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War in the Pacific: 1941-1945

War in the Pacific: 1941-1945 Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Components
    • 2.1 Component List
    • 2.2 Counters
    • 2.2.1 Nationality
    • 2.2.2 Front and Back
    • 2.2.3 Air Zone of Control (AZOC)
    • 2.3 Map
    • 2.3.1 Hexsides
    • 2.3.2 Terrain
    • 2.3.3 Ports and Airfields
    • 2.3.4 Supply Sources
    • Cards
  • 3.0 Sequence of Play and Victory
    • 3.1 Turn Sequence
    • 3.2 Victory Conditions
    • 3.3 Game Setup
  • 4.0 Event Phase
    • 4.1 Event Phase of Turn 1
    • 4.2 Event Phase From Turn 2
    • 4.3 Using Event Cards
    • 4.4 Updating the Card Deck
    • 4.5 Forced Events
  • 5.0 Resource Point Determination Phase
    • 5.1 BRP and TRP
    • 5.2 Recording TRP
    • 5.3 Special Rule for Turn 1
  • 6.0 Supply Base Construction Phase
    • 6.1 Building a Supply Base
    • 6.2 Supply Network
    • 6.3 Supply Lines
    • 6.4 Removing a Supply Base
    • 6.5 Construction and Maintenance Costs
    • 6.6 Special Rules for Turn 1
      • 6.6.1 Japanese Surprise
      • 6.6.2 Allied Supply Base Construction
  • 7.0 Air Unit and Land Unit Supply Check Phase
    • 7.1 Units in Supply
    • 7.2 Effects of Being Out of Supply
    • 7.3 Units That Are Always in Supply
  • 8.0 Operations Phase: Movement Segment
    • 8.1 Movement Segment Overview
    • 8.2 Movement Impulse
    • 8.3 Stacking
    • 8.4 Movement Costs
    • 8.5 Movement Restrictions
    • 8.6 Sea Transport
      • 8.6.1 Embarking
      • 8.6.2 Disembarking
    • 8.7 Forced Redeployment of Air Units
    • 8.8 Supply Bases
    • 8.9 Using Unit Markers
  • 9.0 Operations Phase: Combat Segment
    • 9.1 Types of Combat
    • 9.2 Air Units
    • 9.3 Resolving Fleet Combat
      • 9.3.1 Calculating Fleet Strength
    • 9.4 Resolving Land Combat
      • 9.4.2 Calculating Land Strength
    • 9.5 Resolving Assault Landings
      • 9.5.1 Calculating Land Strength in an Assault Landing
      • 9.5.2 Land Combat and Assault Landings
    • 9.6 Resolving Combat
  • 10.0 Redeployment and Rebuilding Phase
    • 10.1 Basic Redeployment Rules
    • 10.2 Fleet Redeployment
    • 10.3 Air Unit and Land Unit Redeployment
    • 10.4 Submarine Attacks
    • 10.5 Stacking Limit Check Segment
    • 10.6 Unit Rebuilding
  • 11.0 Reinforcement Phase
  • 12.0 Special Rules
    • 12.1 Turn 1
    • 12.2 China
    • 12.3 Southern Resources
    • 12.4 Allied Resources
  • 13.0 Scenarios
    • 13.1 Standard Game
    • 13.2 Short Game
    • 13.3 The 1943 Scenario
    • 13.4 American Delayed Entry Scenario
  • 14.0 Play Examples
    • 14.1 Manila Campaign, Turn 4 (Autumn 1942)
    • 14.2 Turn 1 Example
  • 15.0 Optional Rule: Japanese Sudden-Death Victory

1.0 Introduction

War in the Pacific (hereafter WitP) is the Japanese edition of the game of the same name published by White Dog Games in the United States.

2.0 Components

2.1 Component List

The game contains the following components. If anything is missing, please contact the address given at the end of this rulebook.

  • Rulebook: 1
  • Player aid sheets: 2 (identical)
  • Map: 1 (A2 size)
  • Counter sheets: 2 (15 mm square, rounded corners, 234 pieces in total)
  • Cards: 40 (poker size)
  • Six-sided dice: 2 (one red, one white)

2.2 Counters

The game uses two kinds of pieces: units, which represent combat strength, and markers, which are used to display and record information.

Units are divided into four types: carrier task forces (CV), naval forces (Naval), land forces (Land) and air units (Air). Units do not represent specific ships or ground formations. They are combat-strength units within the game. In the rules, carrier task forces and naval forces together are referred to as "fleets".

Counter elements (listed on the counter diagram):

  • Carrier task force (front): abbreviation "C". Initial deployment hex, unit type, task force bonus (see 9.3.1), assault landing bonus (see 9.5.1), combat strength, arrival turn. Reverse: attrition state.
  • Naval unit (front): abbreviation "N". Initial deployment hex, unit type, task force bonus (see 9.3.1), combat strength, arrival turn. Reverse: attrition state.
  • Land unit (front): abbreviation "L". Initial deployment hex, unit type, combat strength, arrival turn. Reverse: attrition state.
  • Air unit (front): abbreviation "A". Initial deployment hex, unit type, combat strength, arrival turn. Reverse: attrition state.
  • Other counter elements: combat bonus (see 9.0), air zone of control (AZOC), supply base (see 6.0), resource points, redeployment number (see 5.0, 10.1), sustained combat (see 9.6.3), activation (see 8.9), move complete (see 8.2), objective (see 8.2), turn (see 3.0).

Cards: 40 cards in total (the reverse of each card shows the year '42, '43, '44 or '45; 10 cards for each year).

2.2.1 Nationality

Units are distinguished by the colour of their side.

  • Japanese forces: fleet and air units are light red; land units are dark red.
  • Allied forces: American fleet and air units are light blue; American land units are green.
  • British Commonwealth forces: ochre.
  • Chinese forces: light purple.

Historical note: British Commonwealth forces include British, Indian, Australian and New Zealand forces.

2.2.2 Front and Back

The front of a unit shows its full strength; the back shows the unit in an attrited state. The number on a unit shows its combat strength, and a unit that is attrited is reduced to a strength of 0.

2.2.3 Air Zone of Control (AZOC)

A fully strengthened air unit projects an AZOC into adjacent hexes. An AZOC affects enemy operations and combat.

