v1.41 peacetime bonus income japan overview wartime bonus … games/… · peacetime bonus income...
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Order of Play 1. Germany, 2. Soviet Union and Communist China, 3. Japan, 4. Great Britain, Far East Command, ANZAC, 5. France & Free France, 6. Italy, 7. United States, Nationalist China
TURN PHASES
1. PRODUCTION Repair units
Lend-Lease
Research technology
Purchase units
2. COMBAT MOVEMENT Move units into combat
Combat related actions
3. COMBAT Resolve all combat
4. NON-COMBAT Move units not in combat
Strategic rail movement
5. PLACE UNITS AND
COLLECT INCOME
JAPA
N INCOME AND PRODUCTION (Industrial Production Points)
US Trade: Reduce by 1 each turn that
Japan makes at least one combat move
against China. (1936 only: NA in 1939)
+3
PEACETIME BONUS INCOME (Starting July 1936.)
Each for possession of Borneo, Java,
Malay, Philippines, Hawaii. +2
Each for possession of Midway, Wake,
Solomon Islands. +1
Each for Possession of Chinese
territories: Nanking, Tai-Yuan, Peking,
Henan, Zhejiang, Guangxi.
+1
WARTIME BONUS INCOME (Starting once at war with a Major Power.)
JAPAN OVERVIEW
Home
Country Tokyo, Fukutoa, Sapporo.
War Status
1936: Japan is at peace with all nations.
1939: Japan is at war with all China (KMT,
Aligned Warlords and CCP).
Soviet-Japanese
Border Clashes
Japan and the Soviet Union may engage in border clashes.
Either side may attack units on the other side of a jointly
held land border in 1 round of combat. Neither side may
capture territory from the other.
Alignment
Conditions Siam will automatically Align with Japan July 1939.
Surrender Japan surrenders when Tokyo has been captured.
Diplomacy Japan and USSR have the option to sign the Japanese-Soviet Non-
Aggression Pact (14.2). During Vichy creation, Japan may be
assigned control of French Pacific colonies (14.5)
JAPANESE VICTORY OBJECTIVES
Condition Scoring Victory
Points
Colonialism Score 2 victory objectives if at end of game Japan’s total income is > 50 IPP
including bonus income at end of game. 2
Pacific
Security
Score 1 victory objective if Japan has Midway, Wake, Guam the Caroline and
Marshall islands or twice the capital ships as the Allies. 1
Asian
Security
Score 1 victory objective if at end of game Japan has twice as many forces on all
shared Japanese-Soviet land borders. 1
Raw Materials Score 1 victory objective for each of the following Japan Possess at end of game:
Malay, Hanoi & Saigon, the Philippines, Borneo, Java. 3
Japanese Carrier Shinano
Scenario Starting Income Level
Wartime Income (Value of Territories)
Starting Money
1936: At Peace 16 16 16
1939: At War with
KMT and CCP 24 24 22
Additional Income
+3 for US Oil Trade (see below) 1936 only.
Wartime Bonus Income once at War
v1.41
LAND UNITS Att Def $ Notes
INFANTRY 2 4 1 3 +1 when paired w/ Attacking artillery, 1:1
MILITIA 1 2 NA 2 Build in non-factory site
MOTORIZED 2 4 2 4 Infantry upgrade, Can tow artillery
MECHANIZED 3 4 2 4 Avail. July 1939, pair to blitz
CAVALRY 3 2 2 3
ARTILLERY 3 3 1 4 First strike, pair with infantry
ANTI-AIRCRAFT 3 3 1 4 Up to 3 rolls, first round only
LIGHT ARMOR 4 3 2 4
MED. ARMOR 6 5 2 8 Avail. January 1940, Blitz
SPECIALIST INF Att Def $ *Build limit: 2 per turn
MOUNTAIN 2 4 1 4 +1 Defense in mountains, No Attacker penalty
MARINE 2 4 1 4 No double casualties
SNLF MARINE 3 5 1 5 No double casualties,
AIRBORNE 2 2 1 3 Airborne assault
SEA UNITS Att Def $ Notes
TB DESTROYER 2 2 2 NA Cannot be built during game
DESTROYER 4 4 3 7 Shore bombardment 1
CRUISER 6 6 3 3/4/4 Shore bombardment 2
BATTLESHIP 8 8 2 5/5/5/5 Shore bombardment 4
YAMATO CLASS BB 9 9 3 7/6/6/6 Avail. 1/39, 3 hits to kill, -2 attack/
