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Iwo: Bloodbath in the Bonins 19 Feb – 17 Mar 1945 thumbnail

Iwo: Bloodbath in the Bonins 19 Feb – 17 Mar 1945

Iwo: Bloodbath in the Bonins 19 Feb – 17 Mar 1945 Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Game Equipment
    • 2.1 The Game Map
    • 2.2 Charts & Tables
    • 2.3 The Playing Pieces
      • 2.3.1 How to Read Units
      • 2.3.2 Definition of Terms
    • 2.4 Game Scale
    • 2.5 Additional Equipment
  • 3.0 Setting Up the Game
    • 3.1 Set Up Sequence
    • 3.2 Japanese Initial Deployment
    • 3.3 US Choice of Beachhead
    • 3.4 US Initial Deployment
    • 3.5 Bombardment Markers
  • 4.0 Victory Conditions
    • 4.1 Game Length
    • 4.2 Japanese Epic Victory
    • 4.3 Victory Based on US Casualties
  • 5.0 Sequence of Play
    • 5.1 Sequence Outline
      • 5.1.1 US First Movement Phase
      • 5.1.2 US First Combat Phase
      • 5.1.3 US Second Mobile Movement Phase
      • 5.1.4 US Second Mobile Combat Phase
      • 5.1.5 Japanese Movement Phase
      • 5.1.6 Japanese Combat Phase
      • 5.1.7 Administrative Phase
  • 6.0 Movement
    • 6.1 Procedure
    • 6.2 Movement Restrictions
    • 6.3 Stacking Restrictions
    • 6.4 Effects of Terrain
    • 6.5 US Redeployment
  • 7.0 Zones of Control
    • 7.1 Effects on Movement
    • 7.2 Effects on Retreat & Advance After Combat
  • 8.0 US Bombardment
    • 8.1 US Bombardment Availability
    • 8.2 Bombardment Procedure
    • 8.3 Bombardment Resolution
    • 8.4 Storm Effects on Bombardment
  • 9.0 Combat
    • 9.1 Combat Procedure
    • 9.2 Combat Results Modification Table (CRMT)
      • 9.2.1 Combat Result Modifications for Dug-In Japanese Defender
      • 9.2.2 Combat Result Modifications for Japanese Bombardment
      • 9.2.3 Combat Result Modifications for Banzai Attacks (Regular Combat)
    • 9.3 Retreat
    • 9.4 Advance After Combat
  • 10.0 Supply
  • 11.0 US Arrival & Landings
    • 11.1 Unit Availability
    • 11.2 Landings & Reinforcements
    • 11.3 Landing Beach Stacking
    • 11.4 Reserves
    • 11.5 Replacement Steps
    • 11.6 Replacing Units at Sea
    • 11.7 Replacing Units on the Map
  • 12.0 US Support Units
    • 12.1 Support Units
    • 12.2 Support Units in Combat
    • 12.3 Tank Operations
    • 12.4 Task Force Collins
  • 13.0 Japanese Sectors
  • 14.0 Japanese Units
    • 14.1 One-Step Units
    • 14.2 Unit Status
    • 14.3 Zero Factor Units
    • 14.4 Replacements
    • 14.5 Deploying Replacements
  • 15.0 Japanese Operations
    • 15.1 Movement & Attacks
    • 15.2 Combat Results for Dug-In Defenders
    • 15.3 Redeployment
    • 15.4 Redeployment in Place
    • 15.5 Banzai Attacks
  • 16.0 Japanese Bombardment
    • 16.1 Bombardment Availability
    • 16.2 Bombardment Targeting
    • 16.3 Bombardment Strength
    • 16.4 Bombardment Resolution
    • 16.5 Bombarding Stacks
  • 17.0 Mount Suribachi
  • 18.0 Two-Player Rules
    • 18.1 Japanese Initial Deployment
    • 18.2 Movement
      • 18.2.1 Tunnel Movement
    • 18.3 Combat
    • 18.4 Replacement & Redeployment
    • 18.5 Bombardment Target Selection
    • 18.6 Banzai Attacks
  • 19.0 Game Notes
    • 19.1 Designer's Notes
    • 19.2 US Player Notes
    • 19.3 Japanese Player (Two-Player Version)
  • 20.0 Orders of Battle
    • US Forces
    • Japanese Forces

1.0 Introduction

Unlike other folio games the exclusive rules and system rules are incorporated into this single document. Iwo is designed for solitaire play; the player controls the US forces while Rules 13.0 through 17.0 dictate Japanese operations. If desired, a second player may control the Japanese; see Rule 18.0 for the necessary modifications.

2.0 Game Equipment

Each Iwo game includes a folio-sized map, 100 counters and these rules.

2.1 The Game Map

The map sheet portrays the Iwo Jima battle area. Printed over the terrain features is a hexagonal grid to regulate the movement and positioning of the game pieces throughout the game.

2.2 Charts & Tables

Various visual aids are provided to support, simplify, and illustrate certain game functions. They are the Combat Results Table (CRT), the Combat Results Modification Table (CRMT), the Terrain Key, and the Game Turn Record Track (GTRT).

