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/
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/
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/
Enterable: A hex/
Entry Area: Each colored map-edge hex (red or green) as designated by the corresponding beach name.
Equipment: Any SW/
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/
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/
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/
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:
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/
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.
2nd Marine Division | |||
BLT #1 | BLT #2 | ||
3rd Battalion, 2nd Marines | 2nd Battalion, 2nd Marines | ||
F1 | HQ Company[a][l]* | F1 | HQ Company[a][m]* |
F2 | Rifle Company[b] | F2 | Rifle Company[b) |
F3 | Rifle Company[b] | F3 | Rifle Company[b] |
F4 | Rifle Company[b] | F4 | Rifle Company[b] |
F5 | HW Company[c]** | F5 | HW Company[c]** |
F6 | Engineer Platoon[d] | F6 | Engineer Platoon[d] |
F7 | AT Section (Division)[e] | F7 | AT Section (Division)[e] |
F8 | Artillery Battery[f] | F8 | Artillery Battery[f] |
F9 | AT Section (Regiment)[g] | F9 | AT Section (Regiment)[g] |
F10 | Light Tank Platoon[h] | F10 | Light Tank Platoon[h] |
F11 | Medium Tank Platoon[i] | F11 | Medium Tank Platoon[i] |
F12 | Seabee Platoon[j] | F12 | Seabee Platoon[j] |
Special: | Scout Sniper Platoon[k]*** |
BLT #4 | BLT #3 | ||
2nd Battalion, 8th Marines | 1st Battalion, 8th Marines | ||
F1 | HQ Company[a][l]* | F1 | HQ Company[a][m]* |
F2 | Rifle Company[b] | F2 | Rifle Company[b) |
F3 | Rifle Company[b] | F3 | Rifle Company[b] |
F4 | Rifle Company[b] | F4 | Rifle Company[b] |
F5 | HW Company[c]** | F5 | HW Company[c]** |
F6 | Engineer Platoon[d] | ||
F7 | AT Section (Division)[e] | ||
F8 | Artillery Battery[f] | ||
F9 | AT Section (Regiment)[g] | ||
F10 | Light Tank Platoon[h] | ||
F11 | Seabee Platoon[j] |
BLT #5 | BLT #6 | ||
1st Battalion, 6th Marines | 2nd Battalion, 6th Marines | ||
F1 | HQ Company[a][l]* | F1 | HQ Company[a][m]* |
F2 | Rifle Company[b] | F2 | Rifle Company[b) |
F3 | Rifle Company[b] | F3 | Rifle Company[b] |
F4 | Rifle Company[b] | F4 | Rifle Company[b] |
F5 | HW Company[c]** | F5 | HW Company[c]** |
F6 | Artillery Battery[f] | F6 | Engineer 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/ |
[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/
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/
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/
CG3.3 NAVAL FIRE & AIR SUPPORT ARRIVAL: All Naval SW/
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/
Marine Draw Pile | ||
Weapon | Black | Red |
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/
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/
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/
Reserve Pool Replenishment Chart | |
DR | Reserve Pool Units |
2 | 3x 448, 2x Leader |
3 | 2x 448, 2x Leader |
4 | 3x 447, 2x Leader |
5 | 3x 447, 1x Leader |
6 | 3x 347 |
7 | 3x 347, 1x Leader |
8 | 3x 347 |
9 | 2x 447, 1x Leader |
10 | 3x 448, 1x Leader |
11 | 2x 448, 1x Leader |
12 | 2x 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/
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/
CG11 CONCEALMENT & HIP: Each Japanese/
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/
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: | |
-1 | if stacked with a Hero |
-2 | if crossing breached seawall hexside |
+x | Leadership 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/
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/
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 | ||||
Japanese | Marine | |||
DR | Inf | Armor | Inf | Armor |
≤2 | 10-2 | 9-2 | 10-3 | 10-2 |
3 | 10-1 | 9-1 | 10-2 | 9-2 |
4 | 10-0 | 8-1 | 9-2 | 9-1 |
5 | 10-0 | - | 9-1 | 8-1 |
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.