An AZOC affects:

  • Interdiction of supply lines during supply base construction (see 6.3)
  • Interdiction of supply to units (see 7.1)
  • Movement (see 8.4)
  • Combat support (see 9.3, 9.4, 9.5)
  • Redeployment of air units and land units (see 10.3)

Important: An AZOC does not reach the hex that contains the air unit itself. An AZOC also does not reach a hex that contains a fully strengthened enemy air unit. An AZOC can be cancelled only by air units, not by other types of units.

Example: The Japanese air unit at Rabaul projects an AZOC into the five adjacent hexes, except Guadalcanal. Port Moresby contains a British air unit, but because it is attrited it cannot cancel the AZOC. A land unit also cannot cancel an AZOC. The American air unit on Guadalcanal projects an AZOC into the five adjacent hexes except Rabaul. The British air unit is attrited, so it does not project an AZOC.

Units other than air units (including carrier task forces) never project an AZOC.

2.3 Map

The area printed with hexagonal cells (hexes) is called the operations area. Outside the operations area are the turn record track, the resource point track and the card deck. Every hex is printed with a unique four-digit number.

2.3.1 Hexsides

A hexside drawn as a solid line is called a land hexside.

2.3.2 Terrain

Hexes are of three kinds: land, shallow sea and deep sea.

  • Air units may enter any hex regardless of terrain.
  • Fleets may enter shallow sea and deep sea.
  • Land units may enter shallow sea and land.
  • Hexes connected through shallow sea are treated as contiguous for game purposes (for example, between 1008 and 0909). Where they are separated by deep sea, they are not treated as contiguous (for example, between 0908 and 1008).

2.3.3 Ports and Airfields

An anchor icon indicates a port, and a runway icon indicates an airfield in that hex. A port also functions as an airfield. If the icon is red, the hex is under Japanese control. Blue indicates American control, and ochre indicates British control. The airfield at Chongqing (0404) is white (see 12.2).

  • If a land unit of only one side occupies a hex that displays an icon for the enemy's control, that side controls the port and airfield in that hex.
  • When the land unit of that side leaves such a hex, the enemy immediately regains control of the port and airfield in that hex.
  • When land units of both sides are present in a hex, the side indicated by the colour of the icon controls the port and airfield in that hex.

2.3.4 Supply Sources

A hex that contains a printed hexagon (such as Yokosuka, Kure, South Africa or Panama) is called a supply source (see 6.0).

Cards

Card elements (listed on the card diagram):

  • Card name
  • Card number
  • Reverse: a different design for each year
  • Top: the effect when used by the Japanese. Bottom: the effect when used by the Allies.

3.0 Sequence of Play and Victory

The game is played in turns, each representing one season. A game lasts at most 16 turns (see 3.2). Each turn follows the sequence below. Unless noted, the rules are written for the standard game (see 13.1). When playing another scenario, follow that scenario's special rules.

3.1 Turn Sequence

  1. Event phase
  2. Resource point determination phase
  3. Supply base construction phase
  4. Air unit and land unit supply check phase
  5. Operations phase
    • a. Movement segment
    • b. Combat segment
  6. Redeployment and rebuilding phase
    • a. Fleet redeployment segment
    • b. Air unit and land unit redeployment segment
    • c. Stacking limit check segment
    • d. Unit rebuilding segment
  7. Reinforcement phase

3.2 Victory Conditions

The Allied player wins immediately, at any time during the game, if either of the following is met:

  • a. No Japanese land units remain on the map, except in the Chinese ports and airfields and the three Japanese supply source hexes. Or,
  • b. An Allied land unit occupies one of the three Japanese supply source hexes, and an Allied supply base is on Iwo Jima or Okinawa. Or,
  • c. An atomic bomb is dropped on Japan (see 4.3).

If the Allied player has not won by the end of the final turn, the Japanese player wins. There are no draws.

3.3 Game Setup

Once the players have decided who commands which side, set up the game in the following order.

  1. Scenario selection: choose the scenario to play (see 13.0).
  2. Initial deployment: for the scenario starting in 1941, place each unit that shows an initial deployment hex (the four-digit number at the top left) in that hex. For the scenario starting in 1943, deploy units according to the initial deployment information on the player aid sheet.
  3. Reinforcements: place each unit that shows an arrival turn (the one- or two-digit number at the top left) in the matching turn box of the turn record track. The 1943 scenario places only units that arrive on turn 6 or later.
  4. Card setup: the 1941 scenario follows section 4.1. For the 1943 scenario:
    • a) Do not use the 1942 cards.
    • b) Remove cards #7, #8 and #9 from the 1943 cards and shuffle the rest. Each player draws one card at random into hand. Add the three removed cards to the remaining cards, shuffle, and place the deck on the map at "card deck".

Setup is then complete. The 1941 scenario begins on turn 1; the 1943 scenario begins on turn 6.

Note: One American air unit with no printed initial deployment hex or arrival turn is held in reserve.

4.0 Event Phase

The game has 10 event cards for each of 1942, 1943, 1944 and 1945. Each card describes an event affecting one or both players.

4.1 Event Phase of Turn 1

Remove cards #1, #5 and #8 from the 1942 cards (the cards with red numbers). Shuffle the rest, and each player draws one card at random into hand. Add the three removed cards to the remaining cards, shuffle, and place the deck on the map at "card deck".

Each player may look at their own hand at any time, but may not look at the opponent's hand.

Important: Both players start the game with one card in hand, but neither may use it on turn 1.

4.2 Event Phase From Turn 2

In each event phase from turn 2 onward, each player draws one card from the card deck. Each player now holds two cards and must immediately use one of them, so that one card remains in hand. On turns 2 to 8 the Allied player declares first which card is used; on turns 9 to 16 the Japanese player declares first. Cards are used after both players have drawn and hold two cards.

4.3 Using Event Cards

Each player applies only the instructions addressed to their own side (blue text is addressed to the Allies; red text is addressed to the Japanese). Unless stated otherwise, an event takes effect immediately, or in the phase it specifies during the turn, and the card is then discarded. A discarded card is never used again in the game.

4.4 Updating the Card Deck

At the start of a new year, discard the two cards left in the card deck. Shuffle the ten cards for the new year and place them in the card deck. Each player draws one card from the deck and, together with the card carried over from the previous year, holds two cards. Then one of the two must be used.

4.5 Forced Events

Some cards have instructions common to both sides. These are forced event cards. A forced event card cannot be kept in hand: once drawn, it must be used.

