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IWO Folio Rules v7

The document outlines the rules for the folio game 'IWO: Bloodbath in the Bonins,' which simulates the Battle of Iwo Jima from February to March 1945. It details game equipment, setup, victory conditions, and the sequence of play, emphasizing the solitaire nature of the game where the player controls US forces against Japanese operations. The rules include specific mechanics for movement, combat, and bombardment, as well as conditions for victory based on US casualties and the presence of Japanese units.

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Frank Rich
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0% found this document useful (0 votes)
9 views8 pages

IWO Folio Rules v7

The document outlines the rules for the folio game 'IWO: Bloodbath in the Bonins,' which simulates the Battle of Iwo Jima from February to March 1945. It details game equipment, setup, victory conditions, and the sequence of play, emphasizing the solitaire nature of the game where the player controls US forces against Japanese operations. The rules include specific mechanics for movement, combat, and bombardment, as well as conditions for victory based on US casualties and the presence of Japanese units.

Uploaded by

Frank Rich
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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FOLIO GAME SERIES

IWO
Bloodbath in the Bonins
19 Feb–17 Mar 1945

Note: These rules use the following color system: Red for critical points such as errata and exceptions, Blue
CONTENTS for examples of play.
1.0 INTRODUCTION 1.0 INTRODUCTION
2.0 GAME EQUIPMENT Iwo Jima was a critical point on the flight path of US bombers from their Saipan bases to their Japanese
targets. The island would be a refuge for malfunctioning or damaged bombers coming or going. An obvious
3.0 SETTING UP THE GAME
target for a US amphibious assault, the Japanese had reinforced the garrison and dug miles of tunnels the
4.0 VICTORY CONDITIONS length and breadth of the island. Their goal was to inflict maximum casualties on the Americans to force
5.0 SEQUENCE OF PLAY them to reconsider the seemingly inevitable invasion of Japan. The resulting battle was brutal, even by the
6.0 MOVEMENT standards of the Pacific War.

7.0 ZONES OF CONTROL Unlike other folio games the exclusive rules and system rules are incorporated into this single document.
8.0 US BOMBARDMENT Iwo is designed for solitaire play; the player controls the US forces while Rules 13.0 through 17.0 dictate
9.0 COMBAT Japanese operations. If desired, a second player may control the Japanese; see Rule 18.0 for the
10.0 SUPPLY necessary modifications.

11.0 US ARRIVAL & LANDINGS 2.0 GAME EQUIPMENT


Each Iwo game includes a folio-sized map, 100 counters and these rules.
12.0 US SUPPORT UNITS
13.0 JAPANESE SECTORS 2.1 The Game Map
The map sheet portrays the Iwo Jima battle area. Printed over the terrain features is a hexagonal grid to
14.0 JAPANESE UNITS
regulate the movement and positioning of the game pieces throughout the game.
15.0 JAPANESE OPERATIONS
2.2 Charts & Tables
16.0 JAPANESE BOMBARDMENT
Various visual aids are provided to support, simplify, and illustrate certain game functions. They are the
17.0 MOUNT SURIBACHI Combat Results Table (CRT), the Combat Results Modification Table (CRMT), the Terrain Key, and the Game
18.0 TWO-PLAYER RULES Turn Record Track (GTRT).
19.0 GAME NOTES 2.3 The Playing Pieces
20.0 ORDERS OF BATTLE The cardboard playing pieces (counters) represent the actual military units that took part in the battle. The
different colored units (combat units) represent forces of opposing sides. The numbers and symbols on the
CREDITS
counters represent the attack and defense strength, movement capability, and type of unit represented by
System Design: Chris Perello each counter.
Development: Christopher Cummins US MARINE UNIT JAPANESE INFANTRY UNIT
Map Graphics: Joe Youst
Front Back Front Back
Counter Graphics: Chris Perello & Larry (full-strength) (reduced) (1-step) (unkown)
Hoffman
Rules Booklet Update: Christopher Cummins
Rules Layout: Christine Foth
Version7
Note: The front side of a US combat unit is the full-strength side, and the back of the unit is normally its
reduced side. Some units have a yellow stripe to indicate they have only one step and are removed if reduced.

