RulesPal
Chat
Rulebook
Pearl Harbor: The War Against Japan, 1941-1945 thumbnail

Pearl Harbor: The War Against Japan, 1941-1945

Pearl Harbor: The War Against Japan, 1941-1945 Rulebook

Table of Contents

Table of Contents

  • Part I: The Basic Game
    • 1. Sequence of Play
      • The Player Turn
    • 2. Zones of Control
      • Effects
    • 3. Stacking
      • Naval Stacking
      • Land Stacking
      • Air Stacking
      • Leaders
      • General Restrictions
    • 4. Movement
      • Naval Movement
      • Air Movement
      • Land Movement
      • Leaders
    • 5. Basing of Units
      • Installations
      • Anchorages
      • Home Bases
      • Fleet Trains
      • Changing Base
    • 6. Naval Missions
      • Attack Missions
      • Support Missions
      • Patrol Missions
      • Amphibious Missions
    • 7. The Reaction Segment
    • 8. Combat
      • Limited Combat Ceiling
      • Combat Results Tables (CRTs)
      • Types of Combat
      • Air-to-Air Combat
      • Surface Naval Combat
      • Antiaircraft Fire
      • Sequencing
      • Example
    • 9. Leaders
      • Ground Leaders
      • Naval Leaders
      • Naval Air Leaders
    • 10. Air Units and Aircraft Carriers
      • Air Units
      • Air Missions
      • Aircraft Carriers
    • 11. Supply
      • Supply Lines
      • Supply Sources
      • Supply Effects
    • 12. Weather
      • Effects
      • Restrictions
    • 13. Intrinsic Defense
    • 14. Fortresses
      • Field Fortresses
      • Permanent Fortresses
    • 15. Home Bases
    • 16. Strategic Redeployment
    • 17. Economics
      • ERPs
      • Decision Segment Expenditures
      • Reorganization Segment Expenditures
    • 18. Control
    • 19. National Restrictions
      • Nationalist China
      • Chinese Communist Party (CCP)
      • ANZACs
      • Soviet Union
      • Tibet
      • Afghanistan
    • 20. Narrow Sea Areas
    • 21. Multi-Player Provisions
      • Japanese Interservice Co-operation
    • 22. Setting Up the Game
      • 1941 Scenario — The 'Z' Operation
      • Special Rules
      • 1943 Scenario — The Divine Wind
    • 23. Victory
  • Part II: The Advanced Game
    • 24. Naval Battlegroups
    • 25. Limited Intelligence
    • 26. Type H Breakdowns
    • 27. Paratroops
    • 28. The Burma Road
    • 29. Manchurian Garrison
    • 30. The Strategic Bombing Offensive
    • 31. Submarine Interdiction Campaigns
    • 32. Multi-Player Provisions
      • ANZACs
      • Soviet Union
  • Part III: Optional Rules and Variants
    • 34. The Emperor's Birthday
    • 35. CCP Guerrillas
    • 36. Evacuation
    • 37. Banzai!
    • 38. The Atomic Bomb
    • 39. Unconditional Surrender
    • 40. Asia for the Asians (Variant)
    • 41. IJN Special Building Program (Variant)
    • 42. US Interservice Rivalry (Variant)
    • 43. Vietnamese Nationalism (Variant)
    • 44. The War in Europe (Variant)

Part I: The Basic Game

1. Sequence of Play

Pearl Harbor is played in a series of game turns. Each game turn is divided into two player turns, one for the Japanese Empire and one for the United Nations. There may be more than one player per side, but all players on a side perform their activities together during that side's player turn.

The Player Turn

Each game turn consists of a Japanese Empire player turn followed by a United Nations player turn. The player named in the title of the player turn is the phasing player; the opposing player is the non-phasing player. If there are multiple players, all players on a side are considered to be phasing players during their side's player turn.

Each player turn is divided into five segments. All players on a side perform the allowed activities within each segment in the following order. For the Japanese Empire, the order is the Imperial Navy followed by the Japanese Army. For the United Nations, the order is the United States, ANZAC (see Rule 32), Britain, China, and the Soviet Union. When a segment is concluded, players proceed to the next segment. When all five segments are concluded, the player turn is ended, and the opposing side begins its player turn.

The segments are conducted in the following order:

  1. The Decision Segment. The phasing player determines the objectives he controls and receives economic resource points (ERPs) for their total value, adding this income to his ERP reserve. The player then determines if a special operations effort is to be conducted, if fleet trains are to be used, and if ERPs will be transferred to other players.

  2. The Movement Segment. The phasing player may move any or all of his units, subject to the various movement rules. Naval units are assigned missions, designated by the placement of mission markers on the naval units.

  3. The Reaction Segment. The non-phasing player may counter enemy movement and plans with his reaction forces. These reaction forces may move and conduct combat in this segment.

  4. The Combat Segment. The phasing player may initiate attacks by his units against enemy units, using the various combat results tables. All combat results are implemented.

  5. The Reorganization Segment. The non-phasing player removes all reaction force markers from his units. All of his air and naval units not at friendly bases must return to base. The base must be within the allowed range of the units, accessible using ordinary movement. Air and naval units unable to return to base are eliminated.

The phasing player then removes all mission markers. Air and naval units must return to base or be eliminated, as described above. The phasing player then activates new units and performs various economic and strategic activities. Completion of this segment concludes the player turn.

2. Zones of Control

Certain land units have a zone of control (ZOC), which affects adjacent enemy land units. A ZOC normally extends into the six hexes adjacent to the exerting unit, but a ZOC never extends across all-sea hexsides. ZOCs only affect enemy land units; air and naval units ignore ZOCs.

All corps and army sized units have ZOCs. Additionally, all armor divisions have ZOCs. No other units have ZOCs.

Effects

The primary effect of a ZOC is to limit enemy land movement. Every land unit that enters an enemy ZOC must cease movement for the remainder of the movement segment. Any land unit that starts its movement segment in an enemy ZOC may move, provided that the first hex it enters is not in an enemy ZOC. The unit may enter an enemy ZOC at a later point during its move.

Units advancing after combat may move directly from one enemy ZOC to another. This is considered to be a form of combat result rather than movement, occurring in the combat phase. A unit forced to retreat due to combat may not enter an enemy ZOC; if it has no other route, it is eliminated instead.

An overland supply line may not be traced through a hex in an enemy ZOC unless that hex is occupied by a friendly land unit (see Rule 11).

3. Stacking

It is possible to have more than one unit in a hex, reflecting the ability of commanders to concentrate forces. Stacking is divided into three distinct types, covering land, naval, and air units.

Naval Stacking

Naval stacking limits the number of naval units that may be present in a hex. The limit is in effect at the end of the movement segment, at the end of all reaction force movement in the reaction segment, and at the end of the reorganization segment.

Non-Naval Units. Naval units have the ability to embark various land and naval air units. When these units are embarked, they do not count against any of the stacking limits. Embarkation and transportation of these units are covered under the Naval Missions rule (Rule 6).

Task Forces. Naval units may be formed into task forces, allowing for concentration of units and ease of handling. A task force may be formed from the naval units in a single hex at any time during the movement segment. Additional naval units may join the task force simply by stacking with the task force during movement. A formed task force may be voluntarily disbanded, or have naval units detached from it, only during the friendly reorganization segment.

A task force may contain up to eight type H and L naval units. However, for each type H naval unit in a task force, there must be at least one type L unit. Thus, there may never be more than four type H units in a task force. Additionally, a task force may contain any number of type C naval units. For example, an American task force could have four 6L units, four 16H units, and three (or more) type C units in it.

Limits. For the purposes of naval stacking (only), the term naval unit will refer to type L and H units only. Type C units do not count against the naval stacking limits. Any number of carriers may be present in a hex; however, the carriers must be absorbed into a task force if the carriers and a task force occupy the same hex at the end of a friendly movement segment.

The following stacking limits apply to naval units:

  • Per Sea Hex (including coast, island, and narrow sea hexes): up to four naval units or one task force.
  • Per Anchorage Hex (without an installation): up to eight naval units or one task force.
  • Per Base (in a coastal city or island hex): up to eight naval units or one task force.
  • Per Base (in an anchorage hex): an unlimited number of naval units or task forces.
  • Per Half-Base (in a coastal city or island hex): up to four naval units or one task force.
  • Per Half-Base (in an anchorage hex): up to eight naval units or one task force.
  • Per Fleet Train Counter: up to four naval units or one task force.
  • Per Full-Land Hex: no naval units allowed.

Land Stacking

Land stacking limits the number of land units that may be present in a hex. The limit is in effect at the end of the movement segment, the end of the combat segment, and the end of the reorganization segment.

Limits. The following limits apply:

  • Per Clear or Rough Terrain Hex (including coast and island hexes): one corps or army sized unit plus any number of divisions, brigades, and regiments.
  • Per Desert Hex: no land units allowed.
  • Per Full-Sea Hex: no land units allowed unless embarked on board naval units.

Air Stacking

Air stacking governs the number of air units that may be present in a hex. The limit is in effect only at the beginning of the movement segment and at the end of the reorganization segment. Naval air units embarked on carriers do not count against the air stacking limit.

Limits. The following limits apply:

  • Per Base: up to three air units.
  • Per Half-Base: up to two air units.
  • Per City: one air unit.

Leaders

Leaders do not count against any of the stacking limits. Any number of leaders may be present in a hex, in addition to any other unit in that hex.

General Restrictions

Friendly and enemy land units may never stack together at any time. Friendly and enemy naval units may never stack together at any time. Land units may stack with opposing naval units, or vice versa, in those hexes that allow both land and naval stacking (coasts and islands). There is no penalty for doing so. Air units are totally unaffected by the presence of enemy units, including enemy air units, for stacking purposes.

Within a type, stacking limits are not cumulative. The player may select the limit within a type that is most beneficial to him. For example, if a hex contained a base and a city, then a player could stack three (not four) air units there.

4. Movement

Under various conditions, movement can occur in the movement, reaction, and reorganization segments. Movement is divided into three distinct types: land, naval, and air.

Naval Movement

Every naval unit has a movement factor of 14 movement points. Naval units may not enter all-land hexes or cross all-land hexsides; they may move through coastal, island, narrow sea, and sea hexes at a cost of one movement point per hex entered.

In the course of movement, a naval unit must follow a natural water route. When a naval unit enters a hex, it may only leave that hex if an all-water route exists between the hexsides crossed entering and exiting the hex. For example, a naval unit entering the Kure hex (2811) from hex 2712 can trace a natural water route to hexes 2810 and 2711 but not to hexes 2911 or 2912.

The phasing player may move his naval units during his movement segment. During his reorganization segment, all his naval units at sea must return to base (see Rule 5). Enemy naval units may move during the reaction segment, if they have been placed on reaction force status (see Rule 7), and they also return to base during the reorganization segment. Naval units at an installation that was destroyed during the course of the player turn must rebase during the reorganization segment, as if they were at sea.

A naval unit may never enter a hex containing enemy naval units, installations, or fortresses. They may freely enter hexes containing any other type of enemy units.

Northern Pacific. Due to the projection used for the Pearl Harbor maps, a hex in the northern latitudes actually represents a smaller area than a hex in the lower latitudes. Thus, the Northern Pacific weather zone is designated as a special area for naval movement; such movement in this zone costs only one half of a movement point per hex entered.

Missions. Naval units may move in the movement segment only to perform a mission or to change base. Naval missions are described in Rule 6, and changing base is detailed in Rule 5.

Air Movement

Each air unit has a printed range which indicates the number of movement points that unit may expend during the movement segment. Air units may fly over any type of terrain, including hexes occupied by any type of enemy units. Air movement requires the expenditure of one movement point per hex entered. Similar to naval movement, each hex in the Northern Pacific weather zone costs an air unit only one half of a movement point to enter.

Air units must begin and end each player turn on an installation, aircraft carrier, or city. An air unit flies to a target hex during the movement segment; it returns to any base within range during the reorganization segment. Only naval air units may base on carriers, at the rate of one naval air factor per combat factor of the carrier. For example, a 4C carrier may have a total of four factors of naval air present. Two or more carriers may not combine to base a larger naval air unit.

Air units based on carriers may fly from the carrier only after the carrier has completed its movement. Air units return to a carrier during the reorganization segment before the carrier itself returns to base.

Land Movement

Every land unit (except Asian infantry, which may not move) has a printed movement factor, indicating the number of movement points which the unit may expend during its movement segment. Land units move in the movement segment of a turn, but, unlike air and naval units, they may not move in the reaction or reorganization segments.

