RulesPal
Chat
Rulebook
Pacific Battles: Volume 1, The Rising Sun thumbnail

Pacific Battles: Volume 1, The Rising Sun

Pacific Battles: Volume 1, The Rising Sun Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Game Components
    • 2.1 Game Equipment
    • 2.2 Game Map
    • 2.3 The Counters
    • 2.31 Ground Units
    • 2.32 Unit Classes
    • 2.33 Game Markers
    • 2.34 Game Charts and Tables
    • 2.35 Other Equipment
    • 2.36 Definition of Terms
  • 3.0 How to Set Up the Game
    • 3.1 Choosing Sides
    • 3.2 Placing Turn Markers
    • 3.3 Old Hands Note
  • 4.0 Sequence of Play
    • 4.1 Sequence of Play
    • 4.2
  • 5.0 Command Markers
    • 5.1 Picking Command Markers
    • 5.2 Command Control Level
    • 5.3 Campaign Chit Outcomes
    • 5.4 Hold 'Em If You Got 'Em
  • 6.0 Reinforcements
    • 6.1 Receiving Reinforcements
      • 6.11 Routine Reinforcements
      • 6.12 Scheduled Reinforcements
      • 6.13 Campaign Marker Reinforcements
      • 6.14 Optional Reinforcements
    • 6.2 Placing Reinforcements
      • 6.21 Placement Strictures
      • 6.22 Placement Requisite
      • 6.23 Overstacking During Placement
      • 6.24 Interdiction
      • 6.25 The Lost Battalion
  • 7.0 Logistics
    • 7.1 Expending Supply Units
    • 7.2 Supply Radius
    • 7.3 HQ Activation
    • 7.4 Non-Activation
    • 7.5 Refitting Eliminated Units
      • 7.51 Refit Replacement
    • 7.6 Repairing Damaged Aircraft
      • 7.61 Air Unit Repair
      • 7.62 Irreparable Air Units
    • 7.7 Fortifications
    • 7.8 Supply Units
  • 8.0 Suppression
    • 8.1
    • 8.2
    • 8.3 Bombardment Disruption
    • 8.4 Secondary Suppressions
  • 9.0 Reorganization
    • 9.1 Breakdown
    • 9.2 Combine
    • 9.3 Other
    • 9.4 Restrictions
      • 9.41 Nationality Requisite
      • 9.42 Suppression
      • 9.43 Initial Deployment
    • 9.5 Other
  • 10.0 Headquarters
    • 10.1 Support Points
    • 10.2 Follow-On Movement
    • 10.3 Combat
      • 10.31 Singular Command
      • 10.32 Radius Requisite
    • 10.4 Support Radius
    • 10.5 Limits
    • 10.6 HQ Presence
  • 11.0 Movement
    • 11.1 Movement Phases
    • 11.2 Moving a Unit
    • 11.3 Movement Costs
      • 11.31 Movement Points
    • 11.3 Old Hands Note
    • 11.4 Minimum Move
    • 11.5 Prohibited Movement
    • 11.6 Enemy Zones of Control
    • 11.7 Special Terrain Movement
      • 11.71 Roads, Trails & Railroads
      • 11.72 Hexsides
  • 12.0 Ground Unit Stacking
    • 12.1 Stacking Limit
    • 12.2 Free Stacking Supply
    • 12.3 Air/Naval Exception
    • 12.4 Stacking Limit Enforcement
    • 12.5 Overstacking
    • 12.6 Opposing Units Stacking Prohibition
    • 12.7 Bombardment Exception
    • 12.8 Initial Deployment
  • 13.0 Zones of Control
    • 13.1 ZOC Extension
    • 13.2 Blocking ZOC
    • 13.3 Movement Effects
    • 13.4 Disengagement
    • 13.5 Infiltration
    • 13.6 Combat Effects
    • 13.7 Pursuit
    • 13.8 Retreat
    • 13.9 Support Effects
  • 14.0 Land Combat
    • 14.1 Attacking & Defending
      • 14.11 Mandatory Combat
      • 14.12 Zero Attack-Factor Units
      • 14.13 Attacker's Prerogative
      • 14.14 One Battle per Unit per Combat Phase
    • 14.2 Declaring All Battles First
      • 14.21 Multiple Unit & Multi-Hex Battles
      • 14.22 Combining Units in a Battle
      • 14.23 Adjacency
      • 14.24 Diversionary Attacks
      • 14.25 Combat Strength Unity
  • 15.0 Implementation of Combat Results
    • 15.1 Order of Results
      • 15.11 Combat Results Limitation
      • 15.12 Non-Adjacent HQs
    • 15.2 Elimination
      • 15.21 Surrounded Eliminations
      • 15.22 Breakdowns
      • 15.23 Percentage Losses
      • 15.24 Breaking Down to Fulfill Casualties
    • 15.3 Retreat
      • 15.31 Length
      • 15.32 Routs
  • 16.0 Air Operations
    • 16.1 Air Units
    • 16.2 Sorties
      • 16.21 Air Command
    • 16.3 Air Missions
      • 16.31 Mission Chart
      • 16.32 Air Unit Outcomes
      • 16.33 Repeated Sorties
      • 16.34 Air Units & Combat
      • 16.35 Off-Map Basing
    • 16.4 Reserve
    • 16.5 Air Superiority
      • 16.51 Air Superiority Procedure
  • 17.0 Naval Bombardment
    • 17.1 Naval Bombardment Units
    • 17.2 Restrictions
    • 17.3 Interdiction
  • 18.0 Fog of War
    • 18.1 Examining Units
    • 18.2 Air Recon
    • 18.3 Air Ops
    • 18.4 ZOC Announcement
    • 18.5 Terrain Examination
    • 18.6 Reinforcements
    • 18.7 Command Markers
    • 18.8 Optional Fog of War Rules
  • 19.0 Headquarters (HQ)
    • 19.1 Follow-On Movement
    • 19.2 Support Points
    • 19.3 Suppression
  • 20.0 Engineer Units
  • 21.0 Fortifications
    • 21.1 Defensive Shift
    • 21.2 Ignoring Retreats/Routs
    • 21.3 Fortification Permanence
  • 22.0 Amphibious Movement
    • 22.1 Procedure
    • 22.2 Transport Capacity
    • 22.3 Coastal Hex Requisite
    • 22.3 Amphibious Assault
    • 22.4 Reinforcements
  • 23.0 Evacuation
    • 23.1 Evacuation by Scenario
  • 24.0 Victory Conditions
    • 24.1 Scoring VP
    • 24.2 Campaign Victory Conditions
    • 24.3 Sudden Death Victory
    • 24.4 Eliminating Units
    • 24.5 Evacuating Units
    • 24.6 Objective Hexes
  • 25.0 Guadalcanal Campaign Scenario
    • 25.1 Game Length
    • 25.2 Initiative
    • 25.3 Victory
    • 25.4 Japanese (Set Up First)
    • 25.5 US (Set Up Second)
    • 25.6 Japanese Reinforcements
    • 25.7 US Reinforcements
  • 26.0 Scenario Special Rules
    • 26.1 Henderson Field
    • 26.2 Home Bases (Off Map)
      • 26.21 Out of Range
    • 26.3 Repairing Damaged Aircraft
    • 26.4 Air Strike Limit Per Hex (16.6)
    • 26.5 Interdiction
    • 26.6 Initial Forces
    • 26.7 Breakdown Units
    • 26.8 Port Operations
    • 26.9 Airborne
    • 26.10 Game Scale
  • Abbreviations
  • Campaign Markers
    • Japanese Markers
    • Allied Markers
  • Victory Point Tables
    • Japanese Victory Points
    • Allied Victory Points
  • Reinforcement Chart
    • Japanese Reinforcement Groups
  • 27.0 Pacific Battles Optional Rules
    • 27.1 Campaign Markers and Expending VPs
    • 27.2 Procedure
  • 28.0 High Ground
  • 29.0 HQs and Artillery Fires
    • 29.1 Procedure
    • 29.1 Limits
    • 29.2 Optionally
  • 30.0 Air Superiority (More)
  • 31.0 Close Air Support
    • 31.1 Close Air Support Procedure
    • 31.2 AA Fire
    • 31.21 Limits
  • 32.0 Capturing Supply
    • 32.1 Procedure
  • 33.0 Airborne Landings
    • 33.1 Airborne Procedure
    • 33.2 Airborne Reinforcement
    • 33.3 Interception Immunity
    • Airborne Landing Table
  • 34.0 Optional Fog of War
    • 34.1 Deception Markers
    • 34.2 Revealing
    • 34.3 Operation
    • 34.4 Reinforcements
  • 35.0 Guadalcanal Optional Scenario Rules
    • 35.1 Historical Reinforcements
    • 35.2 Deception Markers
    • 35.3 Variable Forces
    • 35.4 Procedure
  • Source Gaps

1.0 Introduction

Pacific Battles is a wargame series of several campaigns in the Pacific Theater of operations in World War II. The system emphasizes the operational level of those campaigns, and deals primarily with land and air operations. This is a two-player game. One player controls the Japanese, the other the Allies.

Guadalcanal is the first game in this series. It covers the entire land-air campaign for that strategic island in the Solomons in 1942-43.

2.0 Game Components

2.1 Game Equipment

A complete set of Pacific Battles includes the following components: one game map, one set of game rules, 176 die-cut counters, one set of game charts (printed on the map or in the rules). Players will also need a six-sided die.

Players will need two opaque containers into which randomizer chits will be placed.

2.2 Game Map

The game map shows the area in which the original battle or campaign was fought. A hexagonal grid has been superimposed on the mapsheet to regularize movement of units and to delineate terrain types.

Air Operations Display: This is placed on the map. It is used to organize players' air units for various operations.

2.3 The Counters

There are three basic types of counters in the game:

  • Land Units, which represent military forces.
  • Air/Naval units, which represent the impact of air sorties and naval gunfire support.
  • Markers, which are used to record various game functions and other information.

2.31 Ground Units

Certain combat units are backprinted.

  • Combat Units: the front side shows the unit's combat effective status. The reverse side is its Fog of War side.
  • Headquarters: the front side is the activated side. The reverse side is the non-activated side. A headquarters that is activated can provide support to units within its radius.
  • Supply Units: are used like "change," with each one representing "x" number of supply points.

Counter illustrations in the source: Sample Combat Unit; Sample Headquarters (HQ) Unit; Sample Supply Unit; Deception Marker (see optional rules); Land Unit Types; Air/Naval Strike Types.

