0
Soviet Front 50
Soviet Tank army 40
20-40 Chinese army 10
15-30 Chinese army 8
10-15 Chinese army 7
7-10 Chinese army 5
one LAC air point 1/2
one LBAC air point 1
one LBAC (B-29) air point 2
one NAC air point 1/2
Points are received by the Allied player for destroying the following Japanese units:
Carriers 10, multiplied by the Air Unit
Capacity
Other naval units the unit’s Defense Strength
multiplied by 2 (except
Transports and Oilers)
Transports 20
Oiler 20
80-120 Army 30
30-50 Army 12
Defensive Army 12
Infantry Division 10
Infantry Brigade 5
Infantry Regiment 3
Defensive Regiment 2
Armored Division 15
SNLF regiment 2
Airborne Regiment 7
Special Forces Regiment 3
Engineer Regiment 10
Coastal Defense 0
20-40 Client army 10
10-15 Client army 7
one LAC air point 1/2
one NAC air point 1
one kamikaze air point 0
Victory Points are received for damaging naval units according to the following formula: total victory points for sinking unit times X number of weeks damage/100. In other words, the number of weeks damage, expressed as a percentage, times the full victory point value of the naval unit is the number of victory points received for damaging a naval unit. That’s calculated at the instant a naval unit is damaged. If a naval unit is damaged again, additional points are computed for the additional damage. Naval units that have been damaged and subsequently are sunk before the full amount of repairs have been made don’t award an additional full amount for destroying the units. Rather, the full destroyed value of such units is substituted for previous points awarded for damaging the units. Repair of naval units doesn’t restore the victory points.
Thus a carrier unit with a 10 air point capacity, which would be worth 100 victory points if sunk, would be worth (to the enemy player inflicting the damage) 40 victory points if it were damaged for 40 weeks. If the unit were subsequently sunk before being repaired, the enemy player would only receive an additional 60 victory points, for a maximum of the 100. If the carrier were fully repaired, then was sunk, the enemy player would receive an additional 100 victory points. If that sounds strange, think of all the weeks during which crews, material and dock space were taken up for repairing the unit: those are the points for damaging it, while for sinking it, the points represent replacing the ships.
Geographic Victory Points
A) Both players receive the following victory points for undisputed control of the following areas. “Undisputed control” means the player has the number of units indicated by the Garrison column and the enemy has no land units in that area.
B) If the area or hex is disputed, that is, both players have land units there, neither receives the points for it. If a player has undisputed control of an area, but can’t trace a line of supply from at least one hex of the area back to an ultimate supply source, the number of points received are halved. Note certain areas consist of only a single hex (such as Singapore). Others represent geographical regions defined by boundaries, and the garrison unit(s) may be anywhere within the boundary. The garrison is required only at the end of the scenario; it may fall below strength during a game.
Certain areas require one player or another to maintain a garrison of aircraft. Control is disputed if the other side has any land forces, not aircraft. Aircraft and naval units never dispute control of an area. If an objective has only one hex, then enemy units that are in the same area, but not the hex, do not dispute control. For example: if the Japanese occupy Singapore, then Allied units elsewhere in Malaya do not dispute control of Singapore.
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In the chart below, “none” means no unit is required to garrison the hex; however, the player’s units must have either originally occupied the hex, or were the last to pass through it, or it started the scenario controlled by the player.
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When playing Games 3, 4 and 5, players must use the Optional Mid-War Victory Points rule.
C) Players can substitute land units of other echelons as long as they are equivalent. One corps, army or front equals three divisions; one division equals two brigades or three regiments. That’s regardless of relative combat strengths or breakdown. Substitutions count regardless of printed combat strengths; it’s the size of the units that counts. For example, a Japanese 10-15 client army is worth the same as an 80-120 army for garrison purposes. Players may use units of equal or higher size. For example, the Japanese can garrison Singapore with a brigade instead of a regiment.
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Exception 1: players can’t substitute for engineer regiments, nor use engineer regiments in place of other unit types.
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Exception 2: Air units must be of the designated types; others may not be substituted. Also, to count as garrisons, air units must be on functional bases.
D) Geographic victory points count only in Campaign Games 1, 2, 3, 4 and 5. They don’t count in the mini-games unless otherwise specified by the scenario. There are additional points for some of the campaign games and the minigames. See the scenario special rules.
AREA/LOCATION VICTORY POINTS GARRISON REQUIRED
Japanese Home Islands 200 Japanese: none
Allies: twelve divisions
India (on map) 25 Japanese: two divisions
Allies: one division
Rangoon 10 Japanese: one division
Allies: one regiment, 5 LAC
Mandalay 25 Japanese: one division
Allies: one 1-1 engineer
Thailand 10 Japanese: 5 LAC
Allies: one regiment
Singapore 25 Japanese: one regiment
Allies: one CDU
Indochina 50 Japanese: one division, 5 LAC
Allies: two regiments
Sumatra 50 Japanese: one division
Allies: one regiment
Java 50 Japanese: one division
Allies: one regiment
Borneo 50 Japanese: one division
Allies: one regiment
Philippines 75 Japanese: one division
Allies: one regiment
Manila (381) (see Note 1) 25 Japanese: one division
Allies: one regiment
Hong Kong 10 Japanese: one regiment
Allies: one regiment
Formosa 50 Japanese: one regiment
Allies: one regiment
Vogelkop (488 & 521) 10 Japanese: one brigade (either hex)
Allies: 5 LAC
Australia 50 Japanese: six divisions
Allies: three divisions
New Zealand 25 Japanese: one division
Allies: one division
New Caledonia 10 Japanese: 5 LAC
Allies: one regiment
Pearl Harbor 50 Japanese: one division
Allies: none
Dutch Harbor, Cold Bay or Kodiak 10 Japanese: one regiment
(received for only one) Allies: none
Allies only: (see note 1)
Tokyo (678) 100 Allies: one division
Each other city in Japan 30 Allies: one regiment
Any 10 functional point air base within (see Note 2):
three hexes of Japan (exclusive): 20 Allies: 5 LBAC or 5 LBAC (B-29)
six hexes of Japan (exclusive): 15 Allies: 5 LBAC or 5 LBAC (B-29)
nine hexes of Japan (exclusive): 10 Allies: 5 LBAC (B-29)
Any functional naval base within (see Note 2):
six hexes of Japan (exclusive): 20 Allies: one engineer
twelve hexes of Japan (exclusive): 10 Allies: one engineer
Japanese only: (see note 1)
Each city in Australia 25 Japanese: one regiment
Auckland (New Zealand) 25 Japanese: one regiment
Any functional 10 point air base within (see Note 3):
four hexes of Australia (exclusive): 5 Japanese: 5 LAC
four hexes of New Caledonia (exclusive): 10 Japanese: 5 LAC
Any functional naval base within (see Note 3):
six hexes of Australia (exclusive): 5 Japanese: one engineer
nine hexes of Oahu (exclusive): 20 Japanese: one engineer
The following are awarded to both players if using the optional Chinese and Soviet Fronts:
Chunking (207) 10 Japanese: one division
Allies: none
Each other city in mainland China 3 Japanese: one division per city
(other than Hong Kong) Allies: none
Korea 25 Japanese: one division
Allies: one division
Vladivostok (see note 4) 10 Japanese: one army (any size)
Allies: none
Manchukuo (see note 5) 100 Japanese: Four armies; LAC = see Note 6
Allies: four corps, armies or fronts
Notes referenced above:
Note 1: Points for those cities are in addition to any other points received for control of the area in which they’re located. Garrison units count for both the area and city requirements. For example, if the Japanese used six divisions to garrison Australian cities, they would count toward the total for Australia itself.
Note 2: Received only for the single base that would provide the maximum points. Bases in Japan itself don’t count. Bases in the USSR count only if the USSR is a belligerent. “Exclusive” means not counting the hex the base occupies, but counting the nearest coastline hex of the indicated area. “Japan” includes only the Home Islands.
Note 3: “Exclusive” means not counting the hex the base occupies, but counting the nearest coastline hex of the indicated area. Bases in Australia, New Caledonia and Oahu don’t count.
Note 4: Points are received only if the USSR is currently a belligerent (that is, from turn 190 and after).
Note 5: Points are received only if playing with the China Front rule.
Note 6: Additionally, the Japanese must have 40 LAC for 1941-42, or 5 LAC in 1943-45; otherwise, they get no points for Manchuria.
Optional Rules Strategic Bombing: See the Strategic Bombing mission (on the Mission Capability Chart) for effects of Strategic Bombing on Victory Point calculation.
USN Deluxe OPTIONAL
RULES
Optional rules have been in included in USN for several reasons. These are: 1) to increase complexity and realism; 2) to increase the number of variables within the simulation itself, thereby allowing for more replay value; and 3) to create a system that will enable it to be balanced even among players with unequal skill. You will discover each optional rule gives a one side or the other an advantage or disadvantage and, by mixing and matching them, you can compensate for their own strengths or shortcomings.
25.0 TASK FORCES
Both players may use Task Force (TF) markers to reduce stacking on the map and to deceive the enemy player about the composition of their forces. The enemy player may not examine units in a task force marker unless the requirements of the Limited Intelligence rule are met. Generally, the task force markers are intended for use with naval units, but players may also use them with air and land units to reduce counter congestion on the map.
A) Players may at any time reorganize their units into different task forces. Substitute a TF marker for the on map units and vice versa. (For sanity’s sake, this should actually be done only during your own phases.)
B) Units in a task force are placed in the Task Force Holding Box with the number corresponding to that on the TF marker to which it belongs. A task force marker may also be placed in the Task Force Holding Box of another Task Force, and is then assumed to be part of that Task Force.
C) Units in a Task Force Holding Box retain all their on map capabilities. For example, air units on a carrier would retain their Air ZOC.
D) A task force marker must always have at least one unit in it; otherwise, that marker must be removed from the map.
26.0 TRAINING
The Allies began the war with many inexperienced units. Units that were sent to the Pacific often spent several months being trained for combat operations. Even units that had combat experience in other theaters were not prepared for the conditions of the war in the Pacific. While the Japanese had a good training base for their army, they had difficulties organizing larger formations owing to a lack of heavy equipment. These factors are represented in a simplified form by the Training rule.
A) Procedure. Units subject to training may not combine into a higher echelon formation until they have made a successful training attempt. That’s done as follows:
-
Training occurs during the Recombining Sub-Phase of the friendly Movement Phase.
-
The units to be trained must be in the same hex and in supply. They may not be in a hex containing an enemy land unit. They may not have moved during the same Movement Phase.
-
Roll a die. If the result is a six, training is successful. The units are combined into a larger formation, according to the standard rebuilding rule. If the die roll is a one through five, the training effort has failed (it may be tried again on a subsequent turn).
C) The following units are subject to training: all Allied brigades trying to form divisions in War Plan Orange scenarios; all Allied regiments trying to form divisions in 1941-43; all Allied divisions trying to form corps in War Plan Orange scenarios and in 1941-44; and all Japanese divisions trying to form armies in all scenarios. All other units and echelons are unaffected by training requirements.
E) Higher echelon units that broke down previously into lower echelon units are still subject to training when trying to rebuild.
F) Training doesn’t apply to breaking down formations; units may always break down during any friendly Land Movement Phase, and as a result of certain combat results (See A2, E1 and D2). Higher echelon units received as part of initial setup or as reinforcements don’t have to be trained, though they would have to be so later if broken down. For example, an Allied division that’s received as a reinforcement does not have to go through training.
G) Units subject to training may build up only one level per training attempt. For example, if the Allied player has three regiments in a hex and they succeed in training, thereby forming a division, they may not in the same phase attempt to form a corps with other units in the hex. They would have to wait another turn to try.
27.0 UNIT RESILIENCY
(clarification) Players receive a number of victory points for eliminating a higher echelon unit equal to the point value of the higher echelon unit minus the value of the unit with which it was replaced.
Certain higher echelon land units that receive combat results on CRT No. 1 may be replaced by a unit of a lower echelon.
- This rule should be used only if the Training rule is used. It may not be used in the War Plan Orange scenarios.
Procedure: Whenever any of the units listed below receive a result of Ax or Dx and it is on a Class 2 hex, remove it from the map and replace it with the listed unit of a lower echelon. If defending, apply all results of a D1 to the surviving units (that is: dis-entrenches, loses base, defending coastal defense units are eliminated).
- If the Ax or Dx result is received while the unit is assaulting against or defending on a Class 1 hex, respectively, it is eliminated entirely instead of being replaced.
Japanese
One 80-120 army replaced with one 20-40 division (or three 6-12 regiments or two 8-18 brigades).
One 30-50 army replaced with one 8-18 brigade.
One 2040 division replaced with one 612 regiment.
Allied
One 180-200 corps replaced with one 50-60 division (or three 10-15 regiments).
One 120-200 corps replaced with one 30-50 infantry division (or three 8-15 regiments).
One 40-60 corps replaced with one 8-15 regiment.
One 5060 division replaced with one 10-15 regiment.
One 3050 division replaced with one 815 regiment.
- No other units may be replaced in this manner. And remember, this may be done only on Class 2 hexes.
A) Units that can’t be reduced as described above are affected by combat results normally. For example, a Chinese army that received a Dx result would be entirely eliminated.
B) Die in Place. Additionally, whenever a player has higher echelon land units of the types listed above attacking or defending in a Class 2 hex that receive an A2 or D2 result on CRT No. 1, he may declare “Die in place.” The retreat for these units is ignored and the higher echelon units are instead replaced as per A above (instead of being broken down and retreated as per the normal A2/D2 results). The player may declare this after the combat result is rolled. If defending, apply the outcomes of a D1 to the defending hex (that is: dis-entrenches, loses base, defending coastal defense units are eliminated). The player can apply this to some, none, or all units capable of being broken down in a hex. Units other than those listed above are retreated as per the result. This is at the owning player’s option; he may choose to apply the D2 or A2 result normally.
-
All other units in the combat are affected by combat results normally.
-
The Die in Place option is especially useful when fighting on Class 2 single hex islands.
28.0 JAPANESE SPECIAL TACTICS
Historical commentary. In the early part of the war in the Pacific, the Imperial Japanese Army emphasized offensive tactics and elan over firepower. The “Banzai Charge” was one aspect of that emphasis on the offensive; however, the reverses suffered in the mid-war island battles made the Japanese more circumspect. Among other things, they changed their island defense tactics from holding the shoreline to defense in depth, and would fight until literally the last man when most other armies would have surrendered instead. The Japanese Special Tactics rule provides a simple means to show that change.
- Note: This rule is really optional as it can radically change the course of the game.
There are two sets of Japanese Special Tactics, Early War and Late War.
A) Early War Tactics: The Japanese player may declare any attack involving Japanese infantry (including SNLF, airborne and defensive) to be a “Banzai Charge” (that’s on CRT No. 1, Land). That has the following effects for that combat: treat D1 as an E1; treat A2 as Ax (remember, Japanese must be attacking); and all other results are treated normally.
B) Late War Tactics: Early War Tactics remain in effect until Operation Sho-Go has been triggered. Once in effect, Late War Tactics remain in effect for the remainder of the game. Late War Tactics have the following effects: the Japanese player may no longer declare banzai charges; when any Japanese units are defending, always treat D1 results as E1; and 3) all other results are treated normally.
C) Late War Tactics are in effect in all scenarios that begin in July1944 or later.
- This rule may be used in War Plan Orange scenarios, but the Japanese always use Early War Tactics, they can never switch to Late War Tactics.
29.0 INFILTRATION THROUGH ENEMY UNITS
Land units may not automatically move from one enemy occupied hex to another. Instead, prior to attempting such a move, the unit must roll for infiltration.
A) Japanese units infiltrate through units on a die roll of four through six. Allied units infiltrate on a die roll of five or six. EXCEPTIONS: Japanese armored units infiltrate on a die roll of five or six. Allied armored units infiltrate on a die roll of four through six. Special forces infiltrate through units on a die roll of three through six (they may still cross mountains automatically).
B) If a unit is attempting to cross a mountain hexside while moving from enemy occupied hex to another, it must roll twice, once for the mountain and once for the units. If it fails either roll, it may not move that phase.
C) In all December 1941 turns, Japanese units automatically infiltrate through enemy units; they do not have to roll for it (they still would have to roll for mountain hexsides). If infiltrating through both units and mountains, then thay would roll only for the mountains.
- In all cases, this refers to moving through hexes occupied by enemy land units. Enemy air and naval units, and bases, may be moved through freely. And units do not have to check for infiltration if one of the hexes is not enemy occupied.
30.0 BEACH DEFENSES
When making an amphibious assault against a Class 2 hex that has an entrenched defender, the attacker must attack. Apply combat results normally for Class 2 terrain. Exception: if the attacker already has at least one other land unit in the hex, he does not have to assault (they are assumed to be holding a beachhead).
31.0 JAPANESE HOME ISLAND DEFENSE COMMAND
Throughout the war the Japanese kept considerable forces in the Home Islands for security. For the sake of simplicity, they were not included in the Standard Game order of battle (though they are represented by units activated under the Japanese Reserves rule). When playing with this rule, the Japanese receive additional starting units but with certain restrictions.
A) In Games 1, 2, 3, 4 and 5 the Japanese player places the following additional units on the Home Islands during initial setup:
six 20-40 divisions, 20 LAC, 10 NAC
- These units constitute the Home Island Defense Command.
31.0 JAPANESE HOME ISLAND DEFENSE COMMAND
(A) (correction): In Games 1, 2, 3, 4 and 5 the Japanese player places the following additional units on the Home Islands themselves during initial setup: six 20-40 divisions, 20 LAC, 10 NAC. The 10 NAC are bound by the same restrictions as LAC under paragraph (B). They are released, and may be freely used, if either: 1) the Sho-Go or Ketsu-Go events are triggered as per paragraph C; or 2) if during any Reinforcement Phase the Japanese have lost four or more CVs or CVLs in any combination, may be on any prior turns, not necessarily all at once. In Game 4, those 10 NAC are considered to have been triggered previously and are not available; don’t deploy them. If not using this rule, the Japanese player receives 10 NAC in Japan if either condition one or two occur in any Reinforcement Phase of Games 1, 2, 3 or 5. Note: This replaces the prior correction to rule 31.0.
B) Restrictions. The Japanese player must maintain in the Home Islands at all times at least six 20-40 divisions (or equivalents in 8-18 brigades/6-12 Regiments/80-120 armies — defense units do not count as equivalents), 20 LAC. These do not necessarily have to be the same divisions or LAC each turn (units may be transferred off the Home Islands as long as they are first replaced with equivalents of the same type). Those LAC may perform missions normally but must land in the Japanese Home Islands. If some game action would cause the number of divisions or LAC to fall below their required minimums, the Japanese player may not move any infantry units or LAC respectively from the Home Islands until the numbers have been restored (this is evaluated separately for the divisions and LAC; for example, if the Japanese have their number of LAC reduced from 20 to 15, they may still move divisions off the Home Islands.)
C) If either or both the Sho-Go or Ketsu-Go events are triggered, the restrictions under (B) above are lifted and Japanese units may be moved off the Home Islands at no penalty. However, the Victory Condition garrison requirements for the Japanese Home Islands still apply. See (E) below.
D) Japanese Reserves:
-
Deduct from the Sho-Go force the following units: three 20-40 divisions, 10 LAC.
-
Deduct from the Ketsu-Go force the following units: three 20-40 divisions (the ones received the turn of triggering), 10 LAC (the ones received the turn of triggering).
E) Victory Conditions: The Japanese Garrison for Japanese Home Islands is now six divisions (or equivalents) and 10 LAC anywhere in Japan to get these victory points.
32.0 SUBMARINES
The Allied player has no submarines in the game because historically they concentrated against Japanese merchant shipping and their effect is built into the game. Japanese submarines could not be built into the game because their main effort was against Allied naval forces; thus the rules for employing submarine fleets are as follows:
There are two types of submarine (sub) units: real and dummy. Real sub units have an attack strength and movement allowance. Dummy Subs have a movement allowance but no attack strength. Both real and dummy subs are deployed face down, and the enemy player may not examine them unless the owning player turns them face up.