defense per hit, Shore bombardment 5
LIGHT CARRIER NA 1 3 3/3/3 Carries 1 aircraft
CARRIER NA 2 3 4/4/4/4 Carries 2 aircraft, Capital ship
SUBMARINE 3 3 3 6 Multiple special rules
COASTAL SUB 2 2 1 NA Multiple special rules
TRANSPORT NA NA 2 7 Transports 1 inf + 1 other unit
AIR UNITS Att Def $ Notes
FIGHTER 6(3)* 6/(3)* 4 10 Air superiority
TAC BOMBER 7 5 4 11 Target Selection “1-3” (Ground/Naval)
MED BOMBER 7(1)* 4 5 11 Strategic Bombing 1D6 - Facility
STRAT BOMBER CB(1)* 2 6 12 Avail. July 1939, Strat bombing 2 D6
AIR TRANSPORT N/A N/A 6 9 Transports units, Airborne assault
(#)* Interception combat, CB = Carpet Bombing: 3 Attacks @2
FACILITIES $ Max D. Notes
MINOR FACTORY 5/5 5 Builds 1 unit
FACTORY UPGRADE 5/5 NA Converts minor to major factory
MAJOR FACTORY 5/5/5/5 20 Builds 5 units
AIR BASE 5/5 5 Extends range by 1, scramble
NAVAL BASE 4/3/3 5 Adds +1 to the movement
SHIPYARD 5/5/5 8 Build and repair Cap. Ships, nav base
SUBMARINE BASE 3 3 Naval base for submarines
COASTAL ARTILLERY 8 NA First 3 shots @ 3 at Attacking ships
FORTIFICATION 5/5 NA Combat bonus rnd 1 of combat, +2 all
land units 2 attacks @ 5 first rnd
TECH ADVANCES Att Def $ Notes
ADV. ARTILLERY 4 4 1 4 First strike
ADV. MECH 4 5 2 4 Blitzes with armor at 2:1 ratio
HEAVY ARMOR 8 7 2 +2 Blitz, Target selection 1 (armor)
JET AIRCRAFT 8(5)* 8(5)* 4 12
HEAVY STRATEGIC CB(2)* 3 6 15 Strategic Bombing 3D6
ADV. SUBMARINE 4 4 3 7 Multiple special rules
© Historical Board Gaming
Can Japan Declare War on:
Answer:
Britain, France,
Russia, USA Yes
Germany & Italy No
Nationalist China Yes
Communist China Yes
Any Minor Yes
Surprise Attack: Japan may make one surprise attack on one land or sea zone the turn it
declares war on the British Commonwealth (CW) or USA. The attack can be used against
CW/French/Dutch/USA (not China or Soviet Union). All Japanese aircraft gain first strike.
Japanese ships gain +1 combat movement bonus. All Enemy units units receive a -1 Defense
on the first round of combat.
Veteran Infantry & Fighters: For each Japanese Infantry unit eliminated in combat, roll one
D12, on a “12”, promote a surviving infantry unit to Veteran status (including Mountain, Regular
Marine, & Cavalry) For each Japanese fighter eliminated in combat, roll a D12, On a roll of 11-
12, promote one fighter to Veteran status. All Veteran units gain +1 Attack and +1 Defense.
Kamikaze: If enemy ships are within the sea zone of the Japanese homeland (including
Okinawa) the Japanese may make up to 2 kamikaze Attacks per turn to a game total of 6.
These are made at an Attack of 7 with target selection vs. surface ships of 1-5.
Dug in Defense: Japanese land units defending any zone in their Home Country gain a +1
Defense. The Japanese may also claim this bonus when Defending Okinawa even though it is
not Home Country.
Civilian Defense: Japan may purchase Militia on the home islands of Japan (Sapporo,
Tokyo, Fukuoka and Okinawa) for the cost of 1 IPP beginning January 1945 or any turn there
are 5 or more US Transports in the Pacific.
Transport: The Japanese may transport infantry class units on a destroyer. Such units may
amphibiously assault from the destroyer. A destroyer is -1 to its attack defense value while
transporting infantry.
Island Nation: Japan’s ability to get IPP from outside the home nation can be blocked if at
least 3 surface warships are in each sea zone that contains a naval base/shipyard. Japan
receives income only from the Japan and not from any other territories or its bonus income. All
other income is lost. Convoy raiding may not further reduce Japan’s income until the blockade
is lifted.