If a forced event conflicts with the opponent's event, the forced event takes precedence. When both players draw forced events, they are resolved in the order in which the cards are used (see 4.2).

Example: If the Japanese player uses the forced event "Typhoon Cobra (1944-06)" and the Allied player uses "Allied deception operation (1944-08)", the latter has an effect in an assault landing, but because the forced event prohibits assault landings, that effect is not obtained.

5.0 Resource Point Determination Phase

Resource points (RP) represent each side's logistical capacity. They are spent to build new supply bases, maintain existing ones, conduct operations, and rebuild attrited units.

5.1 BRP and TRP

Each turn, both players receive the base resource points (BRP) shown on the turn record track.

Each player rolls two dice. The white die adds to the total and the red die subtracts from it, giving the total resource points available that turn (TRP).

Example: On turn 5 the Japanese BRP is 13. If the white die shows 6 and the red die shows 3, the TRP is 13 + 6 - 3 = 16. If the white die shows 2 and the red die shows 4, the TRP is 13 + 2 - 4 = 11.

Note: Events and other effects may also change TRP.

5.2 Recording TRP

Place the RP marker on the resource point track to show the TRP available that turn. Unspent RP cannot be carried over to the next turn.

If the Japanese TRP is higher, place the turn marker with its red side up; if the Allied TRP is higher, place it with its blue side up. Because the player with the higher TRP acts first at the start of the turn, the turn marker side serves as a reminder.

Note: If the TRP is equal, turn the turn marker sideways. When the TRP is equal, the Allies act first in the redeployment and rebuilding phase, and the Japanese act first in all other phases.

5.3 Special Rule for Turn 1

On turn 1, both sides' TRP equals their BRP: Japan 20, Allies 0.

6.0 Supply Base Construction Phase

During this phase the players alternate, one at a time, either building one supply base or removing one of their existing supply bases. A player who passes on their turn (does not build or remove a base when it is their turn) cannot build or remove bases for the rest of the phase, and the opponent continues to build or remove bases in succession. The player with the higher TRP at this point goes first; if equal, the Japanese go first.

6.1 Building a Supply Base

On its turn, a player may build one new supply base of their own. A base can be built in a hex that meets all of the following conditions:

  • The hex contains a port or airfield controlled by the player.
  • The player can form a supply network (see 6.2) from that hex to one of their own supply sources.

American and British forces are treated identically for supply networks: both sides may use each other's supply sources and supply bases.

6.2 Supply Network

A supply network is the supply connection from a supply base to a supply source. If a supply line of up to 3 hexes can be traced from a base to a supply source, that base forms part of the network. Any hex within 3 hexes of a base that forms part of the network can also join the network, and a base can be built there. In this way the network expands as bases are built.

A newly built base functions immediately, so it can be used to extend the network in the same turn.

6.3 Supply Lines

To determine whether a supply network can be formed, trace a supply line from a base to another base or to a supply source. The distance is up to 3 hexes (that is, two hexes between). A supply line cannot be traced through any of the following hexes:

  • Mountain hexes
  • Hexes containing enemy units (of any type or state of attrition)
  • Hexes containing an enemy-controlled port or airfield
  • Hexes under enemy AZOC (see 2.2.3). If the same hex contains a fully strengthened friendly air unit, the AZOC is cancelled and the supply line can pass through.

6.4 Removing a Supply Base

On its turn, a player may remove one of their own supply bases. No maintenance cost (see 6.5) is due for a removed base. A base removed in this phase may be used for construction in the same phase. A base built in this phase may not be removed in the same phase.

6.5 Construction and Maintenance Costs

When both players have finished building and removing bases, each player must spend one RP for each supply base they have on the map. If the player has more bases than TRP, reduce their TRP to 0 and remove one base for each RP still short. The opponent chooses which bases are removed.

Note: Removing a base that breaks a supply network does not affect the later supply checks for units (see 7.0). The supply network only affects supply base construction.

6.6 Special Rules for Turn 1

6.6.1 Japanese Surprise

When the Japanese build a supply base, they ignore Allied air unit AZOCs when tracing supply lines.

6.6.2 Allied Supply Base Construction

On turn 1 the Allies have no TRP, but may build up to six supply bases. These bases have no maintenance cost.

Optional rule: Instead of using 6.6.2, the Allied player may place supply bases at initial deployment in the following hexes. These bases have no maintenance cost. If this option is used, no supply base may be built on turn 1.

  • Ceylon (0207)
  • Surabaya (0509)
  • Leyte (0607)
  • Darwin (0710)
  • Midway (1205)
  • Palmyra (1407)

Example: The Japanese player may place a supply base at Rangoon. Rangoon lies in an AZOC of a British air unit, but the hex between the two bases (hex 0406) is not disrupted, so the supply line is traced. (If an Allied air unit is at Singapore, the line is disrupted.) The Japanese player cannot place a supply base at Hollandia (0807), because an enemy-controlled airfield lies between it and the base. If a supply base is first placed at Okinawa, Saipan or another such hex, a supply base can then be placed at Hollandia.

7.0 Air Unit and Land Unit Supply Check Phase

Once supply bases have been built, both players check whether their air units and land units are in supply. Fleets are not checked in this phase. Both players check at the same time.

7.1 Units in Supply

An air unit or land unit is in supply if it stands in a hex that contains, or is adjacent to, one of its own supply bases or supply sources. A unit two hexes from such a base or source (one empty hex between) is also in supply, unless that intervening hex contains any of the following, in which case the unit is out of supply:

  • A mountain hex
  • A hex containing an enemy unit (of any type or state of attrition)
  • A hex containing an enemy-controlled port or airfield
  • A hex under enemy AZOC. If the hex contains a fully strengthened friendly air unit, the AZOC is cancelled and the supply line passes.

Exception: During turn 1, when the Japanese check supply, all Allied air unit AZOCs are cancelled, even if the Japanese have no air unit in the hex.

Units more than 3 hexes from an own supply base or source are out of supply.

7.2 Effects of Being Out of Supply

A unit that is out of supply is immediately attrited (turned to its reduced side). A unit that is already attrited is removed.

7.3 Units That Are Always in Supply

Allied air units and land units in the United States, Australia, India (including Ceylon) and New Zealand, and Chinese land units in China, are automatically in supply. The relevant hexes are marked with diagonal stripes.

Fleets of both sides are automatically in supply.

