15. BLOOD REEF:TARAWA CAMPAIGN GAMES

15.1 INTRODUCTION: The Blood Reef:Tarawa Campaign Games offer two or more players a series of interrelated scenarios covering the hard fought assault of a portion of Betio Island in the Tarawa Atoll. Using this system, a variable number of scenarios are played simulating the critical moments on specific invasion beaches.

15.11 BETWEEN SCENARIOS: Between Campaign Game (CG) scenarios, players make use of a special CG phase called the Refit Phase (RePh), wherein each side takes stock of what has happened and prepares for further combat in the next CG scenario.

15.12 TEAM PLAY: The three CG herein (15.51-.53) are easily adapted - indeed, recommended - for team play, with each player commanding either certain unit types (EX: one player commands all the armor and Guns, another the non-Gun-crew infantry, of one side), or a mapsheet sector (EX: one player commands the forces on/west-of hexes numbered 31). If desired, an overall commander may determine which forces his subordinate players will receive, assigning each to the one who requires it most.

15.13 CG ROSTERS & PURCHASE RECORDS: The enclosed printed copies of the BRT "Beach Defense Record", "Landing Schedule Record", and "Miscellaneous Status Record" should be photocopied and used by CG players to record important CG information. (Permission to copy these and the reduced-size map is granted.)

15.2 DEFINITIONS & ABBREVIATIONS: The following is a glossary that explains abbreviations and important terms used frequently in the BRT Campaign Game system.

Assault Wave: One or two Formations from the same BLT that enter in the same Beach Entry Area on the same Game Turn.

Beach Defense Record: A chart to record Japanese purchases, reduced strength units, leaders, etc.

Beach Definitions:

Green Beach Water (entry): M1-Z7

Green Beach Land (Japanese set up area): U10-E4

Red Beach One Water (entry): Z12-Z21

Red Beach One Land (Japanese set up area): V10-N21

Red Beach Two Water (entry): Z22-Z33

Red Beach Two Land (Japanese set up area): O22-T33

Red Beach Three Water (entry): Z34-Z50

Red Beach Three Land (Japanese set up area):6 U34-D63

Black Red Beach Two Water (entry): D4-E32

Black Beach Two Land (Japanese set up area): E33-A58

Beach Setup Area: All Hinterland hexes ≤ 3 hexes from any beach hex of a named beach, and those named beach hexes, and, for placement of tetrahedrons, Ocean hexes extending out from the beach.

BLT (Battalion Landing Team): All the integral and attached Formations of a Marine battalion.

CAPP (Covered Are Purchase Points): Used by the Japanese for purchasing pillboxes in RePh step 15.6142. The CAPP allotment for a beach may be followed by an exponent (termed the CAPP Exponent) that represents the number of squad-equivalent stacking capacities the Japanese player may add to one or more pillboxes in the Setup Area for that beach (15.6142).

CG: Campaign Game. The three CG are listed in 15.51-.53.

CG Date: Each CG Date consists of the calendar date plus an AM, PM, or Night reference (e.g., "22 AM"). One CG scenario may be played per CG Date--hence up to three CG scenarios may be played per calendar day: one in the morning (AM), one in the afternoon/early-evening (PM), and one at night (NT).

CG End: Completion of RePh step 15.6032 after the November 22 PM CG Date, or upon adjustment of the CG Victory Conditions by either side.

Eliminated: Units/Equipment "Eliminated" in a CG are removed from that side's OB.

Enterable: A hex/Location that the unit in question could enter (disregarding its occupation by a Fortification/enemy-unit) during a hypothetical Mph/APH. If defined in relation to a Setup/Entry Area (or to a "path" of hexes drawn to/from/between such), the hex/Location must be Enterable along that "path." A terrain Blaze is not Enterable.

Entry Area: Each colored map-edge hex (red or green) as designated by the corresponding beach name.

Equipment: Any SW/Gun/Vehicle that can be part of a sides OB. Any counter that can be Portaged/driven/Manhandled about on the map.

FLL (Front Line Location): Each Location that belongs to a Perimeter marked in RePh step 15.607. Each Marine FLL is part of a "loop" of other FLL. Any hex that is part of the Marine Perimeter is a Marine FLL. Any non-Ocean hex adjacent to, but not within, the Marine Perimeter is a Japanese FLL.

Formation: A sub-part of a BLT.

FPP (Fortification Purchase Points): Used to purchase Fortifications in RePh step 15.6143.

GPP (Gun Purchase Points): Used by the Japanese player to purchase Guns and SW in RePh step 15.6141.

Initial Scenario: The first scenario of a CG. A CG's Initial Scenario gives each side's setup/entry restrictions, Initial-Scenario Victory Conditions, starting OB and reinforcements, as well as the SSR applicable to that Initial Scenario or CG.

ISSR: Initial Scenario Special Rule(s).

