1.1 SQUADS: A Japanese squad has no Broken side.4 Instead it has a Full-Strength side and a Reduced-Strength side, both of which are normally in Good Order. The Reduced-Strength side is distinguished by a horizontal red stripe.
1.11 STEP REDUCTION: Whenever an armed, non-berserk Japanese squad fails an IFT/
1.12 ATTACK BREAK: An armed, non-berserk Japanese squad that fails an IFT/
1.121 If Full-Strength it is Step-Reduced - i.e., is flipped over to its Reduced-Strength side, which is still considered an unbroken squad.
EX: A non-berserk 4-4-8 Japanese squad undergoes a four-FP Small Arms attack that causes a MC on the IFT. If it fails this MC (but does not roll an Original 12 or ≥ its ELR) it is flipped to its 3-4-8 side.
1.122 If Reduced-Strength it is Step-Reduced - i.e., is exchanged for one of its unbroken HS.
EX A non-berserk 3-4-8 Japanese squad is a Passenger in a truck that undergoes a six-FP A-P mine attack The effects DR is a 6, which immobilizes the truck and Collaterally causes a 1MC vs the squad. If the squad fails this MC (but does not roll an Original 12 or ≥ its ELR) it is exchanged for an unbroken 2-3-8 HS.
1.123 If non-Conscript and Full-Strength, and it exceeds its ELR, it is Replaced (due to ELR failure) by a Full-Strength squad of the next-lower Class which is then Step-Reduced (due to MC failure) as per 1.121.
EX: Continuing the 1.121 example, if the 4-4-8 fails the MC by an amount ≥ its ELR (but does not roll an Original 12) it is instead exchanged for a 1st-Line 3-4-7 squad.
1.124 If non-Conscript and Reduced-Strength, and it exceeds its ELR, it is Replaced (due to ELR failure) by a Reduced-Strength squad of the next-lower Class which is then Step-Reduced (due to MC failure) as per a 1.122.
EX: continuing the 1.122 example, if the 3-4-8 fails the 1MC by an amount ≥ its ELR (but does not roll an Original 12) it is is instead exchanged for an unbroken 2-3-7 HS.
1.125 If Conscript (regardless of whether Full- or Reduced-Strength) and it exceeds its ELR, it is Replaced by one of its broken HS.
EX: A 3-3-6, or 2-2-6, non-berserk Japanese squad that fails a FPF MC by an amount ≥ its ELR (but does not roll an Original 12) is exchanged for a broken (and DM) 1-2-6 HS.
1.13 OTHER BREAK: An armed, non-berserk Japanese squad that suffers a break result directly due to a cause other than those listed in 1.12 (e.g., due to its Bailing Out, voluntarily breaking, Wreck Check, para landing, WP MC, OVR Prevention MC, or Panji MC [9.31]) is always affected in ≥ one of the following ways (unless it suffers Casualty Reduction; 1.14):
1.131 If Full-Strength it is exchanged for its two broken HS.
1.132 If Reduced-Strength it is exchanged for one of its broken HS.
1.133 In addition, if it breaks by an amount ≥ its ELR (but does not roll an Original 12), the one or two broken HS for which it is exchanged will be of the next-lower Class unless the squad is a Conscript.
1.14 CASUALTY REDUCTION: All Casualty Reduction results, regardless of how they were caused, apply in the normal manner (i.e., as per A7.302) to all types of Japanese Personnel. A berserk or Unarmed Japanese squad that suffers any type of break result suffers Casualty Reduction instead of Step Reduction.
EX: Casualty Reduction, regardless of how it occurred, causes a Full- or Reduced-Strength Japanese squad (whether berserk/
EX: A 4-4-8, or 3-4-8, Elite Japanese squad whose MC DR is an Original 12 (Casualty MC; A10.31) is exchanged for one of its broken (and DM) 2-3-8 HS if it does not fail the MC by an amount ≥ its ELR. If that Casualty MC DR also exceeds its ELR it is exchanged for a broken (and DM) 1st-Line 2-3-7 HS instead - in effect being first Replaced by its respective 1st-Line squad, which is then Casualty Reduced to a 1st-Line HS, which then breaks.