Land units must move over land. They must follow a natural land route when moving. When a land unit enters a hex, it may only leave that hex if an all-land route exists between the hexsides crossed entering and exiting the hex. Rivers do not block an all-land route. Island hopping and amphibious movement are special cases that allow land units a restricted ability to cross sea hexsides.

A land unit may not enter a hex occupied by enemy land units, installations, or fortresses; it may enter a hex containing any other type of enemy units. If a land unit enters a hex containing only enemy leaders, these leaders are captured and removed from play; they are permanently eliminated.

Terrain. No land units may ever enter a desert hex. All other land hexes require the expenditure of one movement point to enter, including hexes in the Northern Pacific weather zone. Rough terrain and rivers affect combat, not movement.

A natural land route is assumed to exist, for all purposes, between the Kuala Lumpur (1501) and Singapore (1401) hexes. Land units may move and attack across this hexside without use of island hopping, naval transport, etc. Similarly, a natural land route is considered to exist between Canton (2304) and Hong Kong (2204).

Island Hopping. Any infantry or marine unit capable of movement may, under certain circumstances, cross a narrow sea hexside. A narrow sea hexside is defined as the hexside between two narrow sea hexes or between a narrow sea hex and a regular sea hex. Thus, hexsides 1506/1507 and 1508/1608 are narrow sea hexsides. The unit may cross the hexside by expending its entire movement factor; the unit may not make any other move during the segment. The unit may cross the hexside only if it moves from a coast or island hex to a coast or island hex; i.e., it must begin and end its movement on land.

A unit may not island hop into a hex occupied by enemy land units, installations, or fortresses. Furthermore, enemy naval units adjacent to a narrow sea hexside prohibit land units from island hopping across that hexside. Island hopping may not be used in a narrow sea area under enemy submarine interdiction.

A unit may not use island hopping to attack across a narrow sea hexside. However, the intrinsic defense strength of a coast or island (see Rule 13) is ignored by units using island hopping.

Amphibious Movement. A marine unit may cross any sea hexside by using amphibious movement. The marines must spend their entire movement factor, starting and ending on land hexes. Marines may not use amphibious movement to cross a hexside that is adjacent to enemy naval units. Marines may ignore the intrinsic defense of coasts and islands when using amphibious movement.

A marine unit may use amphibious movement to attack across a sea hexside during the combat segment. This is resolved in the same manner as an amphibious assault (see Rule 8).

Leaders

Leaders have a land movement ability of five movement points; they may spend these points in the same manner as infantry or marine units. Leaders may move at sea only when embarked aboard a naval unit. Any number of leaders may be aboard a single naval unit; however, unless the unit is part of task force, if the unit is sunk, all leaders aboard the unit are also lost. If the unit is part of a task force when it is sunk, roll a die for each leader. A roll of "6" means that the leader is eliminated with the unit. On any other roll, the leader may transfer to any other naval unit in the task force.

5. Basing of Units

Air and naval units must always return to base during the reorganization segment. Air units return to installations and cities; naval units return to installations, anchorages, home bases, or fleet trains. Units use the provisions of the movement rules to return to base. Air units return to base within their range; phasing naval units return to base using 14 movement points, and non-phasing naval units return to base using 7 movement points (see Rule 7).

Installations

Bases and half-bases are termed installations, representing the aggregation of equipment, personnel, and buildings designed to support the operations of combat units. Only one installation may be present in a hex; furthermore, an installation may not be present in a home base hex. The air and naval capacities of installations are detailed in the stacking rule (see Rule 3). The construction of installations occurs during the reorganization segment as described in Rule 17.

Each installation is numbered, corresponding with a box on the appropriate organization chart, located adjacent to the playing surface. For ease of handling the large numbers of units usually found at an installation, players may place the units at an installation on the correct organization chart box. Doing this does not remove the units from play; they are considered to be stacked in the installation's hex for all purposes.

A base has a defense strength of four combat factors, which is used to defend against enemy ground attacks. A base has no attack strength. A half-base has a defense strength of two combat factors and no attack strength. Installations do not have movement factors and thus may not move. If an installation is required to retreat due to a combat result, it is destroyed and removed from play.

Naval units in an installation may not be attacked by enemy naval units. However, they may be attacked by enemy air units (see Rule 8). Should an installation be destroyed during a player turn, all naval and air units there must rebase during the reorganization segment.

Anchorages

Naval units may base at an anchorage even if it has not been "improved" by the construction of an installation in its hex. Naval units at such an anchorage may be attacked by enemy naval units. Since the anchorage is lacking the defensive benefits of an installation, the at anchor modifier is used when naval units at an anchorage are bombed (see Rule 8).

Home Bases

An unlimited number of air and naval units may base at a friendly home base. There is a box for each home base on the organization charts. Home bases are covered in more detail in Rule 15.

Fleet Trains

A fleet train is an underway replenishment group. Fleet trains are brought into play during the decision segment, at an ERP cost (see Rule 17). The fleet train may be placed in any sea or narrow sea hex that does not contain enemy units. The fleet train is removed from play at the start of next turn's friendly movement segment. A fleet train counter in play may not be moved. Naval units may base at a fleet train; this is the only way naval units may remain at sea at the end of a player turn. Units basing at a fleet train may be attacked by enemy naval units. The fleet train itself has no effect upon combat; however, if all naval units based at a fleet train are eliminated, then the fleet train counter is removed from play.

Changing Base

During a movement segment, air units may move up to twice their printed range in order to change base. The unit must fly to the base during the movement segment and may not initiate any combat. Naval units may change base at ranges greater than their movement factors through use of the patrol mission (see Rule 6).

6. Naval Missions

Naval units may leave their bases during the movement segment only to change base or execute a mission. Naval units are moved to where they will execute their missions; at that point, the appropriate mission markers are placed on the naval units. A naval unit may be assigned only one mission at a time; once assigned, the mission of that naval unit may not be changed to another mission. A naval unit is not required to execute its assigned mission; in this case, the unit would return to base during the reorganization segment without having executed any mission. A task force must have only one mission assigned to it; naval units in a task force may not execute different missions. There are four possible missions for naval units.

Attack Missions

The naval units assigned to this mission may engage in all types of offensive activities, such as surface naval combat or shore bombardment. Carrier units assigned this mission may run airstrikes against any hex within range of their air units, with the following exceptions: 1) an airstrike may not be launched against an enemy reaction force unless that reaction force attacks the hex containing the carriers; and, 2) the carriers' air units may only fly CAP over the hex occupied by the carriers.

Support Missions

Naval units on the support mission help defend friendly naval units executing other missions against enemy reaction force combat. Naval units on the support mission may not stack with units on the attack mission. The effects of a support mission differ with the type of units assigned the mission: naval air units flying from carriers on the support mission or naval surface units.

When carrier units are on a support mission, their naval air units may fly CAP over any hex within range. Alternately, the naval air units may execute bombing attacks against any enemy reaction forces within range.

Surface naval units on the support mission defend other naval units that are attacked by enemy reaction forces, with one exception: units on the support mission may not support units on the attack mission. The units to be supported must be stacked with or adjacent to the supporting units. If adjacent, a natural water route must be traced directly between the two hexes. The surface units of an enemy reaction force must defeat the supporting units before they may attack the units being supported. For purposes of this combat, assume that the support mission force, when adjacent to the supported hex, occupies the supported hex. Example: A UN amphibious mission is in hex 1218 and is supported by a support mission in hex 1119. A Japanese reaction force moves to hex 1318 in order to attack the units on the amphibious mission. Since the mission is supported, surface naval combat occurs between the reaction force and the support mission force, as if the support mission was in hex 1218. If the support mission is defeated (all its naval units sunk or damaged), then and only then may the reaction force attack the amphibious mission.

If a support mission itself is attacked by an enemy reaction force, then this combat must be resolved before any other combat involving the support mission is resolved. If two reaction forces attack units in two different hexes, both of which are supported by the same support mission, then the support mission may defend both hexes. Combat would be resolved in two separate battles; the order of resolution would be chosen by the reaction force owner.

If a naval force is adjacent to two or more support mission forces, it may be supported by only one of those forces. The owning player may choose which support force will do the supporting.

Patrol Missions

Naval units assigned to this mission may move up to 21 movement points, instead of their normal movement factor of 14. During the reorganization segment, these units may return to base using 21 movement points. There is no mission marker for the patrol mission; all naval units at sea without a mission marker are automatically assumed to be on the patrol mission.

Naval units on patrol may not engage in shore bombardment and may not initiate surface naval combat. Naval air units on patrolling carriers may fly and initiate combat. Note that use of the patrol mission allows long-range changes of base for naval units.

Amphibious Missions

Naval units performing this mission may sealift friendly land units. This mission is divided into two types: transport and amphibious assault.

Transport is the process of sealifting friendly land units from one friendly port to another. A port is defined as a hex containing an installation, anchorage, island, or coastal home base. Land units to be transported must begin the movement segment at a friendly port. The naval units must either start at the port or move to the port at any time during their move and embark the land units. The naval units must cease movement in the hex in which the land units are to be disembarked. The transported units are immediately disembarked, but they may not move or be transported by other naval units for the rest of the segment. A type H unit may transport one corps or army sized unit or two division, brigade, or regiment sized units. A type L unit may transport one division, brigade, or regiment sized unit. Two type L units may combine to carry one corps or army sized unit. Leaders may be carried aboard any naval unit. Type C units may carry leaders and naval air units only.

Amphibious assault is the process of sealifting friendly land units from a friendly port to attack an enemy coast or island. The land units making the assault and the naval units sealifting them must begin the movement segment stacked together in the same port. Amphibious assault requires exactly twice the sealift capacity necessary for transport. Thus, two type H units are required to carry a corps or army sized unit for amphibious assault. Naval units on this mission may execute shore bombardment against the hex the land units are assaulting; naval air units of the carriers on this mission may fly CAP over the mission force hex or fly a bombing strike against the hex the land units are assaulting. Land units may launch their amphibious assault attack in the target hex or from any adjacent hex where a natural water route can be traced directly into the target hex. If the assault succeeds, at least one of the assaulting units must occupy the hex; other units may elect to stay and return to base with the naval units.

As a special case, players may use the amphibious assault mission to sealift land units to a friendly coast hex that does not contain a port.

7. The Reaction Segment

At the end of the movement segment, the phasing player's units are positioned for combat. At this point, the non-phasing player is allowed to move certain elements of his forces in an attempt to frustrate his opponent's actions and intentions. During the reaction segment, the non-phasing player moves and conducts combat with his reaction forces.

The reaction segment is divided into two subsegments: reaction force movement followed by reaction force combat. All reaction forces must complete movement before any combat is resolved. Stacking limits for naval units are in effect upon the completion of reaction force movement, immediately prior to reaction force combat.

All non-phasing air units based at installations and cities are always on reaction force status and may fly in the reaction segment. Naval units and naval air units based on carriers may participate in this segment only if the owning player had placed them on reaction force status, at an ERP cost, in the preceding player turn (see Rule 17). Land units may never be placed on reaction force status.

Naval reaction forces may attack enemy units sighted by friendly air units. All enemy units within range of a friendly air unit are considered to be sighted. The naval units of a reaction force are allowed to move up to 7 movement points; air units may move up to their full printed ranges. A reaction force (except a task force) may split up and attack sighted enemy units occupying different hexes. Reaction forces are never required to attack.

Once all reaction force movement is completed, reaction force combat is resolved. Combat is conducted under the provisions of Rule 8. Any type of combat allowed to the unit types of the reaction forces may be executed. Once all reaction force combat is completed, the reaction segment ends and the combat segment begins.

Reaction forces must return to base during the reorganization segment, before the phasing player's units return to base. Reaction force naval units may move up to 7 movement points to return to base; reaction force air units may return to base using their full printed ranges.

During the movement segment, the non-phasing player may inhibit enemy use of narrow sea hexes adjacent to his reaction forces. Whenever phasing naval units enter a narrow sea hex adjacent to an enemy naval reaction force, the non-phasing player has the option to halt the movement of the naval units at that point. If he does so, then the reaction force is required to attack those naval units in the reaction segment. Once naval units have been stopped in a hex due to this, all other naval units subsequently entering the hex must cease movement; thus, naval units in excess of the stacking limits may not enter the hex.

8. Combat

Combat initiated by the phasing player's units is resolved in the combat segment of a player turn; combat initiated by reaction forces is resolved in the reaction segment. Combat in Pearl Harbor is quite complex, due to the broad variety of interactions possible between the land, air, and naval units.