Procedure: Subs may only use their surface attack atrength to attack enemy naval units, and they may only use it if they are “on station.”
A) Subs may only be put on station at the beginning of a friendly naval movement phase, and once on station they may not move for eight movement phases. Simply write a record of the “SS-# On Station” on a sheet of paper. Subs may voluntarily abandon their station after spending eight movement phases on station in a given hex. They may remain on station indefinitely in any qualified hex.
B) Subs attack only in the enemy naval movement phase. Whenever an enemy naval unit enters a hex containing or adjacent to a friendly submarine, the friendly player may flip that submarine counter face up and declare an attack. Subs may use their surface attack strength to attack any naval unit moving through or ending on or adjacent to the hex in which they are on station. Obviously, the only time a sub can attack is if the enemy player moves his naval units into the same or adjacent hex as the subs. The attack is resolved immediately, as if it were a surface attack, except the moving player may not attack the subs. If more than one sub is in or adjacent to the hex to be attacked, they may combine their strengths. If this is an adjacent hex, the sub doesn’t move; this is the only time in the game a unit can attack from an adjacent hex. This represents subs operating throughout a zone on the map.
C) Each DD unit in a stack of units being attacked by subs reduces the attack strength of one attacking sub unit by two attack strength points; each BB, CV, CVL or CVE reduces the attack strength by one point, to a minimum of one.
D) Subs may attack any unit entering or adjacent to the hex in which they are on station. Each sub unit may attack only a single target of their choice. That is, they may not split their attack strengths among different enemy units. If the surface attack strength is being reduced by naval units in the hex, the Allied player may reduce each of the sub’s attack strength in any fashion he wishes. That is, he may split the reductions among the sub units as he wishes. Each sub unit may attack no more than once per complete enemy naval movement phase.
E) Subs have no defense strength; they may not be attacked, even when their position is discovered.
32.0 SUBMARINES (E) (omission): The two hex air base radius is increased to three hexes if the base has LBAC/LBAC-B-29 on it. All air bases mentioned in this rule must be functional in order to implement their effects.
F) Subs may not go on station within two hexes of an enemy air base that has aircraft in it, unless they are also within two hexes of one of their own air bases with aircraft. Subs may never go on station in the same hex or adjacent to a hex that contains an enemy naval base.
G) If a sub is on station and an air or naval base is built that would prohibit the sub from being on station in that hex, it immediately goes off station. It may not go on station until it moves to a valid hex. That’s an involuntary abandonment of on station status.
H) If a sub is on station in a hex and that hex comes within the zone of control of an Allied landbased air unit, the sub is no longer on station (as per “G” above).
I) At the end of eight movement phases on station, a submarine unit is free to move to another position, though it may remain in the same hex and/or move off in any future movement phase.
J) Subs may never be part of task forces.
K) Subs never need to refuel.
L) Subs, both real and dummy, which are revealed by attacking or by the optional Magic rule can be flipped face down at any time thereafter. Dummy units are not eliminated by being revealed.
M) Scouting. Whenever Allied naval units enter a hex containing or adjacent to a real sub, the Japanese may request the Allies reveal the number and type of units in the stack.
N) Supply Lines. Naval supply lines may be traced into and through hexes containing or adjacent to enemy on station sub markers, real or dummy, but only under the following circumstance: the Allied player must have a destroyer unit in or adjacent to the hex containing the marker. One destroyer unit negates the blocking effect of all subs in and adjacent to its hex.
O) A player may not use naval strategic movement into or adjacent to a hex containing an enemy on station sub, real or dummy. Note, though, the five hex prohibition for strategic naval movement does not apply.
P) During the reinforcement phase of the first 1944 turn, the Japanese player removes one real and one dummy sub from the map. They are never returned to play. (That represents attrition of submarines.)
Q) Subs are otherwise not considered to be naval units; they do not block movement of naval units, nor prevent amphibious assaults.
R) If not using this rule, the Allied player must deduct naval units from his starting order of battle. In any scenario in which the Japanese have at least two real submarines, the Allied player must deduct two DD units from his starting order of battle. Those units are removed before the start of play and never return. They don’t count as points lost; they are considered to be dispersed throughout the fleet acting as escorts.
Historical Note. While several Japanese warships were sunk by Allied submarines, given the scale of this game those events are considered to be integrated into the outcomes of surface combat. That is, the destruction of a Japanese naval unit by a fortuitous series of die rolls factors in Allied subs.
33.0 JAPANESE CONVOY ESCORTS
Historically the Japanese didn’t have an effective convoy escort system. This option assumes they implemented such a system by diverting naval units from combat roles to protecting merchant shipping. This rule may only be used in scenarios that start in December 1941.
Procedure: At the start of the game, the Japanese player may announce he will be conducting convoy escort. He must permanently remove from the map two naval units of the following types: CL, DD, CVL, CVE. (That’s a total of two units, not two of each type.) He must also remove five NAC. At the start of the first turns of 1943, 1944 and 1945, the Japanese player must remove one additional CL, DD, CVL or CVE unit, plus three NAC. The units removed may not be damaged.
A) Effects. If convoy escorts are in effect, then: 1) Japanese transports using strategic movement triple their movement factor; and 2) regardless of the year, Japanese transports are replaced after four game turns.
B) If the Japanese player fails to remove the necessary units from the map at the start of 1943, 1944 or 1945, convoy escorts are no longer in effect for the remainder of the game. In that case, the Japanese player receives any units he previously removed for convoy escorts, on any friendly functional naval bases for naval units and air bases for NAC. Once convoy escorts have been cancelled they may never be restored.
34.0 OILERS
Change the Standard Game rule that if an oiler refuels any naval unit it’s considered to have expended all oil carried. Instead, each naval unit refueled deducts one from the oiler’s capacity (to a minimum of zero). Players will need to record the total oil each oiler carries on paper.
35.0 NAVAL ZONES OF CONTROL
All hexes within one hex of any undamaged BB, BC, CA, CL or DD are under the owning player’s naval zone of control (NZOC). A naval ZOC stops the enemy player from tracing a naval supply line into, out of, and through those hexes.
A) A naval ZOC is negated by the following: the enemy has a BB, BC, CA, CL or DD unit in the hex containing the naval unit (which negates all adjacent NZOCs both forces exert).
B) Scouting. Whenever an enemy naval force is in the naval ZOC of a DD, CL, CA or BC unit, the enemy player must reveal the number of naval units in the hex if in a task force marker, but not the type. That occurs at any time in the game turn, and is applied to both phasing and non-phasing players. For example, the player would reveal he has three naval units in a task force, but not if they were CAs or DDs. Naval ZOCs have no other effects.
36.0 NAVAL ENGAGEMENTS
Naval combat is not resolved simultaneously. Players check the Naval Engagement Table to see which player fires first. The player who fires first determines his order of firing, resolves all combat, and inflicts all losses. The other player then does the same; however, any damage or sinking of his ships is implemented before he returns fire.
Procedure: Each player rolls one die and adds to it any of following applicable (no more than +1 for each category). The player with the higher total engages first. If a tie, engage simultaneously.
Naval Engagement Table
+1 for the player who has more undamaged DD and CL units in his force.
+1 for the Japanese in 1941-42.
+1 for the Allies if they have at least one ship with Radar (see the Radar rule).
+1 for the player who has one or more carrier units with at least one NAC.
+1 for a friendly force within an undisputed friendly Air ZOC.
37.0 RADAR
In all turns in 1943 and later the Allies have radar.
A) Which units have Radar.
-
Naval: all undamaged Allied carriers, BB, BC, CA, CL and DD.
-
Bases: Allied airbases with a strength of 10 or more. The bases may be unsupplied, but must be otherwise functional. The base may not be located in the Soviet Union or China.
B) Effects of Radar.
-
If one or more Allied naval units has radar in a hex, that stack has an additional (but limited) reconnaissance zone extending one hex from the friendly unit into all adjacent sea and coast hexes. The Japanese player must tell the Allied player the number of naval units he has in those hexes, but not the type.
-
Interception. Radar allows Interception, which is an additional air mission. It may be flown by NAC based on aircraft carriers that have radar or by LAC and NAC on a land base that has radar. See Mission Description.
38.0 MAGIC
Starting in 1942, the Allied player may use the MAGIC code breaking system.
A) The Allied player may once each complete month designate one hex on the map. The Japanese player must reveal to the Allied player the composition of all his units in that hex plus all adjacent hexes (seven hexes total), including type, strength, etc. That includes task force markers and submarines.
B) Optionally, the Japanese player must leave the room and the Allied player may take the above action without informing the Japanese player which hexes he examined.
39.0 ALLIED ARMOR
The Allies don’t receive any armored units in the Standard Game. That’s because the land game is generally a division level simulation, and no Western Allied armored division fought as a complete unit in the Pacific, though there were plans to employ two US armored divisions for the invasion of Japan in late 1945. While the US deployed numerous non-divisional tank battalions, they were usually assigned to divisions or corps. Hence, Allied armor is factored into the relatively high combat values of their infantry; however, the British utilized some armored brigades as separate maneuver units. When using this option, the Allied player receives armored brigades as reinforcements at several points in the game in place of other units.
A) Reinforcements:
Turn 12 (2/4/1942): one armored brigade (Rang/Sing) in place of the infantry regiment otherwise received that turn.
Turn 69 (4/1/1943): one armored brigade (Aus).
Turn 91 (9/1/1943): one armored brigade (Ind).
Turn 147 (10/1/1944): one armored brigade (Ind).
B) Middle Eastern Withdrawal: When using this rule, the Allied player must withdraw the following units on Turn 34 (8/1/1942): one armored brigade, one 30-50 division (or three 8-15 regiments). To be withdrawn, the units must be in the India box at the start of Turn 34. They are then removed from the map. For each brigade or regimental equivalent not withdrawn, the Japanese gains 10 points.
C) Australian Reserves: When using this rule, change the Australian reserves from “nine 8-15 regiments” to “six 8-15 regiments and one armored brigade.”
D) These Allied armored brigades may not be built up into armored divisions. The two armored divisions in the counter mix are for “what if” scenarios involving the US commitment of such formations to the Pacific Theater of Operations.
E) The Japanese receive one armored brigade in Indochina at the start of all scenarios beginning on 12/2/1941.
US Armor
E) If the Allied player wants to commit his US armor as maneuver units, he receives the following additional units:
Turn 17 (4/1/1942): one armored brigade (West Coast USA).
Turn 143 (9/1/1944): one armored brigade (West Coast USA).
Turn 147 (10/1/1944): one armored brigade (West Coast USA).
Turn 160 (1/1/1945): one armored brigade (Ind).
F) If using US armor, when the Allied player makes a training attempt to form corps he must roll twice in 1941-44 and must get a six on the first die roll and a three through six on the second; in 1945 the Allied player must roll once and get a three through six.
40.0 GUERRILLAS
40.0 GUERRILLAS (omission): The rules section should be "40.0".
40.(F) (optional): Communist Chinese Guerrillas. In order for the Japanese to trace a line of Supply in a hex in the Communist Zone, the hex must be occupied by at least one Japanese land unit with an attack strength of 2 or more. (Comment: the Communists had a really strong rural resistance movement).
The Japanese must contend with the extensive guerilla movements which rose up in occupied areas.
(A) The Japanese player must occupy each base and port in certain regions with at least one land unit with an attack strength of two or more (any size or type except CDUs). Should he fail to do so, he loses any benefits for any non-occupied bases/ports (retaining the benefits for the ones he does occupy). An ungarrisoned base/port is not, however, considered to be controlled by the Allies, and is restored to full Japanese control the instant a Japanese land unit reoccupies it.
B) Effects. An ungarrisoned Japanese base in the following regions is considered to be not functional:
Indochina Australia
Malaya New Zealand
Philippines Hawaii
China USSR
Hong Kong
- Remember, Manchuria and Formosa are not part of China in the game.
C) Being “not functional” for this rule lasts only as long as the base is not occupied. The instant the Japanese garrison a base, it’s restored to functionality. Of course, other conditions that effect a base’s functionality, such as supply, damage and neutralization, remain in effect.
D) Units occupying bases count for the total number of units required to garrison a region or objective (see the Standard Game Victory rule).
E) Also, when using this rule, the Allies must occupy each base they occupy in the Japanese Home islands and Manchuria in order to use them.
Historical note: while other regions may have had guerilla movements, they were generally negated by pro-Japanese client forces and so are not accounted for by the above. The regions indicated had large-scale guerilla movements that gained control of much of the countryside or, as in the case of Australia, etc., would have required the Japanese to commit sizable occupation forces to control.
41.0 ASIA FOR THE ASIATICS
Japanese propaganda promised liberation of the European colonies in Asia. In pursuit of that, the Japanese organized “national armies” in areas they occupied. However, Japanese policy did not live up to their promises and the armies they mobilized were at best unreliable. When using this option, the Japanese player receives client units at certain points in the game representing puppet forces. Client armies are represented by army level units with a “C.”
A) The Japanese receive client armies for the following areas:
Manchukuo: two 10-15s
China: two 10-15s
Burma: one 10-15
Thailand: one 20-40
East Indies: one 10-15
India: one 10-15
B) Manchukuoan and Chinese client units are deployed at the start of all scenarios. Burmese and East Indies units are deployed in all scenarios other than one and three (that is, they are received in scenarios starting after December 1941). Units are deployed according to scenario instructions.
C) Burmese, East Indies, Indian and Thai client units are received as reinforcements as follows (in scenarios in which they are not initially deployed): if, during any reinforcement phase, the Japanese have at least one land unit in all cities in that region, and the Allies have no land units in any cities in that region, place one 10-15 unit in any one city. For India, this is for only the on-map portion. For Thailand, the Japanese receive a 20-40.
D) Client units act in all manner as Japanese units, except they may never leave their home country. Client units are received only once per game and may never be replaced.
E) Defection. Once placed on the map, client units are subject to defection if the Allies retake a city in their country. The instant any Allied land unit reoccupies any one city of a region and there is no Japanese land unit in that same city, roll a die for each client army of that region. On a one or two the unit remains in play; on a three through five the unit is removed from the map (it doesn’t count as a unit destroyed for points); on a six the unit is removed from the map and replaced with an Allied 8-15 regiment. Those die rolls are made only once per country per game.
41(E) Defection (clarification): In the case of China, the Allies must capture a Chinese city which began the game on the Japanese side of the Occupation Line.
42.0 MONSOONS
All June, July, August, September and October Turns are monsoon turns. During monsoon turns the following restrictions are in effect for the following regions: India, India Holding Box, Burma, Thailand, Malaya, Indochina, Philippines, Dutch East Indies, New Guinea.
A) All land units have their attack factors halved (quartered if attacking while unsupplied). Land units may not use strategic movement. Infiltrating across mountains is done on a die roll of five or six for the Japanese and six for the Allies. Land lines of supply are reduced to three hexes.
B) Prior to attempting to fly from a base in a monsoon region, aircraft must roll a die: on a four through six they fly normally; on a one through three they are grounded and may not fly. That effects all aircraft units on a base for the remainder of the phase That is, a player checks when the first air mission is flown from a base and, if it can’t fly, no other unit can from that base. CAP missions are not affected. (CAP can always fly missions when their hex is attacked). None of this affects missions being flown into the hex. Air Supply is not affected.
C) Naval units within three hexes of a coastline hex of any of the above regions (counting both the coastline hex and the hex in which the unit is located) are affected as follows: naval units in the same hex as enemy naval units may attack them only if they roll a four through six prior to the initiation of combat. On any other die roll, no attack is made and those naval units may not attempt to attack other naval units again that phase. But that doesn’t affect bombardments or attacks on naval units in ports. NAC flying from carriers must roll like land based units to see if they can fly.
43.0 MID-WAR VICTORY POINTS
When playing Games 3, 4 and 5, players check for geographic victory points at the end of each calendar year (the last December turn). They gain 25 percent of the victory points for each geographic objective (assuming other conditions are met). Total all points to be received, then divide by four to get the final total, dropping any fractions after the division. This applies at the last turn of the following years: 1942, 1943 and 1944 (and 1945 if playing a “what if” scenario). Players also gain full victory points at the last turn of those scenarios according to the standard victory rule. The mid-war points are added to the final victory point totals to determine the winner.
A) Don’t count points for units eliminated or damaged when making mid-war victory point checks.
- Comment: this represents the various economic and political reasons for gaining and holding strategic areas.
44.0 STRATEGIC WARFARE
The Allied player can undermine Japanese supply capacity by using strategic warfare. At the start of each quarter of 1943 and later, the Japanese player determines how many operational points he has available. That will in turn determine the number of major offensive actions he has available for each turn of the quarter following.
- This option should only be used in campaign games that last at least one year.
A) The first turn of a quarter is the first turn of January (1/1), April (4/1), July (7/1) and October (10/1).
B) The number of operational points the Japanese receive are equal to the following:
-
Total the number of Japanese controlled cities in the Japanese Home Islands and Manchuria (maximum of 16).
-
Strategic Bombing. A city with 0-49 points of damage counts as two operational points. A city with 50-99 points of damage counts as one operational point. A city with 100 points of damage counts as zero operational points.
-
Strategic Resources. Each Japanese city not supported by one strategic resource point has its value halved (see below). This means a city with 0-49 points of damage would count as one; 50-99 points of damage would count as one-half, and 100 points of damage as zero.
C) Total the number of Operational Points and drop any fractions. The Japanese player expends one operational point for each of the following “Major Actions.”
- A supplied land attack that involves at least three Japanese divisions or their equivalent, or one army. Land attacks of three divisions or more may be made without expending operational points, but they’re treated as unsupplied combat.
- Exception: Japanese defense armies are not affected by this rule. They always attack and defend at full strength and don’t count against the total of other units in the same combat.
-
It costs one operational point to refuel one to six ships in a naval base, or to refill one tanker.
-
Naval and antiaircraft fire is always conducted normally.
-
It requires one operational point to place a sub on station (that’s each time it is placed on station, not per turn).
-
The Japanese player may create one additional LAC or NAC by expending one operational point per LAC or NAC created. That’s done during the reinforcement phase. Such LAC/NAC are placed in functional Japanese airbases in Japan and/or Manchuria. The Japanese may expend the following maximum number of operational points per turn for this purpose:
1941-42: 0
1943: 1
1944-45: 2
- Historical note: these LAC/NAC are in addition to other reinforcements. They represent the Japanese high command allocating fuel for training pilots and conducting air force operations. Historically, while the Japanese produced record numbers of aircraft in 1944-45, they were either grounded due to lack of fuel or their effectiveness was rendered nil owing to lack of pilot training.
E) Operational points may not be accumulated from turn to turn; however, they may be re-used each turn. That is, if the Japanese have 10 operational points at the start of a quarter, they may expend 10 operations points per turn each quarter.
F) Strategic Resources. In order for a Japanese Home Island or Manchurian city to be used at full value to generate operational points, it must receive strategic resources. Certain geographical areas/objectives are worth the number of resource points shown below. Each resource point may support one city (again, all determined at the beginning of each quarter starting in 1943). Strategic resources not used in one quarter may be accumulated and carried forward to the following quarter (unlike operational points). The Japanese player must control the region/objective (according to the definition in the Victory rule), and be able to trace a line of supply using normal supply rules from the region providing the resources to the city being supported.
- Exception: in this case, once a line of supply reaches a port in Manchuria or the Japanese Home Islands, it may then be traced via land up to five hexes to the city being supported.
Region/Objective Strategic Resource values per area
Rangoon 1
Singapore 2
Indochina 2
Sumatra 3
Java 3
Borneo 3
Philippines 2
Formosa 2
Korea 2
Each city in China* 1/2
- Includes Hong Kong
G) Strategic resource points are additionally reduced as follows to reflect the effects of the Allied submarine campaign:
1944: multiply total by 50 percent.
1945: multiply total by 20 percent. (Yes, that means the Japanese get only one fifth of their imports in 1945.)
H) If using the optional Japanese Convoy Escort rule, change these to: 1944 – 75 percent; 1945 — 50 percent.
