Axis & Allies Pacific 1940 NA’s


  • In light of your criticism, here are some revisions:
    edit: I revised them some more. Hopefully you’ll find them more interesting.

    1.Burma Road - The British used the Burma Road to transport war materiel  to China before Japan was at war with the British. In addition to normal rules involving the Road, Britain and the US may build 1 unit in Szechwan on every turn that the road remains in allied hands.

    2.Operation Zet - Operation Zet was a secret operation of the Soviet Union to provide military and technical resources to the Republic of China as a part of the Sino-Soviet Non-Aggression Pact. Soviet forces may battle Japanese forces in China without violating the nonaggression pact. Additionally, the Soviets may transfer control of their units in China to the Chinese during the noncombat phase of the Soviet turn.

    I’m not entirely certain how the national objectives work. Maybe the USSR could have a national objective that gave them extra ipcs while China remained independent? That would inspire the Soviet player to make use of this advantage.

    3.Eight Route Army - At the start of World War II, the 8th Route Army infiltrated itself behind Japanese lines in Northern China, where it established many bases of operations. It recruited Chinese semi-trained militia. In 1937, the army had 30,000~ 40,000 troops. It grew to 156,000 in 1938 and 400,000 in 1940, and 600,000 in 1945. If Chinese Infantry survive at least one round of combat when defending against a Japanese attack, then these units may choose to melt away into the countryside. For all intents and purposes treat this like when submarines submerge. The Japanese occupy the province and, on the next Chinese turn, the Chinese units are back in play. The Chinese player must either have these units attack the province or move on to another province. These units may chose to attack provinces behind the Japanese lines, causing Chaos in the rear.

    4.Vinegar Joe - The Northern Combat Area Command was a mainly Sino-American formation that held the northern end of the Allied front in Burma during World War II. For much of its existence it was commanded by the acerbic General Joseph “Vinegar Joe” Stilwell, and controlled by his staff. Chinese infantry hit at a three or less when defending Burma Road provinces.

    5.The Hump - The Hump was the name given by Allied pilots in the Second World War to the eastern end of the Himalayan Mountains over which they flew military transport aircraft from India to China to resupply the Chinese war effort of Chiang Kai-shek and the units of the United States Army Air Forces based in China. The allied commitment to supply China enables the Chinese to resist even when the situation seems hopeless. Two hits are required to destroy Chinese infantry defending Szechwan, as long as India remains in allied hands. These infantry are immediately repaired after combat.

    Alternatively, if that seems too powerful, this could allow 1 unit from India to move to Szechwan during the noncombat move phase of the British and American turns. If we go for that, then maybe the Burma Road one could be replaced with something else?

    6.Magnetic Warfare - The National Revolutionary Army adopted the concept of “magnetic warfare” to attract advancing Japanese troops to definite points where they were subjected to ambush, flanking attacks, and encirclements  in major engagements. Whenever Japan and China clash, each Chinese unit fires once during the opening fire step against enemy land units in the territory being attacked (the enemy units do not fire back). Combat then continues as normal.


  • I absolutely love 8 route army. Sees like you put a lot of  thought into these.


  • Yes i like #3 as well.

    Make some for Anzac and Japan. You got some good background of History to make something outside the box. Keep at this. I think your on to something


  • The Australian 1st Armoured Division - The 1st Armoured Division was originally intended to serve in North Africa, but remained in Australia once the Pacific war began. This division formed a key element of Australia’s defences against a feared Japanese invasion. Tanks hit at a 4 or less when defending the Australian mainland.

    Maroubra Force  - Maroubra Force was the name given to the Australian infantry force that defended Port Moresby, Papua New Guinea from the Japanese.  They successfully fought a month long delaying action through the debilitating terrain of the Owen Stanley Range, before being reinforced and finally driving off the Japanese just outside of Port Moresby.
    Australian infantry in New Guinea  hit at a 3 or less when defending New Guinea from the Japanese.

    Z Special Unit - Australia  formed several small-scale raiding and reconnaissance forces.  Z Special Unit conducted raids far behind the front line, including a successful raid on Singapore in September 1943.
    Before the ANZAC combat phase of every turn, the ANZAC player may attempt to sabotage a Japanese base.  Pay 5 ipcs and pick a single Japanese naval or Airbase. Treat this as you would a strategic attack on a base, only no bomber is risked. Roll the anti-aircraft batteries as normal, if they hit then the commandos have been thwarted by the garrison. If they fail then the commandos do 1d6 damage to the facility. If the commandos do 6 levels of damage in a single raid, then one unit stationed by or at that base is destroyed. This unit is picked by the Japanese player. You may launch one commando operation every round.


