15 12
3
7 + 10
Control
+2 1
3
1
21
G
LMmbu
Na
2
3
13
10
28
3-18
Mortar
81mm
(4)
3
4
1
15 13
5
13
10
3
98 + 10
15
+3
+2
33
+2 3
10
Mtn Gun
75mm
3
3
3
3
6
32
Gun m
70
m (3 )
2 0
6
2
12 15
10 + 3
+2 Disc
2
Gre ha
na rger
de
1 25
W
U.S. Force 1 enters here on Round 1
1
Commanders: 4 Initiative: U.S. on Round 1 VP: Japanese 1
CAP Allocation per Round: U.S. Army 1st Round - 3 CAPs, 2nd Round - 6 CAPs, 3rd Round - 9 CAPs U.S. Marines 8 CAPs
Japanese: 4 Caps +/- Bushido (A single pool of CAPs and BPs are shared by both Japanese forces that either force may draw from during their turn.)
Action Cards: Shuffle all action and bonus cards 2-13. Each commander receives 1 card in Round 1 and 1 card each Round thereafter.
Each U.S. commander also receives 1 Scout Team Action Card in Round 1.
Designers Note: This Firefight includes 3 different
Hit Counter Piles: Mix 2 ‘No Hit’ Counters into the Japanese Hit Counter pile.
CAP systems. The U.S. Army starts with only 3
Map Setup: Maps 14 and 15 CAPs, but their max CAP supply increases by 3
Overlays: Place Hill 3 so that hex H3-01 is on hex 14-F01 and hex H3-02 is on hex 14-E01 each Round. The U.S. Marines have a fixed max
Place Hill 4 so that hex H4-01 is on hex 14-H08 and hex H4-02 is on 14-I07 CAP value like normal. The Japanese have a CAP
Place Jungle 3 so that hex J3-01 is on 15-Q11 and hex J3-02 is on 15-P12 pool that is shared between both Japanese forces.
1st U.S. Force: 2nd Battalion, 7th Marine Regiment 1st Japanese Force: 230th Infantry Regiment
Setup: May enter anywhere along the eastern edge of map 15. Defensive Line: Place on the map as listed.
3 3 1 3 2 Grenade 25
1 2 70mm 32 3 2 Nambu 21 1
1 09
1 Discharger
(3)
Gun LMG
Choose one
Marine 01 Marine M2 60mm 28
+2
Rifle BAR mortar
(4 )
3 11 4 11 2 10
Capability Card 2 10 3 10 3 10
+3
0 6 12 3 9
8 13 1 7 12 15
0 6 12 0 7 12 1 2-12 12 that is used by both
4x Rifle 2x BAR 1x M2 Mortar the Rifles and BAR 1x Gren Dis 1x 70mm Gun 1x LMG 3x Bunker
(Card ?) (Card ?) (Card 41) Units. 15-E06 15-E04 15-I03 15-I03 15-F04, 15-E06
Hidden Units: Place hidden anywhere on map 15.
3 1 2 1
2 U.S. Force: 164th Infantry Regiment
Infantry 01 Grenade 25
nd Discharger
Setup: May enter anywhere along the western edge of map 14. 4 10 2 10
0 5 12 0 6 12
3 1 3 1 2 1
3x Infantry 1x Gren Dis
Army 47 M2 60mm 28 1919 A4 22
Regulars mortar MMG
(4)
4 11 2 10 4 10
(Card ?)
0 5 12 1 2-12 12 1 8 12
Victory Points:
during this pre-round
sequence. Fire for effect
during next pre-round sequence.
Artillery strikes target hex and
3 1 3 1
6 surrounding hexes.
0 5 12 2 12 12
removed from the map. 6
3
3x Infantry 1x Sniper
3 VP - Immediately, score 3 VP when the Control Marker (Card ?) (Card 62)
comes under U.S. control. Attack any non-jungle hex.
remaining U.S. unit. Japanese Commanders share VP and BP for this firefight.
Orders: Hold defensive positions long enough for Shoji and his
Round 1 Round 2 Round 3 forces to escape through the gap.
Initiative: Victory Points:
Plot art.: VP: 1 VP - At the end of each round, score 1 VP for each bunker
Plot art.: under Japanese control.
VP:
3 VP - Immediately, score 3 VP when the control marker is moved
VP: Firefight Ends entirely off of map 14.
3 VP - Immediately, score 3 VP when the control marker is moved
off the southern map edge.
Japanese Control Marker:
Place a Japanese Control Marker on hex 14-I07. This 1 VP - At the end of the game, score 1 VP for each remaining
Control
Japanese Unit.
marker represents Colonel Shoji and his command
post, supplies, intelligence documents, etc. Move Bushido Points:
this control marker 1 hex every time the Japanese +1 BP - Immediately, score 1 BP when a U.S. Unit is Hit. Also
1x Bunker move the Japanese Control Marker.
Commanders gain Bushido. The control marker cannot
14-I07 -1 BP - Immediately, lose 1 BP when a Japanese commander has
enter heavy jungle hexes, and it must move south each
time it moves. at least one Fresh Unit and Passes.
-1 BP - As an action, move the Japanese control marker 1 space.
This may not be used if the Japanese player has negative BP.