EX: A 3-3-6, or 2-2-6, Conscript Japanese squad whose MC DR is an Original 12 (Casualty MC; A10.31) is exchanged for one of its broken (and DM) 1-2-6 HS if it does not fail the MC by an amount ≥ its ELR. If that Casualty MC DR also exceeds its ELR it is eliminated instead - in effect being first Replaced by one of its broken HS (1.125), which is then Casualty Reduced (i.e., eliminated; A7.302).
1.15 UNARMED: A Full- or Reduced-Strength Japanese squad that becomes Unarmed is exchanged for a normal Unarmed squad. An unarmed Japanese squad that becomes re-armed (A20.551-.552) is exchanged for a Full-Strength Conscript squad. An Unarmed, non-prisoner Japanese unit may enter a Location that contains ≥ one Known enemy unit, and can engage in CC vs Personnel using its "(1)" FP factor (A20.5), just as if it were armed. An Unarmed, non-prisoner Japanese unit is an obstacle to enemy movement (see A20.54). All other rules for Unarmed units apply unchanged.
1.16 DEPLOYING: A Japanese squad Deploys in the normal manner [EXC: if Reduced-Strength, it is exchanged for just one of its HS].
1.17 SMOKE: Japanese Elite and 1st-Line squads may attempt to place Smoke Grenades as per A24.1. Japanese Elite squads may attempt WP placement as well, as per A24.3.
1.2 HS: All armed Japanese HS break and rally in the normal manner (A8.31, A10.3, A10.4, A10.6, etc.; see also 1.14), but do not Disrupt (A19. 12). Two Good-Order, same-Class Japanese HS Recombine (A1.32) into a Full-Strength squad of that Class.
1.3 CREWS: Japanese infantry-crew counters have Full- and Reduced-Strength sides like Japanese squad counters (1.1). A Full-Strength Japanese infantry-crew that fails an IFT/
A Japanese vehicle-crew breaks and rallies in the normal manner (A8.31, A10.3, A10.4, A10.6, etc.; see also 1.14). A Japanese vehicle-crew counter that did not set-up/
EX: A 2-2-8 crew undergoes a six-FP Small Arms attack that causes a 1MC on the IFT; if the crew fails that MC it is flipped over to its 1-2-8 side. Had the crew been a 12-8 instead, failing that MC would have caused it to be exchanged for a broken (and DM) 1-2-7 crew (and if it subsequently rallied, this 1-2-7 would still be considered an infantry crew, not a vehicle-crew). [EXC to all: If a crew rolls a Casualty MC it is eliminated; 1.14.] A 2-2-8 crew that suffers a dr 1 sniper attack is flipped over to its 1-2-8 side. A 1-2-8 or 1-2-7 crew that suffers a dr "1" sniper attack becomes a broken (and DM) 1-2-7 crew.
1.4 SMC: 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 [EXC: an already-wounded heroic SMC (including a wounded T-H Hero; 1.421) is eliminated (A15.2), as is a leader who suffers a Casualty MC (1.41)].5 If he passes his Wound Severity dr he is flipped over to his Wounded side (unless he was already wounded) to indicate the effects on his morale, movement and leadership. Japanese SMC do not take PTC (including LLTC) and do not Pin [EXC: Collapsed Hut PTC/
1.41 LEADERS: The rank structure of unwounded Japanese leaders is as follows (in descending order): 10-2, 10-1, 10-0, 9-1, 9-0, 8-1, 8-0, 8+1. A Japanese leader who fails a MC by an amount ≥ his ELR is not subject to Replacement. A Japanese leader who suffers a Casualty MC (A10.31) is eliminated (see D5.341 for an armor leader). A Japanese Infantry/
EX A Good Order Japanese 10-0 leader stacked with a broken elite HS raises the latter's morale from 8 to 9, thus in effect adding a -1 DRM to its Rally Attempt DR as per A25.222. Should the 10-0 become berserk at any time while stacked with the HS, the later would automatically go berserk too, without having to take the A15.41-mandated berserk NTC (A25.223).