JAPANESE SPECIAL ABILITIES
(#)* Interception combat, CB = Carpet Bombing: 5 Attacks @2
FACILITIES LAND UNITS AIR UNITS SEA UNITS
TOKYO
2 Shipyards (SZ 38, 56)
1 Air Base
1 Major Factory
1 Infantry
1 Motorized Infantry
1 Fighter
2 Tactical Bombers
Sea Zone 38: 3 Battleships,1 Aircraft
Carrier (with 1 Fighter, 1 Tactical
Bomber), Light Carrier (with 1
Fighter),1 Cruiser, 3 Destroyers, 1
Submarine, 3 Transports
SAPPORO 1 Infantry
FUKUOKA 1 Shipyard (SZ38)
1 Major Factory 1 Infantry
KOREA 1 Air Base
1 Naval Base (SZ54) 1 Infantry
Sea Zone 54: 1 Coastal Submarine,
1 Cruiser
BONIN 1 Militia
IWO JIMA 1 Militia
OKINAWA 1 Militia
FORMOSA 1 Naval Base (SZ89) 1 Militia 1 Fighter Sea Zone 89: 1 Transport
1 Destroyer
EASTERN
MANCHURIA
2 Infantry
1 Militia
1 Cavalry
JEHOL 1 Naval Base (SZ54)
1 Minor Factory
2 Infantry
1 Militia
NORTHERN
MANCHURIA
1 Militia
1 Motorized Infantry
PALAU ISLANDS 1 Militia
KURILE ISLANDS 1 Naval Base (SZ39) 1 Militia
MARSHALL ISLANDS 1 Naval Base (SZ100)
1 Air Base 1 Militia
CAROLINE ISLANDS 1 Naval Base (SZ99)
1 Air Base 1 Militia Sea Zone 99 1 Submarine
SEA ZONE 56
1 Submarine
1 Transport
1 Cruiser
1 Torpedo Boat Destroyer
SHIP & FACILITY
PRODUCTION CHART
1 Aircraft Carrier - Position 3 (Owe 12)
1 Cruiser - Position 3 (Owe 8)
The units below Can Be Placed on
Board Once at War with USA:
1 Light Carrier - Place Units Box
1 Light Carrier - Position 2 (Owe 3)
1 Light Carrier - Position 3 (Owe 6)
© Historical Board Gaming
JAPAN 1936 SETUP
FACILITIES LAND UNITS AIR UNITS SEA UNITS
TOKYO
2 Shipyards (SZ38, 56)
1 Air Base
1 Major Factory
3 Infantry
AA Gun
1 Fighter
1 Medium Bomber
1 Strategic Bomber
SZ38: 3 Transports, 3 Battleships
2 Fleet Carrier (1 Fighter, 1 Tactical
Bomber on each), 1 Light Carrier (1
Fighter), 2 Cruisers, 3 Destroyers
2 Submarine
FUKUOKA 1 Shipyard (SZ38)
1 Major Factory 1 Infantry
KOREA 1 Air Base
1 Naval Base (SZ110) 1 Infantry
SZ54: 1 Cruiser, 1 Transport
1 Torpedo Boat Destroyer
KURILE ISLANDS 1 Naval Base
BONIN 1 Militia
IWO JIMA 1 Militia
FORMOSA 1 Naval Base (SZ89) 1 Infantry SZ89: 1 Cruiser, 1 Transport
1 Destroyer, 1 Submarine
JEHOL 1 Naval Base (SZ54)
1 Minor Factory
NORTHERN
MANCHURIA
2 Infantry
1 Artillery
EASTERN MANCHURIA 1 Militia, 2 Infantry
1 Cavalry
CAROLINE ISLANDS 1 Naval Base
1 Air Base 1 Militia
HENAN 1 Naval Base, Japanese Roundel
2 Infantry, 1 Artillery
1 Cavalry 1 Medium Bomber
HANIN ISLAND Japanese Roundel 2 Militia
NANKING 1 Naval Base, Japanese Roundel
3 Infantry, 1 Artillery
1 Light Armor
PEKING Japanese Roundel 3 Infantry, 1 Mountain
Infantry, 1 Artillery 1 Fighter
SHIP & FACILITY
PRODUCTION CHART
1 Battleship – Yamato Class – Position 4
(Owe 20)
1 Aircraft Carrier – Position 4 (Owe 12)
1 Destroyer – Place units box
1 Submarine – Place units box
Cannot be Placed on Board until at War
with USA:
1 Light Carrier – Place Units Box
1 Light Carrier – Position 2 (Owe 3)
1 Light Carrier – Position 3 (Owe 6)
© Historical Board Gaming
JAPAN 1939 SETUP
FACILITIES LAND UNITS AIR UNITS SEA UNITS
MARSHALL ISLANDS
1 Naval Base (SZ 100)
1 Air Base
1 Militia
OKINAWA 1 Militia
SIAM 1 Naval Base (SZ 88) 2 Militia (SZ 88) 1 Torpedo Boat Destroyer & 1 Destroyer
© Historical Board Gaming
JAPAN 1939 SETUP