JAPANESE REINFORCEMENT PHASE
Place Japanese ground reinforcements on entry points 1, 2, 3, 15, 16, or 17. May also place ground reinforcements in box A or D, but these may not move on turn of arrival. Japanese air units must be placed in WAF RESERVE box. Naval units may be placed in either the IJN RESERVE or IJN ATTACK box.
JAPANESE MOVEMENT PHASE
Move all Japanese ground units desired. Any Japanese air units to be involved in air to air or airfield bombardment are moved at this time.
JAPANESE COMBAT PHASE
Resolve all Japanese ground and air unit combat. Naval units supporting ground attacks or bombarding airfields are now placed on target hex.
JAPANESE SUPPLY RESOLUTION PHASE
Japanese player resolves supply die roll. 1,2,3 = No Effect; 4,5,6 = removal of one ground unit or one naval unit (if available).
JAPANESE STRATEGIC PHASE
Remove Japanese air and naval units still in ATTACK boxes. Units in RESERVE boxes must move to ATTACK boxes.
US REINFORCEMENT PHASE
Place US reinforcements on entry points 4 through 14, except air reinforcements which go to the USAF RESERVE box.
US MOVEMENT PHASE
Move all US units desired (including Bomber units in USAF Ground Attack box on top of Japanese units to be attacked). Air units on airfield hexes that are inverted are not turned face-up.
US COMBAT PHASE
Resolve all US combat. Turn inverted air units face up.
US ENGINEER PHASE
Note all work done or in progress by US Engineers.
US AIR PHASE
Move units in USAF Ground Attack or USAF CAP boxes to airfield hexes and invert. Move Air units in USAF RESERVE box to airstrip boxes as stacking allows. Move uninverted AIR units on Airstrip hexes to USAF Ground Attack or USAF CAP boxes as desired. Air units on Airstrip hexes that were not moved during the turn may be moved to an adjacent Airstrip hex.
Announce Victory Conditions or begin next turn.
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