I) Atom Bombs. See the Mission Capability Chart, ATOM BOMBING Mission, for details on the use of atomic bombs.
45.0 GAME EXPANSION
Players may use the China Front and Soviet Intervention rules to expand the game to include the great mainland campaigns. These rules may not be used in the War Plan Orange scenarios. When using these variants, use the additional China and Soviet front units listed in their scenarios and the reinforcement schedule.
45.A(D) (Clarification): Allied units other than Nationalist Chinese may enter the Communist Zone freely, even if the Communists are neutral. Allies may use bases in the Nationalist/Communist zones respectively if the Nationalists/Communists are Allied controlled. If the Nationalists/Communists are neutral, then the Allies may use bases in the Nationalist/Communist zones if they are occupied by non-Chinese Allied units.
45.A(E1) Nationalist Chinese Supply (clarification): Chinese, Burmese and Indian "ports" are functional, Allied controlled naval bases which can trace a LOS to an Allied ultimate supply source. All other land LOS requirements must be met.
45.A(E4) Nationalist Chinese Supply (addition): Nationalist Chinese units tracing a land LOS may trace through mountain hexsides entirely within China without an engineer. (Comment: representing the massive mobilization of the Chinese populace to transport supplies.)
45.A(H2) Replacements (correction): Last line should read "Eliminated Chinese communist armies may be placed in any hex in the Communist zone not containing [delete "or adjacent to"] a Japanese land unit."
45.B (C) Soviet Supply (addition): Soviet units tracing a land LOS may trace through any mountain hexsides without an engineer. (Comment: representing organic Soviet army logistics.)
45.A CHINA FRONT
The situation in China was complex during World War II. China was in the midst of a civil war between nationalists and communists; fighting the Japanese was often a secondary priority. When using this option, the Allied player may gain control of Chinese units at certain points in the game.
A) There are two Chinese factions: the nationalists and the communists. Each has its own set of counters.
B) China is divided into two zones: the Nationalist and the Communist. The Japanese front line doesn’t affect those zones; that is, the zones extend all the way to the coast. In general, nationalist units may never leave the nationalist zone, and communist units may never leave the communist zone, but note the exceptions listed below:
-
Up to three nationalist armies (maximum) may at any time be in any combination of Indochina, Thailand, Burma and/or on map India.
-
One communist army may enter Manchukuo.
C) Chinese units may never enter Hong Kong or use any kind of naval transport.
D) Communist and nationalist Chinese units may not cross into each other’s zones. They may cross into the Japanese-occupied part of their own zone.
E) Nationalist Chinese Supply. Nationalist units trace their supply to any one of the following:
-
Any port hexes in China, Burma or India (including the India off map box) that are Allied controlled. The line of supply (LOS) is traced like a normal supply line. Note that supply lines may not enter the unplayable area north of India.
-
Chunking (hex 207) can provide supply to nationalist Chinese units. This line of supply is traced normally except it may not exceed three hexes in length.
-
Air Supply. Chinese units may be supplied by Allied Air Supply missions: see the Air Supply Mission.
F) Communist Chinese Supply. Communist units are always in supply.
G) Formosa and Manchukuo are not considered part of China for purposes of the game. (They were Japanese colonies at the time.)
H) Replacements. Eliminated Chinese armies are replaced as follows.
-
During each reinforcement phase, roll a die for each eliminated Chinese army. On a six, an eliminated nationalist army is returned to play. One a five or six, a communist army is returned to play.
-
Nationalist armies must be placed in cities within the nationalist Chinese zone that are currently occupied by at least one friendly Allied land unit. Eliminated Chinese communist armies may be placed in any hex in the Chinese zone not containing or adjacent to a Japanese unit.
-
A maximum of one nationalist and one communist army may be returned to play per reinforcement phase.
I) Chinese Civil War. In all 1941 and 1942 turns, the Allied player controls all Chinese units. At the start of 1943, 1944 and 1945, the Allied player rolls a die to determine status of Chinese forces. That status remains in effect until the beginning of the next year.
-
If the Allies get a result such that they don’t control Chinese units of one or both factions, they may not move or attack with any units of those factions. In that case, any Chinese units outside China may not attack. They may move, but only if they can end their move back in China or a hex adjacent to China.
-
The Japanese player may always attack Chinese units; however, if he attacks a faction that is currently not controlled by the Allies, that faction immediately becomes Allied controlled for the remainder of the year.
Chinese Civil War Table
Die Roll Result
1 Allies control all Chinese units.
2 Allies control all Nationalist units.
3 Allies control all Nationalist units.
4 Allies control all Nationalist units.
5 Allies control no Chinese units.
6+ Allies control no Chinese units.
Note: Add +1 to the die roll if the Japanese attacked no Chinese units within China during the preceding year.
45.B SOVIET UNION
The Soviet Union becomes a belligerent starting with Turn 191 (8/2/1945). Prior to that turn, no Soviet units are set up and neither player may enter Soviet territory, including coastal hexes.
A) At the start of turn 191 (8/2/1945) the following take place.
-
The Allied player gains control of Soviet units. The Allied player places them anywhere in the Soviet Union during the reinforcement phase.
-
Both players’ units may enter the Soviet Union and conduct operations there normally for the rest of the game.
B) Restrictions.
-
Only Soviet and Japanese units may enter the Soviet Union. Non-Soviet Allies may not do so.
-
Soviet units may only enter the Soviet Union, Manchuria and Korea.
-
Additionally, a maximum of three Allied LBAC/LBAC (B-29) may be based in the Soviet at any one time.
-
Soviet ground units may not stack with other Allied ground units. There may never be more than one Soviet land unit per hex. Soviet air units stack normally.
C) Soviet Supply. Soviet units trace supply to any Allied controlled city in the USSR or to the west or north map edge within the USSR.
USN deluxe SCENARIOS
HOW TO USE THE SITUATION & ORDERs OF BATTLE
Choose one of the Scenarios and determine who will represent the Japanese, and who will represent the Allies. The low unitcount Mini-Games are best for familiarizing oneself with the intricate game mechanics. Each player should now examine his Order of Battle, (forces available for employment, abbreviated O.B.) and deploy the forces as described.
Game 1, Opening Moves (December 1941 - May 1942): this game lasts twenty GameTurns. Use Reinforcement Chart for GameTurns 1 through 20. Use Game 1 StartLine and Game 1 Special Rules.
Game 2, Turn of the Tide (May – September 1942): this game lasts twenty GameTurns; use Reinforcement Chart for GameTurns 21 through 40. Use Game 2 StartLine and Game 2 Special Rules.
Game 3, Seas of Decision (December 1941 – June 1943): this game lasts eightyone GameTurns. Use the Reinforcement Chart from turns 1 to 81. Use Game 1 deployment instructions and Game 3 Special Rules. Estimated playing time for Game 3 is 150 hours; proceed at your own risk.
Game 4, Road to Tokyo (July 1943 – August 1945): this game lasts one hundred eleven GameTurns. Use the Reinforcement Chart from turns 82 - 192. Use Game 4 deployment instructions and Game 4 Special Rules.
Game 5, War in the Pacific (December 1941 – August 1945): this game lasts one hundred ninety-two (count ‘em) GameTurns. Use the Reinforcement Chart from turns 1 to 192. Use Game 5 deployment instructions and Game 1 Special Rules.
How to Setup and Play the Games
(A) The Japanese Player always deploys his forces first and moves first, unless otherwise noted.
(B) At the start of each game all naval units are fully fueled. All air and land forces are considered supplied, unless otherwise noted. Airbase capacities may never be violated when deploying air forces.
(C) Before the game begins, consult the Scenario Special Rules section, and determine any changes or modifications to the rules that are in effect for the Situation you have selected. Performance is evaluated using the Situation Victory Conditions, so be sure you understand what are your objectives. When using any of the MiniGame situations, neither Player receives any reinforcements, unless noted.
(D) There are two designated lines on the mapsheet: one is indicated Start Line, Game 1 (December 1941), and the other Start Line, Game 2 (May 1942); the Game 4 Start Line is slightly modified from Game 2. All units must be set up on respective sides of these lines: Allied on their side, and Japanese on their side.
(E) Some units have specific areas of deployment: these are of two types.
-
First, there is the specific hex setup, which usually gives a place name and the specific number in parentheses that the units must be placed on.
-
The second type gives a general geographic area within which the units may be place anywhere, such as IndoChina or Formosa; these give a representative hex number (not in parentheses) to give the Players a general idea of the location of the area.
- Note that the first type gives the hex number in parentheses and the units must be placed exactly there, while the second type gives a hex number without parentheses, which is simply meant to be used as a general reference.
(E) At start, land units may only be deployed on land hexes, naval units in naval bases and air units on air bases; no units may be deployed out of supply unless specifically stated so. All units in an O.B. without specific starting positions or areas must be deployed on the appropriate side of the GameStart Lines wherever the Player desires. Air units may always be deployed at any air base or carrier appropriate to the air unit.
(F) Players should set the mapsheets up on a large table, folding the mapsheet back upon itself until the creases no longer prevent it from laying flat. The West and East mapsheets overlap along the hexrow running from hex number 805 to 838. Players should then lay out the charts they will need to play the game, as well as equipment not provided in the game. The position where the Players seat themselves may vary, even during the course of a game; try to choose the best position based on the chosen game.
(G) After choosing which game they are to play, the Players should select those units indicated by the Initial Order of Battle of the chosen game, and place them on the map. Players may then commence the normal course of action as indicated in the Sequence of Play.
(H) Land units may start the game embarked on Transports if in the same hex, unless otherwise specified.
(I) Land units must begin the scenario in the strengths indicated; they may not be broken down or built up during initial deployment. They may do so normally once the game begins.
SITUATIONS & ORDERS OF BATTLE
CAMPAIGN GAME 1
(December 1941April 1942)
Turns 1 - 20
Campaign Game 1 covers the initial Japanese offensive which included the raid on Pearl Harbor, and the conquest of the Philippines, Malaya, Burma and the Dutch East Indies.
JAPANESE Order of Battle, Campaign Game 1:
Land Forces
Two 20-40 divisions, two 11 Engineer regiments/Japan 676
One 20-40 division, one 6-12 regiment/Canton and/or Amoy (247, 345)
Two 20-40 divisions, one 6-12 regiment/Formosa (378 & 411)
One 8-18 brigade/Haiphong (177)
One 8-18 brigade/Saigon (181)
One 80-120 Army*, one 20-40 division, one engineer regiment/IndoChina 179
- May begin broken down into divisions at the Japanese player’s option.
May be deployed on any friendly land hexes:
Four 818 brigades, four 510 SNLF regiments, one 510 SNLF Airborne regiment, one 612 Airborne regiment, one Engineer regiment
One 2-8 defense regiment each on/Shanghai (109), Palau (552), Saipan (717), Truk (754), Kwajalein (989), [five total]
Four 2-8 defense regiments/one each on any naval bases in Japan (no more than one per hex) 576
Coastal Defense Units
One 3010/Truk (754)
One 62 each on/Shanghai (109), Palau (552), Saipan (717), Kwajalein (989), [four total]
Four 30-10/one each on any naval bases in Japan (no more than one per hex) 576
Naval Forces
Any Naval Bases in Japan 676: CV1, CV2, CV3, CV4, CV5, CV6, CVL4, CVE1, BB1, BB2, CA1, CL1, DD1, DD2, Oil1, Oil2
Formosa (378) and/or Hainan (245): CVL1, CVL3, BB3, CA2, CA3, CL2, DD3, DD4,
Truk (754): CA4, DD5
Any friendly Naval Bases: Transport1, Transport2, Transport3, Transport4
Optional Submarine Forces:
SS1, SS2, SS3, SS4
Dummy-1, Dummy-2, Dummy-3, Dummy-4
May deploy anywhere on the map within the Submarine rules: the Subs need not be on station.
Air Forces:
68 Naval Aircraft Points/may deploy on any Friendly Air Bases or Carriers (outside of China, Manchuria and Korea)
94 Land Aircraft Points/may deploy on any Friendly Air Bases (outside of China, Manchuria and Korea)
Bases
Use those on the Japanese side of the Game 1 Start line.
Deploy only if using the optional China Front rule:
Four 80-160 armies*, two 10-15 Manchukuoan Client armies, one engineer regiment, 45 LAC/Manchukuo
Five 80-160 armies*, two 30-50 armies, two 10-15 Chinese Client armies, one engineer regiment, 12 LAC/Japanese occupied China
Two 20-40 divisions/Korea 541
- One army in Manchukuo and China each may be broken down into divisions during initial setup.
ALLIED Order of Battle, Campaign Game 1:
Land Forces
One 8-15 regiment/Hong Kong (311)
Three 8-15 regiments/India 8 (May not leave India until Japanese invade Burma)
Three 815 regiments/Burma 76 (One must be deployed in Rangoon (44), and remain there until the border is crossed by Japanese units)
One 40-60 corps, three 815 regiments/Malaya 116
Four 8-15 regiments/Dutch East Indies 220 (no more than one per hex)
One 40-60 corps, one 3050 division, two 815 regiments/Philippines 381
One 30-50 division, six 8-15 regiments/Australia 463
One 30-50 division/New Zealand (971, 972)
Two 815 regiments/Fijis (1066, 1099)
One 815 regiment/Port Moresby (659)
One 815 regiment/Dutch Harbor (1409)
One 815 regiment/Cold Bay (1509)
One 26 defense battalion/Wake Island (985)
One 26 defense battalion/Midway Islands (1218)
One 26 defense battalion/Guam (684)
Six 815 regiments, one Engineer regiment/Oahu (1456)
One 815 regiment, one 26 defense battalion/United States, West Coast
Coastal Defense Units
One 5020/Singapore (116)
One 62/Khota Bharu (115)
One 50/20Pearl Harbor (1456)
One 5020/Luzon (Corregidor) (348)
One 62/each on all other Allied Naval Bases, plus Midway, Wake, and Guam.
Naval Forces
CV3 (with 9 NAC), CL4, DD8, DD9, Transport1, Transport3, Oiler2, Oiler3/U.S. West Coast
BB2, BB3, CA1, CL1, DD1, DD2, DD3, DD4, Oiler1/Pearl Harbor (1456)
DD5Manila (381)
CA5, DD6/Soerabaja (220)
BB1, CL2, CL3, DD7/Singapore (116)
Air Forces
Naval Aircraft Points:
9 on CV3
Land Aircraft Points:
12 LAC, 3 LBAC/Luzon 381
24 LAC, 1 LBAC/Pearl Harbor (1456)
5 LAC/Australia 463
5 LAC/Rangoon (44)
5 LAC/Dutch East Indies 220
5 LAC/Malaya 115
3 LAC/New Zealand (972)
3 LAC/Cold Bay (1509)
3 LAC, 1 LBAC/Dutch Harbor (1409)
2 LAC/Port Moresby (659)
2 LAC/Suva (1066)
1 LAC/Wake (985)
Bases
Use those bases on the Allied side of the Game 1 Start Line.
Deploy only if using the optional China Front rule:
One 30-50 Chinese army, two 20-40 armies, five 10-15 armies, three 7-10 armies/Nationalist Chinese Zone
One 30-50 army, one 15-30 army/Communist Chinese Zone
one 1-1 Engineer regiment/Mandalay (76).
- Allies control both the Nationalist and Communist Chinese
SPECIAL GAME 1 RULES
Shock Effect (GameTurn 1 only!)
(A) Before the Game actually begins the Japanese Player may move his Naval units for one full GameTurn (two Movement Phases). During this “PreGameTurn” Japanese Naval units may not move within five hexes of an Allied Air or Naval Base, and may not use Strategic Movement.
(B) On their first Movement Phase of GameTurn 1, the Japanese may not move their Naval units to within five hexes of an Allied Air or Naval Base. Naval units may use Strategic Movement normally. Naval units which started the scenario on a base within five hexes of an Allied base remain in place. Japanese air units may not conduct air transfer missions during their first movement phase.
(C) During the second Japanese Movement Phase of Game Turn 1, all Japanese naval, sea and air units may be moved normally. Japanese naval units also engage in combat normally. Japanese land units move normally during their movement phase.
(D) The Allies may not move at all on Game Turn 1.
(E) During Game Turn 1, Allied Aircraft may not perform any missions at all. Allied Naval units have their Defense Strength reduced to onethird of normal, and their AntiAircraft Strength reduced to one-third of normal (drop all fractions, but nothing can be reduced to less than “1;” example: an Allied DD unit would have a Defense Strength of “1,” a Surface Attack Strength of “1;” and an AntiAircraft Strength of “4”). Allied Bases have their AntiAircraft Strength reduced to onethird of normal. Allied land forces have their Defense Strength reduced to onethird of normal. Allied Coastal Defense units are not affected.
(F) Allied naval units in naval bases must begin the game “under” any CDU units in their hex. (See Air and Naval Bases, case H). They still have their defense strengths affected as indicated above in case (E) (i.e., cut to one third defense, regardless of which type of attack is being made or the presence of CDUs—the Shock Effect is used instead of other multipliers/dividers).
(G) All Japanese NAC have their Bombardment Strength increased to “10.”
(H) No air missions may be flown in Phase 5 Mutual Air Strike Phase. Japanese units (only) may fly missions in the Phase 9 Mutual Air Strike Phase. Japanes land units attack normally.
Japanese Refueling
All Japanese naval units start the game with four turns of fuel (instead of three). Thereafter, Japanese units refuel normally. Transports and oilers start with six turns of fuel.
Philippine Fortifications
(A) Any Allied land unit on hex 348 in Luzon may entrench automatically without having to roll the die. A unit may move (if supplied) into the hex and entrench in the same Movement Phase, or if unsupplied on hex 348, it may entrench. Once entrenched in this hex, a unit is not affected by supply for the first eight Game Turns in which it is out of supply.
(B) The Japanese may not use the Manila Naval Base until they occupy the Philippine Fortifications and eliminate all Allied land forces on the hex.
(C) This rule is no longer in effect at the instant that any Japanese land unit occupies hex 348 and there are no Allied land units in the same hex.
Hong Kong (311)
The Japanese player may use the air and naval bases on Hong Kong in the first Japanese Base Building Phase that Hong Kong is occupied by at least one Japanese land unit and there is no Allied land unit in the hex. No engineer/transport is required for this.
Thailand (111)
The Japanese may use the Naval and Air Base at Bangkok (112) as soon as the Japanese occupy the hex with a land unit (no repair is required).
- In the actual campaign, Thailand was practically an ally of the Japanese.
Allied Naval Forces in the Indian Ocean
(A) By the end of GameTurn 20, the Japanese MUST have moved CV or CVL type naval units with 30 NAC points off the west edge of the map and keep them there for two full naval movement phases before bringing them back on. They need not reenter from the hex they left, but may return on any hex on the edge. These units do not enter the India off-map area, they are just placed aside while conducting this operation (and this is an exception to the normal rules of moving off-map). These units do not have to all move off at the same time, and other types of naval units may also be moved.
(B) When these units are off the map, the Japanese Player rolls the die once and the resulting number indicates how many NAC points he loses from this force (the Allied Player gets Victory Points for them). The Japanese player then rolls two dice and totals the result: this is the number of Victory Points he gains. This action, in effect, neutralizes the Allied Naval Forces in the Indian Ocean. Should the Japanese fail to do this, then the Allies gain 50 Victory Points.
(C) All units must be moved back onto the map by the end of Game Turn 21, or they are eliminated. No Japanese units may be moved off map thereafter.
ALLIED VARIABLE DEPLOYMENT (optional)
At the beginning of Campaign Games 1 & 3, roll the die to determine if there are any Aircraft Carriers in Pearl Harbor (1456). The Allied player does not have to reveal the results of the die roll, nor deploy any of the below units, until the first time the Japanese move any units or attack Pearl Harbor (Oahu), or the end of the Turn 1, whichever comes first.