  • What do you think of these for the ANZACS?

    The Australian 1st Armoured Division - The 1st Armoured Division was originally intended to serve in North Africa, but remained in Australia once the Pacific war began. This division formed a key element of Australia’s defences against a feared Japanese invasion. Tanks hit at a 4 or less when defending the Australian mainland.

    Maroubra Force  - Maroubra Force was the name given to the Australian infantry force that defended Port Moresby, Papua New Guinea from the Japanese.  They successfully fought a month long delaying action through the debilitating terrain of the Owen Stanley Range, before being reinforced and finally driving off the Japanese just outside of Port Moresby.
    Australian infantry in New Guinea  hit at a 3 or less when defending New Guinea from the Japanese.

    Z Special Unit - Australia formed several small-scale raiding and reconnaissance forces. One of these forces,  Z Special Unit, conducted raids far behind the front line, including a successful raid on Singapore in September 1943.
    Before the ANZAC combat phase of every turn, the ANZAC player may attempt to sabotage a Japanese base. Pay 5 ipcs and pick a single Japanese naval or Airbase. Treat this as you would a strategic attack on a base, only no bomber is risked. Roll the anti-aircraft batteries as normal, if they hit then the commandos have been thwarted by the garrison. If they fail then the commandos do 1d6 damage to the facility. If the commandos do 6 levels of damage in a single raid, then one unit stationed by or at that base is destroyed. This unit is picked by the Japanese player. You may launch one commando operation every round.

    M special Unit - M Special Unit, was part of the Services Reconnaissance Department, a joint Australian, New Zealand and British military intelligence reconnaissance unit, which saw action against the Japanese during World War II. M Special Unit focused mainly upon gathering intelligence on Japanese shipping and troop movements by sending small teams behind enemy lines via infiltration by sea, air or land.
    Once per game, when Japan finishes its combat move phase but before its conduct combat phase, you may make one special move. You may move any number of your units from an adjacent space into any one friendly space being attacked by Japan. Alternatively, you may move any number of your units from a space being attacked by Japan into an adjacent friendly space, but you must leave at least one unit behind. This special move otherwise follows the rules for a noncombat move. If your units survive, they remain in the space to which they were moved.

    *edit M special Unit was the successor to the Coast watchers, which may be better known. Perhaps this should be named after them? Also, Z special forces could be renamed Australian Commandos.

    Brisbane Line - The Brisbane Line was a controversial defence proposal allegedly formulated by the Menzies government during World War II to concede the northern portion of the Australian continent in the event of an invasion by the Japanese.
    Whenever Japan invades a province on the Australian mainland,  the defending ANZAC forces may choose to retreat rather than fight. The Japanese automatically seize control of the province and the ANZAC forces may move to any  allied controled territory on the Australian mainland.

    Imperial War Cabinet - The Imperial War Cabinet was created by British Prime Minister David Lloyd George in the spring of 1917 as a means of co-ordinating the British Empire’s military policy during the First World War.  Winston Churchill revived the Imperial War Cabinet during the Second World War at the insistence of Australian Prime Minister John Curtin.
    The ANZAC forces in the European theater may make combat and noncombat moves during the United Kingdom’s turn. These units conduct combat as if they belonged to the U.K. You and the U.K.’s player must agree on attacking casualties, or the opposing player gets to choose them.


  • WOW! great!


  • Imperial war cabinet doesn’t work for a pacific game. Same with operation zet. but amazing over all.

    P.S. it’s my 101 post. :-D :-D :-D :-) :-) :-D :-) 8-)


  • @finnman:

    Imperial war cabinet doesn’t work for a pacific game. Same with operation zet. but amazing over all.

    P.S. it’s my 101 post. :-D :-D :-D :-) :-) :-D :-) 8-)

    Good point.

    Operation Zet’s effects could be different for a pacific only game. Does China get an income in Pacific? If so then maybe Operation zet could give her a few ipcs a turn? Otherwise, Operation Zet could give China a free infantry piece each turn.

