General Howitzer · Field Guide
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Official FAQ v2 — PDF p. 58 [faq-58-0]
- Rule Category
- Rulebook excerpt
- Description
- Command 55 Q. If I order a Late War Mortar unit with Behind Enemy Lines, do I need Line of Sight on my enemy and do I only battle at [3-2-1], since I moved? A. If the Late War Mortar unit moves at all (including with Behind Enemy Lines) it will battle at [3-2-1] +1 die for the card and it needs Line of Sight. If the Late War Mortar unit does not move it will battle at [3-2-1-1] +1 die for the card and it does not need Line of Sight. Q. Can an Early War Special Weapon Asset (SWA) unit be ordered with Behind Enemy Lines to move up to three hexes and still attack? A. No. If Early War SWA units move in any way, they may not battle. This limitation includes when they are ordered by the Behind Enemy Lines card or Infantry Assault card. Note: This answer is an update from previous FAQ documents and changes the answer from before. Q. If I play Behind Enemy Lines on a unit that starts on a Road hex, I can move up to four Road hexes and then attack because of the +1 Road bonus. In my second phase of movement, can I use the +1 Road bonus again to move an additional four hexes if I still stay on the Road? A. Yes. Q. I play Behind Enemy Lines and move a unit three hexes, then declare a Close Assault against an enemy unit. My opponent plays Ambush and forces my unit to retreat, which prevents me from attacking. Can my unit move the second three hexes? A. Your unit still gets its second movement of up to three hexes, even though it did not attack. Q. After I play Behind Enemy Lines, what if my opponent plays the Pull Back Combat Card just before my attack? A. Your unit cannot battle but still gets its second movement of up to three hexes even if it does not attack. Q. What if I play Behind Enemy Lines and my opponent plays the Out of Ammo Combat Card just before my attack? A. Your unit does not get its second movement of up to three hexes because it was forced to return to your baseline. Close assaulT Q. When the Close Assault card is played and an enemy unit retreats, which puts it next to a friendly unit that originally was not adjacent when the order was issued, can the newly adjacent unit battle? A. No. Only units adjacent to an enemy unit when the card is played are issued orders. If you have a lot of units being ordered with the Close Assault card, you may want to mark all the units you order prior to any attacks to avoid confusion. Q. When playing the Close Assault card, can a unit designated to Close Assault still fire if the unit he was to Close Assault is no longer adjacent to him? A. No. Ordered units may only Close Assault. Q. After a successful Armor attack using the Close Assault card, that results in the destruction or retreat of the target, can the unit Armor Overrun with the extra die if it is still attacking an adjacent unit? A. No. Units ONLY get the extra die for the initial attack. After eliminating a unit or forcing a retreat, Armor units can do a normal Armor Overrun (no extra die) or attack a distant unit if there are no adjacent targets
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Record 47770 · faq · Review: approved
Official FAQ v2 — PDF p. 6 [faq-6-0]
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- Rulebook excerpt
- Description
- General 3 Q. If Exit rules are in effect and my opponent forces me to retreat while my unit is on an Exit hex, may I retreat off the board and get a medal? A. No, the intent has always been that units must be ordered and then move off the battlefield via an Exit hex. You may not retreat off the board and gain an Exit medal. Q. Is it possible to score a medal by retreating? A. Yes, if your opponent forces your unit to retreat and you retreat onto an objective medal hex, it is possible to capture that medal during your retreat. Note: Units that retreat onto a Frozen River could score a medal if a hit is rolled. Q. If I roll a Flag against a Tiger tank and it is unable to retreat, is it destroyed? A. If a Tiger tank is forced to retreat, like any other unit that cannot retreat, one hit is scored for each retreat hex it cannot complete. However, these hits must be re-rolled and only a Grenade counts as a hit on the re-roll. Q. If a Unit with a Heroic Leader is behind Sandbags, may that unit ignore two