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Iwo Jima: Valor of Arms, 19 Feb. – 25 March 1945 thumbnail

Iwo Jima: Valor of Arms, 19 Feb. – 25 March 1945

Iwo Jima: Valor of Arms, 19 Feb. – 25 March 1945 Rulebook

Table of Contents

Table of Contents

  • I. Introduction
  • II. Game Parts
  • III. How to Set Up
  • IV. How to Play
    • A. Marine Planning Phase
    • B. Marine Movement Phase
    • C. Japanese Combat Phase
    • D. Marine Combat Phase
    • E. Marine Replacement Phase
    • F. Night Phase
    • G. Game Turn Record Phase
  • V. How to Move
  • VI. Zones of Control
  • VII. Marine Supply
    • A. How to Trace Supply
    • B. Special Supply Rules
  • VIII. Marine Combat
    • A. Who Can Attack?
    • B. Resolving Attacks
    • C. Combat Strength Modifications
    • D. Combat Results
    • E. Flag-Raising Bonus
  • IX. Japanese Combat
    • A. Opportunity Fire Attacks
    • B. Ambush Attacks
    • C. Regular Fire Attacks
    • D. Infiltration Attacks
    • E. Banzai Charges
    • F. Artillery Strikes
    • G. Combat Strength Modifiers
    • H. HQ Units and Combat
  • X. How to Win
    • A. How the Game Ends
    • B. Victory Levels
  • XI. Scenarios
    • A. Line of Departure
    • B. Sands of Iwo Jima
    • C. Shorter Versions (Article by Stephen V. Cole)
      • The Narrow Game
      • The Very Short Game

I. Introduction

The IWO JIMA game is a company-level solitaire recreation of the U.S. amphibious invasion of that Japanese held island in February and March of 1945. You take the role of the Marine task force commander and attempt to clear the island of Japanese as quickly as possible while limiting your casualties.

Printed on the map are a number of charts, tables and tracks used to control and record game functions. These include:

  • ABBREVIATED COURSE OF PLAY, outlining in sequence the Phases which must be performed each Game Turn.
  • ATTACK PRIORITIES CHART, listing in order of priority which hexes containing Marine units must be attacked by Japanese units or Artillery Strikes in cases where more than one attack is possible.
  • GAME TURN TRACK, used to keep track of the passage of time, arrival of Marine Replacements and Reinforcements, withdrawal of some Marine units and availability of Marine Support Points.
  • JAPANESE ARTILLERY CHART, used to determine the number of Japanese Artillery Strikes that must be made against Marine units occupying each DEPLOYMENT AREA on the map during each Game Turn.
  • JAPANESE ATTACK TABLE, used to resolve attacks by Japanese units against Marine units.
  • JAPANESE VP TRACK, used to keep track of the accumulation of Japanese Victory Points (VP's) during the course of the game.
  • MARINE ATTACK TABLE, used to resolve attacks by Marine Infantry Units against Japanese units.
  • MARINE FATIGUE TRACK, used to keep track of the FATIGUE LEVELS of the Marine Regiments on the map.
  • REPLACEMENT TRACK, used to keep track of the availability of Marine REPLACEMENTS during play.
  • SUPPORT TRACK, used to keep track of the availability of MARINE SUPPORT POINTS during play.
  • TERRAIN KEY, showing what the symbols and colours printed on the map mean.
  • VP SCHEDULE, used to determine which side wins the battle, depending upon the number of VP's accumulated on the JAPANESE VP TRACK.

II. Game Parts

A. Parts list. Each game contains:

  • One 22" x 34" game map.
  • One sheet of 200 cardboard playing pieces.
  • One 16-page rules and study booklet.
  • Two 6-sided dice (not included in magazine version).
  • One game box (not included in magazine version).

B. The map. The game is played on a map depicting the island of Iwo Jima. A hexagonal grid has been laid over the terrain to control the movement of the pieces. Each hexagon (hex) on the map equals 250 meters from side to side. Also printed on the map are a number of charts, tables and tracks used to control and record game functions.

C. The playing pieces. The sheet of die-cut cardboard pieces contains three types of playing pieces: COMBAT UNITS, MARINE DIVISION HEADQUARTERS and GAME MARKERS. Samples of each are shown in the Sample Unit Diagrams in the booklet.

UNITS. The function of each is described later in these rules. There are many Japanese unit types, but all function as infantry. Their individual unit type symbols are included for historical interest. Unit types include:

  • COMBAT STRENGTH: The unit's ability to attack and defend itself, given as a series of numbers. The highest number always shows the unit's combat ability when it is at FULL STRENGTH. The other numbers show its combat ability when it is at REDUCED STRENGTH (has suffered losses).
  • DESIGNATION: The unit's number or name. All units in the game are companies. The designations of Japanese units are included only for historical interest. The Marine unit's division designations are important for sorting the units and keeping divisions together. Marine battalion and regimental designations are needed to establish Battalion Integrity as described in PART VI and Fatigue as described in PART IV. Marine company designations give each unit a unique identity. Each Marine division and regiment contains a different colour code to help distinguish the units of the division or regiment from other units in the game.
  • UNIT TYPE SYMBOL: The military symbol indicating the unit's type. There are three types of Marine units: INFANTRY UNITS, TANK UNITS and HQ.

NOTE: Armour Units do not have a Combat Strength. They may provide Support to other attacking units, but may not make an attack. See PART VIII for details.

All units consist of a number of STEPS, each of which is shown by a different Combat Strength. As units suffer losses in combat the number of Steps they have left is decreased and their Combat Strength is reduced accordingly. Step reductions are indicated by placing a STEP LOSS MARKER equal to the number of units lost by the unit up to that point in the game under the unit's piece. Japanese units have from 2 to 4 steps. Marine units have 3 steps (except for HQ's which have only 1 step). Marine units (only) have a Reduced Strength side which is used instead of a Step Loss Marker to indicate the unit's first step loss. All units begin the game at Full Strength (though some units may lose steps during set-up or landing). Marine units receive REPLACEMENT STEPS during the game which allow Reduced Strength units to regain lost strength. When a unit loses its last remaining step, it is eliminated (permanently removed from the game). Step Losses and Unit Elimination are sources of Victory Points (VP's), used to determine victory.

SAMPLE MARKERS. There are three Japanese VP Markers marked "x1," "x10" and "x 00" and two Support Markers marked "x1" and "x10." In all cases, the "x1" marker is used to record the accumulation of one-digit increments of VP's or Support Points. The "x10" markers record the accumulation of tens of VP's or Support Points. The "x100" Japanese VP Marker is used to record the accumulation of hundreds of Japanese VP's. During the game, these markers (and the Replacement and Fatigue Markers) are moved along the appropriate track printed on the map to show the accumulation or loss of whatever type of points the marker is used to measure.

In the case of the JAPANESE VP TRACK, it is possible for the total shown to be negative. In such cases, the back (negative) side of the Japanese VP Markers is used until such time as the total becomes positive. Whenever a negative total is shown on the track, additions are subtracted from the negative total and subtractions are added.

