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Terrain
- A unit in dense jungle, kunai, bamboo or swamp may not participate in a multi-hex FG if another unit in that FG occupies some other dense jungle, kunai, bamboo or swamp hex.
- A Recovery attempt in jungle, kunai or bamboo receives a +2 drm.
- Ambush may occur in jungle, kunai or bamboo just as if that terrain type were woods. However, the ATTACKER unit/stack in that hex must add a + 1 drm to its Ambush dr.
- Light Jungle is the same as woods except it’s a two-level obstacle.
- Dense Jungle has a +2 TEM.
- Infantry stacking limits are reduced to two in Dense Jungle.
- Dense jungle blocks LOS along its hexsides (Inherent Terrain).
- Normal woods entry costs (including those for path/TB if applicable) apply to entering dense jungle.
- Dense Jungle may not be bypassed.
- In a daytirne scenario, an infantry unit/stack that in its MPh is in an Interior dense-jungle hex and wishes to move to a new hex must make a Movement DR (and hence possibly a Straying DR as well) unless it has already done so in its current MPh.
- No mortar may fire from a dense-jungle.
- At the end of the CCPh, one armed MMC in each jungle/bamboo Location may make a Clearance DR in an attempt to Clear (i.e., create) a Path.
- A broken unit is not required to rout to the nearest bamboo hex.
- Infantry may enter bamboo only via Minimum Move, Low Crawl or Advance vs Difficult Terrain.
- Straying can occur in an Interior bamboo hex.
- Bamboo is a one-level obstacle and normally has a + 1 TEM.
- Palm trees are treated as orchard and are always in season.
- A hut is a one-level + 1 LOS Hindrance like an out-of-season orchard, but only if the LOS crosses one building depiction in that hex and the hut is not Collapsed.
- A hut has a +1 TEM unless collapsed.
- A hut cannot be rubbled. However, any KIA caused by a DC or HE attack vs a non-Collapsed hut Location (even vs a Bypassing unit therein) causes it to Collapse after fully resolving that attack vs all occupants.
- A Collapsed hut has no TEM but is a normal (i.e., not one-level) +1 LOS Hindrance across the building depiction(s).
- Each marsh hex that is adjacent to one jungle hex becomes a swamp hex.
- Swamp is always a two-level obstacle with a +1 TEM.
Japanese
- All armed Japanese HS break and rally in the normal manner.
- Japanese SMC have no Broken side, and cannot break voluntarily. A Japanese SMC (including a wounded leader) who suffers a break result due to any cause is instead Wounded.
- A Japanese leader who fails a MC by an amount > his ELR is not subject to Replacement.
- A Japanese Infantry/Cavalry leader increases the Morale Level of all other non-berserk Japanese Infantry/ Cavalry units [EXC: another leader] in his Location by one.
- A Japanese leader is equivalent to a Commissar for all rally and berserk purposes.
- Any Good Order Japanese Infantry unit (even one SMC) may declare a Banzai Charge.
- Good Order Elite and 1st-Line Japanese Infantry (including crews) are Stealthy, while Conscripts are Lax.
- They do not Disrupt, nor will they surrender in the RtPh.
- Unbroken Japanese treat LLMC as LLTC, and if Encircled do not have their Morale Level lowered by one.
- In scenarios set in/after 6/42, No Quarter is always in effect and Mopping Up cannot be used. (for both sides)
- Japanese Infantry receive a -2 drm for their Concealment dr.
- The Japanese player in a daytime scenario may always use HIP for 10% (FRU) of the MMC squad-equivalents in his onboard-setup OB and any SMC/SW that set(s) up stacked with them.
- In a night scenario the Japanese player may always use HIP for 25% of his MMC squad-equivalents that set up onboard, even if he is not the Scenario Defender.
- Whenever one unbroken Japanese Infantry/Cavalry unit is the ATTACKER in CC/Melee or Ambushes the enemy in CC, that CC/Melee automatically becomes Hand-to-Hand unless every such Japanese unit participating in it was Ambushed in that phase and/or is Withdrawing/ pinned.
- Immediately prior to resolving a CC Capture Attempt vs a Japanese Personnel unit, that Japanese unit - even if it had declared a CC attack (but not if it has already made that attack) - may attempt to eliminate itself using Hari-Kari.
- The opponent does not gain Casualty VP when a Japanese Full-Strength squad or infantry-crew is flipped over to its Reduced-Strength side.
Chinese
- GMD Chinese cannot deploy.
- Uses Red To-Hit numbers.
- May do human wave attacks like Russians.
- No Quarter is always in effect for Japanese vs Chinese.
- 10% FRU of squads may be secretly recorded as Dare Death squads. They may then voluntarily go berserk if in/ADJACENT to a friendly leader.