Isolated: After Setup Areas are determined (15.6071), all Marine units outside of, and Japanese units inside of, a Marine Setup Area are Isolated (15.6072).

Landing Schedule Record: A chart used by the Marine player to record Assault Wave assignments and leaders.

Leader Determination (LD) DR: The quality of most leaders is determined by a DR on the CG 19 Leader Determination table. Make a DR on this table whenever a generic "leader" is assigned in the OB.

Map Section: One of the two BRT mapsheets.

OB (Order of Battle): All units, Equipment, Fortifications, and Reinforcements of a side that are eligible to participate in the next CG scenario.

Retained: All units and Equipment in a side's OB that are available for setup/entry in the next CG scenario; i.e., all Initial-Scenario OB-given/purchased un,LV Equipment (or all units/Equipment remaining available from the previous scenario of the CG), and all reinforcements entered since the previous (if any) scenario of the CG. In BRT, such a unit/Equipment is required to be set up in the Setup Area it was Retained in (RePh 15.6081); e.g., a unit ending a CG scenario in friendly Setup Area "X" must begin the next CG scenario in that same Setup Area. LVTs may be Retained off-map for entry Roster: A listing of the units available to a side for a CG.

Setup Area: For the Marines, each Strategic Location Controlled, plus each Location within a Perimeter "loop" of Strategic Locations that is not Controlled by the Japanese; each such non-Strategic Location hex must also be Enterable by Infantry from ≥ one Strategic Location of that Setup Area. For the Japanese, all Hinterland Locations not part of any Marine Setup Area. Friendly Setup Areas that touch/overlap are treated as a single Setup Area. For an initial Scenario, see also 15.51,.52,.53.

Strategic Location: A Strategic Location is any ground level Location of a hex with ≥ +2 non-Crest TEM, a Beach hex, a Hinterland map-edge hex, or a pier Location. In addition, at the end of a CG scenario all hexes containing a Marine hero or MMC are Strategic Locations for the Marine player. At the start of a CG all Strategic Locations are Controlled by the Japanese [EXC: in CGI, the Marines initially Control all Strategic Locations they occupy at scenario start]. Each terrain Strategic Location captured by the Marine player may be marked with a Marine Location marker (15.606).

15.3 THE CAMPAIGN GAME SCENARIOS: The parameters of the Initial Scenario for each CG are given in 15.51,.52,.53. Additional scenarios for that CG occur as per the BRT CG Scenario Chart and CG10. The length of each CG scenario is listed on the BRT CG Scenario Chart (15.6205). The CG continues until the specific CG Victory Conditions are fulfilled by one side or the completion of the last CG Date of that CG, whichever comes first. The "start lines" (or FLL, to use the game term) in a CG scenario are determined by Locations Controlled by both sides at the end of the last-completed CG scenario.

15.31 CG BALANCE PROVISIONS: Should each player wish to play the same side (A26.5) the following Balance is used: Japanese: Japanese infantry units are considered Fanatic when in a Fortified Building, bombproof, or pillbox. Marine: Marine infantry units are also considered Fanatic (G14.32; SSR BRT 4) when adjacent to a beach hex.

15.4 CAMPAIGN GAME SPECIAL RULES: The following BRT CG SSR below apply in all CG scenarios.

CG1 BRT SSR: All BRT SSR are in effect except as amended below.

CG2 MARINE UNIT ORGANIZATION:

CG2.1 BATTALION LANDING TEAM (BLT): A Marine infantry battalion and its attached units combine to form a Battalion Landing Team (BLT)(SSR CG2.2)7. A BLT must be assigned to a particular Entry Area prior to initial setup (or, for a reinforcement BLT during the RePh immediately preceding the CG scenario during which the first Formation of that BLT will enter the map). All units of a BLT must enter within its assigned Entry Area (see 15.2 Beach Definitions). Only one BLT may be assigned per Entry Area per CG Date [EXC: a Reinforcement BLT].

CG2.2 FORMATIONS: Each sub-unit of a BLT is called a Formation and assigned a number (EX: F1, F2, etc.). These Formations are assigned to Assault Waves (CG2.3) and are then recorded on the appropriate Landing Schedule Table. The standard Marine infantry battalion contains the following Formations: Headquarters (HQ) Company, three Rifle Companies, and a Heavy Weapons (HW) Company. The Formations of each Marine BLT available during the Tarawa campaign are set forth in the Formation Table in CG2.4. Units from one BLT may not transfer to any other BLT [EXC: Engineer Platoon, Scout Sniper Platoon, Anti-Tank Section (Division), Artillery Battery, Anti-Tank Section (Regiment), Light Tank Platoon, Medium Tank Platoon, and Seabee Platoon (see CG2.3)]

CG2.3 ASSAULT WAVES:8 After viewing the Japanese setup, but prior to the start of play, the Marine player must assign all of his At-Start BLT Formations (CG2.4) to Assault Waves, assigning at least one but no more than two of the available Formations in his OB to each of the Assault Waves. The Marine player may freely add (i.e., without counting as a second "Formation") to his formations as follows:

  • A MG Platoon (including ≤ 1 Leader) from the HW Company may be added to any Rifle Company of the same BLT (any MG Platoon that is not added to a Rifle Formation remains a part of its original Formation).
  • Units of the HQ Company may also be added to any other Formation of the same BLT [EXC: such units may be added in the First Assault Wave only if sufficient transport is available].
  • The Scout Sniper Platoon may be attached to any other Formation of any BLT and may enter with that Formation or may enter by itself on any pier Location that is not adjacent to a Japanese unit.
  • Record each such combination on the Landing Schedule Record. The entry turn for each Assault Wave is listed on the Landing Schedule Record. All Marine Personnel in Assault Wave 1 [EXC: Scout Sniper Platoon] must enter as LVT Passengers. Each LVT must be at least half (rather than 2/3) full; thereafter, such units must enter either as Waders or as Passengers on (Retained) LVT. Guns and SW entering in an Assault Wave must be dm if possible. All units in an Assault Wave must enter on an Ocean hex [EXC: the Scout Sniper Platoon, and Jeeps towing M3A1 37LL AT, may enter on a pier Location not adjacent to a Japanese unit]. Assault Waves may only enter on Marine Player Turns 1, 3, and 5 of any CG scenario. All units in a Formation, and all Formations in an Assault Wave, must enter on their designated turn of entry or they are eliminated with full CVP awarded to the Japanese player.

    CG2.4 MARINE REINFORCEMENT TYPE: A BLT not designated as a "Reinforcement Type" is an At-Start BLT. The Marine OB will designate some BLTs as one or more of the following Reinforcement Types: "Follow-On Battalion," "Regimental Reserve," or "Divisional Reserve." None of these Reinforcement Types are available for entry until all units of the Marine player's At-Start BLT have completely entered the map [EXC: A Follow-On Battalion may be eligible for entry when all of the At-Start BLT have entered each of their formations numbered from F1-F5. However, if the Follow-On Battalion enters before any of the other Formations of those At-Start Battalions, then all Formations of the Follow-On Battalion must enter before any of the remaining At-Start BLT Formations may enter No Regimental Reserves may enter until all Formations of all At-Start Battalions and Follow-On Battalion have fully entered]. No Divisional Reserves may enter until all Formations of all of the Regimental Reserve have fully entered. Once the above conditions have been met, a Reinforcement Type may be Committed to the Landing Schedule Table during the RePh immediately previous to the CG scenario that it is to enter.

    FORMATION TABLE

    2nd Marine Division
    BLT #1 BLT #2
    3rd Battalion, 2nd Marines 2nd Battalion, 2nd Marines
    F1 HQ Company[a][l]* F1HQ Company[a][m]*
    F2 Rifle Company[b] F2Rifle Company[b)
    F3 Rifle Company[b] F3Rifle Company[b]
    F4 Rifle Company[b] F4Rifle Company[b]
    F5 HW Company[c]** F5HW Company[c]**
    F6 Engineer Platoon[d] F6Engineer Platoon[d]
    F7 AT Section (Division)[e]F7AT Section (Division)[e]
    F8 Artillery Battery[f] F8Artillery Battery[f]
    F9 AT Section (Regiment)[g]F9AT Section (Regiment)[g]
    F10 Light Tank Platoon[h] F10Light Tank Platoon[h]
    F11 Medium Tank Platoon[i] F11Medium Tank Platoon[i]
    F12 Seabee Platoon[j] F12Seabee Platoon[j]
    Special:Scout Sniper Platoon[k]*** 

    BLT #4 BLT #3
    2nd Battalion, 8th Marines1st Battalion, 8th Marines
    F1HQ Company[a][l]* F1HQ Company[a][m]*
    F2Rifle Company[b] F2Rifle Company[b)
    F3Rifle Company[b] F3Rifle Company[b]
    F4Rifle Company[b] F4Rifle Company[b]
    F5HW Company[c]** F5HW Company[c]**
    F6Engineer Platoon[d]  
    F7AT Section (Division)[e] 
    F8Artillery Battery[f]  
    F9AT Section (Regiment)[g] 
    F10Light Tank Platoon[h]  
    F11Seabee Platoon[j]  

    BLT #5 BLT #6
    1st Battalion, 6th Marines2nd Battalion, 6th Marines
    F1HQ Company[a][l]* F1HQ Company[a][m]*
    F2Rifle Company[b] F2Rifle Company[b)
    F3Rifle Company[b] F3Rifle Company[b]
    F4Rifle Company[b] F4Rifle Company[b]
    F5HW Company[c]** F5HW Company[c]**
    F6Artillery Battery[f] F6Engineer Platoon[d]