Die Result
1-2 CV-2 (with 8 NAC), CA-3, DD-10 in Pearl Harbor
3-4 CV-6 (with 9 NAC), CA-2 in Pearl Harbor
5 All of the above forces are in Pearl Harbor
6 Historical Deployment, see scenario setup instructions
(A) When using this rule, change the Shock Effect rule from Scenario 1 as follows: the above Allied naval units in Pearl Harbor utilize all of their anti-aircraft strengths on Turn 1 (instead of one third). Their defense strength is only halved, not cut in third. Also, half of the NAC on each carrier may rise to CAP on Turn 1 (round up any fractions).
(B) Units which begin in Pearl Harbor according to this rule are not received as reinforcements on turn 2. See the Reinforcement Schedule.
JAPANESE VARIABLE DEPLOYMENT
At the beginning of Campaign Games 1 & 3, the Japanese may deploy their CA, CL, DD, and Oiler units at any friendly Naval Bases. If the Japanese select this option, the Allies gain 25 Victory Points.
CAMPAIGN GAME 2
(May 1942September 1942)
Turns 21 - 40
Campaign Game 2 covers the most decisive stage of the War in the Pacific. The Japanese lost six carriers, their offensive was halted, and they were forced to assume a weak strategic defensive. The Allies were beginning to strike back (Guadalcanal) and U.S. production superiority was beginning to make itself be felt.
JAPANESE Order of Battle, Campaign Game 2
Land Forces
Two 5-10 SNLF, one 510 SNLF airborne/Japan 609
One 80-120 army, one 20-40 Division, one 10-15 Client army/Burma 76 (may be placed anywhere in Burma except hexes 74 and 107)
One 20-40 Client army/Thailand 112
One 818 brigade/Haiphong (177)
One 818 brigade/Saigon (181)
One 20-40 division/Malaya 115
One 1-1 engineer regiment/Burma or Malaya 76 or 115
Three 20-40 divisions, one 10-15 Client army, two 510 SNLF, one 612 airborne regiment, one engineer regiment/Dutch East Indies 220
One 510 SNLF/Timor 356
One 6-12 regiment/Hong Kong (311)
One 6-12 regiment/Formosa (378 & 411)
Three 20-40 divisions, one 818 brigade/Luzon 381
One Engineer regiment/Manila (381)
One 818 brigade/Vogelkop (521)
One 612 regiment/Lae (692)
One 612 regiment, one 510 SNLF, one Engineer regiment/Rabaul (759)
One 818 brigade/Palau 1552)
One 612 regiment/Truk (754)
Three 8-18 brigades/any friendly base hexes
One 2-8 defense regiment each on/Shanghai (109), Palau (552), Saipan (717), Truk (754), Kwajalein (989) [five total]
Four 2-8 defense regiments/one each on any naval bases in Japan (no more than one per hex) 576
Coastal Defense Units
One 3010/Truk (754)
One 6-2 each on/Shanghai (109), Palau (552), Saipan (717), Kwajalein (989) [four total]
Four 30-10/one each any naval bases in Japan (no more than one per hex) 576
Naval Forces
Any Naval Base in Japan: CV1, CV2, CV5, CV6, CVL1, CVL3, CVL4, CVE1, BB1, BB2, BB3, CA3, CA4, CL2, DD1, DD2, Oil1, Oil2, Transport3
CV3, CV4, CA1, CA2/Truk (754)
CVL2, CL1, Transport1, Transport2/Rabaul(759)
DD3, Transport4/Singapore (116)
DD4/Manila (381)
DD5/Soerabaja (220)
Optional Submarine Forces:
SS1, SS2, SS3, SS4
Dummy-1, Dummy-2, Dummy-3, Dummy-4
May deploy anywhere on the map within the Submarine rules: the Subs need not be on station.
Air Forces:
65 Naval Aircraft Points/on any friendly carriers or Air Bases
10 LAC/Saigon (181)
10 LAC/Haiphong (177)
15 LAC/Bangkok (112)
55 LAC/any Friendly Air Bases
Bases
(A) The Japanese may use all bases behind the Game 1 start line, and all 5 Air Point Capacity air bases behind the Game 2 start line.
(B) The Japanese may also use the Singapore (116) Naval Base, the Bangkok (112) Air and Naval Bases, the Hong Kong (311) Air and Naval Bases, the Manila (381) Air Base, the Soerabaja (220) Air and Naval Bases, and the Rabaul (759) Air and Naval Bases.
(C) All other bases within the Game 2 Start Line are considered Japanese controlled but damaged.
Deploy only if using the optional China Front rule:
Four 80-160 armies*, two 10-15 Manchukuoan Client armies, one engineer regiment, 45 LAC/Manchukuo
Five 80-160 armies*, three 30-50 armies, two 10-15 Chinese Client armies, one engineer regiment, 12 LAC/Japanese occupied China
Two 20-40 divisions/Korea 541
- One army in Manchukuo and China each may be broken down into divisions during initial setup.
ALLIED Order of Battle, Campaign Game 2
Land Forces
Three 8-15 regiments/India 8
One 8-15 regiment/India off-map box
Three 815 regiments, one 710 Chinese Nationalist Army/Burma (may only placed in hexes (74) and (107))
One 3050 division, eight 8-15 regiments, one Engineer regiment/Australia 699
One 3050 division/Auckland (972)
Three 8-15 regiments/Suva (1066)
Three 8-15 regiments, One Engineer regiment/Noumea (899)
One 815 regiment ENTRENCHED/Port Moresby (659)
One 26 defense battalion, One Engineer regiment/Efate (931)
One 815 regiment/Tongabatu (1168)
One 815 regiment/Pago Pago (1233)
One 815 regiment/Dutch Harbor (1409)
One 815 regiment/Cold Bay (1509)
One 26 defense battalion/Midway (1218)
One 26 defense battalion/Palmyra (1394)
Two 3050 Divisions, three 8-15 regiments/Pearl Harbor (1456)
One 26 defense battalion/U.S. West Coast
Three 8-15 regiments in Transport3
One 3050 division in Transport4
Coastal Defense Units
One 5020Pearl Harbor (1456)
One 62 each of all other Allied Naval Bases, plus Midway
Naval Forces
CV6, CV8, BB4, CA1, CA2, CL1, DD1, Oiler1, Oiler2/Pearl Harbor (1456)
CV2, CV5, CA3, DD2, Oiler3/Noumea (899)
CA4/Sydney (668)
DD3/Dutch Harbor (1409)
CV3, being repaired (damage remaining: six weeks); DD4, Transport3, DD5/U.S. West Coast
Transport4, DD6/Brisbane (698)
Transport1, DD7/(1068)
Air Forces
30 NAC/any carrier or Friendly Air Base
40 LAC, 5 LBAC/Australia 699
15 LAC, 2 LBAC/Pearl Harbor (1456)
5 LAC/Auckland (972)
5 LAC/Midway (1218)
5 LAC/Cold Bay (1509)
5 LAC/Port Moresby 1659)
4 LAC/Noumea (899)
4 LAC/Pago Pago (1233)
4 LAC/Canton (1229)
3 LAC, 1 LBAC/Dutch Harbor (1409)
2 LAC/Christmas (1429)
2 LAC/Suva (1066)
2 LAC/Tongabatu (1168)
1 LAC/Palmyra (1394)
1 LAC/Johnston (1357)
12 LAC/on Transport1
5 LAC/India 8
Bases
Use those bases on the Allied side of the Game 2 Start Line.
Deploy only if using the optional China Front rule:
Two 20-40 armies, five 10-15 armies, two 7-10 armies/Nationalist Chinese Zone
One 30-50 army, one 15-30 army/Communist Chinese Zone
2 LAC/Kumming (141)
Eliminated and available for replacement: one 30-50 Chinese army
- Allies control both the Nationalist and Communist Chinese
SPECIAL GAME 2 RULES
Midway (1218)
The Japanese Player must hold Midway Island by GameTurn 30, or the Allied Player receives 100 Victory Points. Occupy is defined as at least one Japanese land unit is on Midway continuously from turn 30 to the end of the game.
CAMPAIGN GAME 3
(December 1941 – June 1943)
Turns 1 - 81
This covers the first half of the war in the Pacific, in which the Japanese made their initial conquests and then were defeated in several climatic naval and land battles. This set the stage for the later Allied victory in the Pacific.
This is set up the same as Campaign Game 1, and uses the same special game rules as Campaign Game 1. It is played through to the end of turn 81
CAMPAIGN GAME 4
Nauru (959) is Japanese controlled at the beginning of Campaign Game 4.
(July 1943 – August 1945)
Turns 82-192
This covers the second half of the war in the Pacific, in which the Allied counterattack swept towards Japan. During this period, the Japanese launched operations attempting to cripple the Allied fleet, and also briefly advanced in China and India. It all came to a conclusion with the Allies at the gates of Japan.
- See the Special Rules for the definition of the Game 4 Start Line.
JAPANESE Order of Battle, Campaign Game 4
Land Forces
One 20-40 division, one 612 airborne regiment, one engineer regiment/Japan 609
One 80-160 army, one 20-40 division, one 10-15 Client army, one engineer regiment/Burma 76
One 20-40 division, one 20-40 Client army/Thailand 112
One 818 brigade/Haiphong (177)
One 818 brigade/Saigon (181)
One 20-40 division/Malaya 115
Two 20-40 divisions, one 10-15 Client army, one 510 SNLF, one engineer regiment/Dutch East Indies 220
One 6-12 regiment/Hong Kong (311)
One 6-12 regiment/Formosa (378 & 411)
Two 20-40 divisions/Luzon 381
One 510 SNLF airborne/Saipan (717)
One 5-10 SNLF ENTRENCHED/Tarawa (1059)
Three 20-40 divisions/New Guinea 692 (on Japanese side of the 1943 line)
One 20-40 division/Rabaul (759)
One 8-18 brigade/Bougainville (760)
One 8-18 brigade/New Georgia (794)
One 5-10 SNLF, one engineer regiment/any of the following: New Guinea 692 (on Japanese side of the 1943 line), Rabaul (759), Bougainville (760), New Georgia, Santa Isabel (827) [that’s one SNLF and engineer total, not per area!]
Three 8-18 brigades, two engineer regiments/any friendly base hexes
One 2-8 defense regiment each on/Shanghai (109), Palau (552), Saipan (717), Truk (754), Kwajalein (989), Singapore (116), Soerabaja (120), Manila (381), Rabaul (759) [nine total]
Four 2-8 defense regiments/one each on any naval bases in Japan (no more than one per hex) 576
Coastal Defense Units
One 3010/Truk (754)
One 62 each on/Shanghai (109), Palau (552), Saipan (717), Kwajalein (989), Singapore, Soerabaja (120), Rabaul (789), Tarawa ENTRENCHED (1059) [eight total]
Four 30-10/any naval bases in Japan (no more than one per hex) 576
Naval Forces
Any Japanese controlled Naval Bases: CV3, CV-7, CV-8, CVL3, CVL4, CVL-5, CVE-1, CVE-2, CVE-3, BB1, BB3, BB-4, CA2, CA3, CA-4, CL1, CL2, DD2, DD3, DD4, DD-5, Oil1, Oil2, Transport1, Transport2 Transport3
CV4, being repaired (damage remaining: five weeks)/Any naval base in Japan
Transport4 has been sunk and reappears as a reinforcement on Turn 84.
Optional Submarine Forces:
SS1, SS2, SS3, SS4
Dummy-1, Dummy-2, Dummy-3, Dummy-4
May deploy anywhere on the map within the Submarine rules: the Subs need not be on station.
Air Forces:
35 NAC/any friendly carriers or Friendly Air Bases (outside of China, Manchuria and Korea)
30 LAC/on any friendly Air Bases in Burma, Thailand, Indochina or Malaya
10 LAC/on any friendly Air Bases in the Dutch East Indies
40 LAC/on any friendly Air Bases (outside of Burma, Thailand, Indochina, Malaya, the Dutch East Indies, China, Manchuria and Korea)
Bases
(A) The Japanese may use all bases behind the Game 1 start line, and all 5 Air Point Capacity air bases behind the Game 4 start line.
(B) The Japanese may also use the Singapore (116) Air and Naval Bases, the Hong Kong (311) Air and Naval Bases, the Manila (381) Air and Naval Bases, the Soerabaja (220) Air and Naval Bases, the Rangoon (44) Air Base, the Bangkok (112) Air and Naval Bases, the Rabaul (759) Air and Naval Bases, and the Tarawa (1059) Air Base.
(C) The Japanese control a 10 point Air Base on Bougainville (760) and a 5 point Air Base on New Georgia (794).
(D) Tarawa (1059) is a 20 point Air Base. Rabaul (759) is a 25 point Air Base.
(E) All other bases (other than those named above) within the Game 4 Start Line are considered Japanese controlled but damaged.
Deploy only if using the optional China Front rule:
Four 80-160 armies*, two armored divisions, two 10-15 Manchukuoan Client armies, one engineer regiment, 20 LAC/Manchukuo
Four 80-160 armies*, four 30-50 armies, one armored division, two 10-15 Chinese Client armies, one engineer regiment, 10 LAC/Japanese occupied China
Two 20-40 divisions/Korea 541
- One army in Manchukuo and China each may be broken down into divisions during initial setup.
ALLIED Order of Battle, Campaign Game 4
Land Forces
One 40-60 corps, four 8-15 regiments, one 1-1 engineer regiments/India 8
Three 3050 divisions/Australia 699
One 3050 division/Auckland (972)
Two 50-60 marine divisions, one 120-200 corps, seven 30-50 divisions, eighteen 8-15 regiments, one 8-15 airborne regiment, eleven Engineer regiments, four 2-6 defense battalions/any Allied bases other than in India. There may be no more than three divisions or equivalents per hex (engineers and CDUs do not count for this).
One 20-40 Chinese Nationalist army/India (73)
Coastal Defense Units
One 5020Pearl Harbor (1456)
One 62each of all other Allied Naval Bases, plus Midway
Naval Forces
Any Allied Naval bases other than in India: CV-3, CV-6, CV-7, CV-9, CV-16, CVL-22, CVE-1, CVE-16, CVE-18, CVE-27, CVE-28,
BB-4, BB-5, BB-6, BB-7, CA3, CA4, CL-5, CL-6, CL-17,
DD-2, DD-3, DD-4, DD-5, DD-6, DD-7, DD-12, DD-13, DD-14, DD-15, DD-16, DD-17,
AT-1, Transport-1, Transport-2, Transport -3, Transport -4, Oiler1, Oiler2, Oiler3
Air Forces
100 NAC/on any friendly carriers or Air Bases (other than in India)
30 LAC, 3 LBAC/Allied Air Bases in India (any combination on-map hexes and off-map box)
70 LAC, 18 LBAC/Any Allied Air Bases other than in India
Bases
Use those bases on the Allied side of the Game 4 Start Line.
Allies have a 10 point Air Base on Imphal (41)
Allies have a 5 point Air Base on hex (40)
Allies have a 10 point Air Base on Port Moresby (659)
Allies have a 10 point air base on Guadalcanal (828)
Optional Chinese Front rule: Allies have 5 point Air Bases on hexes (208) and (275)
Deploy only if using the optional China Front rule:
One 30-50 Chinese army, one 20-40 army, five 10-15 armies, three 7-10 armies/Nationalist Chinese Zone
One 30-50 army, one 15-30 army/Communist Chinese Zone
3 LAC, 1 LBAC/Kumming (141)
- Allies control both the Nationalist and Communist Chinese
SPECIAL GAME 4 RULES
(A) Game 4 Start Line: This is the same as the Game 2 Start Line, except:
-
Japanese control all hexes in Burma.
-
Japanese control Bougainville (760), New Georgia (794), Chosieul (793), and Santa Isabel (827).
(B) Victory. Modify Victory Conditions as follows:
- Normal points are gained for unit losses and damage, except: Japanese gain twice the Victory Points received for Allied land units eliminated in 1944 and 1945 turns. However, Japanese receive normal points for eliminating Chinese and Russian land units. Japanese also receive 1 Victory Point for each Allied corps or division which breaks down as a result of combat in 1944-45 (but not due to other reasons). (This reflects the political pressures for the Anglo-Americans to win the war as cheaply as possible.)
CAMPAIGN GAME 5
(December 1941 – August 1945)
Turns 1 - 191
This covers the entire war in the Pacific.
This is set up the same as Campaign Game 1.
SPECIAL GAME 5 RULES
(A) Use the same Special Rules as Campaign Game 1. Game 5 is played through to the end of turn 192.
(B) Use the Game Four Victory Special Rule.
USN Deluxe “MINIGAMES”
THE BATTLE OF THE CORAL SEA
8 May, 1942 (GameLength: two GameTurns)
The Battle of Coral Sea marked the first check in the expansion of the Japanese Empire, and was the first of the purely “Carrier vs. Carrier” battles, in which the opposing fleets did not actually see each other.
JAPANESE Order of Battle, Coral Sea
Land Forces
612 RegimentLae (692)
612 regiment, 510 SNLF, 1-1 Engineer regiment/Rabaul (1759)
One 3010 CDU/Truk (754)
Naval Forces
CV3, CV4, CA1, CA2/Truk (754)
CV L2, CL1, Transport1, Transport2/Rabaul (759)
Air Forces
Naval Aircraft Points: 15 (may be divided up among the carriers in any manner within their capacity)
Land Aircraft Points: 15 (may be divided up in any manner among the Japanese Air Bases within their capacity)
Bases
Use those on map as of the start of Game 2.
Optional Naval Forces
SS-1, Dummy-1: May deploy anywhere on the map within the Submarine rules; the Sub need not be on station.
ALLIED Order of Battle, Coral Sea
Land Forces
815 Regiment ENTRENCHEDPort Moresby (659)
Naval Forces
CV5, CV2, CA1, DD1/Noumea (899)
CA2/Sydney (668)
Air Forces
Naval Aircraft Points: 14 (may be divided up in any manner among the carriers within their capacity)
Land Aircraft Points: 20 LAC, 5 LBAC (may be divided up in any manner among the Allied Air Bases within their capacity)
Special Rules
(A) Bases. Both players control all bases on their respective sides of the Campaign Game 2 Start Line.
(B) Japanese land units may not debark on land hexes anywhere on the Allied side of the Game 2 start line other than in New Guinea, New Georgia, or Guadalcanal, or island hexes adjacent to New Georgia or Guadalcanal.
(C) Allied land units may not debark on land hexes anywhere on the Japanese side of the Game 2 start line other than in New Guinea.
Victory Conditions
Refer to rules for points received when a unit is damaged or destroyed.
Players receive points for holding the following Geographic objective (and no enemy unit land unit in the same hex), at the completion of the Second Game Turn:
-
Port Moresby100 points
-
The Japanese Player receives 10 points if the Engineer regiment is on Guadalcanal at the completion of the Second Game Turn and in a supplied state.
No other points are received for any other geographic objective on the map.
THE BATTLE OF MIDWAY
4 June, 1942 (GameLength: three GameTums)
The Battle of Midway has often been called the turning point of the Second World War in the Pacific. It was here that the Japanese lost the carriers Kaga, Akagi, Soryu, and Hiryu, while at the same time only the Yorktown was lost on the Allied side. Without these fast carriers, Japan was in no position to stop any determined Allied counteroffensive (which the victory at Midway helped make possible), and this inability sealed her doom.
JAPANESE Order of Battle, Midway
Land Forces
510 SNLF, 612 regiment/Ominato (707)
510 SNLF, one Engineer regiment/Saipan (717)
One 6-2 CDU/Saipan (717)
Naval Forces
CV8, CVL1, CA1, CL1, DD1, Oiler1, Transport1/Ominato (707)
CV1, CV2, CV5, CV6, BB1/Osaka (609)
CVL-3, CVL4, BB2, BB4, CA2, CL2, DD2, Oiler2/Kure (576)
CA3/Guam (684)
Transport2/Saipan (717)
Air Forces
Naval Aircraft Points: 38 (may be divided up in any manner among the carriers within their capacity)
Land Aircraft Points: 15 (may be divided up in any manner among the Japanese Air Bases within their capacity)
Bases
Use those on map as of Game 2 beginning.
Optional Naval Forces
SS-1, Dummy-1: May deploy anywhere on the map within the Submarine rules; the SubFlotilla need not be on station.
