INDEX
[1.0] INTRODUCTION 
[2.0] GAME EQUIPMENT 
[3.0] SETTING UP THE GAME 
[4.0] SEQUENCE OF PLAY 
[5.0] RANDOM EVENTS
[6.0] REINFORCEMENTS & WITHDRAWALS
[7.0] HEADQUARTERS AND COMMAND 
[8.0] DEPOTS 
[9.0] MOVEMENT 
[10.0] LAND UNIT STACKING 
[11.0] ZONES OF CONTROL 
[12.0] AIR OPERATIONS
[13.0] LAND COMBAT 
[14.0] RETREATING & PURSUIT
[15.0] UNIT REDUCTION
[16.0] REPLACEMENTS 
[17.0] SPECIAL REINFORCEMENTS
[18.0] AMPHIBIOUS OPERATIONS 
[19.0] AIR TRANSPORT & AIRBORNE OPERATIONS
[20.0] NAVAL OPERATIONS
[21.0] FORTIFICATIONS
[22.0] BUILDING THE SIAM-BURMA RAILROAD & LEDO ROAD 
[23.0] JAPANESE CLIENT FORCES
[24.0] CHINA
[25.0] THE MONSOON 
[26.0] VICTORY CONDITIONS 
OPTIONAL RULES
[27.0] HEADQUARTERS SUPPORT 
[28.0] FORCE Z
[29.0] CHINA RESUPPLY
[30.0] ALLIED SPECIAL OPERATIONS
SCENARIO 1: Singapore to Calcutta
SCENARIO 2: Imphal
SHORT SCENARIO: Fall of an Empire
SCENARIO VARIANT: Operation ZIPPER
Designer & Player Notes

[0.0] Unit counter errata
The British 1/CD brigade is a light unit, not heavy.
The Japanese 56th Division should have a reinforcement code of "2", not "4."

[1.0] INTRODUCTION 
	Vinegar Joe’s War: CBI (China-Burma-India Theater of Operations) is a wargame of the World War II campaign in Southeast Asia: Malaya, Burma, Indochina and adjoining areas of India and China. In that campaign the Japanese overran Malaya, captured the strategic British base of Singapore and conquered Burma. Later campaigns saw the Japanese-Allied struggle for the Indian frontier, the deployment of the Chindits, and the final Japanese grasp during the Imphal campaign, followed by the Allied counterattack that won victory in the theater. 
	CBI is intended to be a simple game: it allows for the completion of the entire four year campaign within 16 turns. It includes all critical operations, however: land and air warfare, special operations and logistical considerations. The game has two players: the Allied and the Japanese. Players conduct operations with their units in their own turns. The objective is to capture strategic locales and destroy enemy units. 
[2.0] GAME EQUIPMENT 
2.1 Map
	The 34" by 22” map shows the campaign area. A hexagonal grid has been superimposed over the terrain features in the mapsheet in order to regularize the movement and positioning of the playing pieces. The hexagons are called “hexes” in the game rules.
• Note that Singapore is part of Malaya.
2.2 Game Charts and Tables
The following are on the map:
The Air & Naval Available Box is used to place air units available for missions.
The Combat Results Tables (CRTs) are used to resolve combat. There are three land CRTs: the Probe, Infiltration and Mobile. There is also an Air Attack CRT.
The Depot and Air Reinforcements chart gives Allied and Japanes depot and airstrike reinforcements for each turn. 
The Guerillas Available Box is used to place available guerrilla units available for placement. 
The Light Divisions Available Box is used to place light divisions available for conversion.
The Permanently Eliminated Units Box is used to place eliminated units that can’t be replaced, as well as units that have been Withdrawn.
The Replaceable Units Box is used to place eliminated units that can be replaced.
The Replacement Check Table shows the procedure for replacing eliminated units.
The Terrain Effects Chart is used to provide information about the effects of terrain on movement and combat. 
The Turn Record indicates the current game turn. Each game turn represents three months. It also indicates the number of support points players receive each turn, and whether it is a monsoon turn. 
The Victory Point Index is used to record the number of victory points each player has.
2.3 The Playing Pieces
	The cardboard pieces represent the actual military units that took part in the original campaigns. Those playing pieces are referred to as “units” for military forces, and “markers” for informational pieces. 