    FORMATION TABLE NOTES
    *Units may be attached to any other Formation in its BLT [CG2.3].
    **Each MG Platoon (along with ≤ 1 leader) of this Formation may be attached to a Rifle Company Formation in its BLT.
    ***May be attached to any other Formation in any BLT
     
    [a]4x Leader, 2x SFCP
    [b]9x 6-6-8,6x 24-8,4x Leader, 3x dmMMG, 3x dm6Omm MTR
    [c]3x Leader, 3x MG Platoon [3x 2-4-8,2-2-8 crew, 3x dmMMG, dmHMG(.50-cal.)], 4x 2-2-8 crew, 4x dm/81mm Mtr
    [d]8x 7-6-8, 3x Leader, 8x DC, 3x FT
    [e]3x Pathfinders (1.), 3x M3 GMC
    [f]3x 2-2-8 crew, 3x M1A1 75mm ART
    [g]3x 2-2-8 crew, 3x M3AI 37LL AT (includes three Jeeps [unarmed] if it enters at the Z33 pier Location)
    [h]6x Pathfinders (1.), 6x M3A1, 2x A.L.
    [i]7x Pathfinders (1.), 7x M4A2, 3x A.L.
    [j]3x Pathfinders (1.), 3x armored Bulldozer
    [k]10-3, 3x 7-6-8, 3x DC, FT
    [l]First LD DR receives a -2 DRM.
    [m]First LD DR receives a -3 DRM.

    CG3 TARAWA NAVAL GUNFIRE:

    CG3.1 TARAWA NAVAL OBA: Chapter G Naval OBA rules are modified for all BRT scenarios as follows.9

    CG3.11 SHORE FIRE CONTROL PARTY: All rules for SFCP (G14.61) apply except as herein modified. Use a German, Russian, or British 2-2-8 infantry Crew counter to represent the U.S. SFCP. Prior to the start of any CG scenario, each SFCP must be assigned to a Naval Battery (which it may share with another SFCP) for the duration of the CG scenario (CG3.22). Each SFCP is allowed to make one Radio Contact attempt for its assigned module per Player turn, but Battery Access may be attempted only once per Player turn per module (i.e., Radio Contact is established per SFCP, Battery access per module). Once Battery Access has been attempted, any remaining SFCP assigned to that Naval Battery may attempt to gain/maintain Radio Contact. A SFCP (or its radio) eliminated during a CG scenario is automatically Retained (and repaired) for the next CG scenario, but must enter with the first Assault Wave on the next CG scenario. See CG3.4 for Japanese Counterbattery Fire and its effect on Battery Access of NOBA. Regardless of whether Radio Contact is gained/retained, each NOBA module may fire using the principles of Direct Fire (CG3.21). Immediately after a successful radio contact DR, the Marine player must announce which type of attack he will use (i.e. Direct Fire or NOBA).

    CG3.12 SHIPBOARD OBSERVER: At the start of each CG scenario, each NOBA module must record a Shipboard Observer (G14.68). A Shipboard Observer is only used to determine the Blast Area (G14.65) of any NOBA mission or to determine LOS to the target for Direct Fire when there is no Radio Contact.

    CG3.13 LOF: As per CG3.12 a NOBA module of 120+mm must trace a LOF from any Ocean Map edge-hex in play along the north, south or west edge; a NOBA module of 200+mm must trace a LOF from any south or west Ocean map edge-hex in play NOBA LOF may be traced from an edge hex that is ≤ 12 hexes from a hinterland hex.

    CG3.2 NAVAL BATTERIES: In CG I and II, the Marine player receives one module of 120+mm NOBA (HE, WP, and IR), and in CGIII he receives two modules of 120+mm NOBA for each CG scenario after the initial CG scenario. During any one CG Date for CGII, and two CG Dates in CGIII the Marine player may exchange one 120+mm module for a 200+mm module (HE and IR only). The CG Date on which the 200+mm NOBA module will replace the 120+mm module must be secretly recorded prior to the start of the Initial CG scenario (but after viewing the initial Japanese setup).

    CG3.21 DIRECT FIRE: The Marine player may declare that a Naval Battery (120+mm only) will fire a Direct Fire mission. The mechanics of Direct Fire for a Naval Battery are identical to those for any onboard Gun, except as modified herein. If a SFCP has made Radio Contact and has Battery Access it may use Direct Fire instead of an AR/SR/FFE placement. A Shipboard Observer uses Direct Fire in the same way except that no Radio Contact has been established. In both cases Battery Access must be gained in each Player Turn. The LOS is faced from the SFCP's location or from the Off-board Observer's recorded hex (depending on which method is being employed). Any Direct Fire which uses a SFCP receives a ROF of 2 (intensive Fire is NA). A white Dispersed Smoke counter is placed in any non-water target hex after the resolution of any IFT result. A Naval Battery may not use Direct Fire if it has an FFE2 counter already on board [EXC: if a SFCP has radio contact], or if there is Air Support on-map.