Flags thrown against it in a single battle? A. Yes, this unit could ignore the 1st Flag because of the Sandbag (Terrain Protection) and the 2nd Flag because of Heroic Leader (Special Unit Protection). This same effect would also apply to Italian Artillery Units and Imperial Japanese units. However, if attacked by a Barrage or Airpower card, the unit would not be able to ignore any Flag because those cards always overpower the protections. Q. Can a unit retreat onto a Fordable River hex, and if a unit is already in a Fordable River, can it retreat out of the hex? A. Yes, a unit can retreat into and out of a Fordable River hex. Take GRounD Q. Can a unit Take Ground beyond its normal movement capacity (i.e. Infantry Special Forces unit moves two, Close Assault, destroys enemy unit, Takes Ground; making a move of three hexes)? A. Yes. Special movements like Take Ground and Armor Overrun take place during Step 4 - Battle, and are in addition to the unit’s normal movement. Q. Can an Armor unit move three hexes, Close Assault, destroy the enemy unit and Armor Overrun, force a retreat of a different unit in Close Assault and move another hex, but not battle, for a total of five hexes moved in one turn? A. Yes, but the battle and movement restrictions for any terrain hexes entered will still apply. Q. Can an Armor unit move two hexes on the Beach, have a successful Close Assault and Armor Overrun, to move three hexes? A. Yes, an Armor unit could do that. Look in the book or on the summary card for Beaches: “Battle: No combat restrictions. A unit may still Take Ground after a successful Close Assault Combat.” The second sentence here shows that Armor could move two hexes on a Beach and Take Ground for one extra hex of movement. Q. Can an Armor unit on an open terrain hex that has Close Assaulted an enemy unit on a Steep Hill Take Ground and Armor Overrun if that enemy unit is eliminated or retreats (even though movement up a Steep Hill is a two-hex move)? A. Yes.
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Record 47689 · faq · Review: approved
Official FAQ v2 — PDF p. 69 [faq-69-0]
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- Rulebook excerpt
- Description
- ScenarioS 66 bReakThRouGh To The beaCh Q. Can the Axis Reinforcements be targeted, before they are ordered? A. Yes. They are still units on the battlefield and are treated as normal except that they can’t be ordered by the Axis player until he reaches five medals. Q. Why are there no British Commonwealth Force rules in this scenario? A. It became too confusing to remember between British and Allied units. However, if players own the Mediterranean expansion pack and wish to deploy British units as indicated on the map, then British Commonwealth Force rules can be used. Q. Are Allied Reinforcements British or American? A. It doesn’t matter because the British Commonwealth rules aren’t in effect. However, if players want to use British Commonwealth Force rules, the Reinforcements are British. Q. The notes only mention four Special Forces British-units, but there are five on the map (one with a French badge). Is this French unit also a Special Forces or a misprint? A. The French unit is also Special Forces. Q. Can the French Special Forces also occupy the Pegasus Bridge to get the medal or only the three British Special Forces units (as written in notes)? A. The French unit can also capture Pegasus Bridge for a medal. Q. Do the Churchill AVRE tanks follow the standard Flamethrower rule? Do they have to remove Mines when entering a Minefield (like Combat Engineers) and can they still battle? A. Per Jacques David’s scenario specific rule - Churchill AVRE tanks behave like Combat Engineers when entering a Minefield. The rule therefore is: In a Minefield they must clear the Mines, instead of battling. CaDeTs of sauMuR Note: Bridges (Terrain 9) are played normally in this scenario. The card printed on the map was accidentally changed. Q. Does one of my units have to be adjacent to the River hex where I want to build a Pontoon Bridge? A. No. Building a Pontoon Bridge is a card play and does not require any units to be present. Q. The Special Rules say that I can build Pontoon Bridges and my opponent can blow up Bridges. Can my opponent blow up a Bridge I just built? A. Yes. fiRsT waVe - oMaha beaCh Q. On Omaha Beach do Hills only count as Cliffs from Beach hexes or is it