2.3 The Playing Pieces

The cardboard playing pieces (counters) represent the actual military units that took part in the battle. The different colored units (combat units) represent forces of opposing sides. The numbers and symbols on the counters represent the attack and defense strength, movement capability, and type of unit represented by each counter.

  • US Marine unit: front (full-strength), back (reduced).
  • Japanese infantry unit: front (1-step), back (unknown).

Note: The front side of a US combat unit is the full-strength side, and the back of the unit is normally its reduced side. Some units have a yellow stripe to indicate they have only one step and are removed if reduced.

Important: In Iwo, the Japanese units have a fortified position icon on their back side to indicate a Japanese unit of unknown strength, and a front side with the combat unit information. All Japanese units have only one step, whereas US units have two steps (full and reduced).

Bombardment marker: has a front and a back side.

2.3.1 How to Read Units

Most units contain identifiers (or names) and sizes. The identifier or name of a unit has no bearing on play, except as part of set-up and reinforcement rules. Identifiers to the left of the unit type box indicate the higher-level formation while identifiers to the right indicate the individual battalions or companies. An identifier that lists two numbers separated by a slash represents the battalion number and then the regiment number.

A full-strength unit shows its formation ID, unit ID, unit size, unit type, attack strength, defense strength and movement capability; the back (reduced) side shows reduced powers.

Example: A unit printed with 3 on the left is referring to 3rd division, while 1/3 on the right side is referring to the 1st Battalion of the 3rd Regiment.

Unit types: US: Marine, Flamethrower, Armor. Japanese: Anti-Aircraft, Anti-Tank, Armor, Artillery, Construction, Engineer, HQ, Infantry.

Unit sizes: I: Company; II: Battalion.

2.3.2 Definition of Terms

Attack Strength: The relative strength of a unit when attacking other units, expressed in terms of attack strength points.

Defense Strength: The relative strength of a unit when defending against the attacks of enemy units, expressed in terms of defense strength points.

Movement Allowance (MA): The number of movement points (MP) a unit may expend in a single Movement Phase (or Banzai Attack). Each hex a unit moves into forces the unit to expend a given number of MP per the Terrain Key.

Bombardment Attack: An attack conducted using bombardment markers only. Bombardment attacks take place during each side's Bombardment Phase (8.0 & 16.0).

Bombardment Markers: Represent naval gunfire from US ships offshore and planes (front side), or Japanese artillery (back side).

2.4 Game Scale

The hex scale is 350 yards from side to side. Each Game Turn represents two days. US units are infantry battalions and smaller supporting units. Japanese units represent 400–500 men, consisting of a core of one of the primary combat units plus attached laborers and rear echelon personnel.

2.5 Additional Equipment

One wide-mouth opaque container will be needed for eliminated Japanese units. The game can be played with 1d6, but three differentiated dice would be ideal.

3.0 Setting Up the Game

3.1 Set Up Sequence

Place the Turn marker in the first box of the turn record track on the Clear side. The Japanese side deploys first (3.2) followed by the US side (3.4). The US player is the first player. The game begins with the US First Movement Phase of Turn 1.

3.2 Japanese Initial Deployment

Flip all Japanese units face down and mix them up, so you don't know which is which. Place one unit on each initial deployment hex (red symbol).

3.3 US Choice of Beachhead

Before setting up, the US side must choose to invade either the western or eastern side of the island. Once selected, only those beach hexes may be used for landings (11.2).

3.4 US Initial Deployment

Place the 26 counters of the 4th and 5th Marine Divisions in the Available for Landing box on the map. Place the 13 counters of the 3rd Marine Division in the US Reserves box on the map. Set aside the Flag counter (17.0).

3.5 Bombardment Markers

There are 11 bombardment markers in the game, reverse printed in opposing colors. These are to be used by both sides. Each side has a different set of bombardment rules (8.0 & 16.0).

Note: the US side starts with 9 bombardment markers.

4.0 Victory Conditions

4.1 Game Length

The game continues until every Japanese unit has been eliminated or Turn 16, whichever comes first.

The game is shortened one turn for each US reserve regiment deployed (11.4).

4.2 Japanese Epic Victory

If any Japanese unit is still on the map at the end of the last Game Turn, the Japanese wins a victory of epic (war-changing) proportion.

4.3 Victory Based on US Casualties

Barring a Japanese epic victory, the outcome of the game will be determined by the number of US casualties.

At the end of the game, count:

  • 2 losses for each Marine battalion in the Eliminated Units box.
  • 1 loss for each reduced Marine battalion on the map or in the Available for Landing box.
  • 0 losses for eliminated support units (12.0).
  • –2 losses for each Turn remaining to be played.

The US wins if the total is 12 or fewer. The Japanese win if the total is 20 or more. Any other result is a draw.

5.0 Sequence of Play

The player conducts each game in successive Game Turns (GTs), each Turn is composed of several phases. During the GT, the player will maneuver their US units and resolve combat according to the sequence outline and within the limitations provided by the rules. During the Japanese phases, the player will move and conduct Bombardment for the Japanese side according to the rules in 16.0–17.0.