Limited Combat Ceiling

In a single combat segment, each force may ordinarily initiate only six attacks. A force is defined as all units that maintain a separate ERP reserve (see Rule 17). For example, the Japanese Army and the Imperial Navy are separate forces, although both are part of the Japanese Empire. If units of two or more forces combine to initiate an attack, then the attack counts against the limited combat ceilings of all initiating forces. An unlimited number of attacks may be initiated by a force if a special operations effort has been paid for by that force during the decision segment of the player turn. Combat initiated outside of the combat segment (such as in the reaction segment) does not count against the limited combat ceiling.

An attack is initiated when a specific type of attack (see below) is made against a specific hex. A different type of attack made against the same hex or a same type of attack made against a different hex is considered to be a new attack and is counted against the limited combat ceiling. The same type of attack made against the same hex would not count. Example: Two UN task forces, in different hexes, attack a Japanese task force. Since the UN task forces occupy different hexes, each must attack the Japanese task force separately. However, since this is the same type of attack (surface naval combat) against the same hex, both combats count as only one attack initiated. If, additionally, air units bombed the Japanese task force, then this would count against the limited combat ceiling as another attack (a different type of attack against the same hex).

Combat Results Tables (CRTs)

Each type of combat is resolved using its own CRT. Some of the CRTs use odds ratios, expressed as attacker:defender in all cases. Odds are computed by comparing the total attacker's strength to the total defender's strength, reducing this ratio to correspond with one found on the CRT. Odds are always rounded down in favor of the defender (e.g., 11:4 would be rounded down to 2:1). Other CRTs require only a specific number of factors instead of an odds ratio; simply total the factors of the participating units. In either case, one die is rolled; the roll is cross-referenced with the correct column of the CRT to obtain a result. Various CRTs have modifications added to or subtracted from the die roll. These modifications may never modify the die roll above or below the range of numbers of the CRT; treat such rolls as the highest or lowest number, as appropriate. Die Roll modifications are always cumulative. Combat results are explained next to their CRT. All combat results are immediately implemented.

Types of Combat

Ground Attack. Only land units may make ground attacks; such attacks may only be made against adjacent enemy land units, installations, home bases, and fortresses. The land units making the attack must be able to move directly into the defender's hex using land movement (but not island hopping). Units in different hexes may combine to attack a single defending hex; however, units defending in different hexes must be attacked in separate attacks. All land units, installations, etc. defending in a hex must be attacked as a combined total. In any combat segment, a unit may attack or be attacked using ground attack only once. The effects of leaders, supply, terrain, weather, and bombardment must be taken into account for each attack. Ground attacks are resolved on the ground CRT.

Amphibious Assault is resolved as a ground attack, with certain modifications. All results other than EX, DW, or DD require the surviving attacking units to return to base with their transporting naval units, in addition to the effects of the result. A result of AW may be satisfied by simply returning to base the assaulting units. Marine units capable of moving into a hex by means of amphibious movement (see Rule 4) may attack that hex; the attack is resolved as an amphibious assault.

Bombardment of Land Targets. Naval and air units may bombard land targets, using the land bombardment CRT. For land bombardment, only the following unit types may be attacked: land units, installations, fortresses, and home bases.

Naval units perform shore bombardment. The naval units must either be in the defending hex or be adjacent to the defending hex and be able to trace a natural water route directly into the hex. Shore bombardment may be executed against installations, home bases, and fortresses without restriction. However, shore bombardment may only be executed against land units if the hex is going to be attacked by amphibious assault in the same combat segment. Shore bombardment uses the Naval Factors columns of the land bombardment CRT.

Air units must be in the defending hex in order to execute land bombardment. Use the Air Factors columns of the land bombardment CRT. The defending units may make an antiaircraft fire attack against the bombing air units prior to the resolution of the bombing.

Each bombarding air or naval unit may make only one bombardment attack in a segment. Units defending in a hex must be bombarded separately; i.e., a single bombardment attack may only attack a single defending target. All air units or all naval units attacking a single defender may attack together or make separate attacks against that target. Air units and naval units may not combine their factors together to attack a target. No matter how many times a target is attacked, it may be disrupted only once; subsequent disruptions are ignored.

Bombardment of Naval Targets. Air units may bomb naval units in a hex, using the naval bombardment CRT. Only naval units may be attacked using naval bombardment. Naval air units use the Naval Air columns of the CRT; land-based air units use the Land Air columns of the CRT. Prior to the resolution of the attack, the defending units may make an antiaircraft fire attack against the bombing air units.

Each bombing air unit may make only one bombardment attack per segment, except for naval air units that qualify for certain special missions (see Rule 10). Units defending in a hex must be bombed separately; i.e., a single bombardment attack may only attack a single defending unit. All naval air units or all land-based air units attacking a specific defender may attack separately or as a combined total. Naval air units and land-based air units may not combine their factors to attack a target. When bombing naval units based at an anchorage without an installation, use the at anchor modification; however, units on reaction force status are never at anchor.

Air-to-Air Combat

Before any air units may bomb in a hex, the owning player must gain air supremacy in that hex. Air supremacy is gained when all enemy air units flying CAP in the hex are destroyed or driven off. This can be accomplished by allocating air units in the hex to engage the enemy CAP air units in air-to-air combat. Total the factors of all attacking air units and compare this total to the sum of all enemy units flying CAP. Roll a die and use the air-to-air CRT to obtain a result. If both sides have air units surviving this combat, another round of air-to-air combat is fought; this continues until all air units of one side in the combat are eliminated or aborted. Once an air-to-air combat is begun, air units in the hex that are not involved in the combat may not be added to the combat in later rounds.

If all defending air units flying CAP in a hex are eliminated or aborted, then the attacking player has air supremacy in the hex. Air units that did not engage in the air-to-air combat may now execute land and naval bombardment in that hex. If the attacking player has not gained air supremacy in a hex, he may not execute any bombing missions in the hex.

A player may voluntarily abort any of his land-based air units at the end of any air-to-air combat round. Naval air units may never be voluntarily aborted.

Air-to-air combat may only be initiated once in a hex per segment. Once initiated, it may continue for as many rounds as necessary, but a new air-to-air combat may not be initiated in that hex.

Surface Naval Combat

Opposing naval units occupying adjacent hexes may engage in surface naval combat. Only units of a reaction force or on the attack mission may initiate surface naval combat, and they must be able to trace a natural water route from the hex they occupy directly to the defending units. An attacking unit, stack of units, or task force may only attack a single defending hex; they may never attack two or more defending hexes in a single combat. A given unit or group of units may initiate surface naval combat only once per segment. (Exception: A reaction force may initiate two surface naval combats, as follows. If it is attacking naval units supported by a support mission, then it must attack the support mission first. If the supporting force is defeated, then the reaction force may attack the other naval units. See Rule 7.) Naval units attacking the same defending hex from two or more hexes may not combine to attack together; they must make separate attacks. Thus, defending naval units may be attacked any number of times in a segment.

Surface naval combat is fought by individual units, using the surface CRT. Type C units do not participate in surface combat as long as the owning player has at least one type H or L in the engagement; when in surface combat, type C units may only defend, never attack. The attacking player allocates one of his naval units against each of the defending units. Excess naval units of either player may then be allocated against opposing naval units (except carriers) as the owning player wishes, joining with the units already allocated against that unit. All units then exchange fire. When more than one unit is firing upon a specific unit, total their factors. While a unit may be fired upon by several units, it may fire at only one of the opposing units. When all units have fired, combat results are implemented, and the round is finished. Example: A US task force of three type H and three type L units attack a Japanese task force of two type H, three type L, and one type C units. Since the Japanese has type H (and L) units present, the carrier does not participate. The attacking player allocates his units; the US player has a type H attack each of the Japanese type H units and allocates one type L against each of the Japanese. The remaining US type H unit may then be allocated against any of the Japanese units, excluding the carrier.

After one round is resolved, the attacker repeats the allocation procedure, and another round is fought. Combat rounds continue until all units of one side are damaged or sunk or until one side breaks off the engagement. A player can withdraw from an engagement at the end of any round; the defending player must state if he is withdrawing before the attacker. All naval units withdrawing from the engagement are considered defeated. Defeated naval units may not execute any missions for the remainder of the player turn, including shore bombardment and landing units on amphibious assault. Defeated naval units remain in their hex until the reorganization segment, but they are ignored for all combat purposes. If naval units at an anchorage or fleet train are defeated, then they must rebase to a different base during the reorganization segment.

Antiaircraft Fire

Various units have the ability to fire upon bombing air units immediately prior to the resolution of the bombing; this fire is resolved upon the antiaircraft CRT. A land or naval unit has an antiaircraft strength equal to its combat factor; an installation, home base, or fortress has an antiaircraft strength equal to its defense factor. Leaders and air units do not have antiaircraft strengths. The total amount of the antiaircraft fire of the eligible units in a hex is used to attack the bombing air units; units fire as a combined total, not individually. Land units embarked aboard naval units may not fire their antiaircraft strengths.

The antiaircraft CRT expresses its results in terms of the number of bombing air units aborted. Air units aborted due to antiaircraft fire may not execute their bombing attacks. The owning player chooses the units aborted.

All land units and any installation, anchorage, home base, or fortress in a hex may fire against air units bombing land targets in that hex. Naval units in the hex may not fire upon these air units.

All naval units at an installation, anchorage, home base, or fleet train plus any installation, home base, or fortress in the hex may fire against air units bombing naval targets in the hex. Land units in the hex may not fire upon these air units. When a naval unit is at sea, only the attacked naval unit may fire upon the bombing air unit, unless the naval unit is part of a task force. All naval units in a task force may fire upon air units bombing any naval unit of the task force.

When both land-based air and naval air units are bombing a naval target in a hex, these units attack separately (see Bombardment of Naval Targets, above) and thus are attacked separately by antiaircraft fire. The owning player of the air units selects which type of air units will execute their bombing attack first. Antiaircraft is fired at those units; surviving air units bomb their targets. The surviving naval units then execute antiaircraft fire against the other type of air units, recomputing the antiaircraft strengths as necessary.

Sequencing

During the reaction segment, the non-phasing player is the attacker; the opposing player is the defender. During the combat segment, the phasing player is the attacker and the opposing player is the defender. Only the attacker may initiate combat. Note that use of the antiaircraft CRT is not considered initiating a combat, since it is only used in response to an attack initiated by air units. Whenever combat occurs, it must conform to the following sequence:

  1. Air-to-air combat is resolved.
  2. Air bombardment of land and naval targets is resolved, including antiaircraft fire upon the bombing units.
  3. Surface combat is resolved.
  4. Shore bombardment is resolved.
  5. Ground combat, including amphibious assaults, is resolved.

Example

[Diagram omitted: the example map and the United Nations and Imperial Japanese Navy task force counter compositions.]

It is the UN combat segment. Solid arrows indicate the attacks; dashed arrows indicate the bases from which the air units have flown. Air-to-air combat (hex 0110) occurs first. Two 10-5 air units attack the 6-3 air unit flying CAP at 3:1. A "1" is rolled, for a result of no effect. A second round of combat is resolved; a "5" is rolled, eliminating the Japanese air unit.

Bombardment by air units is resolved next. The 10-5 air unit in hex 0110 that did not participate in air-to-air combat proceeds to bomb the land unit in the hex. The land unit fires 8 points of antiaircraft, rolling a "3" for a no effect. The air unit bombs its target, rolling a "2", also a no effect. The two naval air units in hex 0709 bomb targets in the Japanese task force. The task force fires 28 points of antiaircraft; a "4" is rolled, aborting one air unit. The remaining air unit bombs a 6L naval unit in the task force; a "5" is rolled, sinking the naval unit.

Surface combat is then resolved. UN task force 3 engages the Japanese task force. The UN player allocates a 16H and 6L against the 10H; a 7H against a 6L; and two 6Ls against the other 6L. The 16H and 6L attack at 2:1; rolling a "1" for a no effect; the 10H attacks the 16H at 1:2, rolling a "6" and damaging the 16H. The 7H and 6L both roll no effects against each other. The third combat has the Japanese 6L sunk and one UN 6L damaged. The UN player decides to withdraw from the engagement. UN task force 2 then resolves its attack. Two 6Ls attack the 10H and the other 6L attacks the Japanese 6L. Each side damages a 6L. A second round is fought, with no effect. At this point, the Japanese player withdraws his task force from the engagement. Since his force was defeated, the fleet train must be removed (see Rule 5).

Combat proceeds to shore bombardment. UN task force 1 attacks the land unit in hex 0409 with 25 points. A "4" is rolled, disrupting the target.