Note: air units may represent anything from 12 to 60 aircraft depending on the quality of the air force.

  • Attack Strength: the basic offensive strength of a unit. This is based on the effectiveness of the unit's firepower, training and leadership.
  • Defense Strength: the basic strength of a unit when defending.
  • Movement Factor: the basic number of hexes a unit may move in a turn.
  • Support Factor: the number of combat shifts an HQ may apply to friendly units within its radius.
  • Support Radius: the number of hexes within which an HQ may support friendly units.
  • Unit Designation: the unit's historical identification, number or name.

Unit size

  • XXXXX = army group HQ
  • XXXX = army HQ
  • XXX = corps HQ
  • XX = division HQ
  • X = brigade or brigade HQ
  • III = regiment or group
  • II = battalion or squadron
  • I = company
  • * = breakdown unit (see 9.0)

Unit abbreviations: See the scenario rules.

Allied Controlled Units (Guadalcanal)

  • Light Green = USMC
  • Olive Green = US Army
  • Dark Green = US supply
  • Green on Blue = US airpower

Japanese Controlled Units

  • Khaki = Japanese

Breakdown units have a different tinted unit box.

2.32 Unit Classes

Units are divided into two classes, mechanized and non-mechanized. Mechanized units are denoted by having an armor "oval" printed on them. All other units are non-mechanized.

Note: mechanized and non-mechanized units pay different movement point costs to move on the map in accordance with their class.

2.33 Game Markers

Game markers are used for various functions. Certain markers are backprinted with other types of markers. Players use whichever side they need for the current function. The number of markers in the game is not a design limit; should players need more, they may improvise more.

  • Command Level: indicates the current number of campaign markers the player may pick each turn.
  • Fortified: indicates a unit has dug in.
  • Suppressed: indicates a unit has suffered a Suppressed result.
  • Turn: used to indicate which turn (week) is in progress.

2.34 Game Charts and Tables

These are used to conduct certain functions and to simplify certain procedures. They include the following:

  • Air Units Available/Mission Completed: used to organize Allied air units/fleets in play.
  • Air Strike Table: used to resolve air to ground attacks.
  • Combat Results Tables (CRT): used to resolve land combat; there are two CRT, Raid and Assault.
  • Action Markers: used to generate various random events as well as special actions. They are drawn from a player's pool.
  • Victory Points Markers: used to indicate the current number of military and political points each player has.
  • Terrain Effects Chart: used to show the effects of various terrain types on movement.
  • Turn Record/Reinforcement Chart: used to indicate the current game turn and phase. Each player has one such chart because they also place their reinforcements on it.

2.35 Other Equipment

You will need a six-sided die, pen and paper.

2.36 Definition of Terms

A number of critical rules are contained within these definitions.

  • Activated Airfield: an airfield capable of basing aircraft.
  • Activated HQ: an HQ that is showing its front side and can provide support to other units. The reverse side (without a support value) is its un-activated side.
  • Column Shift: the changing of a column on a Combat Results Table. A rightward shift is in favor of the attacker; a leftward shift is in favor of the defender.
  • Combat Effective: a combat unit that is cohesive, represented by the front side of the unit.
  • Combat Unit: all land units other than HQ and supply units.
  • Command Control Level: the number of campaign markers a player picks each turn.
  • Control: a unit controls a hex if one of its units occupies that hex.
  • Die Roll Modifier: certain charts require a die roll modifier. A positive modifier is added to the result rolled on a die (for example, a die roll modifier of +1 added to a rolled result of 3 would give a final outcome of 4). A negative die roll modifier is subtracted from the result rolled (for example, a die roll modifier of -1 subtracted from a rolled result of 6 would give a final outcome of 5). Note this is distinct from column shifts.
  • Enemy: units belonging to the side opposing the player.
  • Map: the hexagonal portion of the playing surface.
  • Non-Phasing Player: the player who is not the phasing player (see below).

3.0 How to Set Up the Game

The game is played in scenarios. Each scenario shows one major battle or campaign.

3.1 Choosing Sides

Players choose which side each will play. They then place the units for their side as listed under initial deployment, in the order listed. Other units received later in the scenario (reinforcements) are set aside. (Players may place them on the appropriate space on the Turn Record Track as a reminder.) Play starts with the first turn and continues on until the final turn, until one player gets a sudden death victory, or until one player concedes. Use the Sequence of Play to determine which actions will be taken at any point in the sequence. Units may be set up anywhere in their designated areas. They may not be set up in the same hexes as enemy units or enemy controlled bases and cities. Units may set up in enemy zones of control.

3.2 Placing Turn Markers

Each player places their own turn marker in the box corresponding to the first turn of the scenario.

3.3 Old Hands Note

Players perform all phases of the sequence of play starting on turn one, including campaign marker picks and receiving reinforcements.

4.0 Sequence of Play

The game is played in turns called Game Turns. Each Game Turn is further divided into impulses and phases. Each impulse is composed of several segments called phases. All actions take place in a prescribed order called the Sequence of Play.

4.1 Sequence of Play

1. PLANNING IMPULSE

  • a) Initiative Determination Phase. The player who has the higher number of victory points (24.0) becomes the first player for the remainder of this turn; the other player is the second player. In the event of a tie, roll a die to determine who has the initiative.
  • b) Command Marker Phase (5.0).
    • i. The first player picks the number of command markers designated by this command control level.
    • ii. The second player picks the number of command markers designated by his command control level.
  • c) Air Mission Allocation Phase (16.0).
    • i. Return any air units in mission boxes to the reserve box.
    • ii. Each player simultaneously and secretly allocates all air missions for the turn.
  • d) Air Superiority Phase (16.0).
    • i. Each player reveals all air missions.
    • ii. Execute all air superiority fires simultaneously.
  • e) Reinforcement Phase (6.0).
    • i. The first player checks for any reinforcement delay due to interdiction, and then places any reinforcements that will appear this turn.
    • ii. The second player checks for any reinforcement delay due to interdiction, and then places any reinforcements that will appear this turn.
  • f) Logistics Phase (7.0).

2. FIRST PLAYER INITIAL IMPULSE

  • a) Movement Phase (11.0). The first player moves some, none or all his land units.
  • b) Air/Naval Strike Phase (16.0 & 17.0). The first player executes any air and naval bombardments and air recon missions.
  • c) Land Combat Phase (12.0). The first player conducts land combat.

3. SECOND PLAYER INITIAL IMPULSE

  • a) Movement Phase. The second player moves some, none or all his land units.
  • b) Air/Naval Strike Phase. The second player executes any air and naval bombardments and air recon missions.
  • c) Land Combat Phase. The second player conducts land combat.

4. FIRST PLAYER FOLLOW-ON IMPULSE

  • a) Movement Phase. The first player moves some, none or all of his land units that are within activated HQ radii.
  • b) Air/Naval Strike Phase. The first player executes any air and naval bombardments and air recon missions.
  • c) Land Combat Phase. The first player conducts land combat.

5. SECOND PLAYER FOLLOW-ON IMPULSE

  • a) Movement Phase. The second player moves some, none or all his land units that are within activated HQ radii.
  • b) Air/Naval Strike Phase. The second player executes any air and naval bombardments and air recon missions.
  • c) Land Combat Phase. The second player conducts land combat.

6. END OF TURN PHASE

  • a) Victory Points Phase (24.0). Players check for victory points gained at the end of the turn. If one player has achieved their sudden death victory condition, the game ends.
  • b) Game Turn Advance Phase. If this is the last turn of a scenario, the game ends. Otherwise, move the turn marker forward one space.

4.2

Players must follow the above sequence of play.

5.0 Command Markers

5.1 Picking Command Markers

During each Events Phase, the player picks a number of command markers according to his own command control level at the start of the phase. Markers are drawn at random from the pool, one at a time. As each is picked, check the Command Marker Explanation Table and apply the result.

5.2 Command Control Level

This is set by the scenario. Certain markers will raise this during the course of play.

5.3 Campaign Chit Outcomes

These are explained on the chart, but to sum up, certain markers must be played immediately. Other markers can be held and played later in the game. Certain markers are removed from the game once played, others are returned to the pool or remain in effect for the rest of the scenario.

5.4 Hold 'Em If You Got 'Em

A player may hold any number of campaign markers.

6.0 Reinforcements

Reinforcements are additional units received in the course of the game. Your reinforcements are placed in your Reinforcement Phases.

6.1 Receiving Reinforcements

A player receives reinforcements as listed for the scenario. Reinforcements are listed in groups. Each group will have one or more units in it.

6.11 Routine Reinforcements

Certain reinforcements (air and/or supply units) are listed as routine. These are received each and every turn. Other units are received only once per scenario.

6.12 Scheduled Reinforcements

These appear on a specific turn.

6.13 Campaign Marker Reinforcements

These appear only if a designated campaign marker has been picked.

6.14 Optional Reinforcements

These are received only under the conditions listed.

6.2 Placing Reinforcements

6.21 Placement Strictures

Units are placed on the hexes indicated by the scenario during the Reinforcement Phase. They may not be placed in an enemy occupied hex or prohibited terrain. They may be placed in a hex containing an enemy ZOC. Players may voluntarily delay the introduction of reinforcements until a later turn.

6.22 Placement Requisite

If all placement hexes are unavailable, the unit must be placed during the first Reinforcement Phase in which an eligible hex is available. Reinforcements may move and fight normally in the turn they are brought into play. Placing them on the map does not count against their movement for the turn.

6.23 Overstacking During Placement

Reinforcements may be placed overstacked.

6.24 Interdiction

The interdiction rule (16.6) may cause reinforcements to be involuntarily delayed or eliminated.

6.25 The Lost Battalion

If a reinforcement would enter the game after the last turn, it is not received.

6.3 Replacements

A unit that has been eliminated in combat may be brought back into play as a replacement: see the refit rule 7.5.

7.0 Logistics

7.1 Expending Supply Units

Logistics in the game is a function of expending supply units, and all supply functions are conducted during Logistics Phases. Supply is expended to conduct the following game functions:

  1. activate an HQ;
  2. refit eliminated HQ and combat units;
  3. repair damaged aircraft units;
  4. build fortifications;
  5. other functions as indicated.

7.2 Supply Radius

Each supply unit can provide supply to any units in its own or adjacent hexes. The presence of terrain and/or enemy ZOC does not affect supply radius.

7.3 HQ Activation

Expend one supply unit. One friendly HQ within its radius is activated. Flip that HQ to its active side (or keep it there if it had been activated during the last turn).

