W102 Invasion Australia Rules v2
W102 Invasion Australia Rules v2
1.0 INTRODUCTION
2.0 COMPONENTS
3.0 SET UP
4.0 VICTORY CONDITIONS
5.0 CONTINGENTS & HEX CONTROL
6.0 TURN SEQUENCE
7.0 NAVAL SUPERIORITY
8.0 LOGISTICS POINTS
9.0 STACKING
10.0 REINFORCEMENTS
11.0 UNIT STEP STRENGTH &
REFITTING
12.0 REPLACEMENTS
13.0 ZONES OF CONTROL
14.0 AIR UNIT MOVEMENT
15.0 GROUND UNIT MOVEMENT
16.0 AIRLIFT
17.0 SEALIFT & AMPHIBIOUS Note: To remove the rules from this magazine, carefully and slowly peel them from the subscription
ASSAULT card by peeling from the top and then the bottom meeting in the middle. Do not remove the card.
18.0 COMBAT (GENERAL) These rules use the following color system: Red for critical points such as errata and excep-
19.0 AIR COMBAT tions, Blue for examples of play. Check for e-rules updates to this game at decisiongames.com
Reduced Stripe
Type Symbol
2.1 Game Map
Unit ID
The game map shows the militarily significant terrain of northern
Australia. The hexagonal grid regulates the placement and movement
of units on the map. A unit is in only one hex at any one time. Each
hex contains natural and/or man-made features that affect movement Combat Factor Movement Factor
and combat, and has a unique four-digit identification number printed
Type Symbol: Identifies the type of combat unit. Some unit types have
within it.
special abilities.
2.2 Charts and Tables Unit Size: The unit’s echelon.
Combined Combat Results Tables (CRT) Anti-aircraft Factor: The unit’s ability to defend itself from enemy
CRT Shifts Chart: Shows CRT column shifts for various types of combat. air attack.
Turn Record Tracks (TRT): Each side has a TRT. Reinforcements are Combat Factor: The basic combat power of the unit to fight against
placed on the track for the turn in which they enter play. enemy ground forces. A parenthesized strength means it can only defend.
Logistics Points (LP) Track: Used by both sides to track Logistics Points. Movement Factor: The basic number of hexes the unit can pass through
Staging Areas: Holding display for friendly units available for deploy- in a single move.
ment onto the map. For the Japanese, this represents controlled areas in Contingent: The abbreviated nationality or major command of the unit.
New Guinea and the Netherlands East Indies; for the Allies, it represents Contingents are also identified by the counter color (2.12).
central Australia.
Unit Size Symbols:
Naval Displays: Holding display for naval gunfire and carrier task force
XXX: Allied Corps HQ, Japanese Army HQ
markers, plus carrier aircraft which can potentially come into play.
X: Brigade
Units for Replacement Displays: Holding display for designated units
III: Regiment
that have been eliminated and can be replaced.
| |: Battalion
Units Eliminated Displays: Holding display for units which have been
[-]: Group or Task Force
permanently eliminated.
Naval Superiority Table: Used to determine which side holds naval 2.6 Ground Unit Types
superiority. Mechanized
Terrain Effects Chart (TEC): Shows the effects of various terrain types Armor Amphibious Tractor
on movement and combat. Armored Cavalry/Light (Amtrac)
Terrain Key: Shows examples of different terrain types. Armor
Reinforcement Code
SSD: South Seas Detachment
SXA: Southern Expeditionary Army
Tei Sh: Teishin Shudan (Airborne Raiders)
Unit ID
Air Type
Allies
Ground Attack Factor Range
• Australian (AU):
Important: The reverse side of air units shows their based side (when on 1 C: 1st Corps
the ground). The front shows their status when flying missions. A: Armored
Air Combat Factor: The unit’s strength and ability to engage in air CF: Citizen Force
combat. A parenthesized strength means it can only defend. Ind Cos: Independent Companies
Ground Attack Factor: The unit’s ability to attack enemy ground units. MD: Military District
Range: The number of hexes through which the unit can move to Mot: Motorized
conduct missions. NAOU: North Australia Observer Unit
Carrier Air: This type of aircraft may base on aircraft carriers. Units that NTF: Northern Territory Force
can operate from a carrier have an anchor symbol ( ). RAAF: Royal Australian Air Force
Type: Aircraft units are noted with the following categories. SG: Support Group
A: Ground Attack F: Fighter TSLI: Torres Strait Light Infantry
B: Bomber FB: Fighter-Bomber • New Zealand (NZ):
CB: Carrier Bomber SB: Seaplane Bomber NZXF: New Zealand Expeditionary Force
CF: Carrier Fighter SF: Seaplane Fighter • United States (US):
2.9 Naval Units Amtrac: Amphibious Tractor
Naval Gunfire Task Force (GTF): The large number CB: Construction Battalions (Seabees)
