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Japan vs. China 1931-1937: Rising Sun Over China

The game simulates military operations in China between 1931-1937, allowing players to command Japanese or Chinese forces. Players move units on a hexagonal map and resolve combat through dice rolls. The objective is to gain control of strategic regions of northern China through conventional and unconventional means of warfare.

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Iván Giménez
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0% found this document useful (0 votes)
98 views17 pages

Japan vs. China 1931-1937: Rising Sun Over China

The game simulates military operations in China between 1931-1937, allowing players to command Japanese or Chinese forces. Players move units on a hexagonal map and resolve combat through dice rolls. The objective is to gain control of strategic regions of northern China through conventional and unconventional means of warfare.

Uploaded by

Iván Giménez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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RISING SUN OVER CHINA

CONTENTS Japan vs China 1931–1937


1.0 INTRODUCTION
2.0 COMPONENTS
3.0 INITIAL SETUP
4.0 VICTORY CONDITIONS
5.0 OPERATIONAL
CONSIDERATIONS
6.0 SEQUENCE OF PLAY
7.0 REINFORCEMENTS &
RECRUITING
8.0 INCIDENTS & MAJOR
OFFENSIVES
9.0 LAND MOVEMENT Japan vs. China 1931–1937
10.0 STACKING
11.0 ZONES OF CONTROL NOTE: To remove the rules from this magazine, carefully and slowly peel them from the
12.0 COMBAT subscription card by peeling from the top and then the bottom meeting in the middle. Do not
13.0 COMBAT RESOLUTION remove the card.
14.0 AIRPOWER
These rules use the following color system: Red for critical points such as errata
15.0 NAVAL GUNFIRE
and exceptions, Blue for examples of play. Check for e-rules updates to this game at
16.0 LOGISTICS www.worldatwarmagazine.com/waw/e-rules
17.0 PSYWAR
18.0 REORGANIZATION 1.0 INTRODUCTION
Rising Sun Over China is an operational-strategic level two player wargame covering the
19.0 AMPHIBIOUS OPERATIONS
campaigns in northern China, 1931 to 1937. These campaigns revolved around the regions
20.0 GARRISONS
of Manchukuo (Manchuria) and Menjiang (Inner Mongolia), and culminated in the Japanese
21.0 SPECIAL UNITS
invasion of China proper, taking the capital of Peiping (Peking). There was also the possibility of
22.0 FOG O’ WAR Soviet intervention.
23.0 SCENARIOS The game has two sides: the Japanese Empire and the Republic of China. The Japanese
24.0 OPTIONAL RULES objective is to gain control of northern China to provide a strategic advantage for the ensuing
CREDITS Sino-Japanese War which commenced in July 1937. The Chinese objective is to retain control of
Design: Joseph Miranda strategic regions of northern China, thereby forestalling a larger Japanese invasion.
Managing Game Developer: Doug Johnson 1.1 Scale
Playtesters: David Bush, John Heim, Roger Each hex on the map represents 75 kilometers across. Each turn represents one year. Japanese
Mason, Terry Mays, Mark McCandless, Eric ground units are divisions and brigades. Allied Japanese, as well as most Chinese units, are
Moroney, Stephen Wagstaff at the army and corps level, representing shifting arrays of forces. Air units represent various
Proofers: Dave Boe, Michael C. Neubauer, numbers of sorties needed to accomplish missions.
Mark Sockwell
Map Graphics: Joe Youst 1.2 General System Approach
Counters: Nadir Elfarra The game simulates forces operating across vast distances, often with limited logistical support,
Production: Richard Aguirre conducting more than one campaign during a single game turn (year), using conventional and
Photos: National Digital Archives of Poland subversive means of combat.

2.0 COMPONENTS
A complete game of Rising Sun Over China includes a 22×34-inch game map, rules, and a sheet of
176 5⁄8-inch counters. Players must provide one six-sided die to resolve combat and other game events.

2.1 Game Map


© 2021 Decision Games, Bakersfield, CA The game map shows the militarily significant terrain of northern China, Manchuria (Manchukuo),
Menjiang (Inner Mongolia), and adjoining areas of Outer Mongolia and the Soviet Union. The

WORLD at WAR 79 | AUG–SEP 2021 R1


hexagonal grid regulates the placement and movement of units across 2.4 Ground Combat Units
the map. A unit is in only one hexagon (hex) at any one time. Each hex Front Back (Reinforcement Group)
contains natural and/or man-made features that affect movement and Size Symbol Special Reinforcement Indicator
combat. Each hex on the map has a unique four-digit identification

Unit Type Symbol


number printed within it to reference places more quickly and record unit

Unit ID
positions for whatever purposes.
Objectives: Certain hexes have objective symbols (Terrain Key), that
provide bonuses for recruiting and victory.
Air & Naval Staging Areas: This is a holding area for air and naval
units that are in play but not in use for on-map missions. Combat Factor Movement Factor
Reinforcement & Reorganized Units Display: This is a holding Combat Factor (CF): The combat power of the unit to fight against
area for units which have not yet entered play. enemy ground forces.
Special Reinforcements Display: This is a holding area for special Movement Factor (MF): The number of hexes the unit can move in a
reinforcements received during the game. single Movement Phase.
Incident Marker Display: This is a holding area for incident markers Special Reinforcements (SR): These units have the SR designation in
which are available for play. the upper right corner of the counter.
Incident Markers in Effect: This is a holding area for in-effect Unit Identification: Each unit has a unique unit name or identification.
played incident markers. Example: The above unit is the 7th Imperial Japanese Infantry Division.
Map Errata: The Objective City in hex 2317 should be labeled Jehol. Unit Type Symbol: Symbol identifying the type of combat unit. Different
Hex 2909: City name is misspelled. It should read: Tsitsihar. unit types may have special abilities.
Hex 3014: City name is misspelled. It should read: Hsinking. The city Unit Size Symbol: Combat unit size is the relative operational echelon of
was named Changchun by the Chinese and renamed Hsinking in 1932 by each combat unit.
the Japanese. The Japanese name was used on the map.
XXXX: Army XX: Division III: Regiment
Hex 3220: Gensa should read Gensan. Ignore the n in hex 3319.
XXX: Corps X: Brigade II: Battalion
2.2 Unit Counters
There are two types of cardboard counters: units (combat formations) and Back Printing: The back of Chinese, Manchukuoan and Menjiang unit
informational markers. counters may display a question mark in place of their combat factor.
This is their untried side. They are deployed front down. Only reveal their
Important: Do not use units or markers denoted with an Opt indicator strength during combat. The reverse of other units contains a flag or
when playing with the standard rules. reinforcement group.
2.3 Sides Front Back (Untried)
There are two sides in the game. Each side has different contingents (see
below). A player who controls a side controls all contingents of that side.
Japanese Empire: Includes Japanese national, Manchukuoan,
Menjiang, Chinese Client and Outer Mongolian Insurrectionists.
Republic of China: Includes Chinese, Communists and (sometimes)
Combat Bonus Indicator: Mechanized units function the same as other
Soviet-Mongolian.
ground units but provide a combat bonus when participating in an attack.
All units on each side are friendly to all other units of the same side. They
may stack/conduct combat together and use each other’s supply. Mechanized Unit HQ

Example: A Manchukuoan unit may use any Japanese Support Source.


Indicator

Support
Combat

Radius
Bonus

Abbreviations (listed below), as well as the counter’s background color


indicate a unit’s nationality.
Headquarter Units: Have a support radius designation.
Japanese Empire
Imperial Japanese: Black on Tan Outer Mongolian Insurrectionist: Anti-Guerrilla Units: These have special rules for attacking.
White on Red
Manchukuoan: White or Black on
Dark Brown China Client: White on Green
The number in parenthesis signifies that the unit can only attack enemy
Menjiang: Black on Light Brown regional armies and/or garrison units. The unit cannot attack hexes
Chinese containing other unit types. When counterattacking, they use their
defense strength (the middle number).
Republic of China: Black on Light Chinese Communist: Black on Red
Blue Garrison Units: Garrison units represent static military units, bases,
Soviet, Outer-Mongolian: Yellow
Regional Armies: White on Dark on Red militia, and security forces. Either side can control garrison units.
Blue Japanese colors are on one side and Chinese on the other. See 20.0 for
details. The combat strength may be different on each side.

R2 WORLD at WAR 79  |  AUG–SEP 2021


Front (Chinese Control) Back (Japanese Control) 2.7 Markers

Incident Markers: These generate various game events (8.0).

Psychological Warfare (PSYWAR) Markers: These are a


subset of incident markers. They represent. propaganda,
Important: Garrisons cannot attack or move. Their combat strength (in assassinations, organized crime, and general skullduggery. The
parenthesis) is used for defense only. number displayed is the PSYWAR factor.

2.5 Unit Abbreviations 2.8 Administrative Markers


Japanese
Turn Markers (one per side)
CGA: China Expeditionary Army NC: North China Army
CXF: China Expeditionary Force Recl A: Reclamation Army
Insurection: Insurrectionist Army RFD: Ryojun Fortified District Recruit Points (RP) Markers (7.0) (one per side)
KA: Kwantung Army SNLF: Special Naval Landing Force
Menj: Menjiang WR: White Russian
Bombed hex (14.0)
MHIDC: Manchukuo Heavy
Industry Development Company
2.9 Game Terms
Chinese
#DR: Roll the number of dice equal to the number, then total the results.
AJA: Anti-Japanese Army NW: North West
Example: 2DR means roll two dice and add the results.
Cav: Cavalry RA: Route Army
FG: Frontline Group Res: Reserve May: The player can choose to take the action or not.
Must: Requires the player to take the action.
MR: Military Region Spec: Special
Phasing Player: The player currently taking an action within the
MZ: Ma Zhanshan Tsithar: Tsitsihar sequence of play.
NE: North East Vol A: Volunteer Army Pick: Draw a unit or marker at random.
NSA: National Salvation Army Select: Deliberately choose a unit or marker.

