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1942

1942 Rulebook

Table of Contents

Table of Contents

  • 1.0 Game Components
    • 1.1 Map
    • 1.2 Counters
    • 1.3 Rules Booklet
    • 1.4 Dice
  • 2.0 Turn Sequence
  • 3.0 Zones of Control
  • 4.0 Stacking
    • 4.1 Ordinary Stacking
    • 4.2 Fortress Stacking
    • 4.3 Air Units
  • 5.0 Movement
    • 5.1 Land Movement
      • 5.11 General Rule
      • 5.12 Terrain
      • 5.13 Water Barriers
      • 5.14 ZOCs
      • 5.15 Disruption
    • 5.2 Air Movement
      • 5.21 Movement of Land-Based Air Units
      • 5.22 Movement of Naval Air Units
    • 5.3 Naval Movement
      • 5.31 Ordinary Naval Movement
      • 5.32 Amphibious Invasion
  • 6.0 Combat
    • 6.1 General Rules
    • 6.2 Procedure
    • 6.3 Combat Results
      • 6.31 Retreat (R)
      • 6.32 Disrupted (D)
      • 6.33 Eliminated (E)
      • 6.34 Surrender (S)
    • 6.4 Die-Roll Modifications
      • 6.41 Air Support
      • 6.42 Amphibious Invasion
      • 6.43 Philippine Morale
      • 6.44 British Morale
  • 7. Supply
    • 7.1 General Rule
    • 7.2 Supply Lines
    • 7.3 Supply Sources
      • 7.31 Allied Supply Sources
      • 7.32 Japanese Supply Sources
    • 7.4 Fortresses
    • 7.5 Conquest of Cities
    • 7.6 Effects of Being Out of Supply
  • 8.0 Air Units
    • 8.1 Air Umbrellas
      • 8.11 Land Combat
      • 8.12 Naval Movement
    • 8.2 Naval Air Unit Availability
    • 8.3 Air Missions
      • 8.31 General Rule
      • 8.32 Parachute Units
  • 9.0 Special Rules
    • 9.1 American Unpreparedness
    • 9.2 Open Cities
    • 9.3 Naval Transport
    • 9.4 Fortress Attrition
    • 9.5 Fortress Effects
  • 10.0 Optional Rules
    • 10.1 Filipino Movement Restrictions
    • 10.2 Allied Naval Movement Restrictions
    • 10.3 Treacherous Seas
    • 10.4 The Assault on Hong Kong
    • 10.5 The Campaign Against Burma
  • 12.0 Setup
    • 12.1 Dutch Setup
      • 12.11 Initial Deployment
      • 12.12 Reinforcements
    • 12.2 British Setup
      • 12.21 Initial Deployment
      • 12.22 Reinforcements
    • 12.3 American Setup
      • 12.31 Initial Deployment
      • 12.32 Reinforcements
    • 12.4 Japanese Setup
    • 12.5 First Turn
  • 13.0 House Rules
    • 13.1 Allied Airpower
    • 13.2 Beach Hexes
    • 13.3 Victory Points Changes
    • 13.4 Force Z
    • 13.5 Required Burma Deployment
    • 13.6 Fortresses and ZOCs
    • 13.7 Battle of the Java Sea
    • 13.8 Dutch Artillery
  • Charts and Tables
    • Turn Sequence
    • Stacking
    • Terrain Effects Chart
    • NMP Allowance Table
    • Combat Results Table
    • Hong Kong Assault Table
    • Victory Chart
  • 11.0 Victory

1.0 Game Components

1942 includes as components a map, a rules booklet, a set of die-cut counters, and a single six-sided die.

1.1 Map

A. The Map presents the entire expanse of Southeast Asia on a 17 by 22 inch sheet. Overlaid on the map is a hexagonal grid which is used to position the unit counters during the game, in much the same manner as the square grid in chess.

B. The map is drawn to a scale of 85 nautical miles to the hex.

C. The following locations are not labeled on the map:

  1. Mindanao is the island containing hex number 2509.
  2. Luzon is the island containing hex number 2202.
  3. Sumatra is the island containing hex number 0717.
  4. The Philippine Islands include all the land in the northeast quarter of the map, except for Borneo and Palau.

1.2 Counters

A. The Counters represent the forces which fought over the various areas on the map. Each counter represents a single unit which was present in the conflict.

B. Counters are printed with a variety of information which is used by the players during the course of the game. This data may be easily read by reason of the consistent format used; the Counter Format Example indicates the arrangement and relationships of the data. Unit size and unit type are indicated with the symbols which are defined in the Unit Symbol and Unit Size tables.

Counter Format Example: the troop unit shown on the printed counter format example is the 144th Regiment (unit identification) of the 55th Division (parent unit). It is an infantry (unit type) regiment (unit size) with a combat strength of 7. The air unit is recognized by its aircraft silhouette, and the fortress by its hexagonal fortress symbol. The fortress would be placed in the hex location printed on the counter.

Unit Colors / Nationalities

NationalityColors
Japanese ArmyRed with white characters
Japanese NavyWhite with red characters
American/PhilippineGreen
BritishBlue
DutchLight Blue

Unit Size Symbols

SymbolDefinition
IIBattalion
IIIRegiment
XXBrigade
XXXDivision

Unit Type Symbols

SymbolDefinition
(infantry symbol)Infantry
(guards symbol)Guards Infantry
(machine gun symbol)Machine Gun
(marine symbol)Marine
(artillery symbol)Artillery
(parachute symbol)Parachute
(amphibious symbol)Amphibious
(tank symbol)Tank
(armored cavalry symbol)Armored Cavalry
(garrison symbol)Garrison
(aircraft silhouette)

Note: the unit type symbols are pictorial in the printed rulebook; the symbol column above is described rather than reproduced.

