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1 © HistoricalBoardGaming.com INCOME AND PRODUCTION (Industrial Production Points) SCENARIO STARTING IPPS STARTING INCOME TRACKER TOTAL VALUE OF LAND ZONES ADDITIONAL INCOME 1936 16 16 16 Peacetime U.S. Oil trade (see below) Wartime Bonus Income (see below) 1939 24 24 24 WARTIME BONUS INCOME - Once at war with a Major Power. (excluding an evolved CCP/KMT) CONDITION BONUS PER TURN Possession of Borneo, Java, Malay, Hawaiian Islands, and the Philippines. +2 (each) Possession of Midway, Wake, Solomon Islands +1 (each) Possesion of Shantung, Hunan, Kwangtung, Peking and Hong Kong +1 (each) HOME COUNTRY Honshu, Hokkaido, Kyushu & Tokyo 1936 SCENARIO Japan is at peace with all nations. SOVIET-JAPANESE BORDER CLASHES (1936 ONLY) 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 but all units must start in an adjacent zone (aircraft may not be brought in from different zones). Neither side may capture land zones from the other without a declaration of war. Border clashes end if/when the Japanese-Russian non-aggression pact is signed (14.3) 1939 SCENARIO Japan is at war with China (KMT, CCP and all warlords) LEND-LEASE Japan may lend-lease to any nation at war with a Major Power. SPECIAL MINOR POWER ALIGNMENT Siam Aligns with Japan in January 1939. SURRENDER Japan surrenders if Tokyo is Enemy-possessed at the end of the Japanese turn. WARNING!! American, British, and French income increases based on your aggressive actions. JAPAN OVERVIEW OBJECTIVE MAXIMUM SCORABLE POINTS SCORING Colonialism 2 Score 2 victory objectives if at end of game Japan’s total income is > 50 IPP including bonus income. Pacific Security 1 Score 1 victory objective if Japan owns three of the following (a) Midway, (b) Wake, (c) Guam (d) Hawaiian Islands (e) Caroline Islands and (f) Marshall Islands or twice the number of combined capital ships as the Allies in the Pacific and Indian oceans. Raw Materials 4 Score 1 victory objective for each of the following Japan Possesses at end of game: (a) British Malaya, (b) Cochinchina & Annam-Tonkin, (c) Philippines, (d) Borneo, (e) Java and (f) Sumatra Strategic Naval Movement (15.10): 4 Units (Land/Sea) Range: 5 JAPAN NATIONAL REFERENCE SHEET JAPAN VICTORY OBJECTIVES V3.3

JAPAN NATIONAL REFERENCE SHEET · 2 days ago · 1 INCOME AND PRODUCTION (Industrial Production Points) SCENARIO STARTING IPPS STARTING INCOME TRACKER TOTAL VALUE OF LAND ZONES ADDITIONAL

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Page 1: JAPAN NATIONAL REFERENCE SHEET · 2 days ago · 1 INCOME AND PRODUCTION (Industrial Production Points) SCENARIO STARTING IPPS STARTING INCOME TRACKER TOTAL VALUE OF LAND ZONES ADDITIONAL

1© HistoricalBoardGaming.com

INCOME AND PRODUCTION ( Industr ia l Product ion Points)

SCENARIO STARTING IPPS

STARTING INCOMETRACKER

TOTAL VALUE OF LAND ZONES

ADDITIONAL INCOME

1936 16 16 16 Peacetime U.S. Oil trade (see below)

Wartime Bonus Income (see below)1939 24 24 24

WARTIME BONUS INCOME - Once at war with a Major Power. (excluding an evolved CCP/KMT)

CONDITION BONUS PER TURNPossession of Borneo, Java, Malay, Hawaiian Islands, and the Philippines.

+2 (each)

Possession of Midway, Wake, Solomon Islands +1 (each)Possesion of Shantung, Hunan, Kwangtung, Peking and Hong Kong

+1 (each)

HOME COUNTRY Honshu, Hokkaido, Kyushu & Tokyo1936 SCENARIO Japan is at peace with all nations. SOVIET-JAPANESE BORDER CLASHES (1936 ONLY)

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 but all units must start in an adjacent zone (aircraft may not be brought in from different zones). Neither side may capture land zones from the other without a declaration of war. Border clashes end if/when the Japanese-Russian non-aggression pact is signed (14.3)

1939 SCENARIO Japan is at war with China (KMT, CCP and all warlords)

LEND-LEASE Japan may lend-lease to any nation at war with a Major Power.