on the counter is the unit’s bombardment factor. M: Marine Corps
TF: Task Force 6814
4.0 VICTORY CONDITIONS Important: Air and naval units cannot control hexes.
There are two ways to win Invasion Australia: End Game and
5.2 Area of Operations
Sudden Death.
Both sides may move units onto the hexagon part of the map. Units can
4.1 End Game Victory enter friendly displays but not enemy displays.
At the end of the final GT, each side totals up Victory Points (VP). This is
6.0 TURN SEQUENCE
based on the control status of certain hexes and the elimination of enemy
Every GT of Invasion Australia consists of two Player Turns: Japanese
units (5.0).
and Allied. Within a GT, each side conducts a series of phases within
4.2 Victory Point and Victory Levels which various actions are executed. All actions must be conducted in the
VP are awarded as follows: sequence listed.
• Control of Darwin and/or Townsville (each): 5 VP
6.1 Procedure
• Japanese only: Control of Allied supply hexes on the south map edge
Naval Superiority Phase: The Naval Superiority Table is checked to
(each): 4 VP
determine the degree of naval support for the turn (7.0).
• Control of other towns (each): 3 VP
• Control of stations with airfields or ports (each): 1 VP Japanese Player Turn: The Japanese execute the following sequence:
• Each enemy air unit in the Units Eliminated Display: 1 VP 1) Air Unit Basing Phase: Return all friendly air units to friendly
• Each enemy ground unit with a combat factor of 5 or greater in the controlled on-map airfields, or staging and carrier displays. Any air
Units Eliminated Display: 1 VP unit that cannot land is eliminated (14.4).
2) Reinforcement Phase: Deploy reinforcements due this GT to the
Subtract the lower VP total from the higher, with the difference determin-
friendly Staging Area (10.0).
ing the level of that victory:
3) Logistics Phase:
25+: Strategic Victory
a) LP Adjustment Segment: Adjust the LP track to reflect of the
15–24: Operational Victory
number of LP available for this GT (8.0).
5–14: Tactical Victory
b) Refit and Replacement Segment: Conduct refit (11.3) and
0–4: Draw
replacement (12.0)
4.3 Sudden Death Victory c) Build Segment: Build new bases and entrenchments (24.0).
The game comes to an immediate end and the indicated side gains a d) Demobilization Segment: May demobilize friendly Base units
Strategic Victory if either of the following conditions are in effect: on the map (10.2.3).
• Japanese Sudden Death: Japanese ground units occupy all towns e) Supply Check Segment: Determine supply status for all
on the map. friendly units and conduct any attrition checks (23.0).
• Allied Sudden Death: At the end of GT 3, there are no Japanese 4) Movement Phase:
ground units occupying any port or airfield hexes on the map, a) Air Unit Transfer Segment: Fly air units from the Staging
excluding the Japanese Staging Area. Area to on-map airfields at a cost in LP (14.4.1).
b) Airlift Segment: Move ground units from the Staging Area
5.0 CONTINGENTS & HEX CONTROL
onto the map via airlift movement and conducts any airborne
Each side has several contingents. A side which controls a contingent
assault moves (16.0).
also commands all its forces. Contingents include:
c) Sealift Segment: Move ground units from the Staging Area
Japanese
onto the map via sealift movement, to include amphibious assaults
IJA: Tan with black letters
(17.0, 17.3).
IJN: Brown with black letters
d) Ground Movement Segment: Move ground units on the map
Allied up to their movement factor (15.0).
Australian: Light blue with black letters e) Air Movement Segment: Fly air units from the Staging Area
New Zealand: Dark blue with white letters and on-map airfields for missions (14.0). Air units which performed
US: Olive with black letters an air transfer may fly missions during the player turn (14.4.1).
Important: Units which move via Airlift or Sealift cannot move in
the ensuing Ground Movement segments.