1.411 ARMOR LEADERS: When a Japanese Inherent crew that has not suffered a Stun/
EX: A tank with a Japanese 9-1 armor leader is destroyed but the crew survives. As the crew counter is placed onboard, and before any attack of any kind (even minefield or Residual FP) can be conducted vs it, the Japanese player may also place onboard a 9-0 Infantry leader stacked with that crew. If he does, that armor leader permanently ceases to exist.
1.42 HEROES: Japanese Heroes can be created via Heat of Battle (A15.1). In addition, Japanese squads and HS may create "suicide" Heroes:
1.421 TANK-HUNTER (T-H) HEROES: An armed, Good Order Japanese Infantry squad/
A T-H Hero creation attempt is a "?"-loss activity (A12.141). An attempt made in the MMC's MPh costs no MF (and hence qualifies neither it nor any resulting Hero as a target of Defensive First Fire), but if it is to be made after the MMC has expended MF it must await the resolution of all Defensive First Fire prompted by the MMC's immediately preceding MF expenditure. An attempt made in the CCPh must await the determination of any possible Ambush, and the resolution of all (if any) ATTACKER Ambush attacks, in that Location. A stack of MMC may attempt to create T-H Heroes "simultaneously", but must make individual dr; if this is done during a friendly MPh/
In each Player Turn, an allowed MMC can theoretically create two T-H Heroes; one each in the MPh and APh when it is the ATTACKER, or one each in the MPh and CCPh when it is the DEFENDER. However, the total number of T-H Heroes allowed per scenario may not exceed 10% (20% vs Russians) of the number of Japanese squads (only) in the OB prior to 1943, 20% of that number in 1943, 33% of that number in 1944, and 50% of that number in 1945 (FRU in all cases). The total allowed number of T-H Heroes yet to appear onboard is kept track of in the same manner as PF shots (C13.31), using the T-H Heroes Remaining marker.
1.422 HIP: In a 1944-45 scenario in which at least some Japanese units set up on board, any number of T-H Heroes (up to the allowed total; 1.421) may be set up using HIP in lieu of being created during play. A hidden T-H Hero can lose HIP involuntarily in the normal manner, but can lose it voluntarily only at the times and in the circumstances in which a T-H Hero may be created during play [EXC: the presence of a "creating" MMC is not required]. When his HIP is lost, all rules for T-H Heroes go into effect for him [EXC: he might be eliminated immediately; 1.425]. Q&A
1.423 USE: A T-H Hero has no Hero DRM (A15.24), may not possess a Gun or a SW other than an ATMM (1.4231) or a DC Transferred to him as per 1.424 (thus he may not use MOL even if his side is otherwise allowed to), may not attempt Recovery (or Transfer except to receive a DC as per 1.424), and may not become PRC. When a T-H Hero is created or voluntarily loses HIP, he must immediately:
During the CCPh the T-H Hero must also attempt to attack that AFV if in its Location. Assault/
A T-H Hero making a Banzai Charge does not have his Morale Level increased by one, and must move individually (i.e., as part of neither a stack nor a multi-unit Impulse). During his Charge he may enter an enemy occupied hex only if it contains his Designated Target or is ADJACENT to that Target. A T-H Hero who is in his Designated Target's Location during his MPh may make a CC attack vs it at that time, provided he has survived all Defensive First Fire allowed against him by his immediately previous MF expenditure; that Location is then marked with a CC counter. A T-H Hero who is ADJACENT to his Designated Target at the start of his APh must advance into that Target's Location if able to do so. Q&A
1.4231 CC & ATMM: A T-H Hero has one FP which is usable only in CC vs Personnel (hence for rout [A10.5] and Interdiction purposes he is Unarmed and has no Normal Range), and has a CCV of 5. In addition, before making his CC attack he may roll for an ATMM:8 a Final dr of ≤ 3 succeeds; however, an Original 6 dr does not pin him (1.4). The only possible drm is a +1 which applies if the scenario is pre-1944. No other Japanese unit may roll for an ATMM. A T-H Hero attacking/
1.424 DC HERO: A unit allowed to create a T-H Hero may, if possessing a DC, make such an attempt in its own MPh provided it is within eight MF of and has a LOS to any enemy unit/
A DC Hero must declare as his Designated Target (and hence during his MPh must Banzai Charge) the enemy unit/
Any unbroken Japanese Infantry unit possessing a DC may, in lieu of Placing it in the normal manner (A23.3; 1.612), detonate it immediately during or at the end of its own MPh in the same manner as a DC Hero (and consequently is eliminated as per 1.425).
