Singapore (1984)
Singapore (1984) Rulebook
Table of Contents
Table of Contents
2.0 Game Equipment
GENERAL RULE:
The game equipment consists of these rules, the game map, charts and tables (printed on the map), one sheet of 100 die-cut cardboard playing pieces (called counters), and 1 six-sided die (boxed game only).
2.1 The Game Map
The mapsheet contains two maps at different scales, developed from intelligence maps contemporary to the campaign. The large map shows Siam and Malaya. The small inset map shows Singapore Island (hex 1826 on the large map), located at the foot of the peninsula over which the campaign was fought. A hexagonal grid has been superimposed over the terrain features of the two maps in order to regularize the movement and positioning of the playing pieces.
2.2 Game Charts and Tables
Various aids are provided to simplify and illustrate the game. These include the Turn Sequence, the Terrain Effects Chart, the Stacking Point Table, the Combat Results Table, the Combat Die Roll Modification Chart, the Victory Point Schedule, the Force Z Attack Table, the Transport Attrition Table, and the Interception Table. These items are printed in the rules or on the mapsheet.
2.3 The Playing Pieces
The cardboard playing pieces in the game are of two types: unit counters and markers. Unit counters represent the actual historical units that fought, or could have fought, in the campaign. Each unit counter contains the following information: Combat Strength (broken down into Attack Strength and Defense Strength), Movement Allowance, Unit Type, Unit Size, Unit Designation, Initial Placement Hex or (in the case of reinforcements) Game-Turn of entry into the game. Markers are counters that are used to record various game functions, such as who controls given terrain features, where fortified lines have been built, how airpower has been allocated, and what Game-Turn or Assault Pulse is in progress. Markers generally contain only a symbol indicating their type. Air Point Markers also include a Range Number.
Unit Sizes: II = Battalion; III = Regiment; X = Brigade
Definition of Terms
Attack Strength: The relative strength of a unit when used to attack other units, expressed in terms of Attack Strength Points.
Defense Strength: The relative strength of a unit when used to defend against the attacks of Enemy units, expressed in terms of Defense Strength Points.
Combat Strength: The relative strength of a unit (as used in either attack or defense), expressed in terms of Combat Strength Points.
Movement Allowance: The maximum number of Road Hexes through which a unit can move (via Road Hexsides) in a single Movement Phase. More than one Movement Point must be expended to enter other hexes (see the Terrain Effects Chart on the map).
Range: The maximum distance in hexes between the hex in which an Air Point is based and the hex in which it is used to support a Friendly unit.
Unit Size: The organizational structure of the unit (such as a brigade, regiment, or battalion), used to calculate stacking.
Unit Type: The predominant weapon type represented in the unit (Armor = Light or Medium Tanks; Infantry = Light, Medium, or Heavy Infantry Weapons, including Artillery Support; Security = Light and Medium Infantry Weapons).
Unit Designation: The military name of the unit. Japanese Armor units are identified by a single number designation. Japanese Infantry units are identified by a two number designation with the number to the left of the slash representing the unit's Regiment and the number to the right of the slash representing the Division to which that unit is attached. Commonwealth units are represented by a single Brigade number (often preceded by an indication of nationality) or other designation, in the case of Battalions.
The following abbreviations are used in Unit Designations: AUS = Australian; BR = British; IND = Indian; GUR = Gurkha; FMSVF = Federated Malay States Volunteer Force; SSVF = Straits Settlements Volunteer Force; KROHCOL = Kroh Column; HUS = Hussars; RTR = Royal Tank Regiment; IG = Imperial Guard.
2.31 How to Read the Counters
[Figure omitted: "Sample Unit Counter" (front and back), "Sample Air Point Marker", "Unit Types" and "Marker Types" illustrations. Graphic only.]
2.4 Game Scale
Each hexagon on the large map of the Malacca Peninsula represents an area 16 miles across. Each hex on the inset map of Singapore Island represents an area 3.4 miles across. Each Game-Turn represents one week of time. Each Assault Pulse represents 56 hours.
2.5 Parts List
A complete SINGAPORE game should include the following:
- One 22 x 32½ inch mapsheet
- One sheet of 100 die-cut playing pieces (counters)
- One rulebook
- One six-sided die (not included in magazine version)
- One game box (not included in magazine version)
If any of these parts are missing or damaged, fill in the card enclosed with the game and return it to TSR with the appropriate items checked on the card. Questions regarding the rules of the game (stated in a "yes or no" or multiple choice manner) will be answered if accompanied by a stamped, self-addressed envelope. All such questions should be addressed to: Rules Questions Editor, TSR, Inc., Box 756, Lake Geneva, WI 53147.
3.0 Setting Up
The Players should choose sides and (if the optional rules are used) secretly write down which Optional Rules (if any) they will use during the game. The Commonwealth Player can choose 13.1, 13.2, 13.3, 13.4, 13.5, 13.6, 13.7, and 13.8. The Japanese Player can choose 13.1, 13.8, and 13.9. Any or all of these options can be employed in whole or in part, but each option written down, whether successfully used or not, will affect the number of Victory Points the Japanese Player receives at the end of the game. The Historical Version of the game does not use any optional rules.
Once the Players have chosen sides and options, they should carefully unfold the game map and backfold it against its creases, laying it out flat between them on a level surface. The counters should then be punched out and sorted according to nationality and type.
The Game-Turn marker should be positioned in the box on the Turn Record Track (see mapsheet) labelled "1". The 22 Control Markers should be placed Commonwealth side up, one per hex, in each hex on the large map of Malaya containing a Port or Airfield. The markers on the Siamese ports of Singora and Patani should be flipped over so that the Japanese side is up. These hexes are controlled by (or, in the case of Singora and Patani, friendly to) the respective Player at the start of the game.
Counters bearing a four-digit hex number should be placed in that hex at the start of the game. EXAMPLE: The 22AUS unit should be placed in the hex numbered 1822. Counters with the hex number boxed are optional units and should only be used if optional rule 13.1 has been chosen by that Player. Counters that contain a one- or two-digit number are reinforcements that enter on the Game-Turn indicated by their number. EXAMPLE: The number 3 on the Japanese 4IG regiment indicates that unit is a reinforcement that enters on Game-Turn 3.
Reinforcements with boxed Game-Turn numbers are optional units that only enter if 13.1 has been chosen by that Player. All reinforcements are set aside at the beginning of the game until they are scheduled to enter play.
Once the units have been initially positioned in their historical starting hexes, the game begins with the first Game-Turn. The Players alternately move and conduct combat according to the Sequence of Play (see 4.0) until the end of Game-Turn 26 or until Singapore falls, whichever comes first. At that time, the game ends and victory is assessed (see 12.0). At the end of each Game-Turn, the Game-Turn marker is advanced one box to indicate the passage of time.
4.0 Sequence of Play
GENERAL RULE:
The SINGAPORE game is played in Game-Turns composed of alternating Player-Turns. During each Game-Turn, the Players maneuver their units and resolve combat according to the Sequence of Play given below. At the conclusion of the final Game-Turn, victory is assessed.
The Player whose turn is currently in progress is termed the Phasing Player. The activities that take place during each Phase are outlined below:
1. JAPANESE PLAYER-TURN
A. Japanese Reinforcement Phase: The Japanese Player places all of his reinforcements appearing on that turn in the hexes in which he wishes them to appear according to the reinforcement rules (see 5.5).
B. Japanese Movement Phase: First, unsupplied Japanese units roll for attrition (see 10.4). The Japanese Player then moves all, some, or none of his units as he desires, within the rules of Movement, Zones of Control, Terrain Effects, and any optional rules used. The Japanese Player can also conduct unopposed Amphibious Assaults and Sea Movement. The Commonwealth Player cannot move any units in this phase.
C. Japanese Combat Phase: The Japanese Player uses his units to attack the Commonwealth Player's units. He can execute any attacks he desires in any order. During this Phase, no units can be moved except to retreat or advance as a result of combat. The Commonwealth Player cannot attack during this Phase, but may commit Air Points (if available) to the defense of his units.
2. COMMONWEALTH PLAYER-TURN
The Commonwealth Player-Turn consists of the same three Phases (Reinforcement, Movement, and Combat) as the Japanese Player-Turn described above. The same types of activity are conducted in each Phase, except that the Commonwealth Player is the Phasing Player; only he can initiate actions during his Player-Turn.
3. GAME-TURN RECORD INTERPHASE
The Game-Turn marker is advanced one space along the Turn Record Track, signaling the start of a new Game-Turn. If the Japanese are assaulting Singapore Island, this sequence is slightly different (see 11.0).
5.0 Movement
GENERAL RULE:
During the Movement Phase, the Phasing Player can move as many or as few of his units as he desires in any direction or combination of directions within the limits of the units' individual Movement Allowances and the rules governing Movement.
PROCEDURE:
Units are moved individually through contiguous hexes, expending Movement Points from their Movement Point Allowance to do so. The Movement Point cost for each type of hex is listed on the Terrain Effects Chart (see 5.6, mapsheet).
CASES:
5.1 Movement Restrictions
Generally, a Player's units can be moved only during his own Movement Phase. During combat, however, a unit can be required to retreat or permitted to advance after combat. Such retreats and advances are not considered normal movement and do not require the expenditure of Movement Points.
[5.12] Each road hex entered through a road hexside costs 1 Movement Point to enter. Hexes containing other types of terrain cost more, and the cost may vary depending on whether the Commonwealth or Japanese Player is moving.
[5.13] A Friendly (i.e. Phasing) unit can never enter a hex containing an Enemy unit.