© 2024 Decision Games, Bakersfield, CA


All Rights Reserved.
WWW.DECISIONGAMES.COM IWO EXCLUSIVE RULES 1
Important: In Iwo, the Japanese units have a Unit Sizes 3.4 US Initial Deployment
fortified position icon on their back side to indicate a I: Company II: Battalion Place the 26 counters of the 4th and 5th Marine
Japanese unit of unknown strength, and a front side Divisions in the Available for Landing box on the
2.3.2 Definition of Terms
with the combat unit information. All Japanese units map. Place the 13 counters of the 3rd Marine
Attack Strength: The relative strength of a unit
have only one step, whereas US units have two Division in the US Reserves box on the map. Set
when attacking other units, expressed in terms of
steps (full and reduced). aside the Flag counter (17.0).
attack strength points.
BOMBARDMENT MARKER Defense Strength: The relative strength of a unit 3.5 Bombardment Markers
when defending against the attacks of enemy units, There are 11 bombardment markers in the game,
Front Back
expressed in terms of defense strength points. reverse printed in opposing colors. These are to be
Movement Allowance (MA): The number of used by both sides. Each side has a different set of
movement points (MP) a unit may expend in a single bombardment rules (8.0 & 16.0).
Movement Phase (or Banzai Attack). Each hex a unit
Note: the US side starts with 9 bombardment
moves into forces the unit to expend a given number
markers.
2.3.1 How to Read Units of MP per the Terrain Key.
Most units contain identifiers (or names) and sizes. Bombardment Attack: An attack 4.0 VICTORY CONDITIONS
The identifier or name of a unit has no bearing on conducted using bombardment markers 4.1 Game Length
play, except as part of set-up and reinforcement only. Bombardment attacks take place The game continues until every Japanese unit has
rules. Identifiers to the left of the unit type box during each side’s Bombardment Phase (8.0 & 16.0). been eliminated or Turn 16, whichever comes first.
indicate the higher-level formation while identifiers Bombardment Markers: Represent naval gunfire The game is shortened one turn for each US reserve
to the right indicate the individual battalions or from US ships offshore and planes (front side), or regiment deployed (11.4).
companies. An identifier that lists two numbers Japanese artillery (back side).
4.2 Japanese Epic Victory
separated by a slash represents the battalion 2.4 Game Scale If any Japanese unit is still on the map at the end of
number and then the regiment number. The hex scale is 350 yards from side to side. Each the last Game Turn, the Japanese wins a victory of
Front (full-strength) Game Turn represents two days. US units are epic (war-changing) proportion.
infantry battalions and smaller supporting units.
Unit Size Unit Type 4.3 Victory Based on US Casualties
Japanese units represent 400–500 men, consisting
Barring a Japanese epic victory, the outcome of
of a core of one of the primary combat units plus
Formation

the game will be determined by the number of


Unit ID

attached laborers and rear echelon personnel.


US casualties.
2.5 Additional Equipment
At the end of the game, count 2 losses for each
One wide-mouth opaque container will be needed
Attack Defense Movement Marine battalion in the Eliminated Units box.
for eliminated Japanese units. The game can be
Strength Strength Capability 1 loss for each reduced Marine battalion on the
played with 1d6, but three differentiated dice
map or in the Available for Landing box.
Back (reduced) would be ideal.
0 losses for eliminated support units (12.0).
Reduced 3.0 SETTING UP THE GAME –2 losses for each Turn remaining to be played.
Powers 3.1 Set Up Sequence
The US wins if the total is 12 or fewer. The
Place the Turn marker in the first box of the turn
Japanese win if the total is 20 or more. Any other
record track on the Clear side. The Japanese side
result is a draw.
deploys first (3.2) followed by the US side (3.4). The
US player is the first player. The game begins with 5.0 SEQUENCE OF PLAY
Example: A unit printed with 3 on the left is the US First Movement Phase of Turn 1. The player conducts each game in successive
referring to 3rd division, while 1/3 on the Game Turns (GTs), each Turn is composed of several
3.2 Japanese Initial Deployment
right side is referring to the 1st Battalion of phases. During the GT, the player will maneuver
Flip all Japanese units face down and mix them up,
the 3rd Regiment. their US units and resolve combat according to the
so you don’t know which is which. Place one unit on
sequence outline and within the limitations provided
US each initial deployment hex (red symbol).
by the rules. During the Japanese phases, the
Marine
3.3 US Choice of Beachhead player will move and conduct Bombardment for the
Flame- Armor Before setting up, the US side must choose to Japanese side according to the rules in 16.0–17.0.
thrower invade either the western or eastern side of the
5.1 Sequence Outline
island. Once selected, only those beach hexes may
Each GT consists of US phases followed by
Japanese be used for landings (11.2).
Japanese phases. Complete each Turn in the order
Anti-Aircraft Engineer given below. Complete each phase before beginning
Anti-Tank HQ the following phase.
Armor Infantry
Artillery 5.1.1 US First Movement Phase
Construction a) The player may replace two steps (see 11.5).

2 IWO EXCLUSIVE RULES


b) The player may bring reinforcements onto Units may move in any direction or combination of 6.5 US Redeployment
the map as allowed by the reinforcement rules directions, up to the limits of each unit’s printed MA. During the US first movement phase (only), a US
(see 11.2). unit may redeploy with unlimited MA. However, at
Always move units one at a time, tracing a path of
c) The player may move any number of eligible US all times during this redeployment, the unit must be
contiguous hexes through the hex grid.
units, as he desires within the limits and restrictions at least four hexes away from any Japanese unit
of the rules of movement (6.0) and zones of control As each unit enters a hex, it pays one or more MP (when counting the distance, do not count the US
(ZOC) (see 7.0). from its MA. unit’s hex, do count the Japanese unit’s hex).