    Imperial war cabinet would only work for a global game, admittedly.


  • Yes they chinese do have a economy. Maybe imperial war cabinet could let the Anzac build at UK ICs.


  • NAs for China, Anzacs, and British Empire

    Please note that I copy pasted most of the descriptive text from wikipedia. Its just there as a placeholder for now.

    CHINA

    1.Burma Road - The British used the Burma Road to transport war materiel  to China before Japan was at war with the British. In addition to normal rules involving the Road, Britain and the US may build 1 unit in Szechwan on every turn that the road remains in allied hands.

    2.Operation Zet - Operation Zet was a secret operation of the Soviet Union to provide military and technical resources to the Republic of China as a part of the Sino-Soviet Non-Aggression Pact.
    Collect two additional ipcs during your collect income phase if the allies control a land route between China’s capital and the USSR.

    Additionally, in the global game, Soviet forces may battle Japanese forces in China without violating the nonaggression pact. Furthermore, the Soviets may transfer control of their units in China to the Chinese during the noncombat phase of the Soviet turn.

    3.Eight Route Army - At the start of World War II, the 8th Route Army infiltrated itself behind Japanese lines in Northern China, where it established many bases of operations. It recruited Chinese semi-trained militia. In 1937, the army had 30,000~ 40,000 troops. It grew to 156,000 in 1938 and 400,000 in 1940, and 600,000 in 1945. If Chinese Infantry survive at least one round of combat when defending against a Japanese attack, then these units may choose to melt away into the countryside. For all intents and purposes treat this like when submarines submerge. The Japanese occupy the province and, on the next Chinese turn, the Chinese units are back in play. The Chinese player must either have these units attack the province or move on to another province. These units may chose to attack provinces behind the Japanese lines, causing Chaos in the rear.

    4.Vinegar Joe - The Northern Combat Area Command was a mainly Sino-American formation that held the northern end of the Allied front in Burma during World War II. For much of its existence it was commanded by the acerbic General Joseph “Vinegar Joe” Stilwell, and controlled by his staff. Chinese infantry hit at a three or less when defending Burma Road provinces.

    5.The Hump - The Hump was the name given by Allied pilots in the Second World War to the eastern end of the Himalayan Mountains over which they flew military transport aircraft from India to China to resupply the Chinese war effort of Chiang Kai-shek and the units of the United States Army Air Forces based in China. The allied commitment to supply China enables the Chinese to resist even when the situation seems hopeless. Two hits are required to destroy Chinese infantry defending Szechwan, as long as India remains in allied hands. These infantry are immediately repaired after combat.

    6.Magnetic Warfare - The National Revolutionary Army adopted the concept of “magnetic warfare” to attract advancing Japanese troops to definite points where they were subjected to ambush, flanking attacks, and encirclements  in major engagements. Whenever Japan and China clash, each Chinese unit fires once during the opening fire step against enemy land units in the territory being attacked (the enemy units do not fire back). Combat then continues as normal.

    ANZAC

    The Australian 1st Armoured Division - The 1st Armoured Division was originally intended to serve in North Africa, but remained in Australia once the Pacific war began. This division formed a key element of Australia’s defences against a feared Japanese invasion. Tanks hit at a 4 or less when defending the Australian mainland.

    Maroubra Force - Maroubra Force was the name given to the Australian infantry force that defended Port Moresby, Papua New Guinea from the Japanese. They successfully fought a month long delaying action through the debilitating terrain of the Owen Stanley Range, before being reinforced and finally driving off the Japanese just outside of Port Moresby.
    ANZAC infantry in New Guinea hit at a 3 or less when defending New Guinea from the Japanese.

    Australian Commandos - Australia formed several small-scale raiding and reconnaissance forces. One of these forces, Z Special Unit, conducted raids far behind the front line, including a successful raid on Singapore in September 1943.
    Before the ANZAC combat phase of every turn, the ANZAC player may attempt to sabotage a Japanese base. Pay 5 ipcs and pick a single Japanese naval or Airbase. Treat this as you would a strategic attack on a base, only no bomber is risked. Roll the anti-aircraft batteries as normal, if they hit then the commandos have been thwarted by the garrison. If they fail then the commandos do 1d6 damage to the facility. If the commandos do 6 levels of damage in a single raid, then one unit stationed by or at that base is destroyed. This unit is picked by the Japanese player. You may launch one commando operation every round.