Finally, ground combat is resolved. The 10-2 marine unit on task force 1 launches an amphibious assault against hex 0409. The hex defends with a strength of 4, 3 for the disrupted unit and 1 for the intrinsic strength of the island (see Rule 13). The odds are 10:4, which round down to 2:1. A "5" is rolled, requiring the defender to retreat. Since the defender can not retreat, it is eliminated. The marines occupy the island. Hex 0110 is attacked by the two 10-2 infantry units. The odds are 20:8 (2:1); a "4" is rolled, requiring an exchange. The Japanese unit and one 10-2 are removed; the remaining 10-2 advances into the vacated hex.

In this example, a total of seven attacks were initiated by the UN units: one air-to-air combat, two bombardments by air units, one surface combat (although there were two separate engagements against hex 0709, this is the same type of attack against the same hex and thus is counted as only one attack initiated), one shore bombardment, and two ground attacks. If all UN units in this example were from the same force, then the owning player must have paid for a special operations effort during the decision segment of the player turn.

9. Leaders

Those individuals that exercised significant influence over the course of events of the war are represented in the game as leaders. Leaders have a variety of functions, depending upon their type. Leaders of one type may never assume the abilities of any other type. Leaders are totally irreplaceable. If a leader is eliminated, that leader may never re-enter the game.

Ground Leaders

A ground leader stacked with a land unit may add his leader factor to any ground attack or defense in which the land unit participates. Only one leader may benefit a particular attack or defense per segment. The leader suffers the combat result with the units he is assisting, with one modification. The factors of a leader are never counted when calculating losses for an exchange. In other words, if a leader is lost in an exchange, the opposing side does not have to match his factors, and a leader can not be eliminated to match a required factor loss.

Any ground leader marked with an asterisk is a strategic leader. Such a leader may benefit (add his factor to) all attacking or defending land units within three hexes of him. His leader factor may only be added once to a specific attack or defense, and only one ground leader, strategic or otherwise, may influence a specific attack or defense. A strategic leader is affected by combat results only if he is stacked with the units he is assisting.

If an attack is aided by a ground leader, and the defense is not aided by a ground leader, then the combat resolution die roll is modified by +1, in addition to the regular effects of the leader.

Naval Leaders

Naval leaders can increase the movement ability of naval units. All phasing naval units that start and end the movement or reorganization segments stacked with a naval leader may use that leader's factor as movement points, in addition to their regular movement factor. A specific naval unit may benefit from only one leader per segment. Reaction forces, similarly, may use one half (round down) of a naval leader's factor during the reaction or enemy reorganization segment.

Naval Air Leaders

Naval air leaders benefit air units flying from carriers; they do not benefit land-based air units or naval air units flying from bases other than carriers. A naval air leader may add his rating to naval air units engaged in air-to-air combat or bombardment. In air-to-air combat, only one leader may aid a specific attack or defense, and the leader would affect all air-to-air combat rounds. In bombardment, a leader may aid only one specific bombing attack, and only one leader may aid that attack. Thus, if two air units combined together to bomb a target, only one leader could assist them. In order to use the naval air leader, the leader must be embarked aboard either the carrier from which the air unit is flying or any naval unit of a task force if the carrier is part of that task force. The leader does not fly with the air units, as his factor represents planning/organizational ability, not his physical presence; thus, a leader is never affected by adverse results against air units he aids.

10. Air Units and Aircraft Carriers

Air Units

Air units are divided into two distinct groups: land-based air units and naval air units. Naval air units are all air units of the US Navy, the British Royal Navy, the Imperial Japanese Navy (excluding IJN 8-4 air units), and the German 2-3 air unit. All other air units, including the IJN 8-4 units, are land-based air units. Naval air units are the only air units that may be carried aboard aircraft carriers (type C naval units). Naval air units may also base at installations, home bases, and cities.

Air Missions

Air units, like naval units, execute a variety of missions. Basically, an air unit may only execute one mission per player turn; exceptions to this rule are specifically stated in the appropriate missions. Several missions have already been mentioned in Rule 8, covering the standard combat missions of air units. The other missions are presented below.

CAP. Any air unit is capable of flying CAP (Combat Air Patrol). During the reaction segment, following reaction force movement but before reaction force combat, both sides may fly CAP missions. Any air unit that has not yet been moved may fly CAP over any hex within range (naval air units are somewhat restricted by the mission their carriers are assigned, see Rule 6). The phasing player moves his CAP air units first, then the non-phasing player. CAP may not be flown in a hex containing enemy air units flying CAP. Note: players may assign air units to fly CAP during their movement and reaction segments. This special CAP assignment is additional, allowing air units that have not yet moved to fly CAP.

An air unit flying CAP may not initiate air-to-air combat or bomb any targets; the purpose of CAP is to prevent the opposing player's air units bombing targets in the hex.

CAP is also a default mission for all air units except those aboard carriers. Air units that have not moved from base are considered to be flying CAP in the hex they occupy. Thus, air units are never "on the ground" during combat and are not affected by ground attacks, shore bombardment, or air bombing. Air units aboard carriers must specifically be assigned CAP missions.

Second Wave Attacks. Naval air units aboard carriers that are on the attack, support, or patrol missions or are part of a reaction force have a special ability. They are allowed to fly a second wave attack when executing the bombardment of naval targets mission. This second wave attack is entirely voluntary on the part of the owning player. Upon the resolution of the bombing of naval targets in a hex by naval air units, the owning player can announce a second wave attack. The second wave attack consists of another bombardment by the same naval air units against naval targets in the same hex. Air units of the first wave aborted by antiaircraft fire may not participate, nor may any other naval air units join the attack. The attack is resolved after the first wave attack (see page 23 for exact sequencing) and follows the normal rules of resolution, including antiaircraft fire against the air units. A naval air leader may assist in a second wave attack only if he assisted in the first wave. A second wave attack does not count as initiating an attack for purposes of the limited combat ceiling.

Counterstrikes. If naval air units flying from carriers execute naval bombardment in a hex containing enemy carriers, then the air units of those (surviving) enemy carriers may fly a counterstrike mission. An air unit from a qualifying carrier may be switched to this mission even if it has already been assigned to another mission, as long as the unit has not previously engaged in any combat in the segment. An air unit may be assigned to a counterstrike unless it has insufficient range to fly to the enemy carriers' hex from its carrier.

The counterstrike itself consists of the air units executing the bombardment of naval targets mission in the enemy carriers' hex. If CAP is being flown over this hex, some or all of the counterstriking air units may engage these units in air-to-air combat instead. A counterstrike is resolved immediately after the attack which initiated it is resolved. A second wave counterstrike may be launched in response to a second wave attack if the carriers launching the strike meet the qualifications for both the counterstrike and second wave attack.

Aircraft Carriers

Aircraft carriers may carry naval air units, at the rate of one air factor per carrier factor. During the movement or reaction segments, an air unit may fly from a carrier only after the carrier has completed its movement for that segment. During the reorganization segment, an air unit must return to the carrier from which it flew, or any other carrier in the same hex, and it must return to the carrier before the carrier itself returns to base. If the air unit can not meet these restrictions, it is eliminated. If a carrier is damaged during combat, then its air unit, upon the completion of its mission, is also damaged and is returned as such to the force pool with the carrier. Damage is covered in more detail in Rule 17.

The factor of a carrier represents its air capacity, antiaircraft strength, and surface combat defense strength. In surface combat, carriers may never use their factors to fire upon enemy naval units; carriers may only defend. Carriers may not execute shore bombardment.

If a naval air unit is on board a carrier when the carrier is sunk or damaged, then the air unit is also sunk or damaged.

11. Supply

In order to function at full effectiveness, units need supply. In general, the supply status of a unit is determined by tracing a supply line from the unit to a supply source. The ultimate source of supply for a unit is the unit's home base. Supply is traced for all units at the start of each movement segment; the supply status of a unit remains in effect until the start of the next movement segment. Only land, naval, and air units require supply. All other units, such as leaders, installations, fortresses, etc. are unaffected by supply.

Supply Lines

Over Sea. A supply line may be traced across sea hexes from a port (see Rule 6) to the appropriate home base. The line may be an unlimited number of naval movement points in length, but it must be traced along a natural water route. A supply line may not be traced by sea in any hex occupied by or adjacent to an enemy naval unit. Furthermore, it may not be traced into a narrow sea hex unless friendly naval units are based somewhere in that narrow sea region (see Rule 20). Note: A supply line traced over sea must end at its home base. It may not end at a port and then be traced over land.

Over Land. A supply line may be traced from a land hex either to the appropriate home base or to a port that can trace a supply line by sea to the home base. The line may be an unlimited number of land movement points in length and must follow a natural land route. The supply line may not be traced into the following hexes: a hex occupied by any enemy land or air unit, a hex in an enemy zone of control that is not occupied by a friendly land unit, an enemy controlled hex (see Rule 18), and a desert hex. Note that a supply line may be traced into a hex in an enemy ZOC if the hex is occupied by a friendly land unit. A supply line may be traced into but not through a rough terrain hex unless there is a friendly controlled city in that hex. Example: Assuming the Japanese over land supply line had to be traced to Bangkok (1914), a Japanese unit in hex 2114 would be in supply. If the unit was in hex 2213 and the city of Pegu (2113) was not Japanese controlled, then the unit would be out of supply. Note that the supply line could not pass through hex 2114, since there is no city in that hex.

Supply Sources

A unit must trace supply to its own home base; it may not be supplied by other home bases on the same side. Furthermore, that unit's ERP reserve must contain a total of at least five ERPs. These ERPs are not expended; they merely must be present in the reserve at the time supply is traced.

A fleet train may serve as a supply source. Naval units on a fleet train, and all land units embarked aboard the naval units, may use the fleet train as a supply source. Other units may not use the fleet train as a supply source.

A naval air unit aboard a carrier treats its carrier as a supply source. If the carrier is in supply, so is the naval air unit. If the aircraft carrier is out of supply, then the naval air unit aboard the carrier is also out of supply.

Supply Effects

Air units which are out of supply may not move in the movement and reaction segments and may not initiate any combat. They function normally if attacked. The air units may move in the reorganization segment, as normal (see Rule 5). Land units which are out of supply may not initiate ground attacks, and they defend against ground attacks at half strength (retain fractions). They have their antiaircraft strengths halved (retain fractions). They may move normally. Naval units which are out of supply may not initiate any combat; they may move and defend normally.

12. Weather

Weather, an important aspect of the Pacific campaign, is represented in Pearl Harbor by the strategic weather table. This table indicates the meteorological and climatic conditions of each seasonal turn for the geographical areas of the map.

At the start of each game turn, the Japanese player rolls one die and cross-references the roll with the correct seasonal column on the table; this determines the weather in effect for that turn. Four results are given, corresponding to the four weather zones on the map: Northern Pacific, Tropical, Southeast Asia, and Asia.

Effects

Fair: no restrictions on movement or combat.

Rain: the range of air units is reduced by one (an 8-4 air unit would thus have only three movement points); modify the combat resolution die roll for all ground attacks by -1.

Storm: the range of air units is reduced by one; modify the combat resolution die roll for all ground combats by -1; reduce the movement factors of naval units by two.

Monsoon: the range of air units is reduced by two; modify the combat resolution die roll for all ground combats by -2; reduce the movement factors of naval units by four.

Fog: reduce the movement factors of naval units by four.

Restrictions

The effects of weather on the movement abilities of air or naval units are present if the unit starts in the weather zone with the inclement weather or enters that zone during movement. If a unit moves from one zone to another and both zones have inclement weather, then the unit is affected by weather only once. Use the weather effects most inclement to the unit. For example, if a naval unit was in the Tropical zone (with storms) and moved to the Southeast Asia zone (with monsoons), then the unit would have its movement factor reduced by four movement points. A unit may not enter a weather zone if the effect of the weather in that zone would reduce the unit's movement factor or range so that it could not pay the cost to enter a hex in that zone. Example: Suppose that the Tropical zone had fair weather and the Southeast Asia zone had monsoons. A naval unit at Chichi Jima (2514) could not move to Halmahera (1409). The distance between these two points is 11 naval movement points. However, Halmahera is in the Southeast Asia zone; thus, the naval unit, upon entering this zone, would lose four movement points, reducing its movement factor to 10. Therefore, Halmahera is beyond the range of the unit at Chichi Jima.

The effect of weather upon ground attacks is determined by the weather in the hex occupied by the defenders, not the attackers.

Weather on the first turn of any game or scenario is automatically fair in all zones.

13. Intrinsic Defense

All coasts and islands controlled by a player have an intrinsic defense strength of one against enemy amphibious assaults. This intrinsic strength is independent of supply, other units, leaders, etc. Note that since the intrinsic strength is not considered to be a land unit, a ground leader can not assist it. If other defenders are present, the intrinsic strength is added to the total defending the hex. The intrinsic strength may never be greater or less than one. The intrinsic strength is used only for defense; it may never attack.