2.6 Unit Types 3.0 INITIAL SETUP


There are three general types of units: Rising Sun Over China has two scenarios, each of which covers a
Mobile Combat Units (mechanized and non-mechanized) different potential starting set-up (23.0). Players first agree the scenario
Static Combat Units (garrisons) they will play, and which side each will command. They then place the
Strikes (air and naval) units for their own side. Play starts with the first turn of the scenario and
continues until its final turn, or one player wins an automatic victory, or
Mobile Combat Units (Mechanized) one player concedes.
Tank Armored Train
3.1 Set-up Latitude
Motorized Units may have a requirement to deploy in specific hexes. Other units
Mobile Combat Units (Non-Mechanized) may be set up anywhere in designated areas. The scenario instructions
describe deployment in terms of unit types. Historical identifications do
Infantry Regional Army
not matter (unless otherwise stated).
Route Army Cavalry
4.0 VICTORY CONDITIONS
Regional Armies represent locally raised forces including guerrillas, There are two ways to win the game: Sudden Death and End of Scenario.
forces generated from local warlords and militia type units.
4.1 Sudden Death Victory
Marine Anti-Guerrilla Headquarters
On any game turn (GT) from 1931 to 1936 if either side controls all the
Static Combat Units objective hexes in the following areas, the game comes to an immediate
Garrison end and that side gains an immediate strategic victory.
Manchukuo North China
Air Units
Menjiang Ulaan Baatar (If Outer
Airstrike Air Supply Mongolia is in play)
Jehol

Important: There is no sudden death in 1937 because the Big China War
Naval Units
has started.
Naval Gunfire Naval Amphibious

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4.2 End Game Victory Points (VP) Important: For Menjiang, Jehol and North China, once the Japanese
If a sudden death victory did not take place, victory and defeat are have played the designated offensive marker, Japanese units can
determined at the end of the 1937 GT. Victory is determined by the control enter these hexes even if the Chinese counterattack and retake any of
status (5.1) of objective hexes (Terrain Key). Each objective is worth VP. the prerequisite objectives; i.e., the effects of an offensive marker are
never negated.
Theater of Operations: Count only hexes in Manchukuo, Menjiang,
Jehol and North China (including Tientsin). Count Outer Mongolian hexes 5.3 Border Skirmishing
only if in play. Hexes in Korea and the Soviet Union do not count. Zones of Control (ZOC) extend across borders (11.0). Units can attack
Determine VP: Each player totals their VP using the below points: across borders into areas they could not otherwise enter. They cannot
+5: Peiping advance or retreat across them. Airstrikes, naval gunfire and PSYWAR
+2: Each other Objective Hex cannot be employed into otherwise prohibited regions.
+4: Ulaan Baatar (if Outer Mongolia is in play)
Example: A Japanese unit in Tientsin could attack into North China prior
+1: (Chinese side only) Each town hex (including those in Outer
to play of the North China incident. But they could not advance into North
Mongolia if in play)
China. China could attack into Korea, but they could not move or advance
+3: (Japanese side only) If the Chinese side played the United
into Korea.
Front incident
Important: When you play an offensive marker, you can move friendly
Designer’s Note: The Japanese gain VP for Chinese play of the
units anywhere within the marker’s limits.
United Front incident because it means the National government is
diverting forces away from fighting the Communists. 6.0 SEQUENCE OF PLAY
The game is player in a series of game turns (GTs). Each GT has two to
Determine Level of Victory: Subtract the Chinese side’s total from the
four player turns (one to two Japanese, and one to two Chinese).
Japanese side’s total to determine the level of victory:
• Each player can always perform their first Player Turn.
31 or more: Japanese Strategic Victory
• A player must play an offensive marker to initiate a Second Player Turn.
25–30: Japanese Operational Victory
• Each Player Turn is comprised of segments called phases. Conduct all
24: Draw
game actions in the below order:
14–23: Chinese Operational Victory
Japanese First Player Turn
13 or less: Chinese Strategic Victory
Offensive Declaration Phase: The Japanese player may declare up
5.0 OPERATIONAL CONSIDERATIONS to one offensive incident marker (8.0). A player can play a maximum of
5.1 Control one offensive marker per GT.
A side controls a hex if that side has a friendly ground unit (mobile or
Important: On GT 1 the Japanese player must play the Mukden incident.
static) in the hex. Air and naval units cannot control objectives.
• A side controls a hex if friendly units occupy it. The instant that a Mobilization Phase: The Japanese player gains RP and then
side has no units in a hex, that side loses control of it. Control may be expends them (7.0).
reestablished by moving a unit back into the hex. Enemy ZOC (EZOC) PSYWAR Phase: The Japanese player may initiate PSYWAR
have no effect on hex control. attacks (17.0).
Movement Phase: The Japanese player may move eligible units. He
Important: Players can deploy certain reinforcements in uncontrolled
may also conduct railroad and amphibious movement (9.7 & 19.0).
hexes (7.6).
Air Deployment, Air & Naval Attack Phase: The Japanese
5.2 Area of Operations player deploys air and naval units for missions. Resolve bombing, air
Manchuria / Manchukuo: Both sides’ units can always enter. superiority and naval bombing missions (14.0 & 15.0).
Jehol: Chinese units can always enter. Japanese units can enter only if Combat Phase: The Japanese player initiates ground attacks
the Japanese have played the Jehol (Great Wall) incident marker. (12.0 & 13.0).
Inner Mongolia / Menjiang: Chinese units can always enter. Japanese Chinese First Player Turn
units can enter only if the Japanese have played the Menjiang incident Offensive Declaration Phase: The Chinese player may declare up
marker. to one offensive incident marker (8.0). A player can play a maximum of
North China: Chinese units can always enter. Japanese units can enter one offensive marker per GT.
only if the Japanese have played the North China incident marker. Mobilization Phase: The Chinese player gains RP and then expends
Tientsin: This is a Japanese enclave (and is Japanese territory, not them (7.0).
Chinese). Both sides’ units can always enter. PSYWAR Phase: The Chinese player may initiate PSYWAR
Korea: Only Japanese national units can enter Korea. All cities in Korea are attacks (17.0).
always Japanese controlled (there is no requirement to garrison them). Movement Phase: The Chinese player may move eligible units. He
Outer Mongolia: No units can enter until the Japanese have played the may also conduct railroad movement (9.7).
Outer Mongolia incident marker, then all units can enter. Air Deployment & Strike Phase: The Chinese player deploys
Soviet Union: Neither side’s forces can enter the Soviet Union. air units for missions. Resolve bombing and air superiority
Off-Map displays: Friendly forces cannot enter or attack into enemy missions (14.0).
displays. Exception: This does not apply to air strikes conducting air Combat Phase: The Chinese player initiates ground attacks (12.0 & 13.0).
superiority combat.

R4 WORLD at WAR 79  |  AUG–SEP 2021


Japanese Second Player Turn • Players cannot expend RP such that they go below zero.
If the Japanese player played an offensive incident marker, he could • A player may receive RP at a point in a GT where the player cannot
initiate a Second Player Turn. If he does not play an offensive incident expend them. A player may expend them during subsequent GTs.
marker, skip this Player Turn. • Certain incidents may deduct RP; if RP go to zero, they can go no lower.
PSYWAR Phase: The Japanese player may initiate PSYWAR
Example: Scenario 2 (1937); The Japanese receive 6 (Manchukuo objec-
attacks (17.0).
tive hexes) times 2 (MHIDC in play) + 1 (Jehol) +1 (Tientsin) + 2 (Menjiang)
Movement Phase: The Japanese player moves any or all his units.
+1 DR for regular RP + 1 DR for North China incident played. This yields
He may also conduct railroad and amphibious movement (9.7 & 19.0).
16+ 2DR. The Japanese started with 6 RP; the total is now 22 +2DR. As
Air Deployment, Air & Naval Attack Phase: The Japanese
the Japanese start with 6 RP, the total of 22+2DR is greater than the
player deploys air and naval units for missions. Resolve bombing, air
maximum number of RP he can have, so he receives the maximum, 20 RP.
superiority and naval bombing missions (14.0 & 15.0).
Combat Phase: The Japanese player initiates ground attacks 7.3 Receiving RP
(12.0 & 13.0). The phasing player determines the number of RP his side will receive by
Chinese Second Player Turn following the below procedures:
If the Chinese player played an offensive incident marker, he could initiate
Japanese Player: Roll 1DR and add:
a Second Player Turn. If he does not play an offensive incident marker,
• One RP for each objective hex controlled by friendly forces.
skip this Player Turn.
• Starting with the GT the MHIDC incident marker is played and all GTs,
PSYWAR Phase: The Chinese player may initiate PSYWAR
thereafter, double the RP count for objective cities in Manchukuo.
attacks (17.0).
Chinese Player: Roll 1DR and add:
Movement Phase: The Chinese player moves any or all his units. He
• One RP for each objective hex controlled by friendly forces.
may also conduct railroad movement (9.7).
• Starting with the GT the United Front incident marker is played, and
Air Strike Phase: The Chinese player deploys air units for missions
all turns thereafter, roll 2DR (instead of one) and total both.
and then executes them (14.0).
Combat Phase: The Chinese player initiates ground attacks (12.0 & 13.0). Important: Award RP for friendly controlled objectives in EZOC.