[5.14] A unit can never expend more Movement Points in a Movement Phase than its total Movement Allowance.
[5.15] Unused Movement Points cannot be accumulated between Phases or "lent" to another unit.
[5.16] Once a unit has been moved and the Player's hand withdrawn, the unit cannot move further during the Movement Phase.
5.2 Effects of Terrain
[5.21] A unit expends one Movement Point to enter a road hex through a road hexside. To enter other types of terrain, a unit can be required to expend a larger number of Movement Points from its Movement Allowance. Players should consult the Terrain Effects Chart (see 5.6) to determine the Movement Point cost to enter each hex.
[5.22] A unit that moves from one road hex into another road hex through a road hexside or that moves from one railroad hex into another railroad hex through a railroad hexside pays the road or railroad movement cost to enter that hex (1 if a road, 2 if a railroad) regardless of the other terrain in the hex. Only units that are using railroads as a variety of road for normal movement expend Movement Points to move along a rail line. Rail Movement (see 5.4) is a special case.
[5.23] Armored units can never move or attack into any hex except through a road or railroad hexside, unless landing at a Friendly port. Armor units cannot retreat through non-road/non-railroad hexsides as a result of combat.
[5.24] When a unit enters a hex containing more than one type of terrain, it pays the highest Movement Point cost to enter that hex. EXCEPTIONS: A unit moving along a road or railroad pays the road/railroad cost as described in case 5.22; also, partial Sea or Strait hexes are considered to be land hexes for purposes of movement. EXAMPLE: A Commonwealth infantry brigade enters a hex containing both Jungle and Plantation through a non-road or non-railroad hexside. The unit expends 4 Movement Points to enter the Jungle hex. The Plantation terrain is ignored. If a road existed in the hex and the Commonwealth unit entered the hex by crossing a hexside containing a road symbol, the unit would expend only 1 Movement Point to enter the hex.
[5.25] A unit crossing a river hexside must expend 1 additional Movement Point to enter a hex, unless that hexside is also crossed by a road or railroad, in which case the river is considered bridged. This cost is in addition to the Movement Point cost for the terrain of the hex into which the unit moved.
[5.26] A unit cannot enter a hex if it does not have enough Movement Points to pay the movement cost required. EXAMPLE: The 6IND infantry unit cannot move into a mountain hex across a river hexside. If this was the only move available to the unit, then the unit could not move at all.
[5.27] Penang Island (0109) is adjacent to the mainland. For movement and combat purposes, Penang is considered to be across river hexsides from hexes 0208 and 0209.
[5.28] With three exceptions, river mouth hexsides on the large map are considered to be river hexsides for purposes of movement and combat. The exceptions are 0316/0417 on the west coast and 0905/1005 and 1005/1106 on the east coast. No movement or combat is allowed across these three all-sea hexsides.
5.3 Friendly Unit Effects
[5.31] A Friendly unit can move through hexes occupied by other Friendly units without penalty. There is no limit to the number of Friendly units that can pass through a single hex in a single Game-Turn. However, units must meet the normal stacking restrictions (see 7.0) at the end of their Movement Phase or they are eliminated. EXCEPTION: Stacking restrictions do not apply to hex 1826 (Singapore Island) on the large map.
[5.32] Japanese Imperial Guard units cannot be stacked with Japanese Infantry units at the end of a Japanese Movement Phase (see 7.23).
[5.33] Friendly Zones of Control (see 8.0) never interfere with the movement of Friendly units.
5.4 Rail Movement
[5.41] Each Player can move one unit per Game-Turn via Rail Movement. Rail Movement involves the actual entraining of the unit onto a rail line and its transportation along the rail net. (This is not the same as case 5.22, which deals with units that are moving along a rail line as if it were a road.)
[5.42] Rail Movement automatically expends a unit's entire Movement Allowance for that Movement Phase. A unit cannot use any other form of movement in the same Movement Phase that it employs Rail Movement.
[5.43] To employ Rail Movement, a unit must begin its Movement Phase on a hex containing a rail symbol. The unit is moved through contiguous rail hexes via rail hexsides (only) until the moving Player declares the unit's movement finished or the unit enters an Enemy Zone of Control (see 8.0). A unit employing Rail Movement must stop immediately upon entering an Enemy Zone of Control. It is considered instantly detrained and can move no further during that Movement Phase. A unit beginning its move in an enemy Zone of Control can leave it via Rail Movement.
[5.44] Commonwealth units can use any rail line on the map for Rail Movement as long as the moving unit can trace a path along the rail line free of Japanese units or Zones of Control to Singapore Island (1826).
[5.45] Japanese units can use Rail Movement only if the moving unit can trace a path along the rail line free of Commonwealth units or Zones of Control to hex 0101. In addition, only those hexes that were last moved through by a Japanese unit can be used for Rail Movement by the Japanese Player. This condition does not exist for any railroad hex at the beginning of Game-Turn 1.
5.5 Reinforcements
[5.51] All reinforcements contain a one- or two-digit number indicating the Game-Turn they can enter the game. If this number is printed in a box, it means that the unit is an optional reinforcement and can only enter the game in accordance with the Optional Reinforcement rule (13.1).
Units can enter the game on the turn they are scheduled to appear or can be withheld to enter on succeeding Game-Turns. In addition, the Japanese Player may withdraw a unit from the map using Sea Movement, to re-enter the game at a later time of his choice as a reinforcement unit.
[5.52] Reinforcements can only be placed in entry hexes during the Reinforcement Phase (the Japanese Player may enter reinforcements via Sea Movement (6.0) during his Movement Phase). Units placed on the map during the Reinforcement Phase must be placed within stacking limits (see 7.0). Units can be placed in Enemy Zones of Control (EXCEPTION: case 11.12) but not in Enemy-occupied hexes.
[5.53] Japanese units entering the game as reinforcements by means other than Sea Movement can only be placed initially in hexes 0101, 0201, or 0301.
[5.54] Commonwealth units entering the game as reinforcements can only be placed in hex 1826 during the Reinforcement Phase of their Player-Turn. Once the Japanese Player has initiated an assault on Singapore Island (see 11.0), Commonwealth units can only enter the game at the port area of Singapore City (hex 2105).
[5.55] Once placed on the map, reinforcements function in all ways as units already on the map. Reinforcements can move and attack in their turn of entry.
[5.56] Reinforcements can be withheld indefinitely. Commonwealth Reinforcements that have not entered the game when Singapore falls do not count as destroyed for Victory Point determination.
5.6 Terrain Effects Chart
(See mapsheet. The Terrain Effects Chart is printed on the mapsheet and is not part of the rules scan; see Component Notes.)
5.7 Control of Ports and Airfields
Whenever a Japanese unit enters a Commonwealth-controlled hex, the marker is flipped over to show that the Japanese Player now controls the hex (and the facilities therein). If a Commonwealth unit enters a Japanese-controlled hex, the marker is flipped over to the Commonwealth side.
6.0 Sea Movement
GENERAL RULE:
Both Players have a limited capacity to move units by sea. The Japanese Player can use Sea Movement to bring in reinforcements, to move units between ports under his control, and to perform Amphibious Assaults. The Commonwealth Player can only use Sea Movement to withdraw units to Singapore Island (1826) from ports under his control.
PROCEDURE:
Units using Sea Movement must begin their Movement Phase on a port hex (or off-map if awaiting entry as a reinforcement). At any time during the Movement Phase, the units can move to a Friendly port by expending one Movement Point. The Movement cost to enter a port hex via Sea Movement is always 1 regardless of the distance moved or the terrain in the hex entered. Note that this precludes the use of both Sea and Rail Movement by the same unit in a single Game-Turn. Japanese Sea Movement is subject to Commonwealth interception (see 6.4).
Only Japanese units conducting an Amphibious Assault can attempt to land at an Enemy-controlled port hex. In all other cases, only Friendly ports (those controlled by the Phasing Player at the beginning of the Game-Turn of the landing) can be entered by units via Sea Movement.
6.1 East Coast Sea Movement (Japanese Player Only)
[6.11] Beginning on Game-Turn 1, the Japanese Player can move up to 4 infantry units and 2 armored units per Game-Turn to any port hexes on the East Coast of Malaya and Siam (the Malacca Peninsula) between hexes 0302 and 1822 inclusive. These units can move from other East Coast ports or from off-map. This movement costs one Movement Point.
[6.12] Units landing at Friendly ports can use the remainder of their Movement Allowance normally.
[6.13] Japanese units making amphibious landings at unoccupied Commonwealth ports must stop and move no further during that Movement Phase.
[6.14] Japanese units making amphibious landings at occupied Commonwealth ports are placed in a Sea Hex adjacent to the port. They will execute an Amphibious Assault during the Japanese Combat Phase of that Game-Turn.
6.2 West Coast Sea Movement (Japanese Player only)
[6.21] No Japanese unit can employ Sea Movement on the west coast until Penang Island (0109) is captured. Penang contains Commonwealth shipping the Japanese Player must have to conduct Sea Movement and Amphibious Assaults on the west coast of the peninsula.
[6.22] Units adjacent to Penang Island can move onto the island or attack units there exactly as if they were moving or attacking across a river hexside. The Assault Mode of the Combat Results Table (see 9.4) must be used to resolve any attacks on Penang.
