1.3 CAMPAIGN GAME SPECIAL RULES

The following CG SSR apply in all ER CG Scenarios and RePh:

CG1. MAP: Each CG Scenario uses the entire ER map.

CG2. ER SSR: All ER SSR are in effect except as amended below.

CG3. WEATHER: The historical weather for each CG Date is listed in 1.517. Alternatively, players may agree to use the optional random weather table provided.

CG4. ELR/MASSACRE: Each side's printed ELR given in the Initial Scenario of the CG is also treated as that side's printed ELR for all subsequent scenarios of the CG [EXC: if a Massacre (A20.4) occurs during any CG scenario/RePh, all effects listed in A20.3-.4 are applicable for the remainder of the CG; the Scenario Defender's ELR at night is one less than it would be in a daytime scenario].

CG5. NIGHT SCENARIO: The NVR of a CG Night scenario is determined using E1.11 and the historical Moon Phase and Cloud Cover given in the 1.517 Table. The side selecting an Idle chit in a night scenario has automatic Freedom of Movement (following any enemy attack besides a successful ambush; E1.21) for his two best non-Reserve leaders. The side selecting an Attack chit is considered the Scenario Attacker and may use normal Cloaking (E1.4-.43) for his Infantry, even if they set up on-map (use a different color than on-map reserves). Cloaking-counter HIP is NA. Scenario Defender reinforcements Retained off-map may enter at an Eligible Entry Area only following a RPh dr < the current Game Turn number, or automatically once any Scenario Defender unit has been attacked by other than OBA/Sniper or has seen a Known enemy unit. An AFV with a radio that gains Freedom of Movement releases other friendly AFV with radio as per E1.21 [EXC: those in Reserve]. Radio-equipped AFV entering as reinforcements also cause on-map non-reserve AFV to gain Freedom of Movement.

CG6. ENTRY AREAS: A large green or yellow arrow with an identifying letter or number denotes the center hex of each nine-hex-wide Entry Area. If it is a Japanese Entry Area the arrow contains a red sun and the CG date on and after which the Entry Area is available for entry. If it is a U.S. Entry Area, the arrow contains a star.

CG7. RG SETUP/ENTRY: Each RG listed in an Initial Scenario's OB is available for on-map Setup/entry as specified. For RU purchased with CPP, setting up on-map costs one additional CPP; while setting up in Reserve Status costs one less CPP (per RU in either case). If set up on-map, units/Equipment of an RG must be set up in the friendly Setup Area they are Retained in (or as defined by Initial Scenario Setup restrictions). Units which set up off-map during the RPh (A2.51) but do not enter the same Player Turn are unavailable for use during the remainder of the current CG Scenario. Such units are, however, Retained for the next CG Scenario. All units/Equipment of the same RU must initially either be set up in the same Setup Area or enter on any hex(es) of the same Entry Area. Equipment of a purchased RG must initially be possessed by a unit of that RU.

a) Reserve Status: RU purchased as reserves use the principles of Cloaking (E1.4; see below also). Each Reserve RG purchased yields one Reserve Cloaking counter (i.e., a ½" "?" of any unused nationality) for each MMC that will set up as Infantry, plus one for each vehicle, in that RG. Each Reserve RU may, at its owner's option, include one Reserve Dummy Cloaking counter (usable in either a day or night scenario). Each Reserve Cloaking counter may represent a maximum of one vehicle (plus its PRC and towed Gun) or one Infantry unit/ stack (and its possessed Equipment), and must be set up in a non-Isolated, friendly Setup Area Location ≥ 8 hexes from all enemy Setup and Entry Areas. Reserve Cloaking-counter HIP is NA. The pertinent CA/CE-status information of the each Reserve vehicle must be recorded (each Reserve AFV is considered CE unless noted otherwise by the owning player). The Cloaking counter of a Reserve AFV in bypass is set up in the hex in the normal manner rather than straddling its hex-side, but that hexside and the vehicle's CAFP must be recorded. Reserves cannot Deploy/Recombine, and are ignored for the purposes of Deployment/HIP/"T" limits. If unable to set up in Reserve, such RG is instead Retained in an Eligible Entry Area's Holding Box, but cannot enter play until the following CG Date.

b) Release: During a CG scenario, each Reserve unit/stack must remain Cloaked - and may conduct no action whatsoever -until an enemy ground unit is in its LOS within six hexes, or until subjected to an enemy attack (including Bombardment/WP/Sniper) that results in loss of the Cloaked Reserve unit's/stack's concealment, at which time its owner may (or must if the Reserve Cloaking counter was so attacked or was revealed by Searching or Detection as per A12.15) reveal that Reserve Cloaking counter's contents (if any) by placing them on-map, unconcealed. In general, the contents (if any) of a Reserve Cloaking counter are considered to not exist until they are revealed:

CG8. ABANDONMENT: A Retained vehicle may begin a CG Scenario Abandoned, but the resulting crew counter must begin that CG scenario in the same Setup/Entry Area as the vehicle it came from.