If a hex is attacked by ground attack but not amphibious assault, then the intrinsic strength is ignored. If some or all of the attacking units are making an amphibious assault, then the intrinsic strength is used. Marine units have their strengths doubled when making an amphibious assault against the intrinsic strength when all of the following conditions are met: 1) marines are the only units participating in the attack; 2) the attack is purely an amphibious assault (i.e., not part of a regular ground attack); and 3) the intrinsic strength is the only defender against the assault.

Combat results of DD, DW, and EX destroy the intrinsic strength for the remainder of the player turn. At the start of the next player turn, the intrinsic strength reappears; it is on the side of the player controlling the hex at that point. Note: Whenever used in the defense, the intrinsic strength is included in the factor loss calculations for EX results.

14. Fortresses

A fortress, representing extensive defensive works, has a defense strength of four combat factors. A fortress may never attack. There are two types of fortresses: field and permanent.

Field Fortresses

A field fortress is represented as a counter and may be constructed by a player during his reorganization segment (see Rule 17). A field fortress is destroyed and removed from play when the hex it occupies is attacked and a result of DD, DW, or EX is obtained.

Permanent Fortresses

There are three permanent fortresses printed on the map: Truk, Singapore, and Palau. In ground attacks against a hex containing a permanent fortress, results of DD, DW, and EX temporarily negate the fortress and allow attacking units to occupy its hex. If an attacking unit does occupy the fortress's hex, then the attacking player has captured the fortress. Starting with the next player turn, the fortress regains its defense strength and benefits the controlling player.

A permanent fortress may have an installation constructed in its hex (see Rule 17). However, the defense strength of the installation is ignored for all purposes, including antiaircraft fire. In other words, when a permanent fortress and an installation occupy the same hex, only the defense strength of the fortress may be used.

15. Home Bases

Each force has a home base, representing extensive pre-war construction. Stacking is totally unlimited in a home base hex; an off-map home base box is provided for ease of handling the number of units that may be present in a home base. The home bases are:

  • United States: Pearl Harbor
  • Britain: Bombay
  • ANZACs: Sidney
  • Nationalist China: Chungking
  • Chinese Communists: Yumen
  • Soviet Union: Chelyabinsk and Novosibirsk
  • Japanese Army: Tokyo
  • IJN: Kure

A home base has a defense strength of four combat factors; it may never attack. If a ground attack is made against a home base hex, a combat result of DD, DW, and EX allows the attacking units to advance into the hex. If an attacking unit does occupy the hex, then that home base is captured and controlled by the attacking player. The attacking player receives the stacking and defense benefits of the captured home base, but he may not consider it to be a home base for his units.

A player must control his home base during his decision segment in order to receive his quarterly ERP allowance. Land, air, and naval units activated out of the force pool must appear in their home base; thus, these units may not be activated while their home base is enemy controlled. Since units trace supply to their home base, enemy control of it will place these units out of supply.

16. Strategic Redeployment

Strategic redeployment (SR) allows a player to reposition certain units at an ERP cost. SR occurs only during the reorganization segment, and only phasing units may redeploy. Any number of a player's land, air, or naval units may be redeployed, as long as the SR cost is paid for each unit. Installations, fortresses, and fleet trains may never be redeployed.

A unit is redeployed from the hex it occupies to its destination, tracing a path of any length. The unit may not redeploy if it starts or ends its SR adjacent to any enemy unit (with one exception, see below). The SR path may not be adjacent to any enemy unit at any point along its length. A naval unit must trace a natural water route from the hex it occupies to its destination. A land unit must trace a natural land route; it may cross all-sea hexsides by moving to a friendly port, crossing the ocean, and landing at a friendly port. It may continue its SR over land. A land unit may only enter friendly controlled hexes when redeploying over land (see Rule 18). An air unit may freely cross land and water, but it must move from the base it occupies to any other friendly base within twice the unit's printed range (ignoring weather effects). It may do this any number of times as a single SR. Example: A Japanese 8-4 air unit is at Kure (2811). The Japanese player pays for its SR, moving it to Wuhan (2605), Hanoi (2201), and then to Rangoon (2112).

A unit may redeploy into or out of hexes containing a friendly installation, fortress, or home base even if an enemy unit is adjacent to that hex. This is the only instance when enemy units are ignored for SR purposes.

A leader may redeploy at no ERP cost if he starts and ends his SR stacked with a specific friendly unit that also redeploys. A leader may redeploy by himself, at an ERP cost. In this case, he is redeployed in the same manner as a land unit.

17. Economics

Economic activity in Pearl Harbor is simulated through the use of economic resource points (ERPs). ERPs are used for a variety of activities.

ERPs

At the start of the game, each force receives an initial ERP allotment. This allotment is recorded on the ERP reserve charts located adjacent to the map. As ERPs are gained or expended, record this activity on the ERP reserves by adding or subtracting ERPs, as appropriate. Thus, the chart will always indicate the exact number of ERPs a player has at any time.

ERPs are expended for various game functions. The ERP costs table lists the amount that each function costs a force. A force is defined as any grouping of units that maintains its own ERP reserve; they are: the US Army, US Navy, Britain, China, ANZACs (see Rule 19), Japanese Army, IJN, and Soviet Union. (The US Marines are part of the USN.) ERPs may not be expended by one force for another force. For example, US Army ERPs can not be spent to construct a US Navy base, to activate a Chinese air unit, etc.

Income. During the decision segment, the phasing player receives his ERP income for that turn. This income consists of the player's quarterly ERP allowance plus the value of the objectives his forces control at that point. The value of an objective is listed on the map adjacent to the objective and is repeated on the objective status chart. In order to receive the ERP value of an objective, a functioning supply line must be traced from the objective to the controlling force's home base. For example, if Peking was controlled by the Japanese Army, then a supply line must be traced from Peking to Tokyo in order for the Army to receive the ERP value of the objective.

Loans. During the decision segment, the phasing player may loan ERPs from any force to any other force on the same side. Such a transfer takes place immediately, and, in general, at no extra cost. ERPs loaned in the decision segment may not be spent during that same segment. Loaned ERPs are deducted from the loaning force's reserve and added to the receiving force's reserve.

Due to the inaccessibility of China, each ERP transferred to China from any force or from China to any force requires the expenditure of two additional ERPs for transportation. China may receive ERP loans but may not transfer ERPs out of China except to repay a loan. Loans to China do not count the transportation charge as part of the loan. For example, if the British loan 9 ERPs to China, then the total cost to Britain is 27 ERPs. When China repays a loan, the cost of transport is counted as part of the repayment. For example, if China repays the 9 ERP British loan, then Britain would actually receive only 3 ERPs, as the other 6 went for transportation costs.

Loans never have to be repaid. A player may voluntarily repay a loan, but he is never required to do so.

Decision Segment Expenditures

During the decision segment, the phasing side may spend ERPs for special operations efforts and for fleet trains.

Special Operations Effort. The purchase of a special operations effort allows a force to ignore its limited combat ceiling. Units of that force may initiate any number of attacks in the combat segment of that turn. Other forces on the same side are still restricted by the limited combat ceiling unless special operations efforts are paid for them as well. The cost of this activity is listed on the ERP costs table.

Fleet Train. A fleet train allows naval units to remain at sea for a turn, as detailed in Rule 5. A fleet train is purchased and placed in any sea or narrow sea hex that does not contain an enemy unit. The fleet train is removed from the map at the start of the friendly movement segment of the following game turn.

Reorganization Segment Expenditures

During the reorganization segment, the phasing side may spend ERPs for activation, repair, construction, strategic redeployment, and reaction forces.

The Force Pool. Every separate force in the game has its own organization chart printed adjacent to the map. On this chart there is a force pool box, used to hold the counters and units of that force's force pool. The game begins with certain units and counters in the pool. During the course of the game, additional counters and units are added to the pool at the start of each year; they are placed in the pool during the winter decision segment of each new year. Units and counters in the pool are eligible for activation and construction.

All land units, land-based air units, installations, and field fortresses eliminated as a result of combat are removed from the map and placed in the force pool. Such units are available for activation and construction. All damaged naval units are placed face down in the force pool; these units may be repaired and returned to play. Sunk naval units are not placed in the force pool; these units may never return to play. Naval air units eliminated in air-to-air combat are placed in the force pool and are available for activation. Naval air units aboard carriers that are damaged are also considered to be damaged; they are placed face down in the force pool and may be repaired. Naval air units aboard carriers that are sunk are also considered sunk; they are permanently removed from the game. Leaders eliminated from play are not placed in the force pool; eliminated leaders may never return to play.

Activation. Land, air and naval units are activated from the force pool through ERP expenditure, as specified on the ERP costs table. Activated units appear at their home bases. Leaders in the force pool do not require ERP expenditures. Instead, they simply appear in their home bases. Unlike other force pool additions, leaders have a specified season of appearance during the year; they are placed in their home bases during the reorganization segment of the turn of their appearance.

Carrier units awaiting activation automatically have a naval air unit, equal in strength to the carrier's factor, also ready for activation. Thus, whenever the initial force pool and later force pool additions list a carrier, also place its naval air unit in the force pool with it. The carrier and its air unit must be activated together.

Repair. Any face down unit in the force pool may be repaired. Repair requires the expenditure of half the cost of activation of that particular unit. Round fractional ERP costs up to the next whole number, on a unit-by-unit basis. Repaired units appear in their home bases. If both a carrier and its naval air unit are damaged, they must be repaired together.

Construction. Installations and fortresses may be constructed at an ERP cost. An installation may be built on any friendly controlled city, anchorage, or island. An installation may not be built in a hex containing a field fortress, home base, or other installation. A field fortress may be built on any friendly controlled land hex, including islands, except that it may not be built in a hex containing a fortress, home base, or installation. In either case, a valid supply line must be traced from the hex of construction to the appropriate home base, and the hex of construction must be a friendly controlled hex (see Rule 18).

Note (handwritten annotation on the scanned copy): an installation being built in a hex may be itself used as a port for tracing supply for construction purposes. Thus this will allow construction on an island without a city or anchorage.

A player may voluntarily disband any of his installations and field fortresses during his reorganization segment. Simply remove the counter from the map and place it in the force pool. It is immediately available for construction elsewhere on the map. ERPs are neither spent or gained for disbanding installations and field fortresses.

Strategic Redeployment. Phasing units and leaders may be redeployed if the owning player pays the SR cost to do so, as specified on the ERP costs table. For details on SR, see Rule 16.

Reaction Forces. Naval units may be placed on reaction force status (see Rule 7) at an expenditure of ERPs. A separate ERP expenditure must be made for each separate hex placed on reaction force status. Place a reaction force marker on the hex. All naval units in a hex placed on reaction force status are considered to be a reaction force. For example, if the IJN player placed three hexes on reaction force status, he would pay a total of 30 ERPs; all IJN naval units in those hexes would be reaction forces.

18. Control

A force may control land-type terrain hexes. All-sea hexes can not be controlled. A hex is controlled by a force according to the following priorities:

  1. a land unit of the force is occupying the hex;

  2. a land unit of the force is exerting an uncontested ZOC into the hex;

  3. a land unit of the force was the last to occupy or exert an uncontested ZOC into the hex; or,

  4. the hex started the game under the force's control.

An uncontested ZOC is defined as having a ZOC in a hex that is not occupied by an enemy land unit and does not have an enemy ZOC exerted into it.

Whichever force has the highest priority over a hex controls that hex. However, a force can not take control of a hex if it is already controlled by another force on the same side. A friendly controlled hex is defined as a hex controlled by any force on the same side; this is important for SR and tracing supply. Thus, supply may be traced through any friendly controlled hex, not just hexes controlled by the tracing unit's force.

Due to the importance of objectives, players are provided with an objective status chart for ease of reference. When a force gains control of an objective, place the appropriate flag marker in that objective's box.

Control of objectives may be voluntarily transferred between forces on the same side. Simply change the flag marker on the objective status chart to reflect this. Due to the special nature of the ANZAC force (see Rule 19), ANZAC controlled objectives may not be voluntarily transferred to the control of any other force.

US control of objectives is not distinguished between service arm, even though the Army and Navy are separate forces. Control of objectives is held jointly by the two forces. Divide the ERP income from the objectives into two equal whole numbers (i.e., 40=20+20), one of each going to each force. Any odd number left over (i.e., 41=20+20+1) goes to the US Navy.