2.31 How to read the units. 
Sample combat unit 

Sample headquarters unit 

Sample naval unit
	
Sample air unit
• Units with a “+” [plus] sign after their combat strength are “heavy” units; units with a no sign after their combat strength are “light” units. That affects their movement, combat and zones of control. 
2.32. Backprinting. 
(1) All headquarters units are backprinted. Their un-activated side is on the front and their activated side is on the reverse. Note that an un-activated headquarters has an activation value of zero.
(2) Certain combat units are backprinted with a different combat strength. It is used when the unit takes losses in combat. See rule 15.0.
2.33 Unit Types 
Headquarters (HQ)
Infantry
Motorized infantry (Japanese—all Allied heavy infantry is motorized)
Special operations/commando (all airborne)
Naval infantry/marine
Garrison/second line infantry
Airborne
Armor 
Special engineer
Coastal defense
Airbase
Airborne Airbase
Depot
Guerillas
2.34 Unit Sizes
XXXX = British army, Japanese area army
XXX = British corps, Chinese or Japanese army
XX = division
X = brigade or group, RAF air group, USAAF air wing, Japanese air brigade
||| = regiment, RAF air wing, USAAF air group, Japanese air regiment
|| = battalion or squadron 
2.35 Unit Designations. Units may be identified by a single number or a two part designation.
Unit Abbreviations
Allied
A: Assam Division
ACdo: Air Commando
Aus: Australian
AVG: American Volunteer Group (Flying Tigers)
B: Burma Division
BPP: British Pacific Fleet
BFF: Burma Frontier Force
BR: Burma Rifles
CATF: China Air Task Force
EA: East African
EIF: East Indies Fleet
Ind: Indian
KR: Kachin Rangers
LOC: Lines of Communications
LT: Light infantry division
M: Malay 
MPAJA: Malayan People’s Anti-Japanese Army 
MS: Malay States
NCAC: Northern Combat Area Command
Prov: Provisional
ROC: Republic of China (Nationalists)
SAF: Strategic Air Force
Sing: Singapore 
SS: Special Service 
VF: Volunteer Force
VM:Viet Minh
WA: West African
Y: Yunnan Force
Z: “Z” Force
Japanese
7AA: 7th Area Army
AR: Air Raider (airborne)
BAA: Burma Area Army
BIA: Burmese Independence Army 
F: Flotilla (land based naval air)
IG: Imperial Guard
INA: Indian National Army
MF: Malaya Force
SXF: Southern Expeditionary Force 
VF A: Vichy French Annam Brigade
VF CC&C: Vichy French Cochin China & Cambodia Division
VF T: Vichy French Tonkin Division
Yama: Yamamoto Detachment
Yoko: Yokosuka Special Naval Landing Force
2.36 Air and Naval Groups
Airstrikes. Indicates hexes attacked by various types of air operations. The number on the marker is the range in hexes. There are four types of airstrikes:
Tactical Air Group (TAC): fighters and medium bombers.
Tactical Air Group-Naval (TAC-N): carrier based fighters and fighter-bombers.
Strategic Air Group (SAC): long range heavy bombers.
Military Airlift Group (MAC): cargo and transport aircraft.
• US TAC have two ranges. The number before the slash is the range for 1941-43; the number after the slash is the range in 1944-45.
Naval
Gunfire. Indicates hexes attacked by naval gunfire. 
Amphibious. Used to conduct amphibious landings.
Aircraft carrier. Base for naval air.
2.37 Nationalities
Allies
Blue = British Empire
Green = United States
Green + black = Republic of China
Black = guerrillas
Japanese
Red = Imperial Japanese
Beige with tinted box = Japanese client forces 
2.38 Markers. Markers are not units per se, but rather indicate the presence of various supporting activities on the map.
Activation. Indicates a unit “in command” (used as reminders; players do not have to place them on the map if they want to reduce clutter).
Siam-Burma Railhead. Indicates the furthest extent of the Siam-Burma Railroad built by the Japanese. 
Fortifications. Indicates units that have “dug in.”
Interdicted. Indicates a port or railroad, road, or bridge hex that has been disrupted by air attack.
Ledo Road. Indicates the farthest extent of the Ledo Road built by the Allies. 
Railroad. Indicates a unit has used rail movement. 
Turn. Indicates the current turn.
Victory Points (VP). Provides a running total of a player’s victory points. 
2.4 Definition of Terms
Activation is the process of placing an HQ or other unit in command.
Basing is the number of air units an airbase can launch each phase. This is always equal to three.
