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/
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/
15.602 MARKER REMOVAL: All hidden/ 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/ 15.6032 CG-SCENARIO VICTORY DETERMINATION: Final hex/ 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/ 15.6043 SHOCK: Each Shocked/ 15.605 WADING UNIT SURVIVAL: Each Infantry-MMC/
DR Inf Armor
≤ 7 Survives (a) Survives (a)
8-9 Casualty Red. (a) Mired (b)
10 Casualty Red. (a)(d) Immobilized (b)
≥ 11 Eliminated Eliminated Notes: a place on nearest friendly Beach hex b in current Location c check for CS/ d all possessed SW/ DRM: +2 Encircled Infantry +1 per multiple of 2 (3 if vehicle) hexes (FRD) from destination +x (Armor) Leader DRM (applies to ≤ 1 MMC per Location) +1 per 5 AF of best Armor facing (FRD)* +1 per PP > IPC (a stacked leader may combine to increase one MMC's IPC; Guns are treated as having 5 PP +1 Unarmored Vehicle* +1 Wounded Pathfinder* +2 No 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/
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/
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/
15.6102 VEHICLES/
15.6103 WOODEN-RUBBLE/COLLAPSED-TOWER: Remove both the Rubble/
15.6104 STONE RUBBLE: Remove the Flame/
15.6105 BUILDING: Place the correct rubble counter in all ground level locations of each building that has at least one Flame/
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:
Final DR | Result | drm: |
---|---|---|
≤ 1 | Retain unwounded | +1 if Japanese |
2-3 | Retained Wounded | +1 if Isolated |
≥ 4 | Eliminated | -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/
15.6122 SAN/
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:
Final DR | Result |
---|---|
≤ 1 | Becomes Mobile* |
2-3 | Remains Immobile |
drm: | |
-x | Armor Leader drm |
+1 | if only Non-Qualified Use (A21.13) possible |
+1 | if 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/
Final DR | Result |
---|---|
≤ 2 | Retain unwounded |
3-6 | Retained wounded |
≥ 7 | Eliminated* |
drm: | |
+1 | if Japanese |
+1 | if Isolated |
-1 | if 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).
Final DR | Result |
---|---|
≤ 1 | Repaired |
≥ 2 | Eliminated* |
drm: | |
-x | Weapon Repair Number |
-2 | if Vehicular |
-1 | if U.S. |
+1 | +1 if only Non-Qualified Use (A21.13) possible |
+1 | if Isolated |
* | If vehicular mounted, the weapon is disabled |
15.6133 FT/
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/
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/
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/ 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.
item Final dr Required
Wreck/ ≤ 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: +2 Item is adjacent to an enemy Front Line Location +1 Item is one hex from an enemy Front Line Location -1 Per each participating Assault-Engineer/ -2 Per 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/
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 | |||
---|---|---|---|---|---|
Weapon | Cost | Beach | CG I | CG II | CG III |
HMG | 4 | 4 | 8 | 2 | 16 |
.50cal HMG | 5 | 4 | 8 | 12 | 14 |
Twin 12.7 (12 IFE) | 6 | 4 | 4 | 6 | 8 |
37* INF | 3 | 6 | 8 | 12 | 14 |
37L AT | 4 | 4 | 6 | 9 | 12 |
Type 92 70* INF | 3 | 6 | 12 | 14 | 16 |
Year 41 75* INF | 5 | 4 | 6 | 10 | 12 |
Year 38 75* ART | 4 | 4 | 6 | 8 | 12 |
Type 10 76L AA | 5 | 4 | 6 | 8 | 12 |
Type 88 75 AA | 6 | 3 | 4 | 6 | 8 |
Year 10 120L AA | 7 | 2 | 2 | 2 | 4 |
Year 3 140L ART | 8 | 2 | 2 | 2 | 2 |
8-in. Gun Turret* | 8 | 2 | 2 | 2 | 2 |
* 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/
Fortification Type | FPP Cost | Notes |
---|---|---|
Bombproof | 10 | J,a,f |
Fortified Building Location | 8 | J,h |
Trench, Passage | 4 | J,a |
Tetrahedron | 8 | J,a,n |
Tetrahedron/ | 10 | J,a,n |
Seawall breach hexside | 4 | - |
Wire | 5 | J,a |
Foxhole | 3/2/1 | d,k |
HIP | 3/2/2/1 | J,e,m |
"?" | 1 | g,k,l |
SAN Increase | 8 | c |
Tunnel | 30 | J,a |
A-T Mine Factor | 4 | J,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/ | ||
[e] Listed cost is per Squad/ | ||
[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/
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/
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/
15.6204 SCENARIO COMMENCEMENT: Players are now ready to begin the CG scenario. Each side announces its current SAN.
15.6205 SET UP/
CG Date | Sets Up First | Moves First | CG Scenario Length |
---|---|---|---|
20 AM | Japanese | Marines | 7.5 |
20 PM | Japanese | Marines | 7 |
20 NT | Marines | Japanese | 6 |
21 AM | Marines | Japanese | 7 |
21 PM | Japanese | Marines | 7 |
21 NT | Marines | Japanese | 6 |
22 AM | Marines | Japanese | 7 |
22 PM | Japanese | Marines | 7 |