5.1 Sequence Outline

Each GT consists of US phases followed by Japanese phases. Complete each Turn in the order given below. Complete each phase before beginning the following phase.

5.1.1 US First Movement Phase

a) The player may replace two steps (see 11.5).

b) The player may bring reinforcements onto the map as allowed by the reinforcement rules (see 11.2).

c) The player may move any number of eligible US units, as he desires within the limits and restrictions of the rules of movement (6.0) and zones of control (ZOC) (see 7.0).

Note: movement allowances are three movement points (3MP) during Storm turns.

d) The player may redeploy certain US units (6.5).

5.1.2 US First Combat Phase

a) The player conducts Bombardment attacks (8.0).

b) The player may use US units to attack Japanese units (9.0).

5.1.3 US Second Mobile Movement Phase

a) The player may move any number of eligible US units, whether they moved in the first movement phase or not, however MA is 3MP (clear weather) or one hex (Storm).

b) The player may bring reinforcements onto the map as allowed by the reinforcement rules (see 11.2).

c) No redeployment is allowed.

5.1.4 US Second Mobile Combat Phase

a) The player may use US units to attack Japanese units (9.0).

b) No Bombardment attacks may occur.

5.1.5 Japanese Movement Phase

a) The player places one replacement unit (14.4).

b) The player checks for and conducts Banzai attacks (15.5).

5.1.6 Japanese Combat Phase

a) The player conducts Bombardment attacks (16.0).

5.1.7 Administrative Phase

a) If this was the last Turn, check victory conditions.

b) Check for Storms. Roll one die. If this Turn's weather was clear, use the Clear column; if this Turn's weather was Storm, use the Storm column. Consult the Storm Table on the map. Flip the Turn marker to match the result and place it on the next Game Turn.

c) During Storm Turns, all MAs are halved in the First Movement and the Japanese Movement Phases and reduced to one hex in the Second Movement Phase. US support fires are reduced (8.3).

d) Proceed to the next Turn.

6.0 Movement

6.1 Procedure

During the Movement Phase, the player may move any number of his eligible units as he desires. Units may move in any direction or combination of directions, up to the limits of each unit's printed MA. Always move units one at a time, tracing a path of contiguous hexes through the hex grid.

As each unit enters a hex, it pays one or more MP from its MA.

6.2 Movement Restrictions

US units may only move during the First and Second Movement Phase, and Japanese units only move during the Japanese Movement Phase. A unit:

a) Cannot expend more MPs than its total printed MA during any one Turn.

b) Cannot accumulate unused MPs from phase to phase or from Turn to Turn, nor can players transfer MP from one unit to another unit.

c) Cannot enter a hex if the unit does not possess enough remaining MPs to pay for the cost to enter.

d) Cannot enter a hex containing an enemy unit.

e) Cannot enter a prohibited terrain hex.

f) Units may have their movement affected by enemy zones of control (EZOC) (7.1).

g) US units entering the map must stop on the Landing/Beach hex (11.2).

Important: Advance and retreat may only take place during a Combat Phase. Advance and retreat after combat are not movement and do not require the expenditure of MP.

6.3 Stacking Restrictions

a) Japanese units cannot stack.

b) US units on landing beaches may stack (11.3). This applies only to the landing beaches selected in 3.3. No stacking is allowed on the other set of beaches.

c) US support units may stack with other US units (12.1).

d) Stacks are more vulnerable to Japanese Bombardments (see 16.5).

e) A unit may move through hexes occupied by other friendly units at no extra MP cost.

6.4 Effects of Terrain

A unit must expend:

  • 1MP: to enter a clear or beach hex. Exception: All US units landing (entering the map) must stop in the Beach hex they land on.
  • 2MP: to enter a broken hex.
  • 3MP: to enter a Rough, Ravine, Mountain, or Mine hex (ignore the Stop note on the Terrain Key; units may continue to move if they have MP remaining). Exception: US tank units may not enter Ravine, Mountain, or Mine hexes; they may enter Rough hexes.

Ignore Hill terrain; use the other terrain in the hex for movement purposes.

6.5 US Redeployment

During the US first movement phase (only), a US unit may redeploy with unlimited MA. However, at all times during this redeployment, the unit must be at least four hexes away from any Japanese unit (when counting the distance, do not count the US unit's hex, do count the Japanese unit's hex).

7.0 Zones of Control

The six hexes surrounding a unit constitute its zone of control (ZOC).

Zones of control extend into all types of terrain. Enemy and/or friendly units never affect the presence of ZOC. If an enemy and friendly ZOC extend into a hex, they have no effect on each other, i.e., both co-exist. The ZOCs mutually affect the hex.

If a unit is in an enemy zone of control (EZOC), the enemy unit is also in that unit's ZOC.

7.1 Effects on Movement

ZOCs inhibit the movement of enemy units. A unit that begins its movement in a hex not in an EZOC that then enters a hex in an EZOC must immediately stop its movement, regardless of the number of MP it has remaining.