Important: Each player’s Second Player Turn does not have an Offensive 7.4 RP & Incident Markers
Declaration Phase, or a Mobilization Phase. The play of certain incident markers will provide one or the other player with
additional RP. See the Incidents explanations on the Incident Marker Tables.
End of Turn Phase
Check for any game actions required at the end of the turn. Then move the Important: The opposing player may receive RP for the play of events,
GT marker ahead one space on the Turn Record Track (TRT). If it is the last representing mobilization against enemy offensives.
turn of the scenario, the game ends and the players check for victory.
7.5 Expending RP to Mobilize Reinforcements
7.0 REINFORCEMENTS & RECRUITING The Reinforcement Tables (end of rules) specifies the RP cost for each
Reinforcements are units which enter the game after initial setup. Players unit. Deduct the number of RP indicated on the table. A player may recruit
deploy reinforcements during the friendly Mobilization Phase. any number and type of units within the restrictions stated on the table
and the mobilization rules.
Important: Units with an SR noted in the upper right corner of the
counter are special reinforcements. Important: Units deployed by scenarios or via incident explanations cost
zero RP.
7.1 Mobilization Phase
During the Mobilization Phase, the phasing player does the following in 7.6 Deployment
this order: Deployment is the term used to define placing reinforcements on the map.
1) Totals Recruit Points (RP) due for the turn. Each side has specific deployment areas.
2) Expends RP to recruit reinforcements and purchase incident
Imperial Japanese Deployment
markers one at a time. Play and return the Gekoju or clique markers
a) Ports in Korea.
immediately before any other purchases.
b) Any Japanese occupied ports (regardless of EZOC).
3) Expends RP to remove bombed markers.
c) Deploy up to one brigade, regiment, or battalion in each Japanese
4) Return the Soviet Support incident to the bin if played at any time
controlled objective hex.
this phase.
Japanese Client deployment: Deploy these units only after playing the
7.2 Recruit Points corresponding incident marker.
RP represent the capacity of a side to mobilize forces. Players keep a Manchukuoan: Japanese controlled objectives in Manchukuo.
running record of the number of RP available using the RP Tracks on the Menjiang: Japanese controlled objectives in Menjiang.
map. This record is open for examination by both sides. North China/Jehol: Japanese controlled objectives in Jehol, North
• Players use RP to mobilize reinforcements, pick incident markers, and China or Tientsin.
remove bombed markers. Outer Mongolian Insurrectionist: Cities or towns in Outer
• Players may expend or accumulate RP. A player may use these RP in Mongolia not containing enemy units. The player may also place them
later GTs. on the western map edge in Outer Mongolia.
• Each player’s RP indicates the maximum number of RP each side
can accumulate.

WORLD at WAR 79  |  AUG–SEP 2021 R5


Chinese deployment 7.12 Untried Units
Regional Armies: Chinese controlled objective hexes in North China, Place all untried units (2.4) in the Reinforcement & Reorganized Units
Jehol, Menjiang or Manchukuo. A player may also deploy them in Display face down. When recruiting this type of unit, pick one of the
town hexes that do not contain Japanese units (the town does not appropriate types randomly. Place other units in the display face up.
have to be Chinese occupied). Select the type recruited.
Other Mobile Ground Units: Chinese controlled objective hexes
Example: The Chinese expend the RP to recruit a cavalry army. Pick one
in North China. A player may also place Chinese mobile units on the
cavalry army from the Reinforcement Display and deploy it on the map.
south map edge in North China.
Garrison Units: Garrison units are never reinforcements, they will 7.13 Reinforcement Displays
always be on the map, controlled by one player or the other. Players initially place their reinforcements in the Reinforcement &
Airstrike and Naval Markers: Place these in the friendly Air & Naval Reorganized Units Display. Sort them by their various types.
Staging Area Display.
Example: Sort Chinese untried units by their various types (route armies,
7.7 Special Reinforcements infantry armies, etc.).
Certain units have an SR indicator, an incident name or date on the
8.0 INCIDENTS & MAJOR OFFENSIVES
reverse. When playing the named incident deploy these units at zero
Incident markers represent various political and military events which
cost in RP. The player cannot recruit these units prior to the play of the
will make their impact on the campaign. Players pick and play incident
incident. If eliminated (unless stated otherwise) the player can replace
markers during the phase listed in the Incident Markers Table.
these units (at normal RP costs).
8.1 Incident Bins
7.8 Reorganized Units
At the start of play, each player places all their incident markers in a wide
A player may only build Japanese armies and the mechanized division via
mouthed opaque container (bin). There will be one Japanese and one
reorganization (18.0). A player may build infantry and cavalry divisions by
Chinese Incident Marker Bin.
both RP and reorganization.
Important: The scenario may indicate that a player begins with certain
7.9 Types of Special Reinforcements
incident markers available for play. Do not place these markers in the bin.
Japanese: These include ground and air units generated by the play of
incident markers. 8.2 Picking Incident Markers
Chinese: Special reinforcements include the: Players randomly pick incident markers during their Mobilization
1st Military Region HQ German Trained Divisions Phase by expending the stated RP per marker. Do so one at a time and
examine the marker.
United Front Headquarters Volunteer Airstrike
• If the marker explanation states, “immediate”, then the player
8th Route Army HQ Chennault Airstrike reveals and plays it during the current Mobilization Phase.
Outer Mongolian and Soviet deployment: If the incident Important: Each player has one marker that he must
occurs, the Chinese player immediately deploys the Mongolian/ play immediately and then immediately return to the
Soviet forces in any cities or towns in Outer Mongolia (before bin (Japanese Gekoju and Chinese Cliques). Players
any Japanese invasion of Outer Mongolia). These units cost zero RP. After must play these two markers when picked. Players may place all other
the above deployment is complete, the Japanese player deploys the Outer incident markers in the Incident Markers Available Display. There is no
Mongolia Insurrectionist Army. requirement to play these markers during the game.
7.10 Deployment Restrictions • If the marker does not state play immediately, place it in the appropri-
The players must adhere to the below restrictions when deploying units: ate Incident Markers Available Display face down (flag side up).
• Players may not deploy reinforcements in hexes containing enemy • While in your display, you can examine this incident marker, but the
units, prohibited terrain, or regions that are not in play. enemy cannot.
• Players may deploy them in EZOC.
• Players must adhere to stacking limits when deploying reinforce- 8.3 Incident Marker Effects
ments (10.0). The Incident Marker Table explains the effects of each marker.
• Deployment is not movement and does not expend MF. 8.4 Disposition
• Reinforcements must enter play on the GT recruited. If there are no The table indicates the disposition of the marker after playing it:
eligible hexes, the player does not receive them. Players may recruit Discard: Permanently remove from play.
them on ensuing turns by expending RP. Return: Return to the bin after playing.
7.11 Replacements Retain: Keep in your Incident Markers Available Display until played.
Units eliminated for any reason may return to play as reinforcements by Remains in Effect: Remains in effect for the remainder of the game,
paying the normal RP cost. Players cannot replace the following units: Place the marker in the appropriate Incident Markers in Effect Display.
Chinese German Trained Chinese 8th Route Army 8.5 PSYWAR Markers
Divisions Place picked PSYWAR markers in the friendly Incident
Note: The number of counters is a design limit. Markers Available Display. They are then played in the
PSYWAR Phase (17.0).

R6 WORLD at WAR 79  |  AUG–SEP 2021


8.6 Major Offensives 9.3 Effects of Terrain
Place picked offensive incident markers in the Incident Each type of terrain requires a specific MF cost to enter, as indicated on
Markers Available Display. They are then played during the the TEC. When the TEC calls for an MF expenditure to cross a hexside,
indicated phase. that cost is in addition to the cost for entering the hex.
• Each side can play a maximum of one offensive marker each GT.
Example: A unit crossing an unbridged river into clear terrain would pay 2 MF.
• Offensive markers initiate a second player turn (6.0). Offensive
markers include: 9.4 Restrictions & Prohibitions
a) Chinese: Anti-Japanese Offensive and Northern Offensive. The following restrictions apply to land unit movement:
b) Japanese: Mukden Offensive, Great Wall Offensive, Menjiang 1) Players may move each unit once per each friendly Movement Phase.
Offensive, North China Offensive, and Outer Mongolia Offensive. 2) A unit may never enter a hex occupied by an enemy unit or
• They may bring in additional reinforcements at no RP cost. prohibited terrain.
• Offensive markers may provide additional RP. The player receives 3) Players may not accumulate unused MF from phase to phase or turn
these RP on the GT played. to turn and they may not transfer MF from unit to unit.
4) Mechanized class units (tank, motorized infantry) may not enter certain
Important: Players pick offensive markers during the Mobilization Phase.
types of terrain, as noted on the TEC, except via a railroad or road.
A player declares them during the Offensive Declaration Phase.
5) Units cannot move directly from a hex in an EZOC to another hex in
Example: The Japanese player picks the Great Wall Offensive an EZOC.
marker on GT 2. He may then declare the marker on GT 3 and 6) Players may not move units off the map (Exception: Railroad
then play it during the Mobilization Phase of GT 3. Movement (9.7)).