ALLIED Order of Battle, Midway
Land Forces
815 regiment/Dutch Harbor (1409)
815 regiment/Cold Bay (1509)
26 battalion, 62 Coast Defense/Midway (1218)
Naval Forces
CV5, CV6, CV7, CA1, CA2, CL1, Oiler1/Pearl Harbor (1456)
DD1/Dutch Harbor (1409)
Air Forces
Naval Aircraft Points: 23 (may be divided up in any manner among the carriers within their capacity)
Land Aircraft Points: Aleutians 15098 LAC, 1 LBAC (may divide up according to base capacity)
Midway (1218) 5 LAC, 2 LBAC
Bases
Use those on map as of Game 2 beginning.
Special Rules
(A) Bases. Both players control all bases on their respective sides of the Campaign Game 2 Start Line.
(B) Japanese land units may not debark on land hexes anywhere on the Allied side of the Game 2 start line other than Midway and all land hexes to its north.
(C) Allied land units may not debark on land hexes anywhere on the Japanese side of the Game 2 start line.
Victory Conditions
Refer to rules for points received when a unit is damaged or destroyed.
Players receive points for holding the following Geographic objective (and no enemy unit land unit in the same hex), at the completion of the third Game Turn.
Midway100 points
In addition the Japanese Player receives 10 points for each Aleutian Island he occupies at the end of game.
No other points are received for any other geographic objective on the map.
The Battle of Midway: Simulation Version
The Battle of Midway might better be called “The Destruction of Japanese Naval Doctrine.” The theory of dividing one’s fleet into numerous groups incapable of mutual support was not the way to win a battle, let alone a war. Nevertheless, players may wish to simulate the actual battle by incorporating the following rule addition.
Japanese CV1, CV2, CV5, CV6, escorted by BB1, must move full speed (12 hexes first Naval Movement Phase, and 6 hexes second Naval Movement Phase) to a position directly adjacent to Midway. The Japanese Player must then launch an airstrike on Midway (he may attack anything on Midway Island). The Japanese Player may leave a maximum of 4 naval air points on CAP, and a minimum of 20 naval air points must attack Midway. No other Japanese naval units may move within 5 hexes of Midway until the Japanese Movement Phase after the attack.
THE BATTLE OF THE EASTERN SOLOMONS
25 Aug, 1942 (Game length: two GameTurns)
The Battle of the Eastern Solomons was the third great Carrier vs. Carrier Battle of the War, and the first Carrier battle centering around the strategic air base at Guadalcanal. The battle was decisive in the sense that Allied Forces proved capable of withstanding almost any Japanese reaction to Allied advances.
JAPANESE Order of Battle, Eastern Solomons
Land Forces
612 regiment, 6-2 CDU/Rabaul (759)
510 SNLF/Guadalcanal (828)
30-10 CDU/Truk (754)
Naval Forces
CV3, CV4, CVL1, BB2, DD DD2, CA-1, CA2, CA3, CL1/Truk (754)
CA4, DD2/Rabaul (759)
Air Forces
Naval Aircraft Points: 17 (may be divided up in any manner among the carriers within their capacity)
Land Aircraft Points: 10 (may be divided up in any manner among the Japanese Air Bases within their capacity)
Special Rules
(A) Bases. Both players control all bases on their respective sides of the Campaign Game 2 Start Line.
(B) Japanese land units may not debark on land hexes anywhere on the Allied side of the Game 2 start line other than in New Guinea, New Georgia, or Guadalcanal, or hexes adjacent to New Georgia or Guadalcanal.
(C) Allied land units may not debark on land hexes anywhere on the Japanese side of the Game 2 start line other than in New Guinea.
Optional Naval Forces
SS-1, Dummy-1, May deploy anywhere on the map within the Submarine rules; the Subs need not be on station.
ALLIED Order of Battle, Eastern Solomons
Land Forces
5060 division ENTRENCHED/Guadalcanal (828)
Naval Forces
CV6, CV3, CV7, CA1, CA2, DD1/Espiritu Santo (930)
Air Forces
27 Naval Aircraft Points on any Friendly carrier or Air Base
Land Aircraft Points: deploy on any Friendly Air Base: 15 LAC, 3 LBAC
Bases
Use those on the map at the start of Game 2, in addition, place one 5 Air Point Capacity Allied air base on each of the following islands:
Guadalcanal (828) Espiritu Santo (930)
Kumac (865) Efate (931)
Victory Conditions
Refer to rules for points received when a unit is damaged or destroyed.
Players receive points for holding the following Geographic objective (and no enemy unit land unit in the same hex), at the completion of the second Game Turn,
100 pointsAir Base on Guadalcanal, whether damaged or not.
In addition the Japanese Player receives 100 points if the Allied Air Base on Guadalcanal is destroyed, in which case no one would receive points for holding the Air Base. The Japanese Player also receives 25 points each GameTurn the Air Base is Damaged, while the Allies still hold it.
Special Game Rules
(A) Japanese Naval forces may not move within two hexes of Australia.
THE BATTLE OF THE SANTA CRUZ ISLANDS
26 Oct, 1942 (GameLength: two GameTurns)
The Battle of the Santa Cruz Islands was the fourth of the great Carrier vs. Carrier battles, which by now as you can probably imagine were getting to be rather cut-and-dried affairs. This Battle, like Eastern Solomons, was fought over the control of Guadalcanal.
JAPANESE Order of Battle, Santa Cruz
Land Forces
20-40 division/Guadalcanal (828)
6-2 CDU/Rabaul (759)
30-10 CDU/Truk (754)
Naval Forces
CV3, CV4, CVL3, CV8, BB1, CA1, CA2, CL1, DD1/Truk (754)
DD2/Rabaul (759)
Air Forces
21 Naval Aircraft Points on any carrier or Friendly Air Base.
20 Land Aircraft Points on any Friendly Air Base.
Bases
Use those on the map as of Game 2, with the following addition:
5 Air unit capacity Japanese Air Base on Bougainville (760)
Optional Naval Forces
SS-1, Dummy-1, May deploy anywhere on the map within the Submarine rules; the Sub need not be on station.
ALLIED Order of Battle, Santa Cruz
Land Forces
5060 division, 815 regiment, one Engineer regiment, all forces are ENTRENCHED/Guadalcanal (828)
Naval Forces
CV6, CV8, BB5, CA1, CL5, DD-1, DD2/Santa Cruz (929)
Air Forces
17 Naval Aircraft Points on any Friendly carrier or Air Base
Land Aircraft Points: deploy on any Friendly Air Base 19 LAC 4 LBAC
Bases
Use those on the map as of the start of Game 2, with the following additions:
10 Air Point Capacity Air Base/Guadalcanal (828)
10 Air Point Capacity Air Base/Espiritu Santo (930)
5 Air Point Capacity Air Base/Efate (931)
5 Air Point Capacity/Kumac (865)
Victory Conditions
Same as Eastern Solomons Game.
Special Game Rules
Same as Eastern Solomons Game.
MALAYA/BURMA CAMPAIGN
(8 December 1941 - 31 January 1942)
Turns 1-8 (eight game turns)
Malaya/Burma Japanese Order of Battle
Land Forces
Two 20-40 divisions/Saigon (181)
Two 20-40 divisions/Indochina, 146
Two 818 brigades/Haiphong (177)
One 818 brigade/Saigon (181)
Naval Forces
CA-3, CL-2, DD-4, DD-5, TR-3, TR-4/Saigon (181)
Air Forces
20 LAC/Saigon (181)
10 LAC/Haiphong (177)
5 NAC/Saigon (181)
Malaya/Burma Allied Order of Battle
Land Forces
One 40-60 corps/Kuala Lumpur (82)
Two 8-15 regiments/Singapore (116)
One 8-15 regiment/Khota Bharu (115)
One 8-15 regiment/Rangoon (44)
One 8-15 regiment/Burma-Thai border (77)
One 8-15 regiment/Burma-Thai border (109)
Coastal Defense Units
One 50-20/Singapore (116)
One 6-2/Rangoon (44)
Naval Forces
BB-1, CL-2, CL-3, DD-7/Singapore (116)
Air Forces
5 LAC/Singapore (116)
5 LAC/Rangoon (44)
Special Rules
(A) First Turn Shock Effect Rules in force from Campaign Game 1.
(B) Playable Area:
-
Both players may enter Indochina, Thailand, Burma, Malaya and India.
-
Both players’ naval and air units may enter all sea and coastal hexes.
-
Japanese control all bases in Indochina and Thailand.
-
Allies control all bases in Burma, Malaya and India.
Reinforcements
Japanese receive 5 LAC at Saigon on Turns 2, 4, 6, and 8.
Allies receive one 30-40 Chinese Army on any hex in Burma, adjacent to China and unoccupied by the Japanese, on Turn 8.
Allies receive one 8-5 regiment on Singapore or Rangoon if Allied controlled and containing a functional naval base on turns 5, 6 and 8.
Victory Conditions
Refer to Victory Point Schedule for destroyed/damaged units.
In addition, if Singapore is occupied by the Japanese:
by end of Turn 4, Japanese player receives 50 points
by end of Turn 5, 40 points
by end of Turn 6, 30 points
by end of Turn 7, 20 points
by end of Turn 8, 10 points
If Singapore is occupied by the Allies at the end of Turn 8, Allies receive 50 points.
If Rangoon is occupied by the Japanese:
by end of Turn 5, Japanese player receives 40 points
by end of Turn 6, 30 points
by end of Turn 7, 20 points
by end of Turn 8, 10 points
If Rangoon is occupied by Allies at end of Turn 8, Allies receive 25 points.
If Malaya is cleared of Allied land units at the end of Turn 8, the Japanese player receives 25 points.
If Burma is cleared of Allied land units at the end of Turn 8, that Japanese player receives 50 points.
SAIPAN-MARIANAS CAMPAIGN
(19 June - 22 July 1944)
Turns 131 - 136 (six game-turns)
Saipan/Marianas Japanese Order of Battle
Land Forces
One 20-40 division/Saipan (717) [entrenched]
One 8-18 brigade/Saipan (717) [entrenched]
One 5-10 SNLF airborne/Saipan (717) [entrenched]
One 6-2 CDU/Saipan (717) [entrenched]
Naval Forces
Force “A”: CVL-3, CVL-6, CVL-7, BB-1, BB-4, CA-1, CA-2, DD-4/Tawitawi (351) [port marker in hex]
Force “B”: CV-3, CV-4, CV-7, CV-8, CV-9, CVL-5, DD-5, DD-6/Halmahera (453) [port marker in hex]
Air Forces
9 NAC/on any carriers on Tawitawi (351)
37 NAC/on any carriers on Halmahera (453)
Saipan/Marianas Allied Order of Battle
Land Forces
Two 50-60 divisions/(828) embarked on AT-1 and AT-2
One 30-50 division/(828) embarked on TR-1
Naval Forces
CV-2, CV-6, CV-7, CV-8, CV-9, CV-10, CV-18, CVL-A, CVL-B, CVL-C, CVL-D, BB-5, BB-6, CA-4, CL-5, CL-6, CL-7, DD-13, DD-14, DD-15, DD-16, DD-17/Eniwetok (921) [port marker in hex]
BB-3, BB-4, CA-3, CL-3, CL-4, DD-7, DD-8/Manus (690) [port marker in hex]
AT-1, AT-2, TR-1, 10 point Air Base/Guadalcanal (828)
Air Forces
92 NAC – on any carriers on Eniwetok (921)
Special Rules
(A) Japanese Naval Forces may not move until Game Turn 132.
(B) Playable Area:
-
Both players may enter Saipan with all air, naval and land units.
-
Both players’ naval and air units may enter all sea and coastal hexes, except as follows.
-
Japanese control all bases in the Philippines, Dutch East Indies, Iwo Jima, Bonin Islands, Japanese Home Islands. Allied air, naval and land units may not enter these hexes.
-
Allies control all bases in Manus (690), Eniwetok, Guadalcanal, New Guinea. Japanese air, naval and land units may not enter these hexes.
Victory Conditions
Refer to Victory Point Schedule for destroyed/damaged units.
If Saipan is occupied solely by Allies at end of Turn 136, Allies receive 50 points.
If Saipan is occupied by Japanese (solely or not) at end of Turn 136, Japanese receive 25 points.
PHILIPPINES CAMPAIGN
(20 Oct 1944 - 7 Mar 1945)
Turns 150 - 169 (twenty game-turns)
Philippines Japanese Order of Battle
Land Forces
One 80-160 Army/Luzon 381
One 30-50 Army/Luzon 381
One 40-20 Armored Division/Luzon 381
One 8-18 Brigade/Luzon 381
One 6-12 Regiment/Luzon 381
One 1-1 Engineer/Luzon 381
One 2-8 Defense regiment/Manila (381)
One 6-2 CDU/Manila (381)
One 20-40 Division/Leyte (416) [entrenched]
Two 20-40 Divisions/Mindanao 418
One 8-18 Brigade/Mindanao 418
One 6-12 Regiment/Palawan 349
One 8-18 Brigade/Panay (382)
Naval Forces
BB-1, BB-2, BB-4, CA-1, DD-6, DD-7/Singapore (116)
CA-2, DD-8 – Formosa (378)
CV-4, CVL-3, CVL-6, CVL-7, DD-9/Kure (576)
Air Forces
13 NAC – on any carriers in Kure (576)
18 LAC/any Air Base in Philippine Islands or Formosa
Philippines Allied Order of Battle
Land Forces
Two 30-50 Divisions/(589) embarked on AT 1 and AT-2
Two 30-50 Divisions and one 1-1 Engineer/(618) embarked on AT-3
Naval Forces
Third Fleet: CV-11, CV-19, CV-17, CVL-C, BB-6, CL-8, DD-C/Ulithi (618) [port marker in hex]
CV-9, CV-18, CVL-A, BB-5, CL-9, DD-D/Ulithi (618) [port marker in hex]
CV-6, CV-13, CVL-D, DD-E, DD-F/Ulithi (618) [port marker in hex]
Seventh Fleet: CVE-A, CVE-B, CVE-C, CVE-D, CVE-E, CVE-F, BB-3, BB-4, CA-7, CL-10, DD-G, DD-H, DD-J, DD-K/Manus (690) [port marker in hex]
Air Forces
88 NAC/on any carriers in Ulithi (618)
36 NAC/on any carriers in Manus (690)
3 LBAC/521
Reinforcements
Turn 150 Japanese:
3 LAC/any Japanese controlled Air Base in Philippines
4 Kami/any Japanese controlled Air Base in Philippines
1 20-40 Division/Japan embarked in TR-1
Turn 152 Allies:
2 LAC/any Allied controlled Air Base in Philippines
3 LBAC/Vogelkop 521
CV-12, CV-18, CVL-B, CA-6, DD-A, DD-B/Ulithi (618)
28 NAC – on any aircraft carrier on Ulithi (618)
Turn 154 Japanese:
3 LAC/any friendly Air Base in Philippines
Allies:
2 LAC/any friendly Air Base in Philippines
two 30-50 divisions/Hollandia (589) embarked in TR-1 and TR-2
1 8-15 regiment/Hollandia (589)
1 1-1 Engineer/Hollandia (589)
Turn 156 Allies:
3 LAC/any friendly Air Base in Philippines
one 30-50 division/Hollandia (589) embarked in TR-3
Withdraw Third Fleet and Seventh Fleet CVEs and BBs by end of Turn or lose the game (simply remove them from the map)
Turn 157 Japanese:
3 LAC/any friendly Air Base in Philippines
two 20-40 divisions/Japan embarked in TR-2 and TR-3
one 8-18 brigade/anywhere in supply in Philippines
one 1-1 Engineer/anywhere in supply in Philippines
Turn 158 Allies:
3 LAC/any friendly Air Base in Philippines
Turn 159 Japanese:
3 LAC/any friendly Air Base in Philippines
1 20-40 Division/Japan
Turn 160 Allies:
3 LAC/any friendly Air Base in Philippines
two 120-200 corps/Hollandia (589) embarked in AT-3 and AT-4
Third Fleet returns, place all units on any sea hexes within two hexes of Luzon
Turn 161 Japanese:
2 LAC/any friendly Air Base in Philippines
5 Kami/any friendly Air Base in Philippines
Turn 162 Allies:
3 LAC/any friendly Air Base in Philippines
Turn 165 Japanese:
Withdraw all fleets (remove from map)
Allies:
3 LAC/any friendly Air Base in Philippines
1 30-50 Airborne division/Hollandia (589)
Withdraw Third Fleet (see above instructions)
Turn 167 Allies:
3 LAC/any friendly Air Base in Philippines
1 30-50 division/Hollandia (589)
Units received in the Philippines must be placed on an appropriate hex. If none exists, then they are received on the first turn that one is available, if any.
Special Rules
(A) Playable Area:
-
Both players may enter the Philippines.
-
Japanese and Allied air and naval units may enter all sea and coastal hexes, except as follows.
-
Japanese control all bases on the Asian mainland from Singapore to Pusan; all bases in Formosa, Okinawa, Japanese Home Islands. Allied air, naval and land units may not enter of these.
-
Allies control all bases at Manus (690), Ulithi (618), New Guinea 589, Guam (684), Saipan (717). Japanese air, naval and land units may not enter any of these.
Victory Conditions
Refer to Victory Point Schedule for destroyed/damaged units.
If Luzon is occupied solely by Allies at end of Turn 169, Allies receive 75 points.
If Luzon is occupied (solely or not) by Japanese at end of Turn 169, Japanese receive 25 points.
In addition, players receive the following points for sole control of:
Manila 35 points
Leyte 25 points
Davao 25 points
Panay 15 points
Palawan 10 points
CBI - CHINA BURMA INDIA THEATER
(18 Apr 1944 - 28 Feb 1945)
Turns 123-168 (forty-six Game-Turns)
Scenario I. Operation ICHI-GO
Ichi-Go Japanese Order of Battle
KA-GO Force
Land Forces (Central China)
Three 80-160 Armies/341
Two 30-50 Armies/342
Two 10-15 Client Armies/(409), (307)
One 40-20 Armored division/(340)
One 20-40 division/Amoy (344)
Two 1-1 engineer regiments/341
Air Forces
2 LAC/any friendly Air Base in China
TA-GO Force (South China/Indochina)
Land Forces
One 20-40 division/Hong Kong/(311)
One 20-40 division/Canton/(277)
One 30-50 Army/Indochina-China border (176)
One 818 brigade/Haiphong (177)
One 818 brigade/Saigon (181)
Air Forces
1 LAC/any friendly Air Base in Indochina
Ichi-Go Chinese Nationalist (Allied) Order of Battle
Land Forces
One 20-40 Army/(308)
Five 10-15 Armies/(273), (309), (310), (343), (175)
Two 7-10 Armies/(274), (209)
Additional Air Bases
5 capacity/(275)
5 capacity/(208)
Ichi-Go Chinese Communist (Allied) Order of Battle
Land Forces
One 15-30 army/(271) or (272)
One 30-60 army/(271) or (272)
Ichi-Go Allied Air Forces
1 LAC/any friendly Air Base in China
1 LBAC/any friendly Air Base in China
Ichi-Go Japanese Reinforcements
Turn 130: 3 LAC at any friendly Air Base in China.
Turn 138: 3 LAC at any friendly Air Base in China.
Ichi-Go Allied Reinforcements
Turn 134: 1 LAC and 1 LBAC at any friendly Air Base in China
Turn 143: 1 LAC and 1 LBAC at any friendly Air Base in China
Ichi-Go Replacements
Chinese receive replacement 10-15 or 7-10 Armies on the third turn following their elimination. No other units are replaced. Replacements appear at Chunking (207) during the normal reinforcement phase. Eliminated armies which are slated for replacement count for victory points every time they are eliminated.