III. How to Set Up

  1. Unfold the map, bending it against the creases so it will lay flat and place it on a flat surface.

  2. Punch out the playing pieces and sort them by colour and type.

  3. Separate the Japanese units into six groups according to their Deployment Area. Deployment Areas are indicated by a code printed on the unit piece: S = SOUTH; N = NORTH; W = WEST; E = EAST; Sr = SURIBACHI; R = RESERVE. Units with an "R" are part of the Japanese Reserve (and are deployed in DEPLOYMENT HEXES that contain an "R," regardless of Deployment Area). Once the units have been divided into groups, turn them over and mix up the units in each group. Place one piece (still face-down) in each Deployment Hex in the Deployment Area to which that piece's group is assigned. Japanese units stay face-down until a Marine unit moves to within two hexes of them (e.g. into a hex that is separated from them by only one intervening hex). As soon as a Marine unit moves to within two hexes of a Japanese unit, that Japanese unit is flipped face-up so that its strength is known and it may engage in OPPORTUNITY FIRE. Once a Japanese unit is flipped face-up, it remains face-up for the rest of the game. NOTE: Only units which are part of the Japanese Reserve may be deployed in Deployment Hexes containing an "R."

  4. Choose which beach the Marines will assault. There are two beaches on the island, the SOUTH BEACH (MINAMI) and the WEST BEACH (NISHI). The Marines may land on only one of the two initially. Once the choice of beaches has been made, you cannot change your mind, regardless of the results of succeeding steps. Once a landing beach has been selected, divide all Marine units available at the game's start (4th div. HQ; A/4TK; C/4TK; 1/23/4; 2/23/4; 1/25/4; 2/25/4; 3/25/4; 5th div HQ; A/5TK; C/5TK; 1/27/5; 2/27/5; 1/28/5; 2/28/5) into a FIRST WAVE and a SECOND WAVE. Units available at start are marked with a "1" as their entry turn. You may not place more Marine Units in a wave than there are Beach Hexes in the beach being invaded.

  5. Roll two dice for each Japanese unit that occupies a CLASS 1 POSITION. In each case, if the die roll is less than or equal to "6", the unit loses 1 Step. Die rolls greater than 6 have no effect. These die rolls (and those in Step 6) show the effects of the pre-invasion bombardment.

  6. Roll two dice for each Japanese unit that occupies a CLASS 2 POSITION. In each case, if the die roll is less than or equal to "4", the unit is unaffected, but the hex is reduced from a Class 2 Position to a Class 1 Position. Die rolls greater than 4 have no effect. Place a "1" marker on top of the unit to indicate that the hex is now a Class 1 Position.

IV. How to Play

The game consists of a number of turns called GAME TURNS, each of which involves many separate operations. For ease of understanding, these operations have been divided into PHASES in which related activities are performed. Each Phase, in turn, consists of two or more numbered STEPS. Each Game Turn, you should perform all game activities in the order given below, performing all Steps within each Phase in order before going on to the next Phase. When you have performed all of the Phases in a particular Game Turn, the turn is over and you should go on to the next Game Turn, repeating the sequence given below each Game Turn until the game is over.

A. Marine Planning Phase

  1. Determine how many SUPPORT POINTS are available during this Game Turn (listed on the GAME TURN TRACK) and advance the SUPPORT MARKERS the correct number of boxes on the SUPPORT TRACK to show the number of points available. These points will be used during the course of play to decrease the effectiveness of Japanese Opportunity Fire Attacks and Regular Fire Attacks (only). Any Support Points not used during a Game Turn are permanently lost. They may not be saved for use during a later Game Turn.

  2. If it is Game Turn 22 or earlier, skip this Step. Otherwise, check the box for the current Game Turn on the GAME TURN TRACK to determine if any Marine units must be withdrawn. If units must be withdrawn this Game Turn, determine which units must be withdrawn. If "1 Infantry Regiment" of a particular division must be withdrawn, the regiment withdrawn cannot have a Fatigue Level higher than any regiment from the same division that stays on the map. With this exception, any regiment of the division is eligible for withdrawal. Once a regiment is picked for this purpose, all units of that regiment remaining on the map must be immediately removed from play. Units being withdrawn do not move. They are simply picked up and removed from the map. They do not undergo Opportunity Fire Attacks. Withdrawn units never return to play. They do not count as Eliminated Units (though Steps lost by the units prior to withdrawal do count for VP purposes).

  3. Declare any one regiment of your choice on the island to be an INDEPENDENT REGIMENT. To indicate the regiment's new status, place an IND MARKER on one company of each of the regiment's battalions. All units belonging to the independent regiment may trace a Supply Path to any Beach Hex within 4 hexes (3 intervening hexes). The Beach Hex must be part of a Beach on which Marine units previously landed and may not be occupied by a Japanese unit. There can be only one independent regiment on the island at a time. If there is already an independent regiment on the map, you can remove the IND MARKERS from that regiment's units (the regiment immediately loses its independent status) and place them on the units of another regiment, making it independent instead.

You can also simply remove the markers from an independent regiment during this Step and hold them off-map until you want to create a new independent regiment. If you don't want to adjust a regiment's status, skip this Step and proceed to the MARINE MOVEMENT PHASE.

B. Marine Movement Phase

  1. Move any or all of your Supplied Marine units that you want any number of hexes, executing Japanese Opportunity Fire against each unit each time it moves to within two hexes of a Japanese unit that hasn't yet attacked it this Phase. All movement must be performed in the manner described and within the limitations set forth in PART V.

  2. Individually place on the Beach Hexes of your choice any REINFORCEMENTS you wish to bring into play this Game Turn. If it is Game Turn 1, all Marine units in Second Wave Deployment Hexes must be placed in a Beach Hex adjacent to the hex they occupy. As each unit is placed in a Beach Hex, roll two dice to determine what losses, if any, have been suffered by the unit during its landing. On a die roll result of 3 or less, the unit loses 1 step. If the result is greater than 3, there is no effect. This die roll is modified by subtracting 1 for each Japanese unit that is within two hexes (one intervening hex) of the Marine unit. In addition, 1 is subtracted from the die roll if the unit is landing on a West Beach hex after Game Turn 1. If the die roll result is less than "2", the Marine unit loses a number of steps equal to the amount by which the result is less than 2. For example, a modified die roll of "0" would result in the loss of 2 steps from the unit.

NOTE: Those units placed in Second Wave Deployment Hexes on Game Turn 1 must enter the game during the MARINE MOVEMENT PHASE of Game Turn 1. Other reinforcements become available during the Game Turns shown on the GAME TURN TRACK. They may appear in the Game Turn they become available or in any subsequent Game Turn of the player's choice. They are not required to appear only in the Game Turn they become available.

  1. Move any or all of your Marine units that you want which were placed on the map in Step 2 any number of hexes, making Japanese Opportunity Fire Attacks against each unit each time it moves to within two hexes of a Japanese unit that hasn't yet attacked it this Phase. All movement must be performed in the manner described and within the limitations set forth in PART V.

C. Japanese Combat Phase

  1. Consult the JAPANESE ARTILLERY CHART to find the number of ARTILLERY STRIKES that must be used to attack Marine units in each Deployment Area during this Phase.

  2. For each Artillery Strike available in a Deployment Area, select one hex in the area that is occupied by a Marine Infantry Unit to undergo a Japanese Artillery Attack during this Phase using the priorities given on the ATTACK PRIORITIES CHART. Only one Artillery Attack may be executed against the units in a particular hex during a Game Turn. If there are more Artillery Strikes available than there are possible target hexes, any excess Artillery Strikes are ignored.

  3. Resolve each Japanese Artillery Attack announced in Step 1 using the procedure described in PART IX.

  4. Determine how many Japanese units have one or more Marine units within two hexes of them. All such units must attack one of the Marine units within two hexes of them. Use the procedure listed in PART IX to conduct each attack. U.S. Support Points may be used to reduce the effectiveness of Japanese attacks during this Step.