Note: movement allowances are three movement 6.2 Movement Restrictions 7.0 ZONES OF CONTROL
points (3MP) during Storm turns. US units may only move during the First and Second The six hexes surrounding a unit constitute its zone
Movement Phase, and Japanese units only move of control (ZOC)
d) The player may redeploy certain US units (6.5). during the Japanese Movement Phase. A unit:
a) Cannot expend more MPs than its total
5.1.2 US First Combat Phase
printed MA during any one Turn.
a) The player conducts Bombardment attacks (8.0)
b) Cannot accumulate unused MPs from phase
b) The player may use US units to attack Japanese
to phase or from Turn to Turn, nor can players
units (9.0).
transfer MP from one unit to another unit.
5.1.3 US Second Mobile Movement Phase c) Cannot enter a hex if the unit does not
a) The player may move any number of eligible US possess enough remaining MPs to pay for the
units, whether they moved in the first movement cost to enter.
phase or not, however MA is 3MP (clear weather) or d) Cannot enter a hex containing an enemy unit.
one hex (Storm). e) Cannot enter a prohibited terrain hex.
b) The player may bring reinforcements onto f) Units may have their movement affected by
the map as allowed by the reinforcement rules enemy zones of control (EZOC) (7.1).
(see 11.2). g) US units entering the map must stop on the
c) No redeployment is allowed. Landing/Beach hex (11.2).

5.1.4 US Second Mobile Combat Phase Important: Advance and retreat may only take Zones of control extend into all types of terrain.
a) The player may use US units to attack Japanese place during a Combat Phase. Advance and retreat Enemy and/or friendly units never affect the pres-
units (9.0). after combat are not movement and do not require ence of ZOC. If an enemy and friendly ZOC extend
b) No Bombardment attacks may occur. the expenditure of MP. into a hex, they have no effect upon each other, i.e.,
5.1.5 Japanese Movement Phase 6.3 Stacking Restrictions both co-exist. The ZOCs mutually affect the hex.
a) The player places one replacement unit (14.4). a) Japanese units cannot stack. If a unit is in an enemy zone of control (EZOC), the
b) The player checks for and conducts Banzai b) US units on landing beaches may stack (11.3). enemy unit is also in that unit’s ZOC.
attacks 15.5). This applies only to the landing beaches 7.1 Effects on Movement
selected in 3.3. No stacking is allowed on the ZOCs inhibit the movement of enemy units. A unit
5.1.6 Japanese Combat Phase
other set of beaches. that begins its movement in a hex not in an EZOC
a) The player conducts Bombardment attacks (16.0).
c) US support units may stack with other US that then enters a hex in an EZOC must immediately
5.1.7 Administrative Phase units (12.1). stop its movement, regardless of the number of MP
a) If this was the last Turn, check victory conditions. d) Stacks are more vulnerable to Japanese it has remaining.
b) Check for Storms. Roll one die. If this Turn’s Bombardments (see 16.5).
weather was clear, use the Clear column; if this e) A unit may move through hexes occupied by other Any unit that begins its movement in an EZOC
Turn’s weather was Storm, use the Storm column. friendly units at no extra MP cost. cannot move directly into another hex in an EZOC. It
Consult the Storm Table on the map. Flip the Turn may move into a hex not in an EZOC. The unit would
6.4 Effects of Terrain expend the normal MP costs for that hex. It may
marker to match the result and place it on the next
A unit must expend: continue movement normally. The unit must halt its
Game Turn.
1MP: to enter a clear or beach hex. Exception: All movement if it later enters another EZOC.
c) During Storm Turns, all MAs are halved in the
US units landing (entering the map) must stop in the
First Movement and the Japanese Movement Example: The 3/3/3 Marine Battalion cannot move
Beach hex they land on.
Phases and reduced to one hex in the Second directly from one EZOC to another but may first
2MP: to enter a broken hex.
Movement Phase. US support fires are reduced (8.3). move to a non-EZOC hex and then enter an EZOC
3MP: to enter a Rough, Ravine, Mountain, or Mine
d) Proceed to the next Turn. later in its movement.
hex (ignore the Stop note on the Terrain Key; units
6.0 MOVEMENT may continue to move if they have MP remaining). 7.2 Effects on Retreat & Advance After
6.1 Procedure Exception: US tank units may not enter Ravine, Combat
During the Movement Phase, the player may move Mountain, or Mine hexes; they may enter Units retreating after combat cannot retreat into
any number of his eligible units as he desires. Rough hexes. hexes in an EZOC (9.3). Units advancing after
Ignore Hill terrain; use the other terrain in the hex for combat ignore EZOCs (9.4).
movement purposes.

IWO EXCLUSIVE RULES 3


8.0 US BOMBARDMENT
Bombardment markers represent indirect fire assets
not represented in the game by actual counters.

8.1 US Bombardment Availability


The US player always receives nine bombardment
markers. If all hexes containing any portion of
Airfield No. 1 are free of Japanese units or ZOC, he
receives a tenth marker. If all hexes containing any
portion of both Airfields No. 1 and No. 2 are free of
Japanese units or ZOC, he receives the tenth and
eleventh markers. The markers may be used only
during the US first Combat Phase.