An HQ that has been activated:

  1. provides support to units in its support radius;
  2. allows units in its support radius to move during the Follow-On Movement Phase.

Note: Enemy ZOCs don't interfere with the HQ activation of units.

7.4 Non-Activation

A player must flip to its non-active side any and all HQ for which he did not expend a supply unit during that Logistics Phase.

7.5 Refitting Eliminated Units

Refit occurs during Logistics Phases. Only units in the Replaceable Units/Damaged Aircraft box may be replaced. Costs are as follows.

  • Replace an HQ: expend a number of supply points equal to its support value.
  • Replace a Combat Unit: one supply unit will replace up to three battalion equivalents.
  • Replace an Air Unit: one supply unit will replace up to three air units.

7.51 Refit Replacement

Refit ground units are replaced immediately in the hex in which the supply unit was expended. This may also be done in an off-map base.

7.6 Repairing Damaged Aircraft

Each supply point expended causes up to three air units in the Damaged box to be shifted to the Ready box. For example, to repair four to six damaged aircraft you would have to expend two supply points.

7.61 Air Unit Repair

Generally, a supply unit expended to repair an air unit must be in an off-map base. See scenarios for special cases.

7.62 Irreparable Air Units

Air units in the Permanently Eliminated box may not be repaired (or simply return permanently eliminated air units to the mix of available air units).

7.7 Fortifications

See the fortification rule (21.0).

7.8 Supply Units

Supply units are treated as land units with the following special characteristics:

  1. The number on the counter is the number of supply points. They can be used as "change," breaking them down or building them up as necessary.
  2. They are expended to provide logistical functions.
  3. Supply units do not count for stacking. They have no ZOC.
  4. Supply units are affected by combat results. Each supply point is equal to one battalion equivalent.
  5. Supply units that receive a retreat or rout result are instead eliminated.
  6. Eliminated supply units are returned to the counter mix and may be used again.

7.9 Logistics Phase

All supply expenditure is done during Logistics Phases. You do not expend supply at any other times in the turn, unless stated. Units do not otherwise need to trace a line of supply as in many other wargames.

8.0 Suppression

Combat units are in one of two states:

  1. Combat Effective: this is the normal state of a unit;
  2. Suppressed: this is indicated by placing a suppressed marker on it.

8.1

Combat effective units function normally.

8.2

Suppressed units are affected as follows:

  1. they lose their ZOCs;
  2. they have their movement factors halved; remainders are retained;
  3. if any suppressed units are involved in an attack, shift the combat column one left;
  4. if any suppressed units are involved in a defense, shift the combat column one right.

8.3 Bombardment Disruption

Combat effective units can become disrupted due to bombardment results.

8.4 Secondary Suppressions

The effect of more than one suppressed result on a unit is ignored.

9.0 Reorganization

Players may substitute certain brigade or regiment sized units with battalions, and vice versa, at certain points in the game (in some games, brigades may be replaced with regiments). The smaller-sized units (brigade or in some cases regiments) are called subordinate units. Replacing a brigade or regiment with a subordinate unit is called "breakdown"; replacing subordinate units with brigades or regiments is called "combining." These may occur only in designated parts of the game turn. The types of units that may reorganize are stated in the scenario.

Subordinate units are indicated with an asterisk or differently colored unit box.

9.1 Breakdown

Breakdown occurs only in Logistics Phases, and sometimes due to a combat result. To break down a brigade or regiment, remove the unit from the map and replace it with subordinate units of the type designated by the scenario.

9.2 Combine

Combining occurs only in Logistics Phases. To combine, remove the designated number of subordinate units from the map and replace them with an equivalent regiment or brigade. The subordinate units must all be in the same hex.

9.3 Other

Certain combat results and events may cause regiments or brigades to break down.

9.4 Restrictions

The following restrictions are in effect when breaking down and combining units.

9.41 Nationality Requisite

Units that break down and combine must be of the same nationality. See scenario instructions for details. You do not have to recombine subordinate units into the same brigade or regiment from which they broke down.

9.42 Suppression

Suppressed units may not combine.

9.43 Initial Deployment

Players may not break down or combine units during initial deployment, unless stated in the scenario rules.

9.5 Other

Players should examine the retreat rule and various combat results for the advantages for units that can break down.

10.0 Headquarters

10.1 Support Points

Headquarters have a parenthetic factor numeral, representing their Support Points. They may not attack by themselves. An activated HQ instead provides its support points value as combat shifts to friendly units within its support radius. It also allows units within its support radius to move during the Follow On Movement Phase.

Designer's Note: HQ support represents the effects of artillery, combat engineers and additional logistical support.

10.2 Follow-On Movement

All units that start in the radius of a friendly HQ may move during the Follow-On Movement Phase. This is checked at the start of the Follow-On Movement Phase.

10.3 Combat

During your Combat Phases, each HQ may provide its support value as a combat shift to the right for all attacking units in its support radius. During the enemy Combat Phase, each HQ may provide its support value as a combat shift to the left for all defending units in its support radius. This is checked at the instant each combat starts (not at the start of the Combat Phase).

10.31 Singular Command

Each unit may only be supported by one HQ. If more than one HQ is within range, a player may, on a combat-by-combat basis, choose a single HQ to support it. Within that stricture a given HQ may support all friendly units within its radius.

10.32 Radius Requisite

To provide support, at least one friendly unit in that combat must be within radius.

Note: you do not need to use an activated HQ to engage in combat in a second impulse, but obviously, that will greatly assist any combats you do engage in. And also note, you must engage in combat if your units are adjacent to the enemy.

10.4 Support Radius

Support radius may be traced into and through enemy ZOC, any types of terrain, and even hexes containing enemy units. Headquarters are never affected by the outcomes of attacks they support. HQ defend normally if attacked. An activated HQ may apply its shifts to its own defense and second movement.

10.5 Limits

HQ support all friendly units regardless of unit identifications (unless otherwise specified by the scenario rules). For example, the HQ of a US Army division could support the units of a USMC division.

10.6 HQ Presence

HQ have ZOC and count for stacking.

11.0 Movement

A player may move all, some or none of his units during a friendly Movement Phase. Each unit may be moved as many or few hexes as the player wants, as long as its movement allowance is not exceeded. Unused movement points may not be accumulated or transferred from unit to unit.

11.1 Movement Phases

Each player has two movement phases in each game turn. In the Initial Movement Phase, all his units may move. In the Follow-On Movement Phase, only units within support radius of a friendly activated HQ may move.

11.2 Moving a Unit

Move each unit individually from one hex to another. Once a unit has been moved, and the player's hand is withdrawn, that unit may not be moved again. During a player's movement phases, only friendly units may be moved. No enemy movement may occur during a friendly phase.

11.3 Movement Costs

11.31 Movement Points

Each hex entered costs a certain number of movement points (MP), depending on whether the unit is mechanized or non-mechanized.

11.3 Old Hands Note

Motorized infantry is not considered "mechanized" in this game.

11.4 Minimum Move

A unit otherwise eligible to move may always move a minimum of ONE hex per friendly movement phase, provided it is not moving into prohibited terrain, a hex containing an enemy combat unit, or moving directly from one enemy zone of control to another.

11.5 Prohibited Movement

A unit may never enter a hex containing enemy combat units, nor terrain it is not allowed to enter according to the Terrain Effects Chart.

11.6 Enemy Zones of Control

Units must STOP when they enter an enemy ZOC. There is no extra movement point cost to enter or exit enemy zones of control. Units may not normally move through enemy zones of control, but see the retreat, pursuit and infiltration rules for exceptions.

11.7 Special Terrain Movement

11.71 Roads, Trails & Railroads

When moving along roads, trails and railroads, from one such hex to another through a connected hexside, units pay only the movement cost listed for the road, trail or railroad, regardless of other terrain in the hex.

11.72 Hexsides

Water bodies run along hexsides, such as rivers. A unit must pay an additional movement cost to cross those types of hexsides. Bridges negate the extra cost for moving across a river hexside.

11.8 Infiltration

This is explained under zones of control below (see 13.0).

12.0 Ground Unit Stacking

Stacking is having more than one friendly unit in the same hex at the same time.

12.1 Stacking Limit

The standard stacking limit is two regiments (three battalions per regiment, or a total of up to six battalions), unless specified differently by the scenario rules.

12.2 Free Stacking Supply

Supply units do not count for stacking.

12.3 Air/Naval Exception

Stacking applies only to land units. Air and naval gunfire units do not count for stacking. Also, markers do not count against stacking.

12.4 Stacking Limit Enforcement

The stacking limit applies only at the END of a particular phase (enemy or friendly); that is, a player may move, retreat, and advance through a hex in excess of the stacking limit as long as the situation is restored by the end of that phase.

12.5 Overstacking

A player may violate stacking limits intentionally or unintentionally. At the end of any phase in which overstacking situations exist, the following occurs.

  1. Overstacked HQ automatically become inactivated.
  2. Overstacked supply units may not provide supply.
  3. In any overstacked hex, the overstacking player may employ only units up to the normal stacking limit for combat, attacking or defending. If defending, all defending units are subject to combat results, even though the overstacked units do not contribute combat strength points.

Note: a bombardment of a hex will affect overstacked units as well; so it is a good idea not to overstack.

12.6 Opposing Units Stacking Prohibition

Friendly and enemy ground units may never be stacked in the same hex.

12.7 Bombardment Exception

Air and naval gunfire units may be placed in enemy occupied hexes to execute missions.

12.8 Initial Deployment

Units must be deployed within stacking limits during initial deployment.

13.0 Zones of Control

Land units have zones of control (ZOC). ZOC represent the area a unit can influence through its firepower and patrols. All combat effective ground combat units have ZOC; however, HQ, supply units, suppressed units and markers have no ZOC.

13.1 ZOC Extension

A ZOC extends into all hexes and across all hexsides, unless otherwise stated on the Terrain Effects Chart.

13.2 Blocking ZOC

The presence of a unit, friendly or enemy, has no effect on ZOC.

13.3 Movement Effects

Units must STOP all movement for that phase when they first enter any enemy ZOC.

13.4 Disengagement

Units may leave an enemy ZOC; however, the first hex they enter must not contain an enemy ZOC. They may enter an enemy ZOC later in the movement phase, but they would then have to stop all movement for that phase in that hex.

13.5 Infiltration

Moving directly from one enemy ZOC to another ZOC is called infiltration. Infiltrating units must start that movement phase in an enemy ZOC. They then may move one hex into another enemy ZOC, and that ends their movement for that phase. Only the following units may conduct infiltration:

  • all Japanese infantry;
  • allied commando and raider units;
  • other units as specified by the scenario rules.