D. Marine Combat Phase

  1. Check to see which Marine Regiments have units from two or more of their battalions next to one or more Japanese units.

  2. Advance the Fatigue Marker for each Regiment found in Step 1 one box on the FATIGUE TRACK. The result is the new Fatigue Level of all units within that Regiment.

  3. Check to see which Marine Regiments did not qualify in Step 1 for an addition to their Fatigue Level. Move the Fatigue Marker for each of these Regiments backward one space on the FATIGUE TRACK to show a reduction in the fatigue of all units that are part of that Regiment.

  4. You may, at your discretion, announce attacks by any or all Marine Infantry Units that are next to a Japanese unit. All desired attacks must be announced and supporting Marine Armour Units must be committed at this time before proceeding to resolve any attacks in Step 5. Marine HQ Units can participate in attacks during this Phase, but cannot attack alone.

  5. Resolve all attacks announced in Step 4, using Marine Armour Units to modify the results of any attacks, as desired. Supply is determined at the moment each attack is made. Use the procedure in PART VIII to resolve each individual attack. A combat resolution die roll of 4 or less results in a Japanese Ambush Attack . . . the Japanese unit which was attacked becomes the attacker and the attacking Marine unit becomes the defender. Ambush Attacks are resolved immediately and no Support Points may be used against the attack.

E. Marine Replacement Phase

  1. Check the GAME TURN TRACK to find how many INFANTRY and ARMOUR REPLACEMENT STEPS, if any, are due this Game Turn and advance the Replacement Marker for each Replacement type (INFANTRY or ARMOUR) one box on the MARINE REPLACEMENT TRACK for each Replacement Step added to the number of available Replacement Steps of each type. Replacements may be used as described in Step 2 to replace losses to units on the map. If not used, they may be retained indefinitely on the MARINE REPLACEMENT TRACK.

  2. Allocate any available Replacement Steps you want to any Supplied Reduced Strength Marine units on the map that are not in a hex in a Japanese ZOC, adding one step to the unit and subtracting one from the MARINE REPLACEMENT TRACK for each Replacement Step allocated to a unit. All units in a battalion must be Supplied and must occupy hexes that are not in a Japanese ZOC in order for any unit in that battalion to receive Replacements. Armour units are not attached to any battalion and, so, do not have their ability to absorb Replacements affected by any other friendly units. Replacements can't be used to increase a unit's strength above the highest printed value on the unit's piece. Armour Replacement Steps may only be used to replace steps lost by Armour Units. Infantry Replacement Steps may only be used to replace steps lost by Infantry Units. Units that are totally eliminated can't receive Replacements. They never re-enter play. The use of Replacements has no effect on the number of VP's accumulated on the JAPANESE VP TRACK. The fact that a unit has replaced lost strength (with new men and equipment) does not erase the original step losses for purposes of VP accumulation.

F. Night Phase

  1. Roll one die. On a result of 1-5, proceed to Step 2. On a die roll result of 6, roll the die again and modify the result by subtracting 1 if it is Game Turn 7 through Game Turn 14, or by subtracting 2 if it is later than Game Turn 14. If the resulting modified die roll is greater than 3, there is no effect. Skip the rest of this Phase. If the result is 3 or less, skip Step 2 and proceed to Step 3.

  2. Pick a number of Marine Infantry Units equal to the die roll in Step 1 from among those Marine units that are next to one or more Japanese units. No unit picked may have a lower Fatigue Level than any eligible unit not picked. Otherwise, the choice of units is yours. For each unit picked, roll two dice. On a roll of 2 or less, the unit loses one step as a result of Japanese Infiltration Attacks. The die roll is modified by the subtraction of the unit's Fatigue Level and by the subtraction of 1 if one or more of the Japanese units adjacent to the unit under-going attack has more than 2 steps remaining. For each step actually removed from a Marine unit, 1 is added to the JAPANESE VP TRACK. If a Marine unit is eliminated (removed from play) as a result of losses inflicted during this combat, 1 is added to the JAPANESE VP TRACK in addition to the amount added as a result of the losses that resulted in the unit's elimination. Upon completion of this Step, proceed immediately to the GAME TURN RECORD PHASE, skipping the rest of this Phase.

  3. Pick the Japanese unit with the highest number of remaining steps that is next to a Marine Infantry Unit. If more than one unit meets this criteria, the unit which can make the most advantageous attack against any one adjacent Marine unit is chosen (e.g. the unit that has the greatest modified Combat Strength). If two or more units also meet this criteria, the choice of which unit attacks is yours. Whatever unit is picked makes an immediate BANZAI CHARGE ATTACK.

  4. Determine which Marine Infantry Unit next to the Japanese unit making the Banzai Charge Attack is the object of the attack. In most cases, this determination will have already been made in Step 3. However, if the charging Japanese unit is able to attack more than one adjacent Marine unit at the same modified Combat Strength, then the unit attacked must be that with the highest Fatigue Level. If both units have the same Fatigue Level, the choice of which unit is attacked is yours.

  5. The Marine unit selected in Step 4 executes an immediate attack against the Japanese unit selected in Step 3 as if the Japanese unit is in a Class 1 Hex (regardless of the actual terrain). This attack is resolved exactly as described in PART VIII. MARINE COMBAT except that 3 is subtracted from the Marine unit's Combat Strength (representing the lower visibility at night) and no Armour Unit may support the attack. Once this attack is resolved and all losses are removed, proceed to Step 6.

G. Game Turn Record Phase

  1. If there are no Japanese units in or south of the First Defensive Line (the line of Class 2 Positions between 2420 and 0725, inclusive), skip this Step. Otherwise, add 1 to the JAPANESE VP TRACK for each Japanese unit in or south of this line.

  2. If it is Game Turn 6 or earlier or if there are no Japanese units in or south of the Second Defensive Line (the line of Class 2 and Class 3 Positions between 2826 and 0829, inclusive), skip this Step. Otherwise, add 1 to the JAPANESE VP TRACK for each Japanese unit in or south of this line (including the Japanese unit in hex 0629).

  3. If it is Game Turn 14 or earlier, skip this Step. Otherwise, add 1 to the JAPANESE VP TRACK for each Japanese unit north of the Second Defensive Line.

  4. If there are no Japanese units south of the Second Defensive Line, skip this step. Otherwise, roll one die and add the result to the VP TRACK printed on the map. These Victory Points (VP's) represent B-29 bombers returning from raids over Japan that are lost due to lack of a forward base on Iwo Jima. Each increment of 3 VP's represents the loss of one B-29.

  5. Flip any DISRUPTED HQ Units over to indicate that they are no longer DISRUPTED. HQ Units that occupy a hex in a Japanese ZOC remain DISRUPTED unless the hex is also occupied by a Marine Infantry Unit.

  6. Check to see if the game is over, as described in PART X. If the game is over, determine who won the battle. If the game is not yet over, advance the Game Turn Marker one box on the GAME TURN TRACK and continue play with the next Game Turn.

V. How to Move

Marine units (only) may be moved during the MARINE MOVEMENT PHASE of each Game Turn. During this Phase, Marine HQ units may be moved up to five hexes. Other Marine units may be moved any number of hexes within the following restrictions:

A. Units are moved individually through a path of hexes from their starting hex to a destination chosen by the player. Units may not "skip" hexes during their movement.