Any unit that begins its movement in an EZOC cannot move directly into another hex in an EZOC. It may move into a hex not in an EZOC. The unit would expend the normal MP costs for that hex. It may continue movement normally. The unit must halt its movement if it later enters another EZOC.

Example: The 3/3/3 Marine Battalion cannot move directly from one EZOC to another but may first move to a non-EZOC hex and then enter an EZOC later in its movement.

7.2 Effects on Retreat & Advance After Combat

Units retreating after combat cannot retreat into hexes in an EZOC (9.3). Units advancing after combat ignore EZOCs (9.4).

8.0 US Bombardment

Bombardment markers represent indirect fire assets not represented in the game by actual counters.

8.1 US Bombardment Availability

The US player always receives nine bombardment markers. If all hexes containing any portion of Airfield No. 1 are free of Japanese units or ZOC, he receives a tenth marker. If all hexes containing any portion of both Airfields No. 1 and No. 2 are free of Japanese units or ZOC, he receives the tenth and eleventh markers. The markers may be used only during the US first Combat Phase.

8.2 Bombardment Procedure

At the beginning of each US first combat phase, the US player may deploy any or all available Bombardment markers, one or two per hex at his discretion, on Japanese units being attacked by US units. The attack and all participating US units must be declared prior to resolving the Bombardment. Unused markers are lost; they may not be accumulated.

8.3 Bombardment Resolution

To resolve a Bombardment, roll 1d6 for each Bombardment marker.

a) On a roll of 1–3 (reduced to 1–2 on Storm turns), the Japanese unit is suppressed. Flip the successful Bombardment to its other side on the Japanese unit and remove failed markers as a reminder.

b) If the defender is suppressed, no US loss (i.e., the (A) result is nullified) is suffered on an exchange (Ex) result in the ensuing combat. Attacker losses on D2 and D3 result are not affected.

8.4 Storm Effects on Bombardment

During Storm turns, the additional counters received for capturing airfields are not available. The suppression capability of all remaining support fires is reduced (8.3).

9.0 Combat

Combat takes place in the Combat Phases. Combat can only take place when friendly units are adjacent to enemy units. Combat is not mandatory. There is no requirement for units to attack, although a defending unit cannot avoid combat. The active side is the attacker, and the inactive side is the defender, regardless of the strategic or tactical situation.

A single defending unit can be the subject of only one attack in each Combat Phase. A single attack may only target one defending hex (i.e., attackers may not attack more than one hex during a single attack).

There is no requirement for an attacker to declare all his intended attacks at the outset of a Combat Phase. He can declare each eligible attack as he reviews the map and conducts each individual attack. The active player may declare any number of attacks by eligible units as he wishes. The player can resolve attacks in any order he wishes, provided he resolves each combat before declaring the next combat.

The player may decide which of his units will be participating in an attack against which defending units. A player may attack a unit from all adjacent friendly occupied hexes. There is no requirement for all adjacent units to attack. Units that do not participate in one attack may participate in a later attack against another hex if the unit meets all other requirements.

The type of terrain the attacking unit(s) occupy has no effect on their eligibility to attack, however US tank units may not attack defenders in mountain or ravine hexes.

All attack and defense strengths are unitary. A unit's strength may not be divided among different combats, whether attacking or defending, nor may its attack and defense strengths be combined for any reason.

9.1 Combat Procedure

Follow the procedures below, in the given order, for each attack.

a) The player states the quantity and the strength of his attacking units, and the enemy unit that is the subject of the attack. Once declared, the player cannot call off an attack.

b) Locate the line on the Combat Results Table (CRT) that matches the terrain in the defender's hex. Only defending units benefit from the terrain in the hex they occupy.

c) Calculate the combat differential by subtracting the defender's total from the attacker's total. On that line locate the column on the Iwo CRT that corresponds to the combat differential.

d) Roll 1d6 and cross-reference the result with column on the CRT.

e) Locate the result on the left column of the Combat Results Modifications Table and cross-index with the column for the type of attack.

Important: Hexes may depict more than one type of terrain. In this case, use the terrain most beneficial to the defender.

9.2 Combat Results Modification Table (CRMT)

The three columns on the CRMT are:

Regular Combat: Only used when resolving Banzai Attack results.

Note: The Japanese Banzai units suffer an Ae plus any defender result.

Dug-In Japanese Defender: All US attacks.

Japanese Bombardment: Only used for Japanese bombardment attacks.

Note: Only results in step losses for US units.

9.2.1 Combat Result Modifications for Dug-In Japanese Defender

De*: Eliminate the defending unit. Attacker may Advance.

D3: 1–3: defender is eliminated. 4–6: Attacker takes a step loss and defender redeploys. Attack may advance.

D2: 1–2: defender is eliminated. 3–6: Attacker takes a step loss and defender redeploys. Attack may advance.

Ex: 6: Attacker takes a step loss and defender redeploys. 1–5: defending unit is eliminated, and Attacker takes a step loss. Exception: no attacker step loss if defending unit was suppressed. Attacker does not Advance.

(A): Flip one attacking unit to its reduced side (or eliminate one reduced or one-step unit).