Combat Strength is the relative strength of a unit when attacking or defending against enemy units. 
Command Radius is the number of hexes from an activated headquarters that it can activate units. A unit within command radius is in command and may conduct operations in the second impulse, as well as select a better CRT. A unit not in command is out of command.
Deployment/Reinforcement code is the turn number in which a unit appears in the game. 
Heavy Units are units that have a plus sign (+); it means the unit is motorized or has heavier equipment.
Light Units are units that do not have a plus sign (+); it means the unit is more capable of moving and fighting in restricted terrain than other unit types. 
Movement Allowance is the basic number of hexes through which a unit may be moved in a single movement phase. Movement allowance may be modified by different types of terrain.
Occupation means you have a unit in a hex. To control objective hexes a player must have a unit occupying them. Unlike many other wargames, simply having a unit pass through a hex does not count unless the unit remains there. 
Range is the number of hexes an air unit may fly through to conduct operations in a turn.
Stacking is placing more than one unit per hex. 
Zone of Control (ZOC) includes the six hexes surrounding units. 
2.4 Control of Forces
	Unless otherwise specified, a player treats all units on his side the same for command, air basing and so forth. Depots may be used for all units on a side.
2.5 Game Scale
	Each map hex equals 60 kilometers. Each turn represents three months of operations. Each airstrike represents one or two British wings, US groups or Japanese air regiments.
2.6 Inventory
	A complete game of CBI should include the following: one 22 x 34 inch map, one rules folder and one set of 280 die cut counters. Players will also need to provide a six-sided die 
2.7 Questions? 
	Any questions regarding parts or rules should be sent to Decision Games, PO Box 21598, Bakersfield CA 93390. Questions regarding the rules will be answered if accompanied by a stamped, self addressed envelope. Questions should be phrased in simple “yes” and “no” or multiple choice formats.
[3.0] SETTING UP THE GAME 
	The map should be set up between the players. Players then determine which side each will play. Next, they should punch out the counters from the unit counter sheet. 
3.1 Consult the specific scenario rules to determine which player sets up first. The initial deployment charts tell players which units are in play on the map at the start. Units may be assigned specific set up hexes, or the players may be instructed to choose set up hexes for their units. 
3.2 After all units in the initial deployment have been set up, remaining units should be placed aside and brought into play according to the reinforcements schedule. Play proceeds according to the sequence of play for the number of game turns specified in the scenario. 
[4.0] SEQUENCE OF PLAY 
	CBI is played in sequential game turns, composed of alternate player turns. All game actions must be taken within the sequence outlined below. Players should follow the sequence of play closely, as many game actions make sense only if conducted within this sequence.
4.1 The Game Turn
	Each game turn is divided into a Japanese player turn and an Allied player turn. Each player turn is divided into a series of segments called “phases.” The player whose turn is currently in progress is termed the “phasing player”; the other player is the “non-phasing player.” Players should follow the sequence of play closely, as it explains a number of critical game functions.
SEQUENCE OF PLAY 
(1) JAPANESE PLAYER TURN
(1.1) Random Events Phase. The Japanese player rolls one die and cross indexes it with the Random Events Table.
(1.2) Reinforcement Phase. The Japanese player determines if he receives any additional units this turn. He places them as indicated by the scenario rules. 
(1.3) Headquarters Activation Phase. The Japanese player may place headquarters in command by expending depot markers in their hexes. 
(1.4) First Movement Phase. The Japanese player may move all, some or none of his land units. He may also conduct railroad movement.
(1.5) First Offensive Air Operations Phase. The Japanese player does the following:
(a) Place any TAC and SAC units for escort, close support and interdiction missions.
(b) Initiate any air transport/air drop operations.
(1.6) First Defense Air Operations Phase. The Allied player does the following:
		(a) Place any defensive TAC missions.
		(b) Place any interception TAC missions.
(1.7) Air Combat Phase:
		(a) Resolve all interception combat. 
		(b) Resolve all interdiction attacks.
		(c) Complete all air transport/airdrop missions
(1.8) First Land Combat Phase. The Japanese player may use his land units to attack Allied land units. Both players apply close support TAC missions. Out of command units may attack but can use only the Probe CRT.
(1.9) Second Headquarters Activation Phase. The Japanese player may place headquarters in command by expending depot markers in their hexes. 
(1.10) Second Movement Phase. The Japanese player may move all, some, or none of his in command units. No railroad movement is allowed.
