When Tigers Fight Variant: ========================= The following is an alternative-history variant for Command #26, "When Tigers Fight." It was submitted to Command for competition in the contest they ran for such a variant, but it was not selected as the winner. Still, I feel it has virtue and it certainly has a lot more depth (and rules) than the very short winning entry, so if you like When Tigers Fight you might want to give it a try. It has been playtested to the tune of about seven games, with each side winning equally in our games. I have created a color inkjet unmounted countersheet for the additional counters, which can be cut out and glued so as to form double-sided color counters for use in the variant. I will be happy to mail this sheet to anyone who sends me a self-addressed stamped envelope. Contact me at grobinso@mailer.fsu.edu. Otherwise, you can make your own counters using the information at the end. Good gaming! TAIL OF THE TIGER: A Variant for When Tigers Fight Design: Copyright 1994 by Gary J. Robinson Development: Gary J. Robinson, Tim DeForest 1.0 INTRODUCTION Tail of the Tiger is a two-player variant scenario for Command Magazine's When Tigers Fight game published in issue no. 26. Players need to own a copy of that game to play Tail. Tail of the Tiger is set in an alternate-world wherein the Axis powers won World War II. After dividing the conquered planet between themselves, the Germans and Japanese prepared to square off against each other in one final and savage clash for planetary dominion (1948). The Japanese resolved to strike first (naturally), and planned three operations designed to strike crippling blows to the Greater German Reich. Operation Mississippi Banzai was the North American operation designed to overrun the German industrial complex on the Atlantic seaboard; Operation Tiger of Ethiopia was an amphibious invasion into Eritrea designed to cut north through Ethiopia to the Suez Canal; Operation Black Gold (Texas Tea) was a planned thrust into the vital Persian oilfields from India. Unknown to the Japanese, however, German code-crackers had obtained elaborate intelligence on these plans, and the Germans had laid appropriate traps. Meanwhile, the Germans launched a strike of their own, Operation Triumph of the Will, a 30-division amphibious "raid" into Japan proper which played havoc with the Japanese industrial facilities. Disasters and Retreats Over the course of 1949, Operation Black Gold turned into a complete fiasco in the face of overwhelming German air superiority. The commander of that expedition quietly committed hari-kiri in the mountains of Afghanistan as his army retreated pell-mell towards India. The commander of Operation Tiger of Ethiopia, General Tomoyuki "Tiger" Yamashita, had better luck and distinguished himself in combat against the vaunted Panzer Armee Afrika, but the emergency recall of Japanese naval strength to the Home Islands (caused by the daring German raid on Japan) left him with no choice but to withdraw, and the remains of his forces were evacuated to India. Once in India he also assumed command of the large Japanese forces which had just retreated from the Persian expedition, and restoring morale and discipline he stopped the advancing Germans cold in the mountainous terrain of Pakistan. There the opposing armies dug in, and there they remained for the remainder of 1950 and 1951, slowly grinding at each other in a war of attrition. Elsewhere great events were afoot. The Japanese forces in North America had been ambushed in Missouri; fighting their way out they retreated behind the shelter of the Rocky Mountains. There followed a deadly round of mobile warfare in the deserts of the Southwest as the German mechanized forces tried to break into California, but the Japanese held firm. The Kriegsmarine took a page from United States submarine history and built large, long-range super-U-boats (the infamous "uberboots") which they deployed along the American West Coast in an attempt to interdict the flow of supplies from Japan to the Japanese forces in America. Operating from the excellent German naval facilities in Panama, the U-boats wreaked enormous destruction. The vast, virtually unpatrollable wastes of the Southeast Pacific were well-suited to mid-ocean refueling and rearming operations, unlike the waters around Japan, and the U-boats were even more successful than their American counterparts had been seven years earlier in maintaining their assigned stations and savaging Japanese merchant shipping. German surface raiders added to the carnage. More and more of the Japanese naval strength was drawn into simply keeping the shipping lanes to America open, leaving a dangerous vacuum in the Indian Ocean. Fortunately for the Japanese, Yamashita's temporary seizure of Ethiopia and Sudan had allowed Japanese long-range bombers using atomic weapons to heavily damage the Suez Canal. Combined with heavy Japanese minelaying in the Red Sea, this damage to the Canal kept the Italian Navy from venturing into the Arabian Sea, and the Imperial Japanese Navy (IJN) Commander-in-Chief, Admiral Isoroku Yamamoto, felt safe in temporarily leaving this area lightly patrolled. Meanwhile, in Asia, the Germans had left their infantry to hold the line in the Pakistan mountains and had withdrawn their mechanized forces for use in a relentless drive across the territory of the former Soviet Union. The Japanese had new tank designs at their disposal, reverse-engineered from Soviet T-34's, but at this form of warfare the Germans were the masters and first western Siberia, then eastern Siberia fell to the tireless panzers. The Germans did not hesitate and pushed on into Manchuria, where they encountered heavy resistance as the Japanese dug in and held a perimeter around the valuable Manchurian industrial centers, their backs to the sea. The Plan Summer, 1952 found the war in its fourth year. The Suez Canal is repaired at last and the German General Staff has seen an opportunity for the ultimate encirclement. They have decided to throw caution to the winds in an attempt to destroy "Tiger" Yamashita's enormous infantry army by cutting the vulnerable logistical "tail" extending from that army in India across Burma and China to the Home Islands. Operation "Tiger by the Tail" as Hitler named it (to polite applause and nodding smiles, of course) is to be launched in October 1952, to coincide with the end of the monsoon season. The plan calls for three main thrusts. First, the German mechanized forces in Manchuria are to leave the Japanese forces there pinned down by a screen of Rumanian and Hungarian infantry, and are to proceed south in a race to seize the major Chinese ports which are serving as the eastern terminus of the lifeline to Yamashita's army. Only a handful of mobile units are available for this task, accompanied by a variety of straight-leg units, but OKH calculated that Chinese uprisings will occur as the Germans approach and that the oppressed native people could be counted upon to assist the German troops. To make sure sympathy would be aroused, OKH was sure to inlude in the strike force several divisions of German-trained Chinese refugees. For good measure the Germans recruited the help of the American general "Vinegar Joe" Stilwell, who saw this chance for revenge as superior to spending another 10 years in a military prison; with his name as a propaganda tool the Germans were able to enlist the support of four divisions' worth of Chinese veterans who had fled occupied China in 1944 to escape the wrath of the Imperial occupation forces. To give the strike force flexibility for dealing with the varied terrain, an airborne division and four mountain divisions were added. Six fanatical S.A. "Brownshirt" divisions are to take the brunt of the bloody city fighting that is sure to ensue. The second thrust is to consist of an amphibious landing on the western Malayan peninsula by a hand-picked force of crack SS troops, Thugi special forces, and various Indian and West African divisions that had had experience fighting in this theater against