    Coastwatchers - The Coastwatchers were Allied military intelligence operatives stationed on remote Pacific islands during World War II to observe enemy movements and rescue stranded Allied personnel. They played a significant role in the Pacific Ocean theatre and South West Pacific theatre, particularly as an early warning network during the Guadalcanal campaign.
    Once per game, when Japan finishes its combat move phase but before its conduct combat phase, you may make one special move. You may move any number of your units from an adjacent space into any one friendly space being attacked by Japan. Alternatively, you may move any number of your units from a space being attacked by Japan into an adjacent friendly space, but you must leave at least one unit behind. This special move otherwise follows the rules for a noncombat move. If your units survive, they remain in the space to which they were moved.

    Brisbane Line - The Brisbane Line was a controversial defence proposal allegedly formulated by the Menzies government during World War II to concede the northern portion of the Australian continent in the event of an invasion by the Japanese.
    Whenever Japan invades a province on the Australian mainland,  the defending ANZAC forces may choose to retreat rather than fight. The Japanese automatically seize control of the province and the ANZAC forces may move to any  allied controled territory on the Australian mainland.

    Imperial War Cabinet - The Imperial War Cabinet was created by British Prime Minister David Lloyd George in the spring of 1917 as a means of co-ordinating the British Empire’s military policy during the First World War.  Winston Churchill revived the Imperial War Cabinet during the Second World War at the insistence of Australian Prime Minister John Curtin.
    The ANZACS may build units on industrial complexes controlled by the British Empire.
    Additionally, in the Global game, The ANZAC forces in the European theater may make combat and noncombat moves during the United Kingdom’s turn. These units conduct combat as if they belonged to the U.K. You and the U.K.’s player must agree on attacking casualties, or the opposing player gets to choose them.

    BRITISH EMPIRE
    Chindits - The Chindits were a British India “Special Force” that served in Burma and India in 1943 and 1944 during the Burma Campaign in World War II. They were formed into long range penetration groups trained to operate deep behind Japanese  lines. Your infantry may perform attacks for one round and immediately retreat from where they came. Japanese defenders do not fire back. This is only to be used in mainland Asia.

    Gurkha Regiments – Gurkha was the collective term for British Indian Army soldiers from Nepal. Gurkhas were famous for their ever-present kukris, a distinctive heavy knife with a curved blade, and for their reputation of being fierce fighters and brave soldiers.
    Designate 1 infantry as a Gurkha regiment. Mark it by placing an upside down British roundel under the unit. This unit hits at a 3 or less when defending and at a 2 or less when attacking (3 or less when backed by artillery). Once the unit is lost you may designate a different infantry unit as a Gurkha regiment. You may only have one Gurkha regiment at a time and you may not create new ones if India is occupied by the axis.

    Guns of Singapore - Singapore’s famous large-calibre coastal guns were designed to penetrate the hulls of heavily armoured warships and were ineffective against personnel. Japanese ships may not bombard Malaya in support of an amphibious Assault.

    The Royal Indian Army Corps of Engineers - The Corps of Engineers is one of the oldest arms of the Indian Army. The origin of the Corps dates back to 1780 when the two regular pioneer companies of the Madras Sappers were raised. In war, Combat Engineers provide mobility to own forces by constructing bridges, tracks and roads; on the other hand the Corps denies the same to the enemy by creating obstacles such as laying mine-fields and demolition of bridges.
    British infantry and artillery have a noncombat of two on mainland asia. Japanese armor may not blitz through British controlled territory on the Asian mainland.

    Cripps Mission - The Cripps mission was an attempt in late March 1942 by the British government to secure Indian cooperation and support for their efforts in World War II. The purpose of the mission was to negotiate with the Indian National Congress a deal to obtain total co-operation during the war, in return of progressive devolution and distribution of power from the crown and the Viceroy to elected Indian legislature. However, the talks failed, having failed to address the key demand of a time frame towards self-government.
    Once per game, during the British collect income phase,  the British player may promise independence for India. For the next two turns the British Empire’s pacific theater income is doubled. After that, the territory of India is considered a neutral country. All British units within the country are transferred to the nearest Allied controlled territory. The British player picks a new territory as its capital on the Pacific board. A minor industrial complex is immediately placed on this new territory, even if it could not normally support a minor industrial complex. If a neutral India is attacked by the Japanese, place 10 infantry, 2 artillery, an armor, and 2 fighters down on India.