19. National Restrictions

Different forces on the same side may not co-operate together without restriction. Unless specifically prohibited in this rule, all forces on the same side may stack together, use each other's installations, combine in attacks, etc. However, leaders are restricted in their abilities to assist units from different forces. For combat, a leader may assist an attack or defense only if one (or more) of the units in that attack or defense are part of the leaders own force. For example, if three Chinese armies were attacking and were in range of MacArthur's strategic leadership radius, MacArthur would have no effect upon these units. If, however, one of the units was a US Army infantry corps, then MacArthur would affect the attack. Naval leaders can not assist naval units of other forces for movement unless those naval units are part of a task force. A naval leader can assist all units in a task force, but the task force marker must be from the same force as the naval leader. In other words, a naval leader can only assist task forces of his own force. Furthermore, a task force may be organized only if at least half of the naval units in it are from the same force as the task force's counter. If, due to combat or any other reason, this proportion drops below one-half, then the task force must be disbanded in the following friendly reorganization segment.

Nationalist China

The nominal government of China was run by the Koumintang (KMT) party. KMT Chinese units have their home base at Chungking. KMT units must stay inside the China-Manchukuo-Korea region, except that up to two land units may operate outside this region. KMT air units may not base outside this region; KMT installations may not be built outside this region. KMT units may never be transported by naval units.

As an exception to Rule 11, KMT units are allowed to trace over land supply lines through rough terrain hexes, whether or not the hex contains a city. They may exercise this ability only in rough terrain hexes inside the China-Manchukuo-Korea region.

Chinese Communist Party (CCP)

Longtime enemy of the KMT, the CCP had agreed to form the Second United Front with the KMT in order to resist the Japanese. In practice, this resulted in a very uneasy alliance with little true co-operation between the two. Thus, CCP units are treated somewhat differently than KMT units. CCP units have their own home base — Yumen. CCP units may not use Chungking as a home base, and KMT units may not use Yumen as a home base. CCP and KMT units may not stack together at any time. CCP units may not use KMT installations (there are no CCP installations). CCP and KMT units may not combine in attack, and their leaders may not assist the other's units.

CCP units may operate only inside the China-Manchukuo-Korea area. Inside this area, CCP units may trace an over land supply line through rough terrain hexes, whether or not the hex contains a city, as an exception to Rule 11.

ANZACs

The ANZAC force is a special case and operates differently than other forces. Up to the winter 1943 turn, ANZAC units and counters are considered to be part of the British force. The ANZAC ERP allotment and income are added to the British ERP reserve, and ANZAC units are activated by expenditures of this reserve. ANZAC units are considered to be British units for all purposes, such as task force composition, special operations efforts, leader assistance, etc. From the winter 1943 turn to the end of the game, ANZAC units are considered to be US units for all purposes, and the ANZAC income is added to the US income.

Soviet Union

The Soviet Union is always neutral in the basic game. Units may not enter any hex of the Soviet Union, and supply lines may not be traced through Soviet territory. Mongolia, a satellite of the Soviet Union, is also neutral.

Tibet

Tibet is totally impaasible. No unit, including air units, may ever enter any hex of Tibet at any time. No supply lines may be traced through Tibet.

Afghanistan

Afghanistan is neutral. [The opening words of the next sentence are obscured by a handwritten mark on the scanned copy; the sentence reads as best legible:] units may not violate Afghanistan's neutrality. UN units may enter Afghanistan if units of any Japanese controlled force violate Afghanistan's neutrality. This is unlikely to occur unless Optional Rule 44 is used.

20. Narrow Sea Areas

Various rules mention narrow sea areas, as opposed to a narrow sea hex. A narrow sea area is composed of all narrow sea hexes that constitute a contiguous area. There are nine separate narrow sea areas on the map, with the junction of the two maps forming the dividing line between the two narrow sea areas off Malaya.

21. Multi-Player Provisions

Pearl Harbor game mechanics are designed to handle several players to a side as well as one player per side. In multi-player games, forces are assigned as follows:

  • Two players: one controls all UN forces, one controls all Japanese forces;
  • Three players: United States, all other UN, all Japanese;
  • Four players: US, all other UN, Japanese Army, Imperial Japanese Navy;
  • Five players: US, China, Britain, Japanese Army, IJN.

Up to two more players may be added in the advanced game.

The amount of co-operation between players on a side, aside from the restrictions of Rule 19, is totally up to the players themselves. ERP loans, transfer of control of objectives, etc. is subject to agreement between the involved parties. Disagreements may arise, but a player can not attack units or take control of territory of another player on the same side, nor may he overtly aid the other side in doing so. Specifically, a player always controls all of his forces and all territory those forces control.

If units of two or more players co-operate to capture an objective (such as an IJN task force transporting an Army corps that captures Tarakan by amphibious assault), then the players must agree ahead of time as to which force will actually control the objective.

Japanese Interservice Co-operation

Disagreements that can not be settled between the two Japanese players may be settled by the Emperor. [The phrase naming the segment is partly covered by handwriting on the scanned copy; the reading given is the legible one.] During the Decision segment, a Japanese player may consult the Imperial decision table to resolve disagreements. Both players must abide by the results of this table. Two types of disputes may be settled:

  1. The use of specific forces for a specific operation. A player can not actually take control of units of the other player, but he can force the other player to undertake certain operations. For example, the IJN wants to have three Army corps and one task force invade Burma, but the Army does not want to send any units to Burma. If the Emperor agreed to the Navy plan, then the Army would have to send the three corps to Burma.

  2. ERP income. If one player is receiving more income from controlled objectives than the other player, the player receiving the lesser amount may petition the Emperor for an ERP loan from the other player. This loan must be equal to half the difference (rounding fractions down) between the ERP incomes of the player's objectives. For example, if the Army received 29 ERPs from its objectives and the Navy received 24 ERPs from its, then the Navy could request a 2 ERP loan. This loan is requested on a turn-by-turn basis, and, like all other loans, never has to be repaid. Any result other than the granting of the loan denies the loan.

Only one specific force question per player may be submitted to the Emperor per game turn. The players must agree to some random method (such as flipping a coin) to determine who poses his question first; the player asking second is not allowed to ask a question that contradicts or negates the first player's question. A player may also ask, once per game turn, for the ERP loan, if he qualifies for one.

One die is rolled per player per question, and the Imperial decision table is consulted for a result. The results are:

PP:JAI or PP:IJNI. The Emperor has postponed deciding. The question may be raised again on a later turn, but only on the initiative of the indicated service (JAI — Army initiative; IJNI — Navy initiative).

JAD or IJND. The Emperor has decided in favor of the indicated service.

No Decision. The Emperor has made no decision on the question. Either service may raise the question again in future turns.

22. Setting Up the Game

Players have a choice of two scenarios to play using the basic game rules. The scenario charts detail the units to be deployed on the map, the initial force pools, later force pool additions, each force's controlled territory, and each force's ERP allotment and allowance. Paratroops are listed on the charts; they are used only in the advanced game.

Some units are required to deploy at fixed locations. These locations are specified adjacent to the listing of the unit. A notation of anywhere allows the player to deploy that unit anywhere in the territory controlled by its force. Naval units must be deployed based (Rule 5).

Carriers are deployed with their naval air units on board. In every case, the carrier's air unit is equal to the carrier's factor.

For the start of each year, the charts list the force pool additions and new quarterly ERP allowances for all forces. Force pool additions are placed in the force pool during the decision segment at the start of the year.

1941 Scenario — The 'Z' Operation

The game starts with the fall 1941 turn and ends upon the conclusion of the fall 1942 turn, for a total of five turns. Victory is judged following the last turn by the provisions of Rule 23. The United Nations deploy first, then the Japanese.

Special Rules

Isolation of the Philippines. Due to the shortage of staging bases and the paucity of forces, the UN were unable to reinforce the Philippines. UN land units may not strategically redeploy to or from the Philippines unless there is a UN installation, with naval units present, within five hexes of the Philippines. Installations in the Philippines themselves do not qualify. The Philippines are the islands in the Southeast Asia weather zone on or above hexrow 1700, excluding Port Blair.

Surprise Attack. On the first turn, only, the following rules are in effect: UN air units are not on reaction force status. Instead, they are on the ground; they may be bombed, with a result of D on the land bombardment CRT eliminating the bombed air unit. UN forces may not make any antiaircraft attacks against Japanese air units. Should the Japanese launch a second wave attack, all UN air units in the hex(es) attacked again are considered to be flying CAP in the hex(es), and UN units may execute antiaircraft fire against the second wave air units. UN naval units at installations and home bases are considered to be at anchor during this player turn.

American Carrier Location. On the first turn, at the start of the Japanese combat segment, roll one die to determine the location of the USN carrier unit. On a roll of 1, 2, or 3, the carrier unit is in Pearl Harbor. It may be bombed. Its air unit may not fly during the Japanese player turn. On a roll of 4, 5, or 6, the carrier is at sea and appears in Pearl Harbor at the start of the UN player turn.

Central Pacific Islands. All islands in the Tropical weather zone that are entirely on or north of hexrow 1400 and east of Midway (not inclusive) automatically become Japanese controlled at the end of the Japanese player turn. Objectives in the area fall to IJN control.

1943 Scenario — The Divine Wind

The game starts with the winter 1943 turn and ends on the conclusion of the summer 1945 turn, a total of 11 turns. Victory is determined after the last turn according to the provisions of Rule 23. The Japanese deploy first, then the UN.

Special Rules

Kamikaze Attacks. Japanese air units may make kamikaze attacks when executing naval bombardment. The owning player must announce which units are making the attack, prior to receiving antiaircraft fire. Abort results due to antiaircraft fire must be applied to kamikaze air units before other air units in the hex may be aborted. The effects of a kamikaze attack are as follows: 1) the unit has its strength doubled when executing its attack; 2) if the unit was aborted due to antiaircraft fire, it attacks at its printed factor; 3) in any event, the air unit is destroyed after executing its attack and is placed in the force pool. Naval air leaders may not aid kamikaze attacks. On the first player turn a kamikaze attack is made, all kamikaze units that turn are tripled (doubled if aborted by antiaircraft fire) in strength.

23. Victory

Victory is determined in either of two ways. At the start of a game, players agree to which type of victory determination will be used, alliance or coalition. In the alliance game, all players on a side co-operate to achieve victory, winning or losing together. In the coalition game, each player determines his level of accomplishment separately.

Victory is calculated through the number of objectives (not their ERP values) controlled by a side or player. In the alliance game, total the number of objectives held by all players on a side. In the coalition game, each player totals his objectives separately.

The total number of objectives held by a side or player determines the level of victory for that side or player. The victory level charts specify the number of objectives a side or player must control in order to achieve victory. There are four levels of victory; ranked from lowest to highest, they are: stalemate, marginal, tactical, and decisive. A side or player must have at least the listed number of objectives to achieve a specific level of victory. Note: a player who achieves a stalemate has not won; however, he also has not lost. A player not achieving at least a stalemate has lost.

Part II: The Advanced Game

The rules in this section comprise the information needed to play the advanced game. These advanced game rules may be used for either of the two scenarios and allow the campaign game to be played. The advanced game rules increase the realism, but they also add (further) complexity to the game. The advanced rules supplement and, in certain cases, modify the basic game rules. All advanced game modifications supercede their basic game counterparts.

24. Naval Battlegroups

Certain naval units on both sides of the Pacific theater were particularly well-handled, able to survive in situations where others perished. In Pearl Harbor, these units are replaced by naval battlegroups when the unit is sunk (not damaged) due to any type of combat. When such a unit is sunk, the unit is removed from play, and a battlegroup unit takes its place.

The naval units that form battlegroups, and their battlegroups, are:

  • IJN 6L units are replaced by 2L battlegroups;
  • USN 6C units are replaced by 3C battlegroups;
  • USN 9C and 12C units are replaced by 4C battlegroups;
  • no other unit has a battlegroup.

A battlegroup has the abilities of the unit it replaces, though at a reduced factor. It is fully operational from the instant of its appearance. A battlegroup can not be rebuilt to its original unit. A battlegroup is treated as a normal naval unit for all purposes except stacking; a battlegroup counts as one-half of a naval unit for stacking purposes.

If a carrier with its air unit on board is replaced by a battlegroup, then the air unit is also replaced by an air unit equal in strength to the battlegroup's factor. As with the carrier, the original air unit is permanently eliminated. If the naval air unit from a carrier was flying a mission when its carrier was sunk, then, upon the return of the air unit, the owning player may voluntarily reduce the air unit to the carrier's factor. If this is done, then the original unit is permanently eliminated and may not re-enter play. Instead of reducing the air unit, players are allowed to base it at a different base, if possible, but players should remember that a naval air unit flying from a carrier must return to a carrier in the same hex from which the unit flew (see Rule 10).