    CG3.22 TARGET SELECTION: A Naval Battery using Direct Fire may use Multiple ROF only to fire at that phase's original target hex or an Adjacent hex.

    CG3.23 TO HIT: In order to fire using Direct Fire, all AR/SR/FFE counters for that module are first removed. Direct Fire by a Naval Battery may use any Target Type. The Basic TH# of a Naval Battery for the various Target Types is 6 for Infantry, 7 for Vehicular, and 8 for Area, regardless of range. No Basic (C4) or Firer-based (C5) To Hit DRM apply, although all Target based (C6) To Hit DRM apply normally (acquisition is lost when Battery Access is lost). When using a SFCP for Direct Fire, only hindrances from the SFCP to the target apply. Otherwise, hindrances from the Shipboard Observer are applicable. Direct Fire may use WP (for 120mm only) and HE. To use WP, however, the Marine player must make another Battery Access draw. A subsequent black chit allows the use of WP, while a red chit allows only the use of HE for that mission.

    CG3.3 NAVAL FIRE & AIR SUPPORT ARRIVAL: All Naval SW/FFE Acquisitions must be immediately removed from the map following a successful Air Support dr, with all Battery Access lost. Battery Access may not be attempted while any FB remain on board.

    CG3.4 JAPANESE COUNTERBATTERY FIRE: The Japanese player receives Counterbattery Fire whenever one or more of the following Guns starts a scenario on board, fully manned, and functioning: 120L AA, 140L ART, or 200L (8-in. Gun Turret). Depending on the caliber of the Gun, Counterbattery fire may remove one Black card from, and/or add one Red card to, the Marine NOBA Draw Pile (G14.63).

    Marine Draw Pile
    WeaponBlackRed
    120L-1 
    140L +1
    200L(8-in. Gun Turret)-1+1

    Counterbattery Fire results are cumulative for each eligible Gun on Board. In CGII, since more than one Marine NOBA module exists, the Marine player must match the Counterbattery Fire of each eligible Japanese Gun to his Naval Batteries accordingly (see example below). A Gun used for Counterbattery Fire may fire without affecting Counterbattery Fire results. The effects of Counterbattery Fire last throughout the scenario until the Gun is Captured or Eliminated.

    EX: The Marine player has one module of 120+mm and one 200+mm NOBA available. The Japanese player has two 120L Guns and one 8" Gun remaining. The Marine player chooses to apply all Counterbattery fire effects to the 120+mm module (which would give it a Battery Access draw pile of 2 black and 3 red cards) and leave the 200+mm module with its full draw pile of 5 black and 2 red chits.

    CG4 TARAWA NAVAL BOMBARDMENTS: The ISSR of a CG may provide the Marine player with one or more Naval Bombardments. The Naval Bombardment rules (G14.7-.72; see also F7.4) apply as modified herein. In addition to stating the number of Bombardments, the ISSR will state the hex radius for each Bombardment. After viewing the Japanese setup, the Marine player may place one AR counter on any land hex in play for each Tarawa Naval Bombardment module in his OB. After the placement of all such AR counters, make an accuracy dr prior to placing an FFE:2 to designate the center of the bombardment's blast radius. The bombardment is accurate on an Original dr ≤ 2. If not accurate, make a C1.31 Error DR, with halving being the only modification to the Extent of Error dr Naval Bombardment effects apply to all hexes within the Blast Area [EXC: G14.73 second attacks are NA]. After resolving all Tarawa Naval Bombardment MC, place a Smoke counter in each land hex affected by the Bombardment (which counters are then flipped to their Dispersed side at the start of the immediately following Marine PFPH).

    CG4a BREACHING SEAWALLS: A seawall has a Morale of 10 and is breached (G13.624) if it fails its NMC. Each hex in the Blast Area and formed by ≥ 1 seawall hexside takes one seawall NMC. If more than one hexside could be affected, use Random Selection to determine which hexside(s) are breached.

    CG5 MARINE CLOAKING: The Marine player has the option of keeping in a Cloaking box each of his SMC/SW [EXC: Pathfinders] which enter from offboard into an Ocean location by secretly recording one accompanying MMC (this cloaking is in addition to that granted by G14.23).10 Cloaking is lost for these pieces upon entering a land Location, or if unpossessed, or if in a different Location than its original MMC, or if a SW is fired/assembled or leadership used in any way. A Cloaked Leader is not required to take a MC unless it will use its leadership DRM to assist any other unit in the same Location; if a leader chooses not to take its own MC, it suffers Casualty Reduction if its accompanying MMC fails the MC. All Infantry MMC may enter the map from an Ocean hex under a "?". This form of concealment is not lost in a water hex due to movement but is lost normally otherwise. Attacks against cloaked/concealed Marine units in the Ocean are not affected by Area Fire for being concealed.