(1.11) Second Offensive Air Operations Phase. Same as the first offensive air operations phase, except the Japanese player must expend depots in order to conduct it. 
(1.12) Second Defense Air Operations Phase. Same as the First Defensive Air Operations Phase, except that the Allied player must expend depots in order to conduct it. 
(1.13) Second Air Combat Phase. Same as the first.
(1.14) Second Land Combat Phase. The Japanese player may use his in command land units to attack Allied land units. Both players apply close support and naval gunfire support missions.
(1.15) Replacement Phase. The Japanese player may expend depots to initiate the replacement of completely eliminated units and to rebuild reduced units.
(1.16) Administration. Remove interdiction markers from Japanese occupied ports by expending a depot in the hex. Remove all interdiction markers from all other hexes. Flip all activated Japanese headquarters units to their un-activated side.
(2) ALLIED PLAYER TURN.
(2.1) Random Events Phase. The Allied player rolls one die and cross indexes it with the Random Events Table.
(2.2) Reinforcement Phase. The Allied player determines if he receives any additional units this turn. He places them as indicated by the scenario rules. 
(2.3) First Headquarters Activation Phase. The Allied player may place headquarters in command by expending depot markers in their hexes. 
(2.4) First Movement Phase. The Allied player may move all, some or none of his land units. He may also conduct railroad movement.
(2.5) First Offensive Air Operations Phase. The Allied player does the following:
(a) Places any TAC and SAC units for escort, close support and interdiction missions.
(b) Initiates any air transport/air drop operations.
(2.6) First Defense Air Operations Phase. The Japanese player does the following:
		(a) Places any defensive TAC missions.
		(b) Places any interception TAC missions.
(2.7) Air Combat Phase:
		(a) Resolve all interception combat. 
		(b) Resolve all interdiction attacks.
		(c) Complete all air transport/airdrop missions
(2.8) First Land Combat Phase. The Allied player may use his land units to attack Japanese land units. Both players apply close support TAC missions. Out of command units may attack but can use only the Probe CRT.
(2.9) Second Headquarters Activation Phase. The Allied player may place headquarters in command by expending depot markers in their hexes. 
(2.10) Second Movement Phase. The Allied player may move all, some or none of his in command units. No railroad movement is allowed.
(2.11) Second Offensive Air Operations Phase. Same as the first offensive air operations phase, except the Allied player must expend depots in order to conduct it. 
(2.12) Second Defense Air Operations Phase. Same as the first offensive air operations phase, except the Japanese player must expend depots in order to conduct it. 
(2.13) Second Air Combat Phase. Same as the first
(2.14) Second Land Combat Phase. The Allied player may use his in command land units to attack Japanese land units. Both players apply close support and naval gunfire support missions.
(2.15) Replacement Phase. The Allied player may expend depots to initiate the replacement of eliminated units and to rebuild reduced units.
(2.16) Administration. Remove interdiction markers from Allied occupied ports by expending a depot in the hex. Remove all interdiction markers from all other hexes. Flip all activated Allied headquarters units to their un-activated side.
(3) GAME TURN INTER-PHASE
(3.1) China Resupply (Optional). The Allied player may remove any depots on Kunming; players adjust their victory points for that.
(3.2) Turn Advancement. Advance the turn marker to the next turn. 
(3.3) End of Game. If this is the last turn of the scenario, the game comes to an end and victory is determined.
4.2 Note that during the Japanese player turn the Japanese player is the phasing player and the Allied player is the non-phasing player. Conversely, during the Allied player turn, the Allied player is the phasing player and the Japanese player is the non-phasing player. 
[5.0] RANDOM EVENTS
	During the random events phase, the player rolls the die on his respective Random Events Table (Japanese or Allied). Cross index that with the results on the Random Events Table. The result is applied immediately. Unless otherwise specified, each event may occur more than once per game.
[6.0] REINFORCEMENTS & WITHDRAWALS
	Players may receive additional units in the course of a game. Those units are called reinforcements. Reinforcements appear in the owning player’s reinforcement phase. Also, random events will sometimes require players to withdraw units from the map.
6.1 Deployment
	Certain units start the scenario on the map. Otherwise, the turn a unit appears as a reinforcement is printed in the unit’s upper right corner. 
(1) A “0” means the unit deploys on the map at the start of scenarios beginning in 1941-IV.