1.3 Rules Booklet

The Rules booklet covers the specific details of how 1942 is played. The charts contained in this booklet provide a ready reference source of information during the course of the game.

1.4 Dice

While playing 1942, die rolls are called for, as random numbers are required when certain combat events occur, or when certain charts are consulted. Die rolls are an imposition of chance used to prohibit a player from always being able to predict how specific units will react or how events will proceed. Players can, however, make reasonable predictions based on unit strengths and situations and may base their strategies on that data. 1942 is not a game of chance; rather it is a game of skill, strategy, and tactics.

Dice are the most convenient method of generating random numbers, and one six-sided die is included with the game.

2.0 Turn Sequence

A. 1942 is played in a series of sequential game-turns, each representing approximately one-half a calendar month. Each game-turn is further divided into an Allied player-turn and a Japanese player-turn; the completion of both player-turns marks the end of one game-turn. Hereafter, the word turn by itself will mean game-turn.

B. Each player-turn is divided into two phases: movement and combat. The movement phase is further divided into naval, air, and land movement segments. This use of phases and segments clearly defines what activity may occur at what times. Activity not allowed by the sequence is prohibited.

C. The player named in the title of the current player-turn (for example, the Japanese player-turn) is called the phasing player (or side). This term is used to designate exactly who is referred to in several rules. Phases (and segments within phases) occur in the following sequence:

  1. Movement Phase: The phasing side may move its forces in accordance with the movement rule (5.0). Three distinct types of movement (land, air, and naval) may occur, and each specific type must be completed before the next is initiated.
    • A. Land Movement Segment: Units may move into and through land hexes to the limits of their movement factors.
    • B. Air Movement Segment: Air units may displace to other locations. Airborne units may be flown to a target hex for an airborne invasion.
    • C. Naval Movement Segment: Units may be moved by sea using Naval Movement Points. Amphibious invasions are possible. Reinforcements scheduled to arrive in this player-turn arrive in this segment, and may be moved by sea immediately (provided enough Naval Movement Points are available).
  2. Combat Phase: The phasing player may attack enemy forces in accordance with the combat rule (6.0).

D. The Allied player-turn occurs first each turn. 1942, however, includes a special Japanese surprise attack turn (Turn 0) which begins the game. The Allied player-turn of Turn 0 is ignored. Thus, only the Japanese side is allowed a player-turn in Turn 0. Thereafter, the sequence of player-turns proceeds normally.

3.0 Zones of Control

A. Each unit (with the exception of air units and empty fortresses) possesses a zone of control (ZOC) which extends into all six hexes adjacent to the unit.

B. A ZOC extends even across sea hex sides, into sea hexes, and into hexes containing enemy units.

C. ZOCs inhibit enemy land movement. Any unit which enters a hex in the ZOC of an opposing unit must immediately stop moving, and may not continue to move in that land movement segment.

D. A unit which begins its land movement segment in an enemy ZOC may move if it first exits the enemy ZOC, moving to a hex which is not in any enemy ZOC. It could then continue to move, including into an enemy ZOC if such action is desired.

E. A unit may never move directly from one enemy ZOC to another.

F. ZOCs also inhibit enemy naval movement. Ordinary naval movement into a hex in an enemy ZOC is prohibited.

G. Because ZOCs extend into full sea hexes, some naval paths thus become impossible for naval movement while enemy units guard the shoreline.

H. A ground unit performing naval movement for an amphibious operation may enter one hex of an enemy ZOC for the purpose of performing the invasion. That hex could be a shore hex, or a full sea hex.

I. Unoccupied cities have a ZOC which affects all enemy units until the city has been conquered (8.0).

4.0 Stacking

A. More than one counter may be placed in a single hex on the map, using a process called stacking. Certain limitations do apply to the process.

B. Only units from one side may occupy a hex; in no case may units from both sides occupy a single hex at the same time.

C. Stacking limits apply at all times, and may never be violated.

4.1 Ordinary Stacking

Of the units of one side, one hex may contain no more than four infantry units (infantry, guards, marine, and machine gun units qualify as infantry). Any number of other units may be present.

4.2 Fortress Stacking

There is no limit to the number of units which may be placed in a fortress, regardless of type.

4.3 Air Units

A. No more than one land-based air unit may be placed in a single friendly city.

B. Air units may never fly over enemy air units, but may pass through any other hex without penalty.

5.0 Movement

Three distinct types of movement are possible during the course of the game: land, air, and naval. Each type of movement is subject to a variety of restrictions and rules and is dealt with separately.

5.1 Land Movement

5.11 General Rule

A. Each ground unit (all counters except fortresses and air units) has a movement factor of 5 movement points (MPs). A ground unit may move by expending its MPs during its land movement phase.

B. Terrain within a specific hex, or on a specific hex side, affects the number of MPs which must be expended.

C. A unit may not expend more MPs than its movement factor allows.

D. While a unit may move up to its full movement factor in each land movement segment, it is not required to do so. Unexpended movement points, however, may not be accumulated, nor may they be transferred to other units.

Example: A unit could move through five consecutive clear hexes (spending one MP per hex) in a single land movement segment.