CG9. STATUS MARKERS: During Setup, each side may opt to secretly record the BU, CE, TCA, bogged, Immobilized, Abandoned, malfunctioned and/or Disabled status of its vehicles/Guns in lieu of placing the appropriate marker(s) on them. Place the actual marker(s) when the piece is unconcealed and within 16 hexes of any enemy ground unit which has LOS to it.

CG10. CONCEALMENT: Each Infantry unit (and its possessed Equipment) setting up in concealment terrain may be set up concealed, regardless of enemy LOS. Vehicles may not be set up concealed unless out of enemy LOS. Such "T need not be purchased; i.e., each is placed freely. Otherwise, A12.12 applies in the normal manner. Eligible units may be concealed prior to the opponent viewing the setup. For purposes of "?" placement, all Locations outside the LOS of all opposing Setup Area Locations are considered concealment terrain. "?" purchased in the RePh and those received at night (E1.2) are used as dummies.

CG11. BORE SIGHTING & GUNS: Bore Sighting is NA [EXC: Eligible SW MG may boresight at night]. A12.34 applies in the normal manner. Each 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: mortars; Escape: (fan an Idle Date has occurred].

CG12. OBA: On an OBA RG's CG Date of purchase, its radio or field phone (U.S. only) is placed with non-Isolated Personnel in any friendly Setup/Entry Area [EXC: (fan Offboard Observer was purchased, no radio is received]. Field phones may be purchased in lieu of radios only if they set up with non-Isolated Infantry and their Security Area (C1.23) comprises Enterable Locations that are not within an enemy Setup Area, and are drawn to a map-edge that contains 5 edge-hexes of a U.S. Eligible Entry Area. If Retained from a previous scenario, a new Security Area may be recorded for each CG Scenario. Pre-registered hexes may also be reassigned if the associated OBA module was Retained. See the 1.2 definition of Eliminated.

CG13. OPTIONAL SNIPER USAGE: Upon mutual agreement, each side may use two Sniper counters [EXC: Both players only use one during the Initial Scenario]. Each Sniper counter must be set up initially as per the first two sentences of A14.2, but with 10 hexes between them (or as far apart as possible if they cannot set up 10 hexes apart); when a Sniper attack can occur, make a dr to randomly determine which one actually attacks. The SAN is never altered by the presence of > one friendly Sniper in play simultaneously. Any result affecting a Sniper counter affects all friendly Snipers. See also 1.5122.

CG14. TERRAIN CHANGES: Each alteration of printed terrain that occurs during a CG scenario is permanent, barring subsequent Clearance/Removal (as applicable). All Fortifications, Shellhole, Rubble, Trailbreak, Jungle Path, and (Burnt-Out) Wreck counters are left on-map from scenario to scenario. Each terrain Blaze is resolved in RePh step 1.509. No Wreck is removed from play due to being in a terrain Blaze; it remains on-map (still treated as a LOS Hindrance) and in RePh step 1.5091 it becomes/remains a Burnt-Out Wreck. Whenever a vehicle is Immobilized, Abandoned, and all of its present Inherent Weapons are Disabled (or it has no Inherent Weapons), it is immediately replaced by a Burnt-Out Wreck. Whenever a non-Burnt-Out Wreck is Scrounged (if it had any Scroungeable Weapons), it is immediately replaced by a Burnt-Out Wreck. Regardless, vehicles which have no Wreck depiction can never turn into a (Burnt-Out) Wreck. If a 70+mm (or larger) OBA module achieves an Original MA result against a light jungle hex, place a shellhole marker in that hex and treat as a Palm hex thereafter [EXC: the shellholes are present]. If the target hex was dense jungle, it becomes a wooden rubble hex [EXC: it is still treated as a jungle hex for purposes of Kindling and Spreading Fire]. All such terrain changes are permanent (i.e. will remain on-map for each subsequent scenario). Further MA results against hexes already affected in this way have no additional effect.