A1, A2, A3: The attacking unit(s) must retreat the number of hexes, and the defending unit redeploys in place.

Ae*: Eliminate all attacking units.

NE: No Effect.

DR: Japanese defender redeploys (15.3).

Note: a defender will be eliminated if it redeploys to an ineligible location, e.g., a cleared sector.

DRIP: Japanese defender redeploys in place (15.4).

AA: Attacker may advance after combat.

Note: On a De or Ae result, eliminate all units. Do not deplete two-step units, eliminate them.

Important: If the combat result is a retreat, the player retreats units in accordance with the retreat rules (9.3).

9.2.2 Combat Result Modifications for Japanese Bombardment

(D): Flip the defending US unit to its reduced side (or eliminate if already reduced or a one-step unit).

NE: No Effect.

9.2.3 Combat Result Modifications for Banzai Attacks (Regular Combat)

De: Eliminate all US units.

D3: US units retreat three hexes; if unable to fulfill retreat, takes a step loss instead.

D2: US player chooses between retreating two hexes; if unable to fulfill retreat, takes a step loss instead.

Ex: US player takes a step loss.

Japanese unit is eliminated in all results, even NE.

9.3 Retreat

Only US units retreat after combat; Japanese units redeploy (15.3). When a combat result requires a US unit to retreat, the player must immediately attempt to move the US unit the indicated number of hexes away from its current hex. A retreat is not movement and does not require the expenditure of movement points.

Important: If a rule states that a one-step, or already reduced unit should be reduced, eliminate it instead.

If a unit cannot retreat the full number of hexes required by the combat result (for any reason), the result is changed to depletion (flip two-step units to their reduced side; eliminate one-step and reduced two-step units). A unit should (if possible) end its retreat closer (in hexes) to a landing beach hex.

If possible, a retreating unit must retreat along a path of vacant hexes (not occupied by other friendly units). A unit may not retreat through friendly occupied hexes. Under no circumstances may a unit retreat into or through a hex occupied by an enemy unit or a hex in an EZOC.

Important: Friendly units and friendly units with a ZOC into a hex do not negate any EZOC into that same hex for the purposes of retreat.

A unit may not retreat into or through prohibited terrain (an all-sea hex). US units in a beach hex with any remaining retreat result must deplete rather than retreat. Units may not retreat off the map.

9.4 Advance After Combat

The player can only advance after combat on an AA result (on the CRMT). All AA are limited to the defender's hex and only one US unit may advance. Otherwise, no advance after combat occurs.

Advance after combat is voluntary and the player always determines which units advance. Advancing units ignore all EZOC. After an advance after combat, an advancing unit is not eligible to attack again in that combat phase.

Note: Japanese units never advance after combat as all Japanese units participating in a Banzai Attack are eliminated after the Banzai Attack.

10.0 Supply

There are no supply rules. All units are always in supply. Isolated or surrounded units suffer no penalties.

11.0 US Arrival & Landings

11.1 Unit Availability

The US Units at Sea area on the map is a holding area for units not yet on the island. Each unit not on the island must be always in one of the three boxes. Units in the Available for Landing box may land (11.2–11.3) during either US movement phase. Units in the US Reserves box may be moved to the Available for Landing box, but doing so will affect the length of the game (11.4). Reduced or eliminated units are eligible to receive replacements (11.5–11.7).

11.2 Landings & Reinforcements

The beaches chosen by the US player for landings (3.3) are the only method of bringing units ashore. During each US movement phase, up to eight units may land, no more than two at each color-coded beach (the two boxes for each beach are provided as a staging area for landing units), no more than one per beach hex. To land a unit, place it on the chosen beach hex; no further movement is allowed. If the hex already is occupied by a US unit, place the arriving unit under it (11.3). If the beach hex is occupied by a Japanese unit, the arriving US unit must attack it in the following combat phase; if the Japanese unit is not eliminated or forced to retreat, the US unit is eliminated.

11.3 Landing Beach Stacking

Any number of US units may stack on a landing beach hex. In a stacked hex, only the top unit may attack or be attacked in combat. If the top unit is forced to retreat, all units stacked with it must retreat. Exception: 16.5.

11.4 Reserves

The 3rd Marine Division begins the game in the Reserves box. During any US movement phase after Turn 1, all or part of the division may be brought forward into the Available for Landing box. All three battalions of one regiment plus one support unit must be deployed together. For each regiment deployed, the game is shortened by one turn. For example, if two regiments are brought in (as occurred historically), the game will end at the end of Turn 14. The 3rd Division tank battalion may be deployed freely with any regiment.

11.5 Replacement Steps

The US receives two replacement steps in each first movement phase (not during the second movement phase). The replacement steps must be expended in that movement phase; they may not be accumulated.

11.6 Replacing Units at Sea

Each replacement step may be used to rebuild one step of a unit in the Available for Landing box or the Eliminated Units box. An eliminated two-step unit may receive only one replacement step per turn. When an eliminated unit receives its first replacement step, move it into the Available for Landing box. A unit receiving a replacement step may not land in the same movement phase but may land during the Second Movement Phase of the same turn.