5.12 Terrain

A. The Terrain Effects Chart indicates the cost to enter each type of terrain on the map. Differentiations in costs are made on the basis of unit type and terrain. In addition, the following special cases apply.

B. Road Movement: Any unit may move by road if it begins its land movement segment in a road hex. All movement by that unit in the movement segment must be by road; the unit may not leave the road in that segment if it uses road movement. It may only follow the road.

C. Island Hopping: Any unit beginning the movement phase in a hex adjacent to another land hex, but separated from it by a full-sea hexside, may cross that sea hexside by expending its entire movement factor. Such movement is not possible if the hex being entered contains an enemy unit or is in an enemy ZOC.

D. Rough/Mountain: Tank and garrison units are prohibited from entering rough/mountain hexes unless on a road.

E. Swamp: Tank units are prohibited from entering swamp hexes unless on a road.

5.13 Water Barriers

A. Any unit using land movement must follow a continuous land route (except in the case of Island Hopping). Thus, as the unit moves, it must trace a path which does not cross any full sea hexsides.

B. Such a unit may, however, end its land movement in a hex having two (or more) unconnected land areas, separated by sea through the hex. This is a water barrier situation.

C. A unit in a water barrier situation may select which land area it occupies at the beginning of each combat and movement phase. Such selection may be in different locations in different phases and does not require the expenditure of movement points.

D. If it selects a location separated from an attacker by water, it may not be attacked.

E. If it selects a location across the water barrier from its location in the previous turn, it has crossed the water barrier, and may move normally on the new land mass.

5.14 ZOCs

Regardless of any remaining MPs, a unit entering an enemy ZOC must stop and may not continue to move in the land movement segment.

5.15 Disruption

A unit disrupted as a result of combat has its movement factor reduced to 2 MPs until it has recovered from disruption.

5.2 Air Movement

A. Air units do not move for the purpose of combat; their air umbrella affects combat without the air unit actually leaving its hex.

B. Land-based air units do move, however, whenever displacing (or transferring) to a new location.

5.21 Movement of Land-Based Air Units

A. A land-based air unit may move to a new location during the air movement segment of its movement phase. This type of movement is called displacement. Displacement must be to a friendly city within eight hexes of the air unit's present location and may not pass through a hex containing an enemy air unit.

B. If the air movement ends with the displacement to the friendly city, then the air unit retains its air umbrella for the current player-turn.

C. The air unit may instead elect to continue moving (to any number of friendly cities, each no more than eight hexes from the last) but then loses its air umbrella for the remainder of the current player-turn.

D. An air unit which displaces may not perform any other mission in the player-turn (for example, carrying airborne troops).

E. An air unit forced to retreat by an enemy ground attack may displace to any friendly airfield within eight hexes. If such action is not possible, the air unit is eliminated instead.

5.22 Movement of Naval Air Units

Naval air units are available only to the Japanese player and only during the Japanese player-turn. They move using naval movement and are not capable of displacement.

5.3 Naval Movement

Each nation may move a limited number of units by sea during the naval movement segment. Naval movement is governed by Naval Movement Points (NMPs), which are allocated to each nation in the game.

5.31 Ordinary Naval Movement

A. The use of one NMP allows one unit (of any size or type) to be moved from a friendly port to another friendly port.

B. Japanese units which are off-map are assumed to be in friendly ports, and may enter the map along the north or east map edges.

C. Allied units which are off-map are assumed to be in friendly ports, and they may enter the map along either the west or south map edges.

D. Naval movement may not be used to allow units to remain at sea; they must end the naval movement in a friendly port (or invasion port, if such a hex qualifies).

E. Naval movement must take place along a path of sea (and partial sea) hexes, tracing a continuous water path, free of enemy zones of control. Enemy air umbrellas may allow enemy attacks on units using naval movement.

5.32 Amphibious Invasion

A. The use of two NMPs allows a unit to be moved by sea from a friendly port to any coastal hex, or to a full sea hex adjacent to any enemy unit. It is subject to the same restrictions as naval movement, but it may end in an enemy ZOC.

B. Only Japanese units may make amphibious invasions. An amphibious invasion allows units to move to an enemy coastal hex without the presence of a friendly port.

C. The hex landed on becomes a friendly port until a true port is attained.

D. On turns after the invasion itself, units may use naval movement to that hex as if it were a friendly port. Beginning on the turn after the invasion occurs, all invasion hexes must pay one NMP per turn until a true friendly port becomes available.

E. Invasion hexes may not be abandoned prior to acquisition of a friendly port (accessible by land supply) unless all units which moved into the beach have been evacuated or eliminated.

F. When an amphibious invasion is launched against a unit in a partial sea hex, the invading units may be placed in a partial sea hex adjacent to the unit or in a full sea hex adjacent to the unit. If placed in a full sea hex, the attack must succeed in clearing the defending hex or the invading units are eliminated, and the invasion hex is not taken.

5.33 Naval Movement Point Allowances

A. The NMP Allowances Table indicates the NMPs available to each nation per turn.

B. In addition, each Japanese Special Naval Landing Force (SNLF), and each Japanese Naval Air Unit (red on white Japanese air counters) has one integral NMP per turn. Those NMPs may only be used by the specific counter itself; may not be transferred to other units, and may not be accumulated for later turns if not used.

C. The NMPs shown are the initial allowances. They may be reduced by enemy attacks during the course of the game.

D. A Japanese SNLF unit which participates in an amphibious invasion needs two NMPs to do so; one is available as the unit's integral NMP, and the other must be provided from the NMP allowance for the turn. A Japanese SNLF which is simply performing ordinary naval movement needs one NMP, which it can provide with its single integral NMP.