5.1 Control of Hexes
5) Combat Phase:
Control status of a hex can change from one side to the other each time a
a) Air Combat Segment: Use air units on the map to attack
unit of the opposing side moves into it. Any given hex’s control status may
enemy air units (19.0).
potentially switch back and forth any number of times during play. A side
b) Ground Attack Segment: Use air units on the map to attack
controls a hex if:
enemy ground units (20.0).
• Both sides: A friendly ground or static unit occupies the hex,
c) Naval Gunfire Segment: Use naval gunfire (if available) to
irrespective of EZOC (13.0).
attack enemy ground units (21.0).
• Allied only: No Japanese units or ZOC are in the hex.
d) Ground Combat Segment: Use ground units on the map to • 1 each for a friendly Base unit occupying Darwin and Townsville
attack enemy ground units (22.0). (each); plus,
• Roll 1d6
Allied Player Turn: The Allies execute the same sequence as listed
Example: The Japanese LP amount for a GT is 18, a Japanese Base
above for the Japanese.
occupies Darwin (plus 1), and the die roll is 3 so the final LP total for the
End of Turn: If this is the last GT of the scenario, the game comes to an GT is 22.
end. Otherwise, each side moves their turn marker one space forward.
8.2 LP Staff Work
6.2 Turn Record Tracks (TRT) • Unused LP may be accumulated from GT to GT.
Each side has a TRT. Place the turn marker on the current GT, as well as • LP may be used with any friendly contingent.
any reinforcements due that GT (10.0). • To utilize LP, declare the action that is being conducted, then deduct
the points. The number of LP cannot be adjusted below zero.
7.0 NAVAL SUPERIORITY
During the Naval Superiority Phase, one side rolls 1d6 (Japanese 8.3 Logistics Actions
roll on odd numbered turns, Allies on even) and consults the Certain actions cost a varying number of LP as listed on the Logistics
Naval Superiority Table to determine who has naval superiority. Table. LP are expended for the following:
Flip the Turn markers to show which side has naval superiority.
Deployment from Staging Area to Map: Move the units from the
• DRM are listed below the table. DRM are cumulative.
friendly Staging Area to the map. There are four types of deployment:
7.1 Effects 1) Air Unit Transfer: During the friendly Air Unit Transfer Segment,
The side with naval superiority: move air units to friendly functional airfields on the map. Air units can
• can employ sealift (17.0). move up to twice their printed range factor from the Staging Area
• can use the Naval Gunfire TF unit for combat support once during the to an on-map airfield. When they land, place them on their Based
GT (21.0). (reverse) side.
2) Sealift: During the friendly Sealift Segment, move ground units via
The side without naval superiority:
naval transport to:
• cannot employ sealift.
a) Friendly occupied or empty ports and coastal hexes (17.2).
• cannot employ Naval Gunfire or Carrier TF units.
b) Amphibious assault (17.3).
7.2 Parity 3) Airlift: During the friendly Airlift Segment, move units via Air
In the event of parity: Transport and Airborne Assault to the map per (16.0).
• Both sides can employ sealift. 4) Allied Ground Entry: Allied units move from the Allied Staging
• Neither side can employ Naval Gunfire or Carrier TF units. Area onto the map during the Ground Movement Segment of the
Allied Player Turn (15.0).
7.3 Carrier Air
Important: LP are not expended to move reinforcements from the TRT
If the result included “+Carrier,” that side can use carrier aircraft and the
to the Staging Area.
Carrier TF marker (14.5).
Refit Actions: Refit is used to restore reduced ground units to full
7.4 Carrier TF and Gunfire Support TF Markers
strength during the friendly Reinforcement Phase.
• Both markers are initially placed in the friendly Naval Display.
• Expend the required number of LP and return the unit to its full-
• When Naval Superiority Table results allow, one or both markers
strength side.
become available and are moved to the map (14.5, 21.0).
Important: The unit must be able to trace a LOS (23.0).
• At the start of the ensuing Naval Superiority Phase, return the markers
to the Naval Display. Build & Replacement Actions:
• Both markers may be utilized any number of times in a scenario. • Build is used to:
a) Build base units (at reduced strength) and militia;
8.0 LOGISTICS POINTS
b) Place entrenchment markers on friendly units.