the direction you’re coming from that matters? Are the Hills above the Beach line just normal Hills? A. The Hills on Omaha Beach next to a Beach are Sea Bluffs. Moving up a Sea Bluff Hill hex from a Beach hex is a two hex move. From a countryside hex, moving up the Sea Bluff Hill hex is the same as moving up a normal Hill. Q. The Bunkers on Omaha Beach are all sitting on Hills. Do terrain modifiers stack? A. No, Battle dice terrain reductions in the same hex are not cumulative. The modifier is the highest only (so Bunker on a Hill offers same defense as Bunker on open terrain). Q. In the Omaha Beach scenario, two Sandbag pieces act as a Sea Wall, a permanent improved position feature. Does this mean that they stay on the board and are not removed if occupied and then abandoned? A. Yes. The
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Record 47788 · faq · Review: approved
Official FAQ v2 — PDF p. 71 [faq-71-0]
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- Rulebook excerpt
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- ScenarioS 68 MispRinTs in The aiR paCk Q. It looks like there’s a problem with some of the Pacific Theater scenarios in the Air Pack. The water feature listed are Fordable Streams (Terrain 61), however, the manual for each of these scenarios state it should be Fords & Fordable Rivers (Terrain 41). Which rule is it? A. All the water features in the following scenarios are Fordable Streams (Terrain 61 - Fordable Streams), not Fords & Fordable Rivers (Terrain 41): » 3 - Tenaru .......................................page 72 » 5 - Matanikau River ........................page 74 » 7 - Clearing Matanikau River ..........page 76 » 8 - Guam Landings .........................page 77 » 9 - Japanese Counter-Attack ..........page 78 niJMeGen bRiDGes Note: The Air Pack lists the Memoir scenario number as 16; the correct number is 35. Q. In the Nijmegen Bridges scenario, can a Special Forces Infantry unit, moving along the River, directly capture the Bridge? A. No. A unit may only enter a Bridge hex from a land hex, not directly from a Collapsible Raft & Boat. A unit could battle and eliminate an enemy unit on the Bridge but could not Take Ground onto the Bridge. noVille To foy Q. The rules say, “The three sets of Road hexes connecting Noville, Foy and Recogne are each worth a single Temporary Medal Objective for the Axis Player. If the Axis player occupies one or more hexes in any of these sets at the start of his turn, he scores one Temporary Medal. Only one medal is gained for each set, regardless of the number of Road hexes held there.” Are the Road Branch hexes with a name part of a set? A. No opeRaTion epsoM Q. On the Operation Epsom map, there is a medal marker on the Town of Mouen, but there is nothing mentioned about it in the scenario rules. Does it count as a medal? A. Yes. The Town of Mouen is a Turn Start Permanent Medal Objective worth one Medal for the Axis forces. 17 40 16 14 Q. Do you paint your miniatures for Memoir ‘44? A. I do have most of my Memoir ’44 game and expansions painted. But we play most all of our Memoir games with my collection of 20 mm WWII painted miniatures. The Memoir battlefield on which we game has 5-inch hexes and lots of 3D terrain. As Memoir players, you must remember that I do not have the same cool figures you will find in a Memoir expansion, so during our playtesting we have to use 20 mm armies and the 5-inch hex battlefield to thoroughly test all the expansion rules and scenarios. » Richard Borg ⟨Designer of Memoir ’44⟩
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Record 47792 · faq · Review: approved
Official FAQ v2 — PDF p. 76 [faq-76-0]
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- Rulebook excerpt
- Description