Scenario II. Operations HA-GO and U-GO
Ha-Go/U-Go Japanese Order of Battle
Land Forces
One 80-160 Army/Mandalay (75)
One 30-50 Army/Burma-India border (42)
One 20-40 Division/Burma-China border (109)
One 20-40 Client Army/Bangkok (112)
One 10-15 Client Army/Rangoon (44)
Air Forces
2 LAC/any friendly Air Base in Burma
Additional Air Base
5 capacity/Mandalay (75)
Ha-Go/U-Go British (Allied) Order of Battle
Land Forces
Two 40-60 Corps, one 30-50 division, one 8-15 regiment, deploy on any combination of (8), (40), (41)
One engineer regiment, two 6-12 special forces regiments — anywhere in India
Air Forces
none/(represents Japanese surprise attack)
Additional Air Bases
5 capacity/(7)
10 capacity/(40)
Ha-Go/U-Go Chinese Nationalist (Allied) Order of Battle
Land Forces
One 20-40 Army/(108)
Ha-Go/U-Go Allied Reinforcements
Turn 125: 3 LAC at any friendly Air Base in India.
Turn 134: 3 LAC at any friendly Air Base in India.
Turn 143: 3 LAC at any friendly Air Base in India.
Turn 152: 3 LAC at any friendly Air Base in India.
Turn 160: 3 LAC at any friendly Air Base in India.
Turn 160: one 30-50 Division in any friendly hex in supply in India.
Additionally, Allies receive three 8-15 regiments at the start of any Reinforcement phase in which there is at least one Japanese unit in India. Place these units in the India box. These units are received only once per game (these are the Indian Reserves).
Special Rules
(A) CBI Scenarios I and II may be played separately or together.
(B) On turn 1, Japanese land units may cross mountain hexsides without having to roll for infiltration.
(C) Supply
-
In Scenario I, the Japanese player is short on attack supply. He may make up to three land attacks per turn for the first five game turns; then only one land attack per month until 1945. Beginning in 1945, the Japanese player may make up to three land attacks in January and two land attacks in February; then one land attack per month thereafter.
-
In Scenario II, the Japanese player may make unlimited attacks for the first five turns; then only one land attack per month.
-
In Scenario II, the British suffer supply problems. The British player may make one land attack per turn until 1945; then he may make unlimited attacks.
-
Players may always make any air attacks they wish up to the limit of their air power.
(D) Chinese Forces. The Allied player controls only the Chinese Nationalist units for the duration of the scenario. Neither player may enter the Communist Zone. (The Chinese Communists had a truce with the Japanese at this point in the war. Their forces are included for historical completeness but have no impact on the game, unless the Japanese choose to attack them and bring the Communists back into the war.)
(E) Japanese must use the optional Guerillas rule.
(F) Playable Area.
-
Both players may enter China, Indochina, Thailand, Burma, India. Air units may fly over sea hexes.
-
Japanese control all bases on their side of the start line in China plus Indochina, Thailand, Burma.
-
Allies control all air bases on their side of the start line in China plus India.
Victory Conditions
Scenario I:
Japanese win decisive victory by occupying Chunking (207) in supply and capturing Air Bases in hexes (276) and (208).
Japanese win marginal victory by capturing Air Bases in hexes (276) and (208).
- Captured Air Bases do not have to be in supply, other hexes do.
Chinese win by avoiding Japanese victory conditions.
Also, if the Japanese do not occupy at least eight Chinese cities at the end of the game with at least one division each, then the Japanese lose the game.
Scenario II:
Japanese win marginal victory if they occupy any one Air Base hex of India other than Calcutta in supply at the end of Turn 168.
Japanese win decisive victory if they occupy Calcutta in supply at the end of the game.
Allies win marginal victory if they occupy Mandalay in supply at the end of Turn 168.
Allies win decisive victory if they occupy Rangoon in supply at the end of Turn 168.
THE MANCHURIAN CAMPAIGN
(9 Aug 1945 - 19 Aug 1945)
Turns 190 - 191 (two game-turns)
Manchuria Japanese Order of Battle
Land Forces
Two 80-160 Armies/(438), (572)
Two 30-50 Armies/(504), (506)
One 40-20 Armored division/(505)
One 20-40 division/Dairen (466)
One 30-50 Army/Korea 507
Air Forces
5 LAC/any friendly Air Base in Manchuria
Air Bases
5 capacity/(505)
10 capacity/Dairen (466)
Manchuria Soviet Order of Battle
Land Forces
Four Infantry Fronts, two Tank Armies/USSR, 572
Air Forces
15 LAC/any Air Bases in the USSR
Soviet Reinforcements
Turn 191: 5 LAC at any friendly Air Base.
Special Rules.
- Both players may enter all hexes of Manchuria, Korea and the USSR. Additionally, air units may fly over all sea hexes.
Victory Conditions
Soviets win by occupying (1) all cities in Manchukuo or (2) three cities in Manchukuo and any one hex in Korea at the end of the game.
Japanese win by losing two or fewer units.
Any other result is a draw. If both players gain their victory conditions, it is also a draw.
CAMPAIGN GAME WPO: War Plan Orange
War Plan Orange covers a hypothetical Japanese-US war in the Pacific in the 1930s. The scenario assumes that US-Japanese tensions over China and the collapse of naval limitation treaties led to war in the mid-1930s. At the same time, the European colonial powers (Britain, France, Netherlands) remained neutral owing to the ongoing crises in Europe (confrontations with Hitler, the Spanish Civil War, etc.). The early- to mid- 1930s was probably the time of the most favorable initial naval balance for Japan as the US fleet was still being built up. However, as the war prolongs, US industrial strength begins to tell with more reinforcements.
Unit designations
The following additional designations are used in the War Plan Orange scenario:
BB-W: Battleship division built in contravention of the Washington Naval Treaty
BC: Battlecruiser division
B: Pre-Dreadnought battleship squadron
C: Old cruiser flotilla
D: Old destroyer flotilla
WAR PLAN ORANGE SCENARIOS
There are three versions of the scenario.
-
Version 1 shows the opening Phases of the war. It lasts from Turn 1 to Turn 12.
-
Version 2 shows the entire conflict. It lasts from Turn 1 to Turn 52.
-
Version 3 shows the conflict from the anticipated moment of the American counterattack. It lasts from turn 15 to turn 52.
JAPANESE Order of Battle, War Plan Orange, Scenarios 1 and 2
Japanese Land Forces
Japan: Four 20-40 divisions, two Engineer regiments
Korea: One 20-40 division
Formosa: One 20-40 division
Any friendly land hexes: Two 8-18 brigades, two 5-10 SNLF regiments
Coastal Defense Units:
One 30-10: Truk
Japanese Naval Forces
Any Naval Bases in Japan:
CV-1, CV-2, CVL-1, CVL-4, BB-2, BB-3, CA-1, CA-2, CA-3, CL-1, CL-2, C-1, DD-1, DD-2, DD-3, OD-1, Oil-1, Oil-2
Any friendly Naval Bases:
DD-4, Transport -1, Transport -2, Transport -3
Japanese Air Forces
may deploy on any friendly Air Bases or (for NAC) Carriers:
35 Naval Aircraft Points
39 Land Aircraft Points
Optional Naval Forces:
Sub-1, Sub-2, Sub-3
Bases
Use those on the map in territories in Japanese controlled territory (see Playable Territory Special Rule for who controls what).
JAPANESE Order of Battle, War Plan Orange, Scenario 3
Japanese Land Forces
Japan: Two 20-40 divisions
Korea: One 20-40 division
Formosa: One 20-40 division
Any friendly land hexes: Three 20-40 divisions, four 8-18 brigades, two 5-10 SNLF regiments; two engineer regiments
Coastal Defense Units:
One 30-10: Truk
Japanese Naval Forces
Any friendly Naval Bases:
CV-1, CV-2, CVL-1, CVL-4, BB-2, BB-3, CA-1, CA-2, CA-3, CL-1, CL-2, C-1, DD-1, DD-2, DD-3, DD-4, OD-1, Oil-1, Oil-2, Transport -1, Transport -2, Transport -3
Prior to initial deployment, the Japanese player rolls one die for each naval unit. Results are as follows:
Die roll result
1 Naval unit is sunk
2 Naval unit is damaged (see below)
4-6 No effect
Sunk: Remove unit from play. Any NAC embarked on an aircraft carrier are eliminated (Japanese must place NAC on carriers before rolling).
Damage: Roll another die and multiply the result by “5”: this is the number of turns the naval unit is damaged. Transports and Oilers which have 10 or more weeks damage are removed and return one die turns after turn 15.
Japanese Air Forces
May deploy on any friendly Air Bases or (for NAC) Carriers:
Naval Aircraft Points: roll four dice, total the result, subtract that number from 38, and deploy the remainder.
Land Aircraft Points: roll four dice, total the result, subtract that number from 43, and deploy the remainder.
Optional Naval Forces:
Sub-1, Sub-2, Sub-3
Bases (Scenario 3)
Use those on the map in territories in Japanese controlled territory, except Base One. No Japanese unit may initially deploy on Base One (see Playable Territory Special Rule).
AMERICAN Order of Battle, War Plan Orange, Scenarios 1 and 2
American Land Forces
Two 10-20 brigades, one Engineer regiment: Oahu
Three 10-20 brigades: Philippines
One 15-25 brigade, one 10-20 brigade, one Engineer regiment: West Coast US
One 2-6 defense battalion each on: Guam, Wake Island, Midway, Hawaii (four total)
Coastal Defense Units
One 50-20: Pearl Harbor (Oahu)
One 50-20: hex 348 (Corregidor)
One 6-2 each on: Guam, Wake Island, Midway, Pago Pago (four total)
American Naval Forces
CV-2 with 9 NAC, CV-3 with 9 NAC, BB-2, BB-3, CA-1, CL-1, DD-1, DD-2, Transport-1, Oiler-1: West Coast US
C-1, DD-3, DD-4, Transport-2: Pearl Harbor (Oahu)
OD-1: Manila
American Air Forces
Naval Aircraft: all American aircraft carriers begin with a number of NAC equal to their capacity (as noted).
Land Aircraft:
10: Luzon
12: Pearl Harbor
Bases
Use those on the map in territories in American controlled territory (see Playable Territory Special Rule).
AMERICAN Order of Battle, War Plan Orange, Scenario 3
American Land Forces
Two 15-25 brigades, one 30-50 division, two engineer regiments: Base One (see Playable Territory Special Rule)
Three 10-20 brigades, one Engineer regiment: Any American controlled bases (Exception: may not be placed on Base One)
One 2-6 defense battalion each on: Midway, Hawaii (two total)
Coastal Defense Units
One 50-20: Pearl Harbor (Oahu)
One 6-2 each on: Midway, Pago Pago (two total)
American Naval Forces
CV-2 with 9 NAC, CV-3 with 9 NAC, CV-4 with 7 NAC, BB-2, BB-3, BB-4, CA-1, C-1, OC-2, CL-1, DD-1, DD-2, DD-3, DD-4, DD-5, Assault Transport-1, Transport-1, Transport-2, Transport-3, Oiler-1, Oiler-2: Any American Naval bases (including Base One) and/or US West Coast
Prior to initial deployment, the American player rolls one die for each naval unit. Results are as follows:
Die roll result
1 Naval unit is sunk
2 Naval unit is damaged (see below)
4-6 No effect
Sunk: Remove unit from play. Any NAC embarked on an aircraft carrier are eliminated.
Damage: Roll another die and multiply the result by “5”: this is the number of turns the naval unit is damaged. Transports and Oilers which have 10 or more weeks damage are removed and return one die turns after turn 15.
American Air Forces (Scenario 3)
Naval Aircraft: all American aircraft carriers begin with a number of NAC equal to their capacity. Place an additional 6 NAC on Pearl Harbor.
Land Aircraft:
30: any American controlled airbases (including Base One)
Bases (Scenario 3)
Use those on the map in territories in American controlled territory, plus Base One (see Playable Territory Special Rule).
VICTORY CONDITIONS
Use normal victory conditions for destruction/damage of enemy forces. Use the following values for undisputed control of the following areas:
AREA VICTORY POINTS
Scenarios
1 2 & 3
Both players:
Philippines 50 100
Any functional
naval base in Japan* 25 25
Pearl Harbor 50 50
Guam 10 5
Truk 10 5
Formosa 25 50
Korea 25 50
Okinawa 10 20
American only**:
Any functional naval base on
A hex row on or west of Wotje (inclusive): 10 5
A hex row on or west of Truk (inclusive): 15 10
Within five hexes of Japan (inclusive): 20 15
Japanese only**:
Any functional naval base on a hex row
on or east of Wake (inclusive): 10 5
on or east of Midway (inclusive): 15 10
on or east of Johnston (inclusive): 20 15
- Receive only for one base.
**Receive for only the single base which would provide the maximum points.
Special Victory Points Scenario 2: Americans have no functional naval base on or west of Wotje’s hex row (inclusive) at the end of turn 12: Japanese receive 10 Victory Points. (Comment: this reflects the anticipated if perhaps unrealistic American naval planning schedule for retaking the Central Pacific.)
SPECIAL GAME RULES
(Scenarios 1, 2 and 3) Players
The Allied Player is termed the American Player in this scenario. The Japanese are still the Japanese. The American player sets up first, the Japanese player sets up second.
(Scenarios 1 and 2 only) Use the following U.S.N. Campaign Game 1 Special Rules: Shock Effect and Philippine Fortifications.
Playable Territory
(Scenarios 1 and 2) (A) Japan starts with control of the following: Formosa, Korea, all islands within the Start Line for the 1941-45 Campaign Games 1 & 3 except Hainan. Both players may enter these hexes.
(Scenarios 1 and 2) (B) America starts with control of the following: Philippines, Guam, Wake, Midway, Hawaii, Alaska, and all islands east of the hex row containing Pago Pago (inclusive). Both players may enter these hexes.
(Scenario 3) (C) Japan starts with control of the following: Formosa, Korea, the Philippines, Guam, Wake, and all islands within the Start Line for the 1941-45 Campaign Games 1 & 3 except Hainan. Both players may enter these hexes. The Japanese may utilize bases in the Philippines only if they have deployed an engineer unit in the hex at the start of play, otherwise treat them as not repaired. The Japanese may use the airbases in Guam and Wake automatically. Additionally, the Japanese player may place one Naval Base marker on any one hex in which he has an engineer.
(Scenarios 3) (D) America start with control of the following: Midway, Hawaii, Alaska, and all islands east of the hex row containing Pago Pago (inclusive). Both players may enter these hexes.
(Scenarios 3) (E) Base One. Base One is the forward base which the Americans have seized prior to the start of the scenario. The Americans may designate any one of the following islands as Base One and deploy units on it according to the Scenario 3 instructions: Kwajalein, Wotje, Mili. This is done before either player deploys. The American player places a Naval Base marker on Base One, and increases its airbase value by +5 points. This is considered to be functional for the American player. The Japanese player may not initially deploy any units in the Base One hex.
(Scenarios 1, 2 and 3) (F) Additionally, Japan starts with control of Japan and Manchuria. American land units may not enter these areas. American naval and air may and conduct combat normally against these hexes (land units being transported may enter coastal hexes of Japan and Manchuria but not disembark).
(Scenarios 1, 2 and 3) (G) Additionally, American units may enter the West Coast US
(Scenarios 1, 2 and 3) (H) All other territories are considered Neutral. Japanese and American naval and air units may enter coastal hexes of Neutral territories, but may not end their movement on them. They may never utilize Neutral Bases. Japanese and American land and air units may never enter all-land Neutral hexes. Supply lines may not enter Neutral all-land hexes. The naval portion of a supply line may go through a Neutral coastal hex.
(Scenarios 1, 2 and 3) Bases.
Midway starts the scenario as a 5 point airbase.
Dutch Harbor has no Naval Base
Kwajalein has no naval base
(Scenarios 1, 2 and 3) Aircraft Range
All NAC have a maximum range of “2”. They may not fly at extended range.
(Scenarios 1, 2 and 3) Unit Breakdowns.
Both Japanese and Allied Divisions may only be broken down into brigades, and never into regiments.
(Scenarios 1, 2 and 3) American Amphibious Assaults
It costs the American Assault Transport (AT) unit 1 movement point to embark and debark units (regardless if the hex contains enemy units or not).
(Scenarios 1, 2 and 3) Oilers
In order for an Oiler to refuel naval units, it must spend ALL of a Naval Movement Phase of a turn with the unit(s) it is to refuel without moving (not just end the Refueling sub-phase in the same hex).
Historical Note: It wasn’t until later in the 1930s that techniques of refueling ships at sea were refined, hence the greater difficulty in refueling in this scenario.
(Scenarios 1, 2 and 3) US Reserves
In addition to the normal US Reserves rule, the American player can activate US Reserves at the start of any Reinforcement Phase. He simply declares this at the start of the Reinforcements Phase. On the following phase he receives the listed units (see the US Reserves rule). The units are received on the US West Coast on the following Reinforcement Phase. This option may not be declared until at least Turn 6. Also, it may not be declared if US Reserves have already been brought onto the map. Activating US Reserves gives the Japanese player 15 Victory Points (the Japanese get no VPs if the Reserves are brought on by the Japanese occupying Hawaii as per the original rule).
Historical comment: The American player can bring on reserves because unlike the 1941-45 war, he is not engaged against the Axis in the Atlantic.
Long Range Bombers
American LBAC take air to air and antiaircraft losses normally. The losses are not halved.
(Scenarios 1 and 2 only) SCENARIO VARIANTS
Players may use scenario variants to generate various hypothetical situations.
Scenario Variant: Readiness
Prior to start of play, each player checks their Readiness Table. Each player rolls two rolls twice and applies both results; if the second result is the same as the first, reroll until a different result is attained (i.e., two results will be determined per player). Do not use this rule when using the Battleship Admirals’ War scenario.
American Readiness Table
Die roll Result
1 Navy not prepared: The American player receives BB-4 as a reinforcement on Turn 11 instead of turn 6. CA-3 is received on turn 41 instead of turn 33.
2 Prewar Army mobilization. On turn 6 in addition to other reinforcements, the American player receives one 30-50 division and 6 LAC on the US West Coast.
4 Prewar Navy mobilization. On turn 15, the American player receives CA-4 and DD-9 on the US West Coast.
4 Amphibious doctrine: Roll another die. On a 1-3 it costs the American AT unit 2 movement points to disembark units. On a 4-6 it costs the American AT no movement points to disembark units.
5 Pacific bases. Roll one additional die and check the American Pacific Bases Table.
6 Aircraft carrier situation: Roll one additional die and check the American Aircraft Carrier Table (below).
American Pacific Bases Table
1 Forward deployment: the following units (from the starting order of battle) may be deployed on any US bases on the map: one 15-25 brigade, four 2-6 defense battalions. There may not be more than one 2-6 battalion deployed in the same hex at the start.
2-3 Philippines worse prepared: Deploy following units in the Philippines instead of the listed forces: two 10-20 brigades, 5 LAC, OD-1.
4-5 Philippines better prepared: Deploy following units in the Philippines instead of the listed forces: four 10-20 brigades, 15 LAC, D-1.
6 Guam, Gibraltar of the Pacific: The 50-20 Coastal Defense unit which is placed in the Philippines is replaced with a 6-2. Place one 50-20 Coastal Defense unit on Guam (instead of a 6-2). The Philippine Fortifications rule applies not to hex 348 but instead to American units on Guam. Ignore the provision about the Japanese having to occupy the Philippine fortifications in order to use the Manila Naval Base. Guam is now a Naval Base. Also, increase the value of the Guam Air Base to 20. The American player must deploy one CA unit, one DD unit, one 10-20 Brigade, and 5 LAC on Guam (in addition to other units which start there); these units must be taken from other units initially deployed on the map (but not from the West Coast US). Control of Guam now counts as 25 Victory Points.
Historical note: There actually were plans to convert Guam into a major American base during the interwar years.
American Aircraft Carrier Table
1 Variable deployment. Roll another die. “1-3” = deploy CV-3 and CV-4 on US West Coast at start; CV-2 reinforcement turn 6. “4-6” = deploy CV-2, CV-3, CV-4 on US West Coast at start.
2 Forward deployment. Deploy CV-2, CV-3, DD-1 on Oahu at start; CV-4 on US West Coast at start. If CV-2 and/or CV-3 sunk on turn 1, then US receives CV-6 as a reinforcement on turn 41.
