Victory Results:
 0 %
Record a victory for BOTTOM ARMY  0 %

1944. background text

  American Japanese
Division 1

10 Squad Bases
- 2 officers
- 22 regulars
- 10 elites
- 2 Machine Gun Crews
- 1 Mortar Crew
- 1 LVT (A)-1 + Flamethrower specialization
- 1 LVT (A)-4 (Op card 131; Use LVT(A)-1 model, mark it e.g. with an American control marker to distinguish it)
- 4 Amtraks
- 3 DUKW

2x Medic
1x Engineer
1x AntiTank
1x Flamethrower

11 Squad Bases
- 1 officer
- 34 regulars
- 3 elites
- 2 Machine Gun Crews
- 1 mortar 
- 2 Type 1 47mm AT guns
- 4 Ha Go tanks

1x LMG
2x Concealed Concealed

Division 2

7 Squad Bases
- 2 officers
- 22 regulars
- 2 elites
- 1 Machine Gun Crew
- 1 Mortar Crew
- 1 LVT (A)-1 + Flamethrower specialization
- 3 Amtraks
- 2 DUKW

1x Medic
1x AntiTank
1x Flamethrower

8 Squad Bases
- 1 officer
- 24 regulars
- 3 elites
- 1 Machine Gun Crew
- 1 Mortar Crew

2x Concealed 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   Initiative Token
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


Round 2 (Status): Div. 1
    • 3 Sherman tanks, 1 with a flamethrower specialization. 
    • 1 LVT (A)- 4 

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
    • 4 Squad bases
    • 1 officer
    • 1 MG
    • 1 mortar
    • 8 regulars
    • 4 elites
    • 1 DUKW
    • 2 Amtraks
    • 1 LVT(A)-1 with flamethrower specialization
1x Medic
1x Flamethrower

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!
Designer’s note: As the Japanese weren’t sure where the Allies were going to land and a defense in-depth rather than a beach defense strategy was opted for, the Japanese forces were  spread across the island when the landings occurred. Up until Peleliu it had been customary to try and stop the invading forces on the beaches, but this greatly exposed the defenders to naval gunfire. In addition, the rule is in play for play-balance purposes!

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.

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
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Discuss this article in the forums (2 replies).
alecrespi replied the topic:
8 months 3 weeks ago

This scenario and map look AMAZING!!! I can't wait to get all the map boards and overlays printed so I can try it out!
I completely agree!
Another promising scenario of epic proportions created by Willem.
I have seen some preview images of all the printed material and it is truly a pleasure to behold.
JVHillegas-Elting replied the topic:
9 months 1 week ago
This scenario and map look AMAZING!!! I can't wait to get all the map boards and overlays printed so I can try it out!