13.6 Combat Effects

During your combat phases, all friendly units in an enemy ZOC must attack.

Exception: supply units.

13.7 Pursuit

Units may pursue through enemy ZOC at no penalty.

13.8 Retreat

Units that retreat into an enemy ZOC are eliminated. Also see 15.3.

13.9 Support Effects

ZOC do not block support radii or the ability of supply units to provide their logistics functions for units.

14.0 Land Combat

Land combat occurs between adjacent opposing land units during combat phases. The phasing player is the attacker, the non-phasing player is the defender, regardless of overall strategic posture. Land combat is resolved using the Combat Results Tables (CRT). There are two CRT: Raid and Assault.

14.1 Attacking & Defending

14.11 Mandatory Combat

All combat units must attack all enemy units whose ZOC they occupy. All non-phasing units in an attacking unit's zone of control must be attacked. That is so for all combat phases.

Remember! HQ, supply units and suppressed units have no ZOC; units do not have to attack them.

Old Hands Note: Units must attack in Second Combat Phases whether or not they are within the radius of an activated HQ. That means, given the double impulse turn structure, units can often be placed in positions where they will have to attack at unfavorable odds. That was the case historically.

14.12 Zero Attack-Factor Units

If zero attack-factor units are adjacent to enemy units, they must attack. If attacking by themselves, they automatically use the lowest column on the CRT (24%-). HQ adjacent to enemy units attack with a zero strength, but they receive any shift for their support value.

Example: An HQ with a support value of "1" is in the ZOC of an enemy unit. It attacks on the 25-49% column since that is the lowest column shifted one to the right.

14.13 Attacker's Prerogative

The phasing player determines which of his attacking units will attack which defending units, in any combination he desires, as long as all friendly units in an enemy ZOC participate in an attack, and all enemy units exerting an occupied ZOC are attacked.

14.14 One Battle per Unit per Combat Phase

No unit may attack more than once per friendly combat phase, and no enemy unit may be attacked more than once per friendly combat phase.

14.2 Declaring All Battles First

The phasing player must declare which friendly units will be attacking which adjacent defending units at the beginning of each combat phase (to ensure that all adjacent units are attacked) before conducting any individual battles.

14.21 Multiple Unit & Multi-Hex Battles

If a phasing unit is in the ZOC of more than one enemy unit, it must attack all those enemy units not assigned to a battle with some other attacking unit. For example, a lone unit adjacent to enemy units in two or more hexes would have to attack all those hexes in one combined attack.

14.22 Combining Units in a Battle

Attacking units in two or more hexes may combine their combat strengths and conduct a single attack together, provided all of the attacking units are adjacent to all of the defending units. Battles may involve any number of mutually adjacent attacking or defending units.

14.23 Adjacency

For an attack to be resolved as a single battle, all of the attacking units must be adjacent to all of the defending units.

14.24 Diversionary Attacks

When organizing a series of attacks, a player may allocate his attacking units in such a way that some attacks are made sacrificially at poor differentials so other attacks may be made at more advantageous differentials. Old Hands Note: Diversionary attacks are what used to be called "soak-off attacks."

14.25 Combat Strength Unity

A given unit's combat strength is always unitary; it may not be divided among different battles during a single phase, either for attack or defense.

14.26 Defending

All units defending in a single hex must defend together, and their combat strengths must be added together to form a single combined total. The defender may not withhold units from the defense.

14.27 Attack Limitation

A defending hex may be attacked only once in a single combat phase.

14.28 Attack Resolution

Attacks are resolved one at a time.

14.3 For Each Ground Combat

  1. The attacker states which attacking units will be attacking which defending units.
  2. The attacker chooses which CRT the combat will use (Raid or Assault), except per 14.31.
  3. Determine the combat percentile as follows. a) Total the combat strengths of all attacking units. b) Total the combat strengths of all defending units, making provisions for terrain. c) Divide the attacker's total combat strength by the defender's total combat strength and multiply by 100%.
  4. Determine the final column shift: a) Determine the support status of all attacking units (that is, the number of shifts to the right for friendly HQ support). b) Determine the support status of all defending units (that is, the number of shifts to the left for enemy HQ support). c) If any attacking units are suppressed, shift one column left. d) If any defending units are suppressed, shift one column right. e) Determine the number of defensive shifts for terrain. f) Subtract the defender's shift from the attacker's to get the final shift.
  5. Find the matching percentile column on the selected CRT.
  6. Roll one die and cross-index that result.
  7. Immediately apply the combat result.
  8. Execute any retreats.
  9. Execute any pursuits.
  10. Go on to the next combat, if any.

14.31 Column Shifts

Column shifts in favor of the attacker always shift to the right; those in favor of the defender always shift to the left. Use the net difference of multiple right and left shifts. The extreme columns on the CRT are the base line for any shifts above or below the maximum or minimum odds.

14.32 HQ Support

If more than one HQ can provide a column shift, only use one, but use the single best one. Each HQ may support any number of combats within its own radius.

14.33 Terrain

This applies only to the defender. If more than one terrain modifier applies, use the single best one.

14.4 Choice of Combat Results Tables

There are two combat results tables in the game: Raid and Assault.

14.41 Who Determines Which CRT Will Be Used

Generally the attacker determines which CRT will be used; however, certain campaign markers will give the defender the choice. See the scenario campaign marker explanations.

In a situation where the defender chooses the CRT, the defender still remains the defender; he does not otherwise switch roles with the attacker. For example, a Japanese force with nine combat factors is attacking an Allied force with three combat factors. The Allied player plays an Intelligence marker and can therefore choose the CRT. He decides the combat will be resolved on the Assault CRT. The Japanese player executes the attack on the Assault CRT.

14.42 Combat Results

Combat results are the outcomes of combat. They are explained adjacent to the CRT.

14.43 Advance & Retreat After Combat

These are a form of specialized movement that occur as the result of certain combat results. They are explained below (see 15.3).

14.44 Attacking into Prohibited Terrain

Units may attack into terrain types they may not normally enter. Units may attack across borders at all times, though they may be restricted from advancing/retreating across them. Also, even though a unit may not necessarily be able to exert a ZOC into a certain terrain type, it could still attack into it.

15.0 Implementation of Combat Results

15.1 Order of Results

Combat results are to be implemented in the order listed for that result.

15.11 Combat Results Limitation

Only land units that participated in a given combat are affected by its results.

15.12 Non-Adjacent HQs

If an HQ provided support, it is not affected by the combat unless it was also defending in a hex that was actually attacked, or if it conducted an attack against an adjacent enemy unit.

15.2 Elimination

Eliminated units are removed from the map. If there is a choice of units to be eliminated, the player owning the units may choose which will be removed.

15.21 Surrounded Eliminations

If a unit is entirely surrounded by enemy units, ZOC, or prohibited terrain at the instant of combat, it is placed in the Permanently Eliminated box, and may never be replaced. Otherwise, it is placed in the Replacement Units box and may be replaced.

Certain special results may also cause the permanent elimination of units.

15.22 Breakdowns

Units may be broken down during combat to extract losses. For example, an attrition result will allow a player to break down a regiment into three battalions. One of those battalions would then be eliminated to fulfill the combat result.

15.23 Percentage Losses

Certain combat results will cause a force to lose 50% of its combat factors (such as: BB). That percentage is determined by counting the total attack factors if attacking, or defense factors if defending. If any zero attack strength units are attacking, they are eliminated in addition to other friendly units.

15.24 Breaking Down to Fulfill Casualties

A unit may be broken down to extract 50% losses. Use the total attack or defense strength of the breakdown units to determine the losses.

15.3 Retreat

When a combat result requires a player's units to retreat, the player designated by the result must immediately move those units the indicated number of hexes away from their own combat position. If the combat result doesn't specifically designate one player to conduct a retreat, the owning player conducts it. Retreat is not normal movement; it is counted in terms of hexes, not movement points, and units may always retreat the number of hexes indicated regardless of their printed movement allowances.

15.31 Length

A retreat will be specified as one or two hexes or a rout.

15.32 Routs

The affected player rolls a die for each unit, and then retreats it that number of hexes.

15.33 Retreat Restrictions

Retreat results are subject to the following restrictions. If a unit is unable to retreat within these restrictions it's eliminated instead.

  1. Each unit is retreated separately.
  2. Units may never retreat into hexes containing enemy units.
  3. Normally, units that retreat into enemy ZOC are eliminated, but units that can break down into battalions may do so and then one (only one) of those battalions is eliminated.
  4. Units may not retreat off the map or into terrain or across hexsides that can't normally be entered.
  5. Units may retreat into and through hexes containing friendly units, but that doesn't negate any part of a unit's retreat obligation. Remember, though, retreating units must be within stacking restrictions at the end of the combat phase; see 8.0.
  6. A retreating unit must terminate its retreat the indicated number of hexes away from its former position. If it can't, and can retreat only a portion of the number of hexes called for, it is eliminated in the last hex into which it was able to retreat.
  7. In no case may a unit be retreated into a hex that would cause it to be eliminated or over-stacked if other retreat paths are available.
  8. Zero movement factor units are eliminated if forced to retreat (unless otherwise specified).
  9. Supply units are eliminated if forced to retreat.

15.34 Cities

Units defending in a city hex may (at the player's option) ignore retreat results. Any unit that retreats into a city hex must retreat normally.

15.35 Defending After Retreating

Units that retreat into a hex that is attacked later that same phase (which may happen if retreating onto a fortified unit) defend normally and contribute their defense strength normally. If, however, such retreated units cause their new hex to be over-stacked they contribute nothing to the defense of that hex, though they would be subject to any combat results inflicted there.

15.4 Pursuit

15.41 Pursuit Defined

"Pursuit" is a special form of movement that may occur after combat. Pursuit is what's termed in other wargames an "advance after combat."

15.42 Pursuit Movement Procedure

If a combat result calls for a player to conduct pursuit, he may immediately move the number of hexes indicated with one, some, or all of his eligible units involved in that attack. Generally, pursuit is only one hex. Scenarios will specify exceptions.

A combat result must specify "pursuit" for pursuit to occur. For example, if a Defender Attrition result causes all units to become eliminated from a hex, surviving attackers could not enter there since no pursuit was specified by the result.

15.43 Zero Attack-Factor Pursuit Prohibition

Units with a "0" movement factor may never pursue.