Logistics Points (LP) are a quantification of the overall sealift and ground
• Replacement is used to rebuild eliminated air (which were aborted),
logistical capabilities of both sides as well as command and control
base, engineer and militia units.
capabilities. The number of LP are indicated by using the LP markers on
each sides respective LP Track. Supply: During the friendly Logistics Phase, LP may be expended to
maintain certain units on the map (23.0).
8.1 Available LP
The number of LP that each side receives each GT are listed on the GTRT. HQ Support: During the friendly Combat Phase, LP may be expended to
During the Logistics Phase, each side adjusts the LP Track to reflect the shift attacks one column to the right (22.2).
number of LP available during that GT. The number of LP received each LP
Adjustment Segment are equal to:
• The LP number on the player’s GT track; plus,
• Some units have only one step and are not back printed. They are • If otherwise qualified, a stack exerts a ZOC, regardless of the phase,
combat effective on the front and eliminated when reduced (2.5) player turn or if the units in the stack are full strength or reduced, tried
or untried, supplied or unsupplied, mobile or static.
11.2 Losses
• ZOC extend into and out of all types of terrain and across all types of
• If a two-step unit suffers a step loss, it is flipped over so its reduced
land hexsides. They also extend into enemy occupied hexes.
side (the side with the lower combat factor and white stripe) shows.
Exception: ZOC do not extend across all-sea hexsides.
• If a reduced two-step unit suffers a further step loss, it is permanently
• Air and naval units do not exert ZOC.
eliminated and removed from the map.
• A one step unit is eliminated if it takes a step loss. 13.2 ZOC & Movement
• If a combat result calls for more units to be reduced than participated • Ground units must halt their movement when entering an EZOC. There
in the combat, reduce all participating units, and ignore any remaining is no additional movement factor expenditure to enter an EZOC.
reductions. • Units may move out of EZOC only if they:
1) Retreat or advance after combat (22.0); or,
11.3 Refitting
2) They disengage by moving, in a subsequent Movement Phase, into
Refit is performed during the Refit and Replacement Segment of the
a hex not in an EZOC.
friendly Logistics Phase (6.1).
• A unit may never move directly from one EZOC to another.
• The amount of LP required to refit certain unit types is provided on the
• Airlift (16.0) and Sealift (17.0) movement are not blocked by EZOC.
Logistics Table.
13.3 ZOC Effects
Important: Allied fortress units may not refit when reduced. • Units in an EZOC are not required to attack (22.1).
• EZOC impact retreats after combat but have no effects on advances (22.5).
• LP are expended for each unit to refit, and the units are then flipped to • LOS ends in the first hex containing an EZOC (23.7).
their full-strength side. • EZOC do not block the deployment of reinforcements or affect control
• The unit being refitted must be able to trace a LOS (23.0). of hexes.
Important: Eliminated units cannot be returned to play through the refit • The presence of friendly units does not negate an EZOC for any purpose.
process. Only select eliminated units may return as replacements (12.0).
14.0 AIR UNIT MOVEMENT
12.0 REPLACEMENTS Air units fly from airfields and displays, conduct missions on the map, and
Certain eliminated units can be returned to play. remain in the air over their target hexes until the ensuing Basing Phase.
• Combat is executed in the respective Combat Segment for the type Exception: The New Zealand unit may conduct joint attacks with
of attack. Australian units.
• Results are applied differently, depending on the type of attack. • Units of different contingents may defend jointly when stacked
• All combat is conducted via the Combined Combat Results Tables together (9.4)
(CRT). There are two CRTs:
18.3 Shifts
1) The Japanese CRT is used whenever Japanese units are attacking.
A shift is an alteration of the combat ratio determined above.
2) The Allied CRT is used whenever Allied units are attacking.
• A shift to the right favors the attacker; a shift to the left favors the defender.
Designer’s Note: The difference in the tables is due to tactical doctrines. • If both the attacker and defender have shifts, subtract the defender’s
shifts from the attacker’s and use the final shift.
18.1 Procedure
• If a ratio column is shifted above or below the maximum or minimum
Each combat is resolved individually in the following sequence:
odds, then use the right or left most column, respectively.
1) The attacker declares which attacking units will be attacking which
• All shifts are applied, and the cumulative total for each type is used.
defending units.
Example: An Australian attack is initially determined to be 200% The
2) Total the combat strengths of all attacking units.