[6.23] If the Japanese capture Penang without attacking a Commonwealth garrison there, a die is rolled for the fate of the Penang shipping. On a die roll of 6, the shipping has been destroyed and the Japanese Player cannot use West Coast Sea Movement (to ports north and west of Batu Pahat, inclusive) for the remainder of the game. On any other die roll, the shipping at Penang is captured intact and the Japanese Player gains the ability to use Sea Movement involving West Coast ports and 25 Victory Points (see 12.2).
If the Japanese Player has attacked Commonwealth units occupying the Penang Island hex at any time before taking it, the shipping is destroyed on a roll of 5 or 6. If the shipping is captured, the Japanese Player receives 25 Victory Points (see 12.0).
[6.24] On the second Game-Turn after the Japanese have captured Penang with its shipping intact, the Japanese Player gains the ability to move one unit (of any type) per Game-Turn by sea between port hexes on the West Coast between 0109 and 1424 inclusive in the same manner as described in case 6.1. EXAMPLE: if the Japanese capture Penang on Game-Turn 2, West Coast Sea Movement can take place beginning on Game-Turn 4.
[6.25] Reinforcements cannot be brought into play using West Coast Sea Movement. Only units already occupying West Coast port hexes can be moved to other West Coast port hexes.
[6.26] Japanese units employing West Coast Sea Movement may be intercepted under the provisions of optional rule 13.6.
6.3 Sea Withdrawal (Commonwealth Player only)
[6.31] Each Game-Turn during his Movement Phase, the Commonwealth Player can withdraw one unit from any Friendly West Coast port hex and one unit from any Friendly East Coast port hex to Singapore Island (1826).
[6.32] The loss of the Penang shipping does not affect the Commonwealth Player's ability to withdraw or evacuate by sea (see 9.59).
6.4 Force Z Interception
[6.41] Each Game-Turn, the Commonwealth Player can attempt to intercept any one Japanese unit that moves to an East Coast port (from off-map or another East Coast port) with Force Z, a naval force that includes the Prince of Wales and the Repulse. Whenever the Japanese Player announces that a unit is moving by sea to or from an East Coast port, he states the port of embarkation and the port of destination. The Commonwealth Player then announces whether or not he will attempt an interception with Force Z, and if so, at which port he will attempt the interception. Force Z can only intercept Japanese units on the East Coast.
[6.42] If the Commonwealth Player does not choose to intercept the first Japanese unit to leave a given port, he can't choose to intercept another Japanese unit leaving that port later in the same Game-Turn. If an interception at a port of embarkation is successful, no Japanese units can leave that port via Sea Movement in the same Game-Turn.
[6.43] If the Commonwealth Player does not choose to intercept a Japanese unit landing at a port, he cannot choose to intercept another Japanese unit landing at the same port later in the same Game-Turn. If an interception at a destination port is successful, no other Japanese units can land at the same port in the same Game-Turn.
[6.44] Upon announcing an interception, the Commonwealth Player rolls a die. He then checks the line on the Interception Table (see 6.5) containing the name of the port at which he is intercepting. If the die roll is one of the numbers listed opposite the port, the interception is a success.
[6.45] If the interception is successful, the Commonwealth Player rolls the die again and finds the result on the Force Z Table (see 6.6). A third die roll is then made to see if Force Z is attacked and destroyed by Japanese Naval Air forces. A die roll of 5 or 6 means that Force Z has been destroyed. If Force Z is destroyed, the Japanese Player receives 50 Victory Points and the Commonwealth Player cannot make any more Force Z interceptions for the remainder of the game.
[6.46] If no interception takes place, Force Z is only destroyed on a roll of 6.
[6.47] The Japanese Player can add a modifier of 1 to the roll for the destruction of Force Z by committing 8 Air Points after the Commonwealth Player has rolled for interception, but before the roll for Force Z destruction is made. Air Points allocated to the destruction of Force Z cannot be used for any other purpose during the Game-Turn.
6.5 Interception Table
(See mapsheet. Not part of the rules scan; see Component Notes.)
6.6 Force Z Attack Table
(See mapsheet. Not part of the rules scan; see Component Notes.)
7.0 Stacking
GENERAL RULE:
All unit counters have a Stacking Point Value based on their strength. A Player can have a maximum of 10 Stacking Points in a hex at the end of any Phase.
7.1 Stacking Point Values
[7.11] Full-strength Commonwealth infantry brigades have a value of "3." Full-strength Japanese infantry regiments have a value of "2." The two Commonwealth security brigades, the Japanese 3IG Regiment, and the Japanese armored regiments each have a value of "1." The optional Commonwealth armored Battalions have a value of "0."
[7.12] When an infantry unit is flipped over to its reduced strength side, its Stacking Point Value is halved (round up). The values of armored units do not change when they are reduced in Strength.
7.2 Stacking Limitations
[7.21] If, at the end of any Phase, more than 10 Stacking Points occupy a single hex, the owning player must reduce or remove enough units from play to bring the number of Stacking Points in that hex down to a permissible level. These units are permanently eliminated from play and count for Victory Point purposes at the end of the game.
[7.22] Japanese Imperial Guards units (3/IG, 4/IG, 5/IG) can never be stacked with any non-guard Japanese infantry units at the end of the Japanese Movement Phase. If this situation should occur, the Imperial Guards unit(s) is removed permanently from play and count as destroyed units for Victory Point purposes. This rule does not apply to movement resulting from retreats.
[7.23] Units in hex 1826 (Singapore Island) are not subject to normal stacking limitations. Any number of units can be stacked in this hex until the first Assault Pulse begins (see 11.0). At this time, they will be deployed on the inset map of Singapore Island and the stacking limits will be in full effect (see 11.12).
7.3 Game Markers
Game markers of all types (including Air Point markers) are not subject to stacking limits.
8.0 Zones of Control
GENERAL RULE:
The six hexes surrounding a hex containing an infantry unit are that unit's Zone of Control (ZOC). Hexes upon which a unit exerts a Zone of Control are called controlled hexes. Zones of Control have an inhibiting effect upon movement, supply, and retreat. Armored units, security units, and the 3/IG unit have no ZOC. Zones of Control do extend into all-water Sea and Strait hexes.
The infantry unit must be in supply to exert a Zone of Control (see 10.0).
CASES:
8.1 Effects on Movement
[8.11] Units entering a hex that is in an Enemy ZOC must immediately stop and move no further during that Movement Phase.
[8.12] A Friendly unit that begins its Movement Phase in an Enemy ZOC can leave that ZOC by entering a hex not controlled by an Enemy unit, then move until it expends its Movement Allowance or enters another Enemy ZOC. A unit cannot move from one Enemy-controlled hex directly into another Enemy-controlled hex.
8.2 Effects of Friendly or Multiple Zones of Control
[8.21] Friendly units are never affected by Friendly Zones of Control (those exerted by other Friendly units).
[8.22] If both Friendly and Enemy units cast ZOC's over a hex, then both ZOC's coexist in the hex and that hex is mutually controlled by both Players' units.
[8.23] The presence of a Friendly unit in a hex does not negate an Enemy ZOC in that hex for purposes of movement. It does negate the ZOC for purposes of retreat or of tracing a line of supply through the hex.
8.3 Effects of Terrain
[8.31] Commonwealth infantry unit Zones of Control extend into all types of terrain except Swamp, Jungle, Mountain, and City.
[8.32] Japanese infantry unit Zones of Control extend into all types of terrain except Mountain and City.
[8.33] If a hex contains terrain into which a Zone of Control extends and terrain into which the Zone of Control does not extend, then the Zone of Control does not extend into the hex. Thus, for example, the presence of a road does not allow a ZOC to extend into a mountain hex.
[8.34] Zones of Control do not extend from mainland hexes on the large map (hexes 1726, 1825, and 1926) onto Singapore Island (1826) or vice versa.
[8.35] Japanese units conducting Amphibious Assaults do not have Zones of Control until they successfully land by advancing onto a land hex from the sea hex from which the Amphibious Assault was initiated.
9.0 Combat
GENERAL RULE:
Combat between adjacent opposing units is initiated at the discretion of the Phasing Player. The Phasing Player is always termed the attacker (regardless of the overall strategic situation) and the non-Phasing Player is termed the defender.
Combat is resolved by taking the difference of the Attacker's and Defender's Strengths (called the Combat Differential) and cross-referencing it against a die roll on the Combat Results Table.
There are two parts to the Combat Results Table; the Maneuver Mode and the Assault Mode. The Maneuver Mode is used at all times, except for attacks that require or permit the use of the Assault Mode. The Assault Mode must be used to resolve all attacks on Singapore Island (the inset map) and any attacks against hexes 0109 (Penang Island) and 0719 (Kuala Lumpur). In addition, the Japanese Player can choose to use the Assault Mode when making an Amphibious Assault. The decision as to which type of attack will be used is made at the moment before the die is thrown to resolve the combat.
CASES:
9.1 Which Units Can Attack
[9.11] Every Phasing unit that is in supply and adjacent to a non-Phasing unit can attack during the Combat Phase. Attacking is always voluntary except in the case of Amphibious Assaults. A unit that is out of supply cannot attack.
[9.12] No unit can attack or be attacked more than once per Combat Phase.
[9.13] All units defending in a single hex are treated as a single force for purposes of combat. They must all be attacked together in a single combined attack. No unit occupying a hex against which an attack is being resolved can be excluded (or voluntarily withheld) from that attack.
[9.14] A defending unit can be attacked by units occupying as many as six adjacent hexes and by additional Attack Strength Points in the form of Air Points committed to support the attack. A unit can never be attacked by Air Points alone or by units to which it is not adjacent to when attacked.
[9.15] Units in two or more different hexes can combine their Attack Strengths into a single combined strength for purposes of attacking a defending unit(s) in a single combined attack.