B. Units may not be moved into hexes containing enemy units.

C. HQ units may not enter a hex in a Japanese ZONE OF CONTROL (ZOC) during the MARINE MOVEMENT PHASE unless the hex is already occupied by a Marine Infantry Unit.

D. Marine units which move to within two hexes (one intervening hex) of a Japanese unit must immediately stop moving and undergo an Opportunity Fire Attack by that enemy unit. Once this attack has been resolved, the Marine unit may continue moving normally. It may undergo additional Opportunity Fire Attacks while moving, but may not be attacked in this manner more than once by the same Japanese unit. When a Marine unit enters a hex that is within two hexes of more than one Japanese unit, each of those Japanese units makes its own individual attack against the Marine unit before that unit continues moving. If a moving unit triggers an Opportunity Fire Attack by entering a hex which is already occupied by another Marine unit, only the moving unit is attacked. The other unit in the hex is ignored.

E. Marine units that enter a hex in the ZOC of a Japanese unit may continue moving only if the next hex they enter is not in a Japanese ZOC. Units may not move directly from one hex in a Japanese ZOC to another hex in a Japanese ZOC, even if the ZOC's are exerted by different Japanese units. Any number of hexes over which Japanese units are exerting a ZOC may be entered by a Marine unit during a MARINE MOVEMENT PHASE so long as this rule is observed.

F. Marine units may not enter Japanese Class 2 or Class 3 Defensive Positions that are in the ZOC of one or more Japanese units, even though the hex is vacant.

G. Marine units may not enter all-sea hexes.

H. Marine units may not move across a Ridge Hexside of Mount Suribachi.

I. Marine Armour units may not move across Slope Hexsides of Mount Suribachi.

J. Marine Armour units may not move into Bloody Gorge (hexes 2732, 2733, 2831 and 2832).

K. Only Supplied units may be moved. Since Supply Status is determined at the moment a unit is to move, it is possible for a unit's Supply Status (and ability to move) to change repeatedly during a MARINE MOVEMENT PHASE.

L. Reinforcements may move on the same Game Turn that they land.

M. There may be no more than one Marine Infantry Unit, one Marine Armour Unit and one Marine HQ unit OR one Japanese unit in each hex at the end of the MARINE MOVEMENT PHASE. Excess units must be immediately removed. They count as eliminated units. If a Marine HQ is in a hex in a Japanese ZOC at the end of the MARINE MOVEMENT PHASE and there is no Marine Infantry Unit in the hex, that HQ is immediately DISRUPTED. Flip the unit over to its DISRUPTED side to indicate this fact.

VI. Zones of Control

All Japanese units exert a ZONE OF CONTROL (ZOC) into the six hexes surrounding the hex they occupy. This ZOC extends into all types of hexes except all-sea hexes and has the following effects:

A. Marine units may not move directly from one hex in a Japanese unit's ZOC to another hex in a Japanese unit's ZOC, even if the ZOC's are exerted by two different units.

B. Marine units may not enter a Japanese Class 2 or Class 3 Defence Position Hex that is in the ZOC of a Japanese unit.

C. Marine Supply Paths may not be traced into a hex which is in a Japanese ZOC unless that hex is occupied by a Marine unit.

D. Marine Supply Paths may be traced out of or into (but not through) a hex which is in a Japanese ZOC and which is occupied by a Marine unit.

E. There is no additional effect when more than one Japanese unit exerts a ZOC over a hex.

VII. Marine Supply

Marine Infantry and Armour units must be Supplied in order to move, receive replacements or attack. Supply Status is always determined at the exact moment a unit tries to move or attack. Thus, it is possible for a unit to begin a Phase Un-supplied and still move or attack if it becomes Supplied as a result of another unit's move or attack during the Phase. HQ Units don't need Supply in order to move and they cannot attack. However, HQ Units must be Supplied from a Beach Hex in order to provide Supply to other units.

A. How to Trace Supply

In order for a unit to be Supplied, it must meet the following criteria at the moment Supply is checked:

  • You must be able to trace a SUPPLY PATH 5 hexes or less in length from the unit to the HQ for that unit's division.
  • The unit's Supply Path may not enter any Japanese occupied hex or any unoccupied hex that is within 2 hexes of a Japanese unit.
  • The unit's Supply Path may pass through only one Marine occupied hex that is within two hexes of a Japanese unit.
  • The unit's Supply Path may enter (but may not pass through) a Marine occupied hex in a Japanese ZOC.
  • The unit's Supply Path may not be traced into a hex which the unit could not enter during play (e.g. across prohibited terrain).
  • The HQ unit to which the path is traced must, itself, be able to trace a Supply Path of any length to a Beach Hex on which a Marine Unit landed at some time during the game. The HQ unit's Supply Path is traced in the same manner as other units' Supply Paths. Only its destination and length are different.
  • The HQ unit to which the path is traced may not be DISRUPTED as a result of combat or Japanese ZOC's.

B. Special Supply Rules

  • The following special considerations govern the Supply Status of Marine units:
  • All Marine units are considered Supplied throughout Game Turn 1. Do not check the Supply Status of any unit during this turn.
  • During the entire first Game Turn that a unit enters the game (by landing on the island of Iwo Jima), it is Supplied. This rule applies to all reinforcements, regardless of when they land on the island.
  • Units which are part of an Independent Regiment (chosen at the end of Step 3 of a MARINE PLANNING PHASE) may trace a Supply Path to a Beach Hex on which Marine units previously landed (and which isn't occupied by a Japanese unit) instead of to their division's HQ. This Supply Path may be no more than 4 hexes (3 intervening hexes) long and is traced in the same manner as other units' Supply Paths. Only its length and destination are different.

VIII. Marine Combat

A. Who Can Attack?

  • Each Supplied Marine Infantry Unit may attack any one Japanese unit adjacent to it during the MARINE COMBAT PHASE (only) within the following restrictions:
  • Each unit must attack individually. Marine Infantry Units can't combine their Combat Strengths even when attacking the same Japanese unit. Armour Units may, however, augment the Combat Strengths of attacking Marine Infantry Units.
  • Each Marine Infantry Unit may make only one attack per Phase. However, Marine Armour Units may augment the Combat Strengths of more than one Marine Infantry Unit during a Phase if all of the Marine Infantry Units are attacking the same hex.
  • Only Supplied units may attack. Since Supply Status is determined at the moment a unit is to attack, it is possible for a unit's Supply Status (and ability to attack) to change repeatedly during a MARINE COMBAT PHASE.
  • Marine Infantry Unit Combat Strengths are indivisible. Each unit's entire Combat Strength must be used in only one attack.
  • Marine units cannot attack across a Ridge Hexside of Mount Suribachi. Japanese units are unaffected by this restriction.
  • Marine Armour Units may not support attacks that are made across Slope Hexsides of Mount Suribachi.
  • Marine Armour units may not support attacks against Bloody Gorge (hexes 2732, 2733, 2831 and 2832).
  • Marine Armour Units may only support an attack if they are stacked with a Marine Infantry Unit of the same division. Armour Units may support the attacks of units with which they are stacked and of any other units of the same division attacking the same hex. EXCEPTION: A Marine Armour Unit may not support more attacks during a MARINE COMBAT PHASE than it has steps remaining. Thus, a Marine Armour Unit with 2 steps remaining could support two attacks against the same hex by the unit it is stacked with and one other unit of the same division. Armour Support adds 1 to the combat resolution dice roll.
  • Undisrupted Marine HQ Units (only) may participate in an attack made by a Marine Infantry Unit occupying the same hex. They add their Combat Strength directly to that Marine Infantry Unit's attack. However, HQ Units may never attack alone and are unaffected by the results of an attack in which they participate (e.g. they can't be attacked themselves if their attack triggers a Japanese Ambush . . . . only the Infantry Unit involved in the attack can be attacked by the Japanese unit).