3 Merchant ships conversions. Roll another die. On a “1-3” receive CVE-28 on turn 11; on a “4-6” do not receive CV-1 (ever).
4 Cruiser conversion. Receive CV-6 with 10 NAC on turn 41 on the US West Coast. However, the Americans do not receive CA-2 on turn 23 (or ever).
5 Bomber generals. CV-4 and its NAC are never received. CV-5 is received on turn 41 instead of 33. Start with 3 LBAC in Oahu, 1 LBAC in the Philippines, 1 LBAC on any other American base. Receive 1 LBAC reinforcement on turns 6, 15 and 24, and 2 LBAC (instead of 1) on turns 33, 41, and 49 (on Oahu, or West Coast if no functional air base there; LBAC reinforcements on other turns received normally).
6 PBY admirals. Same as Bomber generals, except (1) LBAC use their full combat strength when attacking enemy naval units; (2) halve LBAC bombardment strength for all other missions.
Notes to American Aircraft Carrier Table:
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This table affects only the indicated units. Other units are placed according to the Set Up instructions and Reinforcement Schedules.
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In all cases, American aircraft carriers are placed with their full complement of NAC.
Japanese Readiness Table
Die roll Result
1 Maximum effort: The Japanese receive the following additional units during Initial Setup. They may be placed in Japan, Formosa or Korea: One 20-40 Division, 6 LAC, 3 NAC.
2 China Incident: The Japanese player begins with control of Tienstin and Shanghai and their bases (and both players may enter these hexes). The Japanese receive two extra 20-40 divisions, which he must place one each in these two hexes. He must have at least one 20-40 division (or two 8-18 brigades) per hex in order to use the bases in them. Tienstin and Shanghai are worth 5 Victory Points each in all scenarios (to both players, gained at the end of the scenario) if the player occupies them with one division (or two infantry brigades) each.
3 Manchukuo Situation. At the start of turns 5, 15, 25, 35 and 45 roll one die. On a “1-4” the Japanese receive one 20-40 division and 3 LAC anywhere in Manchuria or Korea; on a “5-6” the Japanese must deduct one 20-40 division and 3 LAC from their forces anywhere on the map (simply remove them from the map, do not count as units lost). If the Japanese fail to remove these units, then they immediately lose 10 victory points.
4 Colonial powers threaten intervention: Japanese must maintain at least one 20-40 division, 3 LAC, and one DD, CL or CA unit on Formosa. At the end of any turn in which the Japanese do not, the American player receives 1 Victory Point.
5-6 Naval Situation: Roll one additional die and check the Japanese Naval Situation Table (below).
Japanese Naval Situation Table
1 Free Deployment. The Japanese may deploy their starting naval units on any combination of Japanese controlled naval bases.
2 Less rigorous naval pilot training. Japanese start the game with 28 NAC. However, they receive one NAC on each turn evenly divisible by “2” (instead of divisible by “4”).
3 Treaty limits on cruisers. Deduct CA-3 from Japanese initial setup. It is instead received as a reinforcement on turn 25.
4 Fewer merchant ship conversions. Japanese receive CVE-1 (with 1 NAC) on turn 25 instead of 15; they never receive CVE-2.
5 Naval building not accelerated. Japanese do not receive CV-6 on turn 35 (or ever); instead, they receive CVE-3 (with 1 NAC) on turn 35.
6 Expanded carrier construction. Japanese receive CVL-3 (with 2 NAC) as a reinforcement on turn 25.
Notes to Japanese Aircraft Carrier Table:
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This table affects only the indicated units. Other units are placed according to the Set Up instructions and Reinforcement Schedules.
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Unless otherwise specified, Japanese aircraft carriers are placed without NAC.
(Scenarios 1 and 2 only) Scenario Variant:
The Battleship Admirals’War
This scenario presumes that the Washington Naval Treaties which restricted capital ships did not go into effect. Both the United States and Japan build up their battleship fleets in the 1920s and ‘30s, but at the cost of not developing naval aviation
(A) Japanese Initial Deployment
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The Japanese do not receive CV-1 and CV-2. Instead, the Japanese place BC-1 as part of their initial setup on any naval base in Japan.
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Start with 10 NAC and 64 LAC (instead of the listed numbers).
(B) American Initial Deployment
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The Americans do not receive CV-2 and CV-3. Instead, the Americans place BC-1 on the US West Coast.
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Place CV-4 with 7 NAC on the US West Coast during initial setup (and not, obviously, received as a reinforcement later in the game).
(C) Japanese Reinforcements
- Receive following additional naval reinforcements:
Turn 15: BC-2
Turn 35: BBW-1; do NOT receive CV-6 (and its NAC)
- Receive one LAC reinforcement point every turn evenly divisible by 2. Receive one NAC Point every turn evenly divisible by 10.
(D) American Reinforcements
- Receive following additional naval reinforcements:
Turn 6: BBW-1
Turn 33: BBW-2; do NOT receive CV-5 (and its NAC).
- Receive the following numbers of air points available on the West Coast US each turn.
Turns 1-26: 3 LAC (per turn), 1 NAC
(each even numbered turn)
Turns 27-52: 5 LAC, 1 NAC
These points may be accumulated from turn to turn. NAC embarked on aircraft carriers are received in addition to these.
REINFORCEMENT SCHEDULE
In Scenarios 1 and 2 start with Turn 1. In Scenario 3, start with Turn 15.
Japanese Reinforcements
Naval units must be placed in a functional naval base in Japan. Air units must be placed in a functional airbase in Japan of sufficient capacity. Land units may be placed in ay hex in Japan. Exception: units indicated as (JBase) may be placed on any Japanese controlled based hex that is In Supply.
Turn 5:
Land: one 20-40 division
Turn 15:
Naval: CVE-1 (with 1 NAC), DD-5
Land: one 20-40 division
Turn 25:
Naval: CA-4
Land: one 20-40 division; one 2-8 defense regiment (JBase)
Turn 35:
Naval: CV-6 (with 2 NAC)
Land: one 20-40 division; one 2-8 defense regiment (JBase)
Turn 45:
Naval: CVE-2 (with 1 NAC)
Land: one 20-40 division; one 2-8 defense regiment (JBase)
Additional
LAC: 1 per turn evenly divisible by “3” (i.e., 3, 6, 9…)
NAC: 1 per turn evenly divisible by “4” (i.e., 4, 8, 12…)
Notes
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Japanese NAC which appear with aircraft carriers begin the Reinforcement Phase embarked.
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See also Japanese Reserves Rule
American Reinforcements
All reinforcements appear on the US West Coast unless otherwise noted.
Turn 6:
Naval: CV-4 (with 7 NAC), BB-4, OC-2, DD-5, Assault Transport-1, Transport-3, Oiler-2
Land: one 15-25 brigade, two 10-20 brigades, one 1-1 engineer regiment
Turn 11:
Land: two 10-20 brigades
Turn 15:
Naval: CV-1 (with 2 NAC)
Land: one 15-25 brigade
Turn 20:
Land: two 10-20 brigades
Turn 24:
Naval: CVE-1 (with 2 NAC), CA-2, CL-2, DD-6, Transport-4
Land: one 30-50 division, one 1-1 engineer regiment
Turn 28:
Air: 1 LBAC (on Oahu*)
Turn 33:
Naval: CV-5 (with 10 NAC), CVE-16 (with 2 NAC), CA-3, DD-7, Oiler-3
Land: two 30-50 divisions, one 15-25 brigade
Air: 1 LBAC (on Oahu*).
Turn 37:
Air: 1 LBAC (on Oahu*).
Turn 41:
Naval: CVE-18 (with 2 NAC), DD-8
Land: two 30-50 divisions
Air: 1 LBAC (on Oahu*)
Turn 45:
Air: 1 LBAC (on Oahu*).
Turn 49:
Air: 1 LBAC (on Oahu*).
*If no American controlled airbase of sufficient capacity on Oahu, then place LBAC on US West Coast.
Additional American Air Units
The American player receives the following numbers of LAC and NAC available on the West Coast US each turn:
Turns 1-26: 2 LAC, 1 NAC
Turns 27-52: 4 LAC, 2 NAC
These points may be accumulated from turn to turn. NAC embarked on new aircraft carriers are received in addition to these.
Notes
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American NAC which appear with aircraft carriers begin the Reinforcement Phase embarked.
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See also American Reserves Rule
PLAYER CREATED SCENARIOS
Extra units have been provided in the counter mix so players can invent their own “what if” scenarios. Some things to consider when creating new scenarios:
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Historically, the major powers had scrapped much of their capital ship fleets as a result of the Naval Treaties of the 1920s.
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Obviously, the B, C and D units would have been more likely to have been deployed in the early 1920s than later, although some of the older ships were retained.
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U.S.N. BB-2, -3 and -4 were available in the 1920s and 1930s as were I.J.N. BB-2 and -3. New battleship building programs did not start producing ships until World War II had broken out.
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The United States deployed considerable elements of its navy in the Atlantic. These ships would become available as the war progressed, assuming there was no crisis or conflict over the situation in Europe.
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In the 1920s, Japan’s empire consisted of Japan itself, the Pacific islands behind the 1941 start line, Korea and Formosa. Manchuria was added in 1931, and China was invaded in 1937. Japan had about 20 divisions and 50 aircraft squadrons in the 1920s, but built this force up considerably in the 1930s.
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The United States had cut back its armed force after World War I. It was not until the Franklin D. Roosevelt Administration that the armed forces were rebuilt. The US Marine Corps amphibious doctrine began taking its final form in 1934, although amphibious landing craft in the modern sense were not utilized until the late 1930s.
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The CVEs in the War Plan Orange scenarios represent merchantmen converted to auxiliary aircraft carriers—both the United States and Japan had extensive plans to make these conversions in the event of war since the late 1920s. Both Japanese and US carriers function under the Standard Game rule for Japanese Ferry Carriers.
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The following table lists the year in which both sides’ aircraft carriers became operational (prior to 1942). Bear in mind that in the event of a war, the building program would have been accelerated.
U.S.N.
CV-1 (Langley): 1922
CV-2 (Lexington): 1927*
CV-3 (Saratoga): 1927*
CV-4 (Ranger): 1934
CV-5 (Yorktown): 1937
CV-6 (Enterprise): 1938
CV-7 (Wasp): 1940
CV-8 (Hornet): 1941
I.J.N.
CV-1 (Akagi): 1927*
CV-2 (Kaga): 1930*
CV-3 (Zuikaku): 1941
CV-4 (Shokaku): 1941
CV-5 (Hiryu): 1939
CV-6 (Soryu): 1937
CVL-1 (Ryujo): 1933
CVL-4 (Hosho): 1922
CVE-1 (Taiyo): 1941
*Capital ship converted into aircraft carrier.
USN is a complex game (might as well be honest about it).
That’s one reason four mini-games were included with the
[original edition’s] three campaign games. Why, you might ask, did USN have to be complex? The reasons are not simple. Basically, there are three main reasons. First, there is the scope of the game. The campaign in the Pacific covered millions of square miles. Battles were short, if at sea, but they were tied to longer land and air struggles. Thus the game would have to be capable of encompassing the brief naval combats and the longer land and air ones all at once. Secondly, the game is a campaign game. It has to be, because that’s what we set out to re-create: the campaign in the Pacific. Campaign games are almost always more complex than games on individual battles. Thirdly, there is the state of the art in game design. Naval games done prior to USN were all “battle game” games, at the most (others were simpler “search” games). So USN had the unenviable honor of being the first naval campaign game (there aren’t too many others, protracted naval campaigns on a large scale are a recent phenomena). In other words, I’m admitting I went into this project with little specific experience. Add to that the use of air, naval and land forces (on fairly equal terms, particularly the air and naval), plus the necessity for a game to cover a long period of time while also giving proper scope to the three very different combat elements, and you can see why the game developed as it did. That’s not to say the game couldn’t be simpler — it could. But to simplify takes time, and only so many R&D hours are available for developing games. USN got more than its share as it is. So that explains a few things.
Why must air, naval and land units be given such nearly equal prominence in the game? Primarily because of the decisiveness of air power, the oceanic theatre of war, and the need for land troops to take and/or occupy essential land bases. The decisiveness of air power can be seen in the way naval power is represented: airpower predominates. The fleets, in effect, are mere escorts for the aircraft carriers. But there another decisive element comes into play: the short range of aircraft. Land based aircraft were much more numerous and powerful than carrier based planes. True, carriers were needed to operate in areas short ranged land based air units could not reach. But more often than not, when carriers went into areas covered by landbased aircraft, they (the carriers) were at a fatal disadvantage. What, then, could the carriers do to be decisive? They could implement, in a new form, an ancient naval stratagem: the naval blockade. Whoever had decisive carrier superiority would eventually win by cutting off the enemy bases from each other and from their homeland. That was more critical for the Japanese, as their homeland was itself an island and subject to blockade and, therefore, economic strangulation. Thus enters the logistical aspect of the game. Another spin-off of that is base building capability. Bases were built in the original campaign, and they proved to be a decisive element in the war. Finally, there were land combat units. Bases were held and taken with land units (which, of course, means sea transport and amphibious units).
We simplified all those elements as much as possible. Even so, when it came time to use all three of those elements at the same time in the play of the game, problems arose. Our solutions to those sequencing problems are reflected in the complex steps players must go through while completing one turn of the game.
The scope of the game could have been wider still. We neutralized [in the original edition] such areas as China (where most of Japan’s Army Air Force, which was equal in size to the Naval Air Force, and most of the remainder of the army operated during the war, watching the Russians), and the Indian Ocean area, (where large British air, naval and land forces were located). We neutralized those areas for the same reason we neutralized the second half of the War in the Pacific [in the original edition]. The Japanese never expected to win the war in the traditional sense. Their objective was to make American victory so expensive as to make a compromise peace likely. That compromise would enable the Japanese to keep certain territories (such as oil-rich Indonesia) vital to her interests. Once the first wave of new American carriers appeared in mid-1943, the war was over for the Japanese. No decisive results could be obtained in China, Manchuria, or India either. So those areas, and the latter half of the war, were left out [again, in the original edition].
The first 18 months of the war were, however, desperate. The Japanese had a decisive advantage in those months. With the Battle of Midway in June 1942 (and the loss of 42 percent of her carrier plane capacity), the Japanese no longer had the decisive carrier advantage essential for them to continue crippling the American effort in the Pacific. Such a battle was almost impossible to bring off in the game. In its original form it was a combination of incredible stupidity on the part of the Japanese and considerable luck on the part of the Americans. Such a battle is possible, but a more likely outcome (given a competent Japanese player) is a Japanese romp through the Pacific. True, the Americans may bring off the equivalent of a “Midway” with ambushes (which is what the original Midway was). As for getting four carriers all at once: it is possible, but highly improbable. It’s more likely the Japanese will wear themselves out (eventually) tangling with American land based aircraft while using up their more vulnerable carriers. Of course that depends to a large extent on the competence of the Japanese player. In many respects it’s more difficult to play the Japanese side. Granted, the Japanese player has considerable advantages initially. But in the long run the Japanese are the losers. The only way they can make up that disadvantage is to get the most out of their initially superior position.
The game is also set in a different environment than the more common land battle games. There are different things to watch out for. The game is realistic, but you must still learn the new rules of strategic naval combat. In other words, the first few games will consist of trying to catch onto nuances of the system: “Learning the tricks,” as it were, before your opponent.
To make things easier we have developed four battle games. They cover the four decisive carrier battles of 1942 (Coral Sea, Midway, Eastern Solomons and Santa Cruz). In those four battles Japan lost six carriers, the United States lost three, plus hundreds of aircraft went down on each side. The battles are recreated as they could actually occur in the context of the game. Thus there are a few turns long at most. But, since the play procedure for each game turn is so long and complicated (how’s that for candor?) each of the battle games takes about an hour or so to play (depending on the players, of course). Once you’ve mastered the attle games, you’re ready to tackle the campaign. There are three of them [in the original edition]: Japanese Expansion (20 turns long), American Reaction (18 turns), and The War in the Pacific (81, “count ‘em,” turns). Now no one says you have to play the campaign games. They are realistic, no doubt about that. Logistics, air power, land and naval forces, base building: it’s all there. But it’s going to take about an hour per game turn (less, once you get the swing of things, but let’s just think about your first few games). We could find no simpler way of doing it. That doesn’t mean we won’t eventually develop similar game mechanics, we will. But for the present this will have to do.
As with most games, there are many aspects of USN that need some explanation. Much will be explained in the article “War in the Pacific” [appeared in S&T #29], but some things are specific to the game. For example, aircraft reinforcements also reflect (or have built into them) wastage due to non-combat losses (accidents, wear and tear, lack of maintenance, etc.), which often amounted to more than actual combat losses. Another thorny problem was shipping used for combat (and combat support) operations. Shipping needed for regular supply operations is built in to the game. That is, you don’t have actual shipping units to handle in order for that shipping to operate. The shipping counters used in the game are those needed to move air and land combat units, as well as the shipping needed to supply combat ships at sea. Each of those units represents 100,000 tons of shipping. Those units don’t represent convoys, as such, but rather those ships in the pipeline delivering combat units. Destroying those units hurts each side in different ways. For the Japanese, the loss of that shipping directly affects their economy, as replacements must come from the already depleted civilian fleet. For the Americans, the replacement shipping must come from the shipping allocated for the battle of the Atlantic.
Submarines were a critical part of the campaign, yet they were not directly involved in the actual military prosecution of the campaign. Submarines were significant for the merchant shipping they sank. The warships they sank were secondary. That’s how we have built them into the game. Base-building is another aspect of the game that was crucial. Without a base-building capability, no one was going to go anywhere. The Japanese where considerably limited in their ability to build bases, and that’s one reason they were unable to take advantage of their early gains.
Finally, here are a few comments about tactics. It’s possible in this game to indulge in suicide tactics, sacrificing units in order to (hopefully) win an overall victory. The Japanese did that to a certain extent, the Americans much less so. We have not built restraints into the game, as the game is complicated enough. If you want to indulge in those tactics, well, that’s your decision.
USN GAME NOTES
General
Protect your carriers, as they are the only instruments capable of projecting air power in areas without bases. Try to keep powerful surface forces with the carriers in case they are damaged, to prevent them from getting involved in a surface action. On the defensive, try to keep the enemy carriers within range of your LAC, as well as just your carriers. Remember, sometimes it’s better to damage several naval units than to destroy one.
Coral Sea
ALLIES – Contest the Japanese at Guadalcanal; keep your fleet together unless you can engage Japanese transports.
JAPANESE – Forget Port Moresby, as Allied LAC are too powerful; it’s essential to engage Allied carriers and defeat them decisively.
Midway
ALLIES–The only chance you have is if the Japanese split up or make a large mistake, otherwise avoid the Japanese, and abandon Midway.
JAPANESE–Keep together, advance methodically, take Midway, while at the same time pursuing the Allied carriers.
SIMULATION VERSION–Japanese: retire after the carriers are sunk. Allies: sink the carriers and pursue.
Eastern Solomons
ALLIES– Obviously, support Guadalcanal; that will result in a guessing game when the Japanese carriers arrive.
JAPANESE – Defeat Allied carriers, then attack Guadalcanal.
Santa Cruz
ALLIES–Same situation as Eastern Solomons, except now you have the superior carrier force.
JAPANESE–Same problem as Eastern Solomons, compounded by the larger enemy carrier force.
CAMPAIGN GAME ONE
ALLIES– Establish a large LAC force in Australia with transports, delay assured Japanese conquest of the required areas for as long as possible, while expending few or no air and naval forces. Preserve carrier strength, unless a lucrative target presents itself.
JAPANESE– Expand rapidly, but precede that by destroying Allied carriers early, so there will be little or no interference with the Indian Ocean operation.
CAMPAIGN GAME TWO
ALLIES– Build up carriers, so by mid-game you should be able to reverse the flow of the war. The assault transport must be guarded carefully, as that is your only method of projecting land force at occupied enemy islands.
JAPANESE– Cut off Australia from reinforcement; engage Allied carriers; invade Australia’s east coast with total effort. If Allied carriers can be defeated early (Midway), the game should be decided in your favor.