Examples: The Allies have a supply base at New Hebrides (1110). The American air unit at Guadalcanal (1009), adjacent to that base, is in supply. The American land units at Samoa (1309) and the Ellis Islands (1208) are in supply because they are separated from the base by only one empty hex (1209). The American land units on the Ellis Islands cannot draw supply through hex 1109, which is occupied by a Japanese unit at Rabaul. The American air unit at the Gilberts (1207) is too far to draw supply from the New Hebrides base (the shortest distance is two empty hexes), so it is out of supply. The American land units at Port Moresby (0909) are one empty hex from New Hebrides; that hex (Guadalcanal) is under the AZOC of the Japanese air unit at Rabaul, but because a fully strengthened American air unit is in that hex, the AZOC is cancelled and Port Moresby is in supply. Only the American air unit at the Gilberts becomes out of supply, and it is immediately attrited.

Setup example: If the Japanese use their full force to attack Pearl Harbor on turn 1 (see the play hints at the end of the rulebook), they can use only 1 SP, meaning they can build only one supply base. Placing it at Truk (0907) supplies the Marshall Islands (1107), but Saigon (0507), Hainan (0506) and Palau (0707) go out of supply. Placing it at Taiwan (0605) leaves only the Marshall Islands out of supply, but on turn 2 Palau and Saigon would also go out of supply.

8.0 Operations Phase: Movement Segment

In the operations phase the two players alternate movement segments. Once both players' movement is complete, play moves to the combat segment.

Only fleets and land units may move during the movement segment. Air units cannot move voluntarily, although they may be forced to redeploy during the operations phase (see 8.7).

8.1 Movement Segment Overview

Movement impulses alternate, one each, starting with the player whose TRP at the start of the turn is higher. If the TRPs are equal, the Japanese move first. A player who passes on their turn (does not conduct a movement impulse when it is their turn) cannot conduct movement impulses for the rest of this segment. When both players have passed, the movement segment ends: all movement-complete markers are removed and play moves to the combat segment (see 9.0).

Note: On turn 1, the Allies have no RP and cannot conduct movement. The Japanese move in succession.

8.2 Movement Impulse

A player conducting a movement impulse does the following:

  1. Choose one target hex for movement and place a target marker there.
  2. Place one activation marker on each hex containing units that will move to that target hex. Units in different hexes may move to the same target hex. Each activation marker placed costs 1 RP.
  3. Move the units from the hexes with activation markers to the target hex, paying the RP required (see 8.4). After a unit has moved, flip its activation marker to show that the unit has completed its movement.

This completes one impulse. The opposing player then conducts a movement impulse.

8.3 Stacking

Two or more friendly units in one hex form a stack. During movement impulses there is no limit on the number of units that may stack. At the end of the redeployment and rebuilding phase, stacking limits apply, and any units over the limit must be removed:

  • Hex with no port or airfield: one land unit or one air unit.
  • Port or airfield controlled by the player: up to three land units and one air unit. If the hex is a port, up to five more fleets may be stacked (at Dutch Harbor only one fleet).
  • Panama and South Africa: unlimited.
  • A hex in continuing combat: land units are unlimited; air units are limited to two.
  • Chinese land units and supply bases are not subject to stacking limits.

8.4 Movement Costs

Any or all units in a hex with an activation marker may move. A stack of only land units or only fleets may move together. Land units may be moved by sea transport together with fleets (see 8.6).

Movement costs RP as follows:

  • 1 RP for each activation marker placed (see 8.2).
  • 1 RP for each stack that moves one hex with an activation marker.
  • An extra 1 RP each time a stack enters an enemy AZOC. If the hex contains a fully strengthened friendly air unit, the AZOC is cancelled. If several enemy air units' AZOCs cover the hex, only 1 extra RP is paid.
  • An extra 1 RP when a land unit moves overland into a jungle hex (for example, between 0406 and 0306). Entering a jungle hex by sea transport (see 8.6) does not carry this cost.

8.5 Movement Restrictions

Each land unit and fleet may move only once per operations phase. The same hex may not be made the target hex more than once in the same turn. Other restrictions:

Land unit movement:

  • May not enter mountain or deep sea hexes.
  • May not cross a deep sea hexside. Hexes connected by shallow sea are treated as contiguous and may be moved through (as if by a vessel not represented by a unit). Deep sea entry and crossing become possible by sea transport (see 8.6).
  • A friendly land unit in the same hex as an enemy land unit (not in transport) cannot move out of that hex.
  • May not enter a hex containing an enemy land unit unless that hex is the target hex.

Fleet movement:

  • May not cross a land hexside.
  • A fleet in the same hex as an enemy fleet cannot move out of that hex. A fleet that enters a hex with an enemy fleet cannot move on from there. There is an exception: if the moving fleet leaves behind at that hex a force at least as strong as the enemy fleet, the rest of the fleet may continue moving. This applies both at the start and during movement.
  • A fleet may not enter a shallow sea hex while it is in continuing combat.
  • Japanese fleets may not enter Panama or South Africa.

8.6 Sea Transport

Naval units may carry friendly land units. Carrier task forces cannot transport. One naval unit can carry one land unit.

8.6.1 Embarking

At the start of a movement impulse, a naval unit in the same hex as a friendly land unit may load that land unit. A naval unit can carry one land unit. Land units loaded this way move as a stack together with the naval unit. The destination of such a stack must be a shallow sea hex; it cannot be any other type of hex.

8.6.2 Disembarking

  • If the target hex contains no enemy units, the transported land unit disembarks automatically onto the land part of that hex.
  • If the target hex contains only enemy fleets, the transported land unit disembarks immediately onto the land part of the hex. Fleet-versus-fleet combat is then resolved in the combat segment.
  • If the target hex contains only enemy land units (including air units), an assault landing against those enemy land units must be carried out in the combat segment.
  • If the target hex contains both enemy fleets and enemy land units (including air units), fleet combat is resolved first. An assault landing against the enemy land units may be carried out only if the enemy fleets are eliminated.

8.7 Forced Redeployment of Air Units

An air unit must be redeployed to a friendly port or airfield within 2 hexes if any of the following occurs. A forcibly redeployed air unit is attrited; an air unit that is already attrited is removed. An air unit with no friendly port or airfield within 2 hexes to redeploy to is also removed.

  • An enemy land unit enters the land part of a hex that has no friendly land unit, including when it enters by landing.
  • A friendly land unit leaves a hex, and the port or airfield in that hex comes under enemy control.