the Japanese and had also fled to German protection rather than face the victorious Imperial Army in 1944. These troops are to advance up the peninsula into Burma and Indochina from the south, supplied by sea, truck, rail and mule when possible, and by air when necessary from the newly-captured airfields in Rangoon. Their mission is to seize the vital transportation centers in Burma and Indochina, shut down the Burma Road, and deny the Japanese the use of the airfields in eastern India as much as possible. These measures, it was hoped, would trap Yamashita's army in India, or at least slow it down, and prevent it from reinforcing China before the Chinese ports could be occupied and Yamashita's army completely cut out of supply. The SS commanders know that they will be facing the almost overwhelming might of an entire Japanese Army Group, but they are confident that the panzers will get the job in China done quickly. According to the plan, at this point the expedition's survivors would retreat into the jungle and escape back out to sea, after demolitioning all port facilities and tearing up the few cross-jungle railroads. If the panzers took too long the Imperial Japanese Navy would have time to react by rebasing its fleets and project enough force into the Indian Ocean to make an evacuation impossible. Time was of the essence. The third thrust (which is outside the scope of this game) was to be a brutal, grinding, all-out frontal assault into India from the German, Turkish, Italian and "Ostland" forces in Pakistan. This operation's purpose was to tie down Yamashita and force him to expend all his precious supply stockpiles before help could come from the IJN. It was hoped that the Tiger's army, once its supplies were exhausted, could be quickly finished off by this advance before the IJN could come to the rescue. It was a risky plan. The raiders in Burma could be tied down in jungle fighting; the Japanese forces in Manchuria could break out and cut off the German northern pincer at its base, leaving it without POL (Petroleum, oil and lubricant) supplies in the heart of enemy territory; the IJN could react more quickly than was expected. But MaRG (Manstein, Rommel and Guderian) had taken an enormous risk when they had invaded Japan in 1948 and they had pulled it off. The Fuhrer gave hs consent. OKH calculated that to succeed, the operation would have to be completed before the following July. By that time the IJN would have reestablished naval supremacy in the Indian Ocean, putting Burma and Indochina once more firmly under Japanese control, opening a sea supply line via Calcutta, and freeing Yamashita to redeploy his forces at will to China, where they could crush the relatively small German army there. Can you, as the Germans, "cut this army off and kill it" before help arrives? Or will the German pincer be delayed until it is too late, throwing the entire German force in Manchuria in jeopardy and allowing the "Tiger" to escape the trap? Can you, as the Japanese commander, show the Germans what eventually happens when you grab a Tiger by the tail and try to hold on? A U-boat manned by a skeleton suicide crew of Brownshirt fanatics has successfully crept into Singapore harbor, and the crew has detonated the atomic weapon on board, putting the naval base out of action. German forces have landed in Burma and seized Rangoon. The panzers are racing south from Manchuria. The battle is on! YOU are in command! New Rules: 2.2 The Game Map (change) Manchuria Holding Box. The Japanese Flag symbol on the map is now called the "Manchuria Holding Box." This Box represents the off-map action in Manchuria, where the German forces have ringed a strong Japanese force against the coast in a huge bulge. German "E" reinforcements arrive in this box. Bridges and Roads. During the course of the Japanese occupation the Burma Road was paved, railroad tracks were laid, and enormous bridges were built (by slave labor) to improve the supply route from Japan to India. Roads therefore DO negate rivers in this game, and movement costs are NOT doubled on roads during the monsoon. Turn Track. This game starts on Turn 1 on the track, which is October 1952. This means the monsoon doesn't actually start until Turn 8 on the track. To remind yourself of this, take three of the green Eighth Air Force Ground Support Markers (the P-40 airplane counters) and place them, blank green side up, on boxes 8, 9 and 10 of the Turn Track (one per box) so you'll know the Green Hell season takes place during those turns. 14th Air Force Bases. These bases have no significance in this variant. City colors. The city colors (red, black) have no significance in this variant. Garrison numbers. In this variant, ignore the garrison numbers printed next to Chinese cities. 2.3 Counters (change) There are sixteen new counters included in this issue's countersheet which are for use in Tail of the Tiger, in addition to the expansion counters included in Command Issue no. 26. Most the counters for this variant are combat units, but the following informational markers have also been added: Manchurian Ring: This marker is used to keep track of the strength of the German-side ring of troops and entrenchments penning in the Japanese forces in Manchuria. It starts the game in the "8" box of the Point Track, meaning it has eight steps. On the flip side of this marker is a marker for keeping track of German tank fuel in the event the Ring is broken. Start Breakout: This marker is placed on Turn 4 on the Turn Track to show that the Japanese breakout attempt begins on Turn 4. On the flip side of this marker is a marker for keeping track of German airplane fuel in the event the Ring is broken. See Rules Section 16.0. Italian Naval Disaster: This "sinking battleship" marker is placed on hex 1125 when the Random Event "Italian Naval Disaster" occurs as a reminder of the German supply problems west of the Weather Line. If this event occurs twice the marker is flipped to its "Japanese Blockade" side. 2.5 Nationality (change) The Japanese Side - Emperor's Loyal Hebrews: Light blue on white. The "Chinese Immobile Supply Center" markers are now treated as Japanese markers instead. They represent the enormous port facilities and rail transportation centers constructed by the Japanese on the China coast. These logistical nerve centers are the critical link between the Japanese merchant marine based in Japan and "Tiger" Yamashita's army in India. If a German-side unit ever occupies a hex, even during movement, containing one of these markers when there are no Imperial ground combat units present in that hex, the marker is instantly and permanently destroyed. The markers have no combat or stacking value. Untried Chinese units may enter city hexes containing such markers and destroy them (assuming no Japanese combat units are present). The German Side - German Wehrmacht Units: Black on Field Gray German S.S. Units: White on Black German "Brownshirt" S.A. Units: Swastika on Brown German Luftwaffe Units: Black on Pale Blue German-trained Chinese Ally units: White on Blue Stilwell-trained Chinese Ally "Stilwell Korps" veteran volunteers: Gold on Blue German Ally (Indian and West African) Veteran Units: Black on Tan Various German Luftwaffe logistics units: olive drab background 2.6 Historical identification (add) The Japanese Side - ELH - Emperor's Loyal Hebrews Tank Army RATV - Puppet Russian Anti-Tank Volunteers 1AND - Puppet Andean Mountain Army The German Side - BR - S.S. Volunteer Division Brahma* FG - Stormtrooper Division Freikorps G=F6bbels FN - Stormtrooper Division Friedrich Nietsche GD - Panzergrenadier Division "Gross Deutschland" GO - Stormtrooper Division Gothe GUSTAV - Ad hoc Railroad Artillery Brigade HW - Stormtrooper Division Horst Wessel K - S.S. Volunteer Division Kahli* R - Ramcke Motorized Fallschirmj=E4ger Brigade S - S.S. Volunteer Division Shiva* TG - S.S. Volunteer Commando Assault Brigade Thugi (Thugs) UM - Stormtrooper Division =DCbermensch V - S.S. Volunteer Division Vishnu* ZR - Stormtrooper Division Zarathustra * As originally formed these were panzergrenadier and panzer divisions. It was obvious to the theater commander that such equipment would be worse than useless in the rough terrain of Burma and Indochina. Due to the shortage of experienced, motivated Indian troops who knew the territory and and language of the Dacca region, however, it was decided that it was better to utilize these troops and leave their vehicles behind, than to utilize other, straight-leg units who personnel would not be as accustomed to the terrain and populace as the members of these units. Thus the switch to infantry status for the duration of the campaign. 