RulesPal
Chat
Rulebook
Kawaguchi's Gamble: Edson's Ridge – The Battle for Guadalcanal thumbnail

Kawaguchi's Gamble: Edson's Ridge – The Battle for Guadalcanal

Kawaguchi's Gamble: Edson's Ridge – The Battle for Guadalcanal Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
    • 1.1 Background
    • 1.2 Abbreviations
  • 2.0 Object
  • 3.0 The Map
    • 3.1 Scale
    • 3.2 Areas
      • 3.2.1 Identifier
      • 3.2.2 Terrain Effects Modifier
      • 3.2.3 Boundaries
      • 3.2.4 Stream
      • 3.2.5 Bridges
      • 3.2.6 Victory Conditions
    • 3.3 Zones
    • 3.4 Turn Record Track
    • 3.5 Ammo Track
    • 3.6 Victory Point Track
  • 4.0 The Playing Pieces
    • 4.1 Units
      • 4.1.1 In General
      • 4.1.2 Unit Types
      • 4.1.2.1 Infantry
      • 4.1.2.2 Machine Gun
      • 4.1.2.3 On-Board Artillery
        • 4.1.2.3.1 In General
        • 4.1.2.3.2 Hills 80 and 123
      • 4.1.2.4 Off-Board Artillery
      • 4.1.2.5 Leaders
    • 4.2 Unit Information
      • 4.2.1 Unit Size and Organization
  • 5.0 Prepare for Play
    • 5.1 Place Markers
    • 5.2 Setup
    • 5.3 Ammo Numbers
    • 5.4 Start of Play
  • 6.0 Sequence of Play
    • 6.1 Overview
    • 6.2 Phase Descriptions
      • 6.2.1 Reinforcement Phase
      • 6.2.2 Impulse Phase
      • 6.2.3 Close Combat Phase
      • 6.2.4 Refit Phase
      • 6.2.5 Regroup Phase
  • 7.0 Stacking and Control
    • 7.1 Areas
    • 7.2 Zones
    • 7.3 Control
    • 7.4 Contested
    • 7.5 Vacant
    • 7.6 Free
    • 7.7 Organizing Units in Areas
  • 8.0 Impulses
    • 8.1 Overview
    • 8.2 Types of Impulses
      • 8.2.1 Assault Impulse
        • 8.2.1.1 In General
        • 8.2.1.2 Movement/Combat
      • 8.2.2 Infiltration Impulse
        • 8.2.2.1 Restrictions
        • 8.2.2.2 Procedure
      • 8.2.3 Ranged Fire Impulse
      • 8.2.4 Entrenchment
        • 8.2.4.1 In General
        • 8.2.4.2 Effects of Entrenchments
  • 9.0 Movement
    • 9.1 Overview
    • 9.2 Multiple Area Destinations
    • 9.3 Mechanics of Movement
    • 9.4 Movement Costs
    • 9.5 Entrance of Enemy-Occupied Area
    • 9.6 Movement Restrictions
      • 9.6.1 Crossing Boundaries
      • 9.6.2 Enemy-Controlled Bridges
      • 9.6.3 Point Units
      • 9.6.4 Minimum Move
      • 9.6.5 Exiting Contested Areas
  • 10.0 Assaults
    • 10.1 Resolving Assaults
    • 10.2 Mandatory Assault
      • 10.2.1 Optional Assault
      • 10.2.2 Overruns
      • 10.2.3 Active Contested Area
      • 10.2.4 Maximum Attack
    • 10.3 Assault Resolution
      • 10.3.1 Defensive MG Fire
      • 10.3.2 Dice
      • 10.3.3 Attack Value
      • 10.3.4 Defense Value
      • 10.3.5 Computing Results
  • 11.0 Ranged Fire
    • 11.1 Ranged Fire Impulse
      • 11.1.1 Bombardment Declaration
      • 11.1.2 Primary Target
    • 11.2 Attack Value
    • 11.3 Defense Value
    • 11.4 Ranged Fire Resolution
      • 11.4.1 Procedure
      • 11.4.2 Attrition Points
    • 11.5 Retreat
    • 11.6 Ammo Track Movement
    • 11.7 Gas Attack
  • 12.0 Ammo Track
    • 12.1 Overview
    • 12.2 Components
    • 12.3 Ammo Marker Movement
    • 12.4 Ammo Track Consequences
    • 12.5 Negative Attacks
  • 13.0 Close Combat Phase
    • 13.1 Overview
    • 13.2 Simultaneity
    • 13.3 Predesignation
    • 13.4 Pairing Off
    • 13.5 Screening
    • 13.6 Resolution
    • 13.7 Spent/Disrupted Units
    • 13.8 General Withdrawal
  • 14.0 The Advantage Marker
    • 14.1 Overview
    • 14.2 Advantage Shift
    • 14.3 Combat
    • 14.4 Ammo Check DR
    • 14.5 Banzai Assault
    • 14.6 Close Combat
    • 14.7 Advantage Loss
    • 14.8 Other Uses
  • 15.0 Exhaustion Levels and Refit
    • 15.1 Overview
    • 15.2 Becoming Spent/Disrupted by Non-Combat Impulses
    • 15.3 Becoming Spent/Disrupted by Combat
    • 15.4 Refit Process
    • 15.5 Refit Limits
      • 15.5.1 In General
      • 15.5.2 Supply Dump
    • 15.6 Values
  • 16.0 Zones
    • 16.1 Overview
    • 16.2 Assault Impulse Movement
    • 16.3 Occupation Limits
    • 16.4 Combat
    • 16.5 Regroup Restrictions
  • 17.0 Artillery
    • 17.1 Field Artillery
    • 17.2 Mistaken Attack
  • 18.0 Leaders
    • 18.1 Overview
    • 18.2 Banzai Assault/Bayonet Charge
    • 18.3 Recovery
    • 18.4 Refit
    • 18.5 Ammo Track
    • 18.6 Victory Points
    • 18.7 Unit Designation
    • 18.8 Vandegrift
  • 19.0 Reinforcements
    • 19.1 Overview
    • 19.2 Reinforcement Cost
  • 20.0 Bridges
  • 21.0 Victory Conditions
    • 21.1 Turn 5 Victory Check
    • 21.2 Earning and Losing Victory Points
    • 21.3 Penalty Victory Area
    • 21.4 Breakthrough
  • 22.0 Index and Glossary
  • 24.0 Examples of Play
    • 24.1 Stacking Example
    • 24.2 Infiltration Example
    • 24.3 Movement and Combat
    • 24.4 Entrenchment
    • 24.5 Ranged Fire
    • 24.6 Patrol
    • 24.7 Banzai Assault/Bayonet Charge
    • 24.8 Japanese Ammo Track Movement
    • 24.9 American Ammo Track Movement
    • 24.10 Gas Attack
    • 24.11 Regroup
    • 24.12 Close Combat

1.0 Introduction

1.1 Background

Kawaguchi's Gamble: Edson's Ridge (KG:ER) is a continuation of a game series featuring area movement and impulses. Somewhat different than other series-style games, there are no series rules or specific rules per se. Rather, the entire rules set needed to play are included in a single booklet. Future games in the series may adopt the series/specific format.

1.2 Abbreviations

AbbrMeaningAbbrMeaning
AFAttack FactorDVDefense Value
ASAttack StrengthFUForward Unit
AVAttack ValueIPImproved Position
APAttrition PointMAMovement Allowance
CCClose CombatMGMachine Gun
CCCClose Combat ValueMPMovement Point
CP

2.0 Object

A. KG:ER is a two-player game simulating the American Marines' struggle with the Imperial Japanese Army for control of the important Henderson Airfield on the Pacific island of Guadalcanal in the Solomon's Island chain in the Southwest Pacific during the night of September 13 and 14th, 1942. One player commands the Japanese forces and the other commands the American forces. The winner is the player with the most victory points (VPs), garnered by area control, at the end of Turn 5.

B. In reading these rules, if any term or abbreviation confuses you, refer to the Index and Glossary (22.0). The numerical rule references found there and throughout these rules should be ignored during the first reading and used only later to refer to related sections for greater clarity.

3.0 The Map

3.1 Scale

The map depicts portions of Guadalcanal including the Bloody Ridge (a.k.a. Edson's Ridge), the surrounding jungle area, and Henderson Field. The map scale is approximately 1 inch = 200 yards.

3.2 Areas

The map is divided into 35 numbered areas separated by black or blue boundary lines. Areas are adjacent to each other if they share a black boundary line or a bridge symbol.

3.2.1 Identifier

Each area or zone contains a circular or square Identifier, divided into two halves. The number in the top half identifies that area. If the area identifier has a red number next to it, the area is a VP area. The circular and square symbols represents the movement cost to enter the area.

3.2.2 Terrain Effects Modifier

The number in the lower half of the Identifier (ranging from +1 to +3) is that area's Terrain Effects Modifier (TEM), used in resolving attacks against units in that area.

3.2.3 Boundaries

A. Areas are separated from each other by one of two types of boundary lines:

ColorType
BlackLand
BlueRiver/Swamp

B. The type of boundary affects movement and combat between areas. Movement and assault may not take place between areas separated by a blue boundary unless using a bridge.

Play Note: An area/zone separated by a blue boundary is not considered adjacent for any reason unless red arrows pointing toward each other in each area/zone are present.

3.2.4 Stream

There is one stream running through the playing area (Areas 1, 2, and 6). This has no bearing on play and is a historical representation only.

3.2.5 Bridges

A. Bridge symbols crossing the swamp boundary represent a bridge between Areas 4 and 5. Additionally, there is a bridge that crosses from Zone B to Area 14.

B. Up to five units may cross in an impulse using normal movement rates. However, if a mandatory assault is declared, certain attack die roll modifiers (DRMs) apply.

C. Bridges are represented by red arrows facing each other in the connected areas.

D. Any area with a bridge symbol is considered adjacent for all purposes.

3.2.6 Victory Conditions

A. An area or zone withs a red VP number plays a role in determining Victory Conditions (21.0). The area identifiers of these areas have a red number next to them.

B. The red number represents the number of VPs available each turn for the side controlling that area when VPs are calculated.

Play Note: The Americans do not earn VPs on Turn 1.

3.3 Zones

There are six land perimeter boxes on the map with Identifiers lettered A through F, representing off-map approaches. These zones are used to regulate strategic movement of units outside the immediate vicinity of the battle, around the edges of the map. (16.0).

3.4 Turn Record Track

The Turn Record Track (TRT) notes the current turn and date. Turn marker starts the game in the first space of the TRT. At the end of each turn, advance the Turn marker one space on the TRT. If immediate victory (21.4) has not occurred, the game ends with the completion of Turn 5.

3.5 Ammo Track

A. The Ammo Track is used to record the current ammunition level of both forces. These levels affect the game differently for the Americans and the Japanese. The Japanese Ammo Track determines when the Impulse Phase ends, while the American Ammo Track determines how many American units may be resupplied each turn.

B. Each side has a maximum of three Ammo levels per turn.

C. Place the American Ammo marker on the first American Ammo Box of the turn as each turn commences.

D. Flip over each upside-down Japanese Ammo Marker as it is activated.

3.6 Victory Point Track

The Victory Point Track is used to record the amount of VPs earned during the game. Each side earns VPs for controlling VP areas at the end of the turn. The side with the smaller number of VPs subtracts its total from the other side, then applies that number to the VP Track in a cumulative fashion. Use the green side of the VP marker to denote that the Americans are ahead and the tan side to denote that the Japanese are ahead.

Play Note: The Americans do not earn VPs on the first turn. The Japanese begin the game with 3 VPs.

4.0 The Playing Pieces

4.1 Units

4.1.1 In General

Die-cut playing pieces (units) represent the various military formations that fought the battle. American units are green, while Japanese units are tan.

4.1.2 Unit Types

There are four types of ground units: infantry, machine gun (MG), on-board artillery, and leaders. In addition, each side has off-board artillery. The darker side represents a Fresh unit while the lighter side represents a Spent unit.