8.6.1 Outer Mongolia Offensive 9.5 Minimum Movement


Important: Players cannot play this incident prior to 1936. All units may move a minimum of one hex per friendly Movement Phase,
regardless of terrain costs. Units may not enter prohibited terrain or move
Soviet-Outer Mongolian units are initially neutral. They enter play only if
directly from one EZOC to another via this rule.
the Outer Mongolia incident is played.
• When picked, the Japanese player retains it. He may only play it Important: Reinforcement deployment, advance and retreat after combat
at the start of the 1936 or 1937 Japanese First Player Turn if the are not regular movement, and thus do not require the expenditure of MF
Japanese control all objectives in Manchukuo and Menjiang and both (7.0 & 13.0).
the Jehol and North China offensives have been played.
9.6 Road Movement
• During the Mobilization Phase of the turn played, the Chinese
Units moving directly from one road hex to another road hex pay only
receive the Soviet airstrike (at no RP cost) and both players
one-half (0.5) MF per hex, regardless of terrain. Units crossing rivers using
conduct the instructions on the Japanese Incident Markers Table
bridges do not pay the hexside cost for crossing rivers.
in the order given.
Important: All railroads are also roads.
8.7 Primacy
Incident instructions may supersede other game rules. 9.7 Railroad Movement
•  There is one incident marker for each side marked To use railroad movement, a unit can start or move onto a railroad hex.
“Opt”. Do not use these in the standard game. Players may combine railroad and non-railroad movement in the same
They are for future variants. Movement Phase.
• The first hex of railroad movement must be in a railroad hex with a
9.0 LAND MOVEMENT
continuous line of rail hexes back to a support source hex (16.0). The
During the friendly Movement Phases, the player may move any or
unit can move to unsupported positions.
all friendly units. Units may use railroad and amphibious movement.
• A unit may start in an EZOC when it begins railroad movement.
Eliminate any unit that exits the map for any reason.
• A unit must end its railroad movement when entering a hex in an EZOC.
Exception: Chinese units using off-map railroad movement (9.7). • A unit cannot use railroad movement across a border. A unit would
have to stop before crossing a border and use normal movement
9.1 Movement Procedure
across it. During an ensuing Movement Phase, the unit could use
Move units from hex to adjacent hex in any direction within the
railroad movement in that region.
restrictions stated in the rules.
• The Chinese player may use railroad movement to exit and enter the
• Players move units one at a time.
map. The player may only conduct off-map railroad movement from
• As each unit enters a hex, it must expend one or more MF from its
and to any of the three railroads on the south map edge.
printed MF.
a) Units must meet all the above requirements.
• The Terrain Effects Chart (TEC) provides the movement costs for each hex.
b) Units must start and end their railroad movement on the map.
• Mechanized and non-mechanized class units may pay different
c) Off-map railroad movement expends 2 MF instead of the normal 1 MF.
movement costs, depending on the terrain.
• Once in a railroad hex, the unit expends 1 MF to conduct railroad
• There is no requirement for a player to move a unit. A player may
movement.
expend any or all a unit’s MFs.
• The unit then can move an unlimited number of hexes via contiguous
9.2 Zones of Control railroad hexes for 1 MF.
Any unit that moves into an EZOC must cease movement for that phase (11.0). • If the unit has MF remaining, it can continue to move normally.
• A unit can conduct only one railroad move per Movement Phase.

WORLD at WAR 79  |  AUG–SEP 2021 R7


10.0 STACKING 11.1 ZOC & Movement
Stacking is placing more than one friendly unit in the same hex at the same Units cease their movement when entering an EZOC. There is no
time. Stacking applies only to units on the map, not in off-map displays. additional MF cost required to enter an EZOC. Units may move out of
EZOC if they:
Important: When setting up the scenarios, players must adhere to all
a) Move into a non-EZOC hex; or,
stacking restrictions.
b) Retreat or advance after combat.
10.1 Concentration
11.2 Combat & ZOC (12.0 & 13.0)
Players check stacking at the end of the Movement and Combat Phases
There is no requirement for friendly units to attack enemy units if in an EZOC.
(for both sides, and at no other time in the GT). Otherwise, there is no
Retreat: A unit may not retreat into an EZOC.
limit on the number of units that may enter, and pass-through a given hex
Advance: A unit can advance after combat into and through an EZOC
over the course of a phase or turn, if the stacking limit is met at the end of
at no penalty.
that Movement or Combat Phase.
11.3 Lines of Support (LOS) & ZOC (16.0)
Important: Units of different contingents on the same side can stack together.
Players may not trace an LOS through EZOC. A unit (including HQ) can
10.2 Japanese Stacking Limits trace an LOS into or out of an EZOC.
The Japanese can stack up to four divisional equivalents and one garrison
11.4 ZOC & Reinforcements
unit in each hex. Divisional equivalents are:
See 7.0.
Corps or Army: 3 Brigade: .5 (one-half)
12.0 COMBAT
Important: Japanese regiments, battalions, armored trains and/or HQs Ground units attack adjacent enemy ground units via combat.
do not count for stacking. • The phasing player is the attacker. The non-phasing player is the defender.
10.3 Chinese Stacking Limits • The phasing player can choose to attack with any number of friendly
The Chinese can stack two armies or corps and one garrison unit per hex. units adjacent to enemy units. There is no requirement to attack.
• Garrison units cannot conduct attacks. Anti-guerrilla units can only
Important: Chinese divisions, HQ and/or armored trains do not count conduct attacks on specific units. See 21.0 for anti-guerrilla actions.
for stacking. • A single attack can be made against a single enemy occupied hex.
10.4 Air Units Units cannot attack more than one hex in the same Combat Phase.
1931 to 1935: One air unit can stack per hex. • The attacking player may resolve his attacks in any order desired. The
1936 to 1937: Two Japanese or one Chinese air units can stack per hex. attacking player does not need to declare an attack beforehand.
• An attacking unit can conduct a maximum of one attack per
10.5 Over-Stacking Combat Phase.
If any hexes are found to be over-stacked at the end of any Movement • A player may only attack a defending hex once per Combat Phase.
or Combat Phase (for either player), the violating player must select and • A unit’s attack and defense factors are always unitary. A player may
eliminate the minimum number of units necessary from that hex to bring it not divide a unit’s combat strength among different combats on attack
back into compliance with the stacking rule. or defense.
Important: This does not apply in other phases. • Conduct each attack one at a time. You do not have to declare ahead
of time who will attack.
Example: A player could over-stack in a Mobilization Phase if the stack • For each attack, all attacking units must be adjacent to all defending units.
meets the stacking limits at the end of the Movement Phase. • If there is more than one attacking unit in a hex, you can allocate them
11.0 ZONES OF CONTROL to different attacks.
The six hexes immediately surrounding a ground unit’s hex constitute that 13.0 COMBAT RESOLUTION
unit’s zone of control (ZOC). Resolve each combat individually. Resolve combat using the below procedures:
Designer’s Note: ZOC represent the area controlled via being able 1) The attacker declares which attacking units will be attacking which
to react to enemy operations, as well as guerrilla and other defending units.
paramilitary forces beneath the scale of the game. 2) Total the combat factors of all attacking units involved in the attack.
3) Total the combat factors of all defending units.
• Air and naval units do not exert ZOC. 4) Divide the attacker’s total by the defender’s total and multiply that
• Ground combat units always exert ZOC. result by 100 to get a percentage.
• ZOC extend into and out of all types of terrain and across all types of 5) Consult the CRT under the appropriate percentage column.
land hexsides and borders. 6) Resolve ground support attacks (14.5).
• ZOC extend into enemy occupied hexes and across borders. 7) Apply any shifts to the percentage column (air/naval support,
Designer’s Note: Yes, that is correct, ZOC are never negated. This is terrain, & concentric attacks), to arrive at the final percentage.
owing to the chaotic nature of the campaign. 8) Determine any shifts for logistics (16.0).
9) The attacker rolls 1d6 and cross indexes it with the percentage column.
10) Immediately apply the result.