E. Japanese naval air units move by sea using their integral NMPs but may move to any partial or full sea hex not in an enemy ZOC. They need not go to a port. At the end of the combat phase, the naval air unit is removed from the map and is placed on the turn record Chart two turns later, when it again becomes available (for example, if used on turn 1, it becomes available again on turn 3).

5.4 Special Movement Abilities

The following special movement abilities are allowed.

5.41 Japanese Airborne Troops

When an airborne mission is being performed, a Japanese parachute unit which begins the air movement segment in a hex with a Japanese land-based air unit may be flown up to eight hexes and then dropped into that hex for the purpose of an airborne assault.

5.42 Advance After Combat

A unit involved in combat may advance into the opponent's hex, if it is vacated as a result of the combat. Such advance must be performed immediately, and stacking may not be violated. Such movement does not require the expenditure of movement points.

6.0 Combat

6.1 General Rules

A. Combat assumes several forms and may occur at several different points during the turn. Most combat occurs during the combat phase. Air umbrella attacks (covered in rule 8) occur during the naval movement segment.

B. During the combat phase, the phasing side may attack adjacent enemy units. Such attacks may be made over any type of terrain hexside except sea hexsides (Exceptions: amphibious invasions and water barriers).

C. Attacks are not required, and it is not necessary that any specific number of units, or group of units, participate in any attack. All defending units in an enemy stack, however, must be attacked together.

D. As long as all are adjacent to the defending stack, any number of units in any hexes may combine their strength into one attack.

E. It is not required that all units in a stack participate in an attack; if an adverse result (affecting the attacker) occurs, those units not participating are not affected.

F. In a combat phase, no unit may attack, or be attacked, more than once.

G. Units may only attack in their own combat phase, and attacks occur one at a time, in any order the phasing player chooses.

6.2 Procedure

A. Once an attack has been designated, total the combat strengths of all attacking units and of all defending units. Using these values, create a combat odds ratio, expressing the attack strength first (for example, attacker/defender, such as 17:2 or 9:4). If necessary, reduce the ratio to one of the odds ratios given on the Combat Results Table.

B. Always round odds down if they must be rounded.

C. Die roll modifications (of -1, +1, +2, etc.) may be called for by the various circumstances.

D. Roll one die and apply any modifications. Locate the correct odds and cross-index the adjusted die roll.

E. An adjusted die roll of less than 0 is treated as 0. An adjusted die roll of greater than 10 is treated as 10.

F. Attacks of less than 1:1 are not allowed; attacks of greater than 6:1 are treated as 6:1.

6.3 Combat Results

Combat results are expressed on the Combat Results Table (CRT) in two parts. The first letter is either A or D. A indicates that the result affects the attacker; D indicates that the result affects the defender. The remaining part of the result is explained below.

6.31 Retreat (R)

A. The stack (or stacks) must be moved two hexes away from its current hex.

B. Such movement may be into or through enemy ZOCs but not enemy units.

C. If the only available 2-hex path will result in the unit moving into a full sea hex, the retreat may end after one hex of retreat.

D. If a 1-hex retreat path will place the unit in a full sea hex, it is eliminated instead.

E. A retreat path may cross sea hex sides (as in island hopping) and may cross water barriers.

F. Retreats may not result in a violation of stacking and may not be made into or through hexes containing enemy units.

G. Opposing units may advance into the vacated hex.

6.32 Disrupted (D)

A. The stack undertakes a retreat as explained above and is then disrupted.

B. A disrupted unit is halved in combat strength in the defense (retaining fractions), and may not attack.

C. Its movement factor is reduced to 2 MPs.

D. A disrupted unit remains disrupted for two player-turns after the player-turn in which the disruption occurs.

Example: A British unit disrupted in the Japanese player-turn of Turn 1 would become undisrupted at the end of the Japanese player-turn of Turn 2.

6.33 Eliminated (E)

All units in the stack are eliminated and immediately removed from play.

6.34 Surrender (S)

All defending units are overwhelmed and surrender. The counters are removed from play and segregated for later effects on victory. The surrender combat result is the only result which will affect units in a fortress.

6.4 Die-Roll Modifications

The following situations will produce die roll modifications (DRMs) which will affect combat. All DRMs relating to a specific attack are cumulative.

6.41 Air Support

Each air unit whose air umbrella extends over the hex of the defending unit allows a DRM of one in favor of its owner. If both players each have one air unit in such a situation, the DRM for air support is +1 and -1, which cancel each other.

6.42 Amphibious Invasion

Units attacking in an amphibious invasion incur a DRM of -1.

6.43 Philippine Morale

Once the Corregidor Fortress has fallen and Japanese forces have entered the hex, all Allied attacks in the Philippine Islands are subject to a DRM of -1, and all Japanese attacks in the Philippine Islands are subject to a DRM of +1.

6.44 British Morale

Once Singapore Fortress has fallen, and Japanese forces have entered the hex, all Allied attacks in Malaya are subject to a DRM of -1, and all Japanese attacks in Malaya are subject to a DRM of +1.

7. Supply

7.1 General Rule

A. Land units must be in supply or they may not attack.

B. Air units must be in supply or they lose their air umbrellas and may not perform any mission except displacement.

C. A unit is in supply if it can trace a line, free of enemy units or their ZOCs, to a friendly supply point.

7.2 Supply Lines

A. A supply line may be by sea (the equivalent of a naval movement path) if it is through a port or invasion hex before being traced by sea.