4.1.2.1 Infantry

A. Infantry units are identifiable by the icon of two men on the Fresh side. Infantry units include Japanese infantry and engineers as well as American raiders, paramarines, engineers, pioneers, and marines.

B. Infantry units have three numbers listed across the bottom of the counter on both sides. These are (in order): Attack Strength (AS), Defense Strength (DS), and Close Combat Value (CCV).

C. Additionally, the counters list the parent unit on the front (both via a color code and a numeric listing).

D. The counter back identifies the starting location in the upper right corner and, if the unit is a reinforcement, the turn it enters play in the upper left corner.

E. Infantry units have four movement points (MPs).

4.1.2.2 Machine Gun

A. MG units are identifiable by the icon of two men manning an MG symbol on the Fresh side. MG units are organized exactly like infantry units; however, they may not be a Point Unit (PU) in an Assault Impulse. The red AS identifies this restriction.

B. MG units have 4 MPs.

C. When an MG unit is Spent, it may not be used for ranged fire attempts.

4.1.2.3 On-Board Artillery

4.1.2.3.1 In General

A. Each side has one on-board artillery unit. On-board artillery units are identifiable by the icon of an artillery piece on the Fresh side.

B. Artillery units have 2 MPs. They may only make Ranged Fire Attacks and may only defend in Close Combat (CC).

C. On-board artillery are organized exactly like infantry units however; they may not be a PU in an Assault Impulse. The red AS identifies this restriction. A Spent on-board artillery unit has no Spent side AS per the asterisk on the Spent side. They may not be the defensive forward unit (FU) unless they are the only unit in the area.

D. On-board artillery may not use the retreat option as a way to take casualty points (CPs) nor may they move in the Regroup Phase.

4.1.2.3.2 Hills 80 and 123

Any on-board artillery unit that occupies Hill 80 or Hill 123 may fire on any area on the map as if it were performing a Bombardment (11.1.1). It still uses its printed AS.

4.1.2.4 Off-Board Artillery

A. Off-board artillery units are identifiable by the icon of an explosion on the Fresh side. Off-board artillery have one number listed on the top of the counter. This is their AS.

B. Each side may use the Artillery markers each turn to bombard enemy positions. Once used, flip them to their Used side. They may not be used again until refitted to their Fresh side.

4.1.2.5 Leaders

A. Leaders are identifiable by a picture of a single man and a proper name. Leaders do not affect stacking. Leaders have no strength and have 4 MPs.

B. Leaders have a Fresh and a Used side.

C. Leaders may not exist in an area/zone (Exception: Vandegrift, 18.8) without a friendly unit at the end of any impulse or Close Combat Phase; if this ever occurs, they are permanently removed from play.

D. Leaders have special capabilities (18.0).

4.2 Unit Information

All unit markers have the unit's size and organization, strength factors, and time and location of arrival.

4.2.1 Unit Size and Organization

A. One of these symbols appears at the bottom center of each infantry unit to identify its size:

SymbolSize
•••Platoon
ICompany

B. In addition, each unit has an identifying number or name on the counter. Some units also have their immediate parent unit listed on the upper left of the unit's counter, which is used to determine Company Integrity (10.3.3).

Counter Details (diagram labels on the front, Fresh side): ID; Setup Size; Attack Factor; Defense Factor; Close Combat.

C. Units are color coded to assist in determining Company Integrity. If two or more units have the same color band, they belong to the same company and are eligible for Company Integrity benefits.

D. Platoons have a stacking value of one, while company sized units have a stacking value of three. There are three Japanese company sized units in the game.

4.2.2 Strength Factors

A. Each unit has three numbers below its symbol on both its Fresh and Spent side. The first number is the unit's Attack Factor (AF), followed by the Defense Factor (DF), and the CCV.

B. Fresh, Spent, and Disrupted units may move and attack.

Play Note: 0 is considered an AS and DS.

4.2.3 Turn of Entry and Setup Area

A. Each unit has its Turn of Entry and/or its Setup Area on its Spent side. The Turn of Entry is the turn the unit becomes available. Units with no turn number are placed on the mapsheet at the start of the game.

B. The area in which a unit begins play is its Setup Area, printed on the unit's Spent side in the upper right corner. Units beginning play in a zone have the zone's letter in the upper right of the Spent side of the counter.

4.3 Markers

Markers shown in the rulebook: Disruption, Turn, Control, Advantage, Ammo, Supply Dump.

4.3.1 Disruption Markers

These markers are used to show levels of unit disruption as a result of combat or movement. The faceup side of the Disruption marker shows the level of Disruption of the marked unit (Level 1 or 2).

4.3.2 Control Markers

Control markers are placed in areas controlled by the Japanese; the Americans control areas without a Control marker.

4.3.3 Ammo Marker

The Ammo Marker indicates the Ammo Level for both sides. Ammo Number markers are used only on the Japanese Ammo Track.

4.3.4 Turn Marker

The Turn marker indicates the current turn on the TRT.

4.3.5 Advantage Marker

The Advantage Marker (14.0) is used to indicate which side currently has the Advantage. The Advantage marker is kept in the Advantage Marker Box. The Japanese start with the Advantage. The Advantage is passed (flipped) to the opposing side when used or lost due to casualties to indicate that side now has the advantage.

5.0 Prepare for Play

5.1 Place Markers

A. Place the Turn marker on the 1-space of the TRT.

B. Place the Ammo Marker on Ammo Box 1 of Turn 1 for the Americans.

C. Place the VP Marker x1 on the 3-space with the Japanese side faceup.

D. Place the x10 VP marker on the 0-space.

E. Place the Advantage Marker with the Japanese side faceup. (the Japanese start with the Advantage.)

5.2 Setup

A. Each side places its initial units on the map in the areas identified on the counters. The Americans set up first. The Americans must decide secretly upon the location of the Supply Dump (15.5.2) and record it as a side note. The Americans also place the Vandegrift marker.

B. All units begin the game with their Fresh sides faceup.

C. Place any units designated as reinforcements in the corresponding turn on the TRT to await entry.

D. The Americans must decide the areas in which to place some units while other units have predetermined setup areas.

E. Both sides must decide where to place their leaders and may do so in any controlled location containing friendly units.

5.3 Ammo Numbers

A. The Japanese randomly draw enough Ammo Chits to fill the boxes for each turn (10 total) and, without looking at them, place them facedown on the Ammo Track in the appropriate boxes.

B. Turn the first number of Turn 1 faceup. This is the Ammo Number that the Japanese begin the game with.

C. There will be extra number chits; place those chits not picked, without either player examining them, aside; they are not used for the game if not picked.

5.4 Start of Play

The game is now ready to begin.

6.0 Sequence of Play

6.1 Overview

A. A game has five turns. Each turn represents approximately 1½ hours and comprises five phases and a variable number of mini-turns (called impulses).

B. After the turn's impulses end, both players conduct CC and are able to refit their surviving units.

C. At the end of Turn 5's Refit Phase, check victory conditions to decide the winner.

D. Each turn has the following phases:

  1. Reinforcement Phase
  2. Impulse Phase
  3. Close Combat Phase
  4. Refit Phase
  5. Regroup Phase

6.2 Phase Descriptions

6.2.1 Reinforcement Phase

A. The Americans consult the Turn Chart for any reinforcements. Place any scheduled reinforcements as specified on the Setup Card.

B. The Americans also have the opportunity to spend VPs to increase the availability of his reinforcements.

C. The Japanese does not receive any reinforcements.

6.2.2 Impulse Phase

A. Each player may take one action per impulse. The side with the Advantage at the beginning of the turn goes first.

B. During a Japanese impulse or a Japanese Defensive MG Fire, the first Japanese die roll (DR) made during that impulse or Defensive Fire may also serve as the turn end DR (12.1). Consult the Ammo Track, if the turn end DR is less than or equal to the Ammo Track number while on the last Japanese Ammo Box of the turn, the Impulse Phase ends once the Japanese has finished their impulse. The Close Combat Phase then begins.

C. If the Turn End DR is greater than the Impulse Number, the Impulse Phase continues.

D. If no action occurs that requires a DR, then an ammo check is not made.

E. If the Japanese declare a Pass Impulse, they must make a DR to check it against the Ammo Track to determine if the Ammo Box degrades or the Impulse Phase ends.

6.2.3 Close Combat Phase

A. The Close Combat Phase is conducted and losses are applied. The side with the Advantage marker identifies the areas to undergo CC (13.0) first.

B. All units except for on-board artillery units may attack.

C. All units may defend.

D. Disrupted units attack and defend per their Spent side, modified by their Disruption level.

6.2.4 Refit Phase

A. Both players refit (15.4) their units. The Americans choose which units to refit up to a number of units equal to or less than the number their Ammo Marker on the Ammo Track.

B. The Japanese then refit all units they choose to resupply.

C. Leaders are returned to their Unused side for free.

D. VPs are calculated and the VP Track is adjusted accordingly.

6.2.5 Regroup Phase

A. Both sides may regroup any or all of their infantry, MG, and leader units, even if Spent/Disrupted, by moving them one area into any adjacent vacant area that they control.

B. On-board artillery may not regroup.

C. The Americans regroup first, followed by the Japanese.

D. Zones may be regrouped into with these restrictions.

  1. Americans may not regroup into B, C, D, or E.
  2. Japanese may not regroup into A or F.

E. Normal movement rules (9.0) must be observed during regroup.

F. Exhaustion (15.0) does not apply to regroup movement.

G. After both players have regrouped, advance the Turn marker on the TRT and advance the Ammo Chart markers to the first box of the corresponding turn. The next turn is now ready to begin with the Reinforcement Phase.

H. There is no Regroup Phase on Turn 5.

7.0 Stacking and Control

7.1 Areas

A. Each side may have up to ten platoon-sized units per area. One company-sized unit equals three platoon-sized units. There are three Japanese company-sized units in the game.

B. Units may not end a move into, assault into, or voluntarily end a retreat in an area already containing ten friendly platoon-sized units (or equivalents).

C. Leaders do not add toward stacking limits.

7.2 Zones

A. There is no limit to the number of units that may occupy a zone.

B. Zones may never be controlled by either side.

7.3 Control

A. Each area is always controlled by the Japanese or the Americans. Initially, all areas are controlled by the Americans except the Japanese control the areas in which they set up.

B. Control changes only when a side has a unit in a vacant enemy-controlled area. Control can be gained during movement without stopping to end an impulse in an area. Control is shown by placing/removing a Japanese marker in that area. C. If an area is a VP area and the Japanese control it, use the red VP Control marker to denote Japanese control.

7.4 Contested

An area is contested if it contains units of both sides. Contesting an area does not alter control of that area.

7.5 Vacant

An area is vacant if it contains no enemy units, regardless of the presence of friendly units or who currently controls it.

7.6 Free

An area is free if it is vacant and under friendly control.

7.7 Organizing Units in Areas

A. Although some areas are large enough to display all of the units inside them, stacking of all units of the same battalion or various levels of Spent/Disruption units status in separate piles is recommended to conserve space and markers.

B. A player may freely examine stacks of enemy units at any time.

8.0 Impulses

8.1 Overview

A. The majority of the game is played during the Impulse Phase in mini-turns called impulses. The side with the Advantage at the beginning of a turn (the starting side) always goes first for that turn even if it loses or uses the Advantage during that turn.

B. The starting side performs one impulse and then the other side performs one impulse. In an impulse, the active side activates a single area or zone to move and/or attack with any of Fresh, Spent, or Disrupted units that started the impulse in that activated area (or zone).

C. The other side then has the same opportunity in its impulse.

D. The active side during an impulse is the attacker; the opponent is the defender.

E. In some instances, rather than activate an area or zone for movement/combat, the attacker activates an area to be a target area (TA) or activates an area to receive defensive benefits.

8.2 Types of Impulses

There are six types of impulses: Assault, Entrenchment (American only), Patrol (American only), Infiltration (Japanese only), Ranged Fire, and Pass. The attacker declares the type of impulse and the area or zone to be activated, then follows the procedures for that specific type of impulse.