If an enemy fleet enters a hex containing a lone air unit, nothing happens: no combat takes place between air units and fleets (see 9.1).

Example: The British naval unit at hex 0306 moves to hex 0506. Its route runs through the sea to hex 0307, then to shallow sea hex 0407, then through shallow sea hexes 0507 and 0506. It may enter 0406, but it cannot pass from 0306 through 0406 to 0407 or 0507, because that would cross land. In the rare case that this British naval unit ends its movement in 0406, it is considered to be on the western sea of that hex. A Japanese fleet at the eastern sea of 0406 is not considered to be in the same hex, and no fleet combat occurs.

8.8 Supply Bases

A supply base cannot be moved once placed (it may be removed voluntarily during the supply base construction phase). If an enemy land unit enters the land part of a hex containing a supply base (including by landing) while no friendly land unit is there, the supply base is removed immediately.

Removed supply bases, whether voluntarily or by force, may be used again. They are not removed from the game.

8.9 Using Unit Markers

Unit markers may be used to tidy up stacks on the map. Place a unit marker in a hex and set aside the units with the same number, outside the map. Unit markers are used only to reduce crowding; they do not conceal information (that is, the units' composition must be disclosed).

Movement examples: Japanese land units at Palembang (0408) cannot move directly to Brunei (0508) because a sea hexside separates them. Likewise, land units at Singapore (0407) cannot move directly to Saigon (0507). They can reach Saigon overland through Bangkok (0406).

Sea transport example: Suppose a Japanese naval unit carrying one land unit is at Palembang. The Japanese land unit and naval unit may move together directly to Brunei or Singapore. No enemy units are present, so the transported land unit disembarks immediately.

9.0 Operations Phase: Combat Segment

When both players have completed all movement, the movement segment ends and the combat segment begins. Every hex in which friendly and enemy units are together is resolved in combat. Combats are resolved one hex at a time. The player with the higher TRP at the start of the turn chooses the order of resolution; if TRP is equal, the Japanese player chooses.

9.1 Types of Combat

The types of combat in a hex depend on which units of each side are present:

  • Fleet combat: occurs if both sides have fleets (see 9.3).
  • Land combat: occurs if both sides have land units (see 9.4).
  • Assault landing: if an enemy land unit occupies the land part of a shallow sea hex, and a friendly fleet is carrying land units, an assault landing must be carried out. If an enemy fleet is also in the hex, fleet combat is resolved first, and the assault landing proceeds only if that enemy fleet is removed from the hex (see 9.5).

Air units do not fight enemy units directly (see 9.2). Fleets and land units do not fight each other. Attrited units have no combat strength but still take part in combat, and are subject to hit application (9.6.1) and post-combat retreat (9.6.3).

9.2 Air Units

Air units never engage enemy units in combat directly. An air unit standing alone is forcibly redeployed (see 8.7) if an enemy land unit enters the land part of its hex. An enemy fleet entering a hex with only an air unit causes nothing to happen.

An air unit may support any combat in its own hex or in an adjacent hex. There is no limit on the number of combats one air unit may support in a turn, and more than one air unit may support the same combat.

9.3 Resolving Fleet Combat

Fleet combat is between the fleets in the same hex. Air units of either side in that hex or in an adjacent hex may support it. Resolve as follows:

  1. Calculate each side's fleet strength.
  2. Each player rolls one die and adds the result to their fleet strength to give total strength.
  3. Compare total strengths to determine the winner, and apply the result (see 9.6).

9.3.1 Calculating Fleet Strength

Each player adds together the following to determine fleet strength:

  • The combined strength of friendly carrier task forces and naval units in the hex.
  • The strength of friendly air units in the same or an adjacent hex.
  • Task force bonus: +2 strength for each pair of one carrier task force unit and one naval unit.

9.4 Resolving Land Combat

Land combat is between the land units in the same hex. Air units of either side in that hex or in an adjacent hex may support it. Resolve as follows:

  1. Calculate each side's land strength.
  2. Each player rolls one die and adds half the result (rounded down) to their land strength to give total strength.
  3. Compare total strengths to determine the winner, and apply the result (see 9.6).

9.4.2 Calculating Land Strength

Each player adds together the following to determine land strength:

  • The combined strength of friendly land units in the hex.
  • The strength of friendly air units in the same or an adjacent hex.

9.5 Resolving Assault Landings

An assault landing is between the land units that landed by sea transport and the land units in the same hex. Air units of either side in that hex or in an adjacent hex may support it. Apart from the land strength calculation and the results, it is resolved in the same way as land combat.

9.5.1 Calculating Land Strength in an Assault Landing

Each player adds together the following to determine total strength:

  • The combined strength of friendly land units in the hex.
  • The strength of friendly air units in the same or an adjacent hex.
  • +1 strength for each fully strengthened carrier task force unit in the same hex.
  • Defensive bonus: the side being landed upon gets +1 strength. (This modifier does not apply to Japanese landings on turn 1.)

9.5.2 Land Combat and Assault Landings

A friendly land unit may move overland into a hex containing enemy land units while another friendly land unit carries out an assault landing there. In that case the combat is resolved as an assault landing. If the attacker (the side landing) loses the combat (see 9.6.3), the land unit that moved overland is treated as having lost the land combat, and the unit that landed is treated as having lost the assault landing. Each is subject to its own result.

9.6 Resolving Combat

The side with the greater final combat strength wins. If the totals are equal, roll the dice again.

9.6.1 Applying Hits

The losing side takes a number of hits equal to the difference in total strength. The winning side takes hits equal to half of the number the losing side actually took (rounded down). Hits never exceed the number of fully strengthened enemy units.

The losing side applies its hits first, then the winning side applies its hits.

  • Each hit attrites one fleet or land unit that took part in the combat. A unit that is already attrited is removed.
  • The side applying hits chooses which units take them. Air units supporting the combat are not affected.
  • Hits cannot be applied to land units being transported by sea. If a transporting naval unit takes a hit, the transported land unit also takes one hit.
  • Any hits left over after all enemy units are eliminated are ignored.

9.6.2 Additional Hits Against Air Units

The following rules do not apply if the unmodified die result is 1 to 4, or if there is no enemy air unit supporting the combat. Additional hits are applied in addition to 9.6.1. The player who takes the hits chooses which units take them.

