Avenge Pearl Harbor Rulebook
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Special Ops Issue #8 1.0 Introduction 2.12 Markers Originally published in Game Journal #60, 2016 as Storm 1) Control markers. Control markers Over The Japanese Homeland, Avenge Pearl Harbor indicate which side currently controls simulates the hypothetical invasion of Japan starting in an area. On the back of one Japanese November 1945. Players take either the Japanese side or control marker is the Imperial the Allied side, and select Operational cards each turn in Government. See 3.0 and 15.0 (3) order to mount the best defense or attack, using the system for special rules. Once placed this MMP first introduced in What Price Glory? marker cannot be moved. There is a No Control marker which is placed in The game covers the proposed Operation Downfall and allows an area if an atom bomb successfully players the opportunity to explore the invasion of Japan. airstrikes that area. 2.0 Game Components 2) Factory markers. On their front, Avenge Pearl Harbor contains the following components: Operational side, these factories may be activated by the Japanese Supply/ 1 map Replacements card to replace air and 2 countersheets naval units. These Factory markers may only be targeted by airstrikes 32 cards (16 for the Japanese player, 16 for the Allied player) in the turn when the Allied player Players will need provide their own six-sided dice. We plays the Industrial Bombing card. recommend a pool of at least 6 dice. A destroyed factory marker may be repaired by the Japanese Supply/Construction 2.1 Counters card. If the Allies gain control of an area with a factory marker, remove the marker from the game. 2.11 Units Factories are not units. Details for the units are given below. The numbers on the 3) Turn marker. Placed on the turn track to show the bottom of each counter represent Attack Strength, then current turn. Defense Value and then Movement Allowance. A circled number in the upper right is the Airstrike Strength. Unit Key Ready Unit Spent Unit Unit Unit ID Type Japanese Japanese Japanese Japanese Unit Naval Unit Infantry Unit Tank Unit Anti-Air Unit Symbol Attack Movement Strength Allowance Defense Value Japanese British American American Air Unit Naval Unit Air Unit Naval Unit Abbreviations AAD: Anti-Air Div. AbnD: Airborne Div. AD: Armor Div. AF: Airforce American American American American B29: B29 Bomber BB: Battleship Infantry Unit Marine Unit Airborne Unit Tank Unit BC: Large Cruiser CV: Carrier CVL: Light Carrier ES: Escort ID: Infantry Div. MD: Marine Div. Airstrike ASW Strength AA Unit Unit TD: Tank Div. 403 Headquarters Drive, Suite 8, Millersville, MD 21108 APH 1 Special Ops Issue #8 4) VP marker: Placed on the Japanese 2.3 Operations Cards Victory Point Track to show the The game contains two types of cards, action cards and current Victory Points (VP) total for the reaction cards. Japanese player. If the total goes over 20 points, flip the marker to the “VP 1) Action Cards. The title of these cards are in black text. +20” side They can be used for a card action (6.3). 2.2 Game Board 2) Reaction Cards. The title of a reaction card is in red text. Reaction cards cannot be used for a card action, 2.21 Map instead they are used to respond to, or interrupt, an 1) Off Map Areas. Okinawa, Pacific Ocean, and enemy action (10.0). Saipan are off map areas that can only be entered by the Allies. Allied Card 2) Base Areas. Blue or red circles indicate an area is a base area. 3) Area Terrain. Areas are divided into land areas and Blitzkrieg Title (ActionBlitzkrieg Card) Combined Operations ★ ★ Independent Ops/Airdop sea zones. Area terrain affects movement, combat Action Type ★ Movement resolution, and hit resolution. 4) Area Boundaries. Areas are adjacent only when separated by a boundary line. Areas touching only Night Attack at a point are not adjacent (Examples: Seto Inland Night Attack Attack/Airstrike/Movement Sea is not adjacent to GenkaiSurprise Sea or San’inAttack Shore; Attack/Airstrike/Movement Surprise Attack Attack/Airstrike/Counterattack Attack/Airstrike/CounterattackSanyo is not adjacent to Northern Kyushu). There are two areas marked Impassable, and no units may ever enter these areas. Play: Your Impulse Play: Your Impulse Timing Play: Your Impulse Play: Your Impulse Activate one group of units. Activate one group of units. A boundary may have a limit on how many units can cross Activate two groups of units. four Perform one action with that group, then Activate groups, each consisting of a Perform one action with that group, then In the order of your choice, each group single unit. it (7.2). This number is in a box on the boundary line. perform another action with the same perform another action with the same group. e