Play Note: A Disrupt 2 (D2) American unit may only defend; it may not be part of an Assault or a Ranged Fire Impulse.

8.2.1 Assault Impulse

8.2.1.1 In General

A. The attacker chooses any one area or zone as the active area. The units in that area may move and/or attack.

B. An attacker may also attack enemy units in an area it entered by using its AS factor. The attacker is not forced to attack unless required to do so per the mandatory assault rules (10.2).

8.2.1.2 Movement/Combat

A. The Assault Impulse allows both movement (9.0) and combat (10.0). The attacker may move and attack with all, some, or none of its Fresh, Spent, or Disrupted units (Exception: D2 American units, 8.2) from the active area or zone.

B. During an Assault Impulse, the attacker may move and conduct combat at any point in the impulse. Fresh, Spent, or Disrupted units that began this impulse in the active area may attack enemy units within the same area.

C. Assault combat is only conducted when units are in the same area or because of a failed infiltration (8.2.2.2) attempt.

D. Each area may be assaulted only once per impulse. If the assault results in an overrun (10.2.2), assaulting units with unused MPs may continue movement.

E. When a unit completes its tasks for the impulse, increase its Exhaustion Level.

F. Unused or remaining Fresh, Spent, or Disrupted units in the active area may then also move and/or attack. This continues until there are no Fresh, Spent, or Disrupted units in the active area with which the attacker desires to perform actions.

8.2.2 Infiltration Impulse

The Japanese may activate a free area/zone containing Fresh infantry adjacent to an American-controlled, non-contested area containing an American unit with the intent of moving one or more Fresh infantry units into that adjacent American-controlled area without conducting a mandatory assault (10.2).

8.2.2.1 Restrictions

A. Infiltration may only be attempted across a land area boundary, and it cannot use a bridge.

B. Infiltration attempts must observe normal movement restrictions (9.6).

C. An infiltration attempt requires all of a unit's movement allowance (MA) for that impulse.

D. MG units may not attempt infiltration. But they may support a mandatory attack on a failed infiltration only if they are located in the activated area.

8.2.2.2 Procedure

A. Each unit attempting infiltration must make a DR less than or equal to the entered area's TEM. Upon a successful infiltration, place the unit in the area it attempted to infiltrate. It remains Fresh and is not required to make a mandatory assault.

B. Units failing their infiltration attempt must attack in one combined mandatory assault at the end of the impulse.

C. Units that pass their infiltration attempt may not contribute to any required attack and are unaffected by any combat results occurring as a consequence of failed infiltration.

Example: Assume there are two units that want to Infiltrate. The first one passes and the second one does not. The second unit must then make a mandatory attack which the first unit may neither contribute to nor be affected by.

D. Infiltration attempts need not be predesignated (i.e., the Japanese may see the results of each infiltration attempt before attempting another).

E. Japanese leaders may automatically Infiltrate after seeing the results of the infiltration.

F. Multiple areas may be infiltrated but once a mandatory assault DR is made due to a failed infiltration attempt, no more infiltration attempts may be made that impulse.

8.2.3 Ranged Fire Impulse

A. The attacker may activate any one area to be the target of a Ranged Fire Impulse (11.0) by infantry, MG, or artillery units.

B. Infantry and MG units may be combined into one attack but artillery units may never be added to any other units ranged fire attack.

8.2.4 Entrenchment

8.2.4.1 In General

A. The Americans may activate any one area to attempt to entrench in. Make a DR; it must be less than or equal to the area's TEM to successfully entrench. This allows the placement of an Improved Position (IP) marker on the successful unit.

B. Each unit in the activated area that is attempting to create an IP must roll individually. No unit may attempt to place an IP for any other unit.

C. A maximum of five IP markers are available. An IP marker removed from play for any reason becomes available again for an entrenchment attempt on the following turn.

D. Any unit that declares an Entrenchment Impulse does not increase its Exhaustion Level when finished.

E. Spent and Disrupted units may not make an entrenchment attempt.

F. Each unit may only have one IP counter associated with it, although multiple units in the same area may have IPs. Each IP may protect one unit only.

G. On-board artillery units and leaders may not entrench.

H. The maximum number of units that may attempt to entrench is equal to the number of IPs remaining for use in that turn. Each unit attempting to entrench may only do so once per impulse.

I. If a unit fails to entrench, place a labor counter on that unit. Any subsequent attempt receives a -1 DRM to the next entrenchment attempt that unit makes, Remove the labor counter if the unit successfully entrenches, moves, or increases its Exhaustion Level for any reason.

8.2.4.2 Effects of Entrenchments

A. An IP marker may soak up 1 CP (10.4) or Attrition Point (AP, 11.4.2) when attacked, but in doing so, the IP is removed and not available until the next turn.

B. An IP is the first item to be removed when determining casualties if the unit within the IP increases its Exhaustion Level due to casualties.

C. Additionally, the IP absorbs the one Exhaustion Level t removed as an AP.

D. If a unit moves or retreats out of an IP, the IP counter is also removed and is not available until next turn.

8.2.5 Patrol Impulse

A. The Americans may activate one area to be the target of a patrol action. The Americans must have a Fresh or Spent infantry unit in either a contested or free area adjacent to an area controlled by the Japanese. If in a contested area, the Patrol Impulse may only take place in that contested area.

B. The Americans choose one friendly Fresh or Spent infantry unit and must make a modified DR less than or equal to the activated area's TEM, applying relevant DRMs below, for success. If successful, the Americans may increase the Exhaustion Level of any one Japanese unit in that activated area of the American's choice by one level.

Exception: A D2 unit may not have its Exhaustion Level increased, and if all Japanese units in the TA are already D2, the Americans may not conduct a patrol action into that area.

C. Choose the Japanese unit to be affected prior to the DR. If successful, the Americans do not increase the patrolling unit's Exhaustion Level. If unsuccessful, increase the Exhaustion Level of the American patrolling unit has its increased by one.

D. Regardless of success or failure, the Americans may choose any area adjacent to the activated area that is American-controlled to return to, or it may stay in the area it started the Impulse in regardless of control status.

E. Add or subtract these (cumulative) DRMs to the DR for the patrol attempt.

DRMCondition
-xAS of patrolling unit
-1if Fresh
+ynumber of Fresh enemy units in area
+½ ynumber of Spent enemy units in area (fractions rounded down)

8.2.6 Pass Impulse

A. The attacker may elect to take no action during this impulse.

B. If both players declare a Pass Impulse consecutively, the Impulse Phase immediately ends.

C. If the Japanese declare a Pass, they must make a DR to determine if the Ammo Track moves or the Impulse Phase ends. Use the current Ammo Box number on that turn's Ammo Track to determine whether the Ammo Track moves or the Impulse ends.

  1. If already on the final box of the turn and the DR is less than the Ammo Box number, then the Impulse Phase ends.
  2. If not, and the DR is less than or equal to the current Ammo Box number for that turn, then the Ammo Marker is moved one box closer to the end.

8.3 Exhaustion

A. Exhaustion is a measure of a unit's cohesion. Fresh, Spent, and Disrupted units may be used in an impulse.

B. Once a unit expends MPs and/or attacks (including both assault, failed infiltration attempts, and ranged fire), and finishes its impulse, it increases its Exhaustion Level. Consequently, a unit may get worse during a turn if used multiple times.

C. Exhaustion Levels are:

  1. Fresh,
  2. Spent,
  3. Disrupt 1,
  4. Disrupt 2, and
  5. Eliminated.

D. A unit that is eliminated is removed from play. E. Exhaustion Levels may also be increased due to combat results. A unit that is part of a failed or stalemated assault that must increase its penalty because of that failed assault does not also then drop to the next lower level because of exhaustion due to movement.

F. These penalties already account for the need to increase the activated unit's requirement to increase their Exhaustion Level at the end of an impulse (15.1).

Example 1: A Fresh unit conducts ranged fire. It is flipped to its Spent side.

Example 2: A Fresh unit, a Spent unit, a Disrupt 1 (D1) unit, and a D2 Japanese unit assault an area with a Fresh and a Spent American unit. The Japanese win the assault. The Fresh Japanese unit is Spent. The Spent unit becomes D1, the D1 unit becomes D2, and the D2 unit is eliminated.

Example 3: The same units as in Example 2 assault into the same area but lose the battle. The Fresh unit becomes D1, the Spent unit becomes D2, the D1 and D2 unit are eliminated.

8.4 Enemy Units

Friendly units may not move during an enemy impulse except to retreat as a result of combat.

8.5 Legalities and Errors

A. A player may not change a move once a DR/dr has been made, or the opponent has declared any action (including a Pass Impulse) to take during their impulse.

B. Illegal move/attack results are valid if the opponent does not challenge them prior to completing their own next impulse.

8.6 Impulse Phase End

A. The Impulse Phase of a turn ends when the Japanese roll equal to or less than the turn end number when assaulting/ranged fire/defensive MG fire/passing when the Ammo Marker is on the final box of the turn.

B. The phase may also end if both sides consecutively pass regardless of the location of the Ammo Marker on the Ammo Track.

C. Upon completion of the Impulse Phase, the Close Combat Phase begins (12.0).

9.0 Movement

9.1 Overview

A. Movement occurs only in Assault, Patrol or Infiltration Impulses.

B. Infiltration and patrol movement follow their own procedures and are not subject to these movement rules unless noted otherwise.

C. The attacker may move any number of Fresh, Spent or Disrupted units beginning the impulse in the active area during an Assault Impulse.

D. Moving some units from an active area does not prevent the movement of other units from that active area later in the same Impulse.

Play Note: Regardless of Exhaustion Level, infantry, MG units, and leaders always have 4 MPs, and on-board artillery units always have 2 MPs.

9.2 Multiple Area Destinations

A. Units starting in an active area may move to and/or assault different areas in the same impulse.

B. Assaults into different areas do not have to be predesignated. The attacker may wait for the results of a move/assault before announcing a later move/assault into another area in the same impulse by other units starting in the active area.

C. Once an area is assaulted (unless overrun), additional units may not move into that area during the same impulse.

D. Units that just assaulted and overran an area, and have sufficient MPs remaining, may continue moving.

9.3 Mechanics of Movement

A. A unit may only move into adjacent areas or along arrows between zones and areas/zones. Movement requires the expenditure of MPs during an impulse.

B. A unit may continue to move into adjacent areas until it lacks enough MPs to do so, or it enters an area occupied by an enemy unit.

C. Units that begin movement in the same area do not all have to end their movement in the same area. Nor do all moving units during an impulse have to move simultaneously.

D. Units do not have to use all their MA during an impulse however, unused MPs may not be saved from turn to turn nor may they be transferred to another unit.

9.4 Movement Costs

Movement into an area incurs the following costs:

MPsSituation
1Enter an area with a square designator.
2Enter an area with a circular designator.
+1Enter an area containing only Spent/Disrupted enemy units.*
+2Enter an area containing a Fresh enemy unit.*
ProhibitedCrossing a river/lagoon without using a bridge.
MPs x2Exiting a contested area as long as the destination is a vacant area or a zone.
1Conduct assault in the activated area containing only Spent/Disrupted enemy units.
2Conduct assault in the activated area containing Fresh enemy units.
ALLEntering a zone.

* Not cumulative – use only highest MP cost.

9.5 Entrance of Enemy-Occupied Area

Provided they have sufficient MPs, infantry units may enter an enemy-occupied/enemy-controlled area from a vacant area. Leaders, On-board artillery, and MG units may only enter an enemy-occupied area if it is already contested or if a friendly PU accompanies them.

9.6 Movement Restrictions

The following situations restrict movement.

9.6.1 Crossing Boundaries

A maximum of five units may use a bridge to cross a blue boundary during any Assault Impulse. The five-unit limit for a bridge applies regardless of the direction(s) traversed.

9.6.2 Enemy-Controlled Bridges

A unit may cross a bridge without declaring a mandatory assault (10.2) only if the bridge is friendly-controlled (20.0), or if the unit is retreating as a result of combat from a failed mandatory assault.

9.6.3 Point Units

A. A PU is a Fresh, Spent, or Disrupted infantry unit that enters a non-contested, enemy-controlled area. No other units may serve as PUs.

