Order
of Battle
A two-player game covering the American (and Australian)
offensive against Japan throughout the decisive year of 1944. Playing Time:
8 + hours Start: January 1944 End: After December 1944
5.1 Japanese
Controlled Territory Japan, Philippines, Formosa, Marshall Is. Burma,
New Britain New Ireland, Narau Is.Malay
Barrier and Islands-all island hexes (except the Aleutian Islands) to the northeast
of the line W3007-W1415- E1406, following the hex grain to the northeast; this
includes hexes in the line itself.
5.2 American Controlled Territory
Hawaii,
Australia, Samoa, Midway, Johnston Is. Fr. Frigate Shoals, Palmyra, Fiji, Solomon
Is. Gilbert Is. New Caledonia New Hebrides, Alaska New Guinea*
*
Hexes E1508/1608/1709 and eastward only
5.3 Japanese Setup and Order
of Battle
13 offensives; 6 EPs in ER
Singapore, Tainan (Formosa),
Cam Ranh Bay: Supply base (one in each) Rabaul, Truk, Yokohama:
Supply base, 6-3 infantry, and 4-3 marine in each Kwajalein, Saipan, W3327: Large
airfield and 6-3 infantry in each Wotje, Eniwetok, Guam, Tinian, Iwo Jima:
Small airfield and 6-3 infantry in each Palaus, Okinawa, Wake, Iwo-lima;
Noumea: Small airfield in each Truk, Rabaul, the Marshalls (anywhere),
the Marianas (anywhere): Fortification marker in each In any Japanese
supply base (all in one task force): 7 BBs (Yamato, Musashi, Yamashiro,
Nagato, Fuso, Kongo, Haruna), 3 CVLs (Hosho, Zuiho, Chiyoda) each with 2-4/3 naval
air, 4 CVs (Shokaku, Zuikaku, Hiyo, Junyo) each with 3-4/3 naval air In
any Japanese controlled hexes: 3-3 infantry (x5), 6-3 infantry (x10), engineers
(x2), 7 supply markers In any Japanese controlled ports: 4 SSs, 15 DDs,
12 CLs, 16 STPs, 13 CAs (Haguro, Chikuma, Mogami, Kumano, Suzuya, Atago, Takao,
Chokai, Maya, Nachi, Ashigara, Myoko, Tone) In any Japanese controlled
airbases: 4*-6/3 fighter (x4), 3-4/3 naval air (x2), 6-10 bomber (x3), 4-14
bomber (x2), 5-12 bomber (x3), 4-8 bomber (x3)
IN JAPANESE FORCE POOL 3-3
infantry (x17), 6-3 infantry (x8), 4-3 marines (x2), 4*-414 fighter, 4*-6/3 fighter,
3-414 naval air, 4-14 bomber (x2), f-101(1) bomber (x2), _6-12 bomber ON
TURN TRACK Spring:
4*-414 fighter, SS, CV (Taiho) with 3-4/4 naval air Summer:
SS, 2 CVs (Amagi, Unryu) each with 3-4/3 naval air
5.4 American Setup
nd Order of Battle
The American player sets up after the Japanese player.
He cannot examine Japanese units (except for the top counter) in any hex. The
Japanese player must tell him, however, where the Japanese task force is based.
All
U.S. subs are improved. 24 offensives, 10 EPs
In position to perform
strategic warfare: 2 SSs Pearl Harbor: Supply base, large airfield,
8-3 infantry, 3-4 armor, 10-3 marines (x2), engineers, paratroops, 13 BBs (Nevada,
Maryland, West Virginia, Tennessee, Pennsylvania, New Mexico, Mississippi, Idaho,
North Carolina, Washington, South Dakota, Indiana, Massachusetts), 7 CVLs (Independence,
Princeton, Belleau Wood, Cowpens, Monterey, Cabot, Langley) each with 2-3/3 naval
air, 7 CVs (Enterprise, Saratoga, Essex, Lexington ll, Yorktown II, Bunker Hill,
Intrepid) each with 3-3/4 naval air Kiska, Johnston, Palmyra Is.: Small
airfield in each Midway: Large airfield Gilbert Islands: Large
airfield (x2), 10-3 marines (x2), engineers Fiji, Samoa, New Caledonia:
Large airfield and an 8-3 infantry in each Solomon Islands: Large airfield
(x3; in clear hexes), 8-3 infantry (x3); engineers New Guinea: Large
airfield (x2), 8-3 infantry, 8-3 Australian infantry, paratroops, engineers Australia:
Supply base (x2), large airfield (x2), 8-3 Australian infantry (x2), 8-3 U.S.
