15. BLOOD REEF:TARAWA CAMPAIGN GAMES

Rule sections #15.1-.5  BRT Campaign Games

15.6 REFIT PHASE: The following steps (15.601-6143) are performed simultaneously by each side during the RePh, which occurs between CG scenarios - Provided neither side has fulfilled its CG Victory Condition. Each step (and sub-step) must be carried out to the numbered/lettered order given; those not applicable to the current situation may be omitted (e.g., if there are no Blazes on the map, skip RePh step 15.610).

15.601 Conclusion of Melee
15.602 Marker Removal
15.603 Rally, Unloading, Victory Determination, and CVP Totals
15.604 Encirclement, Bog, and Shock
15.605 Wading Unit Survival
15.606 Encirclement Marker Removal
15.607 Marine Perimeter Determination
15.608 Retained Units and Hidden Fortifications
15.609 Prisoners
15.610 Extinguishing Flames and Blazes
15.611 Recombining, Battle Hardening, and Field Promotion
15.612 New CG Day and SAN Adjustment
15.613 Equipment Repair and Replenishment
15.614 Purchasing Fortifications and Guns

15.601 CONCLUSION OF MELEE: All opposing units in the same location are now assumed to be in Melee, and must undergo an (unlimited) number of Melee rounds until no more CC attacks can be made. Such units are free to perform any/all normal CCPh activities associated with Melee (i.e., attack, Capture, Withdrawal, etc.). Consider the side that moved first in that scenario to be the ATTACKER. Following the conclusion of the first round of RePh Melee in a Location, each still concealed unit therein is revealed, each vehicle currently in Motion therein has its MOTION counter removed, and each Stun counter on a vehicle is flipped to its "+1" side and the vehicle may be marked as CE if so desired.

15.602 MARKER REMOVAL: All hidden/Cloaked units and equipment are placed on-map in their present Location [EXC: Japanese units and equipment need not be revealed provided they set up in their current Location for the next CG scenario; such units/equipment may set up HIP for the next CG scenario at no cost in FPP]. All system markers listed below are removed from the map at this time in the following order (Right of Inspection does not apply to revealed stacks):

  1. SR and FFE markers;
  2. IR and SMOKE counters;
  3. Acquired counters;
  4. DM, Disrupted, Banzai, Berserk, Fanatic, Wall Advantage and Crest markers, Dummy stacks, Dummy Cloaking counters, and "?";
  5. CX, Motion, CE, BU, and Labor markers;
  6. All hidden/Cloaked units and Equipment [EXC: non-Isolated HIP Japanese] are placed on-map in their setup Location;
  7. Sniper counters;
  8. FB counters.

15.603 RALLY, UNLOADING, VICTORY DETERMINATION, AND CVP TOTALS

15.6031 RALLY AND UNLOADING: All currently broken units of both sides automatically rally, even if Disrupted; no DR need be made. All Passenger/Rider Personnel and Equipment are then unloaded into their Vehicle's Location. All mobile LVT are removed and Retained off-map. Any unpossessed SW/Gun in a mobile LVT is Eliminated. All Guns hooked up and in tow remain so (for now - see CG13); if its vehicle is eliminated in the RePh, so is the Gun that is being towed. When step 15.6031 is completed, CG-Scenario End has occurred.

15.6032 CG-SCENARIO VICTORY DETERMINATION: Final hex/building/pillbox Control and Casualty VP are now determined, and the winner of the just-completed scenario is determined as per 15.615 or 15.51-.53 as applicable. Units/Equipment Eliminated in the RePh after CG-Scenario End never count for CG-Scenario Victory Determination (but do count towards CG Victory Determination). See 15.609 for Prisoner Casualty VP at CG End (15.2), ignoring any Isolated status of Marine guards. On its CG Roster, each side records its Current Casualty VP Total in the "Casualty VP" column.