–James F. Dunnigan
USN DELUXE EDITION DESIGN NOTES
Overall Approach
The objective was to keep USN Deluxe as close as possible to the original system while expanding the situation to cover the entire War in the Pacific. To that end, we added the following.
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A scenario extension for the entire war (the original covered only 1941-43).
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A War Plan Orange 1930s scenario, one of the classic “what if” situations of warfare (and which was heavily wargamed by the US Navy back then).
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The Chinese and Soviet fronts.
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Lots and lots of optional rules.
Other changes to the original USN System.
The USN system has held up surprisingly well for a three-decade-old game. Much of that has to do with its procedurally oriented rules. They make everything cut and dried if you follow the sequence of play and Mission Capabilities Chart. The Standard Game rules in the Deluxe Edition are pretty much the same as the original. I modified only a few things. One was to mitigate the effects of units being unsupplied. In the original game, unsupplied units were paralyzed, but now they have at least a chance to escape from a bad situation. I made airstrikes a little more effective, while reducing what seemed to be the overwhelming devastation inflicted by naval bombardments. I also readjusted CRTs 1 and 5 to make for finer gradations of their results. I dumped the original Burma option, which let players ignore that front. The original Burma rules created more problems than they solved; so now Burma is always in the game. I also changed the submarine rule (in the original the Japanese player kept track of his submarines on paper). The new sub rule reduces the paperwork and is more amenable to solitaire play. Of course, many of the additions are in the new optional rules and the additional scenarios. Opening up the map to the China front really doesn’t add all that much complexity to the game, given both players will be operating on the army-level there for most of the war. The one thing that did prove a bit thorny was the Strategic Economic rule. I tried to keep it simple enough so it didn’t detract the overall system.
Unit Breakdowns/Buildups/Training
I used variations on the existing USN game system – unit breakdown and buildup – to model several different things in the game, such as loss of cohesion in combat and training. That worked nicely, keeping the feel of the original rules while accounting for critical factors from the historical campaign. Often, after intense combat, units would take several weeks or months to recover as they assimilated replacements and were given rest and retraining. Hence, when receiving a result of E1, the attacker breaks down; think of the losses inflicted on US units in their successful island assaults, or even how routine combat operations debilitated units. So higher echelon units suffer breakdown during combat, which reduces their overall strength. Since lower echelon units can’t rebuild in enemy occupied hexes, it becomes necessary to pull them out to safe areas to reform. That solved another dilemma. The Allies would deploy units to the theater of operations, but often not commit them to combat until they had several months of training. So you get the units but have to choose whether to deploy them for operations prematurely or train them up to standard. Also, the time to build up higher-echelon units represents the time it took to prepare logistics to support their operations. So you can’t charge in without preparation. By training up units, you not only gain the advantage of higher combat strengths, but also of unit resiliency.
Order of Battle
We used the original USN air and naval unit reinforcements for 1941-43, while Michael Myers put together the 1943-45 naval and air reinforcement schedule. I redid the land unit reinforcements to more accurately reflect the formations that appeared at specific times in particular parts of the theater. The original USN gave the Allies too many land reinforcements at the start, but not enough later when it came time for their counter-offensive. Fortunately, there were several good sources for order of appearance. The o/b represents division-level formations. I usually integrated non-divisional units into the strengths of corps/armies, except at the start of the war, when units were often committed piecemeal. Japanese SNLF were actually battalion-sized units, but they are grouped together as regiments in the game; however, the total number of those units included is correct. The defense and coastal defense units the Japanese receive represent naval ground formations that set up shop on captured bases. Certain Japanese units are initially received in overseas locations; they were units initially organized from formations in the designated areas, or were deployed there directly from Japan. I generally didn’t include Japanese independent brigades as reinforcements, since those units were often formed by splitting up existing divisions (which are otherwise included in the game). The four 8-18 brigades the Japanese receive as part of their A-Go reserves represent the army’s amphibious brigades, which were designed to hold island bases. Many of the Allied divisions are initially received as three regiments, owing to their green status, and that’s covered by the training rule. The Marines get an additional regiment in the early war, representing their raiders, which operated independently for a while. In some cases, larger but less effective formations are represented by smaller units that have the same relative strength, especially for the Allies in the setup for the 1941 scenario. Allied infantry corps are proportionally stronger than Marine corps and Japanese armies, as their component divisions were given the lavish scales of support the US Army gave to all its higher echelon formations. British Empire brigades are equal in size to a US regiment; so they are portrayed by regiments. The Allied brigades in War Plan Orange represent the organization of the pre-war square divisions, each of which had two brigades consisting of two regiments.
Air Units
The air units are more abstract than the land or naval units. They represent not only the aircraft, but also non-material factors such as pilot training. Air reinforcements represent the operational capacity based on fuel and other factors. So, for example, while historically the Japanese increased their aircraft production considerably in 1944, they lacked the fuel and trained pilots to maintain an effective air force. Hence, in the game, the Japanese receive minimal air unit reinforcements in the last part of the war.
The Combat Results Tables
They pretty much reflect what happened at the scale of the game. The D1 result from the original was especially ingenious, as it showed what happened within the individual hexes. The attacker breaks down when he inflicts an E1 to represent the stress and attrition on units in sustained combat, even when winning. Still, land combat tended to be an either/or affair, with vastly disproportionate casualties inflicted between winner and loser. Even in the assaults on Japanese-held islands (Tarawa, Iwo Jima, etc.), while Allied units often took massive casualties, no divisions were wiped out as units. Bear in mind the armies involved, especially the Americans, assigned replacement units to formations going into combat, so they could be maintained as viable organizations. Rather than adding extra rules to account for all that, it was easier to use an existing game mechanic, breaking down and rebuilding units, for routine attrition. Now an army that’s contact with the enemy over time will start to disintegrate and have to be pulled out of the line to be rebuilt. I spread out the results on CRTs 3 and 4 more evenly, as in the original, those CRTs tended to be all or nothing, with only reasonable chances of accomplishing anything at the higher odds.
The Map
That was kept intact, with the obvious extensions to the Asian mainland. Some research showed the Japanese had more naval bases at the start of the war; so several hexes were upgraded.
Limited Intelligence
This should be pretty obvious. Many of the things that happened in the Pacific War were the result of one side not knowing where the other was, or what were his intentions. Hence, you get to use task force makers to disguise your forces’ whereabouts. The Allies get an edge there with their MAGIC code breaking. What isn’t so obvious is the more routine intelligence operations that are factored into the game in the form of air zones of control and such. The restrictions on naval movement within the five hex radius of airbases represent search aircraft not otherwise shown in the game. The fact you can see enemy units at all on the map is due to routine patrols, coast watchers, intelligence agents, etc., all operating throughout the Pacific.
Refueling
Naval logistics are complex, involving not only the resupply of fuel, ammunition and sundry items, but also routine maintenance and periodic overhauls of vessels. That’s all folded into the refueling rule and, to some degree, the repair of naval units. I reduced the refueling capacity of most bases and oilers to provide a brake on operations. Playtesting showed that, especially in the later part of the war, it was too easy for a large fleet to keep on rolling once it had one or two forward bases. With the reduction in refueling capacity, players will have to carefully prepare any advance. Certain naval bases can conduct unlimited refueling, as they were primary fleet bases and also had considerable infrastructure built up around them in the form of oil storage facilities, tool and die shops, and local watercraft, as well as being the termini of civilian shipping activity.
Engineers
In no small part the Pacific War was a war of construction. Navies, air forces and armies could not go anywhere without a basing infrastructure to support them. That meant moving in engineers who could build or repair facilities. Engineering was one of the areas where the Allies had a considerable superiority in numbers and equipment, and that shows in the game. The restriction of sea supply lines to 10 hexes unless the player has a functional naval base recreates the real logistical constrictions of the theater of operations. Since repairing a captured naval base or building a new one requires both an engineer and a transport, you can’t advance too far from your main supply termini, at least not without paying a price in reduced efficiency.
Reserves
They represent forces mobilized for major defensive operations. Sometimes, they represent not so much the units themselves as they do the increase in dedicated command resources to mobilize forces in the face of crisis. The Japanese can only get their Kamikaze reinforcements that way as they were, historically, tied to their desperate situation at the end of the war. Had the Allied advance on the home islands been delayed or accelerated, most likely the Kamikazes would have been received later or earlier. The Japanese get an improvement in their entrenchment capability with the Sho-Go operation, representing their increased attention to defensive tactics following the US capture of Saipan—again, that was contingent on their inner defensive perimeter being breached.
Victory Points
The number of units required to garrison areas in order to gain victory points is an estimate of the overall restiveness of the local population and the political and economic importance of the objective itself. The Allies have to garrison Australia and New Zealand, as that represents the political considerations in these countries to maintain strong forces for home defense.
PLAYERS’ NOTES
The Sequence of Play
It’s vital to understand the sequence of play. While it may appear convoluted, the sequence provides interactive movement and combat phases players can exploit by having the right forces in the right hex at the right time in a game turn. Just as critically, the sequence of play allows players the opportunity to hit and run (through the dual naval movement phases), as well as to escape from traps. Also, note both players get the chance to make air attacks during the Land Attack Mutual Air Strike Phase.
Naval Operations
You must properly set up your naval offensives. That does not mean charging in at the first opportunity with the forces at hand. Rather, you must first build up your basing structure so you will be in a position to re-supply your naval units (remember, you only get three weeks at sea due to oil limits), and cover them with airpower. Decisive naval battles are difficult to attain unless one side has overwhelming strength at sea or in the air. Your main objectives should be gaining better bases and securing the sealanes to critical objectives. One thing to remember is you have two naval movement phases per turn and, if using strategic movement, you double your movement—that means a naval unit with a movement of “6” can move 24 hexes in a turn.
Naval Tactics
It’s often useful to attack and destroy DD and CL units, because though they have little offensive capability, they are useful for screening aircraft carriers and transports from attacks. Often a lack of such units will slow an opposing force while that player scrounges up more escorts.
Land Operations
Again, you have to properly set up your land attacks if you want a chance to win, especially given the high defense factors of units. This means: 1) if at all possible, place the defender out of supply as that halves his defense strength and turns retreat into elimination; 2) use combined arms because air and naval ground support provide tons of firepower which is useful for getting high combat odds; 3) gain air superiority to cut enemy lines of supply via air ZOCs; 4) build up your units to the highest echelon possible to gain better combat strengths. Also, the higher echelon units will last longer owing to the losses created by results such as E1.
Air Operations
Build up air strength before launching an offensive. That can be difficult for both players. The Japanese have an abysmally low air reinforcement rate, and the Allies have to ship in air units all the way from the west coast of the USA. Use your bases to shift air units to critical points via strategic movement on multiple turns. Airpower is obviously useful for attacking enemy naval and land forces, but the ability to project zones of control can also be decisive by cutting enemy supply lines. Despite their high bombardment strengths, air units are less effective against enemy naval units owing to the way CRT 3 is set up. So you need to concentrate airpower against critical (and weak) enemy naval units: carriers, transports and oilers. Attacking battleships is an occasionally successful tactic, as it makes the other guy a little more careful in his fleet deployments, and it’s cost effective to simply damage a BB and put it out of action for a period of turns.
Coastal Defense Units
Just a quick note here to say coastal defense units are important in the game, as amphibious assaults may not be made against hexes containing one. CDUs are also fragile, however, insofar as it’s easy to eliminate them via bombardment or land combat. Those units represent not only coastal guns, but also minefields and coastal defense craft.
Logistics
As should be apparent after playing a couple of turns of USN, logistics will drive much of your strategy. Supply, naval refueling, troops transport, and base-building determine the pace of your offensive. Having an oiler, transport or engineer unit at the right place and time is often decisive. The impact of air units blocking lines of supply needs to be understood. Probably far more critical than the sinking of any warship was the historical effects airpower had on destroying enemy transport and generally interdicting ground operations, hence the power of air ZOCs in the game. The refueling rule makes holding and retaking certain bases critical, such as Truk for the Japanese and Manila for the Allies.
Transport
Each player has a limited number of transport units. For the Allies, that means having to consider how much of your transport capability will be used to move troops and support engineer operations, and how much will be used simply to bring up reinforcements from the west coast of the USA. The Japanese can use their numerous airbases to stage aircraft from Japan across the Pacific, but will be otherwise slowed by the low transport movement rates.
Emergency Transport of SNLF
This is a Japanese “secret weapon”—load up a destroyer or light cruiser with one or two SNLF units and then move them three hexes to make an amphibious assault. That overcomes the usual Japanese difficulties with their slow regular transports.
Victory
Remember, you have to garrison most objectives in order to get victory points for them. So ensure you put enough units on objectives to hold them. Also, you get points for having air and naval bases at critical places within the enemy’s perimeter; so there are reasons for fighting a campaign in, say, the Solomons. I added the mid-war victory requirements largely to reflect the political considerations that encouraged commanders to be more aggressive. No one was going to keep their job long unless they made progress on the front line. So you need to run your campaign with an eye for victory points.
GAME 4 (1943-45)
ALLIES— You will be fighting on three general fronts: Central Pacific, South Pacific and India that, due to distance, will be difficult to mutually support. Your main vulnerability is India, which is far from your sources of reinforcement. In the Pacific, a slow but steady advance will win the day. Make sure to build up your strength before you advance too deep, or the Japanese may pick off a task force or two in detail. It’s better to delay a few turns than to risk loss of the game.
JAPANESE— While you are outnumbered, you do have the advantage of interior lines. Keep a strong central naval reserve and try to inflict a blow against an isolated Allied naval force. Also, pour as much land and airpower into Burma as you can and then head for India. Use your reserve contingents to attempt to inflict crippling damage on Allied carriers and transports.
WAR PLAN ORANGE
USA – You are faced with a dilemma because you are initially weaker than the Japanese. If you commit your forces too early, you can be defeated piecemeal. If you wait too long, your offensive may never get rolling. Build up until you have at least parity in aircraft carriers; seize an island in the Central Pacific for a forward naval base, then proceed toward the Philippines or the Japanese Home Islands.
JAPANESE—You have the early advantage in strength; so hit hard and try to cause as much damage as possible. Then hold a defensive line along the Wake-Saipan axis. You are fighting on a single front, the Central Pacific; so you should not be diverting forces to other theaters of operations.
“FRONTS”
Southeast Asia (Singapore to India) – The Japanese have a real advantage here, especially in the mid-to-late-war period, as they can concentrate land strength, and Allied naval power is largely irrelevant. This front can also be difficult for the Allies to reinforce, as they have to ship most reinforcements across the Pacific.
Dutch Each Indies – After the initial conquests, this is generally a quiet front, as it is out of range of both side’s naval and air bases. Still, a concerted Allied effort here can cripple Japanese victory points.
South Pacific (New Guinea to Solomons) – This serves as a good Japanese base for operations against Australia but, as was true historically, it can tie down strength in increasingly isolated positions. For the Allies, its proximity to Australian air and naval bases makes it useful for an offensive.
Central Pacific (Gilberts to Midway) – The Allies can easily seize many islands here, but the main restriction is logistical, transporting and supplying forces. For the Japanese, playing a cat and mouse game of staging aircraft from airbases can delay Allied operations.
Middle Perimeter (Philippines -Truk-Marcus) – For the Allies, these provide necessary bases to advance farther. For the Japanese, make them as expensive as possible for the Allies to take.
Inner Perimeter (Formosa-Bonins) – Everything said about the middle perimeter is even more true here. Once the Allies get this far, they can threaten the home islands themselves.
China – The Japanese have a general superiority in land units, but the Chinese are resilient owing to their replacement rate.
–Joseph Miranda
SCENARIOS
CAMPAIGN GAMES 1, 2 and 4:
Allied Coastal Defense Units (clarification): do not place 6-2 CDUs in the West Coast USA or India off map areas.
China Front (correction): References to Nationalist 30-50 armies should be to 30-40 armies.
CAMPAIGN GAME 1
Special Game 1 Rules Shock Effect (D) (clarification): The Allies may not conduct any action which is a function of movement, such as entrenchment or base building.
Special Game 1 Rules Philippine Fortification (clarification): Allied units which start the game deployed on hex (348) may be entrenched. Also, units do not have to entrench in that hex if the player does not desire.
Allied Variable Deployment (correction): On a die roll of 1-2, Allies receive CV-4, not CV-2.
Special Game 1 Rules Shock Effect (H) (clarification): Allied air units have no ZOCs on turn 1. Allied airbases still prevent Japanese strategic movement within five hexes.
CAMPAIGN GAME 2
Japanese Land Forces (correction): Japanese SNLF should be deployed as follows: one in Japan, one in the Dutch East Indies, one in Timor, one in Rabaul. The Japanese also have a SNLF airborne unit in Japan.
Allied Land Forces (clarification): The three 8-15 regiments in Transport-3 are placed with the Transport-3 listed as being on the U.S. West Coast. The 30-50 division in Transport-4 is placed with the Transport-4 listed as being in Brisbane.
Allied Naval Forces (correction): Allies receive the CV-4, not CV-2, at Pearl Harbor.
Allied Naval Forces (addition): Allied BB-3 begins the scenario in Pearl Harbor with 20 weeks of damage (representing battleships under repair from the December 7th 1941 attack).
CAMPAIGN GAME 4
Allied Naval Forces (addition): Allied BB-3 begins the scenario in Pearl Harbor. Allied Bases (addition): Allies also have a 10 point airbase on Espiritu Santo (930) and a five point airbase on Efate (931).
CORAL SEA
Allied Naval Forces (correction): Allies receive the CV-4, not CV-2, at Noumea.
EASTERN SOLOMONS (clarification): Japanese Forces - "DD-" should be "DD-1". Rabaul "DD-2" should be "DD-3".
CBI (correction): Reference to Communist 30-60 army should be to 30-50 army.
MANCHURIAN CAMPAIGN
Manchuria Japanese Order of Battle, Land Forces (correction)
Two 80-120 Armies / (538), (N-40)
Two 30-50 Armies / (N-22), (505)
One 40-20 Armored Division / Manchuria 505
One 20-40 Division / Dairen (406)
One 30-50 Army / Korea 539
CAMPAIGN GAME WPO
The references to "OD-1" should be "D-1".
The reference to "OC-2" should be to "C-2".
Allied Naval Forces, Scenarios 1, 2 and 3 initial deployment (correction): Americans receive the CV-4 (with 9 NAC), not CV-2.
American Aircraft Carrier Table (correction): Under Bomber Generals, change "CV-4" to "CV-2".
Battleship Admirals' War (correction): change "CV-2" to "CV-4", and "CV-4" to "CV-2".
American Reinforcements (correction): On turn 6 receive CV-2 (with 7 NAC), not CV-4.
THE CARRIERS (correction)
Japanese CV-2 is the Kaga
REINFORCEMENT CHART
Turn 2 (correction): Allies receive the CV-4 (with 8 NAC), not the CV-2.
Turn 26 (clarification): the Marine regiment is a 10-15 unit.
Allied carriers: all Allied carriers enter the game with a full complement of NAC already embarked (if not already indicated).
Allied unit placement (clarification): Allied NAC may be embarked on transports, but only on the hex portion of the map. i.e., their transit from the USA West Coast to the hexagon portion of the map must be on a carrier.
Allied LAC and NAC (optional): in 1941-42, the Allied player may embark a maximum of 18 LAC and 10 NAC per Naval Movement Phase. Starting in 1943, the Allies may embark 36 and 20 respectively.
Japanese Reinforcements (additional): The Japanese receive the following additional LAC in 1942 (on top of other LAC they may receive on the indicated turns):
Turns 5, 7, 9, 11, 13, 15, 17, 19, 21, 23, and 25-55: +1 LAC
(Comment: while these LAC were not in the original Japanese reinforcement schedule, post-publication research indicates that this would be a more realistic rate. Japanese pilot training in 1942 still was good, and they were able to challenge the Allies in the air until at least early 1943. While Japanese aircraft production increased greatly in 1943+, poor pilot training and lack of fuel rendered numerous aircraft non-operational, as reflected in the average 1943+ reinforcement rates).