2.8 Unit Types (Add Panzergrenadier symbol and "treat as Tanks") (Add Flak symbol and "treat as Infantry") (Add Anti-tank symbol and "treat as Infantry") (Add Railroad Artillery symbol and "treat as Infantry") (Add Atomic Bomb counter and "German Atomic Weapon") 2.12 Important Definitions (change) The German Side: German: Wehrmacht, Luftwaffe, S.A. and S.S. units German Ally: Chinese, Burmese, Indian, American, and West African units The Imperial Side: Japanese: All red-on-white and white-on-red units ELH: ELH 1st Armored Division Japanese Puppet: Thai, BIA, INA, RATV and 1AND units. 3.0 Set Up & Hex Control (Change) The setup for Tail of the Tiger is as follows: First, remove the following counters from the game (they are not used): "East Attacks 1L/1R" marker, all tan units that do not have "I" or "WA" as part of their unit ID, the "#14th AF Bases Remaining" and "#ATC Bases Remaining" markers, the "JPNS PAs East" and "Chinese Cities Attacked Last Turn" markers, the American "MM" unit, and those white-on-blue units with a movement factor of "0". All units are deployed/enter at full step-strength. JAPANESE UNITS: See Turn Sequence Sheet. GERMAN UNITS: Place the 1st S.S. Panzer Division and the "Gustav" Artillery Brigade on Turn 3 of the Turn Track (they are "E" reinforcements). On their turn of entry they appear in the Manchuria Holding Box during the New Units Phase. Take all the S.S. (white on black) units except the 1st S.S. Panzer Division and place them to the side, along with all the black-on-tan Indian and West African units. This is the "Southeast Asia Expeditionary Force." All units of this force must enter the board during Game Turn 1 by moving onto a southern board edge hex whose first two digits are between 14 and 22 inclusive. Such units move normally on Turn 1, paying full movement cost for the first hex they move onto (i.e. appear on). The remainder of the German-side ground units compromise the "China Strike Force." They too start off-board, and all must enter on Turn 1 by moving onto a north-edge hex (4300 through 5600 inclusive) as the first hex of their movement. Place the two German Airbases (use the ATC Base Markers) and the Atomic Bomb markers in the Manchuria Holding Box. Finally, place one random "Untried Chinese" unit, ?-side-up, on each of hexes 4300, 4500, 4700, and 4800. 3.3 Chinese Uprisings (change) China begins the game under Japanese control. The population has been shifted around by the Imperial Government so as to avoid the need for garrisons. At the start of each German turn except the first, the German player may immediately place a random, ?-side-up Untried Chinese unit on every completely vacant Chinese city (not town) hex within 5 hexes of a German or German Ally ground unit. The German player need not place a unit on each eligible city. Count the hex the city is in, but not the hex the German unit is in, when measuring the distance. These Untried Chinese units may not move or attack unless stacked with a German Chinese Ally (white-on-blue or gold-on-blue) unit, but if stacked with such a unit they attack at full strength. Exception: The German Subversive Operations marker allows independent movement. For all purposes except triggering Uprisings, Untried Chinese are considered German-side units, e.g. the hex they are on is German-controlled unless the Japanese retake it, they trace supply to the north board edge, etc. Burmese Uprising units may never move or attack. Chinese Uprisings do not occur in a hex which has been successfully attacked with the Atomic Bomb. Liberation of Chunking: If, the first time Chunking is captured, the first unit to enter it is a German Chinese Ally (i.e. white-on-blue or gold-on-blue) unit, the German player may immediately place a random, ?--side-up Untried Chinese unit on every vacant city (not town) hex in China. This may only happen once. 3.4 Marker Placement (change) Place the "Chinese Replacements" (gold on blue) marker and the "Manchurian Ring" marker on the "8" box of the Point Track. Place the "Start Breakout" marker on Turn 4 of the Turn Track. Put the two ATC Base markers (the "German Airbases") in the Manchuria Holding Box. 3.5 City & Town Control (change) The Japanese player initially controls all hexes on the map except the four cities on the north map edge. 3.6 Japanese Garrisons (delete this rule) 4.0 How to Win (change) German Sudden Death Victory: the German Player immediately wins a decisive victory the instant that all three "Chinese Immobile Supply Centers" have been destroyed. By doing this the German player has decisively wrecked the supply network which is keeping Gen. Yamashita's army alive in India. No matter what the Japanese do, they cannot reestablish a sufficient volume of supply flow in time to save that critically important army. End of Game Victory: The following criteria are used at the end of Game Turn 10 to determine a winner if the Germans do not score a sudden-death victory. Use the victory levels given in the rules. The German Player scores one point if any one Critical Hex in Burma or India is German-controlled at the end of the game. Critical Hexes are: Mandalay, Myitkyina, each ATC airfield hex. The German Player scores one point if any three Critical Hexes in India and/or Burma are German-controlled at the end of the game. The German Player scores one point if the Japanese moved the 34th Infantry Division from Formosa at any time during the game. The Imperial Player scores one point if any of the following hexes are Imperial-controlled at the end of the game: 4800, 4700, 4500, 4300. The Imperial Player scores one point if, at game end, at least 6 of the following cities are Imperial-controlled: Shaoyeng, Lingling, Wuzhou, Guilan, Liuzhou, Guiping, Nanning, Duyun, Tughun, Kunming, Guiyang. (Think of them as "Chinese cities south and west of Shaoyeng (4514) inclusive.") The Imperial Player scores one point if a Japanese supply line can be traced from Dacca or hex 1015 across the Weather Line to a "Chinese Immobile Supply Center" or a Japanese-controlled Haiphong (hex 3726) at the end of the game. Kunming must be one hex of this supply line. Haiphong may not be traced to if ever occupied by a German-side unit. 5.2 Random Events Table (add) As the first step in every game turn, before the New Units Phase, roll one die and add the Turn Number to the roll, then use the result to consult the Random Events Table to determine what events are occuring that have an influence on the campaign. 5.3 & 5.4 Game Turn Restrictions (change) - There aren't any. The German player always goes first each turn. However, there is no German Strategic Movement, and thus no German airpower, on Turn 1. 6.2 The Monsoon (change) - Effects are as normal except road costs are not doubled and roads negate rivers. 6.3 Year Round Effects (change) - 1. All Imperial ground units may move and attack across the Weather Line. German Ally units may not cross the Weather Line unless stacked with a Wehrmacht, S.A. or S.S. unit. If ever on the "wrong" side of the Weather Line and not stacked with such a unit, they are eliminated. 2. Japanese air units function as per When Tigers Fight. 3. German air units may only operate from German Airbases east of the Weather Line, and may only perform missions east of the Weather Line. 4. For supply and strategic movement restrictions, see the appropriate new rules. 6.4 Tropical Disease (change) - as before, except substitute "S.S." for "British". (This represents the incapacity and loss of the German officers more than the attrition of the Indian volunteers.) 