JAPAN NATIONAL REFERENCE SHEET · 2 days ago · 1 INCOME AND PRODUCTION (Industrial Production...
Transcript of JAPAN NATIONAL REFERENCE SHEET · 2 days ago · 1 INCOME AND PRODUCTION (Industrial Production...
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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
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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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)