    Pacific War Council - The Pacific War Council was an inter-governmental body established in 1942  and intended to control the Allied war effort in the Pacific and Asian campaigns of World War II. The council never had any direct operational control and any decisions it made were referred to the U.S.-British Combined Chiefs of Staff, which was also in Washington. Although there were relatively few U.S. forces in the Pacific in mid-1942, the sheer volume of matériel and forces controlled by the United States government soon gave it effective control of strategy in the Pacific War.

    Once during the game, on your turn, you may declare a joint strike. You complete your turn as normal, except you skip your combat move and conduct combat phases. (Any of your units may move on your noncombat move phase.) On the U.S.’s turn, the U.S.’s player can move any of your units during his or her combat move phase and conduct combat with them, as if they belonged to the U.S. You and the U.S.’s player must agree on attacking casualties, or the opposing player gets to choose them.


  • These are really good. Japan might have some trouble taking India. Let’s see what you got for Japan and the U.S.  :roll: :roll:


  • This will take time to digest… its alot of new ideas


  • While we are at it, what do you all think of these for Japan?

    Tokyo Express – The Tokyo Express was the name given by Allied forces to the use of Imperial Japanese Navy ships at night to deliver personnel, supplies, and equipment to Japanese forces operating in and around New Guinea and the Solomon Islands during the Pacific campaign of World War II.
    One infantry each turn can move from any naval or air base to another naval or air base without need of transports. Do this after purchasing new units, but before mapping out your combat moves.

    Indian National Army - The Indian National Army was an armed force formed by Indian nationalists in 1942 in Southeast Asia during World War II.The aim of the army was to overthrow the British Raj in colonial India, with Japanese assistance. Initially composed of Indian prisoners of war captured by Japan in her Malayan campaign and at Singapore, it later drew large numbers of volunteers from Indian expatriate population in Malaya and Burma.
    Whenever Japan captures a British controlled territory and destroys a British unit in the process, you may place down a free infantry unit on the territory. Place down two additional free infantry if you destroyed a British tank or fighter while capturing the territory.

    East Asia Co-Prosperity Sphere -  The term “Greater East Asia Co-Prosperity Sphere” is remembered largely as a front for the Japanese control of occupied countries during World War II, in which puppet governments manipulated local populations and economies for the benefit of Imperial Japan.
    Immediately Collect a number of ipcs equal to the ipc value of any colonial territory that you seize from the allies (British territories in mainland Asia, Hawaii, the Philippines, and the Dutch East Indies). This is in addition to the ipcs you will collect at the end of the turn for occupying the territory. Furthermore, you may mobilize new units on each of these colonial possessions worth at least 2 ipcs as though you had a minor industrial complex on it.

    Island Defenders -When the time came to defend against American amphibious invasions, the Japanese prepared their positions well and fought tenaciously. Japanese soldiers hid in fortified caves armed with hidden machine guns and explosives; American forces often lost many men before clearing the Japanese out from each cave or other hiding place.
    All infantry defending on Pacific islands (Japan and Australia/New Zealand do not count) get to roll two dice in combat and pick the best result from the dice. If the dice hit both times it is not counted as two hits except for the first round of combat.

    Long Live the Emperor - During World War II, Tennōheika banzai!, literally “Ten thousand years to the Emperor” became a Japanese battle cry during charges.  “Banzai charge” was a term applied during World War II by the Allied forces to human wave attacks mounted by infantry forces of the Imperial Japanese Army. These attacks were usually launched as a suicide attack to avoid surrender and dishonor or as a final attempt at maximizing the odds of success in the face of usually numerically superior Allied forces.
    When you begin an attack with only infantry, all those infantry attack on a 2. This also applies to any amphibious assault in which your attacking land units consist of only infantry. Air support and amphibious bombardments don’t negate this, but the presence of artillery or armor will. Additionally, infantry on mainland japan hit on a 3 or less when defending.

    Skilled Pilots - The Japanese pilot training program was very selective and rigorous, producing a high-quality and long-serving pilot corps, who ruled the air in the Pacific during early stages of World War II.  At sea, or during sea battles, tactical Bombers can selects their naval target for the first round of battle.