7.0 Supply (change) - Supply lines are traced as in When Tigers Fight. German Supply Sources: German-side units west of the Weather Line must trace supply to one of the following German-controlled hexes: 1727, 1828, and 1927 (the "German Supply Hexes"), or Akyab if it is German-controlled. German-side units east of the Weather Line must trace to one of the following hexes: the northern board edge hexes, 4300 through 5300 inclusive. This applies to Chinese (including "Untried Chinese") units east of the Weather Line as well; if they can trace such a line, they are in full, not attenuated, supply. Japanese Supply Sources: Imperial units west of the Weather Line must trace supply to the Western board edge. (Exception: units west of the Weather Line within 8 hexes of Haiphong may trace to Haiphong.) Imperial units east of the Weather Line must trace supply to a "Chinese Immobile Supply Center" or Haiphong. As in WTF, a Japanese unit in a port city east of the Weather Line is in supply automatically, as long as that hex has not been occupied by a German-side unit at any time. Haiphong, once German-occupied, ceases to act as a supply center permanently for all purposes, including victory purposes. German Aerial Supply: The German player has available each turn 3 Aerial Supply markers and 1 Subversive Operations marker (the Aerial Supply marker with a swastika on it, nicknamed the "Nazi Care Package"). The Aerial Supply markers may be dropped anywhere within 10 hexes of a German Airbase or within 5 hexes of hex 1828, or within 10 hexes of Mandalay, if Mandalay is German-controlled and can trace a supply line normally itself. These markers have the same effect as the Allied aerial supply markers in When Tigers Fight. There is no penalty for using them. The Subversive Operations marker represents special teams of Chinese-speaking special operatives as well as supplies, propaganda materials and communications equipment. It may be dropped within 10 hexes of a German Airbase counter (only). It may be dropped once every two turns, and only in China. (If you use it this turn, put it on the Turn Track two turns further down to show when it's available again.) It may not be dropped on top of a Japanese unit. It has the following effects: If dropped on a vacant Chinese city, it immediately causes 3 random, untried Chinese units to be placed there, ?-side-up. If dropped on a town, it causes one such unit to be placed there. No matter where it is dropped, the Subversive Operations marker enables all Untried Chinese units (including face-up ones) starting the German Operational Movement Phase within 3 hexes of the marker (counting their hex, not the marker's) to move (but not attack) normally, as if stacked with a German Ally Chinese unit that turn. These units must move before any other Chinese units, to avoid confusion. The Subversive Operations marker is removed at the end of the German player-turn and placed on the Turn Track two turns further down. 7.17 Imperial Western Supply Deterioration (change) - There is no such deterioration during the course of this game. This may happen to the Germans however, in even more extreme form, if the Italian Navy gets defeated by the Japanese; see the Random Events Table. 7.19 Japanese Eastern PA Limits (change) - There aren't any in Tail of the Tiger. 7.20 Japanese Tank Fuel Limits (change) - Again, there aren't any. German tank fuel may become scarce if the Manchurian Ring is broken (see new rule 16.0). 7.21 Japanese Aviation Fuel Limits (change) - The Japanese have no aviation fuel problems in this variant. The Germans may have such problems (see new rule 16.0). 8.5 Multinational Stacking Limits (change) - There are no such limits in this game. 9.0 Replacements and Reinforcements (change) - Ignore the Turn Track concerning replacements, reinforcements and withdrawals. The Japanese player receives 2 Japanese Infantry replacement steps each turn. Each step may be used to either a) increase the step strength of one supplied on-map Japanese infantry unit as usual, or b) resurrect the Japanese infantry brigade with the weakest attack strength in the "deadpile" and place it, at one-step strength, on any Japanese-controlled, supplied city in China which is not adjacent to a German-side unit. Designer's Note. These resurrected brigades represent "returnees" who have straggled back to a safe area after the destruction of their unit at the front, and who have been rounded up and formed into ad-hoc units. Imperial Reinforcements. West. At the start of each Japanese player-turn the Japanese player rolls one die and adds 1 to the number rolled. The resulting number is the number of divisions he may bring onto the board that turn west of the Weather Line. Each new unit is placed on any west edge hex (1014 through 1022) and are eligible for Strategic Movement that turn. These divisions are pulled from the "Yamashita cup" at random, and always enter at full step strength. Eliminated divisions never re-enter the game; the cup, once empty, stays empty. East. The 25th Tank Division comes on, and the ELH may come on (see New Rule 20.3) the map as "E" reinforcements. On the turn(s) of entry each appears on Formosa, and may be moved to any Japanese-controlled coastal city in China by expending a Strategic Movement. The German Player has 8 Chinese Ally replacement steps available, just as in the regular game. Unlike the regular game, these steps may be taken by white-on-blue units also. Obviously the "MM" unit is not required for these steps to be absorbed. Each turn the German player receives one Indian replacement step. Any black-on-tan "I" unit west of the Weather Line whih can trace a normal supply line may absorb this step. Each odd-numbered turn starting with Turn 3, the German player receives one German infantry replacement step. This replacement step may be taken by any supplied Wehrmacht, S.A. or S.S. infantry (including motorized infantry) unit anywhere on the board. It may not be taken by the GD Panzergrenadier unit. Each even-numbered turn the German player receives one mechanized replacement step. This step may be taken by any Wehrmacht, S.S. or S.A. unit. Any steps not utilized immediately are lost. Replacements may not be used to strengthen the Manchurian Ring (though they may be absorbed by ground units in the Manchuria Holding Box if those units are otherwise eligible to receive replacements). If the Ring is broken, no German or Chinese replacements may be taken by units in the East. There are no withdrawals in this variant, except as a result of Random Events. 10.0 Strategic Movement (change) - The Germans - The Strategic Movement rules are changed as follows: The German player may not utilize Strategic Movement west of the Weather Line at any time. He may utilize it east of the Weather Line starting on Turn 2. Starting on Turn 2, the German player may utilize Strategic Movement east of the weather line only in a limited fashion. The German may take up to three Strategic Movements in the east per turn. Each unit so moving must start its movement either in the Manchuria Holding Box, or in a German-side-controlled city hex, and must end its movement either in the Box or a German-controlled city hex. The line of hexes moved through is traced normally, but may not include more than 4 non-city hexes in a row at a time. Thus a continuous path of cities no more than 5 hexes (clear of enemy units) apart must exist for a German unit to Strategically Move from one place to another. Well-placed Japanese units may thus block the route between two cities. The Manchuria Holding Box is considered to be within 5 hexes of all the cities on the northern map edge. Design Note: This rule gives the Germans an incentive to build and maintain a secure line of communications and prevents them from teleporting to revolting Chinese cities 700 miles in the Japanese rear - unless there is a route open, that is. The Manchuria Holding Box may not be moved to or from if the Ring is broken. A German Airbase may only