8.2 Bombardment Procedure


At the beginning of each US first combat phase,
the US player may deploy any or all available
Bombardment markers, one or two per hex at
his discretion, on Japanese units being attacked
by US units. The attack and all participating US
units must be declared prior to resolving the
Bombardment. Unused markers are lost; they may
not be accumulated.

8.3 Bombardment Resolution


To resolve a Bombardment, roll 1d6 for each
Bombardment marker.
a) On a roll of 1–3 (reduced to 1–2 on Storm
turns), the Japanese unit is suppressed. Flip
the successful Bombardment to its other side
on the Japanese unit and removed failed
markers as a reminder.
There is no requirement for an attacker to declare All attack and defense strengths are unitary. A
b) If the defender is suppressed, no US loss
all his intended attacks at the outset of a Combat unit’s strength may not be divided among different
(i.e., the (A) result is nullified) is suffered on an
Phase. He can declare each eligible attack as he combats, whether attacking or defending, nor may
exchange (Ex) result in the ensuing combat.
reviews the map and conducts each individual its attack and defense strengths be combined for
Attacker losses on D2 and D3 result are
attack. The active player may declare any number any reason.
not affected.
of attacks by eligible units as he wishes. The
9.1 Combat Procedure
8.4 Storm Effects on Bombardment player can resolve attacks in any order he
Follow the procedures below, in the given order, for
During Storm turns, the additional counters received wishes, provided he resolves each combat before
each attack.
for capturing airfields are not available. The declaring the next combat.
a) The player states the quantity and the
suppression capability of all remaining support fires
The player may decide which of his units will be strength of his attacking units, and the enemy
is reduced (8.3).
participating in an attack against which defending unit that is the subject of the attack. Once
9.0 COMBAT units. A player may attack a unit from all adjacent declared, the player cannot call off an attack.
Combat takes place in the Combat Phases. Combat friendly occupied hexes. There is no requirement b) Locate the line on the Combat Ruslts Table
can only take place when friendly units are adjacent for all adjacent units to attack. Units that do not (CRT) that matches the terrain in the defender’s
to enemy units. Combat is not mandatory. There participate in one attack may participate in a later hex. Only defending units benefit from the
is no requirement for units to attack, although a attack against another hex if the unit meets all terrain in the hex they occupy.
defending unit cannot avoid combat. The active side other requirements. c) Calculate the combat differential by subtract-
is the attacker, and the inactive side is the defender, ing the defender’s total from the attacker’s total.
The type of terrain the attacking unit(s) occupy has
regardless of the strategic or tactical situation. On that line locate the column on the Iwo CRT
no effect on their eligibility to attack, however US
that corresponds to the combat differential.
A single defending unit can be the subject of tank units may not attack defenders in mountain or
d) Roll 1d6 and cross-reference the result with
only one attack in each Combat Phase. A single ravine hexes.
column on the CRT.
attack may only target one defending hex (i.e.,
e) Locate the result on the left column of the
attackers may not attack more than one hex
Combat Results Modifications Table and cross-
during a single attack).
index with the column for the type of attack.