[9.16] Units occupying the same hex can attack different defending hexes. However, the Combat Strength of a given unit is a unitary whole. The strength of a single unit can never be divided among more than one combat.
[9.17] All units participating in an attack must be adjacent to all units being attacked. Units defending different hexes can be attacked in a single combined combat within the restrictions of this rule. The Defense Strength of all defending units in all hexes under attack is combined into a single total Defense Strength (along with the strength of all Friendly Air Points committed to any of the hexes under attack). This total is subtracted from the combined Attack Strength of all attacking units involved in that attack to find a single Combat Differential.
[9.18] Attacks at Combat Differentials greater than +12 are treated as +12. Attacks at differentials lower than the lowest numbered column on the Combat Results Table are not allowed. The attacker cannot voluntarily lower his combat differential, save by withholding entire units from an attack.
PROCEDURE:
-
Allocate Air Points. The attacker announces all of his attacks first and allocates to each attack a number of Air Points of his choice. He indicates the number of Air Points allocated by placing one Air Point marker for each Air Point allocated on top of the hex in which the Air Point is to be used. The defender then allocates any Air Points he wishes to use defensively in the same manner as the attacker. When all air allocations are completed, the attacker begins resolving the individual combats in any order he chooses according to the following procedure.
-
Find the Combat Differential. The attacker totals the number of Attacking Strength Points (including both Air Points and the Attack Strength of attacking land units) into a combined whole. He then calculates the number of Defending Strength Points by adding together the Defense Strength of all land units that are the object of that specific attack and the number of defending Air Points in the hex(es) under attack. The total Defending Strength is subtracted from the total Attacking Strength in order to find the Combat Differential that corresponds to a numbered column on the Combat Results Table (see 9.4).
In order to find the appropriate column on the Combat Results Table, the attacker determines the type of terrain in the defender's hex that is most favorable to the defender, then reads across the line for that terrain until he finds the number range that includes the Combat Differential rating.
- Resolve the Attack. The attacker rolls the die and modifies the result as per case 9.3. The modified number is then indexed with the appropriate Combat Differential column on the Combat Results Table. The intersection of the Combat Differential column with the die roll line yields a combat result (see 9.4).
9.2 Effects of Terrain
[9.21] Defending units benefit from the terrain in the hex they occupy. When determining the Combat Differential column on which a particular attack is to be resolved, the attacker uses the terrain that most favors the defender. EXAMPLE: a defending unit occupying a hex containing both Plantation and Jungle terrain would be attacked on the Jungle line.
[9.22] Units attacking across hexsides containing rivers, fortified line symbols, or prepared line symbols have their Attack Strength halved (round down). Units attacking the same hex through non-river, fortified line, prepared line hexsides do not have their Attack Strengths halved.
[9.23] Armored units can only attack or advance into road or railroad hexes along roads or railroad lines. They cannot make Amphibious Assaults.
[9.24] The Assault Mode must be used when attacking Penang (0109), Kuala Lumpur (0719), or Singapore Island (inset map). The Japanese Player may use the Assault Mode when making amphibious landings, if desired.
[9.25] Combat is prohibited between the mainland (hexes 1726, 1825, and 1926) and Singapore Island (1826). Attacks against units on Singapore Island must be resolved using the inset map (see 11.0).
9.3 Combat Die Roll Modifiers
[9.31] All of the modifiers in this section are cumulative. When more than one modifier applies to a combat, all modifiers should be added into a single cumulative modifier that is then applied to the die roll. Die rolls less than 1 are treated as 1. Die rolls greater than 8 are treated as 8.
[9.32] If any armored units participate in an attack, the combat die roll is increased by 1. Adding additional armored units to the attack will not further increase this modifier.
[9.33] If all defending units in a combat are surrounded by Enemy units or Enemy ZOC's, the combat die roll is increased by 2. A unit or group of units is only surrounded if all adjacent hexes are blocked by Enemy units or ZOC's. The presence of a Friendly unit in a hex will negate an enemy ZOC in that hex for purposes of determining whether a unit is surrounded. A unit on the coast is not totally surrounded unless all adjacent Sea Hexes are Enemy-controlled.
[9.34] If all of the defending units in a combat are out of supply, but not surrounded as described in case 9.32 [sic; 9.33 is the surrounded case], the combat die roll is increased by 1. If hex contains supplied and unsupplied units, this modifier is not used.
[9.35] If any attacking units involved in a combat are attacking through a Fortified hexside, the combat die roll is decreased by 2. Fortified hexsides have no facing. They will affect equally any units attacking across them regardless of the overall strategic situation.
[9.36] When one or more attacking units occupy an all-water Johore Strait hex on the inset map, the combat die roll is decreased by 1. (See also 11.4)
9.4 Combat Results Table
The Combat Results Table is printed on page 16 of the rules as the table headed "(9.4) COMBAT RESULTS." It is reproduced here in two parts, Maneuver Mode and Assault Mode. The printed table has no column numbers; the numbers 1-11 below are added for reference and are keyed to the Differential Ranges table that follows.
Differential Ranges by Terrain (the terrain that most favors the defender is used, see 9.21)
| Terrain | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Causeway / Strait | -5,6 | -4 | -3 | -2 | -1 | 0 | 1 | 2,3 | 4,5 | 6,8 | 9 |
| Mixed Town / Port | -4 | -3 | -2 | -1 | 0 | 1 | 2,3 |
* The last cell of the Mixed Town / Port row is printed as "1"; transcribed as printed.
Maneuver Mode (die roll 1-8 by column 1-11)
| Die Roll | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | AE | AE | AE | A3 | A2 | A1 | A1 | A1 | A1 | BR | BR |
| 2 | AE | AE | A3 | A2 | A1 | A1 | A1 |
Assault Mode (die roll 1-8 by column 1-11)
| Die Roll | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | AE | AE | AE | A3 | A2 | A1 | A1 | A1 | AX | BR | EX |
| 2 | AE | AE | A3 | A2 | A1 | A1 | A1 |
Printed notes on the Combat Results Table:
Note: All die roll modifications are cumulative. Die rolls less than 1 are treated as 1. Die rolls greater than 8 are treated as 8.
Attacks at greater than -12 are treated at -12. (Printed as "-12"; rule 9.18 gives the limit as +12.) Attacks at less than the lowest numbered column are not allowed.
The unmodified Attack or Defense Strengths are used for calculating step losses. Units unable to retreat take step losses. Surviving attacking units which did not retreat may advance into a hex vacated by the defender due to retreats or elimination.
Defending Air Points count as Defending Strength Points for AX and EX results.
Result Key (printed in the box beside the table; the rules' own wording is at 9.5 below)
- D1, D2, D3 - The defending units are retreated a number of hexes equal to the numbered result.
- A1, A2, A3 - The attacking units are retreated a number of hexes equal to the numbered result.
- BR - Both sides retreat one hex, the defender first.
- DE or AE - All defending units are eliminated, or all attacking units are eliminated.
- AX - All defending units retreat one hex; the attacking units lose a number of Attack Strength Points equal to or greater than the defending units' Defensive Strength Points.
- EX - The weakest force is eliminated, and the stronger must remove an equal or greater number of Strength Points.
9.5 Retreats and Combat Losses
GENERAL RULE:
The Combat Results Table will require at least one Player to retreat all the units involved in the attack. Retreats are mandatory unless impossible, in which case the affected units will lose Strength (measured in "steps") from one or more of the units involved. The owning Player always determines how his units will retreat or which units will suffer losses. The following combat results are possible:
D1, D2, D3 - Defender Retreat. The defending Player retreats all of his participating units an number of hexes equal to the number given.
A1, A2, A3 - Attacker Retreat. The attacking Player must retreat all of his participating units a number of hexes equal to the number given.
BR - Both Retreat. Both Players must retreat all of their participating units one hex. The defender must retreat first.
DE - Defender Eliminated. All participating defending units are eliminated (permanently removed from play) and count toward Victory Point totals.
AE - Attacker Eliminated. All participating attacking units are eliminated (permanently removed from play) and count toward Victory Point totals.
AX - Attacker Exchange.* All defending units involved retreat one hex, and a number of attacking Strength Points equal to or greater than the number of defending Strength Points that retreated are eliminated.
EX - Exchange.* All defending units participating in that combat are eliminated and a number of attacking Strength Points equal to the number of defending Strength Points are eliminated as well.
* In all cases, the unmodified Attack Strength or Defense Strength (whichever was used in the combat) is used to calculate losses due to Exchange or Attacker Exchange results.
[9.51] Air Points never suffer adverse results from combat, nor may they be counted as Strength Points lost or retreated. However, defending Air Points do count as Defensive Strength Points for purposes of determining attacker losses for AX and EX results.
[9.52] Losses are taken in the form of "steps." Most units have two steps (Full Strength and Half Strength). Whenever the units involved in a combat are unable to retreat, the owning Player must remove from among those units a number of steps equal to the number of hexes the units would have had to retreat. Thus, a retreat of 2 hexes would require the removal of 2 steps from the retreating stack if the retreat could not be executed.
A step is removed from a Full Strength unit (one that has its front face up) by flipping the unit over to its Half Strength side. A step loss is removed from a Half Strength unit by removing it from play. A two-step loss can be satisfied by removing a Full Strength unit from play. Once removed from play, a unit is permanently eliminated and cannot re-enter the game.