Australian attack is concentric and thus gains one column shift to the
3) Total the combat strength of all defending units.
right, but the Japanese are defending in rough terrain and gain two
4) Divide the attacker’s strength by the defender’s strength then
column shifts to the left. This produces a net shift of one to the left, so
multiply by 100% to get a percentile.
the attack is resolved on the 150–199% column.
5) Consult the CRT under the appropriate percentile column.
6) Apply any shifts to the ratio column, depending on the type of 19.0 AIR COMBAT
combat, to arrive at the final column (18.3). Phasing air units attack enemy air units in the Air Combat Segment.
7) The attacker rolls 1d6 and cross indexes it with the final column.
19.1 General
8) Immediately apply the result.
• Air combat is conducted only against other air units in the same hex.
Example: The Japanese 11/5 infantry, at full strength, and 21/5 Infantry
• Air units in hexes adjacent to enemy air units cannot attack them.
at reduced strength, totaling 10 combat factors, attack the Australian
• Use the air combat factors of the attacking and defending air units.
19/6 Infantry, at full strength, totaling 6 combat factors. The combat is
• Air units that are based in a hex and are not flying remain in the hex
resolved on the 150–199% column.
and can be affected by ground attacks (20.0).
18.2 General • Ignore the anti-aircraft factors of any ground units which may be in the
• The attacker selects the order in which attacks are resolved. Attacks hex—only aircraft engage in combat during the Air Combat Segment.
do not need to be declared in advance.
19.2 Fighters
• An attacking unit can conduct a maximum of one attack per
Only fighter units (F, CF, SF) have unparenthesized air combat
Combat Phase.
strengths, indicating their ability to conduct attacks against
Exception: Air units and banzai attacks (20.1), (22.6).
other air units. All other air units have parenthesized combat
• A defending hex of units can be attacked only once per Combat Phase.
strengths, indicating they can only defend in air combat.
Exception: Banzai attacks (22.6).
• Phasing fighter units must attack enemy air units, both fighter and
• A unit’s combat factor is always unitary. A unit’s combat factor may
non-fighter, in the same hex.
not be divided among different combats on attack or defense.
• Non-fighters defend normally against enemy air attacks.
• A unit must be capable of attacking in that phase in order to attack.
• If no fighter aircraft from either side are present in a hex, no air
• Air units can attack in both the Air and Ground Attack Segments, for a
combat occurs.
total of two attacks in a GT.
• Ground units can attack only in the Ground Segment. 19.3 Air Combat Resolution
• A unit must have a printed combat factor of “1” or more to be able • Combat is resolved normally (18.1).
to attack. • Use the attacking air unit’s air combat factor against the defending
• Air units can attack only enemy units (ground or air) in the same hex. air units.
• Ground units attack enemy ground units in adjacent hexes. • There are no column shifts for air combat (18.3).
• Ground units cannot attack enemy air units, but may defend against them. • Results are implemented in the order indicated on the Combat Results
• Ground and air units of different contingents may not participate in the Explanations Chart.
same attack. • The owning side chooses the units that are to be eliminated or
• Units from one contingent may conduct an attack while stacked with aborted, if a choice is available.
units from another contingent. Any attacker losses must be incurred • If an air unit is eliminated: Remove it from the map and place it in
by the attacking contingent units only, and units from the other the Units Eliminated display.
contingent may not conduct a subsequent attack on the same hex in • If an air unit is aborted: Place it in the Units for Replacement
that GT. Display. These units may be replaced (12.0).
20.0 GROUND ATTACK COMBAT • Coastal Bombardment can only be conducted against port hexes
Air units attack enemy ground units in the Ground Attack Segment. containing enemy units (but not other coastal hexes).
• Coastal Bombardment is conducted in the friendly Naval Gunfire
20.1 General
Segment of the Ground Combat Phase prior to any ground combat
• All air units must attack enemy ground units in the same hex. They
against the hex.
cannot attack enemy ground units in adjacent hexes.
• Air units that conducted air combat in the immediately preceding Air 22.0 GROUND COMBAT
Combat Segment in the same hex, whether attacking or defending, Ground units attack enemy ground units in the Ground Combat Segment.
can also conduct ground attack combat.
22.1 General
• Up to four air units, flying a mission together in a single hex, may
• Ground units may attack enemy ground units in adjacent hexes.
attack enemy ground units in the same hex (9.3).
