1.4 INITIAL SCENARIO: The special information needed to play the Initial Scenario for the ER CG is provided after 1.42. For the Initial Scenario, both players begin with RePh step 1.518 (RG Purchase Record) and RePh steps 1.518-1.52322 (the steps preceded by a "x" in the RePh Sequence; 1.5).

1.41 ER CAMPAIGN - "Bloody Ridge"

CG LENGTH: A CG Scenario may be played on all 5 CG Dates of the CG.

CG VICTORY CONDITIONS7: The Japanese win at CG End by amassing ≥ 75 Victory Points and Controlling ≥ 5 Level-4 Hill hexes. VP are awarded/deducted as follows:

HILL HEX CONTROL VICTORY POINTS (BY DATE)

Per Level 4 Hex:12 Sept
N
13 Sept
D
13 Sept
N I
13 Sept
N II
14 Sept
D
Hill #10021100
Hill #12054432
Action/ItemVictory Points Awarded
Good Order IJA Squad-equivalents exited through U.S. Entry Area 1CVP value
Good Order IJA Squad-equivalents on/north of hexrow KK at CG Endb1/2 CVP value
IJA purchase of any Lost Battalion RGa-10 VP
IJA purchase of ≥ 2 Bn Gun RGa-2 VP
IJA purchase of Regt'l AT Gun RGa-3 VP
U.S. purchase of any Vehicle RGa+10 VP
U.S. purchase of any AT Section RGa+8 VP
U.S. purchase of any Pioneer RGa+5 VP
U.S. purchase of ≥ 2 Engineer RGa+5 VP
U.S. CPP remaining at CG End-1 VP per CPP

a - applies only once.

b - Such units must be ≤ 2 hexes from a hill hex that is ≤ 6 hexes from a road hex.

1.42 INITIAL SCENARIO SETUP SEQUENCE: American player sets up first, Japanese player moves first.

INITIAL AMERICAN OB:

B Company, 1st Raider Battalion; B Company, 1st Parachute Battalion [ELR: 5] set up on/north of hexrow K. Raiders set up on/west of the road, Para-Marines set up on/east of the road (consider the road to extend through O14-N13-M14-L13-K14 for this purpose) (see SSR I.2-I.5): {SAN: 2}

8-1 x 18-0 x 1RG: Raider Rifle Platoon x 3
RG: Parachute Rifle Platoon x 1RG: Raider Weapons Platoon x 1
Trenches x 3, Wire x 4, 1S Foxholes x 8, 15 FPP10 CPP
RG: 100+mm OBA Module with Normal Ammunition and one Pre-Registered Hex

INITIAL JAPANESE OB:

Elements of 4th and 124th Infantry Regiments [ELR: 4] OB-given units may set up within 6 hexes (inclusive) of Entry Area A in hexes numbered 10. All purchased units must enter from Entry Area A on or after Turn 1 (see SSR I.5): {SAN: 2}

9-1 x 1RG: Rifle Platoon x 6RG: Weapons Platoon x 110 CPP
RG: 70+mm Battalion Gun OBA module with Plentiful Ammunition, one Pre-Registered Hex and an Offboard Observer

INITIAL SCENARIO SPECIAL RULES:

The following SSR apply during the Initial Scenario:

I.1 EC are Wet, with No Wind at start. Night rules are in effect with Base NVR of 3. The Moon is Full and there are Scattered Clouds. The Japanese are the Scenario Attacker, the Marines are the Scenario Defender. The Majority Squad Type for the Japanese is Stealthy, and for the Marines it is Normal.

I.2 All U.S. Infantry units must set up Fortifications - should there be insufficient space, the excess units may set up normally.

I.3 Place a Wire counter in each of the following hexes: N3, N5, N7 & N8.

I.4 Place a Foxhole (any size) from the Marine OB in each of the following hexes: O4, O5, O8.

I.5 IJA units may not set up in Reserve. Any U.S. Reserves purchased must set up on or north of hexrow R.

I.6 The Game End dr is modified by -1.