1.4241 FORTIFIED BUILDING: If a DC Hero's Designated Target is in a Fortified Building Location he cannot enter (A23.922), while ADJACENT to that Location he may expend two MF during his MPh as if attempting to enter it (or one MF if entry would be via a stairwell). If he survives all Defensive First Fire allowed by that MF expenditure, he may then immediately detonate his DC (1.424 applies) in an attempt to create a Breach as per A23.921. If a building's Fortified status is unknown to a T-H Hero when he attempts to enter it, his building-entry expenditure still qualifies him to detonate his DC in the same manner.
1.425 LOSS: If not eliminated beforehand, a non-hidden T-H Hero is removed from play immediately upon making his CC/
A T-H Hero who loses HIP status involuntarily (see 1.422 is immediately eliminated unless his HIP loss occurs either during the enemy MPh and he makes an immediate Reaction Fire attack (D7.2) or during a CCPh in which he is a DEFENDER in the same Location with an enemy unit (A11.19). If a hidden T-H Hero who is the only DEFENDER unit in his Location is eliminated due to being involuntarily revealed by the entrance of his Location during the enemy MPh (A12.15; but note also G.4), that enemy unit/
1.5 BANZAI CHARGE: A Banzai Charge is the Japanese version of a Human Wave (A25.23), and uses all rules applicable to Human Waves except as stated otherwise. Any Good Order Japanese Infantry unit (even one SMC) may declare a Banzai Charge, even if ADJACENT to an enemy unit; hence a Banzai Charge does not require multiple MMC in ≥ three ADJACENT hexes. However, units in different hexes wishing to participate in the same Banzai Charge must still be ADJACENT to ≥ one other such unit in order to be part of that chain. A leader must participate in each Banzai Charge that includes ≥ one MMC. [EXC to all: a T-H Hero who is created (or voluntarily loses HIP) in a Japanese MPh must make his own Banzai Charge as per 1.423]. Q&A
LAX "Banzai" and "Lax" markers have been provided for player convenience. Each unit/
1.6 MISCELLANEOUS: Good Order Elite and 1st-Line Japanese Infantry (including crews) are Stealthy, while Conscripts are Lax [EXC: all Japanese Infantry that make a Banzai Charge are Lax for the rest of that Player Turn].
1.61 ORDNANCE & OBA: Japanese ordnance uses black TH numbers unless captured. Japanese OBA receives five black and two red cards/
1.611 MMG/
EX: A Japanese ATR being fired by a U.S. HS is subject to normal - not doubled - Captured use penalties.
1.612 DC: If otherwise able and allowed to, Japanese [EXC: DC Hero; see 1.424] may Place/
1.6121 A-T SET DC: During his onboard setup for a 1945 scenario vs other than Russians, the Japanese player may set up ≤ 25% (FRU) of the DC in his OB unpossessed in paved/
1.613 DAISY CHAIN: Prior to his setup, the Japanese player may always convert any/
1.62 MORALE: Japanese are exempt from taking PAATC (inclusive of A12.41) and the NTC for an Infantry OVR (A4.15). 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. On a Final Heat of Battle DR of ≥ 9, Japanese become berserk (A15.5) [EXC: if in a pillbox they become Battle Hardened instead]. Japanese cannot create leaders (A18), but may still attempt Self-Rally (including automatic rally on an Original 2 DR as per A18.11). For SMC see also 1.4-.41.