B. Resolving Attacks

Follow the Steps below to resolve each announced attack during Step 5 of the MARINE COMBAT PHASE:

  1. Determine the type of DEFENSIVE POSITION (CLASS 1, CLASS 2 or CLASS 3) occupied by the Japanese unit being attacked and find the entry showing this type of terrain in the upper left-hand corner of the MARINE ATTACK TABLE.

  2. Read across the row showing the terrain in the defending unit's hex until you come to a number or span of numbers that is the same as the modified Combat Strength of the attacking Marine Infantry Unit. The column represented by this number or span is used to resolve the attack.

  3. Roll two dice and modify the result by the addition of 1 for each Marine Armour Unit supporting the attack. Find the modified dice roll result in the "DIE" column of the MARINE ATTACK TABLE.

  4. Read across the row represented by the modified dice roll result found in Step 3 until you come to the column found in Step 2. The result found at the intersection of row and column is the combat result applying to the attack.

  5. Immediately apply the combat result found in Step 4 before proceeding to resolve any other attacks.

C. Combat Strength Modifications

The Combat Strength of attacking Marine Infantry Units is modified as follows:

ADD . . .

+1 If the attacker gets a BATTALION INTEGRITY BONUS. A unit always gains this bonus when it is attacking a hex that was already attacked during the same MARINE COMBAT PHASE by at least one unit from the same Battalion as the attacker.

SUBTRACT . . .

-1 If the Japanese have an ELEVATION ADVANTAGE. This penalty is applied whenever the unit being attacked occupies a hex at a higher elevation than the attacker (a unit in a Level 3 hex being attacked by a unit in a Level 2 hex, for example). If more than one elevation is printed in the hex, the entire hex consists of the lowest elevation present. Thus, a hex containing both Level 2 and Level 3 terrain is at Level 2.

-3 If the Japanese unit under attack is making a Banzai Charge.

-1 For every 2 Fatigue Points in the attacker's Fatigue Level.

All modifications are cumulative. However, a unit's Combat Strength can never be less than "1" and any modification that would reduce a unit's Combat Strength below that level is ignored.

D. Combat Results

"—" = No Effect (the attack is unsuccessful and play proceeds to the next attack that must be resolved).

"A" = Ambush Attack (the attack reveals a Japanese Ambush). The normal procedures being performed are dropped while the Japanese unit being attacked immediately makes its own attack on the Marine Infantry Unit making the attack. This special Japanese attack is performed exactly like a Japanese Opportunity Fire attack.

"#" = Step Loss (the attack results in this number of steps being lost by the defending Japanese unit).

E. Flag-Raising Bonus

One of the most dramatic events of the battle was the raising of the American flag over Mount Suribachi, a moment captured on film by Associated Press photographer Joe Rosenthal in one of the most famous photos ever taken. The flag could be seen from almost every point on the island and had a powerful effect on American morale. The following rule simulates the morale effects of this event:

Whenever the first Marine unit enters hex 0304, the American Flag piece is immediately placed in that hex. Two VP's are then subtracted from the Japanese total. For the rest of the Game Turn, all attacking Marine units add 1 to their Combat Strength in addition to other modifications. The American Flag remains on the map for the rest of the game.

IX. Japanese Combat

Attacks by Japanese units are mandatory. There are six different ways that Japanese units can be forced to attack Marine units:

  • Opportunity Fire Attacks required when Marine units move to within 2 hexes of a Japanese unit during the MARINE MOVEMENT PHASE.
  • Ambush Attacks required when an attack ends in an "A" result during the MARINE COMBAT PHASE.
  • Regular Fire Attacks required when a Marine unit is next to a Japanese unit during the JAPANESE COMBAT PHASE.
  • Infiltration Attacks required when triggered by a dice roll during the NIGHT PHASE.
  • Banzai Charge Attacks required when triggered by a dice roll during the NIGHT PHASE.
  • Artillery Strike Attacks performed as required by the Artillery Strike rules during the JAPANESE COMBAT PHASE.

The sections below detail how and when to perform each type of attack and how to determine which Marine units must be attacked.

A. Opportunity Fire Attacks

Each time a Marine unit (of any type) moves to within 2 hexes of a Japanese unit that hasn't attacked it yet during the current Phase, the Japanese unit must immediately make an Opportunity Fire Attack against the moving unit (only). Opportunity Fire Attacks are not required simply because a Marine unit begins a Phase within 2 hexes of a Japanese unit. It must actually move into a hex within 2 hexes of the Japanese unit in order to trigger an Opportunity Fire Attack. There is no limit to the number of times a Japanese unit can make an Opportunity Fire Attack or to the number of times a particular Marine unit can undergo Opportunity Fire Attacks during a Phase. However, each Japanese unit may make only one Opportunity Fire Attack against any one particular Marine unit during a Phase, no matter how often the Marine unit enters a hex that is within 2 hexes of the Japanese unit. If a Marine unit triggers Opportunity Fire Attacks by more than one Japanese unit by entering a particular hex, each unit's attack must be executed individually before the Marine unit continues moving. In all cases, only the unit that is actually moving is affected. Other Marine units in a hex with the moving unit when an Opportunity Fire Attack is triggered are not affected by the attack. Follow the Steps below to resolve all Opportunity Fire Attacks:

  1. Find the modified Combat Strength of the Japanese unit making the attack (exclusive of modifications due to the allocation of MARINE SUPPORT POINTS). Modifications are listed in the KEY to the JAPANESE ATTACK TABLE.

  2. Decide how many MARINE SUPPORT POINTS you want to commit to the attack (maximum of 2) and subtract 1 from the attacker's modified Combat Strength (and from the MARINE SUPPORT POINTS TRACK) for each point committed.

  3. Find the "OF/ CP" row of the JAPANESE ATTACK TABLE and read across it until you come to the number or span of numbers that is the same as the result found in Step 2. The column represented by this number or span is used to resolve the attack. Modified Combat Strengths of less than 1 are treated as "1." Modified Combat Strengths greater than 10 are treated as "10."

  4. Roll two dice and find the result in the DIE column of the JAPANESE ATTACK TABLE. Read across the row represented by the result until you come to the column found in Step 3. The result at the intersection of row and column shows the outcome of the attack. Results are explained in the KEY to the JAPANESE COMBAT RESULTS TABLE.

  5. Any losses resulting from the attack are removed immediately before any more movement takes place. For each step actually removed from a Marine Unit, 1 is added to the JAPANESE VP TRACK. If a Marine unit is eliminated (removed from play) as a result of the combat, add 1 to the JAPANESE VP TRACK in addition to the amount added due to the step losses that caused the unit's elimination.

B. Ambush Attacks

Whenever an attack by a Marine unit during the MARINE COMBAT PHASE ends in an "A" result, a Japanese concealed position is revealed and an Ambush Attack immediately results. This type of attack is executed by the defending Japanese unit against the attacking Marine Infantry Unit in the following manner:

  1. Find the modified Combat Strength of the Japanese unit making the attack. Modifications are listed in the KEY to the JAPANESE ATTACK TABLE.