15.44 No MP Cost

Pursuit movement doesn't expend any movement points. It may be made only into hexes the pursuing units could normally enter. Pursuing units may ignore enemy ZOC, but they may not enter hexes containing enemy units or prohibited terrain. If a total pursuit is longer than one hex, some units may stop in the first hex, others in the second hex, at the discretion of the pursuing player.

15.45 No Pursuit

If the enemy hex is not cleared of enemy units, no pursuit may be conducted there.

15.5 Banzai!

The Japanese campaign marker Banzai changes certain combat results. That marker must be played prior to the die being rolled. See the Campaign Marker Explanation Table.

16.0 Air Operations

Each player has air units that perform missions.

16.1 Air Units

Air units represent one or more air unit points, depending on the number of symbols printed on the counter. They may be used like change, with the player breaking them down or combining them at any time, including during combat.

Example: A player could exchange one "3" air unit for three "1" air units.

16.2 Sorties

Each air point may perform one mission per game turn. They may perform missions in either friendly bombardment phase, but if a particular air point conducts a mission in the first phase it could not do so in the second.

16.21 Air Command

Air units are always in command.

16.3 Air Missions

Air units are not based on the map (even if there are airfields on the map). They are placed on the Air Mission Chart. They may be placed on the map to execute missions, but then are returned to the Air Mission Chart.

16.31 Mission Chart

During each air mission phase, the player places his air units in one of the missions listed on the Air Missions Chart: Reserve, Air Superiority, Interdiction, Recon, Strike or Air Supply.

Additionally, air units may be placed in the Damaged box as the result of combat, or be eliminated from play.

Note: air unit reinforcements are received after the air mission allocation phase; so air units received during a turn may not be used until the following turn.

16.32 Air Unit Outcomes

Each air unit may be utilized at different times in the game turn, depending on its mission. When a mission is completed, place the air units performing it in one of the following boxes:

  1. Eliminated: remove it from play;
  2. Damaged: if it received a damage result;
  3. Reserve: if it otherwise survived.

Therefore, at the end of the game turn, all air units will be in one of the three statuses above.

16.33 Repeated Sorties

Air units may be reused from turn to turn. They are not eliminated simply by being used.

16.34 Air Units & Combat

Air units are not affected by ground units; they are affected by enemy air superiority missions and by AA results on the Strike Table.

16.35 Off-Map Basing

Air units are placed on the map only when executing missions. They are not placed on airfields. Air units do not stop or block ground unit movement, retreat or pursuit, nor do they have zones of control. Air units (usually) require no supply; however, activating an on-map airfield may require the expenditure of supply that is then used to increase the number of air units available.

Designer's Note: the air units represent the impact of sorties, not specific air squadrons, groups, etc.

16.4 Reserve

Air units in the Reserve box do not fly missions. They are not affected by enemy air superiority or AA fire.

16.5 Air Superiority

Air superiority is resolved in the air superiority phase.

16.51 Air Superiority Procedure

Units assigned to air superiority "fire" at enemy air units. All such fire is simultaneous. Each player does the following.

  1. Totals his air superiority strength points.
  2. Cross-indexes that with the column on the Air Superiority Table.
  3. Rolls a die.
  4. Applies the outcome. All losses are extracted simultaneously.
  5. Returns all air superiority missions to the Recovery box.

16.52 Selection of Targets

  1. If a player has committed a number of air points to air superiority equal to or less than the total number of enemy air superiority air points, he must use all his air superiority points to attack enemy air superiority air points. Only enemy air units flying air superiority missions are affected by combat results.
  2. If a player has committed more air points to air superiority than his opponent, he may (but does not have to) commit any excess to attacking any and all other enemy missions. In that case, the air points committed to attacking non-air superiority missions are fired as one combined combat, and the firing player can select from which enemy missions losses will be extracted.

Example: The Japanese player commits six air points to air superiority; the Allied player commits four. The Allied player would have to use all four of his air points to attack the Japanese air superiority points. The Japanese player could commit all six of his air points to attacking the Allied air superiority air units; or he could commit four or five to attacking Allied air superiority, and use (respectively) two or one air points to attack other missions. Let's say the Japanese player committed two; he rolls a "5," causing one elimination and one damage. He chooses to eliminate one Allied air point committed to interdiction and another to strike.

  1. In both cases above, any excess eliminations/damages may not be applied against enemy air points flying missions not targeted.

Example: Continuing with the above example, suppose the Japanese player committed six air points to air superiority and rolled a "6"; that would cause three Allied eliminations and three damages. This would eliminate three Allied air units committed to air superiority, and damage one more, thereby wiping out the Allied air superiority mission force of four air units. The additional two damages could not be applied against other Allied missions.

16.6 Interdiction

Certain scenarios will allow an interdiction mission. Interdiction is flown by air units against enemy land units and supply appearing as reinforcements (usually when it involves a reinforcement across all-sea hexes). Interdiction may cause enemy reinforcements to be subject to delay or destruction.

16.61 Restrictions

Interdiction is performed only during the reinforcement phase. It may not be performed against any units making an amphibious move on the map (that is, from coastal hex to coastal hex). Interdiction may not be performed against reinforcements being placed in an off-map base; however, it could be performed when those units move from the off-map base to the map. (Remember, reinforcing units would appear in the reinforcement phase, not during movement.)

16.61 Interdiction Procedure

  1. Declare the number of air units committed to Interdiction.
  2. Roll a die for each reinforcement unit to be attacked, applying all air units to every such unit. The interdicting player may do this in any order he chooses.
  3. Cross-index the result on the Interdiction Table. Immediately apply that result.

16.62 Targeting

Every unit and supply point moving onto the map as a reinforcement would be attacked by all interdicting air units, and each targeted unit would be interdicted by a separate die roll. For example, a player could commit two air units to Interdiction. The enemy places two reinforcement regiments and four supply points. Roll once for each of the two enemy regiments and four supply points on the "2" column of the Interdiction Table.

16.62 Results

  1. Delay: Place the delayed units on the Turn Record Track that number of turns later. They are then automatically received on that turn. (They may not be interdicted again during that turn.)
  2. Elimination: If the unit can break down, it loses one battalion, and the rest of the battalions are delayed two turns. Otherwise, the unit is eliminated and placed in the Replacement box. Supply and deception units are placed back in the counter mix.
  3. AA: Place one interdicting air unit in the Damaged box. That reduces the strength of the interdicting force by one for the next attack. If that wipes out all interdicting air units, no more interdiction rolls are made in this phase. You may not call off an interdiction attack once it has been declared.

16.64 Interdiction Effects

Interdiction affects land combat units, HQ units, deception markers and supply units. Interdiction does not affect the appearance of enemy air or naval reinforcements, nor does it affect enemy units already on the map. Attacks against supply units are made against individual points.

16.7 Air Recon

Recon takes place during friendly movement phases. Place air unit(s) in any hex(es) on the map and declare them as air recon. This may be done at any time in a movement phase.

16.71 Air Recon Procedure

Air recon units do not attack anything, nor do they suffer AA fire. For each air recon unit, you may examine all enemy units in its hex and adjacent hexes. Additionally, any clear, dune, cultivated, mud flat, marsh or coral terrain hexes within two hexes may also be examined.

You may use a maximum of one air unit per air recon per hex. (There is no point in using more, since one is always sufficient.)

16.8 Strike (Air Bombardment)

Strike (air bombardment) missions take place during friendly bombardment phases. Place air unit(s) in any hex(es) on the map containing enemy ground units. A player must place all air units before conducting strikes. He then resolves them one at a time.

16.81 Procedure

For a hex to be bombarded, the following procedure is implemented.

  1. Total the number of air points.
  2. If the TEC calls for a defensive bonus, shift the column to the left the number indicated. The column may never go below zero.
  3. Roll a die on the Bombardment Table.
  4. Apply the results.
  5. Return all surviving strike missions to the Recovery box.

16.82 Overkill

A player may utilize a number of air units against a single hex, per the scenario's rules.

16.83 Hex Targets

Strike missions are flown against hexes, not individual units. If there is more than one defending unit in a hex, they may all be affected by the outcome. See the results on the Bombardment Table.

Example: If the Allied player is using three air units to attack a hex containing a Japanese combat unit and two supply units, he rolls once on the "3" column and gets an "S" result. That causes the combat unit to be suppressed and one supply unit to be eliminated.

16.84 Antiaircraft Fire

Any results due to antiaircraft fire (AA) are only applied after the bombardment is resolved, and then only one air unit per attack is affected.

16.85 Bombardment Revelation Restriction

A player does not reveal any units in a hex being attacked by bombardment. They are to be attacked anyway, with results being applied only when they occur.

16.9 Air Supply

This is a special mission if the flying player has air supply units in the scenario. Air supply markers act as air units, but the only mission they can perform is air supply. They may be lost due to air superiority fire.

16.91 Procedure

Air supply takes place during Logistics Phases. Place the air supply unit on the hex to which the mission is being flown, then remove it and place one supply unit in the hex for each point of air supply. Place the air supply unit itself in the Ready box. A player does not have to remove any air supply points from the map to do this (air supply is in addition to normal supply). You may reuse an air supply marker any number of times.

16.10 Air Losses

Damage: air units that receive a Damage result (owing to air superiority or AA fire, or a specific campaign marker event) are placed in this box. They may not fly missions, nor are they affected by enemy air superiority fire.

Elimination: an air unit permanently eliminated may not be repaired.

16.11 Repair

A player may repair damaged air units by expending supply units during Refit Phases. One supply point can repair three air units (or a fraction thereof) in the Damaged box. Place repaired air units in the Ready box. See the scenario rules for specifics.

17.0 Naval Bombardment

Naval strike units represent gun support from warships. Each naval strike is treated exactly like an air strike for bombardment. They have an unlimited range. Each naval bombardment unit (unlike air strikes) is a single combat factor—it may not be broken down).

17.1 Naval Bombardment Units

Naval bombardment units are placed in the pool. They may be used when picked. Some will be reusable (returned to the pool) while others are removed once they're played. See the marker explanations.

Naval bombardment may only be used for bombardment missions. They are not affected by enemy antiaircraft fire or air superiority missions.

17.2 Restrictions

Naval strike markers must be used in the turn they are picked. A maximum of one naval bombardment mission may be fired against a particular hex. Naval bombardment may be combined with air strikes.

17.3 Interdiction

Naval bombardment missions may also be used for Interdiction. Each point of bombardment counts as one point for Interdiction.

18.0 Fog of War

Players are limited as to when they may examine enemy units. Generally, you may examine enemy stacks only under certain conditions.