SPECIAL MINOR POWER ALIGNMENT

Siam Aligns with Japan in January 1939.

SURRENDER Japan surrenders if Tokyo is Enemy-possessed at the end of the Japanese turn.

WARNING!! American, British, and French income increases based on your aggressive actions.

JAPAN OVERVIEW

OBJECTIVE MAXIMUM SCORABLE POINTS

SCORING

Colonialism 2 Score 2 victory objectives if at end of game Japan’s total income is > 50 IPP including bonus income.

Pacific Security

1 Score 1 victory objective if Japan owns three of the following (a) Midway, (b) Wake, (c) Guam(d) Hawaiian Islands (e) Caroline Islands and (f) Marshall Islands or twice the number of combined capital ships as the Allies in the Pacific and Indian oceans.

Raw Materials

4 Score 1 victory objective for each of the following Japan Possesses at end of game: (a) British Malaya, (b) Cochinchina & Annam-Tonkin, (c) Philippines, (d) Borneo, (e) Java and (f) Sumatra

Strategic Naval Movement (15.10): 4 Units (Land/Sea) Range: 5

JAPAN NATIONAL REFERENCE SHEET

JAPAN VICTORY OBJECTIVES

V3.3

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PEACETIME INCOME INCREASES

CONDITION BONUS PER TURNU.S. Oil Trade: Reduce by 1 each turn that Japan makes a Combat Move into a land zone (e.g. not a border clash)

+3

JAPAN SPECIAL ABILITIES

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 British Commonwealth, French, Dutch and USA (not China or Soviet Union). In this zone, all Japanese aircraft gain fi rst strike. All Enemy units receive a -1 Defense on the fi rst round of combat. Japanese ships gain +1 combat movement bonus to reach this zone. This movement bonus is cumulative with other movement bonuses. Example: A ship with a movement of 3 adjacent to a Major Port, will have a total movement of 5.

KAMIKAZE Beginning as soon as USA reaches Wartime Income, Japan may make up to 2 kamikaze Attacks per Calendar turn to a game total of 6. These are made at an Attack of 7 with target selection vs. surface ships of “1-2” and have First Strike. No fi ghter is required or expended for these Attacks. Kamikaze Attacks may be made from Home Country and have a range of 4.

Kamikazes may also be used when Japan is the Defender in a sea zone adjacent to Japan or Okinawa or during the Shore Bombardment phase of an amphibious assault.

DUG IN DEFENSE

Japanese land units defending any land zone in their Home Country or Okinawa gain a +1 Defense.

DESTROYER TRANSPORTS

Japan may transport infantry class units on its destroyers. Such units may amphibiously assault from the destroyer. A destroyer is -1 to its attack & defense value while transporting infantry.

ISLAND NATION

If all Home Country Major Naval Bases, Shipyards and Dockyards are blockaded (8.11) Japan only gets the income from territories in its Home Country. Can no longer lose IPP to convoy-raiding.

PATRIOTIC CITIZENS FIGHTING CORPS

May purchase Militia for 1 IPP in Okinawa and its Home Country if USA has at least 5 Naval Transports in the Pacifi c.

JAPAN NATIONAL REFERENCE SHEET

PRODUCTION• REPAIR UNITS• LEND-LEASE• RESEARCH TECHNOLOGY• PURCHASE UNITS

COMBAT MOVEMENT• MOVE UNITS INTO COMBAT• COMBAT RELATED ACTIONS

COMBAT• RESOLVE ALL COMBAT

NON-COMBAT• MOVE UNITS NOT IN COMBAT• STRATEGIC RAIL MOVEMENT

PLACE UNITS AND COLLECT INCOME

TURN PHASES

1.

2.

3.

4.

5.

DECLARATIONS OF WAR

CAN JAPAN DECLARE WAR ON:

ANSWER

GERMANY, ITALY, VICHY FRANCE

No

ANY OTHER NATION Yes

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LAND UNITS Att Def a $ Notes

INFANTRY 2 4 1 3 Can be upgraded to Motorized for 1 IPP.