  2. Find the "OF/CP" row of the JAPANESE ATTACK TABLE and read across it until you come to the number or span of numbers that is the same as the result found in Step 1. The column represented by this number or span is used to resolve the attack. Modified Combat Strengths greater than 10 are treated as "10."

  3. Roll two dice and find the result in the DIE column of the JAPANESE ATTACK TABLE. Read across the row represented by the result until you come to the column found in Step 2. The result at the intersection of row and column shows the outcome of the attack. Results are explained in the KEY to the JAPANESE ATTACK TABLE. If any steps are actually removed from the Marine Infantry Unit under attack, proceed to Step 4. below. Otherwise, skip the rest of this procedure and proceed to resolve the next Marine attack (if any).

  4. If the Marine Infantry Unit being attacked lost one or more steps in the Ambush Attack, and if that unit's original attack (which triggered the Ambush Attack) was supported by one or more Marine Armour Units, roll one die. If the Marine Infantry Unit lost one step in the attack and a "6" is rolled, one supporting Armour Unit of your choice loses a step in addition to the step loss suffered by the attacking Marine Infantry Unit. If the Marine Infantry Unit lost two steps, one supporting Armour Unit loses a step on a roll of "5" or "6."

  5. Losses suffered by Marine Units are removed immediately before proceeding to resolve any other attacks. For each step actually removed from a Marine unit, 1 is added to the JAPANESE VP TRACK. If a Marine Unit was eliminated (removed from play) as a result of the combat, add 1 to the JAPANESE VP TRACK in addition to the amount added due to the step losses that caused the unit's elimination.

C. Regular Fire Attacks

Each Japanese unit which is next to one or more Marine units (of any kind, including Armour and HQ units) during the JAPANESE COMBAT PHASE must make one Regular Fire Attack during that Phase (if possible). If more than one Marine unit is next to a Japanese unit, the Japanese unit must attack all of the units in whatever hex can be attacked at the highest modified Combat Strength. If two or more hexes can be attacked at the same modified Combat Strength, consult the ATTACK PRIORITIES CHART to determine which hex should be attacked. Attacks are resolved at the moment they are selected and the order in which they are selected is entirely up to you. It is possible that, as a result of a previous attack during this Phase, a Japanese unit that would have been forced to attack at the beginning of the Phase will no longer be next to a Marine unit (and will not have to attack at all). It is also possible that the order in which attacks are selected may change the possible defender in subsequent attacks. Follow the Steps below to resolve each attack as it is selected:

  1. Find the modified Combat Strength of the Japanese unit making the attack (exclusive of modifications due to the allocation of MARINE SUPPORT POINTS). Modifications are listed in the KEY to the JAPANESE ATTACK TABLE.

  2. Decide how many MARINE SUPPORT POINTS you want to commit to the attack (maximum of 2) and subtract 1 from the attacker's modified Combat Strength (and from the MARINE SUPPORT POINTS TRACK) for each point committed. NOTE: When selecting which unit(s) a Japanese unit must attack, ignore possible commitment of Marine Support Points.

  3. Find the "Reg/Art" row of the JAPANESE ATTACK TABLE and read across it until you come to the number or span of numbers that is the same as the result found in Step 2. The column represented by this number or span is used to resolve the attack. Modified Combat Strengths less than 1 are treated as "1." Modified Combat Strengths greater than 10 are treated as "10."

  4. Roll two dice and find the result in the "DIE" column of the JAPANESE ATTACK TABLE. Read across the row represented by the result until you come to the column found in Step 3. The result at the intersection of row and column shows the outcome of the attack. Results are explained in the KEY to the JAPANESE ATTACK TABLE. If more than one Marine unit occupies the hex under attack, you may distribute losses among the units in the hex in any way you choose. For each step actually removed from a Marine unit, 1 is added to the JAPANESE VP TRACK. If a Marine Unit was eliminated (removed from play) as a result of the combat, add 1 to the JAPANESE VP TRACK in addition to the amount added due to the step losses that caused the unit's elimination.

D. Infiltration Attacks

Infiltration Attacks are made under the circumstances and in the manner described in Section F of PART IV (which describes the NIGHT PHASE).

E. Banzai Charges

Banzai Charge Attacks are made under the circumstances and in the manner described in Section F of PART IV (which describes the NIGHT PHASE).

F. Artillery Strikes

Japanese Artillery Strike Attacks take place during the JAPANESE COMBAT PHASE as described in PART IV. Each individual Artillery Strike is conducted by following these Steps:

  1. Find the modified Combat Strength for the Artillery Strike. All Artillery Strikes have a Combat Strength of 4. This is modified by adding 1 if the target is in a Beach Hex and by adding 2 if the target is in an Airfield Hex. In addition, on every Game Turn prior to Game Turn 5, the Combat Strength of Artillery Strikes against Beach Hexes that were part of the Beach invaded on Game Turn 1 and hexes within 3 hexes of such a Beach Hex is increased by 1. This bonus applying to the first four Game Turns shows the presence of Japanese Artillery Spotters behind Marine lines (notably in a wrecked ship near the invasion beach).

  2. Find the "Reg/Art" row of the JAPANESE ATTACK TABLE and read across it until you come to the number or span of numbers that is the same as the result found in Step 1. The column represented by this number or span is used to resolve the attack.

  3. Roll two dice and find the result in the "DIE" column of the JAPANESE ATTACK TABLE. Read across the row represented by the result until you come to the column found in Step 2. The result at the intersection of row and column shows the outcome of the attack. Results are explained in the KEY to the JAPANESE ATTACK TABLE. All results apply to the Marine Infantry Unit occupying the hex. If that unit suffers a loss and there is an Armour Unit in the hex with it, remove the appropriate number of steps and proceed to Step 4. Otherwise, proceed to resolve the next Artillery Strike Attack (if any). For each step actually removed from a Marine unit, 1 is added to the JAPANESE VP TRACK. If a Marine unit was eliminated (removed from play) as a result of the combat, add 1 to the JAPANESE VP TRACK in addition to the amount added due to the step losses that caused the unit's elimination.

  4. If the Marine Infantry Unit being attacked lost one or more steps as a result of the Artillery Strike Attack, and if the unit is stacked with an Armour Unit, roll one die. If the Marine Infantry Unit lost one step in the attack and a "6" is rolled, the Armour Unit loses a step in addition to the step loss suffered by the Marine unit. If the Marine Infantry Unit lost two steps, the Armour Unit loses a step on a roll of "5" or "6." Immediately remove any loss suffered by the Armoured Unit.