15.604 ENCIRCLEMENT, BOG, AND SHOCK

15.6041 ENCIRCLEMENT: Each Encircled unit [EXC: prisoner] must take a 1TC for Marine, and NTC for Japanese (Leader DRM may apply). If it passes its TC, the unit remains in its present location (Encircled markers are not removed until RePh 15.606). Failing the TC results in the unit's immediate elimination [EXC: the Encircled Vulnerable PRC of an Immobile vehicle are Eliminated, leaving the vehicle abandoned]. Each prisoner that an Eliminated Encircled unit was Guarding must if possible be claimed by another unit in that Location friendly to the Eliminated unit. If the prisoner is not claimed, it is considered Rearmed (A20.551) and may automatically possess any equipment that an Eliminated Encircled unit left Unpossessed in the Location.

15.6042 BOG: Each non-abandoned, bogged/mired AFV must undergo ≥ one (Ocean) Bog Removal attempts (D8.3, 2.31) until it is either unbogged or immobilized (MP expenditure is immaterial).

15.6043 SHOCK: Each Shocked/UK AFV must undergo a number of recuperation attempts (C7.42) until either the marker is removed or the AFV is eliminated.

15.605 WADING UNIT SURVIVAL: Each Infantry-MMC/mobile-vehicle that is in an Ocean hex must attempt to enter the nearest (in MP/MF) friendly-Controlled Beach hex by making a successful DR on the Wading Unit Survival Chart. Each unit must roll separately but may first drop possession of any SW/Gun.

WADING UNIT SURVIVAL CHART
DRInfArmor
≤ 7Survives (a)Survives (a)
8-9Casualty Red. (a)Mired (b)
10Casualty Red. (a)(d)Immobilized (b)
≥ 11EliminatedEliminated
Notes:
aplace on nearest friendly Beach hex
bin current Location
ccheck for CS/cs normally; roll for PRC again
dall possessed SW/Guns eliminated
DRM:
+2Encircled Infantry
+1per multiple of 2 (3 if vehicle) hexes (FRD) from destination
+x(Armor) Leader DRM (applies to ≤ 1 MMC per Location)
+1per 5 AF of best Armor facing (FRD)*
+1per PP > IPC (a stacked leader may combine to increase one
 MMC's IPC; Guns are treated as having 5 PP
+1Unarmored Vehicle*
+1Wounded Pathfinder*
+2No Pathfinder*
* NA to Infantry

15.606 ENCIRCLEMENT MARKER REMOVAL: All Encircled counters are now removed.

15.607 MARINE PERIMETER DETERMINATION:17 Each side may (at any time during/after a CG scenario) place a friendly Location Control marker (supplied in the BRT counter mix) in a Strategic Location (see Definitions; 15.2) that it currently Controls (or is awarded Control of, as per A26.13), if that Location's Control might affect victory determination or the alignment of either Perimeter. The Control marker must be removed (or flipped over) if the Controlling side loses Control of that Location. Note that non-Strategic Locations may still be Controlled (as per A26.11-.12) but never receive a Control marker. The Marine player now places Perimeter markers, one at a time, in a series of Marine-Controlled, ground level Strategic Locations that are ≤ 2 hexes apart in an attempt to create one or more "loops"; each "loop" must begin and end at two adjacent Beach hexes.

As each subsequent Perimeter marker is placed, it must be pointed towards a Location within two hexes containing another Perimeter marker, along a(n) (Alternate; E12.11) Hex Grain that is devoid of any armed Japanese units, Ocean hexes, or Japanese-Controlled Strategic Locations. The placement of Perimeter markers must continue in this manner until the Marine player has formed one or more closed "loops" of connecting (Alternate) Hex Grains (including map-edge [Alternate] Hex Grains) which the Marine player is satisfied encloses the largest Perimeter legally possible. The Marine player is free to remove or readjust his previously-placed Perimeter markers until he is satisfied with his Perimeter, so long as all of the markers are legally positioned. Any hex that is part of the Marine Perimeter is a Marine Front Line Location (FLL). Any non-Ocean hex adjacent to, but not within the Marine Perimeter is a Japanese FLL.