  • If the unmodified combat die result is 5, one hit is applied to each enemy air unit supporting the combat.
  • If the unmodified combat die result is 6, two hits are applied to each enemy air unit supporting the combat. However, if the enemy has a carrier task force in a fleet combat, one hit is applied to the enemy carrier task force instead of hits to the air units.

Note: When an assault landing's die result is 6, a carrier task force supporting the combat does not lose its aircraft. Additional hits to carrier task forces occur only in fleet combat.

Example (turn 1): On turn 1, the Japanese naval unit 2 at Hainan transports land unit 2 to Singapore. The combat against the British/Allied units is resolved in the combat segment: first fleet combat, then assault landing.

  • Fleet combat: the Japanese fleet strength is 1 + 1 (naval unit) + 2 (air unit) = 4. The Allied fleet strength is 1 (naval unit) + 2 (air unit) = 3. The Japanese die shows 6 and the Allied die shows 5. Total strengths are 10 and 8, so the Japanese win. The Allies take 2 hits (10 - 8) and lose their naval unit. The Japanese take 1 hit (2 divided by 2) and one naval unit is attrited. Additional hits remove the Allied air unit (because the Japanese die shows 6), and the Japanese air unit at Saigon is attrited (because the Allied die shows 5).
  • Assault landing: the Japanese land strength is 1 + 1 (land unit) = 2 (the air unit was attrited in the fleet combat). The Allied land strength is 1 (land unit); the air unit was destroyed in fleet combat, and no defensive bonus applies on turn 1. The Japanese die shows 1 (modified 0) and the Allied die shows 6 (modified 3). Total strengths are 2 and 4, so the Allies win. The total difference is 2, but because the Allied front-side land unit is the only one present, the Japanese take 1 hit (one land unit attrited) and the surviving Japanese land unit boards the naval unit.

9.6.3 Post-Combat Retreat

After hits are applied to both sides, the losing side follows these rules.

Fleet combat: the losing side retreats to an adjacent hex that it can enter. It cannot retreat into a hex containing an enemy fleet. If it can retreat to more than one hex, the losing side chooses the direction. If it cannot retreat, it is destroyed.

Land combat:

  • Total strength difference of 1 or 2: the surviving land units of both sides remain in the hex, and the hex becomes a continuing combat hex. Place a continuing combat marker to show this.
  • Total strength difference of 3 or more: the losing side retreats to an adjacent hex it can enter. It cannot retreat into a hex containing enemy land units. If it can retreat to more than one hex, the losing side chooses the direction. If it cannot retreat, it is destroyed.

Assault landing:

  • If the landing side loses: after hits are applied, half of the surviving land units (rounded down) are destroyed, and the rest are attrited and board naval units ("embark"). If there are no naval units left to embark on, they are destroyed.
  • If the defending side loses (total strength difference of 1 or 2): the surviving land units of both sides remain in the hex and it becomes a continuing combat hex. The next turn's combat there is land combat.
  • If the defending side loses (total strength difference of 3 or more): the losing side retreats to an adjacent hex it can enter. It cannot retreat into a hex with enemy land units. If it can retreat to more than one hex, the losing side chooses the direction. If it cannot retreat, it is destroyed.

9.7 Continuing Combat

Land combat or an assault landing may leave land units of both sides in the same hex. In that case place a continuing combat marker and resolve land combat there in the next turn. Fleet combat never becomes continuing combat.

A hex in continuing combat has the following effects:

  • Stacking limits change (see 8.3).
  • Fleets may not enter a continuing combat hex (see 8.5).
  • Land units in a continuing combat hex cannot be redeployed (see 10.0). However, units may be redeployed into a continuing combat hex.

10.0 Redeployment and Rebuilding Phase

After all combats are resolved, the operations phase ends and the redeployment and rebuilding phase begins. The segments are carried out in order. In each segment the players alternate, one action at a time. The player with the higher TRP at the start of the turn acts first; if TRP is equal, the Allied player acts first.

  • a. Fleet redeployment segment
  • b. Air unit and land unit redeployment segment
  • c. Stacking limit check segment
  • d. Unit rebuilding segment

10.1 Basic Redeployment Rules

Each unit may be redeployed once during the redeployment and rebuilding phase. Redeployment is carried out by stack. Each side may redeploy a number of stacks up to half its BRP for the turn (rounded down). RP cannot be spent to redeploy. Units of the same type in the same hex moving to the same destination count as one stack. Attrited units may also be redeployed.

Turn 1 special rule: The Allied player may redeploy up to five stacks on turn 1.

10.2 Fleet Redeployment

Fleet redeployment is carried out first.

  • A fleet that is not in a friendly port or supply source must be redeployed to a friendly port or supply source. The Americans and the British may share ports and supply sources.
  • A land unit that was loaded onto a naval unit after losing an assault landing is redeployed together with that fleet. Apart from this exception, land units may not be carried during fleet redeployment.
  • Fleet redeployment is not movement and costs no RP. The stack is removed from its current hex and placed in any friendly port or supply source.

A player who passes on their fleet redeployment turn is considered to have completed fleet redeployment and cannot redeploy fleets further. The opponent then redeploys fleets in succession. When both players pass, the fleet redeployment segment ends. Any fleet still not in a friendly port or supply source at that point is removed from the game.

10.3 Air Unit and Land Unit Redeployment

After fleet redeployment, if a player still has stack redeployments available, the players alternate redeploying air unit stacks or land unit stacks. An air unit stack and a land unit stack cannot be combined and redeployed together.

  • Land units in continuing combat may not be redeployed.
  • Air unit and land unit stacks may be redeployed to a friendly port, airfield or supply source, or to a hex in continuing combat.
  • An air unit stack is removed from its current hex and placed on a friendly port, airfield or supply source, or in a hex in continuing combat.
  • A land unit stack may be redeployed to a friendly port, airfield or supply source, or to a hex in continuing combat, within its transport network. The destinations must be reachable through friendly supply bases and supply sources within 2 hexes (one empty hex between). The following hexes may not be part of the transport network:
    • Mountain hexes
    • Enemy-controlled ports, airfields or supply sources
    • AZOCs not cancelled

Note: Sea and shallow sea hexes may be part of a transport network. This represents transport by merchant ships that are not shown as units.

A player who passes on redeploying stacks is considered to have completed redeployment and cannot redeploy further. The opponent then redeploys in succession. When both players pass, the air unit and land unit redeployment segment ends.