be moved by expending a Strategic Movement. The German Atomic Bomb may only be used by expending a Strategic Movement (see new rule 18.0). The Japanese - Japanese Strategic Movements east of the Weather Line function exactly as in When Tigers Fight. except that the Japanese need not control the four cities in listed in rule 10.9. Strategic Movements may also be used to move the 25th Tank Division and the 1ELH Tank Division from Formosa to any Imperial-controlled coastal city. A Strategic Movement may also be used to move the 34th Infantry Division from Formosa to any Imperial-controlled coastal city. Doing so has victory penalties, however; see "How to Win." The Japanese receive three Strategic Movements west of the Weather Line as well; start and end hexes may be in India, Burma and Indochina. Movement must be from controlled town/city to controlled town/city as usual, except for incoming reinforcements, which may use it from their entry hexes. Shuttles. The Japanese also receive a number of Shuttles per turn. Shuttles are used to move units from India and Burma to Kunming, assuming Kunming is Japanese-controlled. To do this, the unit being Shuttled must either (a) start in a town or city on a road and be able to trace a line of road hexes clear of enemy units to Kunming, or (b) start in an airfield (ATC) hex in India. The basic number of Shuttles available for use each turn is 4. This number is reduced by one (temporarily) for each of the following hexes currently under German control: Mandalay, Myitkyina, each ATC Base Hex. It is thus possible for the Shuttle allowance to drop to zero. These hexes are called "Critical Hexes" and count for victory points; see "How to Win." The number of Critical Hexes under German control is determined at the start of each Imperial Strategic Movement Phase. Only the current ownership status of Critical Hexes matters for this rule. Units Shuttled may not move by Strategic Movement the same turn, on either side of the Weather Line. Design Note. Why, you ask, does losing Myitkyina or Imphal affect Shuttles, when all the Shuttles are typically done from Dacca anyway? The answer is, those other transportation facilites are used for supply. If they are out of action, the slack must be taken up somewhere else. Result: less vehicles/facilities left over for troop movements. 11.7 Enemy Units (change) - In the case of an untried Chinese unit moving by itself (due to a Subversive Operations counter) such a unit may enter and thus control a Japanese-controlled city by itself. City colors have no significance in this variant. Such a unit may enter a hex containing only a "Chinese Immobile Supply Center" and destroy it. 12.0 Infiltration Combat (change) - The German-side units suffer the same penalties as Allied-side units in When Tigers Fight when engaging in infiltration combat, i.e. a +1 on the I.A. Odds Shift Table unless being led by Special Forces, which in this case boils down to the S.S. TG Commando brigade. The Japanese, however, receive no -1 bonus for the first two turns, unlike in WTF. The I.A. Odds Shift Table is not used for Mobile Assaults. 13.11 Untried units in cities (change) - "Untried Chinese" units may not attack in this variant unless they are stacked with a white-on-blue or gold-on-blue unit no matter what terrain the defenders are in. 13.23 Imperial Loss Precedence (change) - do not use Case 2 for this variant. The ELH unit is not considered a "Puppet" troop for purposes of case 1. 14.0 Airpower (change) - There is no 14th Air Force or Operation Matterhorn. There is no ATC base placement west of the Weather Line. Japanese airpower functions as in WTF. German airpower is different. The German player has two Airbases (use the ATC Airbase counters) each of which may be moved by using a Strategic Movement, in the East only. The Imperial player is always entitled to know where the German airbases are. German ground support air units may be used just like Japanese airpower, but only within 8 hexes of a German Airbase counter. Similarly, German Aerial Supply in the East may only be used within 10 hexes of a German Airbase counter. To get an Airbase counter on the map, utilize Strategic Movement to get it there from the Holding Box. Airbases can never exist except in a city hex or in the Holding Box. If an Airbase is overrun by the enemy, place it back in the Manchuria Holding Box. Once placed, an Airbase may later be moved by Strategic Movement to another city or back to the Manchuria Holding Box. Because there is no Strategic Movement for the Germans on Turn 1, there can be no German airpower used on Turn 1. Aircraft may not operate from bases in the Holding Box. German Jet Fighters - The airplanes the Germans have available for use in China are vastly superior to the old A6M5's the Japanese have relegated for use in this backwater. Each German blue-background air unit cancels out two Japanese air units in the same battle; it takes two Japanese air units to cancel out a German air unit. Uncancelled German air units inflict an extra step loss as per ground support in WTF. Thus, if two German air units and three Japanese air units appear in the same battle, the Japanese are cancelled but one of the German air units is uncancelled, and does an extra step of damage to the Japanese ground troops involved. If the Germans get Flying Tigers from a Random Event, they function just like Japanese air units in combat, i.e. one-for-one, but must operate from German Airbases just like the German jet aircraft. Japanese aircraft do not cancel Flying Tigers air units unless all German Jets in that battle have been cancelled out already. Two Jets and a Flying Tiger against three Zeroes would result in one Jet and one Flying Tiger being uncancelled - two extra Loss Points for the Japanese in the battle. 16.0 THE MANCHURIAN RING (New rule) - At the beginning of the game the "Manchurian Ring" marker is placed on the Point Track in the "8" box, showing that the Ring has 8 steps left. A "Probe" Random Event will allow the Japanese to attack the Ring with two dice during the Random Events Phase. Starting on Turn 4, the "Breakout Attempt" has begun and the Japanese can attack the Ring with 4 dice every turn from then on during the Random Events Phase, starting immediately. The attack roll can be increased (by the "Japanese Manchurian Reinforcements" event, and by the presence of the ELH unit in Manchuria) or decreased (by the "Probe" event). In each case, roll the appropriate number of dice and examine the results: for each "5" or "6" rolled, a hit is scored on the Ring. The German player then allocates the Ring losses. Each loss may be satisfied by either sliding the "Manchurian Ring" marker one space to the left on the Point Track, or by losing a step from a Wehrmacht, S.S. or S.A. ground combat unit that is currently in the "Manchuria Holding Box." The German player may never voluntarily reduce the Ring strength from "1" to "0" while a German unit is in the Manchuria Holding Box; the loss in such a case must be allocated to the ground unit present. If a Random Events Phase ever ends with the Ring marker at "0" (which means no Wehrmacht, S.S. or S.A. ground units are in the Manchurian Holding Box), the Japanese have broken out and cut off the German pincer at its base, off the map to the north. Flip over the "Manchurian Ring" marker to the "Panzer Fuel" side and place it on the Point Track in the "2" box of the Point Track. Flip over the "Start Breakout" marker to the "Luftwaffe Fuel" side and place it in the "2" box of the Point Track. The following rules are now in effect for the rest of the game: a) Rule 7.20 applies to German Panzer, Panzergrenadier, and Railroad Artillery unit movement. If the German wishes to move any of these units during a Game-turn, he must spend a tank fuel. Note that at the end of the turn when the second point is spent, all these units disappear, as per Rule 7.20! b) Rule 7.21 applies to German-side air units. If the German wishes to fly air units in a Game-turn, or make an Airborne paradrop, or both, he must expend a Luftwaffe Fuel. c) German Motorized Infantry Divisions are treated as straight-leg units in every way, i.e. they have movement values of 8 and may not engage in Mobile Assaults. d) All German-side units east of the Weather Line are treated as being in attenuated supply, i.e. they attack at half strength. (Local help from the Chinese keeps them from suffering full OOS status.) The Railroad Artillery unit may still bombard, but only kills 1 step with a bombardment (which is automatically successful). e) Any German Atomic Bombs, if not yet used, are unavailable for the rest of the game. f) No German Strategic Movement is possible. g) Any German (non-ground) units in the Manchuria Holding Box are stuck there permanently. 