- ScenarioS 73 The suRRenDeR of elsTeR’s ColuMn Q. The Special Rules say, “The Allied player alone is able to conduct Air Strikes (Actions 3 - Air Strikes). The Air Power card cannot be played by the Allied player. If he draws it or receives it at game start, he must immediately discard it and draw a new one. Allies can use Air Strikes but no Air Power card...” These two rules seem to contradict themselves, so how should we play it? A. The rules should say, “Air Power card cannot be played by the Axis player.” swoRD beaCh (bReakThRouGh) Q. The Special Rules say that British Commonwealth Forces command rules are in effect, for British units (Nation 5 - British Commonwealth Forces). This rule is only in the online scenario, not in the printed book, so which is correct? A. They are both correct. In the printed book, the scenario was set up so players who do not own the Mediterranean expansion pack could enjoy this Breakthrough battle using only the base game. The online version allows players to use British Commonwealth Forces command rules if they so choose. swoRD of sTalinGRaD Q. The card printed on this map for Railroad Bridges (Terrain 37) says that units can only enter from adjacent track hexes, which is different than the normal Terrain Card. Is this a special rule for this scenario? A. No. The first statement on the card, “Railroad Bridges may only be entered or exited from adjacent track hexes”, does not apply to Sword of Stalingrad, nor is it a special rule for this scenario. In fact, the design of the scenario allows units to move from any adjacent hex onto a Railroad Bridge, even from a Balka (Terrain 65 - Balkas), where it says, “Unit may move out of a Balka directly onto a Bridge and vice versa, but must stop when doing so.” Q. If I choose to use the Combat Deck from the Sword of Stalingrad expansion in the Pacific Theater, would the US Marine player get to order one extra unit with the Combat Cards since that’s their special national ability? A. No. The Combat Cards are different than normal Command Cards and don’t allow the US Marines to order an extra unit per card. 14 6 #3
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Record 47801 · faq · Review: approved
Pacific Theater — PDF p. 10 [pacific-10-0]
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- 10 War Ships - Aircraft Carriers Aircraft Carriers were used throughout the Pacific Theater to project air power over vast distances and provide offshore air support. An Aircraft Carrier moves the same way as a Destroyer, i.e. 1 or 2 hexes in Ocean, but can never move onto Ocean hexes adjacent to a Beach hex. An Aircraft Carrier may be targeted in Combat, in the same manner as a Destroyer. An Aircraft Carrier may be used to provide offshore air support and for staging Air Sorties when used in conjunction with the upcoming M'44 Official Carrying Case. V. NEW SPECIAL FORCES BADGES & NEW UNITS The Chindits The brainchild of General A. Wavell and Major General Ord Wingate, the Chindits were an international mix of British, Gurkhas, Burmese Rifles, Hong Kong volunteers and West African servicemen assembled to fight deep behind the enemy lines. Variously known as the 77th Infantry Brigade and the 3rd Indian Infantry Division, the Chindits made their first expedition into the jungles of Japanese-occupied Burma during Operation Longcloth, in February 1943. Their name came from a corruption of the Burmese “Chinthe”, a mythical creature, half-lion, half-dragon, whose statues guard the entrance of Burmese pagodas. Japanese Elite (Giretsu) An elite group made of Japanese Navy and Army paratroopers, the “Giretsu” Special Forces were the Imperial Japanese Army's lastditch answer to the B-29s air raids over the home islands. Trained for one-way travel to the USAAF bases on Guam, Saipan and the Ryukyu islands, the Giretsu made a name for themselves in a desperate night-drop over Okinawa, where they briefly seized control of the Yontan and Kadena air strips, and in similar operations over Iwo Jima, Guam and Saipan. Japanese, British and US Combat Engineers Combat Engineer units were used throughout WWII to increase the combat effectiveness of the corps. They provided mobility, countermobility, survivability, topography and engineering support. An Engineer unit moves and battles like a Standard unit. However: In Close Assault Combat, an Engineer unit ignores all terrain Battle Dice reductions, i.e. its enemies are not protected by terrain. An Engineer unit that is on a hex with wire will reduce the number of Battle Dice it rolls by 1 and may also remove the wire from the hex on the same turn. The Engineer unit must be able to battle, to remove the wire. As such, it may not make a movement of 2 hexes and remove the wire on the same turn. An Engineer unit that moves onto a Minefield hex and is eligible to battle must clear the Minefield hex instead of battling. If the Engineer unit moves onto a Minefield hex and it cannot battle, the Minefield detonates. An Engineer unit must be able to battle, to remove a Minefield. It may not make a movement of 2 hexes and remove a Minefield the same turn. If an Engineer unit is ordered by an Infantry Assault card, it can move 2 hexes, battle, and remove the wire or clear a Minefield during the same turn; but it cannot move 3 hexe