4 IWO EXCLUSIVE RULES


Important: Hexes may depict more than one type of 9.2.3 Combat Result Modifications for Note: Japanese units never advance after combat
terrain. In this case, use the terrain most beneficial Banzai Attacks (Regular Combat) as all Japanese units participating in a Banzai
to the defender. De: Eliminate all US units. Attack are eliminated after the Banzai Attack.
D3: US units retreat three hexes; if unable to fulfill
9.2 Combat Results Modification 10.0 SUPPLY
retreat, takes a step loss instead.
Table (CRMT) There are no supply rules. All units are always in
D2: US player chooses between retreating two
The three columns on the CRMT are: supply. Isolated or surrounded units suffer
hexes; if unable to fulfill retreat, takes a step
Regular Combat: Only used when resolving no penalties.
loss instead.
Banzai Attack results.
Ex: US player takes a step loss. 11.0 US ARRIVAL & LANDINGS
Note: The Japanese Banzai units suffer an Ae
11.1 Unit Availability
plus any defender result. Japanese unit is eliminated in all results, even NE.
The US Units at Sea area on the map is a holding
Dug-In Japanese Defender: All US attacks.
9.3 Retreat area for units not yet on the island. Each unit not
Japanese Bombardment: Only used for
Only US units retreat after combat; Japanese units on the island must be always in one of the three
Japanese bombardment attacks.
redeploy (15.3). When a combat result requires a boxes. Units in the Available for Landing box may
Note: Only results in step losses for US units.
US unit to retreat, the player must immediately land (11.2–11.3) during either US movement phase.
9.2.1 Combat Result Modifications attempt to move the US unit the indicated number Units in the US Reserves box may be moved to
for Dug-In Japanese Defender of hexes away from its current hex. A retreat is not the Available for Landing box, but doing so will
De*: Eliminate the defending unit. Attacker may movement and does not require the expenditure of affect the length of the game (11.4). Reduced or
Advance. movement points. eliminated units are eligible to receive replacements
D3: 1–3: defender is eliminated. 4–6: Attacker (11.5–11.7).
Important: If a rule states that a one-step,
takes a step loss and defender redeploys. Attack
or already reduced unit should be reduced, 11.2 Landings & Reinforcements
may advance.
eliminate it instead. The beaches chosen by the US player for landings
D2: 1–2: defender is eliminated. 3–6: Attacker
(3.3) are the only method of bringing units ashore.
takes a step loss and defender redeploys. Attack If a unit cannot retreat the full number of hexes
During each US movement phase, up to eight units
may advance. required by the combat result (for any reason), the
may land, no more than two at each color-coded
Ex: 6: Attacker takes a step loss and defender result is changed to depletion (flip two-step units to
beach (the two boxes for each beach are provided
redeploys. 1–5: defending unit is eliminated, and their reduced side; eliminate one-step and reduced
as a staging area for landing units), no more than
Attacker takes a step loss. Exception: no attacker two-step units). A unit should (if possible) end its
one per beach hex. To land a unit, place it on the
step loss if defending unit was suppressed. Attacker retreat closer (in hexes) to a landing beach hex.
chosen beach hex; no further movement is allowed.
does not Advance.
If possible, a retreating unit must retreat along a If the hex already is occupied by a US unit, place
(A): Flip one attacking unit to its reduced side (or
path of vacant hexes (not occupied by other friendly the arriving unit under it (11.3). If the beach hex is
eliminate one reduced or one-step unit).
units). A unit may not retreat through friendly occupied by a Japanese unit, the arriving US unit
A1, A2, A3: The attacking unit(s) must retreat the
occupied hexes. Under no circumstances may a unit must attack it in the following combat phase; if the
number of hexes, and the defending unit redeploys
retreat into or through a hex occupied by an enemy Japanese unit is not eliminated or forced to retreat,
in place.
unit or a hex in an EZOC. the US unit is eliminated.
Ae*: Eliminate all attacking units.
NE: No Effect. Important: Friendly units and friendly units with 11.3 Landing Beach Stacking
DR: Japanese defender redeploys (15.3). a ZOC into a hex do not negate any EZOC into that Any number of US units may stack on a landing
same hex for the purposes of retreat. beach hex. In a stacked hex, only the top unit may
Note: a defender will be eliminated if it redeploys to
attack or be attacked in combat. If the top unit is
an ineligible location, e.g., a cleared sector. A unit may not retreat into or through prohibited
forced to retreat, all units stacked with it must
terrain (an all-sea hex). US units in a beach hex with
DRIP: Japanese defender redeploys in place (15.4). retreat. Exception: 16.5.
any remaining retreat result must deplete rather
AA: Attacker may advance after combat.
than retreat. Units may not retreat off the map. 11.4 Reserves
Note: On a De or Ae result, eliminate all units. The 3rd Marine Division begins the game in the
9.4 Advance After Combat
Do not deplete two-step units, eliminate them. Reserves box. During any US movement phase after
The player can only advance after combat on an
Turn 1, all or part of the division may be brought
Important: If the combat result is a retreat, AA result (on the CRMT). All AA are limited to the
forward into the Available for Landing box. All
the player retreats units in accordance with the defender’s hex and only one US unit may advance.
three battalions of one regiment plus one support
retreat rules (9.3). Otherwise, no advance after combat occurs.
unit must be deployed together. For each regiment
Advance after combat is voluntary and the player
9.2.2 Combat Result Modifications deployed, the game is shortened by one turn.
always determines which units advance. Advancing
for Japanese Bombardment For example, if two regiments are brought in (as
units ignore all EZOC. After an advance after
(D): Flip the defending US unit to its reduced side (or occurred historically), the game will end at the end
combat, an advancing unit is not eligible to attack
eliminate if already reduced or a one-step unit). of Turn 14. The 3rd Division tank battalion may be
again in that combat phase.
NE: No Effect. deployed freely with any regiment.