B. A supply line may be traced into rough/mountain hexes, but not through them.

C. Supply lines may pass through other types of terrain, including over water barriers or by island hopping.

D. A supply line may always be traced by road, regardless of terrain.

7.3 Supply Sources

Supply sources are determined by nationality.

7.31 Allied Supply Sources

A. All cities on the map (except those in Siam, Indochina, and Hainan Island) are supply sources for the Allies.

B. In addition friendly Allied ports (assumed to be accessible by sea off the south and west map edges) serve as supply sources.

7.32 Japanese Supply Sources

A. Japanese supply sources include all cities in Indochina, Hainan Island, and Palau.

B. Friendly ports (assumed to be accessible by sea of the north and east map edges) serve as supply sources.

C. Because Japan may create invasion hexes by amphibiously invading partial sea hexes, they become important supply sources until a port is taken. Note their locations to avoid confusion. Each invasion hex requires the expenditure of one NMP per turn to keep it open.

7.4 Fortresses

Fortresses which have not surrendered are also supply sources for their side.

7.5 Conquest of Cities

A city is conquered if enemy forces enter the hex in a player-turn in which (or before which) all friendly forces have vacated the hex. Once a city has been conquered by the opposite side, it ceases to be a supply source for either side, even if retaken.

7.6 Effects of Being Out of Supply

The only effects of being out of supply are the prohibition of attacks by land units and the inhibition of all function (except displacement) for air units. Lack of supply has no effect on defense or movement.

8.0 Air Units

A. The air units provided in the game represent the general air support abilities of aircraft committed to the campaign. Each of the three Allied nations (British, Dutch, and American) has one land-based air unit. Japan has two land-based air units and two naval air units.

B. Land-based air units have an air umbrella with a radius of four hexes.

C. Naval air units have an air umbrella with a radius of three hexes. (Printed as "a radius at three hexes"; "of" supplied.)

D. All hexes within the umbrella are subject to the effects of the air unit.

8.1 Air Umbrellas

A. Each air unit has an air umbrella, affecting all land combat and naval movement within the umbrella's range.

B. An air umbrella is in effect unless the air unit is out of supply.

8.11 Land Combat

A. In land combat, both the attacker and the defender may apply their air umbrella effects to the attack.

B. For each defending air unit with an umbrella extending over the defending hex, subtract 1 (DRM of -1) from the die roll.

C. For each attacking air unit with an air umbrella extending over the defending hex, add 1 (DRM of +1) to the die roll.

D. If both sides each have one air unit affecting the attack, they cancel out, giving a net DRM of zero. Each air unit may affect all land combat which occurs under its umbrella.

8.12 Naval Movement

A. In the naval movement segment, enemy units moving into a hex in an enemy air umbrella are subject to an immediate attack by the air unit. One such attack is made for each such hex entered; one attack is made on each unit using naval movement into the hex.

B. As the unit (using naval movement) enters a hex within 4 hexes of an enemy land-based air unit, the enemy (non-moving) player rolls one die: if the die roll is less than or equal to the number of hexes entered in the air umbrella, the unit is eliminated and any NMPs used to transport the unit are lost.

C. The die is rolled once per hex entered, per unit, per air umbrella.

Example: A Japanese regiment is using naval movement to move to Java, and must pass through three hexes under a British air umbrella to do so. On the first such hex, the regiment would be eliminated on a 1. On the second such hex, the unit would be eliminated on a 1-2. On the third hex, the unit would be eliminated on a 1-3.

D. NMPs used to supply an invasion hex may not be attacked.

E. Destroyed NMPs are permanently lost, reducing the NMP allowance for future turns.

8.2 Naval Air Unit Availability

A. Naval air units are available off-map initially and may be moved into position using naval movement. Once used, however, they must return off-map for regrouping.

B. At the end of the Japanese combat phase, the naval air units are removed from the map and placed on the turn record chart two turns in the future. Thus, if Japan uses one naval air unit in Turn 0, it becomes available again in Turn 2.

C. Naval air units moving into position are subject to enemy air umbrella attacks.

8.3 Air Missions

8.31 General Rule

Land-based air units may displace under the provisions of the movement rule. They may also transport parachute units for airborne operations.

8.32 Parachute Units

A. Japan has two parachute units (designated SNLF). Each may be assigned to airborne missions as desired. The unit must begin the air movement segment of its movement phase stacked with a land-based air unit. The parachute unit may be flown to any hex within 8 hexes. One land-based air unit is required for each parachute unit delivered.

B. A parachute unit must be delivered to a hex adjacent to any defending units; it may then engage in combat during the combat phase.

C. If the parachute unit is committed against an unoccupied city, it may be placed directly in the city hex. It must succeed in conquering the city, or it is eliminated.

D. A parachute unit, when attacking an unoccupied city as a result of an airborne operation, is doubled for that purpose.

9.0 Special Rules

The following rules amplify the basic game rules and add additional historical accuracy and realism.

9.1 American Unpreparedness

On Turn 0, the radius of the air umbrella of the American air unit is reduced to 2 hexes. It becomes 4 hexes at the beginning of Turn 1.

9.2 Open Cities

A. Each city on the map has a ZOC when the city is empty. The ZOC requires that enemy units stop in the ZOC. Thus enemy units can only move adjacent to a city.