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13.1 Minimums & Maximums Combat Results
Resolve attacks at less than 49% on the ≤49% column; resolve attacks at AE (Attacker Eliminated): Eliminate all attacking units.
greater than 700% on the ≥700% column. AR (Attacker Retreats): Retreat all attacking Japanese national
units one hex. Retreat all other attacking units two hexes.
Example: A Japanese 1 strength unit attacks a Chinese 5 strength unit.
CA (Counterattack): If the defending hex is in a city, the combat
Resolve the combat on the <=49% column. Resolve a Japanese 8 strength
comes to an end, there is no result. If in any other terrain, the
unit attacking a Chinese 1 strength unit on the => 700% column.
defender must conduct a counterattack (13.4).
13.2 Shifts DE (Defender Eliminated): Eliminate all defending units. Attacking
A shift is an alteration of the combat odds determined above. units may advance into the defending hex.
• A shift to the right favors the attacker; a shift to the left favors the defender. DR (Defender Retreats): Retreat all defending units with an untried
• If both the attacker and defender have shifts, subtract the defender side two hexes. Retreat all other defending units one hex. Attacking
shifts from the attacker shifts and use the final shift. units may advance into the defending hex.
• If a percentage column shifts above or below the maximum or minimum DZ (Breakthrough): Eliminate all defending units. Attacking units
odds, then use the right or left most column, respectively. Other than this may advance two hexes. The first hex must be the defending hex.
restriction there is no limit on the number of shifts that can be applied. BB (Bloodbath): Eliminate all defending units. The attacker must
• Apply all shifts, use the cumulative total for each type. eliminate units whose total combat factors equal at least the defender’s
combat factors. Surviving attacking units may advance one hex.
Example 1: An attack starts at 400%. The attacker has one shift to the
right; the defender has two shifts to the left. The final attack is at 300% 13.4 Breakdown & Counterattack
Breakdown: The player can breakdown units to extract losses.
Example: The attacker has 20 combat factors; the defender has 1 combat
factor. There is a one column shift to the left for terrain, so the attack Example: A Japanese 30-4 attacks a Chinese 2 strength unit. The combat
shifts from 700+% down to 600–699%. result is BB. Eliminate the Chinese unit. The Japanese may break down
the 30-4 into two 8-5s and two 3-5s. Then eliminate one 3-5 unit and the
Airstrikes/Naval Gunfire: If the attacker has committed air or naval
remaining Japanese units can advance.
support, the column may shift one or two to the right (14.0 & 15.0). The
defender cannot employ airstrikes or naval gunfire. Counterattack: All defending units must launch an attack against any
Attacking Mechanized Units: If any attacking unit is mechanized class, one hex of attacking units (counterattacking player choice). The former
or an armored train, the attack receives a one column shift to the right. defenders are the attacker and the former attackers (in that one hex) the
That is one shift regardless of the number of mechanized units. This only defenders. Resolve the combat normally, with the following special cases:
applies to the attack, not defense. a) The counterattacking forces gains a plus one right shift.
Concentric Attacks: If attacking units are in a position such that they b) Ignore all other shifts.
occupy or are adjacent to all six sides of a defending hex (and are attacking c) The counterattacking force can conduct an advance after combat if
that hex), then shift one column to the right. All such units must attack the the result allows for it.
same hex. If the defending unit could not move into an adjacent hex, then d) Units with a parenthesized combat factors use their parenthesized
the attacking player does not need to cover that hex with a unit or ZOC. strength for the counterattack.
Counterattacks: If a counterattack (CA result) initiated the combat, shift e) At the conclusion of the counterattack, the combat comes to an end
one column to the right (13.4). (even if rolling another counterattack; such a result is ignored).
Headquarters (16.0):
Important: The automatic one column right shift for counterattacks means a
a) If any attacking unit can trace a LOS to a friendly HQ, then shift one
player resolves all such attacks on the 50–99% column or higher. Garrisons
column to the right.
will never counterattack since the objective hex negates a result of CA.
b) If the defending force can trace a LOS to a friendly HQ, then shift
one column to the left. 13.5 Retreat
c) If both the attacker and defender are in HQ support, the shifts The player must move affected units one or two hexes, per the result. This
negate each other. can be in any direction, within the following restrictions:
Terrain: The defending force receives shifts for terrain (to the left). This can be • The retreating units may not enter a hex containing an enemy unit or EZOC.
either for the terrain in the defender’s hex, or along hexsides. If along hexsides, • They may not retreat off map, into a prohibited hex or a hex the
then all attacking units would have to be attacking across those hexsides. If retreating units could not normally move into.
more than one defensive terrain type applies, use the single best one. • If a two-hex retreat, the units must end their retreat two hexes from
their start hex (no doubling back).
Exception: See Great Wall below.
• If a retreat causes a unit to over-stack, then that unit must retreat an
Seas: Units cannot attack across all-sea hexsides or all major lake hexes. additional hex to meet stacking limits.
Great Wall: If the defending force is in a Great Wall hex, it receives a • Units may not retreat out to sea.
one column leftward shift in addition to other terrain shifts for the hex. • Eliminate retreating units blocked from retreating the full distance (for
Roads/Railroads: Roads and railroads do not negate terrain for purposes any reason).
of combat shifts.
Important: Apply the two-hex retreat to units with an untried side
13.3 Combat Results regardless of when revealed. Effectively, these are units with low morale
Implement results as stated below. The owning player chooses the units and more likely to rout.
to affect and/or eliminate if there is a choice.

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13.6 Advance 14.5 Ground Support Missions
If an attack clears a defending hex of all enemy units, the attacking Deploy airstrikes conducting ground support missions in the friendly Air
player’s mobile ground units may occupy the cleared hex with attacking Deployment & Attack Phase on hexes containing enemy units which are
ground units up to the maximum stacking limit. There is no requirement adjacent to friendly units. Execute ground support missions during the
to advance. ensuing friendly Combat Phase.
• Advances are at the attacker’s option. Conduct all advances prior to • Consult the Air Attack Table. Roll 1DR for each airstrike committed
initiating another combat. to the hex. This is true even if (in the case of two Japanese air units
• Advancing after combat does not require the expenditure of MF. Also, when allowed) the first airstrike received an S2 result. Apply the
an advance may be into or through EZOC (at no penalty). results (see below).
• If the result is a DZ, the attacking player’s units may advance one or two • At the conclusion of the ground combat, return surviving airstrikes to
hexes. The first is per above, the second hex can be in any direction. the Air & Naval Staging Area Display.
• Hexes advanced into must be terrain the unit could otherwise enter. • Ground combat does not affect airstrikes.

Important: Victorious defenders never advance after combat; they 14.5.1 Ground Support Air Attack Table Results
hold in their original hex. Units cannot breakdown to expedite A1: Eliminate the airstrike.
advances or retreats. –: No Effect.
S1: In the ensuing ground combat against the hex, shift the combat one
14.0 AIRPOWER
column to the right.
Airstrikes may conduct three different types of air missions:
S2: In the ensuing ground combat against the hex, shift the combat two
columns to the right.

Ground Support City Bombing Air Superiority Important: Apply a maximum of two shifts, no matter the number of
shifts garnered by multiple airstrikes in the same hex. If the player
Designer’s Note: The air rules model a situation in which the decides to not make a ground attack against the hex containing the
Japanese had general air superiority, but often poor air-ground airstrike, there is no further effect.
command control.
14.6 City & Town Bombing
14.1 Deployment Deploy airstrikes in the friendly Air Deployment & Naval Attack Phase on
Players hold air units in the friendly Air Staging Area Display and deploy hexes containing enemy controlled cities and towns.
them on the map for missions.
Important: The Chinese player cannot conduct city and town bombing
14.2 Range until the 1936 GT. The Chinese may only conduct one bombing attack each
Airstrikes can attack any hex on the map (ground support and city GT in 1936 and 1937.
bombing), and against an enemy Air Staging Area Display (air superiority).
• After placing all airstrikes, consult the Air Attack Table. Roll 1d6 for
14.3 Sorties each airstrike. Apply the result (see below).
A player deploys airstrikes onto the map during the friendly Air Deploy- • Return all surviving airstrikes to the Air & Naval Area Staging Display
ment & Attack Phase. Declare and execute bombing and air superiority at the conclusion of the attack.
missions at that time.
• An airstrike can conduct only one air mission per player turn (one in 14.6.1 Bombing Results
the first and another in any second player turn). A1: Eliminate the airstrike.
• Upon completion of a mission, return surviving airstrikes to the Air B: Place a bombed marker in the hex.
Staging Area Display. Place eliminated airstrikes aside. Important: Only one bombed marker can be in a hex at any given time.
• Resolve air missions after deploying all airstrikes.
• If the Japanese have two airstrikes attacking a hex, then they can R: Outrage, same as a B result and the defender gains one RP.
conduct the same mission, or separate missions. T: Terror, same as B result and the defending player loses one RP.

14.4 Airstrike Stacking Important: The number of bombed markers is not a game limitation. Feel
A player may stack the following number of airstrikes in a single hex for free to make additional bombed markers.
ground support or city bombing missions: 14.6.2 Effects of Bomb Markers
Japanese: 1931–35: one unit per hex; starting in 1936: two units per hex. If a bombed marker is in a hex, players:
Chinese: One unit per hex. a) Do not gain RP for the objective hex.
Air & Naval Staging Display: Players may place an unlimited b) Cannot deploy reinforcements in the hex.
number of airstrikes in their friendly display. Each player may conduct c) Cannot use railroad movement into or out of the hex. Bomb markers
a maximum of three air superiority missions per GT. have no effect on other types of movement (7.0) and LOS (16.0).
Important: Airstrike stacking is in addition to any ground unit stacking d) Any port in the hex ceases to function.
in the hex. Players may place airstrikes in enemy occupied hexes when The bombed marker remains on the map until the player controlling the
attacking them. hex expends RP per the Reinforcement Table and removes the marker.

Important: If control of a bombed city changes hands, the bombed marker


remains in place; either player can remove it per above.

R10 WORLD at WAR 79  |  AUG–SEP 2021


14.7 Air Superiority 16.1.1 LOS Range
Players use air superiority to attack enemy airstrikes in the Air & Naval Each side has a LOS range:
Staging Area Display. Deploy airstrikes in the friendly Air Deployment & Japanese Unit: 3 hexes Chinese Unit: 2 hexes
Naval Attack Phase.
• After placing all airstrikes, consult the Air Attack Table. Roll 1d6 for • An HQ can trace a LOS of up to its support radius back to a support
each airstrike. Apply the results (see below). source or a road/rail net that can trace back to a support source.
• At the conclusion of the attack, players return surviving airstrikes to • The road/rail net cannot be longer than 10 hexes to the support source.
the Air & Naval Staging Area Display. • HQs are the only units that can extend LOS via a road/railroad.

14.7.1 Air Superiority Results Important: National borders have no effect on LOS.
A1: Eliminate the airstrike. 16.2 LOS Restrictions
D1: Eliminate one enemy airstrike in the display. The initial (three or two hexes to an HQ or support source) part of the LOS
D2: Eliminate two enemy airstrikes in the display. can be through any type of terrain (other than those stated as prohibited
E1: Apply an A1 then a D1. to the unit tracing the LOS).
Important: Air superiority results affect only enemy airstrikes. They do • LOS cannot be traced through:
not affect naval gunfire units. 1) An all-sea hex/hexsides.
2) Regions that friendly forces cannot otherwise use/enter.
14.8 Geographical Restrictions
Players may only make ground support and bombing attacks against hexes Exception: A Japanese unit could not trace LOS through the Soviet
in regions where the player’s units could otherwise enter (5.0). Union, but Soviet units could.