15.6071 SETUP AREAS: Each Marine Perimeter defines a Marine Setup Area. The are not within the Marine Setup Area is the Japanese Setup Area [EXC: Ocean hexes]. The Japanese will only have one Setup Area unless the Marines have completely split the Japanese defense. Included in the BRT module is a reduced-size copy of the BRT map. Each side should now record it Setup Area(s) on a new photocopy of the reduced-size map. After all Setup Areas have been marked, each should be designated with an ID.

15.6072 ISOLATED UNITS: All on-map Marine units outside of, and Japanese units inside of, a Marine Setup Area are Isolated. Record the location of all Isolated units and the equipment in that Location in order to set them up in that Location in the next scenario.

15.608 RETAINED UNITS & HIDDEN FORTIFICATIONS

15.6081 RETAINED UNITS: All Personnel, Equipment, and mobile vehicles (even if setup HD in a trench) are now removed from the map and Retained by the side Controlling that Setup Area or Isolated Location. The units in each Setup Area, the location of all Guns/Vehicles in a FLL, and the location of any Immobile units are recorded, as is any vehicle which would be unable to trace a path of contiguous, Enterable, friendly Setup Area Locations to a Hinterland hex without having to cross an un-breached seawall. The Japanese player also records the number and type of reduced strength units, and the Location of all still-hidden non-Isolated units/equipment.

15.6082 HIDDEN FORTIFICATIONS: Each still-hidden Fortification, including all Fortified Building Locations and tunnel (or Passage) entrances in Locations currently Controlled by its purchaser's opponent, is placed on-map [EXC: a tunnel or Passage is revealed only if both its entrance and exit Locations are currently enemy-Controlled]. Each on-map Fortification is Controlled by the side Controlling its Location or whose Setup Area it is in.

15.609 PRISONERS: Each Japanese prisoner guarded by a non-isolated Marine unit is eliminated with the Casualty VP normally awarded for prisoners subtracted from the Japanese player's Casualty VP Total. The Japanese player may either retain possession of Marine prisoners (retained prisoners may be freely transferred to another unit in the same Setup Area) or immediately Massacre (A20.4) them; Massacre (A20.4) will be in effect for all subsequent CG Dates and Casualty VP are awarded (but are not doubled). Doubled Casualty VP for prisoners are not awarded to the Japanese player until CG-End. An unguarded, unarmed Japanese MMC is Replaced by a Conscript unit of the same size, whereas an unarmed Marine HS it replaced by a 2-4-8 HS and a full squad by two 2-4-8 HS and Retained in the nearest (in the shortest path of contiguous, Enterable Locations) friendly Setup Area (friendly side's choice if ≥ 2 equidistant Areas).

15.610 EXTINGUISHING FLAMES AND BLAZES

15.6101 BURNING WRECK: Each Burning Wreck has its Blaze marker removed [EXC: if that wreck is in a obstacle or rubble hex, move the Blaze marker to the building/rubble so dig it is now a terrain blaze]. Replace the wreck with a Burnt Out Wreck (SSR BRT 15).

15.6102 VEHICLES/WRECKS: Any vehicle/wreck sharing a Rubble/Collapsed-Tower/building Location with a Flame/Blaze marker becomes a Burnt-Out Wreck.

15.6103 WOODEN-RUBBLE/COLLAPSED-TOWER: Remove both the Rubble/Collapsed and Flame/Blaze markers, or just the Flame/Blaze marker if in Printed Rubble, and place a Shellhole counter in the Location. All other previous terrain in the Location is eliminated; replace any vehicle/wreck with a Burnt-Out Wreck.