B. Only PUs may enter an uncontested, enemy-controlled area (whether vacant or not).

C. Once a PU has entered an area during an impulse, any type of unit may enter that area for the duration of that impulse.

9.6.4 Minimum Move

If a unit is Fresh and lacks sufficient MPs to enter an adjacent area that it is not otherwise prohibited from entering, it may enter that area by expending all of its MA (including infiltration attempts).

9.6.5 Exiting Contested Areas

Units pay double the normal MP costs to leave an area containing enemy units, and an exiting unit may only enter an area that does not contain enemy units (regardless of control) or a zone upon exiting the contested area.

10.0 Assaults

10.1 Resolving Assaults

A. Only units that begin an impulse in the active area may assault. During an Assault Impulse, the attacker may cause an assault to occur.

B. A unit may move and assault in the same impulse, and combat may take place before, during, or after any movement.

C. An assault incurs no additional MP cost beyond that for entering an enemy-occupied area unless the active area is enemy-controlled or -contested. In this case, the assault costs 1 MP if the assaulted area contains only Spent/Disrupted units, or 2 MPs otherwise.

D. Non-participating units of the attacker are not affected by an optional assault. Units beginning an impulse in the assaulted area which do not join the attack are also not affected by any results.

E. All defending units in an area being assaulted can potentially be affected by that assault.

F. An assault is resolved only after all units have entered the assaulted area in that impulse and then undergone any defensive MG fire.

G. Other units starting in the active area not involved in the assault may move, but no additional units may enter the assaulted area during the current impulse once the assault is resolved.

10.2 Mandatory Assault

A. A friendly unit must make a mandatory assault whenever it enters:

  1. An enemy-occupied area that was not contested at the beginning of the current impulse (unless it is a Japanese unit that passes an infiltration dr; 8.2.2); or
  2. A contested area by moving across an enemy-controlled bridge.

B. After a mandatory assault is resolved, increase the exhaustion of all participating units by one level unless the assault is a failure or a stalemate (15.2).

C. If a mandatory assault over an enemy-controlled bridge is a success (10.3.5.3) or a stalemate (10.3.5.2) the bridge becomes friendly-controlled and is marked with a Bridge Control marker, if the Americans are the attackers.

D. If a mandatory assault is a failure (10.3.5.1), all participating units must retreat (10.5) along their route from the active area.

E. If an assault includes units conducting a mandatory assault and other units conducting an optional assault (10.2.1), only those units making a mandatory assault must retreat if the assault fails.

10.2.1 Optional Assault

A. Unless required to conduct a mandatory assault, the attacker may assault with any or all of its units that entered the area.

B. Unactivated units starting in the defending area may not participate in the assault and are unaffected by any results generated by the assault.

C. Units entering the area without assaulting increase their exhaustion by one level when they finish their move.

D. Assaulting units increase their Exhaustion Level after their assault is resolved.

E. Units making an optional assault while entering an area may retreat or remain in the defending area if the assault fails.

F. Units that make an optional assault in the area that they occupy do not retreat if the assault fails.

10.2.2 Overruns

A. If an assault requires the defender to take more CPs (10.4) than can be absorbed by the defending units in the assaulted area, the attacker may continue moving the assaulting units with any remaining MPs.

B. If an overrun happens in an area any leader that was part of the defensive group is also eliminated.

C. If any unit retreats as part of the absorption of CPs, no overrun results.

Exception: Banzai Assault/Bayonet Charge (10.9).

10.2.3 Active Contested Area

A. If the active area is contested at the start of the impulse, all, some, or none of the units starting in that area may assault before any movement.

  1. If the defenders are overrun, the assaulting units may continue moving.
  2. If no defending units remain in the area but the defenders are not overrun, the assaulting units may not move farther, but other units in that area may move without contested area exit restrictions (9.4, 9.6.5).
  3. If any defending unit remains in that area after the assault has been resolved, the assaulting units increase their Exhaustion Level, and contested area exit restrictions apply to all other units moving in that impulse.
  4. If the attacker loses the assault, the assaulting units do not retreat and must remain in that area.

B. All units in the active area (regardless of involvement in and the result of the assault) moving after the assault resolution must use 1 MP if only Spent/Disrupted defenders were in that area, or 2 MPs if any Fresh defender was in the area prior to the assault.

10.2.4 Maximum Attack

An attacker choosing to attack with more than one unit from an area, or attacking against several areas may do so in any desired order. The only requirement is that each defending area may be the target of only one attack per impulse and that all attackers must have started their impulse in the same area.

10.3 Assault Resolution

A. Assaults are resolved by comparing the AV of the attacking unit(s) plus a DR (the AT) against the DV of the defending unit(s) plus a DR (the DT).

B. In an assault, the attacker selects the PU (10.3.3) and all assaulting units, and then the defender selects the FU (10.3.4).

C. Assaults are only calculated after the Defensive MG Fire has occurred.

10.3.1 Defensive MG Fire

A. Prior to calculating and resolving any assault into an area or zone that contains a MG unit controlled by the defender, the attacker may undergo Defensive MG Fire if the defender so chooses. A defending MG unit, located in the assaulted area, may fire.

B. Fresh MGs fire at full AV.

C. Spent, D1, and D2 MGs may fire at half their Fresh AV (as listed in red on the Spent side), however D1 and D2 must also subtract the Disrupted value from the AS.

D. The TEM of the area being assaulted is used as the defensive TEM.

E. Any supporting attacking MG (only if supporting a unit from its company) adds one to the DV.

F. TEM and supporting MGs are the only contributors to the DV. Unit defensive values do not count towards the DV in a Defensive MG Fire attempt.

G. Casualties are taken as CPs and are applied immediately prior to the assault.

H. The assaulting lead unit must take the first CP but the assaulting player applies the CPs.

I. Adjust AV per the table below:

ItemAV Adjustment
Fresh MGFull AV
Spent MGHalf AV*
D1 MGHalf AV* -1
D2 MGHalf AV* -2
Banzai Assault/Bayonet Charge+1 to firing MG DR
Multiple Defensive Firing MGs+1

* fractions rounded up

J. Multiple MGs, regardless of Exhaustion Levels, add 1 to the lead MG AV.

K. At the end of the Defensive MG Fire but prior to the assault, increase the exhaustion of all participating MGs by one level, to a maximum of D2.

Play Note: A zero strength Defensive MG Fire attack is still a valid attack.

10.3.2 Dice

When resolving combat, each player simultaneously rolls the dice. The Americans use the white dice; the Japanese use the colored dice. It is suggested that each player roll both dice into a container, and if any dice end up outside the container, reroll all dice from that container.

10.3.3 Attack Value

The AV is equal to the sum of:

ValueItem
+xAF of any one assaulting infantry unit (the PU) of the attacker's choice.
+1Each additional assaulting unit*
+1Company Integrity bonus for each company contributing three or more units to the attack**
+1Each Supporting (10.7) MG unit**

* A moving MG unit does qualify as an additional unit if entering an area as part of an assault.

** Must be Fresh units and includes supporting (10.7), but not assaulting MGs.

10.3.4 Defense Value

The DV is equal to the sum of:

ValueItem
+xThe DF of any one defending unit (the FU) of the defender's choice in the area being assaulted. (Reduce this unit's DF by its Disruption Level.)
+?TEM of the area being assaulted (N/A for Banzai Assault)
+1If the attacking unit crossed a bridge while making a mandatory assault (10.2), an additional +1 if that bridge is controlled by the defender.
+1per additional Fresh defensive unit in assaulted area

Play Note: The DV cannot be a negative number.

10.3.5 Computing Results

To resolve an assault (including an assault due to a failed Infiltration Impulse), the attacker makes a DR, which is added to the AV to form the AT. The defender makes a DR, which is added to the DV to form the DT.

10.3.5.1 Failure

A. During an assault, if AT < DT, then there is no effect on the defender's units.

B. Increase the attacker's Exhaustion Level to D1 if it began the assault as Fresh. Increase to D2 if it began the assault Spent or D1.

C. If it began the assault at D2, then it is eliminated.

Play Note: American units may not declare an Assault Impulse if already at D2.

D. Assaulting units must retreat in a mandatory assault that fails.

E. Assaulting units in an optional assault may retreat but still must increase their Exhaustion Levels.

F. Assaulting units that retreat must do so into the area/zone from which they entered.

Play Note: These consequences are in lieu of the consequences that are mandatory for movement per 8.3.

10.3.5.2 Stalemate

During assault, if AT = DT, the PU becomes Disrupt 1 and there is no effect on the defending units. If already at D1, increase the PU's exhaustion by one level. If D2, there is no further effect.

10.3.5.3 Success

If AT > DT the defender must remove CPs (10.4) equal to the difference between the AT and the DT. All assaulting units increase their exhaustion at the end of the impulse by one level. If D2, there is no further effect.

10.4 Casualty Points

A. To satisfy losses, remove CPs in the form of Exhaustion Levels from the affected side's units in the attacked area.

B. CPs may be taken in any combination, except that the FU must suffer the first CP loss.

C. Apply CPs per the table below:

CPsSituation
1Each Fresh unit that becomes Spent.
1Each Spent unit that becomes Disrupt 1.
1Each Disrupt 1 unit that increases to Disrupt 2.
1Each Disrupt 2 unit that is eliminated.
1Each Spent/Disrupted defending unit that retreats (10.5.1).
1Each IP that is removed.

D. The same unit may absorb more than one CP in an assault, until it is eliminated, but a unit cannot absorb CPs by both retreat and elimination.

E. If a unit must absorb more CPs than it can fulfill by becoming Disrupt 2 and retreating, then it is eliminated without retreating.

F. If the results of any attack require the defender to take more CPs than its units in the area can sustain, ignore additional CPs, but an overrun may result.

G. An IP is the first CP that is taken/removed from a unit.

10.5 Retreats

A. The attacker or defender may be called upon to retreat as a result of combat. Attacking units may only retreat into the area/zone from which they entered the attacked area.

Exception: Fully-stacked areas.

B. Defending units must follow retreat priorities (10.5,2) to determine their retreat destination.

C. Leaders may retreat with any unit that also retreats. A leader retreat does not use up CPs.

Play Note: Retreats are not allowed as a means to disperse CPs in a Banzai Assault.

10.5.1 Retreat Procedure

Units must retreat one unit at a time to determine if the area becomes fully stacked. If it does, subsequent units must continue their retreat to another area that is not fully stacked. In this event, both attackers and defenders must follow the retreat priorities (10.5.2) to determine the additional area(s) to which they must retreat.

10.5.2 Retreat Priorities

A. If there is more than one area to which defending units may retreat, the defender must retreat based on the following priorities:

  1. Free area adjacent to the fewest number of enemy-controlled areas. (If tied, the area with the greatest TEM takes precedence, if tied again, the retreating side chooses.)
  2. Friendly-controlled, contested area.
  3. Enemy-controlled, contested area.
  4. Adjacent zone.

B. Defenders may retreat into different areas so long as the above priorities are observed.

C. If two areas share the same priority, the retreating player may select the area in which to retreat.

10.5.3 Voluntary Retreat

A. Defenders in an area being assaulted may voluntarily retreat after the assault is resolved, even if the attacker loses. The FU does not have to be the first unit to retreat.

B. Units that voluntarily retreat increase their exhaustion by one level.

10.6 Ammo Track Movement

The first Assault or Defensive MG Fire DR of the impulse may affect the Ammo Track (12.3).

10.7 MG Assault Support

A. Each Fresh MG unit can add one to the AV of an assault (Except Banzai Assaults) it is supporting (10.3.3).

B. MGs in a contested area may support an assault only in their own area.

C. MGs in a free area may support an assault in any one adjacent area per impulse even if it does not occupy the active area.

D. An MG in a zone may not support an assault in that zone or into an area from that zone.

E. To support an assault, there must be at least one infantry platoon from the MG's company, although the Raider E MG units may support any American unit.