1.621 NO-QUARTER/PRISONERS: In scenarios set in/
1.622 BATTLEFIELD INTEGRITY: Step Reduction from Full-Strength to Reduced-Strength never affects the current Japanese Casualty Tally. A Full or Reduced-Strength infantry-crew that for any reason is exchanged for a vehicle-crew is treated for Casualty Tally purposes like a squad being Reduced to a HS (A16.11). The BPV of a unit that eliminates itself as per 1.641 is not added to the Japanese Casualty Tally. The Japanese side may always add a -2 DRM to its Integrity Check DR. Otherwise, Battlefield Integrity applies unchanged when in effect.
EX: The Japanese Casualty Tally does not change if a Full-Strength 4-4-7 squad is Step-Reduced to a 3-4-7 squad, since no MMC was lost. However, if a 4-4-7 suffers Casualty Reduction, or if a 1st-line Reduced-Strength 3-4-7 squad suffers Step Reduction or Casualty Reduction, the Japanese Casualty Tally is increased by seven (13 [Full-Strength BPV] -6 [HS BPV] =7), because a HS was lost. A Full- or Reduced-Strength infantry crew or 2nd-line squad that is captured in CC or eliminated by the enemy increases the Japanese Casualty Tally by its normal BPV of ten; while a captured or thusly eliminated vehicle-crew increases it by eight, regardless of whether or not that vehicle-crew is broken and/
1.63 CONCEALMENT: Japanese Infantry receive a -2 drm to for their Concealment dr (A12.122). A Search dr (A12.152) made by the opponent of the Japanese receives a +2 drm unless the only Concealment Terrain he is attempting to Search is building/
1.631 The The Japanese player in a daytime scenario may always use HIP for ≤ 10% (FRU) of the MMC squad-equivalents (A5.5) in his onboard-setup OB and any SMC/
EX: The Japanese onboard-setup OB for a daytime scenario includes ten squads and two infantry crews. Since the two crews are equivalent to a squad (A5.5), and disregarding deployment (A1.31), he may use HIP for one squad and both crews - or for two squads even if the crews are manning Guns that would set up using HIP anyway (A12.34). (Note that a crew set up manning a Gun counts as a squad for stacking - not for HIP squad-equivalency - purposes; and that leaders do not count towards total squad-equivalency for Japanese HIP purposes.) If it were a night scenario he could use HIP in the same manner, but for three squads or for two squads and both crews and even if he were nor the Scenario Defender. In all cases, if the scenario is DYO he does not purchase this HIP - it is free (1.66); and any HIP granted by, e.g., A12.34/SSR/DYO purchase simply increases the total number of units he can set up hidden. Hence in a daytime DYO scenario the Japanese player could purchase HIP for 10% of his MMC squad-equivalents but could set up 20% of them hidden (see footnote 7 in H1.6); at night he could set up all of his MMC squad-equivalents hidden by purchasing HIP for 75% of them.
1.632 PILLBOX: A pillbox set up in Concealment Terrain by the Japanese player may always use HIP, and is revealed as if it were set up in jungle (see G.2). The use of HIP includes the pillbox's occupant(s), and is in addition to the percentage of units otherwise allowed to use HIP. Whenever the Japanese player sets up a pillbox he also receives the use of a tunnel which has that pillbox as one of its entrances. He cannot use the tunnel (i.e., it does not exist) if it does not otherwise meet its standard "setup" requirements (all tunnel rules [B8.6-.62] apply in the normal manner), and he always has the option of secretly recording that it does not exist. A Japanese unit in a pillbox may move through its tunnel even if an enemy unit is in the pillbox's hex. More than one tunnel may connect to the same Location. See also 1.62. Q&A
1.64 CC: Whenever ≥ one unbroken Japanese Infantry/
1.641 HARA-KIRI: Immediately prior to resolving a CC Capture Attempt (A20.22; A20.54) 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. If berserk/
1.65 VP: The opponent does not gain Casualty VP when a Japanese Full-Strength squad or infantry-crew is flipped over to its Reduced-Strength side, nor when a Reduced-Strength infantry-crew is exchanged for a broken vehicle-crew. An eliminated Japanese leader grants Casualty VP as per its currently face-up side. An eliminated Japanese hero of any type [EXC: heroic leader] grants no Casualty VP. See also 1.641. Q&A