18.1 Examining Units

A player may examine enemy units at the start of the friendly combat phase if he has friendly units adjacent to any such units.

Old Hand's Note: often it is useful to make raid attacks to determine the contents of an enemy stack without having to risk too much. Do that in the initial combat phase and then determine what strength you will need to attack the hex in the Follow-On Phase, assuming the enemy does not move.

18.2 Air Recon

You may examine enemy ground units via air recon (see 16.7). Also, when conducting bombardment against a hex, the player determines outcomes against enemy units normally, but they are not flipped.

18.3 Air Ops

You must show the number of air units being used to execute a mission as it is being executed.

18.4 ZOC Announcement

You must always inform the enemy whether units in a stack have ZOC (though not necessarily the identity of the units in the stack) at the instant a unit moves adjacent.

18.5 Terrain Examination

You may always examine the terrain in a hex under a stack of units. Also, you must inform the enemy of the presence of any fortifications.

18.6 Reinforcements

You may never examine enemy units on their Turn Record/Reinforcement Track.

18.7 Command Markers

Certain command markers will allow you to examine enemy stacks or units on the Reinforcement Track.

18.8 Optional Fog of War Rules

See the optional fog of war rule for more complications.

19.0 Headquarters (HQ)

Headquarters function as other land units, with the exceptions summarized here.

19.1 Follow-On Movement

An activated HQ will allow all friendly units within its support radius to use follow-on movement.

19.2 Support Points

An activated HQ may use its support points to provide combat shifts to friendly units within its support radius.

19.3 Suppression

Anything that causes an HQ to become suppressed causes it to become non-activated. If already non-activated, then there is no further effect.

Designer's Note: HQ represent command control for artillery, combat engineers and logistics units that are spread out through an area of operations. Consequently they represent a center of mass for support operations rather than a specific unit.

20.0 Engineer Units

Engineer units in the game represent major concentrations of engineering personnel and construction equipment. Combat effective engineer units provide the following functions.

  1. Airbase Operation: certain scenarios will have airbases printed on the map. A player must have an engineer unit in that airbase to "operate" it. That will result in his receiving additional air units.
  2. Bridging: if an engineer unit starts its movement adjacent to a stream and/or a river hexside, the movement cost for all other friendly units to cross that stream/river is zero; other terrain costs would still be paid normally.
  3. Building Fortifications: an engineer unit may build fortifications in a friendly Logistics Phase. It must be combat effective and in the same hex as, or adjacent to, a supply unit. Expend the supply unit and place fortification markers in the engineer's hex and in any adjacent hexes occupied by friendly units. If more than one engineer unit is adjacent to the same supply unit, they may all build fortifications. See 21.0.
  4. Mobility Enhancement: an engineer unit that starts its movement phase in the same hex as a supply unit may "pick up" one supply point and transport it, using the movement factor of the engineer. At the end of that move the supply unit must be dropped off.
  5. Other: as specified by the scenario rules.

21.0 Fortifications

Fortification markers enhance defense in the following ways.

21.1 Defensive Shift

If any defending unit is in a fortification, that combat receives one additional column shift for defense. This is in addition to any normal terrain shifts.

Note: Japanese gain a two-column shift while the Allies gain a one-column shift.

21.2 Ignoring Retreats/Routs

Any unit defending in or attacking out of a fortification may ignore one-hex retreat results, and convert rout results into one-hex retreats.

21.3 Fortification Permanence

Once placed on the map a fortification marker remains in play as long as there is at least one friendly unit in it. The instant all friendly units have vacated the fortification hex (via movement or combat or whatever), the fortification is removed from play. Players may not capture and use enemy fortifications.

22.0 Amphibious Movement

Amphibious moves are moves from coastal hexes to coastal hexes. That requires a combat effective amphibious unit or a scenario special rule. Any type of land unit is eligible to make an amphibious move.

22.1 Procedure

Amphibious movement takes place during the movement phase. The player must have an amphibious unit in a coastal hex. He then moves it to any coastal hex on the map that the unit could otherwise enter. That consumes the unit's entire movement. The unit functions normally otherwise.

22.2 Transport Capacity

Each amphibious unit may transport one stack of friendly combat units or three supply points (never both).

22.3 Coastal Hex Requisite

A unit making an amphibious move may not end its movement on an all-sea hex or on an enemy unit. It may land in an enemy ZOC and may engage in combat normally.

22.3 Amphibious Assault

Any land units using amphibious assault may attempt to land in hexes containing enemy units. The units conduct the assault from an adjacent all-sea hex. In this case, they don't land in the movement phase, but only if they successfully clear the hex after that combat. The combat is conducted normally; if the attacker gains a result allowing his units to pursue, they may land in the invaded hex. If they fail to gain a result allowing them to pursue, they are eliminated instead. Amphibious assault units may be combined with units attacking from land as part of the same attack.

22.4 Reinforcements

Certain scenarios call for reinforcements to enter the map via amphibious movement. Such reinforcements do not require amphibious units (and remember, reinforcement placement only takes place in the reinforcement phase, not the movement phase).

23.0 Evacuation

Certain scenarios will allow for evacuation, which removes units from the map. Evacuation takes place during friendly reinforcement phases. Units to be evacuated must be on a coastal hex. Simply pick them up and remove them from the map. Once evacuated, a unit may never be returned to play.

23.1 Evacuation by Scenario

Scenario rules will specify which units may be evacuated. In some cases, players may receive victory points for evacuating units.

24.0 Victory Conditions

Players win the game by accumulating victory points (VP). Throughout the course of the game, players score VP. They are recorded using pen and paper.

24.1 Scoring VP

  • Immediate: certain events will cause VP to be scored immediately. For example, eliminating enemy units.
  • End of Turn: certain events will cause VP to be scored during the victory phase. For example, holding a particular objective hex.
  • Campaign Victory: each scenario will list the specific victory points and the victory conditions for the game.

24.2 Campaign Victory Conditions

At the end of the scenario, check the number of VP gained by both players. Subtract the lower amount from the higher. This will give the level of victory.

  • Draw: 0-15
  • Marginal Victory: 16-30
  • Major Victory: 31-45
  • Decisive Victory (highest): 45 or more.

24.3 Sudden Death Victory

If, during any victory determination phase (at the end of the turn), one player attains his sudden victory condition, the game comes to an end and he wins.

24.4 Eliminating Units

VP may be scored for eliminating units. That includes units that are not replaceable.

24.5 Evacuating Units

VP may be scored for evacuating units.

24.6 Objective Hexes

Certain hexes are indicated as being objective hexes. Players gain additional VP for occupying them, depending on the scenario.

25.0 Guadalcanal Campaign Scenario

25.1 Game Length

  • Short Scenario: August 1942 to November 1942
  • Historical Scenario: August 1942 to February 1943
  • Optionally: players can, by mutual consent, extend the game to March 1943.

25.2 Initiative

The US has the initiative on game turn 1.

25.3 Victory

Starting Victory Points:

  • Japanese = 0
  • Allied = 0

Japanese Sudden Death Victory: if, during any victory check phase, the Japanese have an activated airfield on Henderson Field and also occupy all objective hexes.

Allied Sudden Death Victory: if, during any victory check phase, the US has an activated airfield on Henderson Field and also occupies all objective hexes.

25.4 Japanese (Set Up First)

a) Land Units: on or within three hexes of Henderson Field: 11+13 engineer unit, 3K SNLF (-), 81 infantry. b) Air units: reserve: 8 x air strikes. c) Starting Command Level: start scenario. d) Command Markers: start with one Banzai!; place the rest in the pool. e) Command Marker picks: per the Japanese Command Marker Table.

25.5 US (Set Up Second)

a) Land Units: none. b) Air Units: reserve: 5 x air strikes. c) Starting Command Level: start scenario. d) Command Markers: place all in the pool. e) Command Marker picks: per the US Command Marker Table.

25.6 Japanese Reinforcements

a) Air units: place in the Reserve box. b) Land units: place on any coastal hexes. See the Japanese Reinforcement Chart for units and turns of arrival. Certain reinforcement groups are received via the pick of a reinforcement group campaign marker. Units are received on the turn indicated, subject to delays and destruction caused by the Interdiction table. c) Evacuation: the Japanese may evacuate units only after the Operation KE campaign marker has been played. They may evacuate only through objective hexes on the coast. d) Conditional Japanese Reinforcements: The Japanese player may choose to receive these units by paying two VP per unit. This is done on a unit-by-unit basis; the Japanese player may choose some, none or all of these units.

25.7 US Reinforcements

a) Air Units: place in the Reserve box. b) Land Units: place on any coastal hexes. See the US Reinforcement Chart for units and turns of arrival. Certain reinforcement groups are received via the pick of a reinforcement group campaign marker. Units are received on the turn indicated, subject to delays and destruction caused by the Interdiction Table. c) Evacuation: the US may evacuate units only after the USMC Relief campaign marker has been implemented. They may evacuate only through objective hexes on the coast. d) Conditional US Reinforcements: the US player may choose to receive these units by paying two VP per unit. This is done on a unit-by-unit basis; the US player may choose some, none or all of these units.

26.0 Scenario Special Rules

26.1 Henderson Field

Each player receives additional air unit reinforcements if they have activated "Henderson Field" (see the Reinforcement Chart). These air units are received each friendly reinforcement phase that Henderson Field is activated. To activate Henderson Field, a player must have one combat effective engineer unit in the hex. Henderson Field may not be activated on the August 1942 turn. If an eligible engineer unit is present on the September turn, Henderson Field will activate at the start of the turn.

Note: if a player later loses control of Henderson Field, any air unit reinforcements received via its control are not lost, but no new air units for it can be received until reactivated.

26.2 Home Bases (Off Map)

The Japanese base is Rabaul. The US base is Espiritu Santo. They are represented by boxes. Reinforcement units may be placed in the off-map base. Any reinforcement units placed in an off-map base are not subject to interdiction. You may move them to Guadalcanal on a later reinforcement phase, subject to Interdiction on that turn.

26.21 Out of Range

A player's units may neither attack nor enter the enemy base.

26.3 Repairing Damaged Aircraft

Home Bases: A player may expend one supply unit in the friendly off-map base to repair up to three friendly aircraft in the Damaged box.

Henderson Field: A player may expend one supply unit on Henderson Field (maximum) to repair up to three friendly aircraft in the Damaged box.

26.4 Air Strike Limit Per Hex (16.6)

  • Japanese: five
  • US: five

Note: various campaign markers will allow for a shift of one to the right for bombardment.