17.0 MOBILE ASSAULTS (New rule) - All units with movement factors of "10" may conduct Mobile Assaults (M.A.'s). A Mobile Assault is functionally equivalent to an Infiltration Assault and is resolved the same way, with the same restrictions and results, and the same movement point costs, except that the attacker need not start its turn next to the defender: for example, assuming the movement points are available, the attacker may move, conduct a Mobile Assault, and then continue moving if all defenders are eliminated, even possibly conducting another Mobile Assault. Mobile Assaults may not be conducted into jungle or mountain hexes, nor into cities. Units conducting M.A.'s obviously do not need to be stacked with infantry to conduct M.A.'s (since straight-leg infantry are not allowed to engage in MAs). All other limitations to IA's apply to M.A.'s, e.g. units conducting an MA together must start the turn stacked together. The IA Odds Shift Table is NOT used for M.A.'s. 18.0 THE NUCLEAR OPTION (New rule) - The Japanese have no atomic weapons available for use in this theater. The Germans have two particularly monstrous atomic weapons, specially built for use in this enormous, low-unit-density theater. To use one of these behemoths, the German must expend a Strategic Movement, and must be able to move a Bomb via the German Strategic Movement rules from the Manchuria Holding Box to its launch site, which must be a German Airbase counter. The Airbase counter may have itself been moved by Strategic Movement that Phase. The weapon has a range of 4 hexes, i.e it must be (immediately) dropped on any hex within 4 hexes of its launch site (not counting the launch site hex) during the Strategic Movement Phase in which it is moved from Manchuria. Bombs always remain in the Manchuria Holding Box until the moment they are detonated. When a Bomb is detonated, roll a die: on a 1 through 5 the Bomb detonates, on a 6 it is shot down, misses, or is a dud. If a Bomb detonates successfully, it destroys any "Chinese Immobile Supply Center" in the target hex on a roll of 1-4 on a single die. It also damages any combat units present in the hex. For each unit, roll a die and subtract one; the result is how many steps the unit loses. If any units are in that hex at the end of their turn, they lose a single step on a roll of 1-4 on a single die. Roll once for each unit (but not for a Supply Center) each turn. The mushroom cloud marker stays on the hex and affects units in this way for the rest of the game. Only Japanese and German units and the ELH unit may enter and/or stay in such a hex; German Allies and Japanese Puppets will not attack into or enter such a hex under any circumstances. Due to the scale of these hexes, if a Supply Center survives it is fully functional (the Bomb was off target by 10-15 miles). It obviously behooves the Japanese player to keep the German from controlling any cities within 4 hexes of the Supply Centers! 20. SPECIAL UNITS (new rule) - Some of the counters added for this variant have special abilities, as follows: 20.1 The German Airborne - The German side has one Airborne unit, the Ramcke Motorized Fallschirmj=E4ger Brigade. This unit has the unique ability to paradrop once per Game-turn, during either the German Strategic Movement Phase, or the German Combat Phase. No matter when it drops, the following restrictions apply: The target hex must be east of the Weather Line. The Airborne may not paradrop unless, at the instant before paradrop, it occupies a supplied hex east of the Weather Line containing a German Airbase. It cannot drop from the Manchuria Holding Box. No matter when it drops, the Airborne is automatically in supply for the rest of the Game-turn after it paradrops. After that it must trace supply normally. It may not receive replacements unless it can trace a supply line, despite its "auto-supply" capability. Strategic Drop. If the Airborne paradrops during the Strategic Movement Phase, it may drop onto any vacant or friendly hex within 10 hexes of its position. A paradrop during this Phase costs the German player one Strategic Movement. The Airborne may move after paradropping by Operational Movement, but its movement factor is halved that turn. The Airbase jumped from may be moved during that same Strategic Movement Phase but only before the drop. Combat Drop. In order to drop during the German Combat Phase, the Airborne may not have moved by Operational Movement that turn. It may (but need not) paradrop onto an enemy-occupied hex, but only if that hex is simultaneously being attacked by other German-side ground units in a PA. The airdrop is announced after both players have revealed their allocated Air Support for that PA, and the airdrop may not be made if the Japanese have air superiority (at least one uncancelled Ground Support plane counter) in that battle. If the Airborne carries out such an "attack drop", it loses a step upon landing unless the German player can roll, on one die, a number greater than the number of enemy ground-unit steps in the attacked hex. If it survives the landing, the Airborne then participates in the PA, and the German-side units are entitled to an extra rightward shift on the Combat Results Table due to the confusion caused the enemy by the Airborne's assault. If all enemy units are not eliminated from the attacked hex by the PA, the Airborne is eliminated. Neither the (possible) step loss during landing, nor the automatic elimination (should enemy units survive the PA) satisfy any of the loss points the German units must suffer as a result of the attack. If the Airborne paradrops during the German Combat Phase onto an empty or friendly hex, it may not move but may participate in a PA, and may advance after combat. 20.2 German Railroad Artillery - This unit enters the Manchuria Holding Box as a reinforcement on Turn 3. It may exit the Holding Box by Strategic Movement. Once on the map, it has an unlimited movement factor, but if it moves it must end its move in a hex with a friendly ground unit. It may not enter an enemy-controlled city or town during its move. It may not cross the Weather Line. It may not participate in IA's or MA's. If out of supply it may not move or bombard. The Railroad Artillery has only one purpose: it may be used to bombard enemy units in cities or towns with huge shells, chemical weapons and "dirty" fissionable material warheads. Once per German player-turn, during the Prepared Assault Phase, the Railroad Artillery may bombard an adjacent enemy-controlled city or town which contains at least one enemy ground unit. Roll a single die and divide the result by two, rounding fractions up. The result is the number of enemy steps immediately lost from the bombarded hex. The German player need not attack after bombarding. Air units do not affect bombardment. If the target hex is cleared by the bombardment, any German-side units adjacent to the bombarded hex may advance into it; such advancing units may not participate in a PA that turn. 20.3 The Emperor's Loyal Hebrews 1st Armored Division - At the start of the game, the Japanese player should write down on a piece of scrap paper whether the ELH 1st Division is in Japan or Manchuria. This information is kept secret until such time as the Japanese player reveals it by either bringing the ELH unit onto the board in Formosa, or placing it in the Manchuria Holding Box. Historical