CG15. PRE-GAME BOMBARDMENT: Both sides have pre-game bombardments available as purchased RGs when selecting an Attack Chit.4 Due to the differences between the ER map and a normal ASL board, however, the regular bombardment rules are modified as follows: The Purchasing Player chooses one or two 10x15 hex Bombardment areas. The areas must have at least 7 hexes adjacent to one another, although they need not form a rectangle; they may not overlap, must be aligned along the same Hex Grain, and all their hexes must be in play. Once the Bombardment areas are chosen, the players write in the appropriate hex coordinates on a copy of the Bombardment Plotting Sheet provided. Hexes immune to bombardment are now rolled as if a single map-board was being bombarded (C1.8). The U.S. player (only) has the option, which must be declared prior to plotting the Bombardment area, of using only a single 10x15 hex Bombardment area and subjecting it to a 3MC instead of a 2MC.

CG16. JUNGLE PATHS: Both sides have Jungle Paths as an available FPP purchase. Each purchase allows the player to place 3 path markers on map during the RePh (step 1.520; use TB markers if you run low on path markers, or alternatively, cover your mapsheet with plexiglass/acetate and draw the paths with a grease-pencil/alcohol marker). All path markers from any one path purchase must be placed ADJACENT to one another [EXC: they may be separated by an Open Ground or Palm hex]. A path marker placed through a Bamboo or Dense Jungle hex counts as two hexes' worth of path placement. Unused path hexes may not be saved from CG Scenario to CG Scenario - any that are not placed during RePh step 1.520 are lost. Paths cannot be set up using HIP and are revealed prior to scenario setup (RePh step 1.5232).

CG17. WIRE: When determining the MF required to move below a Wire counter, subtract 2 from the dr. Under no circumstances can the extra ME cost be less than "1".5

CG18. FPF BARRAGE: A FPF Barrage6 is a special type of 60+mm FIE (only) Barrage (E12.) RG available for purchase by the U.S. player if he is selecting an Idle initiative chit for the upcoming scenario [EXC: if he does not place the FPF Barrage, he receives the RG the next time he selects the Idle initiative chit]. No Pre-Registered hex is required. Radio Contact, Battery Access, and Correction/Cancellation are NA. A FPF Barrage FFE Blast Area is two hexes wide by five hexes long. Its designated Blast Area is openly recorded prior to all setup ≤ 2 two per CG-Scenario]. All hexes in the designated Blast Area must be within 5 hexes of any one U.S. Setup/Entry-Area from which a hypothetical Observer would have LOS (disregarding NVR) to the base level of one of those hexes. The U.S. player may place the FPF Barrage at the start of any friendly PFPh/DFPh or enemy MPh. A FPF Barrage counter is placed in each of the four corners of the Blast Area, adjacent to one other counter and four hexes away from another. After placing the four FPF Barrage counters, the U.S. player makes an Accuracy dr to see if the Barrage lands accurately. On an Original dr ≤ 4, it does. On an Original dr ≥ 5, it does not, and the U.S. player places an AR counter on any FPF Barrage counter and makes a C1.31 DR, with the white die equal to 1. Move the FPF Barrage counters accordingly, and remove the AR counter. For each FPF Barrage in play, the U.S. player makes a dr at the start of each U.S. RPh beginning on the fourth Turn after placement [EXC: the dr on the fourth turn receives a -1 drm]. On a dr ≥ 5, the Barrage is removed. Otherwise, all Barrage rules apply.

CG19. MAP EXIT: Each Personnel/Equipment piece that exits the map via a Friendly Entry Area during play cannot re-enter the map during that scenario but is Retained for use during the next CG scenario. However, each such broken Personnel unit must take a NTC (a Good Order leader's DRM can apply) immediately upon exiting; failing this NTC causes Casualty Reduction (if it is Eliminated, so is its possessed Equipment). Everything exited from the map from any other Location is Eliminated.

CG2O. RETAINED RG: Regardless of whether it was used during a CG Scenario, each purchased/OB-given RG is Retained until Eliminated in a CG scenario. Each unentered RG (or part thereof) is Retained.

CG21. GAME END: Each CG Scenario has a variable Game Turn Length. At the end of each Player Turn of Turn 6, and at the end of each Player Turn thereafter, the Attacker makes a Game End dr; if the result is ≤ the circled number in the current Turn's box on the CVP/VP Tally Chart, the scenario ends immediately. Additionally, a CG scenario ends if both the ATTACKER and DEFENDER agree to end the scenario.