    CG6 AIR SUPPORT: The Marines receive Random Air Support (E7.2) on a dr ≤ 2 on each turn of a daytime CG scenario [EXC: Initial Scenario of CGI] provided no Air Support is presently on board. Air Support takes the form of '44 FB with bombs. All AR/SR/FFE on board are immediately removed from the map following a successful Air Support dr.11 Once Air Support arrives, NOBA may not be used by the Marines until all aircraft are eliminated, Recalled, or voluntarily exited. FB may voluntarily exit at the end of any friendly DFPH as if Recalled. The Marine player may not refuse Air Support and must make an Air Support dr during every eligible RPh. A +2 DRM (cumulative with all other DRM) applies to each Sighting TC.

    CG7 JAPANESE RESERVES AND REINFORCEMENTS:

    CG7.1 RESERVE POOL:12 Japanese counters may be designated by CG setup restrictions or ISSR as part of, or subsequently assigned by the Japanese player to, the Reserve Pool. All such counters are held off-map until they either enter the game as reinforcements or are added to the Japanese players Retained counters during the RePh. If a rule designates a specific number or percentage of counters from the Reserve Pool to enter/setup, each MMC/SMC/SW/Vehicle is considered a separate counter [EXC: Armor Leader] and all SW must enter with an Infantry unit. During the setup sequence for each AM and PM CG Date after 20AM, the Japanese player may set up on board ≤ 20% (FRU) of the remaining Reserve Pool counters [EXC: during the last CG scenario of each CG the Japanese player may setup all of his remaining Reserve Pool counters on board]; during a Night CG scenario (see CG10), the Japanese player must set up on board ≥ 30% (FRU) of the remaining MMC in the Reserve Pool. A Reserve Pool counter must set up ≥ 3 hexes from every Marine FLL; if unable to do so, it is returned to the Reserve Pool and may enter later in the scenario as the result of a successful Reinforcement DR (CG7.2). No Night CG scenario is allowed if the Japanese player cannot set up all of his Reserve Pool reinforcements ≥ 3 hexes from any Marine FLL. In addition to receiving reinforcements from the Reserve Pool as per CG7.2, after the initial CG Scenario the Japanese player may make a Replenishment DR on the Reserve Pool Replenishment Chart to add more units to his Reserve Pool. The Replenishment DR is made on Turns 1 and 5 of each CG scenario during the Rally Phase of the Japanese Player Turn.

    Reserve Pool Replenishment Chart
    DRReserve Pool Units
    23x 448, 2x Leader
    32x 448, 2x Leader
    43x 447, 2x Leader
    53x 447, 1x Leader
    63x 347
    73x 347, 1x Leader
    83x 347
    92x 447, 1x Leader
    103x 448, 1x Leader
    112x 448, 1x Leader
    122x 448, 1x Leader

    CG7.2 REINFORCEMENTS: The Japanese player may make a Reinforcement dr during the RPh of each Japanese Player Turn after Turn 1 to determine if reinforcements are available to enter from the Reserve Pool. Japanese reinforcements may enter from any friendly controlled land hex on the east map edge (south/east map edge for CGIII) following a dr ≤ the current turn number. In CG I the Japanese player may enter a number of counters ≤ a subsequent dr. In CG II & III, the Japanese player may enter a number of counters ≤ a subsequent DR. Reinforcements not entered are returned to the Reserve Pool at the end of the Player Turn.

    CG8 SNIPERS: Each side may use two Sniper counters during each CG scenario. Each Sniper counter must still be set up initially as per the first two sentences of A14.2, but with ≥ 15 hexes between them (or as far apart as possible if they cannot set up ≥ 15 hexes apart); when a Sniper attack can occur, make a dr to randomly determine which one actually makes an attack (assign numbers so that each has an equal chance). The SAN is never altered by the presence of > one friendly Sniper in play simultaneously. Any result (e.g., Pin) affecting a Sniper counter affects all friendly Snipers simultaneously. See RePh 15.6122. If a player wishes to reposition his Sniper counter by choosing not to activate his Sniper on a successful SAN dr, he may reposition either or both Sniper counters as per A14.2. Neither player's SAN may drop below 2 during the course of any CG scenario.

    CG9 BANZAI: The Japanese player may not declare a multi-Location Banzai Charge (G1.5) [EXC: CG10].

    CG10 NIGHT BANZAI ATTACK:13 During RePh step 15.616 after any PM scenario before November 22, the Japanese player secretly records whether he will attempt a Night Banzai Attack. The Marine player then sets up for the next CG scenario and then the Japanese player reveals if he is attempting a Night Banzai Attack (15.6203). If so, and if he makes a Final dr ≤ 1, a Night CG scenario occurs. Otherwise, the Japanese player sets up normally for the next AM scenario.