G. Combat Strength Modifiers

  • JAPANESE ELEVATION ADVANTAGE: Japanese units have an Elevation Advantage when they occupy a hex that is at a higher Level (see TERRAIN KEY) than the Marine Unit they are attacking. This advantage applies only to Opportunity Fire Attacks, Ambush Attacks and Regular Fire Attacks. Whenever an attacking Japanese unit has an Elevation Advantage, 1 is added to its Combat Strength. If more than one level of elevation is present in a hex, the entire hex is considered to consist of the lower elevation.
  • JAPANESE CROSSFIRE ADVANTAGE: Japanese units have a Crossfire Advantage whenever they are attacking a Marine Unit that is within 2 hexes of more than one Japanese unit. This advantage applies only to Opportunity Fire Attacks, Ambush Attacks and Regular Fire Attacks. Whenever an attacking Japanese unit has a Crossfire Advantage, 1 is added to its Combat Strength. The other Japanese units within 2 hexes of a Marine unit need not actually attack the Marine unit for any Japanese attacker to gain a Crossfire Advantage. The presence of more than two Japanese units within two hexes of a Marine unit under attack does not increase this effect.
  • BEACH BONUS: Japanese units have their Combat Strength increased by 1 whenever the Marine unit they are attacking occupies a Beach Hex. This modification applies only to Opportunity Fire Attacks, Ambush Attacks, Regular Fire Attacks and Artillery Strike Attacks.
  • AIRFIELD BONUS: Japanese units have their Combat Strength increased by 2 whenever the Marine unit they are attacking occupies an Airfield Hex. This modification applies only to Opportunity Fire Attacks, Ambush Attacks, Regular Fire Attacks and Artillery Strike Attacks.
  • ARMOUR BONUS: Japanese units have their Combat Strength increased by 1 whenever they attack a hex containing a Marine Armour Unit (regardless of what other Marine units are present in the hex). This modification applies only to Opportunity Fire Attacks, Ambush Attacks and Regular Fire Attacks.
  • GAME TURNS 1 & 2 BONUS: Japanese units making any kind of attack except Infiltration or Banzai Charge Attacks add 1 to their Combat Strength on Game Turn 2 and 2 to their Combat Strength on Game Turn 1.

All Combat Strength modifications are cumulative. However, Combat Strengths greater than 10 are treated as "10" and those less than 1 are treated as "1."

H. HQ Units and Combat

Marine HQ units never lose any steps. If an HQ Unit is stacked in a hex with one or more other units, all losses inflicted on the units in that hex must be subtracted from the other units in the hex (not the HQ Unit) if possible. If the HQ Unit is alone in a hex and suffers a combat result or is forced to absorb losses as a result of an attack on all the units in the hex, the HQ Unit still does not suffer a step loss. Instead, it is DISRUPTED. The unit is flipped over to its DISRUPTED side to indicate this status. If the unit is already DISRUPTED, there is no additional effect.

DISRUPTED HQ Units can't provide Supply or make attacks. They cease to be DISRUPTED at the end of the Game Turn.

X. How to Win

You win the game by clearing the island of all Japanese units by the end of Game Turn 35 (the point at which the island was secured historically) without suffering undue losses. The amount of time it takes to clear the island and the severity of the losses suffered by the Marines is shown on the JAPANESE VP TRACK which is used to record the accumulation of Japanese Victory Points (VP's). VP's are added to/subtracted from this track during set-up and play as discussed in PARTS III, IV and IX. The total on the JAPANESE VP TRACK at various points in the game determines whether you win (or are even allowed to keep playing).

A. How the Game Ends

The game is over when any of the following conditions are met:

  • It is the end of the GAME TURN RECORD PHASE of any Game Turn and there are no Marine units left on the island. In this case, the Japanese win a DECISIVE VICTORY.
  • It is the end of the GAME TURN RECORD PHASE of any Game Turn and there are no Japanese units left on the island. In this case, victory is determined as described in Section B, below.
  • It is the end of the GAME TURN RECORD PHASE of Game Turn 35. In this case, victory is determined as described in Section B, below.
  • It is the end of the GAME TURN RECORD PHASE of any Game Turn prior to Game Turn 7 and the JAPANESE VP TRACK total is +160 or greater. In this case, the Marines are withdrawn from the island and the Japanese win a DECISIVE VICTORY.
  • It is the end of the GAME TURN RECORD PHASE of any Game Turn prior to Game Turn 15 and the JAPANESE VP TRACK total is +320 or greater. In this case, the Marine conquest is seriously delayed, other operations are affected and the Japanese win a DECISIVE VICTORY.

B. Victory Levels

There are several possible levels of victory in the game, each of which is determined by the number of VP's recorded on the JAPANESE VP TRACK at the game's end. If the game ends because all Japanese units have been eliminated or because it is the end of Game Turn 35, the Steps below are immediately performed:

  1. Find the span of numbers in the VP TOTAL column of the VP SCHEDULE within which the current total on the JAPANESE VP TRACK falls.

  2. Read across the row represented by the span located in Step 1 until you come to the VICTORY LEVEL column.

  3. The intersection of row and column yields a result which is the victor and the extent of the victory.

Historically, the U.S. Marine Corps won a MARGINAL VICTORY at Iwo Jima With perfect hindsight, you should be able to do better. Accordingly, if you achieve a MARINE SUBSTANTIAL or DECISIVE VICTORY, you can consider yourself to have won both the battle and the game. If you achieve only a MARINE MARGINAL VICTORY or if the Japanese win any kind of victory, you may have taken the island, but you have most certainly lost the game. Consider yourself to have been relieved of command (at least).

XI. Scenarios

Not everyone has the time to play an entire 35-turn game. If you want a shorter challenge, try one of the scenarios listed below.

A. Line of Departure

This scenario is set up and played in the same way as the basic 35-turn scenario, with the following exceptions:

  • The scenario lasts only 6 Game Turns. At the end of Game Turn 6, you must follow the procedure described in Section B of PART X.
  • Instead of using the VP SCHEDULE printed on the map to find a victor, use the schedule printed opposite.

Line of Departure victory schedule (printed opposite the scenario text):

VP TOTALVICTORY LEVEL
85 VP's or lessMARINE DECISIVE VICTORY
86-95 VP'sMARINE SUBSTANTIAL VICTORY
96-110 VP'sMARINE MARGINAL VICTORY
111-125 VP'sJAPANESE MARGINAL VICTORY
126-140 VP'sJAPANESE SUBSTANTIAL VICTORY
141 VP's or moreJAPANESE DECISIVE VICTORY

B. Sands of Iwo Jima

This scenario is set up and played in the same way as the basic 35-turn scenario, with the following exceptions:

  • The scenario lasts 14 Game Turns. At the end of Game Turn 14, you must follow the procedure described in Section B of PART X. NOTE: The game can end earlier as described in Section A of PART X.
  • Instead of using the VP SCHEDULE printed on the map to find a victor, use the schedule printed opposite.

Sands of Iwo Jima victory schedule (printed opposite the scenario text):

VP TOTALVICTORY LEVEL
245 VP's or lessMARINE DECISIVE VICTORY
246-265 VP'sMARINE SUBSTANTIAL VICTORY
266-285 VP'sMARINE MARGINAL VICTORY
286-305 VP'sJAPANESE MARGINAL VICTORY
306-325 VP'sJAPANESE SUBSTANTIAL VICTORY
326 VP's or moreJAPANESE DECISIVE VICTORY

C. Shorter Versions (Article by Stephen V. Cole)

The following is the booklet's closing article, "Iwo Jima: A Shorter Version" by Stephen V. Cole, printed in the rules booklet. It describes two shortened play methods and is reproduced here as printed.

IWO JIMA. A SHORTER VERSION. by Stephen V. Cole

SPI's new "Iwo Jima" game, which appeared in S&T #92, Is one of the better solitaire simulations ever printed. The solid game mechanics are applied to a situation in which a solitaire game is appropriate. Prior to the Marine invasion, the Japanese had constructed a series of fixed positions. Troops were barricaded into their fortifications and told to fight to the death, which they did. There was, in effect no Japanese reserve, no counter-attack, no "defence in depth" that supported "mobile formations." It was a passive defence in place. The Japanese commander gave the initiative to the Americans, and simply tried to make the operation as expensive as possible for the US.