15.0 NAVAL GUNFIRE • If more than one HQ is within the three/two hex radius, the player
Players use naval gunfire units in the same manner as airstrikes may choose the one he will use.
with the following restrictions: • A player cannot link one HQ to another HQ to extend the LOS.
• A unit does not need a HQ to be in support if it can otherwise trace
Ground Support: Naval gunfire can only attack enemy units on direct to a source.
coastal hexes. Example: A Japanese infantry division could trace a LOS to a Japanese HQ
City Bombing: Naval gunfire can only attack enemy controlled cities three hexes away, and the HQ in turn could trace to a Japanese controlled
on coastal hexes. objective hex, or to a road that could trace the ten hex LOS to a Japanese
Air Superiority: Naval gunfire cannot conduct this mission. controlled objective, or a railroad that traces any number of hexes.
• An A1 result never affects naval support units.
• Air superiority missions cannot attack naval gunfire units. 16.3 Automatic Support
• After each use, return the unit to the Air & Naval Staging Area Display. The following units are always in support:
• Naval gunfire and airstrikes can combine to attack a single defending hex. Garrisons Units in off-map displays.
• Naval gunfire does not count against air unit stacking. Armored Trains Air and naval units.
16.0 LOGISTICS Units occupying support source Regional armies if they
The supply situation in this theater of operations was problematic. The hexes (regardless of EZOC). occupy a town hex.
Chinese had little in the way of logistical support and by standard wargame 16.4 Effects of Logistics
terms were usually operating in an out of supply situation. The Japanese Normally all units function normally, with the following special cases:
had enough supply, but frequently outran their lines of communications. 1) All units must be stacked together and located in a town/city and
Units that are in a supported position gain certain advantages. able to trace a LOS to combine.
16.1 Lines of Support (LOS) 2) A unit can only use railroad movement if it can trace LOS to a
Important: See 11.3 for the effect of EZOC on a LOS. support source when it starts the use of railroad movement.
3) If attacking or defending units that can trace a LOS to a friendly HQ
A LOS is a path of hexes traced from a unit back to a support source. that itself can trace LOS, gain the column shift in their favor (16.0).
These include:
• A friendly controlled objective city (both sides). Important: To receive the column shift the units must trace a LOS to an
• A friendly controlled port hex (Japanese). HQ. Players cannot trace it to other sources.
• A railroad hex that leads off the south map edge (Chinese). 16.5 Air Supply
• A friendly HQ unit that can trace a LOS for itself. Beginning the 1936 GT, the Japanese can place the air supply
• Any city or town hexes in the Soviet Union (Soviet and Outer unit during any one phase of each friendly player turn on any
Mongolia). hex containing Japanese units (any contingent).
Important: Units cannot trace directly to a railroad/road. They must • For that one phase, all units that started that phase in that hex are
trace to an HQ that can then trace to a railroad/road or to a support in support.
source direct. • Air supply does not provide a combat shift bonus.
• The air supply unit is not subject to anti-aircraft fire or affected by
A single support source can support any number of friendly units. air superiority.
• It does not count against air unit stacking.

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17.0 PSYWAR 18.2 Reorganization
Players can conduct psychological warfare (PSYWAR) to subvert The Japanese can combine and break down units at the start of a friendly
enemy forces and gain control of garrisons without having to Movement Phase (before moving any units). The units must be in the
fight battles. same hex. Remove the units from the map and replace them in the same
PSYWAR Markers: PSYWAR markers are a type of incident marker. hex with the reorganized counters.
When picked, the player retains PSYWAR markers until played. • Units must be in support to combine; they can break down regardless
PSYWAR Prerequisites: Play PSYWAR markers in the friendly of supply status.
PSYWAR Phase. • Units can reorganize regardless of being in an EZOC.
• Place and resolve all PSYWAR markers one at a time. • Units that reorganize move normally in the same phase (it does not
• Target hexes must contain untried enemy ground units or a garrison unit. cost MF to reorganize).
• Displays cannot be targeted.
18.3 Break Down as a Result of Combat
• A maximum of one marker can target a hex during each PSYWAR Phase.
The Japanese can break down units during combat to extract certain
• PSYWAR attacks can be made only against hexes in regions that a
types of losses. This is done after the result has been rolled but before
player’s units could otherwise enter (5.0).
losses are extracted.
17.1 PSYWAR Procedure
Example: An 8-5 division attacks a Chinese 2 combat strength army, and
For each PSYWAR attack:
the combat result is BB. The Chinese eliminate their army; the Japanese
1) Reveal the marker.
break down the corps into two 3-5 brigades and eliminates one of them.
2) Consult the PSYWAR Table.
Place the other 3-5 in the hex.
3) Roll 1d6, cross index it with the results and apply them.
4) Return the marker to the bin. 19.0 AMPHIBIOUS OPERATIONS
All Japanese mobile ground units can conduct amphibious
17.2 PSYWAR Restrictions
movement. Conduct amphibious movement in the friendly
Players may not conduct PSYWAR attacks against a hex if it contains ground
Movement Phase.
units that do not have an untried side or does not have a garrison unit.
19.1 Amphibious Procedure
Example: Japanese national units and Manchukuo anti-guerrilla brigades.
The unit starts in a friendly port or off-map display, then moves to any
Example: The player conducts a PSYWAR attack against PA Chinese coastal hex where it ceases movement. Conversely, if it starts on a
Route Army and a Regional Army. A D result would eliminate the Regional coastal or port hex, it can move to a friendly controlled port hex. A unit
Army but leave the Route Army untouched. cannot move directly from one coastal hex to another.
PSYWAR Results 19.2 Amphibious Capacity
S (Subversion): If the hex contains only a garrison (and no mobile units), The amphibious marker permits the amphibious movement of one
then: flip the garrison to the attacker’s side. Otherwise, no effect. Japanese division or two brigades or regiments (any type) per Movement
D (Defection): Eliminate all regional armies in the hex. Then if the only Phase. If using a Second Player Turn, then an amphibious marker can be
unit remaining in the hex is a garrison, apply a subversion result. used in each Movement Phase.
XX (Double cross): The defending player gains one RP.
Important: The Japanese do not need to use amphibious movements to
18.0 REORGANIZATION deploy reinforcements in ports or (for marines) on coastal hexes.
The Japanese can break down certain large units into smaller units and
• The landing hex cannot contain enemy units (it can contain EZOC).
build up certain smaller units into large units. This is termed reorganiza-
• The landing hex must be in terrain and in a region the unit could
tion. Conduct reorganization in the friendly Movement Phase, and
otherwise enter.
sometimes during combat.
• The moving units can conduct no other movement in the same phase.
• Units can combine or break down more than one echelon (ex: army
They can attack normally.
to brigades).
• If more than one unit is being transported during the same phase by
• Eliminated units are available for reorganization.
the same amphibious marker, all of those units must move together.
• Units can reorganize in off-map displays.
• The presence of EZOC does not affect amphibious movement.
• The number of units in the counter mix is a limit on reorganization.
• Units must end their move on land. They cannot remain at sea.
Important: Units cannot break down or combine during initial setup or as
20.0 GARRISONS
reinforcements unless scenario instructions allow.
Every objective city on the map has a garrison unit. Garrison
18.1 Unit Equivalents units are combat units, and thus control a city, with the
30-4 Army: 3× 8-5 infantry divisions following special cases:
8-5 Infantry Division: 2× 3-5 infantry brigades Initial deployment: All garrisons are initially set up on the map.
5-6 Cavalry Division: 2× 2-7 cavalry brigades Place them on the side of the counter of the controlling player, per the
9-6 Motorized Division: 2× 3-5 infantry brigades + 1× 1-6 tank battalion. scenario instructions.
Stacking: Garrisons do not count for stacking (10.0), but there can
Important: The player may only build the 9-6 division in 1936 or later GTs.
never be more than one per hex.
Static: Garrisons can never move.

R12 WORLD at WAR 79  |  AUG–SEP 2021


Combat: Garrisons defend (per the special cases listed below). They Example: Japanese Menjiang cavalry units could move outside
can never attack. Garrisons can never be destroyed. They can be flipped of Menjiang.
from side to side, representing a change of control of a city or objective.

Important: Garrisons may also change sides owing to PSYWAR (17.0). Armored Trains: Armored trains are ground units, except they
can only move, retreat and advance on railroads.
20.1 Change of Garrison Control
If conducting a ground combat attack (12.0 & 13.0) against a hex:
• They can move an unlimited number of connected railroad hexes.
a) Containing a garrison (defending by itself or in conjunction with
• They must stop at a regional border but can move across it on the
friendly units); and,
following turn. This does not affect retreat.
b) The result would cause the elimination and/or retreat of all
• They stack for free.
defending units in that hex (including the garrison itself); and,
• They provide a plus one right mechanized shift for any attack in which
c) An attacking unit could and does advance after combat into that
they participate.
hex; then; flip the garrison over to the attacking player’s side.
• They can attack enemy units that are not in a connected railroad hex,
• When a garrison changes side, it becomes part of the new owning
however they cannot advance into that hex.
player’s forces. That player now controls the hex.
Anti-guerrilla units: The Japanese anti-guerrilla units can use
• There is no limit to the number of times a garrison may change sides
their attack factors (the number in parenthesis) only against
in a game.
enemy regional armies and/or garrison units. They cannot
Example 1: A DE result would cause the elimination of all defending attack hexes containing other unit types. When counterattacking, they use
units, and assuming an attacking unit entered the hex, flip the garrison to their defense strength (the middle number).
the attacker’s side. If the attacker chose to not advance, then the garrison Marine units: The Japanese can deploy marine unit reinforce-
remains on its original (defender’s) side. ments on coastal hexes that are not occupied by enemy units
(7.0). Marines are always in support if they are on a coastal
Example 2: The attacker inflicts a DR result on a city. The attacker
hex. They can conduct amphibious operations from coastal hex to coastal
advances, and the garrison is then flipped over.
hex directly (19.0).
Example 3: A unit attacks a garrison defending by itself. A result of BB
22.0 FOG O’ WAR
is inflicted. The attacker is eliminated and since there can be no advance
Both players are free to examine all the units of both sides deployed on
into the city, the garrison is not affected.
the map.
21.0 SPECIAL UNITS
Exceptions: Players may not examine enemy units in off-map displays
Headquarters: See (13.2) for the HQ combat shift bonus.
nor may they examine friendly or enemy untried units; this includes when
Regional Armies: Regional armies cannot leave the region of
the Chinese player randomly picks units.
placement. They can attack across borders (but not advance or
retreat). They trace LOS per (16.0) and are also in support If 22.1 Untried Units
occupying a town hex. Units back printed with a question mark are untried. Deploy
them with their untried side up. Reveal them only when
Important: This applies only to units with the regional army symbol.
engaging in combat. They remain face up thereafter. If returned
to the reinforcement bin, they become untried again.