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Record 47838 · official · Review: approved
Pacific Theater — PDF p. 13 [pacific-13-0]
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- 13 Historical Background A coral atoll lost in the vast expanse of the North Pacific, Wake Island was home to "PAAville", a small stop-over on Pan American Airways' U.S.-China route during the 1930s. In the military build-up to the war, the US Navy began building an aero-naval base. By August of 1941, a small garrison composed of elements of the 1 st Marine Defense Battalion was in place, although armed inadequately with old 5" cannons and 3" AA guns. On December 8, 1941, a day after Pearl Harbor, a flight of medium Japanese bombers took off from the Marshall islands, rapidly bombing the bulk of the Marine Corps VMF-211 fighter squadron located on Wake into the ground. Three days later, the garrison repulsed a first Japanese landing attempt by the South Seas Force. On December 23, a second Japanese attack wave, augmented with 1,500 Japanese Marines from the Special Naval Landing Forces, landed in the predawn darkness. Following the late night and morning of ferocious fighting the garrison was forced to surrender. For their heroic defense, the men who defended Wake Island during those fateful two weeks would receive the Wake Island Device, a campaign clasp to the Marine Corps and Navy Expeditionary Medals. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing US Marine Player ◆ Take 5 Command cards. Japanese Player ◆ Take 5 Command cards. ◆ You move first. Conditions of Victory ◆ 6 Medals. Place a Japanese Objective Medal on the Airfield hex as indicated. A Japanese unit that captures any Field Bunker, Bunker or Town hex, or the Airfield hex marked on the board, gains a Victory Medal. The Medal remains yours as long as you occupy the corresponding hex. Special Rules Imperial Japanese Army Command rules are in effect (see p. 7). US Marine Corps Command rules are in effect (see p. 7) The Allied player is in control of the Bunker and may claim it as a defensive position. Airfields are explained on p. 4. Field Bunkers are explained on p. 9.
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Record 47842 · official · Review: approved
Pacific Theater — PDF p. 15 [pacific-15-0]
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- 15 Historical Background A four-pronged Japanese plan to attack and recapture Henderson Field on Guadalcanal was scheduled for October 22nd, 1942. The main force, 7,000 men under the command of General Maruyama, planned to approach the airfield from the South, but found itself quickly bogged down in very difficult jungle terrain, forcing a two days postponement of the attack. Unaware of the delay, the tanks and infantry of Major General Sumiyoshi, at the mouth of the Matanikau River, and Colonel Oka's forces, positioned upstream, crossed the river on schedule and soon found themselves stuck in the river bed, under a withering crossfire of US artillery and anti-tank gunfire that wreaked havoc on them. On the Western flank, Lt. General "Chesty" Puller and his 1st Battalion, 7th Marines, with the 2nd Battalion, 7th Infantry in support, held ground once again. By battle's end, over 1000 Japanese soldiers lay dead. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Japanese Player ◆ Take 6 Command cards. ◆ You move first. US Marine Player ◆ Take 6 Command cards. Conditions of Victory ◆ 5 Medals. Place a Japanese Objective Medal on the two hexes of the Marine baseline marked in the above set-up. A Japanese unit that exits off the Marine's side of the battlefield through any of the hexes in between those two Medal markers counts as a Victory Medal. Each Japanese unit that crosses through is removed from play, and one of its figures placed onto the Japanese player's Medal Stand. Special Rules Imperial Japanese Army Command rules are in effect (see p. 7). US Marine Corps Command rules are in effect (see p. 7). The Matanikau River is Fordable Stream. Fordable Stream is explained on p. 6. Jungles are explained on p. 5. River Mouth is explained on p. 6.