10.4 Submarine Attacks

If a land unit stack is redeployed through a transport network that includes shallow sea or sea hexes, it may be attacked by enemy submarines. Fleets and air units are never attacked this way. After the stack reaches its destination, roll two dice for each redeployed stack to determine the result.

Submarine attack table

TurnJapaneseAllied
1941-19432-32-3
1944-19452-52-3

If the total of the two dice is within the value in the table for the attacked side, the whole stack takes 1 hit.

10.5 Stacking Limit Check Segment

After redeployment is complete, check the stacking limits in all hexes. Remove any units that exceed the limits.

Stacking limits:

  • Hex with no port or airfield: one land unit or one air unit.
  • Port or airfield controlled by the player: up to three land units and one air unit. If the hex is a port, up to five more fleets may be stacked (at Dutch Harbor only one fleet).
  • Panama and South Africa: unlimited.
  • A hex in continuing combat: land units are unlimited; air units are limited to two.
  • Chinese land units and supply bases are not subject to stacking limits.

10.6 Unit Rebuilding

After redeployment is complete, the remaining RP may be spent to rebuild attrited units to full strength, if they are in a port, airfield or supply source of the same nationality that the player controls. The cost is 2 RP for a carrier task force and 1 RP for each other unit. RP left unspent at the end of the rebuilding segment is lost.

Note: American and British forces may not share ports, airfields or supply sources for rebuilding. A port, airfield or supply source that was originally the enemy's cannot be used for rebuilding, even if the player controls it.

11.0 Reinforcement Phase

Both players check the reinforcement entries on the game turn record track. Any reinforcement units are placed in a supply source hex of the same nationality. Reinforcements may move and fight from the following turn.

Note: Stacking limits apply only in the stacking limit check segment, so reinforcements may be placed in a supply source hex that would exceed the stacking limit.

12.0 Special Rules

12.1 Turn 1

  • The Japanese TRP is not determined by dice on turn 1; the Japanese always receive 20 TRP. The Allied TRP is zero.
  • Allied air units have no AZOC for the purpose of supply line tracing only.
  • Only the Japanese may conduct operations in the operations phase. However, during turn 1 the Japanese may not enter the hexes of the American mainland, Australia, India (including Ceylon) or New Zealand.
  • No defensive bonus applies in assault landings (see 9.5.1).
  • The Allies have no TRP, but may build up to six supply bases during the supply base construction phase (see 6.6.2). They may redeploy up to five stacks during the redeployment phase.

12.2 China

Chinese units are subject to the following restrictions.

  • Chinese land units may enter only the three initial deployment hexes (0504, 0505 and 0404). A Chinese land unit forced to move to any other hex is destroyed. No Allied units other than air units (see below) may enter these three hexes.
  • Chinese units may not conduct operations. They may not move, but they may be redeployed (see below). They may retreat within the three hexes.
  • China has no supply sources; Chinese land units are treated as always in supply.
  • China's surrender: if at the end of a turn a Japanese land unit is alone at Chongqing (0404), China surrenders. At that point all remaining Chinese units are removed from the map. From then on the Japanese are no longer subject to the China restrictions below.
  • China restrictions: from turn 2 onward, each turn the Japanese must conduct at least one land combat against a Chinese unit (continuing combat counts). If they fail to do so, at the end of that turn the Allied player removes one Japanese land unit from China of the Allied player's choice. From turn 3 onward, if at the end of a turn fewer than three Japanese land units are in China, the Japanese TRP is reduced by 3 in the following turn.
  • Recovery of Chinese units: at the end of every turn, all attrited Chinese units return to their full-strength side (including those in continuing combat). Destroyed Chinese units do not recover.
  • Redeployment of Chinese units: at the end of every turn, after Chinese recovery, the Allied player may redeploy Chinese units within the three hexes. Chinese redeployment does not count against the Allied redeployment stack limit (see 10.1). Units in continuing combat may not be redeployed, but units may be redeployed into a continuing combat hex.
  • Allied air units moving to Chongqing: from turn 6 onward, at the start of each turn, if Rangoon (0306) is not occupied by Japanese land units, the Allied player may place one Allied air unit on the map (including one that arrived as a reinforcement the previous turn) at Chongqing. This decision is made only at the start of a turn, and only once per game. An air unit at Chongqing counts as a Chinese unit and supports land combat. An air unit placed at Chongqing may later be redeployed elsewhere, but after that no air unit may be placed at Chongqing.

12.3 Southern Resources

The Indonesian oilfields were a major strategic objective for Japan. Brunei (0508), Palembang (0408) and Surabaya (0509) show a resource icon.

At the start of a turn, if Japanese land units alone occupy two of Brunei, Palembang and Surabaya, the Japanese TRP for that turn is increased by 1. If they occupy all three, it is increased by 2.

12.4 Allied Resources

At the start of a turn, if Japanese land units alone occupy at least one airfield or port in Australia or India (including Ceylon), the Allied TRP for that turn is reduced by 3. The penalty is the same whether one or both nations' bases are occupied.

13.0 Scenarios

13.1 Standard Game

Play from winter 1941 to autumn 1945. Set up using section 3.3 and determine victory using section 3.2.

13.2 Short Game

The players agree on the final turn. Then they bid to decide which player commands the Japanese. Both players simultaneously bid the number of ports and airfields the Japanese will control at the end of the final turn. The player with the higher bid commands the Japanese. The Allied player wins if the conditions in 3.2 are met, or if at the end of the final turn the Japanese do not control as many ports and airfields as the number the Japanese player bid. Otherwise the Japanese player wins.

13.3 The 1943 Scenario

Starts on turn 6. Victory conditions follow section 3.2. For initial deployment, see the player aid card.

13.4 American Delayed Entry Scenario

A hypothetical setup in which Japan declares war only on Britain and the Netherlands, and American entry into the war is delayed for some reason. See the player aid card for details.

14.0 Play Examples

The following examples illustrate the rules. They are not strategic advice.

14.1 Manila Campaign, Turn 4 (Autumn 1942)

Event phase: The Japanese hold card #2 (midget submarine attack on Sydney Harbour) and the Allies hold card #5 (Allied troop inexperience). The Japanese draw card #3 (Type 95 torpedo) and the Allies draw card #10 (Doolittle Raid). Because it is before turn 9, the Allies declare first. They play #10 and gain 2 RP. The Japanese play #3 and remove one Allied naval unit at Leyte (0607).

