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

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BOUGAINVILLE GAMBIT specific documentation

REDEPLOYMENT: Certain units, at first the US Marines, and later the US Infantry, will be at the rate of one-per-turn redeployed elsewhere in the Pacific, and therefore removed from play. When the redeployment of a unit gets near, it will be marked with orange R1/R2/R3 tags showing the number of turns it will remain in play. The US Marines will be replaced with US Americal Division and the 38th US Infantry Division will be replaced with Australian troops.

Redeployment. Some units will be sent to other campaigns (removed from play) in the midde of this campaign. These units will have a redeployment counter showing the countdown to turn they will be shipped away. So, prepare to take over that segment of the front line with other units. AMERICAN UNIT TYPES:

Landing Ramp: When a landing ramp unit moves from water to land hexagon, it will transform a few hexagons into the southward direction of the landing spot into a road. The landing hexagon cannot be enemy controlled, city, or already has a road or a railway network on it.

Marines: US Marine unit (The United States Marine Corps (USMC) is a branch of the U.S. Armed Forces responsible for conducting amphibious operations with the United States Navy).

US Infantry: In this particular campaign some of the US infantry units have been split into Americal unit type and US Colored Infantry unit types.

Australian Infantry: While many units were originally militia-based, by this stage of war they had developer into real infantry units.

Fiji Infantry: By this stage of WWII, US-trained infantry.

American Tank Battalion: M3 Stuart tank formation.

Australian Tank Battalion: Matilda II tank formation.

Dugouts: Immobile Defense structure (cities, defence lines, some key bridges, etc).

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 ship 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.

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

JAPANESE UNIT TYPES:

Naval Infantry: Japanese Imperial Navy infantry unit.

Infantry: Regular Japanese Imperial Army infantry unit.

White-star Infantry: Highly battle-hardened 6th Japanese Division that has seen combat since 1937.

Cherry-Blossom Infantry: Weaker mountain guerrilla unit.

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

Tank: Japanese light 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).