NOTICE: This page only shows CAMPAIGN SPECIFIC rules and exceptions from the general rules!

Here is a link to GENERIC DOCUMENTATION ...also see TERMS and MARKERSBattle Support ExplainedFAQ, and Privacy Policy

Game webpage

LUZON 1945 specific documentation

After landing, Supply Ships turn into Supply Depots, which are the only source of supplies for US troops. Supply ships can ONLY land on hexagons which are clear (no forest, no swamp) and have at most one unit in them.

AMERICAN UNIT TYPES:

US Army Unit: Regular US Army unit.

Philippine Guerilla unit: Weaker but more mobile unit (emerges as the US controls more area).

Tank Unit: Sherman Tank formation.

Dugouts: Defense structure: Must be placed on the border of a fully controlled province. Dugouts located too far away from the active front line might be either removed from play or returned to the resource pool. Dugout completely surrounded by deep enemy area might either surrender or break out (=turn into infantry unit with limited MP capacity). Dugouts cannot be moved or receive resources, and, usually, they cannot receive replacements (+1 HP).

Supply Depots are formed by landing Supply Ships. If you are really low on supplies, existing Supply Depots can receive extra supplies via following methods: seizing a noteworthy city, Looting carried out by a General, or Flying In supplies with an Air force unit.

Supply Ship: After landing, Supply Ships turn into Supply Depots, which are the only source of supplies for American troops. Supply ships can ONLY land on hexagons which are clear (no forest, no swamp) and have at most one unit in them.

Artillery: Tap enemy unit to bombard it (this action requires full move points). Bombardment can result in a loss of HP, loss of MPs, increase in Fatigue, or be ineffective (IE). Operational range is shown with a circle when the unit is selected. If attacked by an enemy unit this type of unit might withdraw multiple hexagons and lose extra MPs.

Air Force unit: This type of unit can bombard enemy units, recon unknown enemy areas, airsupply one encircled own unit, and protect nearby units from enemy air force strafing. Tap any enemy unit within bombing range (which is shown as a circle when the air force unit is selected) to bombard it (requires full move points, which state is shown on the air force unit with a single line instead of multiple move point squares). Bombardment can result in a loss of HP, loss of MPs, an increase in fatigue, or be ineffective (IE). Bombarding a hexagon with multiple units increases the chances of a hit, as does bombarding a known unit with a lot of HPs or mobile units, which are bigger targets (units with trucks, tanks, etc.). Similarly, an enemy unit in a swamp or forest is a harder target. If attacked by an enemy unit, the air force unit might withdraw multiple hexagons and lose extra MPs (to be out of action for one or more turns). In addition, an air force unit can recon unseen (blacked) enemy areas. This is done by touching an unknown enemy area. This will reveal some hexagons near the selected hexagon, and possibly identify some of the revealed units. You can also tap your own out-of-supply combat unit to airsupply it: this action reduces the turns-in-siege counter and the encircled unit may receive 1 MP (please note that the unit might have negative MPs, so adding 1 MP does not result in positive MPs). The operational bombing range is represented by a circle, while the airsupply and rebase ranges are a couple of hexagons larger. Air force units will also prevent enemy air forces from strafing nearby units. The range of this protection depends on the scale of the campaign, and the closer the ground combat units are to the air force unit, the more likely it will be protected from enemy strafing. Some of the items in the action menu can vary between turns: For example, every even turn a general might offer build-airfield, and every odd turn build-hospital. Another example: Build airfield alternates with build hospital.

Generals/Commanders and their actions: See generic guide for the regular features of this unit type.

JAPAN UNIT TYPES:

Infantry: Regular Japanese Imperial infantry division.

Auxiliary: Weak infantry unit, more likely to withdraw under pressure.

Tank: Japanese medium tank unit.

Dugout: Defense structure to slow down enemy progress.

Artillery: Bombards nearby units (miss, MP hit, HP hit), can relocate, and sometimes manages to escape if enemy unit moves over it. Capturing might give some resources as a reward.

AI Commander: Supports enemy units in combat and provides extra MPs to combat troops just like a General commanded by the player does. Chance of capturing the enemy commander (moving into the same hexagon) is roughly 50 percent, partly depending on the MPs of that commander (if you push a commander back several times and it has negative MPs it will be easier to capture).