• Units are not required to attack—attacks by ground units are always
20.2 Ground Attack Resolution voluntary. However, once declared an attack may not be called off.
• Combat is resolved normally (18.0). • For each attack, all attacking units must be adjacent to all defending units.
• Use the attacking air unit’s ground attack factor against the defending • A single attacking unit can attack only one enemy occupied hex, even
ground unit’s anti-aircraft factor. if adjacent to more than one such hex.
• Ignore any enemy air units in the hex. • If there is more than one attacking unit in a hex, the attacker can
• Total all ground unit anti-aircraft strengths in the hex into one allocate them to different attacks.
combined factor. Example: Two Australian units in Wyndham (hex 2625) are adjacent
• The defending force receives column shifts to the left on the CRT for to Japanese units in hexes 2626 and 2725. Both units could attack
in-hex terrain per the TEC. They do not receive shifts for hexside terrain. one of those two hexes, or each unit could attack one each of the two
• If the defender’s hex contains an Entrenchment marker, one additional enemy hexes.
column shift to the left on the CRT is obtained (24.0). • All defending units in the same hex must be attacked as a single
defense strength.
20.3 Ground Attack Results
• A single defending unit cannot be attacked more than once per
• Results are implemented in the order indicated on the Combat Results
Combat Segment.
Explanations Chart.
Exception: Banzai attacks (22.6).
• Any air unit eliminations and aborts are resolved in the same manner
• Only mobile ground units can attack. Static units cannot attack but
as with air combat (19.3).
defend normally.
• If a result calls for ground units to be reduced, the attacker designates
• Air units flying missions over a hex or based on airfields do not affect
which enemy units are to be reduced.
ground combat.
• Each defending ground unit must receive one step reduction before
• Ground units cannot attack across all-sea hexsides.
any ground unit can receive a second step loss.
Exception: Amphibious assaults (17.3).
• The attacker can also eliminate Based air units in the target hex, with
each counting as a single step loss. 22.2 Attacker Combat Shifts
Important: Ground attack factors are used only when attacking and have Concentric Attack: If attacking units are on the opposite sides of
no effect in the defense. Also, note that this is the only time when the a defending hex, or are attacking from three sides such that they are
attacker can designate which enemy units will be reduced. adjacent to all defending hexsides, the attacker receives one column shift
Example: A Japanese attack on an Australian full-strength base and two to the right on the CRT.
reduced ground units at Derby (hex 2730) produces a D2r result on the • Fortress units, entrenchment markers, sea hexes and map edges do
CRT. As a result, the Japanese can reduce the base. not negate concentric attacks.
21.0 NAVAL GUNFIRE Headquarters Support: If one or more attacking units are within the
The Naval Gunfire TF is obtained as a result of the Naval command radius of a friendly HQ, then one LP may be expended to obtain
Superiority Table. Naval Gunfire may be used to conduct one column shift to the right on the CRT for that attack.
coastal bombardment during the Naval Gunfire Segment of • The command radius is the MF of the HQ unit, and is traced in the same
the Combat Phase. way as a LOS from the unit being supported back to the HQ (23.0).
• A single HQ can provide support to any number of attacks. Each such
21.1 Coastal Bombardment
supported attack requires the expenditure of one LP (8.3).
Coastal Bombardment is conducted in the same manner as Ground Attack,
and uses the Ground Attack column on the TEC, but use the Naval Gunfire 22.3 Defender Combat Shifts
TF combat factor against the defending ground units’ total anti-aircraft Defending units receive CRT column shifts for terrain.
strength (20.1). • Terrain shifts can be for the terrain in the defender’s hex, and/or
Important: Any adverse results on the CRT, i.e., AR or E1, are ignored, along hexsides.
and only effects against defending units are applied. • Japanese and Allied defenders have different shifts for certain terrain
types as reflected on the TEC.
• If defending along hexsides, then all attacking units must be attacking 22.5.3 Advance After Combat
across those hexsides. If an attack eliminates all defending units in a hex or forces them to
• If more than one defensive terrain type applies, the defending player retreat, the attacking player may occupy the vacated hex with any
may choose the terrain used. participating attacking mobile ground units.
• If the defender’s hex contains an entrenchment marker or a fortress • Advance after combat is at the attacking player’s discretion.
unit, then an additional column shift to the left is received (24.3). • Advance after combat does not require the expenditure of MP.