15.6104 STONE RUBBLE: Remove the Flame/Blaze marker. The Stone Rubble still exists and the Location may catch fire again in a later scenario. Replace any vehicle/wreck with a Burnt-Out Wreck.

15.6105 BUILDING: Place the correct rubble counter in all ground level locations of each building that has at least one Flame/Blaze in any of its Locations [EXC: towers are replaced by a Collapsed marker], removing each Flame/Blaze marker. Such Rubble may catch fire again in a later scenario.

15.611 (RE)COMBINING, BATTLE HARDENING & PROMOTION

15.6111 (RE)COMBINING: All retained same-class HS with the same Strength Factors within the same Setup Area must now Recombine (Al.32) so that no more than one of each HS type is Retained in that area [EXC: Marine 2-4-8s; Assault Engineer 3-4- 8 HS may only combine with other Assault Engineer HS].

15.6112 WOUNDED LEADERS: Each side makes a dr on the following table for each Retained wounded leader:

WOUNDED LEADER TABLE
Final DRResultdrm:
≤ 1Retain unwounded+1 if Japanese
2-3Retained Wounded+1 if Isolated
≥ 4Eliminated-1 if Heroic

15.6113 HEROES & MMC: On each side, each Retained hero [EXC: leader] is Eliminated; however, each such Elimination enables that side to Battle Harden one non-crew MMC of the owner's choice within the same Setup Area as that hero [EXC: if unable to Battle Harden an MMC in that Area, the hero is Retained].

15.6114 LEADERS: On each side, each Retained heroic leader Battle Hardens and loses his heroic status [EXC: a heroic 10-3 loses his heroic status with no additional effect]. In addition, the side that won the preceding CG scenario may Battle Harden one non-Isolated leader or create one 7-0 (8-0 if Japanese) leader.

15.612 NEW CG DATE & SAN ADJUSTMENT

15.6121 NEW CG DATE: Each passage of this RePh step represents the start of a new CG Date. The Marine player is always considered to be attacking in every AM/PM CG scenario until his CG Victory Conditions have been met. See SSR CG10 for Night CG scenario generation.

15.6122 SAN/ADJUSTMENT: The side that lost the preceding CG scenario immediately reduces its current SAN by 1 but to no less than 3.

15.613 EQUIPMENT REPAIR & REPLENISHMENT

15.6131 VEHICLES: Each side performs the applicable step(s) below for each vehicle in a friendly Setup Area.

a) ABANDONED: Each abandoned vehicle may remain abandoned, or may be re-manned and operated (as per A21.22 or D5.421-D6.631) by Personnel (including any vehicle crew) Retained within the same Setup Area.

b) IMMOBILIZATION REPAIR: Each non-captured, non-abandoned, immobilized vehicle that is not in an Ocean Location must make a dr on the following table to determine if the immobilization is repaired:

IMMOBILIZATION REPAIR TABLE
Final DRResult
≤ 1Becomes Mobile*
2-3Remains Immobile
  
drm: 
-xArmor Leader drm
+1if only Non-Qualified Use (A21.13) possible
+1if Japanese, if in FLL, or if Isolated (+1 each case)
*May now setup in its Setup Area outside its recorded location

c) STUNNED: Each vehicle/crew which is marked with a Stun marker must now make a dr to determine the final result of the Stun:

STUN RECOVERY TABLE
Final DRResult
≤ 2Retain unwounded
3-6Retained wounded
≥ 7Eliminated*
  
drm: 
+1if Japanese
+1if Isolated
-1if Retained off-map
*Crew eliminated; vehicle abandoned
in its current (recorded) Location

d) AFV RECALL: See SSR BRT 12.

15.6132 WEAPON REPAIR: Each side now makes a separate dr on the table below for each malfunctioned, non-captured Retained Weapon in a friendly Setup Area that contains Personnel (or, for a vehicular Weapon, an Inherent crew in that vehicle).