Note: The Emperor's Loyal Hebrews tank army took a beating in Persia, but enough remained of it to bring one of its divisions up to full fighting trim. German intelligence had not pinpointed the location of this unit as of the time this offensive kicked off. If the ELH division is in Manchuria, the Japanese player may place it in the Manchuria Holding Box immediately before the dice are rolled for any Probe or Breakout attack on the Ring. The ELH unit then stays there for the rest of the game. Its effect while in the Holding Box is to always add three dice to the Japanese attack on the Ring each and every time the Ring is attacked. If at least one German S.A. or S.S. division is sharing the Manchurian Holding Box with the ELH unit during the Random Events Phase, the ELH unit loses a step but adds 5 dice instead of 3 to the attack due to fanaticism on both sides. This effect (i.e. lose a step and add five dice instead of three) occurs in each Random Events Phase that such units continue share the Holding Box. The step is lost after the dice are rolled. If the ELH unit is in Japan, it may enter as an Eastern reinforcement normally on Turn 5 or later by being placed in Formosa. Like all Imperial ground units the ELH is free to cross the Weather Line. Like all Imperial tank units may never receive replacements. The Japanese player may keep the ELH off-board as long as desired to keep the German player in doubt as to its location. Fanatic Combat. If the ELH is ever engaged in combat (outside the Holding Box) with a German force containing an S.S. or S.A. unit, an extra loss point is suffered by each side; furthermore all loss points in that combat must be allocated to the ELH unit (on the Japanese side) and S.A. or S.S. unit(s) (on the German side). If there are loss points left over after the elimination of the specified units, the losses are allocated normally. The extra loss point is added after doubling losses for city fighting, not before. 20.4 German Mountain Infantry - These units have mountain-climbing training as well as special equipment, including some of the newfangled "helicopter" equipment first utilized in Operation "Triumph of the Will." Because of these advantages, these units move much faster in rough and mountain terrain types. Rough only costs these units 1 movement point to enter; mountain hexes only cost two movement points. If at least one supplied Mountain Infantry unit is involved in a PA against an enemy force defending in a Mountain hex, the enemy is entitled to only 2 leftward shifts instead of 3. 20.5 Japanese Puppet Andean Mountain Infantry - This unit has the same abilities as the German mountain infantry, except for its lower movement factor, of course. 20.6 Japanese Puppet Russian Anti-Tank Volunteers - This division is made up of panzer-hating Russian veteran gunners. If this unit is present in a hex being attacked by a panzer or panzergrenadier unit, and the attacking German-side units suffer at least one loss point from the combat result, then the German player must allocate at least one loss point from the combat result to a participating panzer division if possible, or a participating panzergrenadier division if no panzer unit is participating. This loss point allocation takes precedence over Rule 20.3. The RATV also contributes its strength to the battle. 20.7 German 9th Flak Division - This unit, if participating in a battle, automatically cancels out one Japanese air unit committed to the battle (if there is one) before the normal air unit cancelling-out is done. It still contributes its strength to the battle. 20.8 German Thugi Division Commandos - This unit pays normal movement costs for terrain (unlike the Chindits in WTF). It is always in supply. If it leads an I.A., the attack does not get the normal +1 German penalty on the Odds Shift Table. It has no stacking value, and thus may be added to a stack containing four divisions. -------- Tail of the Tiger RANDOM EVENT TABLE (One die plus Turn Number =3D Event Number) 2,3 or 4: Burmese Uprising - The rumors of the Japanese Empire's demise are greatly exaggerated. Burmese native peoples believe German leaflet propaganda and rise in revolt, thinking a major invasion of Burma is taking place instead of a raid. The German player may place one randomly-picked "untried Chinese" unit ("?" side up) on each vacant Burmese town. These units may not move or attack. They are treated as regular German-side units in every other respect. If this event occurs again treat as "no event." 5: Indian Ocean Raid - Admiral Nagumo sorties from Yokosuka with a carrier battle group in a long-range raid to disrupt Italian shipping. All German-side units west of the Weather Line suffer a one-column leftward shift when attacking this turn due to poor supply. This event can occur multiple times. 6: Japanese Probe Manchurian Ring - Japanese troops conduct probe attacks to test the strength of the Rumanian-Hungarian line and find weak spots. The Japanese player may attack the Manchurian Ring with two dice (see Rules Section 16). This event may occur multiple times. If this event occurs after the Breakout Attempt is already in progress, the attack this turn is reduced from 4 dice to 2 dice to reflect a temporary slowdown in the fighting. 7: Indian Ocean Raid - Same as result 5. 8: Chennault Joins In - "Pappy" Boyington & Friends decide to go get even with the Japs - after the Germans offer a bounty on each Japanese plane shot down, that is. The German player immediately receives a volunteer =46lying Tigers Ground Support counter (use a 14th Air Force unit) to add to his available air units. Like other German air, such units may only be used from German Airbases east of the Weather Line. This event may occur multiple times; add another plane each time. The German may not end up with more than 5 such US plane counters, however. 9: Japanese Propaganda Coup - Japanese intelligence organizations are unusually effective in spreading rumors of Nazi genocidal massacres of Chinese civilians. No Chinese uprisings can occur this Game-Turn unless triggered by the German Subversive Operations marker. 10: Japanese Manchurian Reinforcements - The Japanese have reinforced their Manchurian forces by sea and are making a major breakout attempt to cut off the German pincer in China. The Japanese Player may attack the Manchurian Ring with 5 dice this turn instead of 4 for this one turn's attack on the Ring. This event may occur multiple times; each time the Japanese may attack the Ring with 5 dice instead of 4. If the Ring has been broken, i.e. the marker is in the "0" box on the Point Track, every time this event occurs the Japanese player immediately receives between 1 and 6 steps' worth of Japanese replacements (roll a die). These steps must immediately be allocated to supplied Japanese units in China; any steps not allocated are lost. 11: Bulgarians Arrive - Reinforcements have arrived from Europe to beef up the Manchurian Ring. The German may immediately slide the "Manchurian Ring" marker one space to the right on the Point Track if the Manchurian Ring marker is in the "8" box or less. This event can occur multiple times. Treat as "No Event" if the Ring currently has a strength of "9" on the Track. If the Ring has already been broken (i.e. is in the "0" box of the Point Track) the arriving Bulgarians are savaged by rampaging Japanese armor; treat as No Event (except to the Bulgarians!). 12: Japanese Manchurian Reinforcements - Same as Event 10, above. 