For EX and AX results, the exact value of a step will have to be calculated. For a Full Strength unit, this is the difference between the unit's Full Strength face and its Half Strength face. For a Half Strength unit, this is the difference between the unit's Half Strength face and "0." Only one of a unit's Strength numbers will be used in this calculation; Attack Strength if the unit is attacking, and Defense Strength if the unit is defending.
EXAMPLE: The 16AUS is 8-6-6 at Full Strength and 3-4-6 at Half Strength. If required to take a 1 to 5 Strength Point loss while attacking, it would be flipped over to its Half Strength side. If required to take a 6 Strength Point loss, it would be eliminated.
[9.53] Whenever a combat result requires a Player's units to retreat, the owning Player must immediately move those units the indicated number of hexes toward a Friendly source of supply (if possible). All retreats are mandatory unless blocked. Such a retreat is not considered normal movement, but is rather a function of combat. It does not require the expenditure of Movement Points. The retreat must be made through hexes that, under normal conditions, would cost the least number of Movement Points for the unit to enter. A unit can only retreat away from a Friendly Supply Source (see 10.0) or enter hexes that are not the least costly (in terms of Movement Points) in order to avoid violating cases 9.54, 9.55, 9.56, 9.57, and 9.58.
All retreats must be conducted within the provisions of the following cases. Units that cannot retreat within the restrictions of these five cases are forced to take step losses instead.
[9.54] A retreating unit cannot enter an Enemy-occupied hex. An Enemy ZOC can be entered only if that hex is also occupied by a Friendly unit.
[9.55] A retreating unit cannot enter a hex that it could not move to normally. EXAMPLE: An armored unit could not retreat into a non-road or non-railroad hex, nor could a Commonwealth infantry brigade retreat across a river hexside into a mountain hex.
[9.56] A retreating unit cannot enter the same hex twice during the course of its retreat.
[9.57] A retreating unit cannot end its retreat in violation of stacking limitations. If a retreating unit must retreat into a hex in violation of the stacking limits, it can displace Friendly units already in that hex, just as if those units were themselves forced to retreat. Displaced units can in turn displace other units in a chain reaction. However, no unit can be displaced if the displacement would result in that unit violating normal retreat rules (such as entering an unoccupied Enemy-controlled hex).
All Friendly units in a hex need not be displaced. The retreating Player may choose to displace only enough units so that his retreating units can enter the hex without violating stacking restrictions. However, when for any reason a displacement becomes impossible, the original retreating stack of units must cease retreating and lose one step (total) for each hex it was unable to retreat.
Additional losses may be required due to stacking limitations. These losses can be taken only from the originally retreating units. Units already in a hex cannot take step losses to bring a stack within stacking limitations.
[9.58] If a unit retreats into a hex containing Friendly units that are subsequently attacked during the same Combat Phase, the retreating unit does not add its strength to the defense. However, it is subject to all results of the attack just as if it were an active participant. Thus, when an EX or AX result occurs in such cases, the retreating unit is eliminated or forced to retreat just as if it had participated in combat. However, the Strength Points of the retreated unit are not counted in determining how many Attack Strength Points the attacker loses as part of the result.
[9.59] Units that because of any of the above restrictions are unable to satisfy the retreat requirements in whole or in part must suffer combat losses. For each hex that a stack of defending units is unable to retreat, the stack loses one step. EXCEPTION: Commonwealth units occupying hexes 1726, 1825, or 1926 can satisfy any and all retreat results without loss by retreating to hex 1826 (Singapore Island), until the Japanese Player initiates the first Assault Pulse against Singapore; see 11.0.
Evacuation by Sea. In addition, once per Game-Turn, each side may voluntarily satisfy one retreat requirement for any one Friendly stack that occupies or has retreated to a Friendly port hex by removing a Full Strength unit from the hex, flipping it over to its Half Strength side, and placing the reduced unit in an eligible port. Evacuation by sea is not mandatory, but optional.
Commonwealth units can only be moved to Singapore (1826). Japanese units can be moved to any Friendly port on the same coast. Japanese East Coast units can also be moved off-map, to re-enter in a later Game-Turn as reinforcements. West Coast units can be evacuated by sea only if the Penang shipping was captured, and cannot be moved off-map in any event. Force Z cannot intercept a Japanese Evacuation.
9.6 Advance After Combat
[9.61] Whenever a defending Enemy unit is forced to retreat or is eliminated as a result of combat, it will leave a path of one or more vacant hexes behind it called the Path of Retreat. The Path of Retreat for an eliminated unit is the hex it occupied. Any or all victorious attacking units can advance into these vacated hexes. The advancing units may cease advancing in any hex of the Path of Retreat. Advancing units ignore Enemy Zones of Control during the advance.
[9.62] The option to advance must be exercised immediately upon the completion of the combat and before any other combats are resolved. Units are never forced to advance after combat, but if they do advance they cannot stray from the Path of Retreat. After advancing, units cannot attack or be attacked for the remainder of the Combat Phase, even if their advance places them adjacent to Enemy units whose battles have yet to be resolved or who are not involved in combat.
[9.63] Units cannot advance into hexes that they could not normally move into during their own Movement Phase. EXAMPLE: Armored units cannot follow a Path of Retreat into a non-road or non-railroad hex.
[9.64] Whenever a unit is Evacuated by Sea under the provisions of case 9.59, the Path of Retreat ends in the port from which the unit was evacuated.
[9.65] Security units cannot advance after combat.
9.7 Amphibious Assault
[9.71] Japanese units attempting to land at ports occupied by Commonwealth units are placed on an adjacent Sea Hex, and will conduct an Amphibious Assault during their succeeding Combat Phase in order to land. Only Japanese units involved in this type of operation can be placed in Sea Hexes.
[9.72] When an Amphibious Assault is made, the Japanese Player announces before he rolls the die whether he is using the Maneuver Mode or the Assault Mode of the Combat Results Table. Only combat results that allow the attacking Japanese units to advance after combat into the port being assaulted will allow the port to be captured. These results include D1, D1, D3, EX, AX, and DE [sic; as printed]. All results requiring the attacker to retreat (including BR) cause the Japanese stack to lose a number of steps equal to twice the number of hexes in the retreat. The surviving Japanese units are then returned to the port from which the Amphibious Assault was launched (or off-map, to be entered later as reinforcements, Japanese Player's choice).
9.8 Air Support
GENERAL RULE:
Air Points reflect the capability of each side to support its ground forces with aircraft. Air Points are used only to support combat involving Friendly units. They cannot attack by themselves. Air Points are available to the Japanese Player according to the schedule given on the Turn Record Track. The Commonwealth Player has no Air Points in the Historical Version of the game.
PROCEDURE:
The Players commit Air Points to support their units according to the procedure described in case 9.1. Air Points are not units and do not move about the board, but are markers placed by the owning Player to support ground units in attack or defense. Air Points never suffer combat losses. However, Air Points not used in the turn they become available are lost; they may not be saved for use in later turns. Air Points are never counted for Victory Point purposes, except in the special event of case 13.8.
[9.81] Although Air Point Markers are only placed on the board during the Combat Phases, the aircraft are considered to be based at airfields on the map (Japanese aircraft are assumed to be based five hexes off the north map edge until Friendly bases are available on the map). Only 6 Air Points can be committed from a given airfield each Game-Turn.
Air Points can only be committed to support combat against hexes containing units within range of a Friendly airfield. All Air Points have a range of 20 hexes (inclusive of the hex in which they are employed and exclusive of their base hex). To commit an Air Point against a target hex, the owning Player traces a line as straight as possible (i.e. taking up the smallest number of hexes) between the Air Point's base and a target hex up to 20 hexes away.
[9.82] Captured airfields cannot be used until the Game-Turn following their capture. An airfield cannot be used unless it is in supply.
[9.83] Players receive their Air Point allocations at the beginning of each Game-Turn. Unused Air Points may not be accumulated from turn to turn.
[9.84] Air Points can be used only once per Game-Turn. A given Air Point allocated to the Japanese Player on the Turn Record Track (or to either Player as a result of option 13.8) can be used in either Player's Combat Phase, but not both. Thus, careful record must be kept of how many Air Points each Player has used during a Combat Phase, as this will determine how many Air Points are left for the second Combat Phase of the Game-Turn.
[9.85] Any number of Air Points can be committed to a single combat. However, Air Points cannot attack an Enemy unit that is not also being attacked by Friendly combat units.
[9.86] Air Points are never destroyed. However, each defending Air Point does count when determining attacker losses for EX and AX results.
9.9 Combat Die Roll Modification Chart
The printed chart is headed "(9.8) COMBAT MODIFICATION"; the rules text (9.9) refers to it as the Combat Die Roll Modification Chart "(See last page)". The chart as printed:
| Add/Subtract to Die Roll | Situation |
|---|---|
| +1 | Attacker has armor (11.61 & 13.41) |
| +2 | Defender surrounded (9.33) |
| +1 | Defender out of supply, but not surrounded (9.34) |
| -1 | Attacker making Amphibious Assault (9.36) |
| -2 | Any attackers attacking across a Fort (9.35, 13.4) |
| -1 | Any attackers in a Johore Strait |
The cross-references above are transcribed as printed. [Note: the Amphibious Assault entry cites 9.36, which in the rules text is the Johore Strait modifier; the armor entry cites 11.61, which is not a rule in this text (the armor modifier is 9.32). The rules text at 9.3 contains no Amphibious Assault modifier.]
10.0 Supply/Attrition
GENERAL RULE:
Units must trace a supply line to Friendly supply sources. Unsupplied units cannot attack, have no Zone of Control, and are subject to attrition (step losses due to being out of supply).