infantry (depleted), 4-(3) Australian garrison (x3), U.S. paratroop, 4*-4/3 Australian
fighter Anchorage, Alaska: 3-3 infantry In any American-controlled
ports (including Australia): 4 SSs (improved), 16 DDs, 7 CLs, 10 CAs (San
Francisco, New Orleans, Louisville, Pensacola, Salt Lake City, Chester, Portland,
Minneapolis, Indianapolis, Baltimore), 4 CVEs (two with 1-3/1 naval air each and
two with 1-3/2 naval air each), 20 STPs On any American-controlled airbases:
4*-3/2 fighter (x2), 4*-7/2 fighter (x2), 4*-4/3 fighter (x2), 7-12/(1) bomber
(x4), 6-10/(2) bomber (x4), 5-9 bomber (x3), 4 ATPs Any American-controlled
hexes: 7 supply markers IN
ALLIED FORCE POOL 3-3
infantry (x10), 3-3 Australian infantry (x2), 8-3 infantry (x4), 20-3 infantry,
5-3 marines (x5), 10-3 marines (x2), paratroops (x2), engineers (x2), 4-4 armor,
11-4 armor, 4*-6/4 fighter (x2), 3-3/4 naval air (x5), 7-12/(1) bomber (x2), 6-10/
(2) bomber (x2), 10-16/(3) bomber (x2), 6 SSs, 4 DDs ON
TURN TRACK Spring:
SS, 2 BBs (New Jersey, Iowa), CVL (Bataan) with 3-3/3 naval air (depleted),
3 CVs (Franklin, Wasp ll, Hornet II each with 3-3/4 naval air (depleted) Summer:
10-16/(3) bomber, 2 SSs, BB (Wisconsin), CVL (San Jacinto) with 3-3/3 naval
air (depleted), CV (Hancock) with 3-3/4 naval air Autumn: SS, 3 BBs
(New York, Arkansas, Texas)
5.5 Special Rules
Modify
the income of the two sides as follows.
In the Spring and Summer Turns: Japan:
110 EPs per seasonal turn (minus effects of strategic warfare)
U.S.: 135
EPs per seasonal Turn The
U.S. player is not required to spend any portion of his EP income on naval construction. In
the Autumn Turn: Japan 70; U.S. 100
U.S. units cannot enter the monsoon weather zone during the scenario.
5.6
Victory
Victory is determined by adding up American victory points
at the end of the scenario. The American player earns victory points for controlling
the following locations or accomplishing the listed objectives by the end of the
scenario. A location is considered controlled if all hexes are friendly to the
U.S. player. Victory
Points for U.S. Control
Marshall Islands 3 Marianas Islands 4 New
Guinea 4 Each hex in Philippines 1* Each airbase in Philippines 3 Non-airbase
hexes only.
*A maximum of 10 victory points can be gained for territory
in the Philippines.
The U.S. player also gains 1 victory point for every
Japanese supply base he captures or destroys during the scenario (maximum of 3
points per game). Subtract
1 victory point from the U.S. player's total for each minor port or small airfield
hex that started the game controlled by the U.S. but was controlled by Japan at
the conclusion of the scenario. Subtract 3 points for major ports or large airfields
that were taken from the US by Japan
Victory
Points | Victory
Level | 6
or fewer | Strategic
Japanese | 7-8 | Decisive
Japanese | 9-11 | Minor
Japanese | 12-14 | Minor
American | 15-17 | Decisive
American | 18
or more | Strategic
American |
|