23.0 SCENARIOS
Set up forces in the order indicated. Chinese Special Reinforcements: Deploy the below units after play
of associated incident markers: 1× MR HQ, 3× German trained divisions
23.1 Scenario 1
(87, 88 and 89 Chinese Divisions), 8 Route Army, Volunteer and Chennault
This covers the entire war.
airstrikes (deployed via incidents).
Game Length: 1931 to 1937 (7 GTs)
Chinese Reinforcement Display: All remaining Chinese units.
Chinese Order of Battle (Deploy First) Soviet-Outer Mongolia (set up by Chinese in Outer Mongolia):
Ulaan Baatar garrison.
Important: The Chinese player sets up all units with their untried sides
up. The Chinese player must divide the units by type and randomly pick Important: Set this unit up with the Soviet-Outer Mongolian side showing.
the type of unit called for in the set up.
Starting Incident markers: None; place all markers in the Chinese
Chinese Controlled Garrisons: Peiping, Taiyuan, Baotou, Kalgan, Jehol, Incident Bin.
Hsinking (note errata in 2.1 for city spelling), Harbin, Tsitshar, Fuchin. Starting RP: zero.
Place units as given below:
• In any Chinese controlled cities or towns in Manchukuo (except
Antung): 1× infantry army, 1× regional army, 1× cavalry corps.
• In any Cities or Towns in Menjiang: 1× regional army, 1× cavalry corps.
• In any Cities or Towns in Jehol: 2× infantry armies, 1× regional army.
• In any Cities or Towns in North China: 1× route army, 2× infantry
armies, 2× regional armies, 1× cavalry corps (but not in Tientsin).
• Air Staging: None.

WORLD at WAR 79  |  AUG–SEP 2021 R13


Japanese Empire Order of Battle (Deploy Second) Japanese Empire Order of Battle (Deploy Second)
Japanese Controlled Garrisons: Ryujon, Mukden, Tientsin. Japanese Controlled Garrisons: Tientsin plus all objectives in
Place units as given below: Manchukuo, Jehol, Menjiang. Place units as given below:
• Tientsin & Ryojun: 2× infantry brigades (one per hex). • Tientsin: 2× infantry divisions, 1× infantry brigade, 1× tank battalion.
• In any Japanese Controlled Cities in Manchukuo: Kwantung • In any Japanese Controlled Cities in Manchukuo, Jehol
Army HQ, 2× infantry divisions, 2× infantry brigades, 1× cavalry and Menjiang: Kwantung Army HQ, 1× infantry army, 5× infantry
brigade, 1× tank battalion. divisions, 5× infantry brigades, 2× cavalry brigades, 1× tank battalion,
• In any Japanese Controlled Cities in Korea: 1× infantry division. 1× anti-guerrilla brigade, 1× armored train.
• Air & Naval Staging Display: 2× Japanese airstrikes, 1× naval • Chinese Client: Any Objective or Town in Jehol: 1× regional army.
gunfire, 1× amphibious. • Manchukuoan: any Objectives or Towns in Manchukuo: 5× regional
Japanese Special Reinforcements: On GT 1931, deploy the Mukden armies, 2× cavalry corps, 3× anti-guerrilla brigades. Chinese stacking
Incident units (two divisions). Deploy after play of specific incident restrictions apply (10.3).
markers: units marked Jehol, Menjiang and North China Incidents. • Menjiang: Any Objectives or Towns in Menjiang: 2× cavalry corps.
Japanese Reinforcement Display: All remaining Japanese units. • Japanese Controlled Cities in Korea: 1× infantry brigade.
Starting Incident Markers: Mukden incident, 2× PSYWAR (pick at • Air & Naval Staging: 5× Japanese airstrikes, 1× air supply, naval
random). All others in the Japanese Bin. gunfire, amphibious.
The Japanese must play the Mukden marker on GT 1931. Japanese Special Reinforcements: On GT 1937, deploy the North
Starting RP: 3. China Incident units (1× HQ, 3× divisions, 1× tank battalion, 2× airstrikes).
Mukden, Jehol and Menjiang units begin in play.
23.2 Scenario 2
Japanese Reinforcement Display: All remaining Japanese units.
This covers the final Japanese offensive into North China.
Starting Incident markers: North China incident, 1× PSYWAR (pick
Game Length: 1937 (one GT)
at random); MHIDC is in effect. Discard Mukden, Jehol and Menjiang
Chinese Order of Battle (Deploy First) Incident markers. All others in the Japanese bin. The Japanese must play
Chinese Controlled Garrisons: Peiping, Taiyuan. the North China marker on GT 1937.
Place units as given below: Starting RP: 6.
• In any Hex in Manchukuo not Containing or Adjacent to an
Objective, Railroad or Town: 2× regional army. CLIQUES TABLE
• In any hex in Jehol not Containing or Adjacent to an Objective,
Die Roll Event
• Railroad or Town: 1× regional army.
Xi’an Incident: Examine the Chinese incident bin; select one
• Anywhere in North China: 2× route army, 4× infantry armies, 2× 1
marker and place it in the Incident Markers Available Display.
regional armies, 3× cavalry corps, 1× armored train (but not in Tientsin!).
Shanghai Battle: Roll 1d6;
• Air Staging: Volunteer airstrike. If the result is an odd number: Chinese add that
Chinese Special Reinforcements: Deploy after play of incident 2 number of RP.
markers: 3× German trained divisions, 8 Route Army, 1 MR HQ and If the result is an even number: Chinese deduct that
Chennault airstrikes. number of RP.
Chinese Reinforcement Display: All remaining Chinese units. Rally: Roll 1d6;
3
Soviet-Outer Mongolia (set up by Chinese in Outer Mongolia): Chinese gain that number of RP.
Ulaan Bataar garrison. Civil War: Roll 1d6;
4
Chinese deduct that number of RP.
Important: Set this unit up with the Soviet-Outer Mongolian side showing. Bandits: Chinese pick 1 Regional army (from the Reinforce-
ment Display) and deploy on any hex in North China, Jehol,
Starting Incident Markers: Northern Offensive, 2× PSYWAR (pick at 5
Menjiang or Manchukuo not containing a Japanese unit or
random); Discard Anti-Japanese Offensive marker. place all other markers ZOC (does not have to be a town or city).
in the Chinese Incident bin. Morale: roll 1d6:
Starting RP: 1d6 If the result is ≤ the number of Chinese controlled
objective hexes: Chinese pick the number of incident
6
markers equal to the DR.
If the result is >: Chinese pick 2 un-played incident markers
and return them to the bin.

R14 WORLD at WAR 79 | AUG–SEP 2021


JAPANESE INCIDENT MARKERS TABLE
(all reinforcements set up normally)
Incident Effects Disposition
1: Automatically played on GT 1.
Announce: Offensive Declaration Phase.
2: Japanese special reinforcements: 2× infantry divisions.
Play: first item in Japanese Mobilization Phase.
Receives RP equal to a result of 1d6.
Discard.
3: Japanese can start recruiting Manchukuoan units.
1: Japanese may play if control all objectives in Manchukuo. Japanese can enter Jehol region.
2: Japanese Great Wall special reinforcements: 1× infantry division, 1× airstrike, Announce: Offensive Declaration Phase.
Receives RP equal to result of 1d6. Play: first item in Japanese Mobilization Phase.
3: Japanese can start recruiting North China units. Discard.
4: Chinese: Receives RP equal to result of 1d6.
1: Japanese can play if control all objectives in Manchukuo. Japanese can enter Menjiang.
2: Japanese Menjiang special reinforcements: 1× infantry division, 1× airstrike, Announce: Offensive Declaration Phase.
Receives RP equal to result of 1d6. Play: first item in Japanese Mobilization Phase.
3: Japanese can start recruiting Menjiang units. Discard.
4: Chinese: Receives RP equal to result of 1d6.
1: Japanese can play if control all objectives in Manchukuo and Jehol. Japanese can
enter North China. Announce: Offensive Declaration Phase.
2: Japanese North China special reinforcements: North China HQ, 3× infantry divisions, Play: first item in Japanese Mobilization Phase.
1× tank battalion, 2× airstrikes, Receives RP equal to result of 1d6. Discard.
3: Chinese: Receives RP equal to the total of 2d6.
Cannot be played prior to 1936.
1: Japanese can play if control all objectives in Manchukuo and Menjiang. Japanese
can enter Outer Mongolia. Chinese gain control of Soviet-Outer Mongolian forces. Announce: Offensive Declaration Phase.
2: Japanese reinforcements: Deploy insurrection regional army; Receives RP equal to Play: first item in Japanese Mobilization Phase.
the total of 2d6. Discard.
3: Chinese: Deploy Soviet-Mongolian mechanized corps, Soviet cavalry army, and
Soviet air unit. Receives RP equal to the total of 2d6.
Play during any one Japanese attack, when determining shifts. Roll 1d6:
Play: first item in any Japanese Combat.
1–5: Japanese gain one shift to the right.
Return.
6: Japanese lose one shift to the left.