  • @Imperious:

    This will take time to digest… its alot of new ideas

    Ya these could open up tons of new strategies for the allies. If you use cripps mission right you push Japan back quite a bit.


  • I don’t think it’s fair to give Japan only 6. I usually give a nation all of there’s. So the allies will have 24 while Japan will only have six. I think Japan should have a naval and land list. Just my thoughts.


  • @finnman:

    I don’t think it’s fair to give Japan only 6. I usually give a nation all of there’s. So the allies will have 24 while Japan will only have six. I think Japan should have a naval and land list. Just my thoughts.

    I agree with you.

    How do Kamikazis work in Pacific 1940? And can Japan transport an infantry on each destroyer?


  • @dannyboy2016:

    @finnman:

    I don’t think it’s fair to give Japan only 6. I usually give a nation all of there’s. So the allies will have 24 while Japan will only have six. I think Japan should have a naval and land list. Just my thoughts.

    I agree with you.

    How do Kamikazis work in Pacific 1940? And can Japan transport an infantry on each destroyer?

    Japan can’t transport infantry in destroyers. 
    If the allies take an island with a kamikaze symbol on it then Japan has six tokens to use for naval defense. they don’t destroy fighters they just take tokens. There quite a bit more complicated then that but that is the just of it.


  • Japanese Advantages

    POLITICAL  ADVANTAGES

    Quit India Movement - The Quit India Movement was a civil disobedience movement launched in India in August 1942 in response to Mohandas Gandhi’s call for immediate independence.  The British swiftly responded with mass detentions. Over 100,000 arrests were made nationwide, mass fines were levied, and demonstrators were subjected to public flogging.
    Once per game, at the beginning of the British player’s turn, the Japanese may declare its support for the Quit India movement. The British player may not build any units on India this turn. This may not be used if the United Kingdom has already promised independence for India (see the Cripps Mission national advantage).

    Indian National Army - The Indian National Army was an armed force formed by Indian nationalists in 1942 in Southeast Asia during World War II.The aim of the army was to overthrow the British Raj in colonial India, with Japanese assistance. Initially composed of Indian prisoners of war captured by Japan in her Malayan campaign and at Singapore, it later drew large numbers of volunteers from Indian expatriate population in Malaya and Burma.
    Whenever Japan captures a British controlled territory and destroys a British unit in the process, you may place down a free infantry unit on the territory. Place down two additional free infantry if you destroyed a British tank or fighter while capturing the territory.

    East Asia Co-Prosperity Sphere - The term “Greater East Asia Co-Prosperity Sphere” is remembered largely as a front for the Japanese control of occupied countries during World War II, in which puppet governments manipulated local populations and economies for the benefit of Imperial Japan.
    Immediately Collect a number of ipcs equal to the ipc value of any colonial territory that you seize from the allies (British territories in mainland Asia, Hawaii, the Philippines, and the Dutch East Indies). This is in addition to the ipcs you will collect at the end of the turn for occupying the territory. Furthermore, you may mobilize new units on each of these colonial possessions worth at least 2 ipcs as though you had a minor industrial complex on it.

    AIR POWER ADVANTAGES

    Skilled Pilots - The Japanese pilot training program was very selective and rigorous, producing a high-quality and long-serving pilot corps, who ruled the air in the Pacific during early stages of World War II.
    At sea, or during sea battles, tactical Bombers can selects their naval target for the first round of battle.

    Kamikaze - The Kamikaze  were suicide attacks by military aviators from the Empire of Japan against Allied naval vessels in the closing stages of the Pacific campaign of World War II, designed to destroy as many warships as possible.
    During your purchase units phase, you may buy additional Kamikaze attacks at the cost of 2 ipcs per Kamikaze plane. You may never have more than 6 Kamikaze’s at a time.

    Mitsubishi A6M  Zero - When it was introduced early in World War II, the Zero was the best carrier-based fighter in the world, combining excellent maneuverability and very long range. In early combat operations, the Zero gained a legendary reputation as a “dogfighter”, gaining the outstanding kill ratio of 12 to 1, but by 1942, a combination of new tactics and the introduction of better equipment enabled the Allied pilots to engage the Zero on more equal terms.
    Japanese fighters defending a Seazone hit at a 5 or less during the first round of Combat.