MILITIA 1 2 (1) 2 Can be built in any land zone, number per turn up to IPP value, min. 1. Max 1 in captured land zones.Move 1 in Home Country.Can be upgraded to Infantry for 2 IPP (max 1 per turn, must be in supply path)

CAVALRY 3 2 2 3 Movement not reduced in mountains

MOTORIZEDINFANTRY

2 4 2 4 Can tow Artillery & AA

MECHANIZED INFANTRY

3 4 2 4 Available July 1939. Pair with armor to blitz

ARTILLERY 3 3 1 4 First strike. Pair to give infantry class units +1 Attack. No river penalty

SELF-PROPELLED ARTILLERY

3 3 2 5 First strike. Pair to give infantry class units +1 Attack. Pair with armor to blitz. No river penalty

ANTI-AIRCRAFT ARTILLERY

3 3 1 4 Up to 3 shots on round 1 vs. aircraft only

TANK DESTROYER 3 4 2 5 Target selection “1-3” (vehicle class)

LIGHT ARMOR 4 3 2 4 No blitzMEDIUM ARMOR 6 5 2 6 Available July 1940. Blitz

BUILD TABLES

AIR UNITS Att Def a $ Notes

FIGHTER 6 (3)

6 (3)

4 10 Air superiority. Pair with armor to blitz

TACTICAL BOMBER 7 5 4 11 Target selection “1-3” (land & naval units). Pair with armor to blitz

MEDIUM BOMBER 7 (1)

4 (1)

5 11 Strategic bombing 1D6

STRATEGIC BOMBER 2* (1)

2 (1)

6 12 Available July 1939. Airborne assault.Strategic bombing 2D6. Carpet bombing 3D12@2

AIR TRANSPORT N/A N/A 6 8 Carries 1 Infantry-class unit

SEAPLANE 3 3 6 7 Can only attack Subma-rines and Naval Trans-ports. Convoy raiding. Mine Warfare.

SPECIALIST INF. Att Def a $ Notes: Max 2 of each type per turn

MOUNTAIN INFANTRY 2 4 1 4 +1 Defense and no Attack penalty in mountains.

MARINE INFANTRY 2 4 1 4 No double casualties on amphibious assault (9.8). No river penalty.

AIRBORNE INFANTRY 2 2 1 3 Airborne assault (9.15). +1 Attack on 1st combat round in Airborne Assault.

SPECIAL NAVAL LANDING FORCE

3 5 1 5 No double casualties on amphibious assault (9.8). No river penalty.

TECH ADVANCES Att Def a $ Notes:

ADVANCED ARTILLERY

4 4 1-2 4 First strike. Pair to give infantry class units +1 attack. (May also be purchased as Self-Propelled Advanced Artillery with move 2 and cost 5). No river penalty. Attrition Attack adjacent land zone 1D12 at “2”.

ADVANCED MECHANIZED INFANTRY

4 5 2 4 Pair to blitz at 2:1 ratio with armor

HEAVY ARMOR 8 7 2 8 Target selection “1” (vehicle class units). Blitz

JET FIGHTER 8 (5)

8 (5)

4 12 Air superiority. Pair with armor to blitz

HEAVY STRATEGIC BOMBER

2* (2)

3 (2)

6 13 Strategic bombing 3D6. Carpet bombing 5D12@2

HEAVY BATTLESHIP 10 10 3 7/7/7 Shore bombardment: 5, Capital ship (3 hits).

HEAVY CARRIER N/A 2 3 6/6/6 Carries 3 aircraft (Fighter/Tacti-cal). Capital ship (2 hits).

ADVANCED SUBMARINE

4 4 3 7 Multiple special rules. Mine warfare

ATTACK TRANSPORT N/A N/A 2 9 No double casualties on amphibious assault (9.8)

* Carpet Bombing(#) Interception Combat

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NAVAL UNITS Att Def a $ Notes

TORPEDO BOAT DESTROYER 2 2 2 N/A Cannot be built

DESTROYER 4 4 3 7 Pair with aircraft on Maritime Air Patrol to attack Submarines. Negates Submarine 1st strike.

LIGHT CRUISER 5 5 3 4/4 Shore bombardment @1

HEAVY CRUISER 6 6 3 5/5 Shore bombardment @2. Mine warfare

COASTAL DEFENSE SHIP 4 6 1 N/A Shore bombardment @3. Cannot be built

BATTLECRUISER 7 7 3 6/6 Shore bombardment @3

BATTLESHIP 8 8 2 5/5/5 Shore Bombardment @4, Capital ship (2 hits).