25. Limited Intelligence

All units placed in the off-map installation, task force, and home base boxes are placed there face down. Players on the opposing side may not examine the contents of these boxes. Stacks of units on the map may be examined by all players. The contents of a box are revealed to the opposing side when any occupant of the box becomes involved in combat, either in the attack or defense.

Each side has a limited aerial reconnaissance ability. The US Army, US Navy, British, Japanese Army, and Imperial Japanese Navy forces may each examine the contents of one box per game turn. Reconnaissance occurs during the phasing force's decision segment. A force may only examine the contents of a box if there is an air unit of that force within range of the on-map location of the box.

In addition to aerial reconnaissance, both the United States and Japan benefit from their espionage networks. The US player may examine the contents of any one Japanese task force located anywhere on the map. Both Japanese players may examine the contents of the Pearl Harbor box (US home base). These actions occur during the phasing side's decision segments.

26. Type H Breakdowns

A type H naval unit may break down into two smaller type H units. The phasing player may break down his type H units during his reorganization segment (only). Remove the unit and place the two breakdown units in the parent unit's hex. During the reorganization segment, the phasing player may build two breakdown units into the parent unit; the two breakdown units must be stacked together to do so.

A 16H unit breaks down into two 7H units. A 7H unit breaks down into two 3H units. Any other type H unit breaks down into two units, each of which is equal to one half of the parent unit's factor. This process is exactly reversed for building two breakdown units into the parent unit. For example, two 7H units may (only) be built into a 16H unit. Any two type H breakdown units may be built up to the larger unit; players are not required to keep track of exactly which breakdowns go with which parent units.

A type H unit awaiting activation in the force pool may break down. The unit is replaced by its two breakdown units. For each unit in the force pool that breaks down, the owning player must spend two ERPs. This is the only ERP expenditure associated with breakdowns. Units in the force pool may not be built up to larger units.

The countermix provides an absolute limit for breakdown activities. Also, any unit permanently eliminated from the game (i.e., sunk) may not be used for any breakdown purpose.

The US player may not build 7H units to 16H units before the winter 1943 turn.

27. Paratroops

Paratroops are capable of using airmobile movement during the movement segment of a player turn. In order to do so, the paratroop unit must begin its movement segment at a friendly installation or city. The airmobile movement consists of placing the paratroop in any hex (except all-sea hexes) within four hexes of its installation or city. The paratroop may not make any other type of movement in that segment. Note: A paratroop unit may be placed in an enemy occupied hex.

Paratroop units do not have any attack strengths. Instead, each paratroop unit modifies any friendly ground attack made into the hex it occupies by +1. This modification is cumulative; two paratroop units in a hex would thus modify an attack by +2. A paratroop unit is eliminated if it is in an enemy occupied hex at the end of a combat segment or if any attack it modified resulted in AD, AW, or —.

When not using airmobile movement, a paratroop functions exactly as any other land unit (including the prohibition against entering enemy occupied hexes). A paratroop unit has a defense strength of 1 and a land movement factor of 2.

28. The Burma Road

The UN side has the ability to build the Burma Road. The road may be built in any continental Asia hex in or immediately adjacent to the Southeast Asia weather zone. The hex of road construction must be controlled by a UN force. The road is built in the UN reorganization segment, at a cost of 10 ERPs per hex; this cost must be paid by either US force or the British (or combination thereof) but by no other force. Only one road hex may be built per game turn. Place a US flag marker in the hex to denote the presence of the road.

The presence of a road in a rough terrain hex allows a supply line to be traced through the hex as if there was a city in the hex (see Rule 11). Furthermore, if a valid over land supply line can be traced from Chungking to Bombay, then the ERP transport cost of loans to and repayments from China is reduced to only one ERP per ERP loaned. Note: Due to the presence of the Japanese, rough terrain, deserts, and neutral territory, it will rarely be possible to trace an over land supply line from Chungking to Bombay without building the road.

The road, once constructed, may not be destroyed. If the Japanese gain control of a road hex, then the UN player may not use the road in that hex (however, the Japanese player may). If the UN recaptures the road hex, he may use the road in that hex again.

29. Manchurian Garrison

Imperial Japan had a well-founded fear over the security of the Empire's northern borders adjoining the Soviet Union. For protection of this flank, the Japanese Army must maintain a garrison in Manchuria and/or Korea. This garrison must total at least 40 factors of Japanese Army land units, air units, leaders, installations, and/or fortresses. Air units and fortresses are counted at double factor for this purpose (only).

The garrison must be present in Manchuria/Korea at the end of each Japanese player turn. For each factor missing from the garrison at this point, two ERPs are deducted from the ERP reserve of the Japanese Army.

The garrison does not have to be maintained once any enemy land unit enters or attacks into any hex of Manchuria or Korea.

Manchuria is defined as all hexes in Manchukuo on or north of hexrow 3200. Note: The territory of Manchukuo, as delineated on the map, encompasses the regions of Manchuria and China occupied by the Japanese prior to the period covered by Pearl Harbor. Players should be aware of the difference between Manchukuo and Manchuria.

30. The Strategic Bombing Offensive

The United States may launch strategic bombing (SB) attacks against the Japanese home bases. Each SB attack costs 20 ERPs, which the US player may divide between the Army and Navy as he wishes. Strategic bombing attacks may be launched only by the United States player and only during the UN reorganization segment.

Duration. The maximum number of SB attacks the US player may launch in a reorganization segment is equal to one plus the number of SB attacks launched in the previous game turn's reorganization segment. For example, if the US launched five SB attacks in the spring 1945 turn, then he could launch a maximum of six SB attacks in the summer 1945 turn. Supposing that he launched only three SB attacks in that turn, he could launch a maximum of four SB attacks in the fall 1945 turn.

Range. SB attacks may be launched only from a US installation, and only if a functioning supply line can be traced from the installation to the US home base. Any number of SB attacks may be launched from an installation, up to the maximum number allowed for that turn. The range is determined by counting the movement points an air unit would have to expend to move from the installation to the Japanese home base hex being attacked. Any hex, enemy occupied or not, may comprise this route, except that the route may not be traced over neutral territory. The range of the strategic bombing attack is limited by the year in which it is executed:

  • 1941: no SB attacks allowed
  • 1942: 4 hexes
  • 1943: 8 hexes
  • 1944 and on: 12 hexes

The US player may make SB attacks at ranges in excess of the current maximum by paying double the ERP cost for each attack. SB attacks may never be made at ranges in excess of 12 hexes.

Effects. The range of the SB attack is cross-referenced with a die roll to obtain a result. A die is rolled for each separate SB attack. The result is a number; it is the number of ERPs that must be deducted from the ERP reserve of the attacked home base. An ERP reserve may not be reduced below zero by SB attacks.

Strategic Bombing Table

die rollRange 1-4Range 5-8Range 9-12
1151010
2151510
3201515
4202015
5302020
6403020

31. Submarine Interdiction Campaigns

The map has nine narrow sea areas (see Rule 20). These areas represent close archipelagos, straits, and other restricted waters. As such, they are ideal locations for interdiction by submarines (and mines).

The US Navy, Britain, and Japanese Navy may elect to interdict one or more of these areas. An interdiction campaign costs 20 ERPs per area (10 ERPs per area for areas in the Northern Pacific weather zone).

Limits. Britain may interdict only one area per game turn. The US and Japanese Navies may interdict any number of areas per game turn. Due to early-war American torpedo unreliability, the US Navy may not interdict any area prior to the summer 1943 turn.

An area may be interdicted if there is an installation or home base of the interdicting navy that can trace a natural water route of seven naval movement points or less to any hex of the area. The cost of the submarine campaign is paid during the phasing player's reorganization segment. The area is interdicted for the following two player turns.

Effects. All enemy naval units must spend two naval movement points per hex in an interdicted area. Enemy land units may not use island hopping or amphibious movement to move (or attack) across narrow sea hexsides in an interdicted area.

The ERP value received from objectives may be affected by submarine campaigns. The player controlling the objective must trace a supply line from the objective to his home base in order to receive its ERP value (see Rule 17). If this supply line is being traced by sea and is traced into, through, or out of any hex in an interdicted zone, then only half of the listed ERP value is received for that objective. For game purposes, total the printed values of all objectives being halved, divide this number by 2, and round any fractions down to the next whole number. For example, if 11 ERPs worth of objectives were traced through interdicted areas, then the owning player would receive 5 ERPs. An objective's ERP value may never be halved more than once, despite the number of interdicted hexes or areas its supply line was traced through.

32. Multi-Player Provisions

In addition to the players allowed under Rule 21, it is possible to include more players in a game of Pearl Harbor.

ANZACs

Instead of having the ANZACs under the control of the British or Americans, allow a player to control the ANZACs as a separate force. The ANZACs would maintain their own ERP reserve in this case. The restrictions on the ANZACs in Rule 19 are totally ignored. Furthermore, Rule 18 is modified to allow the ANZAC player to transfer control of objectives to other players, if he so wishes. Coalition game victory requirements are modified to account for a separate ANZAC player, as specified on the victory charts.

Soviet Union

The Soviet Union may be included in the game as a separate player. If the Soviet Union is in the game, coalition victory conditions must be used.

The Soviet Union starts the game neutral (see Rule 19). The Soviet Union may enter the war in one of three ways:

  1. Japan may declare war on the Soviet Union at any time. Both Japanese players must agree to the declaration of war; if they disagree, then war may not be declared. No question involving the declaration of war on the Soviet Union may be submitted to the Emperor.

  2. The Soviet Union may declare war on Japan if, during a UN decision segment, the Manchurian garrison (see Rule 29) is below the required level. Should the Soviet Union not declare war at this point and the Japanese re-establish the required level on following turns, then the Soviet Union may not declare war under this provision.

  3. The Soviet Union may always declare war on or after the summer 1945 turn.

When using this rule, the Manchurian Garrison rule (Rule 29) is somewhat modified. The Japanese Army does not lose ERPs for failure to maintain the required garrison level. However, failure to do so invites a Soviet declaration of war. Once war breaks out between the Soviet Union and Japan, the Manchurian garrison no longer has to be maintained. Note: The Japanese Army may deliberately reduce the garrison to provoke a state of war between Japan and the Soviet Union. If the Navy does not wish this, it is suggested that the Navy ask the Emperor to have the Army maintain the garrison.

The Soviet player is never forced to declare war under provisions 2 or 3. Such a declaration is always optional. If war does break out between Japan and the Soviet Union, Japanese units may enter the Soviet Union and Mongolia, and Soviet units may leave their country.

While the Soviet Union is neutral, Soviet units must remain inside the Soviet Union. Furthermore, these units do not have ZOCs, nor may they initiate any combat. The Soviet player does not receive any ERPs for any reason, and he may not spend the ERPs that begin in the Soviet reserve. When the Soviet Union enters the war, all of the preceding restrictions are lifted. Furthermore, all units and leaders in the Soviet force pool may be immediately activated without ERP expenditure; they may be placed in any hex in the Soviet Union. Installations, fortresses, and later force pool additions must be activated in the normal manner.

Mongolia is a satellite of the Soviet Union. Japan may not invade Mongolia without declaring war on the Soviet Union. Soviet units, however, may not enter Mongolia until the Soviet Union enters the war. Ulan Bator is considered to be a Soviet controlled objective.

When the Soviet Union enters the war, it is considered to be part of the United Nations side. However, there are several restrictions placed upon co-operation between the Soviet Union and the other UN forces. UN forces must continue to treat the Soviet Union as neutral territory. The Soviet player may not transfer control of any Soviet controlled objective to another force. The Soviet player may not loan ERPs to any other force. He may receive ERP loans, but he may never repay any such loan. Soviet units may not be transported by naval units, and they may not be strategically redeployed across any full-sea hexside. They may use island hopping. Note: There are no flag markers to denote Soviet control of objectives. The nature of the game is such that, after the first turn, the only objectives without flag markers on them will be Soviet controlled objectives. Thus, Soviet control is indicated in this manner.

33. Campaign Game — The Great Pacific War

The campaign game starts on the winter 1941 turn and ends upon the conclusion of the summer 1945 turn, for a total of 16 turns. Victory is judged following the last turn, using the 1943 scenario victory conditions (Rule 23).

Players set up the game according to the 1941 scenario instructions. Force pool additions and new quarterly ERP allowances are received for 1942 through 1945. The 1941 scenario special rules are used; the isolation of the Philippines rule is not used after fall 1942. Kamikaze attacks (1943 scenario special rule) may be made on and after the winter 1943 turn.

Part III: Optional Rules and Variants

The following rules are optional. An optional rule may be used only if all players agree to use it prior to the start of the game. Each rule is unitary; it may be used alone or in conjunction with other optional rules. Those rules that provide nonhistorical variants to the game are designated as variants.