IWO EXCLUSIVE RULES 5


11.5 Replacement Steps 12.3 Tank Operations 14.4 Replacements
The US receives two replacement steps in each US tank units may not enter or attack into ravine At the beginning of each Japanese movement
first movement phase (not during the second or mountain/mine hexes. If a tank unit is attacking phase, blindly pick one Japanese unit from the
movement phase). The replacement steps must be a Japanese anti-tank or anti-aircraft unit, roll 1d6 eliminated unit container; keep it face down for
expended in that movement phase; they may not before calculating the combat differential. If the placement (14.5). If there is no eliminated unit, no
be accumulated. roll is less than or equal to the attack factor of the replacement is received; the missed replacement
Japanese unit, the tank unit’s attack factor is not is not accumulated. HQs and artillery units on the
11.6 Replacing Units at Sea
included in determining the combat differential. Japanese Fire Support may not be replaced. HQ and
Each replacement step may be used to rebuild one
The tank unit is not eliminated by the anti-tank artillery units forced to redeploy (DR or DRIP results)
step of a unit in the Available for Landing box or
fire, it just doesn’t count toward the differential. go into the eliminated unit’s container per 15.3 and
the Eliminated Units box. An eliminated two-step
Regardless, it must be used to satisfy the first step may be redeployed (15.3) or replaced (14.4 & 14.5)
unit may receive only one replacement step per
loss in the combat. from those units. If eliminated, they are placed on
turn. When an eliminated unit receives its first
the Japanese Fire Support Track per 16.1 and are
replacement step, move it into the Available for 12.4 Task Force Collins
out of the game.
Landing box. A unit receiving a replacement step At the beginning of any movement phase, the US
may not land in the same movement phase but may player may form Task Force Collins. Flip any one 14.5 Deploying Replacements
land during the Second Movement Phase of the US tank battalion (it may be on the map or in any Roll 1d6 to determine the sector of placement. Place
same turn. box) to its TF Collins side. Remove the other two the unit on any unoccupied Japanese deployment
tank battalions; they are out of the game for good. hex ( ), or redeployment hex ( ) in that sector.
11.7 Replacing Units on the Map
TF Collins operates like any other support unit, is a The placement hex must be no more than two hexes
A reduced two-step unit on the map may receive a
one-step unit, and may be replaced if eliminated. (one intervening hex) from a dug-in Japanese unit.
replacement step to bring it to full strength. The unit
Treat it as belonging to all three Marine divisions. It may not be placed on a US unit but may be placed
must start a US first movement phase at least four
in a US ZOC (the Japanese would be using their
hexes from any Japanese unit (when counting the 13.0 JAPANESE SECTORS
extensive tunnel system).
distance, do not count the US unit’s hex, do count The six numbered sectors on the island are used to
the Japanese unit’s hex). Expend the replacement help determine deployment of replacements (14.5), If there are multiple eligible hexes, place it using
step to build it to full strength. It may not move in redeployment (15.3–15.4), banzai attacks (15.5), this terrain type priority: Hill, Ravine, Mountain,
the phase of replacement but may move normally in and Japanese bombardment (16.0). A sector is Mine, Rough, Broken, Clear. If more than one hex of
the next movement phase. considered cleared when none of the deployment any type is eligible, roll a die to determine which is
or redeployment hexes in it is occupied by a dug-in selected. If there is no eligible hex for placement,
12.0 US SUPPORT UNITS
Japanese unit. Once cleared, all the deployment and or if the sector has been cleared, return the unit to
12.1 Support Units
redeployment hexes in a sector become inoperative; the container. No replacements may be placed on
A US unit with a colored band across the
use only the other terrain in the hex for all purposes. Mount Suribachi (17.0).
middle is a support unit (flamethrowers
and tanks). It operates in all ways like Note: The Mount Suribachi area is an unnumbered 15.0 JAPANESE OPERATIONS
other units except it may end a phase in the same sector (17.0) with special rules. 15.1 Movement & Attacks
hex with one other unit. Japanese units move only due to redeployment
14.0 JAPANESE UNITS
(15.3 & 15.4) or Banzai attacks (15.5). Japanese
One support unit may stack in a hex with one 14.1 One-Step Units
units attack only during Banzai attacks.
other support unit or with a Marine battalion. All All Japanese units have only one step. Eliminated
support units have only one step. If eliminated, HQ and artillery units go on the Japanese Bombard- 15.2 Combat Results for Dug-In Defenders
place them in the Eliminated Units box; they may ment Track on the map (see 16.1). When any other In attacks against a dug-in Japanese defender,
be replaced by expending one replacement step unit is eliminated, place it in an opaque container. determine the results per the CRMT center column
(see 11.6). It may return to the map as a replacement (14.4) or (see 9.2.1).
during redeployment (15.3).
12.2 Support Units in Combat 15.3 Redeployment
In combat, treat a support unit as belonging to the 14.2 Unit Status When a unit is to redeploy, place it in the eliminated
unit with which it is stacked. Combine their combat The reverse side of each Japanese unit is printed units container. It will move to a new hex using
factors for purposes of differential calculation. with a fortification symbol. When the fortification the same procedure for placing a replacement unit
The support unit must retreat or advance with the symbol is face up, the unit is dug in. The player may (14.5); if no eligible hex is available, the unit remains
stacked unit. Exception: 16.5. not examine it and it receives special treatment in eliminated. If an eligible hex is available and there
combat (see 15.2). When flipped face up for a Banzai are two or more units in the container, blindly select
attack, it does not receive special treatment. one as the substitute and place it in its new hex. If
the redeploying unit is the only unit in the container,
14.3 Zero Factor Units
select another dug-in Japanese unit on the map
Any unit with a zero-attack factor may not attack
by using the procedure for target selection after
in the Japanese combat phase. A unit with a zero-
Suribachi falls (16.2 (2)) but checking only dug-in
movement factor may not move but may redeploy.
Japanese units.