F. MG Assault Support does not increase the supporting MGs Exhaustion Level at the end of the impulse.

10.8 Company Integrity

A. Each company contributing at least three units to an assault gains a +1 DRM to its attack. This can include any MG units firing in support of the assault. MGs do not contribute if they are moving with the assaulting units.

B. Company integrity can be determined by both the historical unit designations as well as the color stripe. Each company has a different color stripe across its strength factors. If there is no colored stripe, then company integrity is not possible for those units.

C. Company Integrity can only be gained by Fresh units.

D. Raider E MG units are able to support any American unit for purposes of Company Integrity.

10.9 Banzai Assault/Bayonet Charge

A. Japanese infantry units (or American infantry units lead by the Torgerson leader once per game) may make a special type of assault by declaring an Assault Phase and then further defining that assault as a Banzai Assault (or Bayonet Charge for the Americans).

B. A Banzai Assault/Bayonet Charge is a form of mandatory assault.

C. To Banzai Assault/Bayonet Charge, the participating units must begin in a Japanese-controlled (American-controlled for a Bayonet Charge), uncontested area adjacent to a non-vacant area that is either controlled or contested by the enemy. They must Banzai Assault/Bayonet Charge an area adjacent to the activated area.

D. A Banzai Assault/Bayonet Charge may continue as an overrun if all units in the area are eliminated, but the next area to be attacked must also be adjacent to the previously attacked area. In order to continue, all units participating in the Banzai Assault/Bayonet Charge must be able to reach (in MPs) the next TA.

E. To participate in a Banzai Assault/Bayonet Charge, one unit must be activated by a leader that is allowed to activate that unit.

F. The Japanese may declare a Banzai Charge without the use of a leader by using the Advantage Chit.

G. All units participating in the Banzai Assault/Bayonet Charge recover one Exhaustion Level before the Banzai Assault/Bayonet Charge begins. Such units are temporarily granted +2 MPs for the duration of the impulse. However, all movement restrictions still apply.

H. After the attacker has declared its intent and enters the TA(s) and the defender has resolved any desired Defensive MG Fire in the area attacked, the area undergoes only one round of non-simultaneous CC as per 13.0. The defender attacks first; any eliminated unit may not attack.

I. Apply the following additional DRMs:

DRMReason
+1If a leader is participating (once per Banzai Assault/Bayonet Charge).
+1Company Integrity, if three Fresh units of the same company attacks the same defending unit after all Defensive MG Fire has taken place.
+1to each Japanese DR
+xFor defender, TEM of the area from which the Banzai Assault/Bayonet Charge originates subtracted from the TEM of the area in which the Banzai Assault/Bayonet Charge occurs; negative numbers are not applied.

J. The attacker, if any survives, may then attack a leader that contributes to an attack is attached to the lead unit in that attack. If that lead unit is eliminated, the leader is also eliminated.

K. If the attackers decide not to continue the impulse if an Overrun occurs then the impulse is finished after all Banzai CCs are completed.

Clarification: What this rule is attempting to say is that If the attackers overrun the position with a Banzai they may stop there or continue if they meet the parameters necessary to continue. But if they do stop, then the impulse is over.

11.0 Ranged Fire

11.1 Ranged Fire Impulse

A. In a Ranged Fire Impulse, the attacker activates an area to be the TA and a Fresh unit (or Fresh units if in the same or adjacent area) to attack with. Unlike an Assault Impulse, movement does not occur.

B. Ranged Fire is available to infantry, MG and both on-board and off-board artillery units.

C. After the resolution of the attack, increase the exhaustion of any unit conducting a ranged fire attack by one level.

D. All units may attack only into their own or an adjacent area.

Exception: Off-board artillery (11.1.1); Hill 80 and 123 4.1.1.3.2).

E. Units in a contested area may not conduct a ranged fire attack outside of the area they occupy.

F. Spent and Disrupted units may not make ranged fire attacks.

11.1.1 Bombardment Declaration

A. Bombardment is a type of ranged fire used by both sides' artillery units. Off-board artillery or any on-board artillery that are in the areas identified as Hill 80 or Hill 123 may use bombardment as their Ranged Fire Impulse.

B. Off-board artillery may bombard any area on the map.

C. Flip Bombardment markers and return them to the appropriate bombardment display with the Used side up to show that they cannot attack again that turn (17.1).

11.1.2 Primary Target

A. In a ranged fire attack, the attacker chooses one unit in the TA as the Primary Target (PT). The PT must take the first AP inflicted, if any. The PT cannot be an on-board artillery unit, a D2 unit, or a MG unit unless there are no available infantry units in the area.

B. The defender determines the PT if no normally eligible units are located in the TA.

11.2 Attack Value

A. In a ranged fire attack, the AV is the AF of one lead firing unit plus one for each additional unit in or adjacent to the TA supporting the ranged fire.

B. No unit may support a bombardment style ranged fire attack.

11.3 Defense Value

The DV is the sum of double the TEM of the TA.

Play Note: The DF of the defending unit(s) is not relevant to ranged fire resolution.

11.4 Ranged Fire Resolution

11.4.1 Procedure

A. To resolve a ranged fire/bombardment, the attacker makes a DR, added to the AV to form the AT. The defender also makes a DR, added to the DV to form the DT. If the AT is greater the DT, the defender must remove APs equal to the difference between the AT and the DT.

B. Ranged fire units and off-board bombarding artillery do not retreat nor suffer disruption due to a failed attack.

11.4.2 Attrition Points

A. The defender removes APs as follows:

APsSituation
2Fresh Unit becomes Spent.
1Spent Unit becomes Disrupt 1.
1Disrupt 1 becomes Disrupt 2.
1Improved Position

B. A Fresh unit absorbs APs by becoming Spent; an already Spent/Disrupted unit absorbs AP by increasing its Disruption Level.

C. D2 units may not take APs.

D. The PT must take the first AP when present.

E. Entrenchments are always the first AP taken from a unit that suffers AP damage. The defender distributes remaining APs among other defending units in the area as desired, but must apportion the losses by exact count so as to use the most APs to reduce defending units given the attacker's choice of the PT.

F. Units may only take enough APs to reduce one Exhaustion Level maximum (which includes the loss of an IP as one Exhaustion Level); thus; a unit may not voluntarily take a loss by absorbing more/fewer APs than required so as to save another unit from taking a loss.

G. A unit can absorb fewer than its listed APs without being affected.

H. Ignore excess APs.

11.5 Retreat

Units are not allowed to retreat as a result of ranged fire.

11.6 Ammo Track Movement

The ranged fire DR of the impulse may affect the Ammo Track (12.3).

11.7 Gas Attack

A. Once per game, the Japanese may declare a Ranged Fire Impulse that uses a gas attack instead of the normal ranged fire application on the TA. The gas attack causes CPs however.

B. The Japanese choose the TA, placing the Gas Attack counter in that area.

C. Make a dr. The result of that dr indicates the number of CPs the Americans must apply to their units.

RollCPs
1-22
3-53
64

D. All CP application rules are in effect.

E. There are no defensive benefits except that the removal of an IP may count towards fulfilling the required CPs.

F. The Americans decide which units will satisfy the required CPs.

G. No Japanese units increase their Exhaustion Level nor are Japanese units affected by the gas attack. However, no other action may take place in that impulse.

H. The TA must be adjacent to a Japanese-controlled area or must be a contested area.

I. American leaders are not affected by gas attacks.

J. If Marine leader Bailey is in the area attacked by the gas attack, then the CPs caused by the gas attack are halved, fractions rounded down.

K. This type of attack does not affect the Ammo Track.

12.0 Ammo Track

12.1 Overview

The Ammo Track affects each side in a different manner.

A. The Japanese Ammo Track determines when the Impulse Phase of each turn ends.

B. The American Ammo Track determines how many American units can be refitted during the turn's Refit Phase.

12.2 Components

A. Each side's Ammo Track is located on the map and composed of multiple Ammo Boxes for each turn.

B. Place the American Ammo Marker on the first Ammo Box of each turn as that turn begins.

C. At the beginning of the game the Japanese draw the appropriate number of Ammo Markers and places them face down on the Ammo Track, without looking at them first. As each Ammo Box is activated turn the Ammo Marker face up to reveal that Ammo Number.

D. The last Japanese Ammo Box of each turn has a preprinted number and does not require an Ammo Marker be pulled for it.

12.3 Ammo Marker Movement

A. The Japanese and Americans move their Ammo Markers on the Ammo Track under slightly different circumstances.

B. The Japanese reduce (move right) the Ammo Marker one Ammo Box toward the Impulse Phase end (the last Ammo Box per turn) by removing the current Ammo Marker and turning over the next one each time they:

  1. Fail to cause any CPs or APs during an assault, a Defensive MG Fire, or a ranged fire (12.5).
  2. Roll less than or equal to the Ammo Number in the active Ammo Box during any assault, Defensive MG Fire, or a ranged fire attempt. If on Ammo Box 3, the DR must be less than the Ammo Number.
  3. Pass and subsequently roll less than or equal to the Ammo Number in the active Ammo Box.

C. The Americans reduce (move right) their Ammo Marker one Ammo Box toward the Impulse Phase end (the last Ammo Box per turn) whenever they fail to cause a CPs or APs during an assault, ranged fire, or Defensive MG Fire.

Play Note: The Ammo Track cannot progress beyond the maximum number of Ammo Boxes available each turn.

12.4 Ammo Track Consequences

A. Every time the Japanese Ammo Track degrades one and the Track is on one of the Ammo Boxes containing an Ammo Marker flip over the next Ammo Number. This is the new number.

Play Note: The last Ammo Box on the Japanese Ammo Track of each turn is special. Only a DR per 12.B.2 and 12.B.3 may degrade this Ammo Box.

B. If either of those events occurs, while on this last box, the Impulse Phase ends with the completion of that impulse. Note that this could occur during an American impulse should the Japanese decide to enact Defensive MG Fire.

The American Ammo Box number beneath the Ammo Marker at the end of the Impulse Phase represents the total number of units that the Americans may Refit in the coming Refit Phase (15.0).

12.5 Negative Attacks

The Ammo Track will not degrade on any assault, ranged fire, or Defensive MG Fire that is less than -1 AV to DV value regardless of the number of CPs/APs or the DR.

Designer's Note: One or two of the smart early playtesters figured out they could manipulate the Ammo Track by launching assaults that were against the odds, thus ending the turn early which in some situations could be quite advantageous.

13.0 Close Combat Phase

13.1 Overview

A. CC occurs in any contested area after the Impulse Phase. Players select the units to attack enemy units in the contested area in an outright attempt to eliminate them.

B. On-board artillery units and leaders are the only units that may not conduct a CC attack.

C. All units except leaders may defend.

13.2 Simultaneity

A. The only combat allowed during this phase is in the areas already containing units of both sides. CC is not allowed in zones.

B. Both sides may attack during this phase, with combat being resolved one area at a time in those areas predesignated by the player with the Advantage Chit.

C. A unit may attack/be attacked only once during this phase.

D. Although attacks are resolved one at a time, the results are considered simultaneous such that units eliminated during CC still have a chance to attack in that CC before being removed from the game.

13.3 Predesignation

All CC attacks must be predesignated (i.e., targets cannot be switched after seeing the results of previous attacks in that area), although the side controlling the Advantage Chit may observe the results of the opponent's CC attacks in that area before predesignating its own attacks.

13.4 Pairing Off

A. The side without the Advantage lines up all its combat units in the contested area, placing each adjacent to the specific opposing unit to attack.

B. After those units have attacked, the side with the Advantage rearranges it units in a like manner to attack the enemy units. Units eliminated in CC may still participate.

13.5 Screening

A. Each unit can be attacked only once per Close Combat Phase but may be attacked by any number of enemy units during that single attack, provided all non-screened, friendly infantry units are also attacked.

B. Each CC attack may affect only one specific defending unit. Not all enemy units occupying an area have to be attacked, but MG and on-board artillery units may only be attacked if all accompanied, non-screened infantry units present are also attacked; the infantry units do not have to be eliminated; just attacked.