34. The Emperor's Birthday

On the spring turn of each year, each Japanese player must present a victory to the Emperor for his birthday. This victory may be either the conquest of a new objective or the successful defense of one already held. A player failing to present the Emperor with a victory receives an adverse die roll modification of 1 the next time he consults the Imperial decision table.

35. CCP Guerrillas

The Chinese player may place on the map one guerrilla counter per friendly reorganization segment, costing 5 ERPs. The guerrilla counter may only be placed in China or in Manchukuo south of Manchuria. The counter must be placed in a Japanese controlled hex, but it may not be placed in a hex occupied by any Japanese unit, installation, or fortress. The presence of a guerrilla counter in a hex gives control of that hex to the Chinese player; this will affect various game activities such as tracing supply lines and receiving ERP income from objectives. The Japanese player may eliminate a guerrilla by having a land unit enter or end in the guerrilla's hex in any Japanese movement segment. Use the Chinese flag markers as guerrilla counters.

36. Evacuation

Players may use the amphibious mission to have naval units evacuate land units from coastal hexes not containing a port. The naval units must move to the hex of evacuation during the movement segment; the units must be assigned the amphibious mission but may not sealift any unit during the movement segment. During the reorganization segment, the land units are embarked aboard the naval units and return to base with them. Land units may move during the movement segment of the turn they are to be evacuated. Use of evacuation counts as initiating one attack per hex of evacuation for purposes of the limited combat ceiling.

37. Banzai!

The Japanese player may declare any ground attack or defense involving Japanese land units as being fought for the greater glory of the Emperor. In this case, any result of no effect on the ground CRT is treated as an exchange.

38. The Atomic Bomb

Starting with the summer 1945 turn and continuing on all following turns, the US player may elect to drop atom bombs on Japan. This is resolved as a 1-4 hex range strategic bombing attack against either Japanese home base. This attack costs no ERPs and does not count against the duration limits of strategic bombing in any way. The attack does not have to be traced from an installation; simply announce the attack, the home base attacked, and roll the result.

39. Unconditional Surrender

Under this option, the game does not end on the fall 1945 turn. Instead, play continues until one of the following conditions is met:

  1. all players agree to cease play and calculate victory; or,

  2. one side controls all the non-neutral objectives on the map.

This rule may only be used when playing the campaign game. After 1945, there are no new force pool additions for any force. Quarterly ERP allowances remain at their 1945 levels.

40. Asia for the Asians (Variant)

Many Asians initially perceived the Japanese as liberators overthrowing Western colonialism. Consequently, many Asians flocked to the Japanese banners. However, mismanagement and the imperial ambitions of Japan prevented effective use of these volunteers. Supposing that the Japanese were willing to allow other Asians their place in the sun, use the following rules. Add the thirteen Asian infantry units to the Japanese Army force pool at the start of the game. The Japanese player may activate these units, paying the ERP costs for infantry units. An activated Asian infantry unit does not appear in the Japanese Army home base; instead, it may be placed in any Japanese controlled hex in the Southeast Asia weather zone or India. Asian infantry units are treated as Japanese units, with the following rules:

  1. they have no movement factors and thus may not move;

  2. they may only defend, not attack;

  3. they may be strategically redeployed only within their allowed placement area;

  4. they do not count against the stacking limits, but the Japanese player may have only one Asian infantry unit per hex.

41. IJN Special Building Program (Variant)

The Japanese planned and laid down a number of naval surface craft of which they subsequently discontinued production. Had they been willing to allocate more resources to this, the ships would have been completed, joining the fleet in 1945. Allow the two 8H and the one 5L naval units, included in the 1945 force pool additions as Special Program, to be activated. The cost for activation of these units is double the normal activation costs for such units.

42. US Interservice Rivalry (Variant)

Since the US Army and US Navy are separate forces, maintaining their own ERP reserves, allow separate players to control these two forces. ERP costs applicable to the US in general, such as the strategic bombing offensive, must be divided by agreement, or else the operation may not be undertaken. For example, if the Army was willing to pay half the cost for a SB attack but the Navy refused to put up the other half, then the attack may not be made (unless the Army then decided to pay for the entire cost).

Each attack initiated by a US player's units that gains control of an objective gains that player one prestige point. (If units of both US players combine to gain an objective, then both receive prestige points.) The player with the current higher total receives any odd ERP objective income point (see Rule 18) and is allowed to ridicule the other service arm. The player with the higher total at the end of the war is allowed to state that his service made a greater contribution to the war than the other. The player of the other service is allowed to disagree. Prestige points have no other effects.

43. Vietnamese Nationalism (Variant)

The Vietnamese, although not happy with the Japanese, resented the return of the Western colonial powers to Indochina. When UN forces gain control of an objective in Indochina, the objective must be garrisoned by a friendly land unit. If it is not, then the ERP value of the objective is subtracted from, not added to, the controlling force's ERP income.

In this variant, add the blue-on-white French 8-2 land unit and Allied 7H naval unit to the 1945 British force pool additions. These units may only be used in the Southeast Asia weather zone.

44. The War in Europe (Variant)

This wild variant allows the possibility of German intervention in Asia and the Pacific, depending upon the fortunes of war in Europe. During the Japanese decision segment of the spring 1943 turn (only), the Japanese player rolls a die to determine the point values of the various European campaigns. One die is rolled for each campaign; the various point values are totalled in order to determine the possibility of German intervention.

The Campaigns

European War Results Table

Campaign123456
Poland56891010
Scandinavia223578
France5710121520
Battle of Britain000

Die Roll Modifications. If the Japanese declare war on the Soviet Union on the winter 1941 turn, add 2 to the Moscow 1941 die roll. If the Japanese declare war on the Soviet Union on or before fall 1942, add 3 to the Case Blue die roll. Rolls in excess of six are treated as six.

The Intervention

Total the points the Germans receive for each campaign. This sum is used to determine the possibility of German intervention in Asia. Cross-reference a die roll with the correct column of the German intervention table to obtain a result. The result is implemented on the spring 1943 turn and lasts for the remainder of the game.

German Intervention Table

Die Roll29-4142-5556-8182-105106-135
1BB–––
2B––MM
3––MMM
4–MMMS
5

(Column headings are the Campaign Point Total ranges.)

Results.

B: British Triumphant. British 1944 force pool additions are available in 1943. British 1945 force pool additions are available in 1944. The Soviet Union may declare war on Japan any time on or after summer 1944.

–: No Intervention. The game continues as normal.

M: Marginal Intervention. One German 6L naval unit enters on the west edge of the map, on a sea hex. On this turn, it is on a patrol mission. The Soviet quarterly ERP allowance is permanently reduced to zero.

S: Substantial Intervention. As marginal, plus one 12-2 land unit enters on the west edge of the map in Afghanistan. Soviet 1944 and 1945 force pool additions do not arrive. The US player may increase the number of SB attacks by only one per year instead of one per turn.

I: Intensive Intervention. As substantial, plus one 9H and one 2C naval units enter with the 6L, and two 12-2 and one 15-4 land units enter with the first 12-2. A 12-3 air unit may fly in from the west edge in Afghanistan; a 2-3 naval air unit accompanies the 2C carrier. Two bases are available for construction. All units in the Soviet force pool are permanently eliminated. The US may make only one SB attack per turn and may not make any atom bomb attacks. The Japanese Army and Navy each receive 3 ERPs per turn as German loans.

Effects. German land and land-based air units are under control of the Japanese Army, including going through the Japanese force pool if eliminated. However, these units use Kabul, not Tokyo, as their home base. If Kabul is UN controlled, then these units have an off-map home base and may re-enter the map in Afghanistan. If their map entry hexes are UN occupied, then they may attack from off map into one of these hexes. German naval and naval air units are under control of the IJN; they use Kure as their home base. The two German installations are divided between the Army and Navy force pools; they may be constructed only on German controlled territory.

The Suez Raids

As a variant within a variant, players may agree to use this option. For each turn of 1942 (only), the IJN may send a task force to raid the Suez Canal region. The task force must consist of at least three 6L and three type C units, and the carriers must all have air units on board. The task force must exit the west edge of the map and have at least ten movement points remaining. It re-enters the map during the reorganization segment, having already spent 10 movement points. Each raid adds 1 to the German intervention die roll. Treat rolls in excess of 6 as 6.

Game Turn Activities

Chart printed in the rulebook (page 23). Typographical errors in the printed chart ("Tragets," "Activites," "Procede") are corrected here.

I. Weather Determination

II. Japanese Empire Player Turn

A. Decision Segment

  1. Japanese Imperial Decision Table Consultation
  2. ERP Income
  3. Special Operations Effort Decision
  4. Fleet Train Decision
  5. ERP Loans

B. Movement Segment

  1. Removal of Previous Turn's Fleet Trains
  2. Tracing of Supply Lines
  3. Movement of Land, Naval, and Air Units Note: carriers must complete movement before their naval air units may fly.
  4. Naval Units Assigned Mission Markers

C. Reaction Segment

  1. Reaction Force Movement Note: carriers must complete movement before their naval air units may fly.
  2. Non-Phasing Player CAP Assignments
  3. Phasing Player CAP Assignments
  4. Reaction Force Combat Resolution Note: follow the combat segment sequence.

D. Combat Segment

  1. Air-to-Air Combat Resolution
  2. Air Bombardment of Land Targets a. Antiaircraft Fire b. Bombing Resolution
  3. Air Bombardment of Naval Targets a. Antiaircraft Fire b. Bombing Resolution c. Counterstrike Resolution (possible air-to-air combat, antiaircraft fire, bombing resolution) d. Second Wave Attacks (antiaircraft fire and bombing resolution) e. Second Wave Counterstrikes (antiaircraft fire and bombing resolution)
  4. Surface Naval Combat
  5. Shore Bombardment
  6. Ground Attacks and Amphibious Assaults

E. Reorganization Segment

  1. Non-Phasing Air and Naval Units Return to Base Note: naval air units must return to carriers before the carriers return to base.
  2. Removal of All Non-Phasing Reaction Force Markers
  3. Phasing Air and Naval Units Return to Base Note: naval air units must return to carriers before the carriers return to base.
  4. Removal of All Phasing Mission Force Markers
  5. Economic Activities a. Activation b. Repair c. Construction d. Strategic Redeployment e. Reaction Force Status Decision

III. United Nations Player Turn

Note: identical to the Japanese player turn, excluding the Imperial decision table.

IV. Proceed to the Next Game Turn

Unit Identification Chart

Summary of the printed Unit Identification Chart (page 24) that shows the counter legends.

Ground Unit. Combat factor and movement factor are shown on the counter (for example, 10-2 is combat factor 10 and movement factor 2); a unit identification box and a unit size symbol appear with the counter.

Aircraft. Combat factor and range are shown (for example, 9-3 is combat factor 9 and range 3).

Ground Leader. Name and leader factor; an asterisk after the factor marks a strategic leader (see Rule 9).

Naval Unit. Combat factor and type (for example, 3H).

Naval Leader. Leader name and leader factor.

Ground Type Units. Infantry; Armor; Cavalry; Marines; Paratroops.

Ground Unit Sizes. III Regiment; X Brigade; XX Division; XXX Corps (Japanese Army); XXXX Army.

Naval Unit Types. H Heavy; L Light; C Aircraft Carrier.

Markers. Task Force; Full Base; Half Base; Fleet Train; Fortress; ERP Reserve marker; Reaction Force (React Force); Attack; Amphibious (Amph); Support (Spt).

Objective Control Markers. United States; Britain; ANZAC; China; Imperial Japanese Navy; Japanese Army.

Unit Color Codes. Black on grey: U.S. Navy; Black on olive: U.S. Marine Corps; White on olive: U.S. Army; Black on light grey: Royal Navy (British); Black on light brown: British Army; Black on light green: ANZAC; Black on yellow: KMT (Chinese); Red on yellow: CCP (Chinese); White on dark brown: Soviet; Blue on white: French; Red on white: Imperial Japanese Navy; White on red: Japanese Army; Black on red: Asian infantry; Black on blue: German.

  • 33. Campaign Game — The Great Pacific War
  • The Campaigns
  • The Intervention
  • The Suez Raids
  • Game Turn Activities
  • Unit Identification Chart
  • 3
    5
    7
    Balkans689101010
    The Med 1940-41234456
    North Africa '41112345
    Barbarossa5810152025
    Moscow 19410124714
    The Atlantic224558
    North Africa '42001225
    Case Blue0005810
    Operation Torch001234
    Economic War1335810
    –
    M
    M
    S
    I
    6MMSII