6 IWO EXCLUSIVE RULES


Roll 1d6 for each: Important: Any Japanese unit not eligible to 16.4 Bombardment Resolution
1–3: remove the unit and place it in the container, Banzai is redeployed in place; any Japanese that Cross-index the appropriate terrain line on the CRT
then blindly select the units one at a time, placing conducts an attack is eliminated regardless of with the bombardment marker’s strength; do not
one on the hex selected for deployment and the the result. Both outcomes counts towards the take the target unit’s strength into account. Roll the
other on the hex from which the second unit was third die roll number. die and apply the results normally with the following
selected. exceptions (9.2.1):
16.0 JAPANESE BOMBARDMENT
4–6: move on to the next unit. Ex: Roll 1d6:
16.1 Bombardment Availability
1–4: (D).
15.4 Redeployment in Place Japanese bombardment is determined by the
5–6: No Effect.
When a unit redeploys in place, use the redeploy- Japanese Bombardment Track on the map, a
D3: Make no retreat. Roll 1d6:
ment procedure as above, but the redeploying unit is maximum of 10. Each time a Japanese artillery or
1–3: (D).
placed in the original hex. HQ unit is eliminated, place it on the highest open
4–6: No Effect.
box of the track. In his next combat phase, the
Note: a unit redeploying in place cannot be D2: Make no retreat. Roll1d6:
Japanese player receives bombardment counters
eliminated; the replacement always takes place. 1–2: (D).
equal to the highest uncovered number on the track.
3–6: No Effect.
15.5 Banzai Attacks
Note: AA and AT units are not artillery units for
Step 1) At the start of each Japanese movement 16.5 Bombarding Stacks
bombardment and replacement purposes.
phase after Suribachi is cleared (17.0), roll one die Resolve a bombardment separately against each
three times or three dice differentiated as first, 16.2 Bombardment Targeting unit in a stacked hex.
second, and third. After any Banzai attacks have been resolved,
17.0 MOUNT SURIBACHI
If the first die roll is equal to or less than determine the number of bombardment markers
The five Suribachi hexes and the eleven hexes
the number of cleared sectors, there will be available. Place them on the map using the priorities
adjacent to them form a separate, unnumbered
an attack. below. In the unlikely event there are fewer targets
sector. No Japanese units may redeploy to
The second die roll indicates the attack than markers, the excess markers are lost. Once
Suribachi, and no banzai attacks take place there.
sector. If there are no Japanese units in that placed, conduct all bombardments.
Any DR or DRIP result against a Japanese unit is NE;
sector, no attack takes place. 1) Before Suribachi Falls (see 17.0). Place one
the Japanese defender remains in the hex, face-up.
The third die roll is the maximum number marker on each landing beach hex with a US
of Japanese units that will be checked for unit on it. If markers remain, check each hex Suribachi is cleared when the units on all five
a Banzai attack (whether they conduct the with a US unit in it starting with hex 2915 and deployment hexes have been removed. Once
Banzai attack or not). moving to lower-numbered hexes (2914, 2913, Suribachi is cleared, place the US flag marker as a
2815, 2814, and so on). reminder and implement the following:
Step 2) Flip the Japanese unit closest to a US
Roll 1d6 for each occupied hex: 1) Bombardment targeting switches to 16.2 (2).
unit in that sector (Roll a die to choose between
1–3: place a bombardment marker on it. 2) Bombardment strength is reduced (16.3).
equidistant units). If a flipped unit has an attack or
4–6: skip that unit. Continue until all markers are 3) Banzai attacks may commence (15.5).
movement factor of zero, redeploy it in place (15.4);
placed or the last eligible hex has been checked.
the flipped unit counts towards the third die roll. If 18.0 TWO-PLAYER RULES
2) After Suribachi Falls. Follow the same
it has an attack strength and movement allowance, 18.1 Japanese Initial Deployment
procedure as above but start at hex 0213 and
and is adjacent to a US unit, proceed to Step 3. If it Japanese deployment is done as in 3.2 except the
move toward higher-numbered hexes. Beach
is not adjacent, attempt to move it adjacent to the Japanese player may choose which unit is placed in
hexes do not get an automatic placement.
US unit. If it has sufficient MP to move adjacent, do each deployment hex with the following exceptions:
so. If not, redeploy it in the hex it started from (15.4); Design Note: On the morning of 19 February, the 1) Tanks may not be placed in prohibited terrain
the flipped unit counts towards the third die roll. Japanese unleashed their entire artillery on the (mountains, ravines, or mines).
crowded landing beaches. Thereafter, their limited 2) At least one HQ or artillery unit must be
Step 3) Conduct a combat against the adjacent US
command control managed only harassing fire. placed in each of Sectors 1–5 and Mt. Suribachi.
unit. If there are two or more adjacent US units,
randomly determine which is the defender. Shift the 16.3 Bombardment Strength 18.2 Movement
attack two columns rightward on the terrain line of Roll three dice for each bombardment marker. The Japanese units may be moved at the discretion of
the US defending unit and use the Regular Combat combined total is its factor for that bombardment. the Japanese player during the Japanese movement
column on the CRM. The Banzai unit is eliminated After Mount Suribachi is cleared (17.0), subtract phase. They must be flipped face up to move. Once
regardless of the combat result. D2 and D3 results one die if there is a Japanese-occupied hill hex in face up, the Japanese units may not be flipped face
are converted to (D), and De results eliminate the the same sector as the target, or subtract two dice down until a future turn. To be turned face down,
defending US unit even if it is full strength. if there is no Japanese-occupied hill hex in the they must end their movement on a deployment hex
same sector as the target. Storms have no effect on and not be adjacent to a US unit.
Step 4) Continue choosing Banzai units to move and
Japanese bombardment.
conduct attacks using Step 2 and 3 until the third die
roll is reached or there are no more Japanese units
eligible to check (e.g. because there are no US units
remaining in the sector, no remaining Japanese
units are within 4 MP of a US unit, etc.).

