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

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PLANNED 1945 ALLIED INVASION OF JAPAN specific documentation

Battleship (More generic term used is Warship): Fight Japanese warships to protect troops and supply ships on their way to Kyushu. Black marker in the upper right corner shows the available fuel. Units without fuel only get 1 MP. Refuel by accessing any harbor (anchor symbol). Warships can be repaired in any harbor (anchor symbol, functions as a hospital). Any out-of-fuel Warship will receive half of the fuel from any other Warship entering the same hexagon.

Engineer unit is a non-combat unit type which can do various things like clear forests, place minefields, or build airfields, hospitals, dugouts, etc. The cost of these actions is move points, which are reduced from the engineer unit. Some actions require certain set of conditions to be met: for example hospitals can be only built at a hexagon located in a fully controlled province. In addition, the engineer unit can give up 3 MPs to assign Pontoons to the closest own combat units without Pontoons.

Extra movement on rear area: Unit located in a fully controlled province may receive extra MPs based on how far away it is from enemy controlled area.

Harbor (Anchor): Functions like a hospital for US Warships.

Fuel Tanker: Transfer fuel from harbors (anchor symbols) to Warships. Note: Fuel Tanker also needs fuel to be able to move.



AMERICAN UNIT TYPES:

US Army Unit: Regular US Army formations.

Marines: United States Marine Corps (USMC) 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 Cavalry: Elite formations of the 1st US Cavalry Division.

US Airborne: Elite formations of the 11th US Airborne Division.

Tank Unit: Sherman Tank formation (combined tank and infantry).

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.

Battleship (more general name is Warship): Fight Japanese Warships to protect troops and supply ships on their way to Kyushu. Black marker in the upper right corner shows the available fuel. Units without fuel only get 1 MP. Refuel by accessing harbor (anchor symbol). Repair Warships in harbors (anchor symbol, functions as a hospital). Any out-of-fuel Warship will receive half of the fuel from any other Warship entering the same hexagon. Blue circle shows the range of AA Fire.

Fuel Tanker: Transfer fuel from harbors (anchor symbols) to Warships. Note: Fuel Tanker also needs fuel themselves to be able to move.

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.

SB2C Helldiver: An air force unit can bombard enemies, recon unknown areas, airsupply encircled units, and protect nearby units from enemy strafing. To bombard, select an enemy within range (shown as a circle) and use full move points. Bombardment may reduce HP, MPs, or increase fatigue but may also be ineffective. Larger or mobile units in open terrain are easier targets, while swamps/forests provide cover. Bombarding hexes with multiple units improves hit chances. If attacked, air units may withdraw, losing MPs and turns. Recon reveals enemy areas by selecting a hexagon, identifying nearby units. Airsupply an encircled unit by tapping it, reducing siege turns and adding 1 MP (which may not result in positive MPs if negative). Bombing range is shown as a circle, while airsupply/rebase ranges are slightly larger. Air units also reduce the risk of enemy strafing for nearby units, with effectiveness varying by campaign scale and proximity.

Engineer unit is a non-combat unit type which can do various things like clear forests, place minefields, or build airfields, hospitals, dugouts, etc. The cost of these actions is move points, which are reduced from the engineer unit. Some actions require certain set of conditions to be met: for example hospitals can be only built at a hexagon located in a fully controlled province. In addition, the engineer unit can give up 3 MPs to assign Pontoons to the closest own combat units without Pontoons.

Hellcat units are best used against Kamikaze planes. Black marker in the upper right corner shows the available fuel. Hellcats need to be refueled from Aircraft Carriers, and they can also be repaired there (Carrier has a Repair button which repairs damaged Hellcats). Please notice that Hellcat unit type cannot move over land. The maximum number of Hellcat units a single carrier can hold is the number of HPs of that Carrier. Refueling Hellcat consumes some of the fuel from Carrier.

Fight Japanese kamikaze planes to protect troops and supply ships on their way to Kyushu. Black marker in the upper right corner shows the available fuel. Units without fuel only get 1 MP. Refueling by accessing Harbor, Fuel Tanker, or another Destroyer (only when out of fuel). Repair Warships in harbors (anchor symbol, functions as a hospital). Carrier can repair one damaged Hellcat by using the Repair button, which will consume several MPs from the Carrier. The maximum number of Hellcat units a carrier can hold is the number of HPs of that Carrier. Refueling Hellcat consumes some of the fuel from Carrier.

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).

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



JAPANESE UNIT TYPES:

Infantry: Regular Imperial Army infantry formations.

Auxiliary: Weak infantry unit, more likely to withdraw (not first rate combat units or lacking rifles and ammo).

Patriotic Citizens Fighting Force: Extremely weak infantry formation lacking proper modern weapons and military training.

Tank: Japanese tank formation (Type 97 medium tank Chi-Ha). 2 move points.

Dugout: Defense structures of various HPs to slow down enemy progress.

Various Warships (Battleships, Cruisers, Destroyers).

Submarine: There are three types of Submarines, the difference being in the number of HPs (2HP, 4HP, 6HP).

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).