    NAVAL  ADVANTAGES

    Tokyo Express – The Tokyo Express was the name given by Allied forces to the use of Imperial Japanese Navy ships at night to deliver personnel, supplies, and equipment to Japanese forces operating in and around New Guinea and the Solomon Islands during the Pacific campaign of World War II.
    One infantry each turn can move from any naval or air base to another naval or air base without need of transports. Do this after purchasing new units, but before mapping out your combat moves.
    Additionally, destroyers may transport 1 infantry apiece.

    Combined Fleet - The Combined Fleet was the main ocean-going component of the Imperial Japanese Navy, analogous to the German High Seas Fleet. With the start of the Pacific War with the attack on Pearl Harbor by the Combined Fleet’s Kido Butai, the Combined Fleet was almost synonymous with the Imperial Japanese Navy, as it comprised the battleships, aircraft carriers, aircraft, and the components that made up the main fighting strength of the IJN.
    The defense values for your Aircraft carriers, Destroyers, Cruisers, and Battleships are increased by one as long as one of each of these vessels is present in the seazone being attacked. The defense value for units may not go above 5, even if you have Yamato Class Battleships.

    Yamato Class Battleships - The Yamato-class battleships  were the largest, heaviest, and most heavily-armed battleships ever constructed.
    Japanese Battleships cost an additional 4 ipcs to build but defend, attack, and bombard at a 5.

    LAND ADVANTAGES

    Island Defenders -When the time came to defend against American amphibious invasions, the Japanese prepared their positions well and fought tenaciously. Japanese soldiers hid in fortified caves armed with hidden machine guns and explosives; American forces often lost many men before clearing the Japanese out from each cave or other hiding place.
    All infantry defending on Pacific islands (Japan and Australia/New Zealand do not count) get to roll two dice in combat and pick the best result from the dice. If the dice hit both times it is not counted as two hits except for the first round of combat.

    Long Live the Emperor - During World War II, Tennōheika banzai!, literally “Ten thousand years to the Emperor” became a Japanese battle cry during charges.  “Banzai charge” was a term applied during World War II by the Allied forces to human wave attacks mounted by infantry forces of the Imperial Japanese Army. These attacks were usually launched as a suicide attack to avoid surrender and dishonor or as a final attempt at maximizing the odds of success in the face of usually numerically superior Allied forces.
    When you begin an attack with only infantry, all those infantry attack on a 2. This also applies to any amphibious assault in which your attacking land units consist of only infantry. Air support and amphibious bombardments don’t negate this, but the presence of artillery or armor will. Additionally, infantry on mainland japan hit on a 3 or less when defending.

    Ha-Go Light Tank - The Type 95 light tank was a light tank used by the Imperial Japanese Army in combat operations of the Second World War. Although it was very slow for a light tank, it proved sufficient against opposing infantry in campaigns in Manchuria and China, as the Chinese National Revolutionary Army had very few tanks or anti-tank weapons to oppose them.
    Whenever you are attacking only Chinese land units, your tanks hit at a 4 or less. If British, Anzac, or American ground forces are present, your tanks don’t receive this bonus.


  • Here are a few additional ones:

    Aircraft Carrier Akagi – The Akagi was the Flagship of the first Air Fleet. 
    Designate one aircraft carrier as your flagship. Its defense value is increased by 1. Any aircraft based on the Akagi have their attack and defense values increased by one for the first round of any combat they engage in (for a max possible value of 5). Once the Akagi is destroyed you may not designate another flagship.

    Kaiten Torpedos - The Kaiten was a torpedo modified as a suicide weapon, and used by the Imperial Japanese Navy in the final stages of World War II.
    Whenever a Japanese submarine is involved in a combat against allied fleets the Japanese player may declare that they are launching Kaiten Torpedos. Spend 2 ipcs for each Kaiten torpedo that you wish to launch. Kaiten torpedos hit at a one, but you get to chose which units they hit. The Kaiten attacks are rolled at the same time as the Submarine and whatever they kill may not retaliate. You may only launch two Kaiten attacks per submarine per turn.

    America First Committee - The America First Committee was the foremost non-interventionist pressure group against the American entry into World War II. Peaking at 800,000 members, it was likely the largest anti-war organization in American history.

    The Japanese player may not start a war with the US, UK, or ANZAC players for the first two turns of the game. However, the US may not collect any income until the war begins.


  • Any thoughts on those 15 proposed Japanese advantages?

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