B. Each city is marked with a number indicating the relative resistance of the city to enemy occupation. The total combat strengths of all enemy units in the city's ZOC are divided by the city number to get the city conquest number. In the land movement phase, roll one die. If the result is less than or equal to the city conquest number, the city falls. Upon conquest, advance after combat into the city is allowed.

C. Units which were in the city's ZOC, however, may not continue moving in this player-turn.

D. In the turn that a city falls, it no longer has a ZOC, and other units of the conquering nation may immediately move through the city without penalty.

E. Once a city has been conquered and occupied, it becomes friendly to that side. If empty, it will have a ZOC against units of its former side.

9.3 Naval Transport

A. All NMPs reside off-map in friendly ports. When used, each must trace a path by sea to the point where the naval movement will begin.

B. If the path passes under an air umbrella, the NMP must undergo air attacks as it moves through the air umbrella hexes (8.12). It may then continue to the port to begin transporting its cargo. If the attack is successful, however, the NMP is permanently destroyed.

9.4 Fortress Attrition

A. A fortress is considered to be under siege if all adjacent land hexes are occupied by enemy troop units. If a fortress is under siege, the troops in the fortress are subject to attrition.

B. Roll one die for each unit in the fortress at the beginning of each turn under siege. A 6 causes that specific unit to surrender. It is possible for all units in a fortress to surrender in one turn.

9.5 Fortress Effects

A. Units in a fortress are allowed unlimited stacking. Because all units in a hex must be attacked together, a large number of units defending in a fortress are difficult to attack and may well cause results affecting the attacker.

B. Units attacking from a fortress are immune to any retreat or disruption results affecting the attacker.

C. Fortresses may not be captured, only destroyed. When empty of friendly units and the hex has been entered by enemy units, the fortress counter is removed from the map.

D. Fortresses serve as supply points for friendly units. They cease to be supply points once removed from play.

E. Fortresses do not, of themselves, increase combat odds or combat factors.

10.0 Optional Rules

The following rules add even more historical accuracy and realism.

10.1 Filipino Movement Restrictions

All American divisions (unit size XX) are Filipino units, raised for the defense of the Philippines. Although they may use naval movement within the islands (as well as island hopping, and the crossing of water barriers), they may not leave the Philippine islands.

10.2 Allied Naval Movement Restrictions

Each of the three Allied nations has an independent NMP allowance. Each may use only its own NMPs to move its troops.

10.3 Treacherous Seas

An area of the South China Sea between Indochina and Borneo (indicated on the map) is sprinkled with rocks awash, shallow water, and uncharted seas. Naval movement may not be traced into or through such hexes.

10.4 The Assault on Hong Kong

The Japanese allocated one division (the 38th) to the assault on Hong Kong, which is about two hexes off the north map edge, midway between Hainan and Luzon.

A. Japan rolls one die and consults the Hong Kong Assault Table once in each Japanese combat phase until the city capitulates.

B. If the result equals or exceeds the number given for the current turn, then Hong Kong has fallen.

C. On a 1 (exactly), then the 38th division has suffered serious reverses, and loses one regiment. When rolling on the table, subtract 1 (DRM of -1) from the die roll for each regiment of the 38th division that has been lost. (Printed as "then 38th division"; "the" supplied.)

D. Treat die rolls of less than 1 as 1.

E. If all three regiments of the 38th division are lost, Japan must commit at least four regiments to the assault on Hong Kong until it falls. Committing more than four regiments requires one NMP per additional regiment to support the activity.

F. The die roll for capitulation remains as shown on the assault table and is subject to a DRM of -3 (for the regiments previously lost).

G. Additional rolls of 1 will result in the elimination of one regiment from the assault force. The lost regiment must be replaced (if fewer than four remain in the assault force, but no change in the OM of -3 is required. If necessary, regiments must be transferred from play to meet this requirement. (Printed as "OM of -3", with the parenthesis left open as printed; "OM" is the source's own term and is kept as printed.)

H. The 38th Division may not enter play until the turn after Hong Kong has fallen.

10.5 The Campaign Against Burma

The main Japanese thrust against Malaya was vulnerable on its northeastern flank, from Burma. To protect this flank, Japan must commit at least five regiments in Siam and Burma beginning on Turn-2. At least three of the regiments must be placed adjacent to the Burma-Siam border.

12.0 Setup

The Allies set up first, then place Japanese forces on the map.

12.1 Dutch Setup

12.11 Initial Deployment

A. Place four strength-4 infantry regiments and the Dutch air unit anywhere in Java.

B. Place the nine named battalions in their corresponding cities.

12.12 Reinforcements

The two strength-3 Home Guard regiments appear in the Allied land movement segment following the Japanese player-turn in which Japanese units move into Java. They may appear anywhere in Java, including in hexes previously occupied by enemy units and in enemy ZOCs, but not in hexes physically occupied by Japanese units.

12.2 British Setup

12.21 Initial Deployment

A. Place the Singapore fortress, two strength-3 brigades, and the British air unit in Singapore.

B. Place eight strength-5 brigades anywhere in Malaya; place one strength-2 battalion in Brunei.

12.22 Reinforcements

A. On Turn 2, two strength-5 brigades become available on map.

B. On Turn 3, two strength-5 brigades become available on map.

C. On Turn 4, one strength-5 brigade and one strength-2 battalion become available off-map.

D. On Turn 5, one strength-3 tank battalion becomes available off-map.

E. British reinforcements become available either on-map or off-map. Units appearing off-map must then enter the map by sea (using Naval Movement Points) and travel to an appropriate friendly port, or they may enter through Burma.