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Record 47844 · official · Review: approved
Pacific Theater — PDF p. 17 [pacific-17-0]
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- 17 Historical Background At the close of the year, Maj. Gen. Millard Harmon, commanding U.S. Army Forces in the South Pacific concluded that Mount Austen, the high ground that dominated American positions around Henderson Field, had to be taken in order to secure the airfield. It was rugged terrain and the Japanese were deployed across a number of strongpoints and connected pill boxes with prepared fields of fire. In a series of attacks over the open hills of 'Galloping Horse', the 'WolfHounds' of the 27th Infantry made spectacular progress towards their objectives. For its part, 'Cacti', the division's 35th Infantry, slogged through deep canyons and solid jungle in a push to relieve the 132 nd Infantry at 'Gifu' and capture the hill formation known as 'Sea Horse'. Eventually they successfully reduced the last pocket of Japanese resistance east of the Matanikau River. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Japanese Player ◆ Take 5 Command cards. US Army Player ◆ Take 6 Command cards. ◆ You move first. Conditions of Victory ◆ 5 Medals. Special Rules Imperial Japanese Army Command rules are in effect (see p. 7). The US Army Special Forces Infantry units are Engineer units. Place an Engineer badge in the same hex with these units to distinguish them from the other units. Read p. 10 about Engineers. Jungles are explained on p. 5. The bunkers are Field Bunkers (p. 9).
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Record 47846 · official · Review: approved
Pacific Theater — PDF p. 19 [pacific-19-0]
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- 19 Historical Background On July 21st, the first wave to hit the northern landing beaches off the island of Guam in the Marianas, were amphibious tank units. Most of the Japanese infantry had pulled back from their beach defenses during the heavy naval bombardment that preceded. But the rough terrain and broad rice paddies slowed the tanks' advance. The 21st Marines cleared Asan Town and made some progress on the Japanese-infested ridges and jungle that overlooked the rice fields. Difficulties getting their artillery ashore and limited armor support placed the burden of establishing a beachhead squarely on the shoulders of the men of the 3rd Marine division. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Japanese Player ◆ Take 5 Command cards. US Marine Player ◆ Take 6 Command cards. ◆ You move first. Conditions of Victory ◆ 6 Medals. The Hill hex marked with an Allied medal counts as a Victory Medal for the Marines. Place an Objective Medal on this hex. As long as a Marine unit occupies this hex, it counts as a Victory Medal for the Allies. If the unit moves off or is eliminated, this Medal is back in play. Special Rules Imperial Japanese Army Command rules are in effect (see p. 7). US Marine Corps Command rules are in effect (see p. 7). The Marine Special Forces Infantry units are Engineer units. Place an Engineer badge in the same hex with these units to distinguish them from the other units. Read p. 10 about Engineers. Jungles are explained on p. 5. Rice Paddies are explained on p. 6. The Asan River is a Fordable Stream. Fordable Stream is explained on p. 6.