13: Italian Naval Disaster - Admiral Kondo's super-Yamato-class battleships have managed to come to grips with the Italian Navy at last and the result is not pretty. All German-side units west of the Weather Line suffer a one-column leftward shift when attacking for the rest of the game. German Aerial Supply is no longer available west of the Weather Line. Place the "Sinking Italian Battleship" marker in hex 1125 as a reminder. If this event occurs again, flip the marker over to "JAPANESE BLOCKADE." The naval situation has become critical. All German-side units west of the Weather Line are considered to be in poor supply for the rest of the game. Their attack and defense factors are halved, as per Rule 7.3, but their movement factors are not, thanks to help from the local people. They do not suffer the leftward shift anymore on attacks, however. No German-side replacement steps may be allocated to units west of the Weather Line for the rest of the game. 14: Japanese Increase Airpower Commitment - Add one Japanese Air Force Ground Support Marker to the Japanese air units available for use east of the Weather Line. This event can occur multiple times. If all Japanese air units are already in play, treat as "No Event". 15: Pakistan Push - The German effort from Pakistan is intensifying. Each time this event happens, the Japanese player must withdraw one supplied Japanese division from west of the Weather Line immediately. Simply pick the unit up and place it in the "deadpile". Such units are permanently removed from play. If the Japanese player cannot do this he forfeits the game. 16: Germans seize Ceylon - if the "Italian Naval Disaster" or "Japansese Blockade" marker is on the map, remove it and ignore its effects. Supply has been reestablished to Rangoon via monstrous jet-modified Me-323 aircraft flying from Ceylon. If the "Italian Naval Disaster" marker (or its flip side) is not on the map, the German player immediately receives 2 Indian and 2 German replacements steps west of the Weather Line for immediate allocation (unused steps are lost). -------------- Tail of the Tiger Summary of Changes to Expanded Turn Sequence Game Start Imperial player writes down secret location of ELH unit (Manchuria or Japan) Turn Start * After moving Game Turn marker, roll for a Random Event. Event Number =3D Game Turn number plus result of one die. * Japanese player may reveal presence of ELH in Manchurian Holding Box if desired. * Roll attack on Manchurian Ring if it occurs that turn. I. German Player Turn * German player does any Aerial Supply marker drops/Subversive Operations marker drop. * If Ring broken, German player must decide whether to spend Plane fuel and/or Panzer fuel. A. New Units Phase * Chinese Uprisings can occur - placement voluntary * Germans get 1 Indian replacement step (for black-on- tan Indian units only) * If odd-numbered turn, Germans get German infantry step - German infantry only may take. * If even-numbered turn, Germans get one mechanized step - any German unit may take * No replacements in East if Manchurian Ring broken. * 1st S.S. Panzer and Gustav enter Manchuria Holding Box as reinforcements, Turn 3 B. Strategic Movement Phase * No German S.M. west of Weather Line * Starting Turn 2, three Strategic Movements east of Weather Line as long as Manchurian Ring not broken * Airbases can only be moved by S.M. * Atomic Bomb may only be used by expending a S.M. * No more than 4 non-city hexes between each city in chain; path must be clear of enemy units * S.M. used to move units to and from Manchuria C. Operational Movement/Infiltration Phase * Mobile Assaults possible (units with Movement Factors of "10" only) - resolve as IA's but need not start adjacent, and do not use IA Odds Shift Table * Roads do negate river crossing cost, and are not doubled during Monsoons D. Prepared Assault Phase * Paradrop possible on enemy hex being attacked by other units in PA, or on empty hex * Railroad artillery may bombard town or city II. Imperial Player Turn A. New Units Phase * 2 Japanese Infantry replacement steps each turn * May be used normally, or to resurrect weakest brigade from deadpile at 1-step strength * Western reinforcement divisions =3D result of one die plus 1. Enter on any west map edge hex * 25th Tank and (optional) ELH enter in Formosa B. Strategic Movement Phase * Three S.M.'s in East, city-to-city as in WTF * East S.M. may be used to move 34th, 25th Tank or ELH off Formosa into coastal city * Three S.M.'s in West, city-to-city as in WTF * Need not control cities listed in Rule 10.9 * Up to four Shuttles to Kunming, minus one for German control of each of Mandalay, Myitkyina, each ATC airbase hex * Shuttled units may not use S.M. same turn * To Shuttle, must start on town on road hex and be able to trace road path to Kunming free of enemy units, or start on airbase hex C. Operational Movement & Infiltration Phase * Mobile Assaults - resolved like German MA's D. Prepared Assault Phase * No P.A. limit Turn End * No Japanese garrison requirements * Check for attrition in nuked hexes Japanese Setup Place new counters as marked. Place the Japanese 34th Infantry Division (the one with attack strength "13") on the Formosa island area. Put (at 4-step strength) all the remaining Japanese infantry divisions with an attack strength of "12" or more in a coffee mug (the "Yamashita cup"). Next, deploy the following units in the hexes specified: One random Japanese division from the "Yamashita cup" in hex 1020. MAG 0-8-0 in 1924; MYG 0-8-0 in 3710; Puppet BIA in 2218; Puppet INA in 1326; Puppet T1 in 3526; Puppet T2 in 1619. One "Chinese Immobile Supply Center" in each of 5023, 5815, and 6005. For division and brigade placement specified below, the Imperial player makes any choices called for. Deploy the twelve Japanese divisions with an attack strength of "10" as follows: One in each Supply Center hex (5023, 5815,6005). One each in the following hexes: 5804, 5703, 5604, 5504, 5505, 5506, 5407, 5307, 5308. Next, deploy the Japanese infantry brigades as follows: One each in the following hexes: 5209, 5109, 5009, 4908, 4907, 4808, 4708, 4608, 4507, 4506, 4505, 4405, 4304, 4204. One each on each 8th Air Force base hex (rear-area reserves/security troops - these hexes are relevant for setup purposes only, these units are free to move during game). One in Kunming, and one in Haiphong. Next, deploy the three Japanese tank brigades in hex 5510, and the Japanese cavalry brigade in hex 3710. Air Units - The Japanese player starts the game with three air units in the East and one in the West. It is possible for him to get more via Random Events. The air units may not cross the Weather Line. 1ELH Tank Division - See New Rule 20.3. ------- New Units: In addition to the units printed in Command #26 for the variant contest, the following units are added to the countermix. For those without access to my color countersheets of these units, you can make your own with the following values: German: 1 & 2. 1SS Panzer: 4 steps, Division size, values 35-22-10, 26-16-10, 20-11-10, 12-6-10. 1 SS Panzer is a "3E" reinforcement. White-on-black colors (SS). Consists of 2 counters, one for 4/3 step strength, one for 2/1 step strength. 3. Gustav: 1 step, Brigade size, values *-2-infinity symbol. Black on field grey colors (Wehrmacht). Gustav is a "3E" reinforcement. 4 & 5. GD Panzergrenadier: 4 steps, Division size, values 25-30-10, 19-23-10, 13-15-10, 7-8-10. A starting unit. Black on field grey colors (Wehrmacht). Consists of 2 counters, one for 4/3 step strength, one for 2/1 step strength. 6. 9 FLAK: 2 steps, Division size, values 2-12-10, 1-6-10. A starting unit. Black on field blue colors (Luftwaffe). Markers: 7. Marker: "Manchurian Ring (8)" on front, "Panzer Fuel (2)" on back. 8. Marker: "Naval Disaster" on front, "Naval Blockade" on back. 9. Marker: "Turn 4 Start Breakout" on front, "Luftwaffe Fuel (2)" on back. 10. Marker: Mushroom cloud. Twin of one in contest counterset. Japanese: 11 & 12. 1ELH Tank: 4 steps, Division size. Values 32-22-10, 24-16-10, 18-11-10, 10-6-10. Has "?" in upper left corner to show hidden setup status. Consists of 2 counters, one for 4/3 step strength, one for 2/1 step strength. Light blue on white colors. 13 & 14. 25 Tank: 4 steps, Division size. Values 25-15-10, 20-11-10, 13-7-10, 8-3-10. A "4E" reinforcement. Red on white colors (Jap Mech). Consists of 2 counters, one for 4/3 step strength, one for 2/1 step strength. 15. RATV anti-tank: 2 steps, Division size. Values 2-12-10, 1-6-10. Start hex 5510. Black on red colors (Puppet). 16. 1 AND Mountain: 2 steps, Division size. Values 9-12-6, 4-6-6. Start hex 3014. Black on red colors (Puppet). ------ Gary J. Robinson