F. Units appearing on-map must be placed in supply in Malaya (provided a line may be traced from Singapore to the unit's location of appearance free of enemy units or their ZOCs) or Brunei. Should both these locations be unavailable (through loss to the enemy), the units may appear in Java or Sumatra.

12.3 American Setup

12.31 Initial Deployment

A. Place the Corregidor fortress in the Corregidor hex.

B. Place the American air unit in the Manila hex.

C. Place a strength-6 Marine regiment in Olongapo.

D. Place eight strength-4 divisions, two strength-5 regiments, one strength-7 regiment, three strength-3 tank and armored cavalry regiments anywhere on Luzon.

E. Place two strength-4 divisions anywhere on Mindanao.

12.32 Reinforcements

A. On Turn 2, one strength-3 and one strength-4 division appear anywhere on Luzon, in any hex not containing an enemy unit or invasion hex.

B. On Turn 4, one strength-3 artillery regiment appears off-map.

C. On-map reinforcements appear on the named island in any supplied hex unoccupied by enemy units. Such locations may have been previously passed through by enemy units.

D. Off-map reinforcements must be moved onto the map using naval movement and NMPs.

12.4 Japanese Setup

A. Place the Palau fortress, three strength-7 regiments, and three strength-3 SNLF infantry battalions in Palau.

B. Place four strength-7 regiments and one strength-3 SNLF marine battalion in Cam Ranh Bay.

C. Distribute three strength-8 Guards regiments, three strength-7 regiments, one strength-3 artillery regiment, three strength-4 tank regiments, and one strength-2 tank regiment anywhere in Indo-China. (Printed as "lndo-China"; corrected to "Indo-China".)

D. Place one air unit in Saigon.

E. All remaining forces are in Japanese friendly ports off-map to the north and east.

F. The air unit may operate from off-map, in which case its umbrella extends as if it were immediately off the map north of Luzon.

G. Troops must enter the map using naval movement.

H. No more than six Japanese units may enter the map using naval movement per turn.

12.5 First Turn

A. Place the asterisk counter on the turn record chart to note the current turn.

B. Japan conducts its player-turn for Turn 0.

C. The game continues with the Allied player-turn for Turn 1.

D. The game continues for ten turns, until May of 1942. Victory is computed at the end of Turn 10.

12.6 Optional Deployment

The following are more liberal dispositions which players may elect to implement. They allow greater latitude to the players in initially deploying their forces.

12.61 Optional Dutch Deployment

Available Dutch forces may be placed anywhere south of the equator, except in Malaya, Sarawak, Brunei, or British North Borneo.

12.62 Optional British Deployment

Available British forces may be placed anywhere in Burma, Malaya, Sarawak, Brunei, or British North Borneo. Reinforcements appear as normal, including through Burma.

12.63 Optional American Deployment

Available American forces may be placed anywhere in the Philippine Islands, north of the equator and east of the South China Sea, including Jolo.

13.0 House Rules

13.1 Allied Airpower

In the actual campaign allied air power was virtually eliminated in the first few weeks.

A. At the beginning of each Japanese turn roll a die twice, once Corregidor and once for Singapore. The air unit in the fortress is eliminated (permanently removed from the game) if the roll is less than or equal to the turn number.

Example: On turn 2 it would take a 1-2 to eliminate the air unit.

B. Dutch airpower is eliminated when two of the three cities on Java (Batavia, Tjilatjap, and Sourabaya) are occupied or controlled by the Japanese.

13.2 Beach Hexes

A. The rules do not make it clear as to where amphibious landings can take place. Not all coastal areas in the Philippines and Malaya for example were suitable for landings.

B. Only clear coastal hexes are eligible for amphibious landings.

C. Any hex with partial or all jungle or mountain, and Manila, are NOT available for landings. Manila can be used for normal sea movement from port to port.

D. All other coastal cities are invadable regardless of other terrain in the hex.

13.3 Victory Points Changes

For game purposes the Japanese side will have an advantage because of Rule 13.1, therefore to restore balance, modify VPs awarded for the following events:

  1. Japan receives only 10 points each for Corregidor and Singapore.
  2. Japan receives only 1 point for each surrendered allied unit.
  3. The Allies receive 5 points for having a British unit in Rangoon at the end of the game. (This added Rangoon rule will make Burma an important location for strategic consideration in the game, as it was in the actual campaign.)

13.4 Force Z

During the actual campaign for Malaya the British Force Z (consisting of the battlecruiser Repulse, the battleship Prince of Wales, and some destroyers) was a possible obstacle to successful Japanese landings on the Malay coast. To reflect this in the game use this rule.

A. The Allies can move the Force Z unit up to 7 hexes from Singapore to contest any Japanese amphibious landings on the Malay coast. This occurs just as Japan makes its landing.

B. Upon the Japanese arrival at the invasion hex, the Allies roll one die for each Japanese unit in the hex, eliminating it on a 1-3. (In effect, these units would be destroyed in their transports or the supplies would be destroyed in the transports or on the beaches, rendering the units useless as effective fighting forces.)

C. Roll a die for each hex of a Japanese air umbrella that Force Z must travel through, including the target beach hex. On a 1-4, Force Z is sunk before it can accomplish its mission. (This was the actual outcome when Repulse and Prince of Wales were sunk by Japanese land based aircraft in the Gulf of Siam).