Resource point phase: The Japanese roll white 2 and red 3. With BRP 15, TRP is 15 - 1 = 14. The Allies roll white 5 and red 4. With BRP 16, TRP is 16 + 1 = 17. The Allies have more TRP, so they act first in the operations phase.

Supply base construction phase: The Allies spend 8 RP on maintaining and building bases and the Japanese spend 4 RP. The Allies also spend 1 RP in the operations phase to defend Guadalcanal against a possible Japanese threat to Australia (off-map). The RP the Allies can use for the Manila campaign is 17 - 8 - 1 = 8, plus 2 from card #10, for a total of 10. The Japanese can use 14 - 4 = 10 RP for the Manila campaign.

Units involved: Japanese at Kure (0801): carrier task force 1, naval units 2, land unit 1. At Palau (0707): air unit 1, carrier task force 1, naval units 2, land unit 1 (supply base). At Taiwan (0605): naval unit 1, land unit 1. At Hainan (0506): supply base. At Saigon (0507): air unit 1. Allies at Manila (0606): American air unit 1, land unit 1. At Leyte (0607): supply base. At Singapore (0407): British air unit 1, naval unit 1, land unit 1. At Port Moresby (0909): British naval unit 1, land unit 1.

Movement segment: The Allies first move in the Guadalcanal area. The Japanese want to move the Kure and Palau fleets and land units to Manila if they can. Movement costs: Kure, activation plus 3 hexes plus entering an AZOC = 5 RP; Palau, activation plus 1 hex = 2 RP; Taiwan, activation plus 1 hex = 2 RP. The total of 9 leaves 1 RP, but the Japanese want to keep 3 RP for unit rebuilding, so the Taiwan move is dropped. The Japanese place the target marker on Manila and activation markers on Kure and Palau (2 RP), then move those stacks to Manila (5 RP). The Japanese carrier task forces 2, naval units 4 and land units 2 advance on Manila.

The Allies defend Manila and spend all 10 RP on it. They place a target marker on Manila. Singapore: activation plus 2 hexes = 3 RP. The Japanese air unit at Saigon does not disrupt this move: entering 0507 is a move into a hex with a friendly-to-Japan air unit, and moving from 0507 to 0606 is a move into an AZOC, which the American air unit at Manila cancels. Port Moresby: activation plus 4 hexes plus AZOC entries (0708 and 0607) = 7 RP. Fleets may not move from 0909 to 0908. The Allied land units transported to Manila disembark at once because no enemy land unit is in the target hex, bringing Manila to three land units.

Combat segment: The Allies have more TRP, so they choose the order of resolution. Only Manila contains both sides' units. Because the Japanese assault from the sea, fleet combat is resolved first.

  • Japanese fleet strength: carrier task forces (2 × 2) + task force bonus (2 × 2) + naval units (1 × 4) + air support (2 × 2) = 16, plus die 4 = total 20.

Printing error in the source: the Japanese edition prints the Japanese total as 30. Its own arithmetic (16 + 4) gives 20, and the printed difference of 11 (20 against 9) also gives 20. The total is therefore given here as 20; the rest of the example is unchanged.

  • Allied fleet strength: naval units (1 × 2) + air support (2) = 4, plus die 5 = total 9.

The difference is 21 in the Japanese favour, but the Japanese have 6 fully strengthened fleet units, so the Allies take 6 hits. Each Allied naval unit absorbs only 2 hits, so both are removed; surplus hits are ignored. The Japanese take half of 11 (rounded down), 5 hits, but the Allies have only 2 fully strengthened fleet units, so they actually take 2 hits. The Japanese attrite two naval units. Because the Allied die shows 5, one Japanese air unit at Palau takes 1 hit and is attrited.

Having won the fleet combat, the Japanese may conduct the assault landing.

  • Japanese land strength: land units (1 × 2) + carrier support (1 × 2) + air support (2) = 6, plus die 3 halved to 1 = total 7.
  • Allied land strength: land units (1 × 3) + assault defensive bonus (1) + air support (2) = 6, plus die 1 halved to 0 = total 6.

The difference is 1 in the Japanese favour, so the Allies take 1 hit and attrite one land unit. The Japanese take no loss (half of 1, rounded down, is 0). Because the difference is 1 or 2, the combat becomes continuing combat: place a continuing combat marker and resolve land combat there next turn.

At the end of combat, Manila holds the following. Japanese: land units 2, carrier task forces 2, naval units 4 (2 attrited). Allies: land units 3 (1 attrited), air unit 1.

Redeployment and rebuilding phase: Land units in Manila are in continuing combat and cannot be redeployed. The Japanese fleets must return to a friendly port. Manila is Allied-controlled, so the Japanese fleets cannot return there. Note: if the Japanese want to rebuild the two attrited naval units with 2 of their remaining 3 RP, they must redeploy them to a port they controlled at the start of the game, because a port controlled by the enemy cannot be used for repairs.

14.2 Turn 1 Example

On turn 1 the Japanese naval unit 2 at Hainan carries land unit 2 to Singapore. Combat and assault landing are resolved as described in section 9.6.2.

15.0 Optional Rule: Japanese Sudden-Death Victory

This is the optional rule given in the designer's section of the Japanese edition for players who want a quicker goal for the Japanese early in the game. It is a complete rule set and is not part of the standard game.

The Japanese may win a sudden-death victory (a short peace with America) as follows:

  • Whenever the Japanese take a port or airfield that the Allies controlled at the start of the game, roll two dice to determine whether a short-war victory (peace with America) has been achieved. If the total is less than or equal to the value below, America accepts peace and the Japanese win immediately.
  • Value: the number of ports and airfields controlled by the Japanese at the time of the roll, minus (–) the number of fully strengthened Allied carrier task force units at the time of the roll. The Japanese also count ports and airfields that were controlled by the Allies at the start of the game and are now controlled by the Japanese.

Example: The Japanese control Singapore, Brunei, Rabaul and the Gilbert Islands, and the Allies have three fully strengthened carrier task force units. At Midway a naval battle occurs; one Allied carrier task force unit is removed and the Japanese take the airfield. The Japanese then roll two dice. If the total is 2 or less, the Japanese win immediately.

This victory condition is disabled once the event card #1943-09 "Vengeance Operation (Naval Incident)" is drawn.

  • 9.6.1 Applying Hits
  • 9.6.2 Additional Hits Against Air Units
  • 9.6.3 Post-Combat Retreat
  • 9.7 Continuing Combat