In game terms, this is represented by dividing the island into five areas, assigning forces to each area, randomly (using inverted counters) assigning one unit to each fortification, and then allowing the Americans to land and do just about anything they want to. The US Marines are organized into three divisions, each of three regiments (although one regiment of the 3rd Marine Division never landed), each of three battalions, and each of three companies (counters). There is a clever system of "fatigue" that encourages you to rotate battalions within the regiments and regiments within the divisions to prevent nasty die roll modifiers from accumulating for units which have been in action too long. Each unit has three steps, then flips over to a reduced strength and has three more. (Japanese units have their strength levels, up to four, printed on the face since hidden deployment info is on the back.)

There is some chrome, but it isn't distracting. Naval gunfire is largely ineffective but can kill a few Japanese steps. Units approaching an inverted Japanese unit take an "ambush attack." If you get between two units, you take a "crossfire attack." Randomly selected Japanese units will make infiltration and banzai attacks. American division commanders and tank units can provide combat bonuses.

The whole point of the exercise is to probe the Japanese lines, pick out the weakest units, knock them out, then penetrate the line so that you can surround the stronger units. It is a race against time and casualties. The game is not hard to play, but there is a lot of it. At the high-point of the attack, about 10 Japanese units will be undergoing close-assault by about 15 of the Marine battalions, giving about 100 separate operations to conduct each turn.

Realizing that it is a big game with a lot to do, SPI provided for two shorter versions. In these you only play the first 6 or 14 turns instead of all 35.

This has its drawbacks, however. By playing only 14 turns, you miss the experience of penetrating the first Japanese line to begin attacks on the second. You miss the vicious last few turns as the final Japanese units are knocked out.

What SPI missed (and it is so obvious one is hard put to see how they could have) is that you can shorten the game either by reducing the number of turns or by narrowing the front. By playing only one US division, against only 1/3 of the Japanese front line, you can do everything that someone who plays the entire game will do, but you won't do as much of it. You will penetrate the first and second lines and dig out the final pockets of resistance. You will play the entire game, but in 1/3 of the time. You will doubtless find this more satisfying than playing the whole game for only part of the time.

The Narrow Game

Lay out the map and set up the Japanese units in the Southern and Eastern areas. Remove the three southernmost Japanese units (0816, 0818, and 1019), assuming that the 5th Division cleared them as it swept across the island. Then take the 4th Division and set it up in the Southern area from 0620 to 1018 (inclusive) and points south. The game starts on turn 4. Your division receives 1/3 of all support and replacement points (you can accumulate the fractions). Your troops can only operate in the Southern and Eastern areas, plus (after turn 7) hex 1220. Ignore the withdrawal instructions given. Withdraw one regiment on turn 25, another (and the tanks and HQ) on turn 31.

The game ends if the Japanese have 60 victory points on or before turn 7, or if they have 120 victory points on or before turn 15. Otherwise, the game ends on turn 35.

If the game goes the full 35 turns, multiply the victory point track by 2667 before consulting the victory level chart.

As an option, you can "borrow" support points on any turn (up to the amount you would normally receive) but must pay them back on the next turn, plus one point as "interest." If you cannot entirely pay the borrowed points back on the next turn, you must pay all of your points toward the debt until you have paid it back, plus one point per turn that you are making payments.

It should be obvious that you can play 2/3 of the game by using the 3rd and 5th divisions against the Western and Northern areas. Set up in the Suribachi area, use 2/3 of the support, bring in reinforcements and withdrawn units as specified, and multiply your final victory point total by 1625. Check the historical article for the availability of the 28th Regiment.

The Very Short Game

SPI provides a short game in which you play only six turns, but you are still using 21 of the 24 battalions available. For a very short game, try this:

Deploy the Japanese forces as follows: D/312 in 0305. E/312 in 0403. and B/312 in 0506. These are the only Japanese units. Set up the 28th Regiment within one hex of 0709. The game begins on turn 2 and ends when all Japanese units are eliminated. You receive two support points per turn. The object is to play this scenario several times, always seeking a lower Japanese VP total.

  • Place one Marine unit from the First Wave (determined in Step 4) Full Strength side up in each Beach Hex that is part of the beach selected for the initial landing in Step 4. If there are fewer Beach Hexes than there are Marine Units available in the First Wave, you may choose which hexes you want to place the Marine Unit in. If there are more Marine Units than Beach Hexes, excess Marine Units must be in the Second Wave.

  • For each unit placed on the map in Step 7, roll two dice. If the result is 3 or less, the unit loses 1 step. If the result is greater than 3, there is no effect. This die roll is modified by subtracting 1 for each Japanese unit that is within two hexes (one intervening hex) of the Marine unit. If the modified die roll result is less than "2", the Marine unit loses a number of steps equal to the amount by which the result is less than 2. For example, a modified roll of "0" would result in a 2-step loss.

  • Place one Marine unit from the Second Wave in each Second Wave Deployment Hex adjacent to the beach (East or West) that was picked for invasion during Step 4. All units placed in Second Wave Deployment Hexes must enter the game as reinforcements during the MARINE MOVEMENT PHASE of Game Turn 1. All units are deployed on the map with their Full Strength side up. You may not allocate to the Second Wave more Marine Units than there are Second Wave Deployment Hexes available. If there are more Second Wave Deployment Hexes than Marine Units available, you may choose which hexes to deploy Marine Units in.

  • Place the three JAPANESE VP MARKERS ("x1," "x10" and "x100") in the "0" box of the JAPANESE VP TRACK. Count the number of steps removed from Marine units during Step 8 and add the total to the JAPANESE VP TRACK by moving the markers along the track to show the addition. Count the number of steps removed from Japanese units during Step 5 and multiply the total by 2. The result is subtracted from the JAPANESE VP TRACK. Please note that this procedure may result in a negative number. If this should happen, flip the VP Markers over to their back (negative) side. So long as the markers show negative numbers, any additions to the track are shown by subtracting from the total.

  • Place all eight FATIGUE MARKERS in the "0" box of the MARINE FATIGUE TRACK.

  • Place the two SUPPORT MARKERS ("x0" and "x10") in the "0" box of the SUPPORT TRACK.

  • Place the two REPLACEMENT MARKERS (INFANTRY and ARMOUR) in the "0" box of the REPLACEMENT TRACK.

  • Place the GAME TURN MARKER in the first box of the GAME TURN TRACK.

  • Place the pieces not deployed on the map to one side. The IND MARKERS will be used during play to indicate the command status of independent units. STEP LOSS MARKERS will be used to indicate which units have lost steps during play. The Marine units not placed on the map will arrive as REINFORCEMENTS during the course of the game as indicated on the GAME TURN TRACK.

  • Begin play with the MARINE PLANNING PHASE of Game Turn 1.

  • If the Japanese unit survives this attack (has at least one step left), it executes an immediate attack against the Marine occupied hex chosen in Step 4, using its unmodified Combat Strength. No Support Points may be used against the unit.

  • All losses inflicted on the Marine Infantry Unit are removed and the Japanese unit immediately loses one step (in addition to any steps lost in Step 5). For each step actually removed from a Marine unit, 1 is added to the JAPANESE VP TRACK. If a Marine unit is eliminated (removed from play) as a result of losses inflicted during this combat, 1 is added to the JAPANESE VP TRACK in addition to the amount added as a result of the losses that resulted in the unit's elimination.

  • MARINE SUPPORT POINT PENALTY: Marine Support Points may be used against Opportunity Fire and Regular Fire Attacks (up to a maximum of 2 Support Points per attack) to reduce the Combat Strength of the attacker. The attacker's Combat Strength is always reduced by 1 for each Support Point committed.