17. THE U.S. MARINE CORPS & EARLY U. S. ARMY

17.1 U.S. MARINE CORPS: U.S. Marine MMC are Elite, normally have an ELR of 5 and do not Disrupt. Neither Heat of Battle nor ELR Replacement can transform a U.S.M.C. MMC into a U.S. Army MMC or vice-versa (hence a U.S.M.C. squad whose ELR is ≤ 4 still becomes its two broken HS if it fails a MC by ≥ its ELR).

17.11 SQUADS: The 4-5-8 and 5-5-8 represent the early-war U.S.M.C. rifle and BAR squad respectively. The 4-5-8 also represents Marine Defense Battalion personnel. The 6-6-8 represents the mid-war, and the 7-6-8 the late-war, U.S.M.C. rifle squad. A Good Order 7-6-8 may Deploy freely during setup (i.e., the normal 10% limit does not apply), or in its RPh by passing a NTC (A1.31), regardless (in both cases) of the presence of a leader.43 Contrary to A25.3, the broken-side Morale Level of U.S.M.C. squads is not one ≥ that on their Good Order side.

17.111 The 5-5-8, if given Assault Fire capability by SSR or by DYO purchase, represents the U.S.M.C. paratrooper (Paramarine) squad. If given Assault Fire and Stealthy capabilities, the 5-5-8 represents the U.S.M.C. Raider squad.

17.12 HS: The 3-4-8 is the HS of both the 6-6-8 and 7-6-8 squad (since, due to their usage dates, these squads will not appear together in a scenario; 17.15).

17.13 CREWS & SMC: The 2-2-8 is the U.S.M.C. infantry-crew. U.S.M.C. vehicle-crews [EXC: LC crews; 12.112] and SMC are represented by the pertinent U.S. Army counters, to which they are equivalent in all respects.

17.14 RE-ARMED: Regardless of the scenario date, any Unarmed U.S.M.C. squad/HS that becomes re-armed (A20.551-.552) is exchanged for a U.S.M.C. 4-5-8 squad or 2-4-8 HS respectively.

17.15 DYO: U.S.M.C. Personnel may appear only in scenarios vs the Japanese, and are restricted to the following usage dates [EXC: 17.14]:

Personnel TypeUsage Dates
2-2-8 infantry-crew12/41-45
4-5-8 Defense Battalion squad12/41-43
4-5-8 rifle squad5-11/42
5-5-8 BAR squad5-11/42
5-5-8 Paramarine/Raider squad8/42-43
6-6-8 rifle squad12/42-3/44
7-6-8 rifle squad4/44-45

17.151 The following apply to the U.S.M.C. side for DYO purposes. The respective overall ratio of U.S.M.C. 4-5-8 rifle squads to 5-5-8 BAR squads must be ≥ 3:1 at the time of purchase. 4-5-8s may be purchased using a BPV of "13", in which case they are considered Defense Battalion squads. 5-5-8s may be purchased using a BPV of "14", in which case they are considered Paramarine squads; or using a BPV of "15", in which case they are considered Raider squads. (The BPV of Defense Battalion, Paramarine and Raider HS remain unchanged.) For SW allotment purposes the Equivalency of Defense Battalion, and of Paramarine/Raider, squads must be calculated separately from all other squad types in the U.S. OB - as indicated by their separate SW Allotment Charts. The U.S.M.C. Rifle/BAR Squad SW Allotment Chart allots FT and DC to 7-6-8 squads regardless of whether or not they are Assault Engineers. The U.S.M.C. Leadership Generation factor (H1.8) is "4.5". See the U.S.M.C. SW Allotment and OBA charts.

17.152 LVT: If the U.S. side is making a Seaborne Assault (14.1) and the Majority Squad Type (E.4) of its OB is U.S.M.C., it may add to its OB as many LVT2/LVT(A)2/LVT4 as it wishes (assuming that, as per the scenario date and the H1.4 Availability DR, they are available for use), and pays no purchase points for them. However, see also 14.21.