IWO EXCLUSIVE RULES 7


18.2.1 Tunnel Movement Acknowledging the certainty of an American victory 20.0 ORDERS OF BATTLE
A dug-in Japanese unit may attempt to use tunnel given their overwhelming firepower, he aimed US Forces
movement. Roll 1d6; on a result of 1–3 (1 or 2, if to cause the maximum casualties in hopes of 3rd Marine Division: 3rd, 9th, & 21st Marines,
in a US ZOC) the unit may be moved to any vacant convincing the Americans to settle for a compromise 12th Marines (4 artillery battalions), 3rd Tank
deployment or redeployment hex eligible for peace. Though he failed in the larger effort, his Battalion
replacement arrival (14.4). forces did manage to inflict 26,000 US casualties, 4th Marine Division: 23rd, 24th, & 25th Marines
about 1.2 casualties per Japanese serviceman on (3 battalions each), 14th Marines (4 artillery
18.3 Combat
the island. battalions), 4th Tank Battalion
Any Japanese unit turned up during the movement
5th Marine Division: 26th, 27th, & 28th Marines
phase may engage in regular combat with any 19.2 US Player Notes
(3 battalions each), 13th Marines (4 artillery
adjacent US units. Combat is not mandatory. For the US player, both versions of the game boil
battalions), 5th Tank Battalion
down to a tradeoff between speed and casualties.
18.4 Replacement & Redeployment
During the Second combat phase, the absence Japanese Forces
The Japanese player may select any eligible hex
of bombardment will mean heavier losses, but it Imperial Army: 109th Division
for placement. Substitutes are chosen using 14.5
means clearing twice as much territory than when 2nd Mixed Brigade: 309th, 310th, 311th, 312th,
and 15.3, but a substitute is not mandatory when
you limit attacks to the first phase only. When taking and 314th Independent Infantry Battalions, one
redeploying in place.
losses, there is no VP cost to lose support units, but artillery battalion, one engineer battalion (about
18.5 Bombardment Target Selection you need their firepower to get the best differentials. 5,000 men)
Before Suribachi falls, the Japanese player may One decision you can and should make is to clear 145th Infantry Regiment (three infantry & one
target any hexes desired, rolling a 1–3 for successful Suribachi ASAP. It cuts Japanese bombardments artillery battalions; about 2,700 men)
targeting as in 16.2. After Suribachi falls, use the by a third or better and reduces the battle to just 3rd Battalion, 17th Infantry Regiment (about
targeting procedure in 16.2 (2). one front. 600 men)
26th Tank Regiment (about 500 men)
18.6 Banzai Attacks 19.3 Japanese Player (Two-Player Version)
1st & 2nd Machine Gun Battalions (600 men)
Banzai attacks are conducted as in the solitaire Your role is to make a careful initial deployment.
Artillery: 3 mortar battalions, one antiaircraft bat-
game (15.5). Protect your artillery and HQs at all costs, but keep
talion, 5 antitank battalions, three rocket companies,
in mind if you place them too far north, they may get
Design Note: The strict no-banzai orders were four machine cannon (antiaircraft) companies (total
sucked up as substitutes.
ignored a few times late in the battle; this is beyond strength about 3,500 men)
the control of the Japanese player. Avoid the temptation to attack isolated US units
Imperial Japanese Navy
unless you can eliminate two or three steps
19.0 GAME NOTES Four battalions (merged) antiaircraft battery
at once. When redeploying a unit or deploying
19.1 Designer’s Notes guard forces (about 2,500 men)
replacements, your priority is to maintain as
The battle for Iwo Jima was dominated by the One battalion coastal artillery guard force
solid a line as possible up front. You’ll have
extensive Japanese tunnels and a well-conceived, (about 600 men)
plenty of chances to fill those last redoubts, so
well-executed defense plan. Anticipating the One battalion-equivalent air group guard force
do what you can early to slow the US advance.
US invasion of the Japanese home islands, Gen. (about 600 men)
Your patience will be rewarded.
Kuribayashi discarded the aggressive tactics of Construction & Technical personnel (about
previous island battles—the Banzai attacks of 4,000 men total)
WWII lore, high on drama, low on effectiveness —
in favor of the tenacious defense used the previous
year on Peleliu.

8 IWO EXCLUSIVE RULES

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