Roll on the Gekoju Table. Immediate Return.

(Manchukuo Heavy Industry Development Company) On the GT played, and for each Play: Japanese Mobilization Phase.
following GT, each Japanese occupied Objective hex in Manchukuo provides 2 RP. Remains in play.

Play: any Japanese player turn.


Examine all Chinese incident markers in the Incident Markers Available Display.
Return.

Play: Japanese PSYWAR Phase.


See the PSYWAR rule (17.0).
Return.

GEKOJU TABLE
Die Roll Event
Kwantung Army Plotting: Examine the Japanese Incident Bin;
1
select one Offensive or PSYWAR marker and place it in the Incident Markers Available Display.
Troop Withdrawal: Select 1 Japanese national division or 2 brigades (any types) and return them to the Reinforcement Display.
2
Higher echelon units may break down. If insufficient units, withdraw what you have and then deduct 2 RP per brigade missing.
3 IGHQ Favors Kwantung Army: Japanese receives RP equal to result of 1d6.
4 IGHQ Irked with Kwantung Army: Japanese deduct RP equal to result of 1d6.
Soviet Border Clash: Roll 1d6;
5 If the result is greater than the current number of Japanese divisions in Manchukuo (or their equivalent in brigades/armies):
then deduct RP equal to the DR. Otherwise, no effect.
Coup in Tokyo: Roll 1d6:
6 If the result is ≤ the number of Japanese controlled objectives in Manchukuo: then Japanese pick 3 incident markers from the bin.
If the result is >: Japanese pick 2 un-played incident markers and return them to the bin.

WORLD at WAR 79  |  AUG–SEP 2021 R15


CHINESE INCIDENT MARKERS TABLE
(all reinforcements set up normally)
Incident Effects Disposition
Announce: Offensive Declaration Phase.
1: Play any GT.
Play: first item in Chinese Mobilization Phase.
2: Chinese reinforcements: Receives RP equal to result of 1d6.
Discard.
Announce: Offensive Declaration Phase.
1: Play any turn after the turn the Japanese play Great Wall or Menjiang Offensive incident.
Play: first item in Chinese Mobilization Phase.
2: Chinese reinforcements: Receives RP equal to the total of 2d6.
Discard.

Roll on the Cliques Table. Immediate Return.

Play: Chinese Mobilization Phase.


Chinese reinforcements: 3× 4-4 German trained divisions.
Discard.

Guerrillas: Chinese randomly picks 1 Chinese Regional army and deploys it on any hex in
Play: Chinese Mobilization Phase.
North China, Jehol, Menjiang or Manchukuo not containing a Japanese unit (does not have
Discard.
to be a town or Objective).
Play during any 1 Chinese attack, when determining shifts. Roll 1d6:
1: Chinese gain two shifts to the right. Play: Chinese Combat Phase.
2–4: Chinese gain one shift to the right. Return.
5–6: Chinese lose one shift to the left.

Play: Chinese PSYWAR phase.


See the PSYWAR rule.
Return.

1: Deploy Volunteer air unit (Only when Soviet support is played the first time). Play: Chinese Mobilization Phase.
2: Chinese reinforcements: Receives RP equal to result of 1d6. Return.

1: Deploy Chennault air unit. Play: Chinese Mobilization Phase.


2: Chinese reinforcements: Receives RP equal to result of 1d6. Discard.

1: Play any GT that the Chinese control 4 or fewer objective hexes.


2: Chinese reinforcements: Deploy 1st Military Region HQ, 8th Route Army.
Play: Chinese Mobilization Phase.
3: For each following GT, Chinese player adds the result of 1d6 to RP total during Mobiliza-
Remains in effect.
tion Phase. (Note: this is not an offensive marker)
4. See the Victory Conditions.

THEATER OF JAPANESE CHINESE


OPERATIONS TABLE REINFORCEMENT TABLE REINFORCEMENT TABLE
Japanese Chinese Unit Type RP Cost Unit Type RP Cost
Region
Entry Entry Imperial Japanese Republic of China
Manchukuo All GTs All GTs Headquarters 5 Headquarters 6
Japanese Infantry Division 4 Route Army 3
Menjiang play Menjiang All GTs
Incident Infantry Brigade 2 Infantry Army 2
Japanese play Cavalry Brigade 2 Regional Army 1
Jehol All GTs Cavalry Corps 2
Jehol Incident Marine Regiment 2
Japanese play Anti-guerrilla Brigade 1 Armored Train 5
North China North China All GTs Tank Battalion 3 Airstrike 5
Incident
Armored Train 5 Soviet-Mongolian
Tientsin All GTs All GTs
Airstrike 3 Combined Arms Corps 2
Japanese If the Outer
Outer play Outer Mongolia Air Supply 4 Cavalry Corps 1
Mongolia Mongolia Incident is in Manchukuo, Menjiang, NC & IN Airstrike 1
Incident effect Regional Army 1 Pick Incident marker 2
Korea All GTs Never Cavalry Corps 2 Remove a Bombed marker from a
2
Soviet town or city
Never Never Anti-guerrilla Brigade 1
Union See the Reinforcement & Recruiting rule for
Pick Incident Marker 2
special cases (7.0).
Remove a Bombed Marker from a
2
town or city

R16 WORLD at WAR 79  |  AUG–SEP 2021


RISING SUN OVER CHINA

Japan vs China 1931–1937 OPTIONAL RULES

24.0 OPTIONAL RULES


Players can use optional rules to increase realism and balance the game if in the combat itself and any resulting destruction of units which cannot
one side is winning too much. retreat. Garrisons which switch sides owning to combat, and losses due to
PSYWAR do not count. Also, eliminated attacking units do not count.
24.1 Long Marches
Japanese: Eliminate 9 or more Chinese factors.
A player can increase the movement factor of friendly mobile ground units
Chinese: Eliminate 6 or more Japanese factors.
by declaring Long Marches. Marching units must start their movement
in a supported position (per 16.0) and the player must expend one RP Note: This represents morale and captured equipment.
per such unit at the start of the unit’s movement. Roll one die. Add the
24.5 Air Transport
resulting number to the unit’s movement factor.
The Japanese can conduct air transport missions during the Movement
Units conducting Long Marches cannot conduct railroad, amphibious
Phase. Use the air supply marker to pick up one Japanese infantry or
or air transport movement. They gain the normal road bonus. They can
anti-guerrilla brigade currently occupying an objective or city hex (the latter
attack normally at the end of the March. A given unit can conduct only
in Korea) and move it to any other Japanese controlled objective or city hex
one Long March per Movement Phase.
in play. This costs the transported unit one movement point. A maximum of
24.2 Extended Pursuit one air transport mission can be conducted per Japanese Movement Phase.
When an attack results in a DZ the attacker can move the following up to The takeoff and landing hexes can be in EZOC; they cannot be bombed. The
three hexes: any participating cavalry and mechanized class units (13.6). air supply unit cannot be used for other missions in the same player turn.

Important: The first hex entered must be the hex vacated by the defender. 24.6 Watching the Soviets
Historically, the Japanese maintained large forces in Manchukuo to watch
24.3 Exploitation Attacks
the Soviets. When using this option:
If a combat result is a DZ, the attacker at the conclusion of any advance may
At the start of each Japanese Mobilization Phase: check the number
conduct another attack using one of the stacks of units from the original force.
of Japanese national units in Manchukuo. If the number of infantry/
Conduct this per the standard combat rules and must occur immediately. If
cavalry divisional equivalents (per 10.2) are less than the number indicated
there is another DZ, then the attacker can conduct another exploitation attack.
for the year, the Japanese receive half the number of RP they would
Exploitation Prerequisites: otherwise receive for objectives in Manchukuo (round up any fractions):
The units conducting an exploitation attack must be in a supported 1931–33: 1 1934–36: 2 1937: 3
position at the start of the attack (per 16.0). Further, the attacker must
expend one RP (regardless of the number of units involved). 24.7 Historical Offensives
The marker pull system for offensives is justified by the chaos of the
Exploitation Restrictions: original campaign. As an optional rule, players may activate offensives in
• The attacker can use a maximum of one stack to make the exploitation the order given below.
attack regardless of the number of units advancing and can use some
or all units in the stack. Japanese:
• The original attacker can only make an exploitation attack, not in a Mukden Offensive: 1931
counterattack situation (13.0). Great Wall Offensive (Jehol): 1933
• Normal shifts apply to exploitation attacks. Menjiang Offensive: 1934
• Apply shifts for any air and naval strikes against the defending units, (historically, 1933, but you can play only one offensive per turn)
but such strikes would have to have been conducted during the North China Offensive: 1937
preceding Airstrike phase. Outer Mongolia Offensive: Not played during the game
(historically, 1939)
24.4 RP for Major Victories
Each time an attacking player eliminates the below stated combat factors Chinese:
of enemy mobile ground units in a single attack, and then advances into the Anti-Japanese Offensive: Any turn starting GT 2.
defender’s hex, that player gains 1 (one) RP. This applies to units eliminated Northern Offensive: 1935 or later.

WORLD at WAR 78  |  JUN–JUL 2021 OPT 1

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