(2) A number of “1” or more indicates the turn of arrival. 
For example: unit scheduled to enter on Game Turn 2 would deploy to the map on 1942-I.
(3) A letter code indicates a special reinforcement. See rule 17.0.
(4) If a reinforcement code is printed on the back of the unit, it is deployed on its reduced side. Otherwise, units are deployed on their full strength sides.
6.2 Reinforcement Procedure
	During the friendly reinforcement phase, a player places reinforcement units in the hexes designated on the map. Reinforcements perform normally during their turn of arrival. 
6.3 Placement of Reinforcements
(1) British and United States land units: on any Allied occupied port in India, Burma or Malaya. If no such port is available, the reinforcements are delayed one turn and placed on any hex on the west map edge in India.
(2) Chinese land units: any town or city in China.
(3) Japanese land units: on any Japanese occupied port in Indochina, Thailand or Malaya. If no such port is available, the units are delayed until one is available. 
• All reinforcements scheduled to land at ports may land at one or more ports in the same turn. This does not require the use of any amphibious capability. Units may be overstacked on the reinforcement phase of arrival, but stacking restrictions apply at the end of the immediately following movement phase.
• Players note: remember, the Japanese can land reinforcements at Singapore and Bangkok if they capture those ports.
6.31 Reinforcements may not be placed in a hex containing an enemy unit. They may be placed in an enemy ZOC. Placement takes place in the reinforcement phase and is not considered movement. 
6.32 If, and only if, all scheduled entry hexes are occupied by enemy units, the reinforcing unit is delayed one turn for placement. If all possible hexes are blocked again, the reinforcements are delayed until a reinforcement phase in which an unblocked hex is available. A player may not otherwise withhold reinforcements from game turn to game turn.
6.33 Amphibious landings. If a player can conduct amphibious landings, he may land the unit that way in the movement phase of reinforcement instead of placing it in the reinforcement phase. See 18.0.
• In that case, the unit is not received in the reinforcement phase but in the movement phase.
6.34 Airstrikes and Naval Units. They are placed in the appropriate boxes, not on the map, and are never delayed. 
6.35 Airstrikes and Depots. Airstrike and depot reinforcements are listed on the depot and Air Reinforcement Chart. Depots are placed as other land units.
6.4 Withdrawals
	Certain random events require units to be withdrawn. The player simply picks up the designated units from the map and places them in the permanently eliminated pile. (They are not physically moved across the map.) If there are insufficient units of the type designated in play, there is no further effect. 
[7.0] HEADQUARTERS & COMMAND 
	Headquarters are printed with their “un-activated” side on the front and their “activated” side on the reverse. A headquarters becomes activated by expending a depot in its hex during a headquarters activation phase. That allows the headquarters to place all friendly units within its command radius into a status known as in command. Units in command (and only units in command) receive certain bonuses in the course of the turn. 
7.1 Activation
	Expend a depot in a headquarters’ hex during a friendly activation phase. One headquarters per expended depot in the same hex is then flipped to its activated side. A HQ otherwise operates normally in the turn of activation. 
7.11 Duration. A headquarters can be activated in either a friendly first or second activation phase. Regardless of the phase in which it was activated, the headquarters remains activated until the friendly administration phase of the same player turn. During the administration phase, all friendly headquarters are flipped to their un-activated side.
7.12 An activated HQ is in command itself.
• Players note: You should move headquarters last, after all non-headquarters units are moved. That will make it easier to remember which units began the movement in command.
• Note there are no game functions that require a headquarters to be activated during an enemy player turn.
7.2 Command Radius
	Command radius is measured from a headquarters outward in number of hexes. All units within command radius are considered to be in command. Command radius may be traced through any types of terrain, friendly and enemy units, and ZOCS. For example, a headquarters with a command radius of “2” could provide command to all friendly units in its hex, adjacent to it and two hexes way. 
• Design note: you can trace command radius through enemy units, etc., as the HQ represents the center of gravity for a wide range of command and logistical functions, not a unit per se.
7.3 Judging Command
	Units are judged to be in command at the start of a phase if they are within an activated HQ’s command radius. 
	For example, a Japanese HQ with a command radius of four is located in Rangoon; it expends a depot to activate. During the first movement phase, all Japanese units within command radius of the HQ in Rangoon are also in command, even if they subsequently move out of command radius. The HQ unit then moves to Mandalay. At the start of the first combat phase, Japanese units within the command radius of it (now in Mandalay) are in command, even though the depot was expended back in Rangoon. Japanese units in, say, Rangoon can no longer draw command from the HQ as it is now out of range.
