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American | Japanese | |
Division 1 |
10 Squad Bases 2x Medic |
11 Squad Bases |
Division 2 |
7 Squad Bases 1x Medic |
8 Squad Bases 2x Concealed |
Strategy Decks | - US Marine Corps (usable by Div.1 units only!) - American reinforcements - American Air Support (Remove paratroopers) |
- Japanese Imperial army Deck I (Remove all Banzai related cards & Defection!) - Japanese artillery Deck I |
Starting Strategy Cards | 2 | 2 |
Operations Cards | - 005 Clear Mines - 112 Naval Bombardments - 113 Elite Formations (Only applies to US Division 1) - 114 Sealing Caves - 012 Massive Confusion (only applies to sea and beach hexes) - 131 LVT (A)-4 - 103 Flamethrower Tank - 002 Heavy Fog (shared) (Removed end status phase 2) - XXX Napalm |
- 116 Zeroed-in artillery - 014 No surrender - 013 Desperate Defenders - OR10 Pillboxes & Bunkers - 134 Spider Holes - xxx Camouflage * no more than 4 concealed japanese squads may be on the board at any given time -002 Heavy Fog (shared). This card represents the smoke that resulted from the intense naval and aerial bombardment prior to the landings. It is removed at the end of the status phase of round 2 |
Deployment Zone | Div. 1: Any full ocean hex adjacent to a beach hex on maps PL11A through PL14A. All squads start the game onboard landing craft!
Div. 2: Any of the three full ocean hexes on the Western edge (see North Directional marker) of map PL4A (indicated by R div. 2). All squads start the game onboard landing craft! Div. 2: (Is placed onto the board on status phases Rounds X and/or Y): Roll a die starting on the status phase of round 4 (Scenario reinforcements and events step): on a roll of 1 the reinforcements arrive right away; on a roll of 2-3 the reinforcements arrive on the status phase of round 5, on a roll of 4-5 the reinforcements arrive on round 6, on a roll of 6, they arrive at the end of round 7) |
Div. 1: deploys on any Victory point objective, Japanese or neutral command point objective or hex containing a pillbox or entrenchment on maps PL 7A through 15A. Also see special rules section! Div. 2: deploys on any Victory point objective, Japanese or neutral command point objective or hex containing a pillbox or entrenchment on maps PL 1A through 6A. Also see special rules section! |
Starting Initiative | ||
Objective |
The Americans score 10 VP’s for each victory objective controlled at the end of the game. In addition they score 3 (additional) VP’s for each American unit exited off the North end of the map. It costs an American unit one MP to exit. They exit by moving into the half hexes (indicated by US control markers). Moving into these half hexes cannot be prevented by enemy op-fire. |
The Japanese immediately score 1 VP for each American vehicle and figurine destroyed. Total the number of points at the end of the game to calculate the Japanese player’s final score. |
Rounds | 12 | |
Actions per turn | 3 | 2 |
Reinforcements |
These units are placed directly onto eligible (Free of enemy units, without overstacking, no half hexes) beach hexes. In addition, these units may not set up adjacent to enemy units. (Note that beach hex strictly refers to beach terrain. Not any hex adjacent to an ocean hex!). Round 3 (Status): Div. 1 These units are placed on any full ocean hex adjacent to a beach hex on maps PL11A through PL14A. All squads start the game onboard landing craft! |
Round 2 (Status): Div. 1 • 4 Ha-Go tanks These units are placed onto eligible runway hexes or eligible hexes adjacent to these. In addition, they may not be placed adjacent to enemy units. |
Special Rules |
Spread out defense: At set-up there can only be one Japanese unit per legal set-up hex. Exception: The Ha-Go tanks set up two per hex, but may not initially share a hex with an infantry unit. The Japanese AT gun may share a hex with an infantry unit (its crew). Once play begins, these restrictions are lifted! Abundant air support: On the condition that the US player controls the neutral command point objective located on the airfield’s runway as well as the adjacent building hex and there are no Japanese units within two hexes of either of these, should the American air support deck ever run out, the American player may reshuffle and re-use the deck, even multiple times. Note that any cards currently in the HQ or play areas remain there! Mangrove Swamps: The swamps depicted on the map are Mangrove swamps. They are impassable to all units and block LOS. Anti-tank ditch: The tank traps represent an anti-tank ditch. Hexes containing these obstacles are impassable to vehicles. They offer squads one (additional) cover. US strategy card reinforcements: No trucks may be bought. One DUKW or one Amtrak may be bought instead. Until the round after division 2 arrives, strategy card granted reinforcements cannot be assigned to division 2. Once eligible, they are deployed in eligible division 2 starting hexes. Until then, any reinforcements granted by strategy cards, are automatically assigned to division 1. These are deployed in eligible division 1 at start deployment hexes. For any division 2’s reinforcements granted by strategy card, an Amtrak or DUKW must be bought along with it (due to the location of their deployment hexes), and squads start the game on board their transport(s). For any such division 1 reinforcements, such an additional purchase is optional. |
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Terrain Features | 3 tank traps 3 barbed wire 1 minefield 1 pillbox 6 entrenchments 4 Cave entrance/exit markers Caves (3) |
Required to play:
- TOI Base game or Next Wave Core set
- Tail of the Dragon Expansion