D. Make units out of spare counters to represent the naval units in this variant.

13.5 Required Burma Deployment

During the set up for British forces, one strength 5 brigade must be placed in Rangoon instead of Malaya.

13.6 Fortresses and ZOCs

A unit can always move directly from one ZOC to another if moving into a fortress.

13.7 Battle of the Java Sea

In the actual invasion of Java the Allies had a group of cruisers and destroyers under ABDA command (American, British, Dutch, and Australian) based at Sourabaya. This strike force could conceivably had slowed or even deterred the Japanese landings in Java. To incorporate this into the game, use this rule.

A. The ABDA Naval unit with a strength of 4 can move from Sourabaya into the Java Sea to intercept the Japanese invasion attempt.

B. Japan can use its cruiser unit, with a strength of 6, to engage the Allies (recreating the Battle of the Java Sea).

C. Each side rolls one die, with Japan adding 2 to its roll (because it has a stronger and more integrated force: 6 to 4).

D. The higher roll wins the battle. If tied, roll again.

E. If Japan wins, the ABDA unit is sunk and the invasion can take place.

F. If the Allies win, the Japanese invasion is delayed one turn, with the loss of NMPs used, and the whole process to be repeated on a later turn.

13.8 Dutch Artillery

The Dutch 1st Artillery Regiment was based on Java. Its equipment was obsolete, and its training and leadership was inadequate for modern warfare, rating it with a strength of 1. A stronger unit could alter play balance drastically. One of the light blue replacement counters from AH Third Reich is exactly the right color and easily converted to the artillery counter.

Add a strength-1 artillery unit (1st Artillery Regiment) to the Dutch army on Java.

Charts and Tables

Turn Sequence

The Allied player-turn occurs first in each turn except for Turn 0, where there is only the Japanese player-turn.

  1. Movement Phase: The phasing side may move its forces in accordance with the movement rule (5.0). Three distinct types of movement (land, air, and naval) may occur, and each specific type must be completed before the next is initiated.
    • A. Land Movement Segment: Units may move into and through land hexes to the limits of their movement factors.
    • B. Air Movement Segment: Air units may displace to other locations. Airborne units may be flown to a target hex for an airborne invasion.
    • C. Naval Movement Segment: Units may be moved by sea using Naval Movement Points. Amphibious invasions are possible. Reinforcements scheduled to arrive in this player-turn arrive in this segment, and may be moved by sea immediately (provided enough Naval Movement Points are available).
  2. Combat Phase: The phasing player may attack enemy forces in accordance with the combat rule (6.0).

Stacking

More than one counter may be placed in a single hex on the map. Only units from one side may occupy a hex.

A. Ordinary Stacking: Of the units of one side, one hex may contain no more than four infantry units (infantry, guards, marine, and machine-gun units). Any number of other units may be present.

B. Special Stacking: Any number of units of any type (except air units) may be present in a fortress. No more than one land-based air unit may be placed in a single friendly city.

Terrain Effects Chart

Terrain has no effect on combat in the usual sense, but units may not normally attack across full sea hex sides.

TypeDescriptionMP Cost / Effects
Clear1 MP
Sea (blue)Requires NMPs, or use of rules 5.12C or 5.13.
Rough/Mountain (green)2 MPs. No tank or garrison units except on roads.
Swamp (blue)2 MPs. No tank units except on roads.
Road1 MP. Supersedes cost of the underlying terrain.

NMP Allowance Table

NationNMPs
Japan (Turn 0)16
Japan (Turn 1 and after)12
Britain2
Netherlands2
US2

Combat Results Table

Die Roll / Odds1:12:13:14:15:16:1
0AEAEADAR
1AEADARDR
2ADARDRDRDR
3AR

A. Adjusted Die Roll of less than 0 is treated as 0, greater than 10 treated as 10.

B. Attacks at less than 1:1 are not allowed.

C. Attacks at greater than 6:1 are treated as 6:1.

D. Units attacking from a fortress are immune to results affecting the attacker.

E. See Rule 6.3 for explanation of combat results.

Hong Kong Assault Table

TurnDie Roll to Capitulate
06
15+
24+
33+
4+2+

Victory Chart

DifferentialVictory Level
0Allied Major Victory
1-20Allied Minor Victory
21-40Draw (Japan wins the campaign, but not by enough in game terms.)
41-60Japanese Minor Victory (historical result)
61+Japanese Major Victory

11.0 Victory

The essential Japanese goal in 1942 is to clear the map of Allied units; the Allied goal is to resist. In game terms, however, a more detailed statement of which player has won is necessary. Victory is determined through the calculation of victory points at the end of Turn 10. Even though the Japanese side will almost certainly win well enough to historically conquer the territory, it must also play well enough in game terms to win the game.

A. Japan receives 20 points for each fortress which has surrendered, and 2 points for each enemy unit which has surrendered. Japan also receives 5 points if Hong Kong has fallen.

B. The Allies receive one point for each surviving unit (or air unit) and 2 points for each surrendered enemy unit.

C. Subtract the Allied victory point total from the Japanese victory point total and consult the Victory Chart to determine the winner and level of victory.

  • 5.33 Naval Movement Point Allowances
  • 5.4 Special Movement Abilities
    • 5.41 Japanese Airborne Troops
    • 5.42 Advance After Combat
  • 12.6 Optional Deployment
    • 12.61 Optional Dutch Deployment
    • 12.62 Optional British Deployment
    • 12.63 Optional American Deployment
  • Air Unit
    (hexagonal fortress symbol)Fortress
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