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Record 47848 · official · Review: approved
Pacific Theater — PDF p. 21 [pacific-21-0]
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- 21 Historical Background Lt. General Takeshi's counterattack plan called for a night attack on July 25/26. The goal was to split the 3rd Marines and target ammunition and supply dumps. The frontline of the 3rd Marines was stretched thin in the area and reserves were limited to a few engineer and tank units. The fighting went on all night as the Japanese units penetrated almost to the beach and successfully destroyed supplies and equipment. At dawn, the Allied tanks and artillery could finally see their enemy and soon threw the Japanese back. Early on the 26th, General Obata was forced to report the results of his failed attack back to Headquarters in Tokyo. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Japanese Player ◆ Take 5 Command cards. US Marine Player ◆ Take 6 Command cards. ◆ You move first. Conditions of Victory ◆ 6 Medals. A Japanese unit that captures a HQ-Supply Tent or Hospital hex counts as one Victory Medal. Place a Japanese Objective Medal on each of the hexes. The medal once gained, continues to count toward the Japanese victory, even if the unit moves off the hex or is eliminated. An Allied unit that captures the Labor Camp counts as one Victory Medal. Place an Allied Objective Medal on this hex. The medal once gained continues to count toward the Marine victory, even if the unit moves off the hex or is eliminated. Special Rules Night Attack rules are in effect (see p. 8). Imperial Japanese Army Command rules are in effect (see p. 7). US Marine Corps Command rules are in effect (see p. 7). The Marine Special Forces Infantry units are Engineer units. Place an Engineer badge in the same hex with these units to distinguish them from the other units. Read p. 10 about Engineers. HQ-Supply and Hospital Tents are explained on p. 5. HQ-Supply and Hospital Tents special landmark rules are in effect. Jungles are explained on p. 5. Rice Paddies are explained on p. 6. The Asan River is a Fordable Stream. Fordable Stream is explained on p. 6.
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Record 47850 · official · Review: approved
Pacific Theater — PDF p. 23 [pacific-23-0]
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- 23 Historical Background At 05.30 the morning of September 15, 1944, naval support ships began a massive pre-landing bombardment of Peleliu, in the Palau islands. Armored amphibious tanks came ashore ahead of the infantry waves of the 1st, 5th and 7th Marines. But the bombardment had failed to destroy Colonel Kunio Nakagawa's soldiers and artillery resistance on the island. Soon, their enfilading artillery and anti-boat gun fire inflicted severe vehicle losses on the LVTs. On the far left, the 1st Marines, led by Guadalcanal veteran, Captain George P . Hunt, flushed out t he Japanese troops holed up in the caves of the 'Point'. In the center the 5th Marines met scattered resistance and moved inland toward the airfield. Their advance, however, was soon halted because of the lack of progress on their left. On the far right, the 7th Marines drew heavy fire from nearby islands, before veering off to their left and causing confusion on the center landing beaches. Around 16.30, a Japanese counter-attack of tanks and infantry across the airfield was repulsed and a second attack later in the day also thrown back. The stage is set, the battle lines are drawn, and you are in command. The rest is history. Briefing Japanese Player ◆ Take 8 Command cards. US Marine Player ◆ Take 11 Command cards. ◆ You move first. Conditions of Victory ◆ 13 Medals. A Marine unit that exits off the Japanese side of the battlefield from the exit hex as indicated on the baseline, counts as one Victory Medal. The Allied unit is removed from play. Place one figure from this unit onto the Allied Medal Stand. If the Marine player captures and holds three of the four buildings around the Airfield, it counts as one Victory Medal. The medal once gained continues to count toward the Allied victory, even if the units move off of these hexes or is eliminated. Special Rules Imperial Japanese Army Command rules are in effect (see p. 7). US Marine Corps Command rules are in effect (see p. 7). The Marine Special Forces Infantry units are Engineer units. Place an Engineer badge in the same hex with these units to distinguish them from the other units. Read p. 10 about Engineers. The Japanese player is in control of the Bunker on the Japanese right and may claim it as a defensive position. The other bunkers are Field Bunkers (p. 9). Airfields are explained on p. 4. Jungles are explained on p. 5. Minefields are explained on p. 8. The Japanese player will lay Minefields out. Marshes are explained in the Terrain Pack p. 4. Mountains are explained on p. 5. A War Ship is described on p. 9.
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Record 47852 · official · Review: approved