WEAPON REPAIR TABLE
Final DRResult
≤ 1Repaired
≥ 2Eliminated*
  
drm: 
-xWeapon Repair Number
-2if Vehicular
-1if U.S.
+1+1 if only Non-Qualified Use (A21.13) possible
+1if Isolated
*If vehicular mounted, the weapon is disabled

15.6133 FT/DC: Each FT/DC removed from play during the preceding CG scenario is retained by the Marine player [EXC: if lost due to being unpossessed in an Ocean location, to an original 12 usage DR, or to SW Destruction (A9.73-.74)]. Place each such Retained SW in the Marines player's "Retained" box on the Chapter T Divider. However, the Marine player may retain in that manner for each Setup Area no more friendly FT/DC than he has 7-6-8 squads.

15.6134 CAPTURED EQUIPMENT: Each sides makes a separate dr for each captured, Retained Weapon in each friendly Setup Area that contains Personnel: if ≥ 4 it is Eliminated (disabled if vehicular). Each already-malfunctioned Captured Weapon is Eliminated (disabled if vehicular). See SSR BRT 11 for disabled MA. At its capturer's option, a captured vehicle may remain in play if it has any functioning Weapon (even if its MA is disabled); otherwise, it is turned into a (Burnt-Out) Wreck.

15.6135 ABANDONING, SCROUNGING & REMOVAL: At his option, the Controlling player may Abandon and/or turn into a (Burnt-Out) Wreck ≥ one Non-Recalled vehicle in each friendly Setup Area Likewise, he may attempt to Scrounge ≥ one non-LVT vehicle/non-Burnt-Out-wreck in each friendly Setup Area [EXC to all: Such actions are NA unless ≥ one Personnel unit (even an Abandoning crew) is Retained in that Setup Area].

15.6136 SPECIAL AMMO: Each non-captured, non-Isolated U.S. Weapon in a Marine Setup Area has all of its Depleted ammunition types (if any) replenished to normal availability. Each such Japanese Weapon must make a dr ≤ 4 for each Depleted Ammo type in order for that special ammunition to be restored. Adjust side records accordingly.

15.6137 SW/Gun dm/ELIMINATI0N: At the Controlling player's option, ≥ one SW/Gun in each friendly Setup Area that contains Retained Personnel may be Eliminated/dismantled/assembled.

15.6138 LOW AMMO REMOVAL: Each Low Ammo counter on each non-isolated unit is now removed.

15.6139 FORTIFICATION & WRECK REMOVAL: Attempts may be made to Eliminate (Burnt-Out) wrecks, Immobile vehicles, and other, fortifications in friendly-Controlled Locations. Attempts made vs (Burnt Out) wrecks/immobile vehicles may not exceed the total number of Dozers and vehicles of ≥ 30 tons Retained in did Setup Area.

Only one removal attempt dr may be made per item per completion of this RePh step (and does not create a Labor marker). If a Location contains > one of the above mentioned items, the side may roll once for each, but must announce which item it is currently rolling for. Each Engineer squad, and Korean laborer squad, and bulldozer may participate in one clearance attempt for an item in its Setup Area.

FORTIFICATION REMOVAL TABLE
itemFinal dr Required
Wreck/Immob.-Vehicle, Tunnel/Passage≤ 3
Wire,Seawall breach≤ 2
Rubble, Pillbox, Bombproof, Entrenchment≤ 1
  
An original dr of 6 for an item in a Front Line Location results in Casualty Reduction
for one MMC in that Setup Area (randomly determine which type of MMC).
  
drm: 
+2Item is adjacent to an enemy Front Line Location
+1Item is one hex from an enemy Front Line Location
-1Per each participating Assault-Engineer/Korean-Labor squad
-2Per each participating Bulldozer