C. Either side may also screen all of its Spent/Disrupted units (as desired) from CC provided there is at least one other friendly infantry unit in the area for each attacking enemy unit. If not all MG, on-board artillery, or Spent/Disrupted units can be screened, the player may choose the ones to accept CC and thus act as a screen for the others. No units of any other type may be screened in this fashion.

D. Screened units may not attack in CC.

13.6 Resolution

A. CC attacks are resolved by making a DR for each attack. Compare the CCV of the attacking unit to the CCV of the defending unit. A final DR of 8 or higher eliminates the defending unit. If the attacker's CCV is greater than the defender's CCV, then the difference is subtracted from 8 to obtain the final DR or higher needed to eliminate the defending unit.

B. Apply relevant DRMs:

DRMReason
+1per additional unit attacking
-2by an unsuccessfully withdrawn unit (13.8) in same area
+2against an unsuccessfully withdrawn unit in same area

C. A natural 2 (before any DRMs) on the CC DR automatically misses the defending unit.

13.7 Spent/Disrupted Units

A. Spent units attack and defend with their Spent side CC Factor.

B. Disrupted units attack and defend with their Spent side CC Factor reduced by one per Disruption Level.

13.8 General Withdrawal

A. One side or the other may order a General Withdrawal of all units in an area if choosing not to accept CC.

B. However, the withdrawal must occur prior to any CC in that area, and the player must make a dr greater than or equal to the number of non-screened enemy units in the area for each withdrawing unit. Spent and Disrupted units count as one-half unit for purposes of this rule, with fractions rounded up. Modify the dr by adding the TEM of the area exited.

C. If successful, place the units in any free adjacent area. If no such area exists, a General Withdrawal may not be attempted.

D. If the withdrawal fails, the units must accept CC but with a DRM.

E. Upon a successful withdrawal, units increase their exhaustion by one level (except that they cannot drop below a D2 level).

F. Both sides may attempt to withdraw if desired. In this case, roll for each unit individually, but alternate sides with the player that holds the Advantage going second.

14.0 The Advantage Marker

14.1 Overview

A. The Advantage abstractly reflects an edge that one side will temporarily have based on weather, morale, position, surprise, leadership, intercepted communication, or fate.

B. One of the players always has the Advantage as symbolized by placement of the Advantage marker with the controlling side's symbol faceup on the map.

C. The Japanese start the game with the Advantage.

14.2 Advantage Shift

Whenever the controlling side uses the Advantage; it shifts to the opponent at the end of the current impulse. Flip the Advantage marker to its other side on the map whenever the Advantage changes possession.

14.3 Combat

A. The player currently holding the Advantage may use it once per impulse or phase to force a reroll of any one attack, before any subsequent action takes place. Both players reroll unless otherwise noted. The reroll replaces the previous roll.

B. There is no guarantee that a reroll will be better; it could be worse.

C. Regardless of the new result, the Advantage shifts to the enemy at the end of that impulse/phase.

14.4 Ammo Check DR

If the Advantage is used to reroll a DR that served as the Ammo check DR, the rerolled DR becomes the effective Ammo Check DR.

14.5 Banzai Assault

The Japanese may choose to utilize the Advantage marker to launch a Banzai Assault (10.9) from a single area without a leader.

14.6 Close Combat

The Advantage may be used to reroll one CC dr. The opposing player's result are not rerolled, just the player spending the Advantage to do so.

14.7 Advantage Loss

A. The side holding the Advantage can lose it by the loss of units. If that side loses two or more units in an impulse or at least two more than the other side at the end of the Close Combat Phase, it reverts to the other player's control.

B. If both sides lose the required number of units in an Impulse or Close Combat Phase, then the Advantage is retained by the side controlling it prior to the losses.

14.8 Other Uses

A. The Advantage can be used to force a reroll of any DR/dr. This causes the Advantage to shift to the opponent at the end of the impulse/phase.

B. Because the Advantage is not lost until the end of the impulse/phase in which it is used, it may not be used to force a reroll of any DR/dr that has already been rerolled. Nor can the Advantage be lost due to unit losses caused by the opponent's use of Advantage, because the defender would not yet have the Advantage and thus could not lose it.

15.0 Exhaustion Levels and Refit

15.1 Overview

During an impulse, units may move, assault, infiltrate, patrol, or conduct ranged fire. Units participating in those activities may be required to increase their exhaustion by one or more levels. Exhaustion Levels in descending order are: Fresh, Spent, D1, D2, or Eliminated.

15.2 Becoming Spent/Disrupted by Non-Combat Impulses

A. An Assault Impulse that does not include combat, a successful assault, an unsuccessful patrol, or an infiltration attempt will, at a minimum, require that the active units, at the end of the impulse, to increase their exhaustion by one level.

B. Flip Fresh units to their Spent side.

Exception: Successful Infiltration or Patrol Impulse.

C. Spent units become D1, D1 units become D2.

D. Units that are already D2 and that must increase their Exhaustion Level are eliminated at the end of the current impulse.

15.3 Becoming Spent/Disrupted by Combat

A. Fresh units that make an assault become Spent if AT > DT, or D1 if AT < DT.

B. If an assault results in AT = DT, the PU (only) suffers D1 and the remaining assaulting units become Spent.

C. Units conducting ranged fire become Spent after their ranged fire is resolved.

D. A Fresh defending unit that takes CPs must become Spent for its first CP.

E. A unit can absorb CPs/APs by becoming Spent and/or increasing its Disruption Level.

F. A failed or stalemated attack does not increase a unit's exhaustion beyond this penalty per 10.2.

15.4 Refit Process

A. Units recover during the Refit Phase. The Americans conduct their Refit Phase first, followed by the Japanese.

B. A unit may not refit more than one level per Refit Phase (i.e., D2 can only refit to a D1; D1 can only refit to Spent; Spent refits to Fresh).

C. A player may voluntarily choose not to refit a unit.

15.5 Refit Limits

15.5.1 In General

A. The Americans may refit the number of units indicated on the Ammo Track. The Japanese may refit all their units.

B. Off-board artillery must be refitted and paid for by use of the Ammo Track allowances for the Americans except for the 3-point artillery unit, which may be refitted for free.

15.5.2 Supply Dump

A. A single supply dump exists on the map. It is secretly placed by the Americans at the beginning of the game in an area controlled by the Americans.

Exception: It may not be placed in Areas 8, 9, or 10.

B. Its presence is identified to the Japanese as soon as the Japanese attempt to exit or conduct ranged fire from the area that the dump is located in. Each unit that the Japanese has in that area immediately recovers one Exhaustion Level, however, no actions may be conducted with those units for the rest of the turn.

C. Japanese units that enter the area after the dump is discovered do not receive the supply benefit; nevertheless, they may not conduct further impulses that turn. They may only defend.

D. Remove the supply dump at the end of the turn it is discovered.

E. The dump has no effect on American units.

F. If the Japanese are forced to retreat from an area containing the supply dump before the effects of the supply dump have been activated, then they retreat normally.

G. If the supply dump has been placed and the effects have been activated, then the Japanese may not retreat from the area nor may the retreat option be used as a way to offset CPs.

15.6 Values

Units that become Disrupted are marked with the appropriate Disruption counter. A unit with a Disruption counter reduces the listed AVs and DVs by the amount of the Disruption Level.

16.0 Zones

16.1 Overview

A. A zone represents much more terrain than an area.

B. All rules for areas apply equally to zones unless otherwise stated.

C. The arrows printed on the map restrict movement into and out of zones; no other options exist.

16.2 Assault Impulse Movement

A. A zone can be entered by a unit only if begins its impulse in an adjacent zone or area, and the unit must end its movement in that zone.

B. A unit beginning an impulse in a zone may move to an adjacent area by paying the entrance costs of that area and may continue movement normally to other areas using its available MPs.

C. There are no movement restrictions due to beginning an impulse in a contested zone.

D. Zones may be entered even if an enemy unit is already in the zone, and mandatory and optional assault restrictions apply.

16.3 Occupation Limits

An unlimited number of units of both sides may occupy a zone.

16.4 Combat

A. A zone may not be attacked by artillery.

B. A ranged fire attack cannot be conducted in a zone.

C. CC does not take place in zones.

D. Only assault and movement take place in a zone.

E. Mandatory and optional attacks rules apply to Assault Impulses in zones.

16.5 Regroup Restrictions

A. Japanese may not regroup into Zones A and F.

B. Americans may not regroup into Zones B, C, D, and E.

17.0 Artillery

17.1 Field Artillery

A. Off-board artillery (and on-board artillery on Hills 80 or 123) may make a bombardment (11.1.1). This is done by declaring a Ranged Fire/Bombardment Impulse.

B. The active player identifies a TA and the FU. The process is identical to ranged fire except no additional units may support a Bombardment Impulse.

C. When completed, flip the Artillery marker to its used side.

17.2 Mistaken Attack

If the TA of a bombardment is contested, casualties to the active player occur if the original (unmodified) attacker and defender DRs are equal. The active player's APs are half (fractions rounded up) of the attacker's original DR. The non-active player selects the unintentional active player's PT after the attack is resolved. There are no losses to the non-active player.

18.0 Leaders

18.1 Overview

A. Leaders have no AS and have a total of 4 MPs.

B. Leaders may not exist in an area or zone without friendly units. They are removed from the game whenever they are by themselves with or without enemy units in an area or zone.

C. Leaders may not be attacked in CC.

D. A leader's state is either Fresh or Used. Leaders are never Disrupted or Spent, and they cannot absorb CPs or APs. Thus, they may move with another unit, however they are not affected by exhaustion.

18.2 Banzai Assault/Bayonet Charge

A. Japanese leaders may declare a Banzai Assault if the area they occupy is activated. They must move with the assaulting units and for the duration of that Assault Impulse are considered to have 6 MPs. If they survive, they are flipped to their Used side at the end of the Banzai Assault Impulse.

B. The American leader Torgerson may declare a Bayonet Charge, which is conducted exactly like a Banzai Assault. This is all that Torgerson may do, and he may do so only once per game. Upon completion of that Bayonet Charge remove Torgerson from the game. He does not have any other leader function in the game.

18.3 Recovery

A. Each American leader (Exceptions: Torgerson and Vandegrift), if unused, may immediately cause all the friendly units in the area he starts the impulse in to recover one Exhaustion Level. The units may then perform their impulse.

B. This may also be done in the Close Combat Phase if the leader has not been used in the Impulse Phase. The leader is immediately flipped to his Used side and may not move.

Leaders may not assist on board artillery with recovery.

18.4 Refit

Japanese and American leaders refit automatically and (for the Americans) do not count against the Ammo Level.

18.5 Ammo Track

A. Each American leader (Exceptions: Torgerson and Vandegrift), may attempt to move the Japanese Ammo Track one closer to the last Japanese box, or, if already on the last box, allows the Americans to attempt to end the Impulse Phase. The Americans roll the dice as if it were a Japanese Pass Impulse.

B. If the American leader tries to degrade the Japanese Ammo track and, if the ammo marker is on the first two boxes, it needs to be a DR equal to or less than the value in the box. If at the last box, then it has to be less than the value.

C. Alternatively, the Americans may move the American box one further to the beginning of the turn.

D. At the end of this leader activation, flip the leader to his Used side.

18.6 Victory Points

A. Leaders by themselves may not control an area for VPs since they may not exist by themselves.

B. Japanese leaders do not count as an additional unit for purposes of the Henderson Field VPs.

18.7 Unit Designation

A. Japanese leaders may only affect units belonging to the same battalion as the leader and in the same area as the leader. They cannot affect units from a different battalion. Any unit with a colored dot in the upper right hand corner of the counter that is the same color as that of the colored bar underlining the Japanese leader's name, may be affected by that leader.

B. American leaders may affect any American unit in the same area as the leader (Exceptions: Torgerson and Vandrgrift). Once per game, Torgerson may affect American units as if he were a Japanese leader initiating a Banzai Assault. This is called a Bayonet Charge. This is the only method in which the Torgerson counter may be used.

18.8 Vandegrift

A. The Americans have a Vandegrift counter that may exist alone in an area without American units, but may not exist alone with Japanese units.