PROCEDURE:
Supply for purposes of movement is determined at the beginning of the Friendly Movement Phase. Supply for purposes of attack is determined at the moment the attack takes place. Thus, a unit's supply status may be determined at three times during a Game-Turn: at the beginning of a Friendly Movement Phase, at the moment it attacks an enemy unit, and at the moment it is attacked during the Enemy Combat Phase. A unit's ZOC is lost when it is determined to be out of supply at these times and is not regained until a supply line is re-established.
CASES:
10.1 Being in Supply
To be in supply, a unit must be able to trace a line of contiguous hexes, free of Enemy units and ZOC's, to a road and/or rail line that is also free of Enemy units or ZOC's along the entire portion of the line over which supply is being traced and thence to a Supply Source. The distance from the unit to the road/rail line can be no farther than one Movement Phase. EXAMPLE: A Commonwealth unit with a Movement Allowance of 6 would be out of supply if it had to trace a supply line through 2 Jungle hexes (which cost it 4 Movement Points each to enter). If, however, the unit could trace supply through one Jungle Hex (4 Movement Points) to a Mixed Hex that contained a railroad (2 Movement Points), the unit would be in supply, assuming the railroad was not blocked by an Enemy unit or ZOC between the beginning of the line and the supply source.
10.2 Effects of Terrain on Supply
A line of supply cannot be traced by a unit through terrain that it could not enter via normal movement. EXAMPLE: An armored unit occupies a road hex that does not connect with a Supply Source. However, across two Mixed Hexes without roads is a third Mixed Hex containing an unblocked road. Despite the fact that the distance to the road is easily within the armored unit's Movement Allowance, the armored unit is out of supply because it could not move to the hex during its normal Movement Phase. An infantry brigade stacked with the armored unit would be in supply.
10.3 Sources of Supply
[10.31] The single supply source for all Commonwealth units is Singapore (1826) on the large map and 1905 (the Reservoirs) on the inset map of Singapore Island. Units on the Malaya map must trace their line of supply to 1826 and units on the smaller map of the island must trace their line of supply to 1905. Commonwealth supply lines cannot be traced to Friendly units by sea.
[10.32] Japanese units can trace supply lines to hex 0101, to any East Coast port currently under Japanese control, or (if the Penang shipping has been captured intact) to any West Coast port.
[10.33] Japanese units can only trace supply through hexes that were last moved through by Japanese units. Japanese units can never use Singapore Island (1826) or the Reservoirs (1905) as supply sources.
10.4 Attrition
A die is rolled at the beginning of each Movement Phase for each Phasing unit that is out of supply. On a roll of 5 or 6, the unit loses one step (which counts for Victory Point purposes). The die roll should be modified by the addition of 1 if the unit occupies a Jungle Hex and by the addition of 2 if the unit occupies a Mountain Hex. If more than one type of terrain is present in a hex, use the single highest modifier. Die rolls of greater than 6 are treated as 6. Attrition losses are a result of the severe conditions in the Malacca Peninsula.
11.0 Singapore Island
GENERAL RULE:
The main goal of the Japanese Player is to capture Singapore Island. This can be done only by declaring an Assault Turn at the beginning of any Game-Turn in which Japanese forces are within striking distance of Singapore Island. An accelerated series of Assault Pulses will be played out on the inset map of Singapore Island before resolving the rest of the Game-Turn. The Players should carefully read the special rules that apply to the inset map, especially the revised Stacking Point Values (11.51) and Commonwealth Supply (11.53).
PROCEDURE:
At the beginning of any Game-Turn in which there are no Commonwealth units in hexes 1726, 1825, or 1926, but there are Japanese units in one or more of those hexes, the Japanese Player can, at his option, declare an Assault Turn. All Commonwealth units occupying hex 1826 are immediately removed from the map by the Commonwealth Player and deployed in any hexes on Singapore Island (inset map hexes 1902, 1903, 1803, 1904, 1905, 1906, 1907, 1908, 2004, 2005, 2105, 2007, 1804, 1805, 1806, 1807, 1705, 1706, and 1707).
The Japanese Player then deploys any or all of his units that occupy hexes 1726, 1825, and 1926 in the mainland hexes on the Singapore Island inset map. Units occupying 1726 can be placed in hexes on the northwest shore opposite Singapore (hexes 1608, 1709, and 1809). Units occupying 1825 can be placed in hexes on the north shore (1506, 1507, and 1508); those occupying 1926 can be placed on the northeast shore hexes (1501, 1502, 1503, 1504, and 1505). Units cannot be placed on Pulau Ubin (1702) or in hexes 1601, 1602, or 1603 on the inset map.
The Japanese Player then places the Assault Pulse Marker on the box labelled "1" on the Assault Pulse Track and the first Assault Pulse begins.
Each Game-Turn from this point until Singapore falls will consist of three Assault Pulses followed by a normal Game-Turn, during which those units that did nothing in the Assault Pulses can move and conduct combat normally. Assault Pulses are conducted according to the sequence listed in case 11.1 below. At the end of each Assault Pulse, the Assault Pulse Marker is moved forward one square to indicate the passage of time. At the beginning of each Game-Turn, it is returned to "1" on the Assault Pulse Track.
No interaction of any type (especially combat) is permitted between units occupying the Malaya map and those occupying the Singapore Island map. Only units occupying the large map can move, conduct combat, etc., during the normal Game-Turn. Only units occupying the inset map can move, conduct combat, etc., during an Assault Pulse. EXCEPTION: Units occupying the large map can use Sea Movement to deploy onto the inset map during the Reinforcement Phase of an Assault Pulse. No Commonwealth unit can enter 1826 except by Sea Movement, once the first Assault Pulse of the game has been declared.
The normal Sequence of Play is used for each Assault Pulse. However, the activity executed during each Pulse may differ slightly from that executed during a normal Game-Turn. At the beginning of the very first Assault Pulse, the Commonwealth Player can withdraw his Air Points, if any, from the game (see 13.84). Note that once the Commonwealth Player retreats all his units to Singapore Island, he cannot return to the large map.
CASES:
11.1 Reinforcement
[11.11] During the Reinforcement Phase of each Assault Pulse, the Phasing Player can transfer units from the large map onto the inset map. This transfer can be made only for those units occupying hexes on the large map that represent Singapore Island (1826) and the adjacent shore (1726, 1825, 1926), or for units entering the inset map via Sea Movement. Japanese units enter as described above, and can be stacked with Friendly units already on the inset map.
[11.12] Commonwealth reinforcements can only enter through the port area of Singapore City (hex 2105) once the Japanese Player initiates the first Assault Pulse. Reinforcements cannot be placed in this hex if it is in an Enemy ZOC or if stacking limits would be exceeded.
[11.13] Commonwealth units occupying hex 1826 as a result of Sea Movement are placed on 2105 (Singapore City) if that hex is Friendly. Commonwealth units that attempt to use Sea Movement when hex 2105 is Japanese-controlled are immediately destroyed.
11.2 Amphibious Assault
[11.21] Japanese units can move onto Singapore Island from all-Sea hexes (as opposed to moving directly across the Johore Strait) by executing Sea Movement and an Amphibious Assault. The assaulting units are placed in the appropriate Sea hexes in the Reinforcement Phase and will undergo Transport Attrition fire from British coastal guns before moving ashore.
[11.22] Up to four Japanese units in East Coast Ports (and one unit in a West Coast port if the Penang shipping was captured) can be moved via Sea Movement to a sea hex from which they can conduct an Amphibious Assault against Singapore Island. Units on the Malaya map are moved onto the Singapore map only during the Reinforcement Phase of an Assault Pulse. They can only be placed in hexes 1909, 2008, 2108, 2107, 2006, 2106, 2205, 2204, 2104, 2003, 2002, 2001, 1901, or 1801. After undergoing Transport Attrition (see 11.3), the surviving units will execute an Amphibious Assault during their succeeding Combat Phase.
[11.23] Units using Sea Movement during an Assault Pulse count against the total number of units that can move by sea during the normal Movement Phase of that Game-Turn.
[11.24] At the end of each Assault Pulse Reinforcement Phase, the Commonwealth Player rolls one die for each Japanese unit occupying a Sea Hex adjacent to a Fortified Hexside. The result is located on the Transport Attrition Table (see 11.3) in order to determine the effects of Royal Artillery coast guns on the Japanese units. On a roll of "1" the unit is eliminated. On a roll of "2" the unit loses one step and, if not eliminated, is returned to its port of embarkation. On a roll of "3" the unit loses one step and remains in place until it can move ashore later in the Pulse. A roll of "4," "5," or "6" has no effect. A unit can undergo attack in this manner any number of times during a game, but no more than once per Assault Pulse.
[11.25] Any Amphibious Assaulting Japanese unit that occupies an all-Sea Hex on the inset map can move ashore during its Movement Phase unless this would require it to move directly from one Enemy-controlled hex into another. Units in Sea Hexes can move into hexes 1908, 2007, 1907, 1906, 2005, 2105, 2004, 1904, 1903, or 1902 only. Units at sea cannot move into the Johore Strait hexes or Pulau Ubin (1702).
[11.26] When making an Amphibious Assault across a fortified hexside, any "D" result in which the Commonwealth unit(s) are unable to retreat results in a narrow Japanese beachhead. The assaulting Japanese units may remain in the Sea Hex adjacent to the port or they may take one step loss per unit and withdraw to the port of embarkation (or off-map). If the units remain in place, they must repeat their assault during their next Combat Phase. The Commonwealth Player can reinforce his units in the hex under assault and/or attack the Amphibious Assaulting Japanese units (using the Causeway, Strait entry on the Combat Results Table). If the Japanese units must retreat as a result of a Commonwealth attack, they are automatically destroyed instead.