    If a Night CG scenario occurs, CG7 is suspended for the duration of that scenario. The initial NVR for any Night CG Date is 3; the Japanese are the Scenario Attacker (but may not use Cloaking) and the Marines are the Scenario Defender [EXC: E1.2 is NA. Instead the Marine player may now freely conceal all of his units]. The Japanese player must then designate ≥ 30% of his Reserve Pool MMC, plus ≤ 25% of his retained on-map MMC, and ≥ 1 Leader as elements of the Night Banzai Charge. Any available SMC/SW, either on-map or in Reserve, may join. All such units must set up ≥ 3 hexes from any Marine FLL, and in one or more "chains" of contiguous hexes that contain ≥ 1 MMC per hex and with each such stack adjacent to ≥ one other such stack; each chain must contain at least one leader. Once set up, all units of the Night Banzai Charge are marked with a Banzai counter and may not undertake any action until the MPh of the Japanese Player Turn of Turn 1; Retained units not participating in the Night Banzai Charge are not so restricted. At the start of the Mph of the Japanese Player Turn of Turn 1, all units of the Night Banzai Charge must immediately conduct a single (i.e., all "chains" moving simultaneously) Banzai Charge (G1.5). The Japanese player selects only one Marine unit as the "target" (A25.23) for the entire initial Banzai Charge but that unit can be anywhere on the map regardless of range or LOS. In each succeeding Japanese MPh (and APh) each unit of the Night Banzai Charge that has neither become a broken HS nor been in an enemy-occupied hex must Banzai Charge again in the same manner, regardless of normal MF, LOS, and leader requirements; however, each such unit/stack/chain may now make its own Banzai Charge. Units "charge" during the APh by moving in the required direction (A25.231). Until it has become a broken HS or has entered an enemy-occupied hex, each unit of the Night Banzai Charge [EXC: any T-H Hero created from a unit participating in the Night Banzai Charge] is considered to be part of a Human Wave (A25.23) in all phases, during which time Range Counters (A25.2321 (v2)) are not removed and it is subject to FFNAM (and FFMO if appropriate); may conduct no RPh/PFPh activity; may not participate in a multi-Location FG; uses Area Fire for Defensive First/Final Fire (cumulative with any other applications); and may not Interdict. Units conducting a Banzai Charge do not incur the additional MF cost for entering Concealment Terrain at night (E1.51). Instead, make a DR each time an MMC enters a Concealment Terrain Location in the Mph, with an Original 12 DR considered failure of an Attack Break (G1.12) MC.

    CG11 CONCEALMENT & HIP: Each Japanese/Korean Infantry unit (and its possessed equipment) setting up in Concealment Terrain may set up concealed, regardless of enemy LOS. Each Japanese vehicle may begin concealed if it is set up in Concealment Terrain ≥ six hexes from the nearest Marine Set-Up Area Location. Such "?" need not be purchased; i.e., each is placed freely, and before the Marine player views the setup. See SSRs BRT1 for Fortifications and CG13 and BRT6 for Guns. Otherwise, A12.2 and A12.34 apply in the normal manner. In addition to the normal HIP capabilities of G1.631, the Japanese player may use FPP to purchase HIP squad-equivalents for an additional 5% (10% during a Night CG scenario)(FRU) of the squad-equivalents (including Korean labor units) available for on-map set up but may not use HIP in a FLL.

    CG12 KOREAN LABOR UNITS: The Korean labor units stationed on Betio are represented by Chinese 3-3-6 counters. Neither G1. nor G18. apply. Korean labor units treat Japanese SW as captured (A21.11-.12), but Japanese Leaders do not have their leadership reduced for directing these Allied Troops which are, however, treated as part of the Japanese OB for purposes of determining the number of MMC squad equivalents that may use HIP (G1.631 and SSR CG11). Korean labor units are always Conscripts and become Fanatic on a Heat of Battle Final DR ≤ 8 and Disrupt on a Final DR ≥ 9, and have an ELR of 3.

    CG13 GUNS (See also SSR BRT6): Each AA Gun, Gun in a pillbox, or Gun ≥ 76mm must set up in the same Location from CG scenario to CG scenario. Every other non-vehicular Gun that ended the last CG scenario on-map must be set up within three hexes of the Location in which it ended that scenario [EXC: 81mm MTR; if at the start of setup (RePh Step 15.6202) it is hooked up to a Mobile vehicle], even if it will be set up (un)hooked. Any Gun that is eligible to setup in a different location from where it ended the preceding CG scenario may set up HIP if otherwise eligible to do so. Each Gun in a Setup Area that contains Personnel may be set up (un)hooked/(un)limbered/(non-)dm unless otherwise prohibited. The U.S. M1A1 75 ART Gun may be dm as if it were an 81mm MTR, except it may be assembled/dismantled only in the PFPh.14 An M3A1 37LL AT Gun may be manhandled into an Ocean hex with a +2 DRM and is not eliminated if unpossessed but is eliminated on an Original Manhandling DR of 12 while entering or exiting an Ocean Location.15 An M3A1 37LL AT Gun may enter loaded on a LVT as if on a LVT4 (U.S. Vehicle Note 51), but unloads by being pushed into the LVTs own location by Passengers of the LVT (with a +2 DRM to the Manhandling DR), and (during CGII & III) may enter (towed by an unarmed jeep at the Marine player's option) at Z33 on the pier if pier Locations Z33-U33 are Controlled by the Marine player.