15.614 PURCHASING FORTIFICATIONS AND GUNS: The Japanese player now secretly allots GPP, CAPP, and FPP for the purchase of, respectively, Guns/machine-guns, pillboxes, and fortifications. Starting after the Initial CG Scenario, the Marine player secretly allots any FPP accrued pursuant to 15.6143. All purchase points of any kind must be spent prior to the start of the next CG Date or they are forfeit. The purchase points expended and the Guns/machine-guns, pill-boxes, and fortifications purchased may all be kept secret until the end of the CG, but must be marked on the Beach Defense Record or the Fortification Location Record, as applicable. As each item is selected for purchase, record its ID) (and the purchase points expended to purchase it) in the appropriate column of the Beach Defense Record or the Fortification Location Record. The GPP, CAPP, and FPP available per Beach Setup Area are listed in the Japanese OB for each CG. The number listed for each Beach applies to that specific Beach Setup Area only; purchase points designated for one Beach Setup Area may not be transferred to or used in any way in another Beach Setup Area [EXC: FPP designated for the Island Command may be combined with FPP designated for another Beach Setup Area for fortifications setup in Hinterland hexes]. A Beach Setup Area extends out into the Ocean and one or more are designated for each CG as per the initial Scenario OB.

15.6141 GUN PURCHASE POINTS (GPP): GPP are used by the Japanese player to purchase Guns and machine guns from the Gun Purchase Point Table. GPP expenditures are recorded on the Beach Defense Record. All weapons purchased with GPP include a 2-2-8 Infantry crew.

 GPP    Max per     CG Maximum
WeaponCostBeachCG I    CG II    CG III    
HMG448216
.50cal HMG5481214
Twin 12.7 (12 IFE)   64468
37* INF3681214
37L AT446912
Type 92 70* INF36121416
Year 41 75* INF5461012
Year 38 75* ART446812
Type 10 76L AA546812
Type 88 75 AA63468
Year 10 120L AA72224
Year 3 140L ART82222
8-in. Gun Turret*82222
 * May not set up on Green Beach

15.6142 COVERED ARC PURCHASE POINTS (CAPP): CAPP are used by the Japanese player to purchase pillboxes. A pillbox is worth a number of CAPP equal to its CA TEM. CAPP expenditures are recorded on the Beach Defense Record. The Japanese player may use CAPP to purchase any of the following pill-box types: 1+3+5, 1+4+6 (6.31), or 1+5+7. A pillbox purchased with CAPP must set up adjacent to a Beach hex with at least one adjacent Beach hex within its CA in all CG scenarios. In the Initial Scenario of a CG, every pillbox must be filled to capacity before any Japanese unit may set up in a non-pillbox Location. A pillbox purchased with CAPP ordinarily has a stacking capacity of one squad-equivalent. 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 set up in the Setup Area for that beach.

EX: "262 CAPP" means the Japanese player may spend up to 26 CAPP and either increase the stacking capacity of two pillboxes by one squad-equivalent or increase the stacking capacity of one pillbox by two squad- equivalents.

15.6143 FORTIFICATION PURCHASE POINTS (FPP): FPP are used by both players to purchase fortifications for their respective Setup Areas. FPP expenditures are recorded on the Beach Defense Record and/or the Fortification Location Record. During the RePh, the Japanese player receives two FPP for every Korean squad-equivalent (FRU) currently in a Japanese Setup Area. The Marine player receives one FPP for every Assault Engineer squad currently in a Marine Setup Area. No Fortification may set up on/north-of hexrow Y.