B. This counter may not move nor does it provide any leadership function.

C. This counter is placed at the beginning of the game in Areas 24, 25, or 31. The counter is worth 2 VPs if placed in Area 24, 3 VPs if placed in Area 25, or 4 VPs if placed in Area 31 for the Japanese. If the Japanese control the area that contains the Vandegrift counter at the end of the Close Combat Phase then they immediately earn the listed VPs. Remove the Vandegrift once the Japanese control the area or at the end of Turn 3 (Area 24), Turn 4 (Area 25), and Turn 5 (Area 31).

D. If the Japanese have not earned VPs by the appropriate turn based on area placement, then they may not earn the VPs from the Vandegrift counter at all.

Errata: The counter for General Vandegrift is misspelled Vandergriff.

19.0 Reinforcements

19.1 Overview

Reinforcements are placed during the Reinforcement Phase per the Reinforcement Card instructions. The turn they enter is listed on the back of the counter in the upper left corner.

19.2 Reinforcement Cost

A. The Americans may receive reinforcements one turn earlier by subtracting 2 VPs from the American total (or adding 1 VP to the Japanese total if the Japanese are leading) per platoon taken one turn earlier than its stated arrival time.

B. The Rigger unit may not be brought in early.

20.0 Bridges

A. Bridges are always in one of two states: American-held (marked with a Held Bridge counter) or Japanese-held. At the start of play, all bridges are Japanese-held.

B. Bridges can change hands in two ways:

  1. Crossed during a successful or stalemated mandatory assault.
  2. Both connecting areas become friendly-controlled.

C. Up to five units may use the bridge during an Impulse or Regroup Phase (although they may move across a bridge during an impulse and retreat back across it in the same impulse if the assault is a Failure), regardless of the direction moved.

21.0 Victory Conditions

21.1 Turn 5 Victory Check

The side with the most VPs at the end of Turn 5 is the winner.

21.2 Earning and Losing Victory Points

A. VPs are calculated each turn as the last action of the Regroup Phase. VPs are added or subtracted to a player's total for each VP area controlled by each side.

B. VPs are identified by a red number in certain areas. If a side controls an area (even if it is contested) then that side earns the VPs associated with that area.

C. If no units remain in an area, then the side that controlled it last controls the area and is awarded its VPs if any.

D. VPs may also be added or subtracted via the Vandegrift counter or by receiving reinforcements early.

Play Note: The Americans do not receive VPs on the first turn.

21.3 Penalty Victory Area

A. The Japanese earn +1 VP per unit (except leaders) on Henderson Field at the end of the game.

B. At the game end, if the VP track is on 0 and the Japanese have at least four units in the Henderson Field zone, they win. If they have fewer than four units in the Henderson field zone, the Americans wins.

Play Note: MG companies count as three units.

21.4 Breakthrough

At the end of the Impulse Phase of any turn in which the Japanese have ten units (excluding leaders) in the Henderson Field zone, they immediately win the game. MG companies (not platoons) count as three units for purposes of this automatic victory check.

22.0 Index and Glossary

Adjacent: Areas that share a common boundary are adjacent.

Advantage: The temporary advantage one side has over the other, yielding certain benefits to its owner.

Ammo Box: A component of the Ammo Track. Each Ammo Box contains a printed number or a counter.

Ammo Marker: A counter that is used to denote each side's Ammo levels of the current turn.

Ammo Track: Play aid located on the map that tracks Impulse Phase end (Japanese) or number of units to be supplied (American) for each turn.

Area: An irregular shaped space on the map, used to regulate movement and combat.

Artillery: See On-Board Artillery (4.1.2.3) or Off-Board Artillery (4.1.2.4)

Attrition Points: The difference between the AT and the DT in a ranged fire attack, which must be absorbed by defending units becoming Spent or by increasing their Disruption Level.

Assault Impulse: A declared impulse during which the attacker may move and attack.

Attacker: The active player resolving the current impulse, whether attacking or not.

Attack Factor: The first (leftmost) number below the unit symbol on both sides of the counter. It is used when attacking as the PU.

Attack Total: The sum of the Attack Value (AV) and a combat resolution DR.

AV (Attack Value): The total AS (10.3.3) of an attacking group before the addition of a combination resolution DR.

Banzai Assault: A type of Assault Impulse conducted by the Japanese (10.9).

Bayonet Charge: A type of Assault Impulse conducted by the Americans (10.9).

Boundary: The black or blue lines that form and separate areas.

Breakthrough: An immediate Japanese victory achieved by having at least ten stacking points of units in zone A at the end of an Impulse Phase.

Bridge: Symbolized by two red arrows pointing towards each other, it permits movement across a river or lagoon.

Close Combat Value: The third value on both the Fresh and Spent side of a unit counter, used to determine CC results.

Casualty Points: The difference between the AT and the DT in an assault, which must be absorbed by defending units becoming Spent, increasing their Disruption Level, retreating, or being eliminated.

Company Integrity: A +1 modifier added to the AV of any attack if three or more of the attacking units belong to the same company (including any supporting MG units).

Contested: Any area containing both friendly and enemy units (7.4). A side does not lose control of an area because it is contested.

Control: The last side to be the sole occupant of an area controls it.

Defender: The non-active player in the current impulse.

Defense Factor: The second of three numbers below the unit symbol on the on both sides of the counter. It is used when defending as the FU.

Defense Total: The sum of the DV and a combat resolution DR.

DV (Defense Value): The total DS (10.3.4) of a defending group before the addition of a combination resolution DR.

Disruption: An increased state of unit exhaustion suffered in combat or by movement and signified by a D1 or D2 counter.

Die roll (dr): a roll of one six sided die.

Dice Roll (DR): A roll of two dice added together to form one combined result.

Die (Dice) Roll Modifier: A number added to an original die or dice roll to produce a final result.

Entrance of Enemy-Occupied Areas: 9.5

Entrenchment: A type of impulse available only to the Americans (8.2.4).

Exhaustion: A unit state of organization and cohesiveness that allows it to continue functioning. There are 5 levels of Exhaustion, Fresh, Spent, Disrupt 1, Disrupt 2, and Eliminated. (15.0)

Exit of Enemy Occupied area: 9.6.5

Forward Unit: The defending unit in an Assault Impulse chosen by the defender, whose AF is used in computing the DV or an area against an assault.

Free: An uncontested, friendly-controlled area.

Fresh: The colored (front) side of a unit.

Identifier: The circles or squares within each area or zone.

Impulse: One of the alternating move/attack mini-turns that make up each turn.

Infantry: All units not otherwise defined as MG, artillery (on-board or off-board), or leaders. Has the icon of one or more men on it.

Infiltration: A type of impulse available only to the Japanese (8.2.2).

Machine Gun: Any units not otherwise defined as infantry, artillery (on-board or off-board), or leaders. Has the icon of one or more men manning a MG on it.

Mandatory Assault: An assault into a previously uncontested area or across an enemy held bridge. See also infiltration failure (8.2.2.2.B).

Mistaken Attack: 17.2

Movement Allowance: The third (rightmost) number below the unit symbol on both sides of the unit. It is the number of MPs a unit may expend in one impulse.

Movement: 9.0

On-Board Artillery: All units not otherwise defined as MG, off-board artillery, or leaders. Has the icon of an artillery piece on it.

Off-Board Artillery: All units not otherwise defined as MG, on-board artillery, or leaders. Has the icon of an explosion on it.

Optional Assault: Any assault that is not mandatory (10.2.1).

Overrun: An assault that generates more CPs than the defender can absorb, thus allowing the attacker to continue moving in/from the attacked area.

Pass Impulse: An impulse in which the attacker performs no action. Exception: The Japanese must make a DR to determine if the Ammo Box degrades along the Ammo Track.

Point Unit: The main assaulting unit (10.3.3).

Prepare to Play: 5.0

Primary Target: The attacker's preselected choice of a defending unit that takes the first AP in a ranged fire. (Cannot be MG, artillery, or D2 units if other options exist, if no other options exist, MG and artillery must be picked before a D2 unit).

Refit: 6.5 and 15.0

Reinforcements: 18.0

Reinforcement Phase: 6.2

Retreats: 10.5

Sequence of Play: 6.0

Setup Area: The area where units begin the game (4.2.3).

Spent: The first step of a reduced exhaustion status caused by either movement or combat. This is shown by flipping the unit onto its reverse side so that the lighter colored side is showing.

Stacking: Each area may have a maximum of ten platoons equivalency (from each side). Zones may have an unlimited number of units.

Supply Dump: A hidden unit placed by the Americans at the beginning of the game and secretly noted. It is revealed to the Japanese the first time they try to leave (during an impulse or regroup) the area with the hidden supply dump (15.4.1).

Support of Assaults: 10.7

Target Area: The area selected by the attacker during a Ranged Fire Impulse.

Terrain Effects Modifier: The number in the lower half of each Identifier. This is a defensive modifier added to the DV against all attacks in a given area.

Turn: All the phases and impulses of a single time frame (hours) on the TRT. There are five turns to the game.

Turn of Entry: The turn that a reinforcement is normally available.

Turn Record Track: 3.4.

Unit: infantry, MGs, artillery, and leaders.

Vacant: An area containing no enemy units. An area can contain friendly units and still be considered vacant.

Victory Conditions: 21.0

Zones: (16.0) Map edge locations that allow for strategic movement.

24.0 Examples of Play

24.1 Stacking Example

A. Area 4 contains seven platoons of Japanese infantry and MG units as well as one MG company (the equivalent of three platoons). This totals ten units' worth of stacking. Note that the Americans could also have ten platoon-sized units collocated in this area at the same time.

B. Leaders do not count towards stacking. In this example, Area 4 is Japanese-controlled. If Americans were in this area at the same time, then it would still be Japanese-controlled but it would be contested due to the American presence.

24.2 Infiltration Example

[Map diagram: Area 13 (activated), Area 16 (TEM +3); infiltration rolls labelled "dr=5, fails. Mandatory Assault" and "dr=3, success."]

It is the Japanese turn, and they have declared an Infiltration Impulse and identified Area 13 as the activated area. The Japanese use one of the infantry platoons to infiltrate into Area 16 and roll a 5. This fails since it is not less than or equal to the area TEM, obligating the Japanese to make a mandatory assault. Prior to that, however, they use the second infantry unit to infiltrate (since no predesignation is required) and this time roll a 3, which is successful. This unit moves into Area 16 and remains Fresh while the unit that failed must assault. The Japanese MG unit is not allowed to infiltrate, since only infantry units may do so. The MG unit could support the mandatory assault, however.

24.3 Movement and Combat

[Map diagram: Areas 11, 19, 23 and 25 with the Japanese move into Area 19.]

A. It is the Japanese turn, and they have declared an Assault Impulse and activate Area 11. All units assault from Area 11 to Area 19 for a total of 3 MPs (1 MP for an area with a square designator and 2 MPs extra for an area with Fresh enemy units).

B. The Japanese move the three Fresh units from I/124 #2 Company and the Spent MG platoon from I/124 to Area 19. This requires a mandatory attack because the Japanese are entering an American-controlled area that has units in it and no Japanese units were previously present.

C. The Americans have the opportunity to conduct a Defensive MG Fire prior to the Japanese attack with their MG unit and choose to do so.

D. The 11th MG Platoon attacks against the TEM of the area the Japanese are entering. The AV = 6 and the DV = 1. The Americans pick an LU and roll a 4 while the Japanese roll an 8 for a final total of 10 to 12 for No Effect. This flips the 11th MG Platoon to Spent. Additionally, this failed Defensive MG Fire degrades the American Ammo Track by one box. (If the Japanese 1/124 #2 MG platoon had been Fresh and not moving with the assault, it would have been able to increase the Defensive MG Fire Defense Value (DV) by +1 making the American Defensive MG Fire attack a 6 to 2 attack.)