26.5 Interdiction

A player can commit two, four or six air points to interdiction. That causes each enemy reinforcement HQ, combat unit, supply point and deception marker for that turn to roll on the Interdiction Table. That may result in delay or destruction of the unit. See the Interdiction Table.

26.6 Initial Forces

The Japanese Ichiki Detachment and the US USMC 1st Echelon (August 1942) are not affected by interdiction. Other reinforcement groups, and supply units arriving in August, are affected.

26.7 Breakdown Units

Japanese:

  • 6-5-10 or 5-5-10 regiment = three 1-2-10 battalions
  • 3-3-10 regiment = two 1-2-10 battalions

US:

  • USMC 6-6-8 regiment = three 1-2-8 battalions
  • US 4-5-8 Army regiment = three 1-2-8 battalions
  • US Army and USMC battalions may not be combined.

26.8 Port Operations

All objective hexes on coastlines are potential ports. To activate a port, a player must have a friendly combat effective engineer unit in the hex. Unless a hex has been activated as a port, a player may land a maximum of three battalion equivalents plus one supply unit in a coastal hex. If a hex has been activated as a port, an unlimited number of units may land in it.

26.9 Airborne

No airborne drops are allowed in the game.

26.10 Game Scale

Each hex is about three kilometers (two miles) across. Each turn represents one month.

Abbreviations

Japanese

  • GF: Guard Force
  • IJN: Imperial Japanese Navy
  • Ku: Kuma Battalion
  • K SNLF: Kure SNLF
  • M SNLF: Maizuru SNLF
  • S SNLF: Sasebo SNLF
  • SE: Special Engineer
  • SNLF: Special Naval Landing Force
  • Y SNLF: Yokosuku SNLF
  • Ya: Yano Battalion

US

  • AC: Americal Division
  • CB: US Navy Construction Battalions (Sea Bees)
  • LVT: Landing Vehicle, Tracked
  • R: Raider
  • SW: Special Weapons (self-propelled guns)
  • USMC: United States Marine Corps

Campaign Markers

Each entry lists the marker, when it is played, its effect, and its disposition after play.

Japanese Markers

  • Banzai! — When played: Combat Phase. Play prior to any one land battle. Apply all of the following to that battle:
    1. Japanese receive a one column shift in their favor, attacking or defending.
    2. Japanese units ignore all rout and retreat results. Unit eliminations are applied normally.
    3. Treat Bloodbath and Contact results as AE when Japanese are attacking and DE when defending. Disposition: return to pool.
  • Battle of Santa Cruz Islands — When played: Immediately. The Japanese player rolls a die and receives that number of air strikes as reinforcements. Disposition: remove from play.
  • Dig In — When played: Logistics Phase. Japanese may place up to three fortification markers on Japanese units. No supply is expended for this, and engineers are not needed to build them. Disposition: return to pool.
  • Disease — When played: Immediately. Roll a die. The Japanese player must eliminate that number of friendly battalion equivalents, or eliminate that number of supply points, or any combination. All affected units must be on Guadalcanal. Disposition: return to pool.
  • Ironbottom Sound — When played: This turn's Bombardment Phase. Conduct one naval bombardment with a value of "3." Disposition: return to pool at end of the turn, regardless of whether used or not.
  • New Guinea Diversion — When played: Immediately. Roll a die. The Japanese player removes three air strikes from his reserve. Disposition: remove from play.
  • Night Bombing Tactics — When played: Immediately. Shift Japanese air strike bombardment combat one right for remainder of game. Disposition: remains in effect for remainder of game.

Allied Markers

  • 14th Corps — When played: Immediately if this is December 1942 or later; otherwise, return to pool with no effect.
    1. Increase the US command control level by one.
    2. US receives the 14th Corps reinforcement group. See the Reinforcement Chart. Disposition: remains in effect for remainder of game.
  • Battle of Eastern Solomons — When played: Immediately. The US player rolls a die and receives that number of air strikes as reinforcements. Disposition: remove from play.
  • Cactus Air Force — When played: Immediately. If the US currently has a combat effective engineer on Henderson Field, roll a die and receive that number of air strike reinforcements. (This is in addition to normal air reinforcements.) Disposition: return to pool.
  • Destroyer Support — When played: Bombardment Phase. Treat as a naval bombardment with a value of "2." Disposition: return to pool at end of the turn, regardless of whether used or not.
  • Disease — When played: Immediately. Roll a die. The US player must eliminate that number of battalion equivalents, or eliminate that number of supply points, or any combination. All affected units must be on Guadalcanal. Disposition: return to pool.
  • Fire Coordination — When played: Any Bombardment Phase. Shift US air and naval bombardment combat one right for remainder of game. Disposition: remains in effect for remainder of game.
  • Gung Ho! — When played: Any Combat Phase. Any combat involving at least one USMC infantry, raider or airborne unit receives a one column shift in the US favor. Disposition: return to pool.
  • Naval Battle of Guadalcanal — When played: Bombardment Phase. Treat as a naval bombardment with a value of "3." Disposition: return to pool at end of the turn, regardless of whether used or not.

Victory Point Tables

Japanese Victory Points

Gained immediately:

  • Each US HQ unit eliminated: 5
  • Each US battalion equivalent eliminated: 2
  • Each US air unit eliminated: 1
  • Each US supply unit eliminated: 0
  • Each Japanese battalion equivalent evacuated once Operation KE is in effect: 1
  • Each Japanese HQ evacuated once Operation KE event is in effect: 4

Gained during each Victory Check phase:

  • Japanese have an activated airfield on Henderson Field: 5
  • Each Objective Point occupied by Japanese land units: 1

Allied Victory Points

Gained immediately:

  • Each Japanese HQ unit eliminated: 4
  • Each Japanese battalion equivalent eliminated: 1
  • Each Japanese air unit eliminated: 2
  • Each Japanese supply unit eliminated: 0
  • Each USMC battalion equivalent evacuated once USMC Relief event is in effect: 1
  • Each USMC HQ evacuated once USMC Relief event is in effect: 5

Gained during each Victory Check phase:

  • US has an activated airfield on Henderson Field: 5

Reinforcement Chart

Japanese Reinforcement Groups

  • Ichiki Detachment — Turn of arrival: August 1942. Units: 28th Regiment; 5Y SNLF. Note: may not be subject to interdiction.
  • 35th Brigade — Turn of arrival: August 1942. Units: 35th HQ; 124 Regiment; Kuma Battalion; 1 Armor; 38, 45 AA.
  • 2nd Infantry Division — Turn of arrival: September 1942. Units: 2 HQ; 4, 16, 24 Regiments.
  • Operation KA-GO — Turn of arrival: if Operation KA-GO marker picked. Units: 17 HQ; 38 HQ; 228, 229, 230 Regiments; SE Amphibious; 39 Engineer; 4M SNLF, IJN Battalions. Raise Japanese command control by one.
  • Operation KE — Turn of arrival: if Operation KE marker picked. Units: Yano Battalion; 5 x Air. Raise Japanese command control by one. Japanese may evacuate units.
  • Routine Air — Turn of arrival: August 1942 to end of game. Units: 2 Air Strikes per turn.
  • Henderson Field Air — Turn of arrival: each turn starting with September 1942, if Japanese have activated Henderson Field. Units: 1 Air Strike per turn.
  • Supply units — Turn of arrival: August 1942 to end of game. Units: 3 points per turn.
  • Optional units — Turn of arrival: if Operation KE marker picked. Units: 6, 21 HQs; 13, 23, 45, 170 Regiments; 61 Recon; 8 Armor. Japanese must pay two VP for each unit.
  • Campaign Markers — Turn of arrival: see explanations.

Source gap: the printed US Reinforcement Chart (referred to in 25.7) is not reproduced in the source document, so the US reinforcement groups and turns of arrival are not transcribed here.

27.0 Pacific Battles Optional Rules

27.1 Campaign Markers and Expending VPs

A player may expend Victory Points to pick additional campaign markers. This is during the Campaign Markers phase.

27.2 Procedure

A player expends two VPs to pick one additional campaign marker. The player picks the additional marker and then must play it.

A player may pick a number of campaign markers equal to up to his normal allotment for a turn.

Example: say a player normally could pick three campaign markers. That player could expend two, four or six VPs and pick one, two or three more markers.

28.0 High Ground

If a Combat Effective HQ occupies a mountain, hilltop or ridge hex, its support radius is increased by two hexes.

29.0 HQs and Artillery Fires

A player may use his Activated HQs to fire artillery. This is done during the friendly Bombardment phase.

29.1 Procedure

(1) The HQ must be in or adjacent to a hex with a friendly supply unit. Expend a supply unit (this is on top of the supply unit used to activate the HQ in the Logistics phase and is done during the Bombardment phase).

(2) Indicate a target hex that must be within range of the HQ. Range is equal to support radius. The target hex must contain enemy units.

(3) Use the HQ support value as the bombardment strength. Follow the same procedure for Bombardment and apply the results. ("AA" results have no effect.)

Artillery fire may be combined with air and naval fire.

29.1 Limits

  • Japanese: may combine up to two HQs firing into the same hex.
  • American: may combine up to three HQs firing into the same hex.
  • Other Allies: may combine up to two HQs firing into the same hex.

29.2 Optionally

An HQ does not have to use its support value as a whole against one hex when conducting artillery fire. It may be broken down into integral values.

Example: An HQ with a support value of "3" could fire one bombardment with a strength of "2" and a second against another target with a value of "1".

30.0 Air Superiority (More)

If a player has more than eight air points committed to Air Superiority, then the excess above eight are fired as a separate combat.

Example: A player commits 10 air points to Air Superiority. He fires eight, applies their results, then fires two more. No air unit, however, may ever be affected by more than one elimination or damaged result.

31.0 Close Air Support

Certain scenarios allow for Close Air Support. The attacker may, when setting up land attacks, add air units committed to the Close Air Support mission to any ground combat.

31.1 Close Air Support Procedure

Add Close Air Support air units to attacking ground units. For each air unit, the combat is shifted one column to the right. At the completion of the combat, place the air units in the Reserve box.

31.2 AA Fire

At the completion of the ground combat, roll one die for each air unit. On a "6" the unit is damaged. Place it in the Damaged box. If the hex contained or was adjacent to an enemy AA unit, then an air unit is damaged on a "5-6". Otherwise, close air support missions are not affected by land combat results.

31.21 Limits

The number of close support air units that may be assigned to each individual combat (if any) is set by the scenario.