11.7 Replacing Units on the Map

A reduced two-step unit on the map may receive a replacement step to bring it to full strength. The unit must start a US first movement phase at least four hexes from any Japanese unit (when counting the distance, do not count the US unit's hex, do count the Japanese unit's hex). Expend the replacement step to build it to full strength. It may not move in the phase of replacement but may move normally in the next movement phase.

12.0 US Support Units

12.1 Support Units

A US unit with a colored band across the middle is a support unit (flamethrowers and tanks). It operates in all ways like other units except it may end a phase in the same hex with one other unit.

One support unit may stack in a hex with one other support unit or with a Marine battalion. All support units have only one step. If eliminated, place them in the Eliminated Units box; they may be replaced by expending one replacement step (see 11.6).

12.2 Support Units in Combat

In combat, treat a support unit as belonging to the unit with which it is stacked. Combine their combat factors for purposes of differential calculation. The support unit must retreat or advance with the stacked unit. Exception: 16.5.

12.3 Tank Operations

US tank units may not enter or attack into ravine or mountain/mine hexes. If a tank unit is attacking a Japanese anti-tank or anti-aircraft unit, roll 1d6 before calculating the combat differential. If the roll is less than or equal to the attack factor of the Japanese unit, the tank unit's attack factor is not included in determining the combat differential. The tank unit is not eliminated by the anti-tank fire, it just doesn't count toward the differential. Regardless, it must be used to satisfy the first step loss in the combat.

12.4 Task Force Collins

At the beginning of any movement phase, the US player may form Task Force Collins. Flip any one US tank battalion (it may be on the map or in any box) to its TF Collins side. Remove the other two tank battalions; they are out of the game for good. TF Collins operates like any other support unit, is a one-step unit, and may be replaced if eliminated. Treat it as belonging to all three Marine divisions.

13.0 Japanese Sectors

The six numbered sectors on the island are used to help determine deployment of replacements (14.5), redeployment (15.3–15.4), banzai attacks (15.5), and Japanese bombardment (16.0). A sector is considered cleared when none of the deployment or redeployment hexes in it is occupied by a dug-in Japanese unit. Once cleared, all the deployment and redeployment hexes in a sector become inoperative; use only the other terrain in the hex for all purposes.

Note: The Mount Suribachi area is an unnumbered sector (17.0) with special rules.

14.0 Japanese Units

14.1 One-Step Units

All Japanese units have only one step. Eliminated HQ and artillery units go on the Japanese Bombardment Track on the map (see 16.1). When any other unit is eliminated, place it in an opaque container. It may return to the map as a replacement (14.4) or during redeployment (15.3).

14.2 Unit Status

The reverse side of each Japanese unit is printed with a fortification symbol. When the fortification symbol is face up, the unit is dug in. The player may not examine it and it receives special treatment in combat (see 15.2). When flipped face up for a Banzai attack, it does not receive special treatment.

14.3 Zero Factor Units

Any unit with a zero-attack factor may not attack in the Japanese combat phase. A unit with a zero-movement factor may not move but may redeploy.

14.4 Replacements

At the beginning of each Japanese movement phase, blindly pick one Japanese unit from the eliminated unit container; keep it face down for placement (14.5). If there is no eliminated unit, no replacement is received; the missed replacement is not accumulated. HQs and artillery units on the Japanese Fire Support may not be replaced. HQ and artillery units forced to redeploy (DR or DRIP results) go into the eliminated unit's container per 15.3 and may be redeployed (15.3) or replaced (14.4 & 14.5) from those units. If eliminated, they are placed on the Japanese Fire Support Track per 16.1 and are out of the game.

14.5 Deploying Replacements

Roll 1d6 to determine the sector of placement. Place the unit on any unoccupied Japanese deployment hex, or redeployment hex, in that sector. The placement hex must be no more than two hexes (one intervening hex) from a dug-in Japanese unit. It may not be placed on a US unit but may be placed in a US ZOC (the Japanese would be using their extensive tunnel system).

If there are multiple eligible hexes, place it using this terrain type priority: Hill, Ravine, Mountain, Mine, Rough, Broken, Clear. If more than one hex of any type is eligible, roll a die to determine which is selected. If there is no eligible hex for placement, or if the sector has been cleared, return the unit to the container. No replacements may be placed on Mount Suribachi (17.0).

15.0 Japanese Operations

15.1 Movement & Attacks

Japanese units move only due to redeployment (15.3 & 15.4) or Banzai attacks (15.5). Japanese units attack only during Banzai attacks.

15.2 Combat Results for Dug-In Defenders

In attacks against a dug-in Japanese defender, determine the results per the CRMT center column (see 9.2.1).

15.3 Redeployment

When a unit is to redeploy, place it in the eliminated units container. It will move to a new hex using the same procedure for placing a replacement unit (14.5); if no eligible hex is available, the unit remains eliminated. If an eligible hex is available and there are two or more units in the container, blindly select one as the substitute and place it in its new hex. If the redeploying unit is the only unit in the container, select another dug-in Japanese unit on the map by using the procedure for target selection after Suribachi falls (16.2 (2)) but checking only dug-in Japanese units.