• Advance after combat may enter and move through EZOC.
22.4 Combat Resolution
• The hex advanced into must be terrain the unit could otherwise enter.
• Combat is resolved normally (18.0).
• Advancing units cannot enter an enemy-occupied hex and cannot
• Use the attacking units’ combat factor(s) against the defending units’
conduct additional attacks during or after the advance.
combat factor(s).
Exception: (22.6)
• Results are implemented in the order as stated on the Combat Results
• Advancing units must comply with stacking restrictions (9.2).
Explanation Chart.
Important: Defending units, including static units, can never advance
• The owning side chooses which units are to be eliminated, reduced, or
after combat.
retreated if there is a choice, unless otherwise indicated.
22.5.4 Length of Advance
22.5 Retreats and Advances
Allied mechanized units: may advance up to two hexes. The first hex
Retreats and advances are special forms of post-combat movement which
must be into the hex formerly containing the defending units. The second
do not expend MP.
hex can be in any direction.
Important: Only ground combat produces retreats and/or advances
Important: This applies only to armor, armored cavalry and amtrac
after combat.
units. Motorized infantry are not considered mechanized units.
22.5.1 Retreats
Allied non-mechanized and all Japanese units: may advance one
Affected units must retreat 1–3 hexes per the result. A retreat may be in
hex, into the hex formerly occupied by the defender.
any direction, within the following restrictions:
• Units may retreat individually or as stacks. 22.6 Banzai Attacks
• Units may not retreat into a hex into which they could not normally enter. Japanese ground units which advance after combat owing to a D2, D3
• The retreating units cannot enter a hex containing an enemy unit. or D4 combat result may conduct a special second attack, executed
• A stack of units may retreat through EZOC but must take one step loss immediately upon completion of the advance.
per stack for each EZOC entered. • The Japanese designate one unit or stack in a single hex which
• Units cannot end a retreat in an EZOC. completed an advance. They then may attack one adjacent enemy
• Units must end a two or three hex retreat that number of hexes from occupied hex; this can be units which were originally attacked, or
their start hex; units cannot double back. units which did not participate in the original attack.
• If a retreat causes a unit to overstack, then the retreating unit must • Units may conduct only one banzai attack per combat segment.
retreat an additional hex or hexes so that stacking limits are met. • Units may advance as a result of a banzai attack, but may not engage
• Units cannot retreat into an all-sea hex, via either airlift or sealift in further combat.
movement. • Banzai attacks receive one right column shift on the CRT, cumulative
• Units blocked from retreating for any reason are instead eliminated. with any other shifts (22.2).
• A unit cannot be forced to retreat into a prohibited hex if there is a
23.0 SUPPLY
safer alternative.
Supply represents a wide range of supply, maintenance, engineering, and
• Base units cannot retreat and are instead eliminated on any
other logistical functions.
retreat result.
• Fortress units and units occupying Entrenchments ignore retreat 23.1 General
results (22.5.2). • Units on the map are either In Supply or Out of Supply (OOS) (23.4).
• Units trace a Line of Supply (LOS) back to supply sources (23.3).
22.5.2 Retreat Negation
• LP must be expended to place certain units In Supply (23.4)
The following units may ignore retreat results, whether attacking or defending:
• Units must also check supply status and make attrition checks (23.5).
Important: Any required step losses are still taken.
• Fortress units and units occupying hexes containing fortress units. 23.2 Line of Supply
• Units occupying hexes containing Entrenchment markers. A Line of Supply (LOS) is a path of hexes traced from a unit back to a
• Units that meet the above requirement which are making a multi-hex supply source. The maximum length of a LOS is equal to the printed MF of
retreat may cease their retreat if they enter a hex containing a friendly a ground unit, modified as below:
fortress unit or entrenchment. • When tracing entirely along contiguous transportation lines or trails,
each hex counts as one-half (0.5) MP.
• When tracing via all other hexes (if any part does not follow a Example: A Japanese unit which starts a GT in the Staging Area would
transportation line or track) each hex counts as one MP. not have to make a supply check if, during that GT, it moved onto the
• The LOS for all Japanese units is one MP less than their printed MF. map. Once on the map, the unit would check normally during the Logistics
Example: The Japanese 17A armor unit, with a printed MF Phase of the ensuing GT.
of 5, would have an LOS of 4.
