G. PACIFIC THEATER ORDER OF PRESENTATION
G.1 PTO TERRAIN: Except as mentioned otherwise, the following apply whenever "PTO Terrain" is stated as being in effect: Q&A
- All woods are Jungle;
- All brush is Bamboo;
- All orchards are Palm Trees;
- All wooden Single Story Houses in hexes containing ≥ two separate buildings, but no partial building depiction, are Huts;
- All grain is Kunai;
- Each marsh hex adjacent to ≥ one Jungle hex is a Swamp hex;
- Cellars (B23.41) can exist only in multi-hex stone buildings;
- No roads exist (all woods-roads are Paths, with no Open Ground in the woods-road portion of those hexes);
- All bridges are Fords;
- Stream "end-hexes" (whether overlay hexes or not) that are adjacent to each other but on different boards are assumed to represent a continuous stream; i.e., each hexside common to two such hexes is treated as a stream hexside [EXC: for LOS/LOF purposes, that hexside is considered a stream hexside only if the LOS/LOF begins in/IN one of those two stream hexes and ends in/IN the other].
G.1A ROAD/PATH: All Chapter G references to roads apply only to playable roads (i.e., not to printed roads that are treated as paths or as nonexistent; G.1). All Chapter G references to paths apply also to roads treated as paths.
G.2 FORTIFICATIONS: In daytime scenarios, E1.16 applies to Fortifications [EXC: Known minefields; F.7] set up in jungle, kunai or bamboo [EXC: an entrenchment whose occupant(s) are hidden is revealed when a non-Dummy enemy unit enters its Location only if ≥ one of its occupants is revealed too (see G.4); a pillbox is also revealed if any of its occupants fires] .
G.3 FIREGROUPS: A unit in dense jungle (2.2), 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.
EX: if PTO Terrain (including dense jungle) is in effect, Squad A (in a palm-tree hex) may form a FG with squad B (in a swamp hex), or with squad C (in dense jungle hex), or with squad D (in a kunai hex). No other FG configuration is possible for these units as shown - nor would any other be possible even if DD3 were Open Ground.
G.4 DETECTION: A12.15/A12.41 does not necessarily apply when, during its MPh, an ATTACKER unit enters a jungle, kunai or bamboo Location whose occupying unit(s) consist(s) only of hidden, Stealthy Infantry DEFENDER(S), none of which is in a pillbox/building or manning a hidden Gun. The DEFENDER player has the choice of invoking A12.15/A12.41 (as applicable), of having all such DEFENDER units in that Location automatically retain their HIP status (though they can still be revealed by Searching; A12.152), or of having ≥ one of them attack the moving ATTACKER using TPBF on the IFT (/using Reaction Fire as allowed). Unless pinned beforehand, the MPh of each ATTACKER Infantry unit thusly attacked ends after all attacks vs it prompted by its entry MF expenditure have been resolved. If the ATTACKER unit ends its MPh in that now-revealed DEFENDER's Location, a CC counter is placed therein.
G.5 RECOVERY: A Recovery attempt (A4.44) in jungle, kunai or bamboo receives a +2 drm unless the item being Recovered is in a vehicle, trench, building or pillbox.
G.6 AMBUSH: Ambush (A11.4) 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.1
G.7 RADIO:: When PTO Terrain (G.1) is in effect, all radio (but not field phone) Contact and Maintenance DR receive a +1 DRM.2 Q&A
G.8 TRIP FLARES: During setup for a 1944-5 PTO night scenario involving a U.S. Scenario Defender, the U.S. player may assign a number of trip flares (up to the number available in his OB) to any jungle/bamboo/wire/panji Locations.3 He does this by secretly recording the grid coordinate of each such hex and the number of trip flares set up therein. Each time any, even a friendly, non-Dummy (determined as per A12.11) ground unit/stack enters, expends additional MF/MP in or Searches (G.8C), a Location that currently contains any trip flare(s), the player owning the trip flare(s) immediately makes a dr (δ) [EXC: no dr is made if the unit/stack is entering (or entering the Location via) a trench/pillbox/subterranean passage, or is entering the Location via a path/TB created during play, or if the MF/MP expenditure is made for Stopping, Delay or placing SMOKE; for panjis see also 9.121]. During the MPh, one dr is made for each separate qualifying MF/MP expenditure (not for each such MF/MP expended), and is made before Defensive First Fire is conducted. The only possible drm is a -4, which applies if during the current Player Turn the unit/stack entered the hex using (or is Searching "across" a hexside that contains) a road or a path that was not created during play. If the Final dr is ≤ the number of trip flares currently in that Location, a trip flare has been set off and a Trip Flare counter is placed therein.
G.9 OVERLAYS: A number of new overlays have been included in CODE OF BUSHIDO. Their preparation and use follow the principles given in F12.1-.2, but with several important exceptions:
G.9A: Cut out the overlays as follows. For each one with a letter-number ID, cut about 1/8" outside of its exterior hexsides (i.e., approximately to the tip of the partial hexspines), as indicated by the red lines in the accompanying illustration of Overlays Wd1 and Wd2. For each overlay with just a number ID (see the illustration of one corner of Overlay 2) cut in the same way except where the colored artwork does not extend beyond the hexside and where the colored artwork ends beside the hex center dot; in these cases cut along the edge of the colored artwork.
EX: Cut out these overlays, as well as all the others, in the manner indicated by the red lines.
G.9B: If two or more overlays overlap - even if just along one of their exterior hexsides - each should be placed onboard in the order it is mentioned in the pertinent SSR. Clarification
G.9C: Once positioned onboard, only the overlay's (or topmost overlay's, should two or more overlap) hexsides and vertices - not those covered over by it - matter for rules purposes. In addition, treat any extraneous terrain (e.g., a sliver of wall/hedge/building not completely covered by the overlay; a portion of brush/water terrain protruding into an adjacent hex of another terrain type) as Open Ground. Clarification
G.9D: If a mapboard wall/hedge hexside forms a hexspine of an overlay hex, the overlay portion of that hexside (vertex included) is still a wall/hedge hexside (B9.1). This, of course, does not apply to a wall/hedge hexside that is covered by the overlay. Clarification
G.9E: Overlays 1-3 are used on boards 34-37, and can be placed on D2-DI, N8-N9, T2-TI or DD8-DD9. Overlay 4 is used only on board 34, and is positioned as per A2.7. Overlay 5 can be placed on 34K2-K1 or 34O9-O10, and on boards 35 and 37 on K2-K1, O9-O10, S2-S1 or W9-W10. The remaining overlays can be used almost anywhere on practically every board.
G.9F Overlay X6 represents a small temple. It is treated as a normal Single-Story stone building [EXC: its non-Bypass stacking capacity is reduced to one squad-equivalent (Overstacking can still occur), and no vehicle may enter the building itself].
G.10 OTHER CHAPTERS: The various rules in Chapters A-D (and those in use from Chapters E/F) apply in conjunction with those in Chapter G unless specifically stated otherwise. Chapter G rules assume the presence of the 1987 and 1989 Errata for Chapters A-D. Chapter G rules that affect rules in some other chapter(s) are marked with one or more color bars of the appropriate color.