[11.27] Force Z cannot be used against Japanese units once the first Assault Pulse has begun. If these ships have survived thus far, the British Admiralty will withdraw them from the campaign. The Japanese Player receives no Victory Points for Force Z if this occurs.
11.3 Transport Attrition Table
(See mapsheet. Not part of the rules scan; see Component Notes.)
11.4 Johore Strait and Causeway
[11.41] The main Japanese assault will take place across the Johore Strait and Causeway. Japanese (but not Commonwealth) infantry can enter the all-water Johore Strait hexes. Armored units cannot enter these hexes.
[11.42] Up to six Japanese infantry units can occupy a non-Causeway Johore Strait hex at end of any Phase. This exception to the normal stacking rules applies only in all-water Johore Strait hexes. Units that enter or occupy a Johore Strait hex in violation of this limit are immediately eliminated from play.
[11.43] Japanese units occupying Johore Strait hexes must attack all Commonwealth units to which they are adjacent that are not being attacked by another unit(s). Also, the Japanese Player must subtract 1 from any roll made on the Combat Results Table for attacks in which any of the attacking units are in all-water Strait hexes (see 9.36). Japanese units can retreat out of, but not into, all-water Strait hexes. These rules represent the problems the Japanese faced in making a difficult boat assault against Commonwealth defenses on the island.
[11.44] Armored units can only move from the mainland to Singapore Island (and vice versa) by crossing the Causeway. The Causeway can only be used for this purpose if both 1507 and 1706 are Friendly-controlled. An armored unit cannot end either a Movement Phase or a retreat on the Causeway.
[11.45] There is no limit to the number of infantry units that can enter a Causeway hex during a Movement Phase. Normal stacking restrictions apply on the Causeway itself.
11.5 Special Rules for the Inset Map
[11.51] Stacking: The Stacking Point values of units occupying the Singapore Island inset map are doubled. These values return to normal automatically whenever such a unit leaves the inset map and returns to the large map.
[11.52] Inlets: The four inlets hexsides on Singapore Island are considered rivers for purposes of movement and combat (these are 1803/1804, 1803/1903, 1706/1707, and 1906/1907 on the inset map).
[11.53] Commonwealth Supply: Commonwealth units occupying the inset map that are out of supply can still attack, but lose their Zone of Control and are subject to attrition. Supply lines must be traced to hex 1905, the Reservoirs.
[11.54] Japanese Supply: Japanese units trace supply normally, except that the supply line to a road can be as long as three Assault Pulses of movement.
[11.55] Attrition: Attrition is rolled for only in the Friendly Movement Phase of the first Assault Pulse. Units on the inset map do not roll for attrition during the normal Game-Turn.
[11.56] Retreats: Japanese units can be retreated or displaced off the mainland side of the inset map. The units are placed in the appropriate hex of the large map, and may re-enter play normally in the Reinforcement Phase of the next Assault Pulse.
[11.57] The Reservoirs: The Commonwealth Player must roll the die at the beginning of each Assault Pulse during which hex 1905 (the Reservoirs) is Japanese-controlled. On a die roll of 1-4 the game continues. On a roll of 5 or 6, Whitehall orders a capitulation for humanitarian reasons (the Reservoirs were the sole source of water for the swollen civilian population on Singapore). The game is immediately over and Singapore is considered occupied in that Game-Turn.
12.0 Victory Conditions
GENERAL RULE:
The Japanese Player wins the game by accumulating Victory Points for capturing Singapore and destroying Commonwealth units. The Commonwealth Player wins the game by successfully holding down the number of Victory Points accumulated by the Japanese Player. Both sides can affect the number of Victory Points awarded by choosing various options in section 13.0.
PROCEDURE:
The game ends on Game-Turn 26 or at the end of any Game-Turn during which the Japanese Player occupies Singapore City (hexes 2004 and 2105), whichever comes first. At that point, the Players total Victory Points accumulated by the Japanese Player in the following manner: All Victory Point awards (and deductions) from the Victory Point Schedule (see 12.4) are added to the base number of Victory Points awarded to the Japanese Player for capturing Singapore. The base number of VPs is listed in the boxes on the Game-Turn Record Track for each Game-Turn; the Japanese Player receives the number of VPs for the Game-Turn the game ends. If Singapore does not fall (2004 and 2105 are never captured), then no VPs are awarded for the capture of the city and the Japanese Player's Level of Victory may be further lowered.
CASES:
12.1 Levels of Victory
[12.11] As a means of evaluating Player performance, the following list of Victory Levels is offered. The list is based upon the number of Japanese Victory Points accumulated and whether or not Singapore falls.
- Japanese Decisive Victory: The Japanese accumulate 300 or more Victory Points and capture Singapore City.
- Japanese Substantive Victory: The Japanese accumulate 250 to 299 Victory Points and capture Singapore City.
- Japanese Marginal Victory: The Japanese accumulate 200 to 249 Victory Points and capture Singapore City.
- Commonwealth Marginal Victory: The Japanese accumulate 175 to 199 Victory Points and capture Singapore City.
- Commonwealth Substantive Victory: The Japanese accumulate 125 to 174 Victory Points.
- Commonwealth Decisive Victory: The Japanese accumulate less than 125 Victory Points.
[12.12] If the Japanese Player fails to capture Singapore (take hexes 2004 and 2105 and hold them simultaneously at the end of a Game-Turn), he takes an automatic penalty of 50 Victory Points. Further, he can achieve no better than a Commonwealth Substantive victory, regardless of the number of Victory Points he has accumulated.
12.2 VP's for Unit Destruction
[12.21] The Japanese Player receives VP's for destroying Commonwealth units or reducing their strength, and is penalized VP's if his units are destroyed or reduced. The value of units for this purpose is a function of the number of Combat Strength Points destroyed. Each unit is worth the sum of its Attack and Defense Strengths modified by the value of the unit type given on the Victory Point Schedule (see 12.4). If Singapore falls during the game, all Commonwealth units still on the map are considered captured and count as destroyed units. Reinforcements that have not entered play are not counted as destroyed. The entire Commonwealth ground force in the historical game totals 164 VP's. EXAMPLE: The 16AUS is worth 14 Victory Points to the Japanese Player if destroyed, but only 7 points if reduced. The destruction of the Japanese 5IG costs the Japanese Player 18 x 3 = 54 Victory Points.
12.3 VP's for Optional Rules
[12.31] If the Japanese Player has written down an option that he intended to employ as described in case 3.0, he will be penalized the number of Victory Points listed on the Victory Point Schedule whether he subsequently implemented that option or not.
If the Commonwealth Player has written down an option he wishes to employ as described in case 3.0, the Japanese Player automatically receives the number of VP's listed on the Victory Point Schedule whether the option is successfully employed in the game or not.
12.4 Victory Point Schedule
(Printed on rules page 15 under the heading "[12.3] VICTORY POINT SCHEDULE"; the heading's number is as printed.)
The following numbers are added to the Japanese Victory Point Total at the end of the game.
Destroyed or Captured:
- For each COMMONWEALTH Combat Strength Point: +1 Infantry (captured or destroyed); +2 Armored (captured or destroyed)
- For each JAPANESE Combat Strength Point: -2 Infantry (destroyed); -3 Armored (destroyed); -3 Imperial Guard (destroyed)
Miscellaneous:
- Shipping at Penang: +25 (if destroyed)
- Force Z: +50 (if destroyed unless 13.5 is in effect)
- Singapore Island: -50 (doesn't fall by end of game turn 26)
Optional Rule Adjustments
Units entering as Increased Reinforcements (13.1):
- For each COMMONWEALTH Combat Strength Point: +1 Infantry; +2 Armored
- For each JAPANESE Combat Strength Point: -1 Infantry; -2 Armored
For each Air Point:
- +20 COMMONWEALTH (added to game)
- -20 JAPANESE (added to game)
- +8 COMMONWEALTH (captured)
If Commonwealth Player chooses:
- +100 Improved Training (13.2)
- +50 Operation Matador (13.3)
- +75 Royal Engineers (13.4)
- +25 Royal Navy Reinforcement (13.5)
- +25 Submarine warfare (13.6)
- +75 Dalforce (13.7)
If Japanese Player chooses:
- -25 Gen. Nishimura relieved
- +75 If Prince of Wales and Repulse sunk while reinforced by the Indomitable
Levels of Victory (as printed on rules page 15)
- Japanese: Decisive 300 VPs, Singapore captured; Substantive 250-299 VPs, Singapore captured; Marginal 200-249 VPs, Singapore captured.
- Commonwealth: Marginal 175-199 VPs, Singapore captured; Substantive 125-174 VPs; Decisive 0-124 VPs.
13.0 Optional Rules
GENERAL RULE:
This section will not be used unless both Players agree to its use before the start of the game. If used, each Player separately and secretly lists on a sheet of paper the optional rules that apply to his side that he would like to use. These lists are revealed at the end of the game, when the Victory Level is being calculated (though it should be possible to guess at certain times that a given option has been chosen). The Commonwealth Player may use 13.1, 13.2, 13.3, 13.4, 13.5, 13.6, 13.7, and/or 13.8. The Japanese Player may use 13.1, 13.8, and/or 13.9.