FORTIFICATION PURCHASE TABLE
Fortification TypeFPP CostNotes
Bombproof10J,a,f
Fortified Building Location  8J,h
Trench, Passage4J,a
Tetrahedron8J,a,n
Tetrahedron/Wire10J,a,n
Seawall breach hexside4-
Wire5J,a
Foxhole3/2/1d,k
HIP3/2/2/1J,e,m
"?"1g,k,l
SAN Increase8c
Tunnel30J,a
A-T Mine Factor4J,a,b
Pillbox(Capacity+CA+NCA)x2  J,a
   
[J] Japanese only.
[a] Not available after Initial CG scenario.
[b] Maximum of 10 may be purchased per Beach Setup Area; must set up with tetrahedron (see 2.5)
[c] Maximum of one may be purchased per RePh.
[d] 3S/2S/1S Foxhole costs.
[e] Listed cost is per Squad/HS/crew/SMC. SW may set up with HIP unit up to IPC of that unit (a leader may lend its IPC to a MMC).
[f] May not set up adjacent to a Beach hex.
[g] Marines may purchase only during RePh prior to an AM or Night CG Date.
[h] Cost is double after Initial CG scenario.
[k] May set up in an Isolated Location.
[l] May set up in a Front Line Location.
[m] HIP may be purchased for ≤ 5% of the on-map Japanese squad-equivalents in a daytime scenario (or 10% in a night scenario). See SSRs CG10 and CG11 for night scenarios.
[n] Must set up in an Ocean hex. Limit of 4 of any type of tetrahedron per Beach Setup Area.

15.615 CG-SCENARIO VICTORY CONDITI0NS: The Marines win at game end by amassing more Victory Points than the Japanese. CVP are awarded normally and each pillbox Eliminated or Captured by the Marines is worth to them a number of VP equal to the pillbox's stacking capacity.

15.616 BANZAI NIGHT ATTACK DECISION: After any PM CG Date prior to CG End, the Japanese player must now secretly record whether he will attempt a Night Banzai Attack (see SSR CG10).

15.620 UNIT SETUP: The Japanese player sets up first in the initial CG scenarios and in all PM CG scenarios, and the Marine player moves first in all AM/PM scenarios; see 15.6205. For Night scenarios, see 15.6203.

15.6201 ISOLATED UNIT SETUP: The side that sets up first (15.6205) on a given CG Date now sets up all of its Retained units, Equipment, and new Fortifications which will go into an Isolated Location, after which the other side does likewise. An Isolated Marine unit must set up, Encircled, only in its recorded Location or ADJACENT to that Location in a friendly-Controlled Strategic Location.

[EXC: Gun/AFV in Fortified-Building-Location/Pillbox and Immobile/Abandoned vehicles may not be moved]. An Isolated Japanese unit may set up either Encircled in any friendly Location of its recorded hex or in the closest Japanese Setup Area.

15.6202 NON-ISOLATED UNIT SETUP: The side that sets up first now sets UP the remainder of its Retained units, Equipment and new Fortifications in eligible Locations of the Setup Area each is Retained in:

Once the side setting up first has completed setup, the other side follows the same procedure.

15.6203 BANZAI NIGHT ATTACK DETERMINATION (SSR CG10): Prior to the start of each AM CG scenario after the initial CG scenario, the Japanese player reveals whether he will attempt a Night Banzai Attack. If so, and if he makes a Final Night Banzai Attack dr ≤ 1, a Night CG scenario occurs. The following drm apply to the Night Banzai Attack dr.

-1 for each previous Night CG Date in which a CG scenario did not occur or if CG I.

-1 for each AM/PM CG scenario after the initial CG scenario in which the Japanese player did not enter any units from the Reserve Pool [EXC: NA if a Night Banzai Attack has already occurred].

15.6204 SCENARIO COMMENCEMENT: Players are now ready to begin the CG scenario. Each side announces its current SAN.

15.6205 SET UP/MOVE/SCENARIO-LENGTH TABLE

CG SCENARIO SETUP AND
GAME LENGTH TABLE
CG DateSets Up FirstMoves FirstCG Scenario Length
20 AMJapaneseMarines7.5
20 PMJapaneseMarines7
20 NTMarinesJapanese6
21 AMMarinesJapanese7
21 PMJapaneseMarines7
21 NTMarinesJapanese6
22 AMMarinesJapanese7
22 PMJapaneseMarines7