Roll 1d6 for each:

  • 1–3: remove the unit and place it in the container, then blindly select the units one at a time, placing one on the hex selected for deployment and the other on the hex from which the second unit was selected.
  • 4–6: move on to the next unit.

15.4 Redeployment in Place

When a unit redeploys in place, use the redeployment procedure as above, but the redeploying unit is placed in the original hex.

Note: a unit redeploying in place cannot be eliminated; the replacement always takes place.

15.5 Banzai Attacks

Step 1) At the start of each Japanese movement phase after Suribachi is cleared (17.0), roll one die three times or three dice differentiated as first, second, and third.

  • If the first die roll is equal to or less than the number of cleared sectors, there will be an attack.
  • The second die roll indicates the attack sector. If there are no Japanese units in that sector, no attack takes place.
  • The third die roll is the maximum number of Japanese units that will be checked for a Banzai attack (whether they conduct the Banzai attack or not).

Step 2) Flip the Japanese unit closest to a US unit in that sector (Roll a die to choose between equidistant units). If a flipped unit has an attack or movement factor of zero, redeploy it in place (15.4); the flipped unit counts towards the third die roll. If it has an attack strength and movement allowance, and is adjacent to a US unit, proceed to Step 3. If it is not adjacent, attempt to move it adjacent to the US unit. If it has sufficient MP to move adjacent, do so. If not, redeploy it in the hex it started from (15.4); the flipped unit counts towards the third die roll.

Step 3) Conduct a combat against the adjacent US unit. If there are two or more adjacent US units, randomly determine which is the defender. Shift the attack two columns rightward on the terrain line of the US defending unit and use the Regular Combat column on the CRM. The Banzai unit is eliminated regardless of the combat result. D2 and D3 results are converted to (D), and De results eliminate the defending US unit even if it is full strength.

Step 4) Continue choosing Banzai units to move and conduct attacks using Step 2 and 3 until the third die roll is reached or there are no more Japanese units eligible to check (e.g. because there are no US units remaining in the sector, no remaining Japanese units are within 4 MP of a US unit, etc.).

Important: Any Japanese unit not eligible to Banzai is redeployed in place; any Japanese that conducts an attack is eliminated regardless of the result. Both outcomes counts towards the third die roll number.

16.0 Japanese Bombardment

16.1 Bombardment Availability

Japanese bombardment is determined by the Japanese Bombardment Track on the map, a maximum of 10. Each time a Japanese artillery or HQ unit is eliminated, place it on the highest open box of the track. In his next combat phase, the Japanese player receives bombardment counters equal to the highest uncovered number on the track.

Note: AA and AT units are not artillery units for bombardment and replacement purposes.

16.2 Bombardment Targeting

After any Banzai attacks have been resolved, determine the number of bombardment markers available. Place them on the map using the priorities below. In the unlikely event there are fewer targets than markers, the excess markers are lost. Once placed, conduct all bombardments.

  1. Before Suribachi Falls (see 17.0). Place one marker on each landing beach hex with a US unit on it. If markers remain, check each hex with a US unit in it starting with hex 2915 and moving to lower-numbered hexes (2914, 2913, 2815, 2814, and so on).

Roll 1d6 for each occupied hex:

  • 1–3: place a bombardment marker on it.
  • 4–6: skip that unit. Continue until all markers are placed or the last eligible hex has been checked.
  1. After Suribachi Falls. Follow the same procedure as above but start at hex 0213 and move toward higher-numbered hexes. Beach hexes do not get an automatic placement.

Design Note: On the morning of 19 February, the Japanese unleashed their entire artillery on the crowded landing beaches. Thereafter, their limited command control managed only harassing fire.

16.3 Bombardment Strength

Roll three dice for each bombardment marker. The combined total is its factor for that bombardment. After Mount Suribachi is cleared (17.0), subtract one die if there is a Japanese-occupied hill hex in the same sector as the target, or subtract two dice if there is no Japanese-occupied hill hex in the same sector as the target. Storms have no effect on Japanese bombardment.

16.4 Bombardment Resolution

Cross-index the appropriate terrain line on the CRT with the bombardment marker's strength; do not take the target unit's strength into account. Roll the die and apply the results normally with the following exceptions (9.2.1):

  • Ex: Roll 1d6: 1–4: (D). 5–6: No Effect.
  • D3: Make no retreat. Roll 1d6: 1–3: (D). 4–6: No Effect.
  • D2: Make no retreat. Roll 1d6: 1–2: (D). 3–6: No Effect.

16.5 Bombarding Stacks

Resolve a bombardment separately against each unit in a stacked hex.

17.0 Mount Suribachi

The five Suribachi hexes and the eleven hexes adjacent to them form a separate, unnumbered sector. No Japanese units may redeploy to Suribachi, and no banzai attacks take place there. Any DR or DRIP result against a Japanese unit is NE; the Japanese defender remains in the hex, face-up.