17.2 EARLY U.S. ARMY: In U.S.-vs-Japanese scenarios set prior to 6/42, U.S. elite 6-6-7 Army squads and their HS are used for regular U.S. Army forces (including Philippine Scouts) and U.S. 4-4-7/3-3-6 squads and their HS are used for Philippine Army (P.A.) troops. For rules purposes, P.A. Personnel are considered U.S. Army units; however, neither Heat of Battle nor ELR Replacement can transform a P.A. MMC into a non-P.A. U.S. MMC or vice-versa (hence a P.A. 4-4-7, or its HS, that Battle Hardens becomes Fanatic). This restriction applies even in early-war scenarios in which P.A. Personnel counters are actually being used to represent rear-echelon/badly-disorganized U.S. Army (as opposed to P.A.) troops.

17.3 INHERENT CREWS: In scenarios vs Japanese, U.S. Inherent AFV crews have a Morale Level of 8 and U.S. Inherent non-AFV crews have a Morale Level of 7. In all other scenarios, the Morale Level of U.S. Inherent crews is 7 and 6 respectively. [EXC to all: LC Inherent crews; 12.11]

17.4 NAPALM: Napalm44 (in lieu of HE) bombs may be used by U.S. FB if both of the following conditions are met:

17.41 EFFECTS: Napalm bombs are treated the same as HE bombs for TH purposes [EXC: napalm always receives an extra -1 TH DRM, and Target size (C6.7) TH DRM do not apply; napalm cannot achieve a CH]. A hit by napalm is treated as an attack by a 24-FP FT except as stated otherwise. Napalm FP is not halved by HIP/concealment or Long Range, but is halved if the attack used the Area Target Type. A napalm attack vs a cave can also attack other caves Accessible (11.6) to it, as per 11.834; see also 11.86. Napalm neither causes Air Bursts nor leaves Residual FP. A napalm hit is resolved as a single attack vs all in-LOS targets (both friendly and enemy) in the hex, using one Effects DR [EXC: napalm has no effect on any unit/SW/Gun that is in shallow/deep water other than a non-flooded stream]. Despite the fact that napalm normally creates smoke (see below), it may be used after another weapon has fired non-SMOKE ammunition in that same phase.

An Original K/KIA napalm attack result does not cause a Flame as per B25.12. However, any hit by napalm [EXC: one that occurs in shallow/deep water other than a non-flooded stream] results in the immediate placement of a Blaze counter at the Base Level of the target hex (or Entrance Hex, vs a cave; see 11.86), even if that hex is not Burnable Terrain, and the simultaneous placement of a white +3 Smoke counter (which represents the smoke from that Blaze) directly beneath that Blaze - even if Gusts/Heavy-Winds/Rain/Mud/Deep-Snow are in effect. All Blaze/Smoke rules apply in the normal manner except as stated otherwise. When that Smoke counter is removed from the board (such removal is possible only as per A24.4), that napalm Blaze counter is removed as well if it is in non-Burnable Terrain; if it is in Burnable Terrain, the player who placed it must at that time make a Kindling DR as per B25.13, and if the Final DR is ≥ that terrain's Kindling number that napalm Blaze instantly becomes a Terrain Blaze. If Heavy-Winds/Rain are in (or come into) effect, the Smoke counter that accompanies a napalm Blaze is considered to exist only for the purpose of determining when that Blaze will be removed or transformed into a terrain Blaze; however, Gusts/Mud/Deep-Snow have no effect on napalm smoke. Q&A

When the napalm Smoke counter is removed from the board, a separate Random SW Destruction dr is made on the IFT's 12 FP column for each non-subterranean SW/Gun still in the hex that contained the napalm Blaze. A +1 drm applies to a SW/Gun in a pillbox. A napalm Blaze itself does not affect any Fortification or cause a vehicle/wreck to be removed from play.

17.42 BRITISH/CHINESE: British (A25.4) FB may use napalm as if they were U.S., but availability vs Japanese is limited to 1945, and vs Germans is limited to Italy and 4-5/45. Only U.S., British, and G.M.D. Chinese (18.831) FB may use napalm.

17.5 MTR OBA: Regardless of whether the U.S. player is using Army/Marine troops, he may not exchange 60mm mortars for OBA (U.S. Ordnance Note 1) if every hex along his only Friendly Board Edge is an OCEAN (13.12) hex, nor if any of those mortars enter as reinforcements [EXC: if all three mortars enter on the same turn and non-OCEAN edge of the playing area, they may be exchanged at the start of that Player Turn].