FAST BATTLESHIP 8 8 3 6/6/6 Shore Bombardment @4, Capital ship (2 hits).

LIGHT CARRIER N/A 1 3 4/4 Carries 1 aircraft (Fighter/Tactical)

FLEET CARRIER N/A 2 3 5/5/5 Carries 2 aircraft (Fighter/Tactical). Capital ship (2 hits).

COASTAL SUBMARINE 2 2 1 N/A Multiple special rules. Cannot be built

SUBMARINE 3 3 3 6 Multiple special rules. Mine warfare

NAVAL TRANSPORT N/A N/A 2 7 Carries 1 Infantry class unit + 1 other unit

BUILD TABLES CONT.

TORPEDO BOAT DESTROYER

LIGHT CRUISER

HEAVY CRUISER

COASTAL DEFENSE SHIP

BATTLECRUISER

BATTLESHIP

FAST BATTLESHIP

FLEET CARRIER

COASTAL SUBMARINE

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5© HistoricalBoardGaming.com

SET-UP

LOCATION 1936 SCENARIO 1939 SCENARIOHOKKAIDO Infantry Militia

HONSHU Motorized infantry Medium Bomber, Strategic Bomber

KYUSHU Medium Factory, Infantry Major Factory, Infantry

TOKYO Major Factory, Infantry, Fighter, 2 Tactical Bombers

Major Factory, 3 Infantry, Anti-Aircraft Artillery, Fighter

KOREA Infantry Infantry

KURILE ISLANDS Militia Militia

BONIN ISLANDS Militia Militia

VOLCANO ISLANDS Militia Militia

OKINAWA Militia Militia

FORMOSA Militia, Fighter Infantry

REHE 2 Infantry, Militia, Minor Factory Militia, Minor Factory

NORTHERN MANCHURIA Militia, Motorized Infantry 2 Infantry, Artillery

EASTERN MANCHURIA 2 Infantry, Militia, Cavalry 2 Infantry, Cavalry, Militia

CAROLINE ISLANDS Militia Militia

PALAU Militia Militia

MARSHALL ISLANDS Militia Militia

SHANTUNG KMT Possession 2 Infantry, Artillery, Cavalry, Medium Bomber, Japanese Roundel

PEKING KMT Possession 3 Infantry, Mountain Infantry, Artillery, Japanese Roundel

HAINAN ISLAND Chinese Warlord 2 Militia, Japanese Roundel

NANKING KMT Possession 3 Infantry, Artillery, Light Armor, Japanese Roundel

SIAM 2 Militia, Japanese roundel.

SEA ZONE 38 2 Battleships, Fleet Carrier (Fighter, Tactical Bomber), Light Carrier (Fighter), Battlecruiser, Heavy Cruiser, 2 Destroyers, Submarine, 3 Transports

2 Battleships, Battlecruiser, 2 Fleet Carriers (Fighter and Tactical Bomber on each), Light Carrier (with Fighter), 2 Heavy Cruisers, Light Cruiser, Destroyer, 2 Submarines, 3 Transports

SEA ZONE 54 Coastal Submarine, Heavy Cruiser, Light Cruiser

Heavy Cruiser, Torpedo Boat Destroyer, Transport

SEA ZONE 88 Destroyer, Torpedo Boat Destroyer

SEA ZONE 89 Transport, Destroyer Heavy Cruiser, Transport, Destroyer, Submarine

SEA ZONE 99 Submarine, Light cruiser Light Cruiser

SEA ZONE 56 Submarine, Transport, Heavy Cruiser, Torpedo Boat Destroyer

MULTI-STAGE PRODUCTION CHART

Fleet Carrier (Position 3)Heavy Cruiser (Position 3)Units below can be placed on produc-tion chart once at war with USA:Light Carrier (Place Units Box)2 Light Carriers (Position 2)

Heavy Battleship (Position 3)Fleet Carrier (Position 3)Destroyer (Place Units Box)Submarine (Place Units Box)Units below can be placed on production chart once at war with USA:Light Carrier (Place Units Box)2 Light Carriers (Position 2)

TECHNOLOGY CHART Long Range Aircraft (Stage 1), Heavy Battleships (Stage 2)