E. The AV for the Japanese is the PU's AF (4) plus one for each additional Fresh unit (2; even if the MG unit had been Fresh it would not have contributed to the total) +1 for Company Integrity (1) for a total of 7. The DV for the Americans is the FU's defense value (4) plus one for each other Fresh unit (0) plus the TEM (1) for a total of 5. Each side makes a DR, adding the dice total to their AV and DV. The Americans roll a 6 and the Japanese roll an 8 for a final total of 16 to 11. That is a difference of 5 so the American must allocate 5 CPs.

F. The Americans must apply the first CP to the FU, so that unit flips to its Spent side for 1 CP. They then choose to flip the (now) Spent MG unit to D1 and then D2 for another 2 CPs. Finally, the two already Spent Raider C units retreat to an adjacent area for another 2 CPs (one each) thus using all 5 CPs. The Americans still control the area.

G. The Japanese must now increase the Exhaustion Level of the units that they used this impulse, so the three units of the 2nd Company I/124 are flipped to Spent. The MG Company from II/4 is not flipped to Spent as it did not participate and the Spent MG platoon and the Spent MG platoon from I/124 #1 is marked with a D1 marker. The Japanese impulse is over.

24.4 Entrenchment

[Map diagram: Area 24 (TEM +2) with Raider units.]

The Americans declare an Entrenchment Impulse and activate Area 24. They have 3 IP Counters left, but can only make two Entrenchment attempts since they have only two Fresh units. Both units attempt to entrench and must roll less than or equal to the TEM (in this case 2). Raider E rolls a 1, and an IP is placed on top of that unit. Raider C rolls a 5, however, and fails. No IP is placed on top however Raider C may place a -1 Labor counter on it. The Spent unit may not make an attempt. The entrenching units are not Spent.

24.5 Ranged Fire

[Map diagram: "6 to 4 Ranged Fire" on Area 24.]

A. The Americans declare a Ranged Fire Impulse and activate Area 24 to be the TA. They next identify the PT to be the Japanese Fresh III/124 9th Company Infantry platoon. They use only the Fresh Raider E MG platoon to conduct the Ranged Fire. The AV is 6 while the DV is double the TEM of the activated area, in this case 4. Thus, the attack is 6 to 4. The Americans could add in the Riggers and make the attack 7 to 4 although choose not to do so. The DRs are 6 and 3 for a total AV to DV of 12 to 7 for 5 APs.

B. The Japanese must flip the FU first for 2 AP as it goes from Fresh to Spent. They then must apportion the remaining APs as equally as possible to use as many as possible without affecting any unit more than one Exhaustion Level. Thus, two more APs go to the MG unit to take it from Fresh to Spent and the final AP goes to the Spent unit to take it to D1. The American MG is now flipped to its Spent side.

24.6 Patrol

[Map diagram: Area 11 (TEM +2) with "May Return Here" markers on Areas 18 and 19.]

A. The Americans declare a Patrol Impulse, activate Area 11 as the active area, and want to target the Fresh MG platoon. They use Raider D Infantry, as neither MG units nor on-board artillery can patrol. The Americans must roll equal to or less than the TEM of Area 11 to be successful, with the following DRMs: 4 (AS of the Raider unit), -1 (Fresh), +2 (Fresh Japanese engineers and Fresh MG Company); the Spent unit does not count as there must be at least two. This provides a total DRM of -3. They roll a 5 (-3) = 2, which is less than or equal to 3 so the patrol is successful and the Americans flip the Japanese MG platoon to Spent. The Americans may now choose to return to Area 18 or go to Area 19 (which is American-controlled).

B. The American unit remains Fresh. Had the Americans been unsuccessful, it would be Spent.

24.7 Banzai Assault/Bayonet Charge

[Map diagram: Area 18 (TEM +2) and Area 25 with Japanese units.]

A. The Japanese have declared an Assault Impulse and then spend the Advantage to also declare a Banzai Assault. (They cannot use the leader, as he has already been used although if he participates in the Banzai Assault, he is flipped to his non Spent side.) They declare Area 18 as their target.

B. Before they charge, they all improve one Exhaustion Level and thus go from Spent to Fresh. They enter Area 18 at a cost of 3 MPs. The Americans do not have an MG unit so they may not use Defensive MG Fire; thus, the area immediately undergoes one round of non-simultaneous CC with the Americans attacking first. At the end of this CC, if the Americans are completely eliminated, the Japanese may continue to move to the next area as they still have 3 MPs left.

24.8 Japanese Ammo Track Movement

It is Turn 3 and the first Japanese Ammo Box chit has been revealed to be a 6. The Japanese launch an assault from Area 11 to Area 19. Unfortunately, while they win the assault, they have rolled less than or equal a 6, so the Ammo Track degrades to the next Ammo Box. This requires the Japanese to turn over the next chit which reveals the number 7. Should they fail or roll less than or equal to a 7, they would move to the final Ammo Box for turn 3 which is a printed 5. If the Japanese rolls less than a 5, the impulse ends.

24.9 American Ammo Track Movement

It is Turn 3 and the Americans have failed one assault or Ranged Fire already. In their next impulse, they declare a Ranged Fire, which fails to produce any APs. Having thus failed, their Ammo Track degrades one Ammo Box and they must move the Ammo counter from the 2nd Ammo Box on Turn 3 to the third ammo box. If the turn were to end at this point, they would be limited to refitting eight units.

24.10 Gas Attack

A. The Japanese have decided to place a Gas Attack counter on Area 24, which contains two good order Raider Infantry B units, a Spent Raider C MG unit and a D1 Raider MG E unit. The Japanese roll a 3 on one die, causing 3 CPs.

B. The Americans choose to flip one of the Raider B Infantry units to Spent for 1 CP, and the Spent MG Raider C unit from Spent to D2 for two more CPs. The Americans could have chosen to make the Spent MG Raider C unit D1 and retreated the D1 Raider MG Platoon instead.

24.11 Regroup

A. The Japanese have units in Areas 7, 8, 20, 21, and 23. They control Areas 7, 8, 20, and 21, but do not control Area 23.

B. The Americans have units in Areas, 7, 19, 22, and 23. They control Areas 19, 22, and 23, but do not control Area 7.

C. The Japanese may regroup from Area 8 to Areas 20 and 21. They may not regroup to Area 7 even though they control the area because of the presence of an American unit in Area 7. Units from Area 7 may regroup to Areas 8 and 21 or Zone E. Units from Area 20 may regroup into Areas 8 and 21. They may not regroup into Area 23 as the Japanese do not control Area 23.

D. The American unit in Area 23 may regroup to Area 19 or 22, but if it does so and the Japanese unit stays in Area 23, then the area immediately switches to Japanese control. As the American regroup first, this would allow immediate regroup by the Japanese into Area 23 under this example. No American unit may ever regroup into Zone E.

24.12 Close Combat

A. It is the Close Combat Phase and the Americans have the Advantage, so the Japanese decide how they will assault first. Before that, however, the Americans announce that they will screen the 2/5 G MG unit because the Americans have four units while the Japanese have three; the Americans may screen one unit of their choice.

B. The Japanese use the Fresh I/124 #1 Infantry to attack the Fresh 2/5 E Infantry. Each unit has a CCV of 6 and so the Japanese need to roll an 8 or better to eliminate the American unit. The Spent III/124 #9 attacks the Spent Para B unit. As they both have a CCV of 4, the Japanese again need an 8.

C. Finally, the Japanese use the D1 35 Brigade Infantry unit against the D2 Raider E MG unit. The Japanese CCV of 4 is reduced (-1 as D1) to 3. The American CCV of 1 is reduced (-2 as D2) to -1. Each difference in CCV reduces the number needed to eliminate a unit by 1. The difference between 3 and -1 is 4. 8 – 4 = 4 so if the Japanese roll a 4 or higher, the D2 Raider E MG is eliminated.

D. The Americans now have their turn. Because the Americans screened the Fresh 2/5 G MG unit, it cannot participate in any attack. The Americans need not attack the same units that attacked them. So, the Americans use the eliminated Raider E to attack the Fresh I/124 #1 unit. The Americans need an 8 to eliminate the unit. Next. the Americans pair the Fresh 2/5 E Infantry against the Spent III/124 #9. The Americans have a CCV of 6 while the Japanese have a CCV of 4, a difference of 2. Thus, the Americans need to roll a 6 or higher to eliminate the Japanese.

E. Finally, the Spent Para B Infantry unit attacks the D1 35 Brigade unit. They both have CCV of 4 but the Japanese unit is D1, so 1 must be subtracted for a total of 3 thus the Americans need a 7 or higher to eliminate the Japanese unit.

24.13 Refit

A. The Americans have control of Areas 25, 26, and 30. The Japanese control Area 17. The Japanese have a Fresh unit and a D1 unit in Area 17 as well as a Spent unit in Area 26. The Americans have a Spent unit in Area 26 and Area 30 and they have a Spent unit in Area 26 as well as a D2 unit.

B. It is Turn 3 and the Americans may refit nine units. They choose to refit the three Spent units from Spent to Fresh, and so have six other units that they can refit elsewhere on the map. They have chosen to leave the D2 unit at its current Exhaustion Level.

C. The Japanese may refit everyone one level, so the two Spent units are flipped to Fresh and the D1 unit goes to Spent from D1.

24.14 Victory Point Calculation

It is Turn 3 and the Americans already have 7 VPs. The Japanese control Areas 11, 20, and 23. The Americans control Areas 17, 18, 19, 25, and 26. Thus, the Americans have 7 VPs and the Japanese have 3 VPs for the turn. This is a net total of 4 VPs for the Americans. This number is added to the existing total of 7 VPs and the new total is 11 American VPs.

24.15 Additional Defensive MG Fire

A. The Japanese are using the III/124 #10 Infantry units (three of them all Fresh) to assault Area 24 which contains the Fresh Raider E MG. The TEM of Area 24 is 2. Thus, the Defensive MG attack is 6 to 2 and takes place before the Japanese complete their assault and before they roll any dice but after they have committed all of their units to this assault.

B. The Americans roll an 8 while the Japanese roll a 6. Thus, the totals are AV = 14 to DV = 8 for 6 CPs that must be taken prior to resolving the assault. The Japanese decide to flip two units to Spent and then take them both to D2 for all six of their CPs. They then assault with an AV of 7 (4 for the Fresh unit and 1 each for the two D2 units as well as the supporting MG unit).

C. Assuming the Japanese win the assault, the Fresh unit will be flipped to Spent and the two D2 units will be eliminated as all assaulting units (except the supporting MG) must pay for the activation by increasing their Exhaustion Level by one, in addition to any other penalties such as CPs.

  • 4.2.2 Strength Factors
  • 4.2.3 Turn of Entry and Setup Area
  • 4.3 Markers
    • 4.3.1 Disruption Markers
    • 4.3.2 Control Markers
    • 4.3.3 Ammo Marker
    • 4.3.4 Turn Marker
    • 4.3.5 Advantage Marker
  • 8.2.5 Patrol Impulse
  • 8.2.6 Pass Impulse
  • 8.3 Exhaustion
  • 8.4 Enemy Units
  • 8.5 Legalities and Errors
  • 8.6 Impulse Phase End
    • 10.3.5.1 Failure
    • 10.3.5.2 Stalemate
    • 10.3.5.3 Success
  • 10.4 Casualty Points
  • 10.5 Retreats
    • 10.5.1 Retreat Procedure
    • 10.5.2 Retreat Priorities
    • 10.5.3 Voluntary Retreat
  • 10.6 Ammo Track Movement
  • 10.7 MG Assault Support
  • 10.8 Company Integrity
  • 10.9 Banzai Assault/Bayonet Charge
  • 24.13 Refit
  • 24.14 Victory Point Calculation
  • 24.15 Additional Defensive MG Fire
  • Casualty Point
    PT
    Primary Target
    D1Disrupt 1PUPoint Unit
    D2Disrupt 2TATarget Area
    DFDefense FactorTEMTerrain Effects Modifier
    drDie RollTRTTurn Record Track
    DRDice RollVPVictory Point
    DRMDie Roll ModifierKG:ERKawaguchi's Gamble: Edson's Ridge
    DSDefense (Defensive) Strength