two actions may be the same performs one action, then becomes spent. In the order of your choice, each group (unit) Functiongroup. e two actions may be the same or is activated to move, then becomes spent. or di erent. di erent. e groups may perform the same or di erent actions. OR All units in the group become spent a er All units in the group become spent a er the second action. the second action. Activate the airborne unit (AbnD) in Play: Your Impulse Saipan to move directly to any land area, ERRAIN HART Play: Your Impulse even an area with enemy units or under T C Play: Your Impulse (or with Reaction) Activate one group of units. Activate one group of units. enemy control. It does not become spent Play: Your Impulse (or with Reaction) Activated units cannot be counterattacked at the end of this impulse. Activate one group of units. e attack or Escorts. Activate one group of units. e attack Activated units cannot be counterattacked by Anti-Air Attack strength Landof your activated Area units is increased by Anti-Air Attack or Escorts. strength of your activated units is increased by +1. If the activated units are counterattacked by +1. If the activated units are counterattacked by Ambush, only ready enemy units may When used with a counterattack, the by Ambush, only readySupply enemy units may counterattack. When used with a counterattack, the strength of spent units is not increased. Supply Repair/Replacements counterattack.Special (counts as activating 1 group) Special (counts as activating 1 group) Naval Bombardment strength of spent units is not increased. Sea Zone Japanese Card (with multiple functions) Special (counts as activating 1 group) Attack IMPERIAL JAPAN CONTROL Japanese Control at Start TitleAmbush/Anti-Air (Reaction Card) Attack Ambush/Anti-Air Attack REACTION (spent units included) ALLIED Interceptors REACTION (spent units included) Action Type InterceptorsCONTROL Allied ControlREACTION at Start REACTION ALLIED Allied Control CONTROL Play: Your Impulse Play: Your Impulse Play: Your Impulse (may not change) Activate one group of units. Flip all spent Play: Your Impulse Activate one group of units. Flip all spent Deploy all units from your replacement units in the group to their ready side. units in the group to their ready side. Activate one group of naval units to attack pool to Okinawa and/or Saipan, spent. an adjacent land area. Japanese Base Target units may only be ipped to their Note that air units must be placed in spent side by this attack. Okinawa Alled Base Condition: When your units are attacked Condition: When your units are attacked Timing(not by airstrike), or when enemy units Condition: When targeted by an airstrike (not by airstrike), or when enemy units move into an area with your units Condition: When targeted by an airstrike move into an area with your units 6 BoundaryFor the duration Limit of this(7.2) impulse, ready Immediately counterattack using normal For the duration of this impulse, ready units in the target area may counterattack Immediately counterattack using normal Function(not air) attack strength. units in the target area may counterattack using their airstrike strength against units (not air) attack strength. OR using their airstrike strength against units performing an airstrike. OR performingWhite an airstrike. Boundary Normal area Condition: When targeted by an airstrike Condition: When targeted by an airstrike Timing Off Map Area Your AA units in the target area may . Black Boundary Your AA units in the target area may . Functionimmediately counterattack using strength 4 Only Allied units may enter immediately counterattack using strength 4 APH 2 © 2018 Multi–Man Publishing, Inc. Special Ops Issue #8 3.0 Setup The Japanese player secretly chooses one area to house the Imperial Government (on the back The two players decide which side they will control, one of one control marker). Once placed, this marker player taking the Allied forces and the other player taking cannot be moved to another area. the Japanese forced. Each player gathers up their 16 cards that make up their Players set up units as follows. All units begin the game in Operations deck. their ready state (face up). VP marker begins at 0. The Turn marker begins on turn 1. Allies Initial Deployment 4.0 Sequence of Play All units begin in Okinawa. Each of the game’s 8 turns proceeds as follows. US carrier (CV) x5 1) The players choose their hand for this turn from British carrier (CV) x2 among their 16 cards (5.0). Light carrier (CVL) x4 2) The players alternate “impulses” (6.0) as the “active” Title (Action Card) Other Allied naval units x23 player. The Allied player goes first in each turn. Action Type Armor division (AD) x1 3) A player must perform an action using cards or air units, or pass.