23.6 Headquarters Extension
Units can trace LOS to a friendly HQ unit. The HQ then traces a LOS,
• Units in port, coastal and airfield hexes can be placed In Supply by
equal to its MF, back to a friendly supply source. HQ provide supply to all
expending LP, but unless there is a base unit in the hex, units outside
friendly units regardless of contingent.
the hex cannot trace a LOS to it (23.4).
Example: The US 1/1M unit, with a MF of 4 could trace an 23.7 Blocking LOS
LOS of eight hexes via roads or trailss, or four hexes via A LOS is blocked by:
other terrain. 1) Enemy-occupied hexes.
2) EZOC.
23.3 Supply Sources
3) All-sea hexes and hexsides.
Supply sources include:
• A unit occupying a hex in an EZOC can trace its LOS out of that hex.
• Bases located on Ports.
• A supply source in an EZOC can be used as a supply source only for
• Bases not located on ports but which can trace a contiguous line of
units in its own hex.
road and/or trail hexes back to a Base located on a port.
• Friendly units do not negate EZOC (13.3).
Important: Both full and reduced-strength bases function as
Example: A unit in a hex with a base that is in an EZOC is In Supply, but
supply sources.
units outside the hex are not.
• Allies only: The hexes on the south map edge with supply symbols.
Important: Air and naval units do not block LOS.
No base is required but the hex cannot be occupied by Japanese units
or in EZOC. 24.0 ENGINEERING OPERATIONS
• All supply sources can be sources for all friendly contingents. Engineers are used to build Bases and entrenchments.
23.4 Units In Supply
The following units are always In Supply and thus never check supply
attrition (23.5): 24.1 Procedure
1) Base units. Bases and entrenchments are constructed during the Build Segment of a
2) Fortress units, militia, commandos. friendly Logistics Phase.
Important: Other units may not trace LOS to these units (23.2). 1) An engineer unit must be present in the hex,
3) Naval Gunfire TF, Carrier TF and entrenchment markers. 2) LP are expended as designated on the Logistics Table.
4) Units in Staging Areas and Naval Displays. 3) Place either the base or entrenchment in the hex.
5) Units on the TRT and other off-map displays. • Both a base and an entrenchment may be constructed in a hex, but
this would require one engineer unit for each and separate expendi-
Other ground and all based air units are In Supply, at no LP cost, if:
ture of LP.
1) they are in the same hex as a friendly base unit in a port hex.
• Bases and entrenchments may be constructed in EZOC and do not
Important: The base unit can be in an EZOC (13.3)
require LOS (23.2).
2) they can trace a LOS, free of EZOC, to a supply source (23.3).
• Engineer units may construct Bases and Entrenchments while
Ground or air units are otherwise In Supply by expending LP via the following: reduced (11.1).
1) Over the Beach Supply: The unit is in a port without a Base unit,
24.2 Bases
or is in a coastal hex.
• Deploy the base on its reduced side.
2) Airfield Supply: The unit is in an airfield hex, with or without a base.
• Bases may only be deployed in port or airfield hexes (10.2.1)
Important: Use the single lowest cost on the Logistics Table if more
• A base can be built up to its second step through the refit procedure (11.3).
than one target hex type is present in the hex. Also, units may be in an
• An engineer unit is not required to refit a reduced base (11.0).
EZOC (13.3).
• The number of bases which may be deployed on the map is limited to
23.5 Supply Status & Attrition Check the counters supplied.
During the Supply Check Segment of the Logistics Phase, the supply
24.3 Entrenchments
status of all friendly ground and air units on the map is checked (23.4). For
• All friendly contingents can use Entrenchments for their side.
each unit that is OOS, make an attrition check by rolling 1d6:
• Entrenchments do not count for stacking or EZOC purposes.
Ground units: On a result of 1–3, the unit loses one step (11.0).
• Entrenchments provide a one column shift to the left on the CRT for
Air units: On a result of 1–3, remove the unit from the map and place
friendly defending ground units (22.3).
it in the Units for Replacement Display.
Notes: See Combat rules (22.1); see also Retreat, Advance after Combat, and Banzai Attack rules (22.5.1, 22.5.3, 22.6).
Notes:
* Sealift cannot be employed if the enemy has Naval Superiority. ** Mechanized units cannot use airlift movement.