Whenever a Player attempts an action that is possible only under the optional rules, his opponent should immediately ask if that option has been chosen. A note is made of this in writing so a comparison can be made at the end of the game between options used and options noted. If a Player has used an option he did not write down prior to the start of the game, he automatically loses.
CASES:
13.1 Increased Reinforcements
Cost: 1 per point (infantry); 2 per point (armor).
Both the Japanese and the Commonwealth Player are provided with a number of units that have their initial deployment hex or Game-Turn of entry into the game in a box. These units are only used if the owning Player selects this option. The Players can give up Victory Points and bring into the game all, some, or none of the optional units in the counter mix. They are not obligated to bring any units into the game. However, units with an initial placement hex must be placed on the mapsheet at the start of the game or not be used at all. When using this option the Player must write down the unit designations of the units he will be using before the beginning of the game.
13.2 Commonwealth Training
Cost: +100 Victory Points (per the Victory Point Schedule, where this option is listed as "Improved Training (13.2)").
[13.21] Jungle Training: All Commonwealth infantry units initially deployed on the map have the same ZOC as a Japanese infantry unit (i.e., one that extends into all types of terrain except Mountain or City hexes). Security brigades do not receive any benefit from this option.
[13.22] Beach Defense Training: Commonwealth units defending against an Amphibious Assault are better trained in beach defense, causing the combat die roll to be modified by 2 instead of 1.
13.3 Operation Matador
Cost: +50 Victory Points.
Prior to the Japanese Player-Turn on Game-Turn 1, the Commonwealth Player takes a free Movement Phase (only), representing the British plan to invade Siam when war loomed in order to deny the Siamese ports to the Japanese forces.
13.4 The Royal Engineers
Cost: +75 Victory Points.
[13.41] AT Obstacles: Brigadier Simson is given permission to construct anti-tank obstacles (considered bad for morale by Percival, the Commonwealth commander) and to teach anti-tank doctrine to the troops. The Japanese lose the die roll modification for attacking with armor since their light tanks are easily foiled.
[13.42] Fortified Straits: Fortifications and field works are erected on Singapore Island's north shore. Treat all hexes around Singapore Island (not just those containing Fortified Hexside symbols) as Fortified Hexes on the sides that face the sea or the Johore Straits. This means Japanese units attacking these hexes suffer the -2 die roll penalty and case 11.26 is in effect for these hexes. However, no additional Royal Artillery coastal guns are emplaced, so Japanese units adjacent to these new fortified hexsides do not suffer Transport Attrition.
[13.43] Airfield Destruction: A systematic program of airfield destruction is carried out, diverting valuable Japanese engineering assets from river crossing operations to airfield construction. It costs all Japanese units one additional Movement Point to cross any river hexside.
[13.44] Native Labor: Native labor is committed upcountry to prepare defensive lines for the troops instead of being devoted to continued resource exploitation of Malaya. The Commonwealth Player can place one Fortification marker per Game-Turn during his Reinforcement Phase (up to the limit provided in the counter mix). Fortifications are placed in any non-mountain, non-jungle hex that the Japanese have not yet entered or that the Commonwealth Player was the last to occupy and that is not in an Enemy ZOC. The Commonwealth must be able to draw a line of supply for the hex to Singapore just as if the hex was occupied by a Commonwealth infantry unit with a Movement Allowance of 8.
Markers can only be placed one per hex and cannot be placed along hexsides already containing Fortified or Prepared Lines. Markers must be placed so that the symbol indicating the Fortified Line hexsides is unambiguously aligned with three of the six sides of the hex in which the marker is placed. These sides will thereafter be considered to be Fortified Line hexsides.
The Commonwealth Player can freely destroy these Fortified Lines to reuse the markers for new and more useful fortifications simply by removing the marker at the end of any Game-Turn. These markers mark hexsides; a Japanese unit in a hex containing the marker that attacks a Commonwealth unit across the Fortified hexside would suffer the prescribed penalty (and vice versa). The Japanese Player cannot destroy Fortifications.
13.5 Royal Navy Reinforcement
Cost: +25 Victory Points.
The carrier Indomitable arrives to support the Prince of Wales and Repulse. Force Z is able to better control the waters around Malaya with less danger to the surface ships. Subtract 1 from the roll for the destruction of Force Z. This means that normally there will be no die roll to determine if Force Z safely returns to port unless the Commonwealth Player successfully intercepts, in which case a roll of "6" destroys Force Z (see also case 6.45).
13.6 Allied Submarine Warfare
Cost: +25 Victory Points.
Churchill was furious with the Royal Navy for failing to stop unescorted Japanese convoys, which continually outflanked the Army down the West Coast of Malaya. Despite excuses, there were at least three submarines (Dutch, in this case) available to Wavell's ABDA command that could have been employed immediately. This option assumes that they are used. Each Game-Turn the Commonwealth Player can launch an interception against any one Japanese unit moving by sea between West Coast ports in each turn, using the Interception Table (see 6.5). The Transport Attrition Table (see 11.3) is used to determine the effects of an interception. No die roll is necessary to determine if the submarines return safely to port.
13.7 Dalforce
Cost: +75 Victory Points.
The Commonwealth had available a large group of potential guerillas among the native Malay and Chinese populations. Only late in the campaign were they organized into an ad hoc unit known as Dalforce. This option assumes earlier and more consistent utilization of this organization. If used, this option reduces the Movement Allowances of all Japanese units on the Malaya map by "2" per Movement Phase. It does not affect rail movement. However, Japanese movement will be fully restored if the Commonwealth Player abandons Kuala Lumpur (0719) without a fight. Abandoning Kuala Lumpur without a fight is defined as allowing a Japanese unit to enter the hex before at least one of the following has transpired:
- The Japanese Player has attacked at least one Commonwealth unit in hex 0719.
- One Commonwealth unit in 0719 has attacked an adjacent Japanese unit.
If either of these events occurs before Kuala Lumpur is taken, then the movement reduction is in force for the rest of the game.
13.8 Increased Air Support
Cost: 20 per point.
The Japanese only briefly committed substantial naval air assets to the campaign. They could have kept such assets in use in Malaya if necessary, though. The British had very little air presence during the campaign, on the other hand, but could have greatly increased this presence with a minimal commitment of modern aircraft to supplement the aging relics that made up the bulk of their force.
[13.81] The Japanese Player can increase his air support capability by up to 4 additional Air Points per Game-Turn (costing a total possible maximum of 80 Victory Points). The additional Air Points cannot be committed prior to Game-Turn 3.
[13.82] The Commonwealth Player can choose to increase his air support capability from 0 up to 8. These Air Points can be committed on or after Game-Turn 1.
When a Player selects this option, he must specify the number of additional Air Points selected and the Game-Turn that he wishes them to become available for use.
[13.83] Air Superiority: At the beginning of each Game-Turn, the Japanese Player announces how many Air Points he is committing to Air Superiority that Game-Turn. The Commonwealth Player must immediately commit an equal number of Air Points (or all his available Air Points, if he has less) to Air Superiority. Air Points committed to Air Superiority cannot be used for any other purpose that Game-Turn.
[13.84] Air Point Evacuation: When the Japanese Player declares his first Assault Pulse, the Commonwealth Player can immediately evacuate any or all of his Air Points. Air Points evacuated in this manner cannot be used again in the game. Air Points not evacuated at this time may be captured by the Japanese Player.
Commonwealth Air Points are captured when Singapore surrenders or when all available airfields on the island have been captured (i.e. Air Points that cannot be based are automatically captured). Any Commonwealth Air Points not immediately evacuated at the beginning of the first Assault Pulse (see 11.0) cannot be evacuated later, and count for Victory Points if captured by the Japanese Player.
13.9 General Nishimura Relieved
Cost: -25 Victory Points.
Yamashita accepts the expenditure of political capital (and the effect on his career) necessary to relieve Nishimura from the command of the Imperial Guard. A more cooperative commander replaces Nishimura. The Imperial Guard units can freely stack with other Japanese units instead of stacking only with armored units. This is most helpful in the final assault on the island.
Component Notes
These notes describe what the printed rules scan does and does not contain. They are not rules.
- Counter sheet (rules page 14). The 100-piece counter sheet is printed sideways on the scan. It shows the unit counters (front and back faces), the Air Point markers, the Control markers, the Fortification markers and the Assault Pulse marker. Its unit-by-unit values are not transcribed here.
- Mapsheet charts not in the scan. The following are printed on the mapsheet and are not included in the 16 rules pages: the Terrain Effects Chart (5.6), the Interception Table (6.5), the Force Z Attack Table (6.6), the Transport Attrition Table (11.3), the Turn Record Track and the Victory Point base values per Game-Turn (12.0). Rule text that cites them is transcribed as printed.
- Printed cross-reference and heading irregularities, left as printed: the Combat Modification chart is headed "(9.8)" while the rules text calls it 9.9; the Victory Point Schedule is headed "[12.3]" while the rules text cites 12.4; the option at 13.2 is called "Commonwealth Training" in its heading and "Improved Training" in the Victory Point Schedule; case 9.34 cites 9.32 for the surrounded case (9.33 is meant); rule 9.72 lists "D1, D1, D3" as printed; the Combat Results Table's Mixed Town/Port row ends in "1" as printed. Each is marked [sic] or noted where it occurs.
- Omitted from the magazine pages: the magazine cover and title art (Strategy & Tactics p.25), the designer, developer, editing, illustration, graphic design, cartography, production and playtesting credits (rules page 2), the copyright and trademark lines, and the magazine page headers and footers. The sample-counter, unit-type and marker-type illustrations are noted in place as omitted graphics.