Japan National Advantages
1. Tokyo Express
The Japanese High Command used destroyer convoys to ferry infantry. Allied forces at Guadalcanal dubbed this the “Tokyo Express”.
Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do. Your destroyers can also conduct shore bombardment (using an attack of 2) in an amphibious assault.
2. Kamikaze Attacks (revised)
A terrifying development was the Japanese suicide tactics as a desperate means of slowing the Allied advance. The Japanese used pilots who only knew how to take off and dive into their target with an aircraft full of explosives.
You may make six Kamikaze attacks during the game for free. Kamikazes are not represented by a unit, hence a Kamikaze can not be taken as a casualty. Use a die to keep track on how many Kamikaze remain to be used. These attacks may be launched if an Allied player move ships within 2 sea zones from Japan, after all combat movement has been completed. Kamikaze may target specific enemy ships, except for submarines. They attack on a roll of 2 or less during the opening fire step of the first cycle of combat only. Before you rolls dice to launch a Kamikaze attack, you must announce the target(s) and how many Kamikazes that are participating. If a Kamikaze is used during an allied combat phase this counts as a naval battle and will prevent all ships in that sea zone from conducting shore bombardment.
3. Long Lance Torpedoes (replace Kaiten Torpedoes)
The Japanese Navy possessed superior torpedoes in comparison with its Western counterparts, possessing an unequaled combination of speed, range, and hitting power.
Your submarines attack on a 3 (4 if you have the Super Submarines development) in the opening fire step of combat. This increased attack factor is for the first cycle of combat only.
4. Super Dreadnoughts (replace Lightning Assaults)
Dreadnoughts or leviathans like Yamato and Musashi were the largest and most powerful battleships the world has ever seen.
Your battleships attack (imply shore bombardment) and defend on 5.
5. Dug-In Defenses (revised)
The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tactic included bunkers and pillboxes connected by tunnels.
All your infantry on islands are immune to shore bombardment and defend on a 3.
6. Banzai Attacks
A fearsome rallying cry of the Imperial Japanese Army, “Banzai!†meant, “May you live ten thousand years.â€
When you begin an attack with only infantry, all those infantry attack on a 2. This also applies to any amphibious assault in which all your attacking units in the land combat (other than those conducting shore bombardment) consist of only infantry.
7. Kaiten Torpedoes
At the start of a sea attack, the Japanese player designates up to two of his submarines as Kaiten.
-In the first cycle of combat, Kaiten hit in the Opening Fire step of combat (meaning, their casualties cannot hit back) - each Kaiten specifies one specific enemy sea unit which it tries to hit (two Kaiten could specify the same target unit, and may declare a secondary target, so if they both target the same thing and the first one hits, the 2nd Kaiten may attempt to destroy the secondary target). Kaiten hit on a 3 in attack and defense (4 in attack with Super Subs). Enemy units cannot hit Kaiten! Instead, they automatically die after the first cycle of combat, whether they have hit or not.
-Kaiten are still subject to destroyer detection. If detected, must first kill a DD first before getting a chance at the primary target.
-You are limited to 2 Kaiten per TURN.
-When declared, place 1 free submarine in either sea zone 60 or 61 during the Mobilize Units phase of this turn only. You may place the submarine even if the sea zone is enemy-occupied.
-Your submarines cost 1IPC less.
8. Naval Advantage
When declared, Japan is given a free 16IPC (i.e. 4 free Minor Tech rolls), which must ALL be used towards developing Minor Tech. IPC’s not spent, or unable to be spent (e.g. Delayed NA) this turn, may be carried over, but must still be used for Minor Tech.
United States National Advantages
1. Lend-Lease Program (replace Island Bases)
During World War II, the U.S. military began administrating what became known as the “lend-lease program”. In this program, the U.S. gifted its allies with an array of military equipment and munitions, including ships.
During your mobilize new units phase, you can convert any U.S. units to equivalent U.K. or Soviet units. The conversion can only take place on an allied territory or in a sea zone adjacent to an allied territory containing an industrial complex. Remove the all affected units from play and replace them with the same unit of your ally’s color.
2. Chinese Divisions
The Chinese had three hundred divisions in 1942. President Roosevelt spent much of the war trying to get Chiang Kai-Shek to do something with them.
During you’re mobilize new units phase, you may place one of your infantry for free in one of the following territories if you control it: China, Sinkiang, or Kwangtung. This free unit is in addition to the group of units you just purchased.
3. Marines
“Send in the Marines!” was a popular U.S. rallying cry in World War II.
Your infantry attack on a 2 in the first cycle of the land combat portion of an amphibious assault. Even if supported by artillery, their attack remains 2.
4. Mechanized Infantry
With its fleet of trucks, the U.S. Army was the most mobile force of soldiers in World War II.
Your infantry have a move of 2 and may blitz as tanks do.
5. Liberty Ship Program (replace Fast Carriers)
In 1941, the U.S. embarked on a massive expansion of the merchant marine fleet under the auspices of the Emergency Shipbuilding Program. The standard Liberty ship was the centerpiece of this program.
Your transports now cost 6 IPC’s.
6. Super fortresses (revised)
The B-29 Super fortress carried the biggest standard bomb load of any wartime bomber.
Your bombers roll one additional die each when conducting a strategic bombing raid.
7. Pacific Divisions
Place 1 free INF/TURN during the Mobilize Units Phase in either Sink, Chi, Kwa, Phi, Alsk or Haw if you control it.
8. Naval Industry
All Naval units cost one less IP for the entire game.