    CG14 SELF RALLY: Each side may attempt to Self Rally ≤ two (not just one) non-Disrupted broken MMC, provided (as per A18.11) both attempts are carried out before other friendly MMC Rally attempts.

    CG15 PILLBOX CONTROL: Provided there are no armed enemy ground units within the pillbox, pillboxes are Controlled by the side Controlling the non-pillbox Location.

    CG16 OVER THE WALL TC: During the initial Scenario of CGII and CGIII each Good Order Marine Infantry MMC must pass a 4TC to cross a seawall (10.) from a Beach hex to a Hinterland hex, failure of which causes the unit to be pinned in its current Beach hex. During the MPh of these CG, a Marine NMC may move from one Beach hex to another only if using Assault Movement [EXC: if moving with a leader].16

    The following DRM apply to the 4TC:
    -1if stacked with a Hero
    -2if crossing breached seawall hexside
    +xLeadership modifier of best Good Order Leader in the same hex and currently capable of moving.

    CG17 ELR: All Marines have ELR of 5. All Japanese 4-4-8s/2-3-8s have ELR of 5. All other Japanese non-crew Infantry have ELR of 4. Korean Labor units have ELR of 3.

    CG18 BASIC CG SCENARIO PREPARATION SEQUENCE: The following sequence is followed in preparation for any CG Scenario. This sequence is performed after steps 15.601-.6139. Refer to the specifics of RePh steps 15.614-.6205. See 15.6205 for setup/move order.

    CG18.1 PRE-SETUP SEQUENCE

    CG18.11 LEADER-DETERMINATION: Both players roll for all undetermined Leaders on the Leader Determination table (SSR CG19). Record the resulting Leaders on the Beach Defense Record (Japanese) or Landing Schedule Record (Marine).

    CG18.12 PURCHASE GUNS AND FORTIFICATIONS: Purchase Guns and Fortifications (including pillboxes) for each Beach/Setup area (15.614).

    CG18.13 ASSAULT WAVE ASSIGNMENT: The Marine player assigns Formations to Assault Waves (SSR CG2.3). (ignore per ERRATA)

    CG18.2 UNIT SETUP

    CG18.21 NIGHT BANZAI DETERMINATION: If applicable, the Japanese player decides if a Night Banzai Attack will be attempted per SSR CG10.

    CG18.22 FIRST PLAYER SETUP: The side setting up first (Japanese in all Initial CG Scenarios and PM scenarios; Marines in all Night and AM scenarios [EXC: Initial CG Scenario]) places his Isolated and non-Isolated units per 15.620-.205.

    CG18.23 NIGHT BANZAI ATTEMPT RESOLUTI0N: If applicable, the Japanese player resolves any attempt to conduct a Night Banzai Attack (SSR CG10).

    CG18.24 SECOND PLAYER SETUP: The side setting up second (Marines in all Initial CO Scenarios and PM scenarios; Japanese in all Night and AM scenarios [EXC: Initial CG Scenario]) places his Isolated and non-Isolated units per 15.620-.205.

    CG18.3 BOMBARDMENT RESOLUTI0N: The Marine player declares and resolves any bombardments. Play then begins.

    CG19 LEADER DETERMINATION: For each LD DR required, make a DR on the following table. All applicable DRM are listed in the applicable CG ISSR.

    LEADER DETERMINATION TABLE
     
     JapaneseMarine
    DRInfArmorInfArmor
    ≤210-29-210-310-2
    3 10-19-110-29-2
    4 10-08-19-29-1
    5 10-0-9-18-1
    6 9-1-9-1-
    7 9-1-8-1-
    8 9-0-8-0-
    9 9-0-8-0-
    10 8-0-7-0-
    11 8-0-7-0-
    12 8+1#8+1-
     # - All Japanese AFV have Inexperienced Crews (D3.45).

    15.5 INITIAL SCENARIO: First select one of the CG listed below (CG I is the shortest with 4-5 CG dates). Included there is the information needed to play that CG's Initial Scenario. For the Initial Scenario, players begin with RePh step 15.614 ("Purchase Fortifications and Guns") and complete RePh steps 15.620-.6204 after first determining leaders on the SSR CG19 Leader Determination table.

    In the Initial Scenario of each BRT CG the Japanese sets up first and the Marines move first. Furthermore, the Marine player is assumed to be the Scenario Attacker and the Japanese player is the Scenario Defender in all AM and PM CG scenarios. During any Night CG scenario (CG10) the Japanese player is the Scenario Attacker and the Marine player is the Scenario Defender.