Suribachi is cleared when the units on all five deployment hexes have been removed. Once Suribachi is cleared, place the US flag marker as a reminder and implement the following:

  1. Bombardment targeting switches to 16.2 (2).

  2. Bombardment strength is reduced (16.3).

  3. Banzai attacks may commence (15.5).

18.0 Two-Player Rules

18.1 Japanese Initial Deployment

Japanese deployment is done as in 3.2 except the Japanese player may choose which unit is placed in each deployment hex with the following exceptions:

  1. Tanks may not be placed in prohibited terrain (mountains, ravines, or mines).

  2. At least one HQ or artillery unit must be placed in each of Sectors 1–5 and Mt. Suribachi.

18.2 Movement

Japanese units may be moved at the discretion of the Japanese player during the Japanese movement phase. They must be flipped face up to move. Once face up, the Japanese units may not be flipped face down until a future turn. To be turned face down, they must end their movement on a deployment hex and not be adjacent to a US unit.

18.2.1 Tunnel Movement

A dug-in Japanese unit may attempt to use tunnel movement. Roll 1d6; on a result of 1–3 (1 or 2, if in a US ZOC) the unit may be moved to any vacant deployment or redeployment hex eligible for replacement arrival (14.4).

18.3 Combat

Any Japanese unit turned up during the movement phase may engage in regular combat with any adjacent US units. Combat is not mandatory.

18.4 Replacement & Redeployment

The Japanese player may select any eligible hex for placement. Substitutes are chosen using 14.5 and 15.3, but a substitute is not mandatory when redeploying in place.

18.5 Bombardment Target Selection

Before Suribachi falls, the Japanese player may target any hexes desired, rolling a 1–3 for successful targeting as in 16.2. After Suribachi falls, use the targeting procedure in 16.2 (2).

18.6 Banzai Attacks

Banzai attacks are conducted as in the solitaire game (15.5).

Design Note: The strict no-banzai orders were ignored a few times late in the battle; this is beyond the control of the Japanese player.

19.0 Game Notes

19.1 Designer's Notes

The battle for Iwo Jima was dominated by the extensive Japanese tunnels and a well-conceived, well-executed defense plan. Anticipating the US invasion of the Japanese home islands, Gen. Kuribayashi discarded the aggressive tactics of previous island battles—the Banzai attacks of WWII lore, high on drama, low on effectiveness—in favor of the tenacious defense used the previous year on Peleliu.

Acknowledging the certainty of an American victory given their overwhelming firepower, he aimed to cause the maximum casualties in hopes of convincing the Americans to settle for a compromise peace. Though he failed in the larger effort, his forces did manage to inflict 26,000 US casualties, about 1.2 casualties per Japanese serviceman on the island.

19.2 US Player Notes

For the US player, both versions of the game boil down to a tradeoff between speed and casualties. During the Second combat phase, the absence of bombardment will mean heavier losses, but it means clearing twice as much territory than when you limit attacks to the first phase only. When taking losses, there is no VP cost to lose support units, but you need their firepower to get the best differentials. One decision you can and should make is to clear Suribachi ASAP. It cuts Japanese bombardments by a third or better and reduces the battle to just one front.

19.3 Japanese Player (Two-Player Version)

Your role is to make a careful initial deployment. Protect your artillery and HQs at all costs, but keep in mind if you place them too far north, they may get sucked up as substitutes.

Avoid the temptation to attack isolated US units unless you can eliminate two or three steps at once. When redeploying a unit or deploying replacements, your priority is to maintain as solid a line as possible up front. You'll have plenty of chances to fill those last redoubts, so do what you can early to slow the US advance.

20.0 Orders of Battle

US Forces

  • 3rd Marine Division: 3rd, 9th, & 21st Marines, 12th Marines (4 artillery battalions), 3rd Tank Battalion
  • 4th Marine Division: 23rd, 24th, & 25th Marines (3 battalions each), 14th Marines (4 artillery battalions), 4th Tank Battalion
  • 5th Marine Division: 26th, 27th, & 28th Marines (3 battalions each), 13th Marines (4 artillery battalions), 5th Tank Battalion

Japanese Forces

Imperial Army: 109th Division

  • 2nd Mixed Brigade: 309th, 310th, 311th, 312th, and 314th Independent Infantry Battalions, one artillery battalion, one engineer battalion (about 5,000 men)
  • 145th Infantry Regiment (three infantry & one artillery battalions; about 2,700 men)
  • 3rd Battalion, 17th Infantry Regiment (about 600 men)
  • 26th Tank Regiment (about 500 men)
  • 1st & 2nd Machine Gun Battalions (600 men)
  • Artillery: 3 mortar battalions, one antiaircraft battalion, 5 antitank battalions, three rocket companies, four machine cannon (antiaircraft) companies (total strength about 3,500 men)

Imperial Japanese Navy

  • Four battalions (merged) antiaircraft battery guard forces (about 2,500 men)
  • One battalion coastal artillery guard force (about 600 men)
  • One battalion-equivalent air group guard force (about 600 men)
  • Construction & Technical personnel (about 4,000 men total)