32.0 Capturing Supply

If a player's units attack a hex containing an enemy supply unit and completely eliminate all defending units in it, and there are supply units in that hex, and they advance after combat into the hex, then check for capture.

32.1 Procedure

For each supply point in the hex roll one die: on a 1-3 the enemy supply unit is captured; on 4-6 the supply unit is eliminated. Eliminate a captured enemy supply unit and replace it with a friendly supply unit in the same hex.

33.0 Airborne Landings

Certain scenarios will allow airborne landings. Only combat effective airborne units may conduct them.

33.1 Airborne Procedure

The airborne unit must start in a friendly activated airfield. Move it to any land hex on the map which it could otherwise enter, and which contains no enemy units. It may move over enemy units and ZOC. Then roll on the Airborne Landing table and apply the result.

33.2 Airborne Reinforcement

An airborne unit which is slated as a reinforcement may instead enter via airborne landing if the scenario allows for it.

33.3 Interception Immunity

Airborne units may not be intercepted by enemy air, nor are they subject to enemy air superiority fire.

Airborne Landing Table

(if scenario allows airborne landings)

Die rollResult
1Unit lands in target hex.
2Unit lands in target hex.
3Unit lands in target hex.
4Unit lands in target hex.
5Unit scatters.
6Unit lands in target hex and is Suppressed.
7Unit lands in target hex and is Suppressed.
8Unit scatters and is Suppressed.

Die roll modifiers:

  • +1: Target hex adjacent to an enemy unit.
  • +1: Target hex contains terrain other than clear, airfield or village.

Scatter: Roll one die. On a "1" the unit lands in the hex north of the target; on a "2", the next hex clockwise, etc. to 6. If the unit lands in a hex containing enemy units or prohibited terrain, it is eliminated.

34.0 Optional Fog of War

Players may deploy their combat units face down. This is their fog of war side. Fog of war status units operate normally, except that it will be more difficult for the enemy to figure out what is in each hex. They are revealed (flipped face up) at the instant of ground combat or via any action that would allow a player to examine the units in a hex.

The player may flip a face up unit to its fog of war status during the friendly logistics phase.

A player may flip a unit in its fog of war status face up at any time in the game turn.

34.1 Deception Markers

A player receives Deception markers as per the scenario. They are placed face down initially. They are placed on or adjacent to any friendly unit as long as the hex of placement is not adjacent to a unit. Additionally, they may be placed in the location for any reinforcement units for that turn.

34.2 Revealing

The instant that any event would cause units in a hex to be revealed, deception markers in that hex are removed from the map. They may be reused later if a scenario calls for them. Otherwise, they may not be rebuilt.

34.3 Operation

Deception markers have a movement factor. They may be moved by the player either as mechanized or non-mechanized units. The instant that a Deception marker moves adjacent to an enemy land unit, or vice versa, they are flipped face up and removed from play.

34.4 Reinforcements

Deception markers received as reinforcements are subject to the delay die roll if part of a reinforcement group that is otherwise delayed. Otherwise, they are received on the turn indicated.

35.0 Guadalcanal Optional Scenario Rules

35.1 Historical Reinforcements

Players who want to recreate the actual reinforcement schedule of the actual Guadalcanal campaign should play these campaign markers (below) at the indicated game turn dates. Players must note that, unlike the historical battle, foreknowledge of reinforcement dates may alter the unfolding of events during the game.

Japanese:

  • Ironbottom Sound: August 1942
  • Tokyo Express: September (first run)
  • Operation KA-GO: September
  • Battle of Santa Cruz Islands: October
  • The Bombardment: October
  • Night Bombing Tactics: December
  • Operation KE: December (evacuation executed in February)

U.S.:

  • Battle of Eastern Solomons: September 1942
  • Destroyer Support: October
  • Naval Battle of Guadalcanal: November
  • Cactus Air Force: November
  • Fire Coordination: December
  • USMC Relief: December
  • 14th Corps: January 1943

35.2 Deception Markers

Players receive deception markers as follows:

U.S.:

  • August 1942 reinforcements: None
  • September 1942 to end of game: Two per turn

Japanese:

  • Initial deployment: Six
  • September 1942 to end of game: One per turn
  • Operation KA-GO: Two on turn picked
  • Operation KE: Two on turn implemented

35.3 Variable Forces

At the beginning of the Guadalcanal campaign in 1943, both the Americans and the Japanese had greatly overestimated the other side's actual size and strength. The Americans thought that the Japanese would have much stronger forces defending the island than was actually present there, whereas the Japanese incorrectly thought that the American landings were only a relatively small reconnaissance in force. The following rules are intended to add variability to the starting forces to replicate that historical mis-assessment, such that neither player actually knows exactly what forces the other player will be bringing to bear.

35.4 Procedure

Prior to start of play, each player rolls one die and then deploys the designated start force. This is done in secret.

Source gap: the source document ends at 35.4 and does not reproduce the start-force table this procedure refers to.

Source Gaps

This transcription is partial. The following were referred to by the rules as printed charts or sections but are not in the source document (the RTF file contains no embedded tables or images), and they have not been reconstructed:

  • Combat Results Tables: the Raid and Assault CRT (14.3, 14.4).
  • Terrain Effects Chart (11.31, 13.1, 14.33, 16.81).
  • Air Superiority Table (16.51).
  • Air Strike / Bombardment Table (16.8, 16.81) and Interdiction Table (16.6, 16.61, 16.62).
  • Japanese and US Command Marker Tables (25.4e, 25.5e); the marker explanations above are transcribed.
  • US Reinforcement Chart (25.7).
  • Start-force table for Variable Forces (35.4).
  • Pacific Battles Volume 1 battles other than Guadalcanal: The Fall of Singapore and Struggle on Bataan (no rules located).

Consult the printed game charts and map, and the Pacific Battles player card, for these.

  • 6.3 Replacements
  • 7.9 Logistics Phase
  • 11.8 Infiltration
  • 14.26 Defending
  • 14.27 Attack Limitation
  • 14.28 Attack Resolution
  • 14.3 For Each Ground Combat
    • 14.31 Column Shifts
    • 14.32 HQ Support
    • 14.33 Terrain
  • 14.4 Choice of Combat Results Tables
    • 14.41 Who Determines Which CRT Will Be Used
    • 14.42 Combat Results
    • 14.43 Advance & Retreat After Combat
    • 14.44 Attacking into Prohibited Terrain
  • 15.33 Retreat Restrictions
  • 15.34 Cities
  • 15.35 Defending After Retreating
  • 15.4 Pursuit
    • 15.41 Pursuit Defined
    • 15.42 Pursuit Movement Procedure
    • 15.43 Zero Attack-Factor Pursuit Prohibition
    • 15.44 No MP Cost
    • 15.45 No Pursuit
  • 15.5 Banzai!
  • 16.52 Selection of Targets
  • 16.6 Interdiction
    • 16.61 Restrictions
    • 16.61 Interdiction Procedure
    • 16.62 Targeting
    • 16.62 Results
    • 16.64 Interdiction Effects
  • 16.7 Air Recon
    • 16.71 Air Recon Procedure
  • 16.8 Strike (Air Bombardment)
    • 16.81 Procedure
    • 16.82 Overkill
    • 16.83 Hex Targets
    • 16.84 Antiaircraft Fire
    • 16.85 Bombardment Revelation Restriction
  • 16.9 Air Supply
    • 16.91 Procedure
  • 16.10 Air Losses
  • 16.11 Repair
  • Occupation: A player occupies a hex if he has a land unit physically occupying it. Simply being the last to have passed through the hex is not sufficient to qualify for occupation. The presence of enemy zones of control has no effect on occupation.
  • Phase: a segment of a turn in which the players conduct various operations.
  • Phasing Player: the player whose impulse is occurring.
  • Refitting: the process by which units eliminated by combat may be returned to the map.
  • Suppressed: a combat unit that has temporarily lost combat effectiveness.
    • i. The first player does the following:
      1. Removes all suppression markers from his units.
      2. Breaks down/combines units.
      3. Expends supply units to refit eliminated units, to activate HQ, and to perform other designated logistical functions.
    • ii. The second player does the following:
      1. Removes all suppression markers from his units.
      2. Breaks down/combines units.
      3. Expends supply units to refit eliminated units, to activate HQ, and to perform other designated logistical functions.
  • Operation KA-GO — When played: Immediately.
    1. Increase the Japanese command control level by one.
    2. Japanese receive the Operation KA-GO reinforcement group. See the Reinforcement Chart. Disposition: remains in effect for remainder of game.
  • Operation KE — When played: Immediately if Allies have 10 or more VPs than the Japanese; otherwise, return to pool with no effect.
    1. Increase the Japanese command control level by one.
    2. Japanese receive the Operation KE reinforcement group. See the Reinforcement Chart.
    3. Japanese may begin evacuating units. Disposition: remains in effect for remainder of game.
  • Recon — When played: 1) Japanese Movement Phase or 2) US Combat Phase. 1) The Japanese player may examine any one Allied stack anywhere on the map. OR 2) The Japanese player may decide which CRT will be used for the combat. Disposition: return to pool.
  • Staff Planning — When played: Logistics Phase. Activate one HQ without using a supply unit. Disposition: return to pool.
  • The Bombardment — When played: This turn's Bombardment Phase. Conduct one naval bombardment with a value of "6." Disposition: remove from play at end of the turn, regardless of whether used or not.
  • Tokyo Express — When played: Immediately. Roll a die. The Japanese player receives that number of supply points as reinforcement. They are not subject to interdiction. Disposition: return to pool.
  • Weather — When played: Immediately. Each player must transfer one air unit into the Damaged box; then each player eliminates one supply point. Disposition: return to pool.
  • Recon — When played: 1) US Movement Phase or 2) Japanese Combat Phase. 1) The US player may examine any one Japanese stack anywhere on the map. or 2) The US player may decide which CRT will be used for the combat. Disposition: return to pool.
  • Staff Planning — When played: Logistics Phase. Activate one HQ without using a supply unit. Disposition: return to pool.
  • MAGIC — When played: Any time. US player may examine all Japanese units on the Reinforcement Track. He may then delay any one turn's reinforcements for one turn. Disposition: return to pool.
  • USMC Relief — When played: If US has 10 or more VP than the Japanese, 1) Receive USMC Relief reinforcement group. 2) US may evacuate USMC units. Disposition: remains in effect for remainder of game.
  • Weather — When played: Immediately. Each player must transfer one air unit into the Damaged box; then each player eliminates one supply point. Disposition: return to pool.