7.4 Effects
A unit in command may do the following: 
(1) Attack in the first or second combat phase using the Infiltration or Mobile CRT (otherwise the Probe CRT must be used).
(2) Move in the second movement phase.
7.5 Airstrikes and naval markers never require command to be used (but see [12.0] for airbases). 
[8.0] DEPOTS 
	Depots represent centers for logistical activities. In all respects, depots are treated as land units, with the following special functions.
8.1 Depots are used for the following functions.
 	(1) To place a fortification [21.0].
	(2) To activate a headquarters [7.0].
	(3) To activate a second air phase (friendly or enemy turn) [12.0 ].
	(4) To remove an interdiction marker from a port .
	(5) To initiate the replacement process [16.0].
• These actions are all explained on the Depot Expenditure Chart.
8.2 Depot Capture
	If a land attack results in a defending depot being eliminated, and the attacker advances after combat into the hex, immediately roll one die for depot capture: on a 1-3 the attacker places a friendly depot in the hex; on a 4-6 there is no capture and the depot is eliminated.
• Note there are no other supply rules in the game. 
[9.0] MOVEMENT 
	During a movement phase, the phasing player may move as many or as few of his units as he desires. Units may be moved in any direction or combination of directions. 
9.1 Movement Procedure
	Units are moved one at a time, tracing a path of contiguous hexes through the hex grid. As each unit enters a hex, the unit pays one or more movement points from its movement allowance.
	Light and heavy units are effected differently by terrain. Consult the Terrain Effects Chart for further details. 
• Advance and retreat due to combat are not movement per se and do not consume movement points. 
9.2 Movement Restrictions & Prohibitions
9.21 A player’s units may be moved only during his own movement phases. Once a unit has been moved and the player’s hand removed, it may not be moved again. 
9.22 A unit may expend all, some or none of its movement points in any one game turn, but unused movement points may not be accumulated from turn to turn or transferred to another unit. 
9.23 Minimum Movement. All units may always move a minimum of one hex per turn; however, units may never move directly from one enemy zone of control to another, enter an enemy occupied hex, or enter forbidden terrain. 
9.24 Zones of Control. Units must stop when entering an enemy zone of control; see the zone of control rule. 
• Certain units do not exert ZOCs in certain terrain types. See 11.0.
9.3 Effects of Terrain
9.31 A unit expends one movement point to enter a clear terrain hex. To enter other types of hexes, a unit must expend more than one movement point. When the terrain calls for a movement point expenditure to cross a terrain hexside, that cost is in addition to the terrain cost for entering the hex.
9.32 Road Movement. Roads include all printed roads as well as all railroads (the latter are considered to have roads running along them). Units moving along roads pay the road movement coast as noted on the Terrain Effects Chart instead of the normal terrain costs. 
9.4 Railroad Movement
	Each player may move units by railroads in the first movement impulse (only). Units moving by railroad may move an unlimited number of hexes as long as they move entirely by rail along the railroads by paying one movement point. They ignore terrain costs.
9.41 Railroad and non-railroad movement may be combined in the same turn, but a unit may only make one rail move per turn (that is, you cannot move by rail, move off the railroad, then move by rail again). Units may start and move adjacent to enemy units while using rail movement, subject to normal ZOC requirements.
9.42 Both players may use any rail hex on the map, including captured enemy hexes. 
• There is no need to “clear” captured hexes, given the time scale of the game.
9.43 Capacity. The number of rail moves that may be made per turn is limited. See the Rail Capacity Chart.
9.5 Air Transport
	This occurs during the air operations phase. Land units must start on a friendly airbase. One MAC can lift one land unit (any type) or depot and land it on any other friendly airbase within range. If a MAC is shot down, the transported unit is eliminated. Units may move normally in a movement phase then move again via air transport.
9.51 Armor may not be air transported.
9.6 River Transport
	Depots double their movement along river hexsides. The depot must begin its movement adjacent to the river, and can move up to double its movement allowance as long as it remains adjacent to contiguous river hexsides. At no point in this movement may the unit be in an enemy ZOC.
 9.7 Airbase Movement
	An airbase unit that moves during a movement phase may not be used to launch airstrikes during the immediately following air operations phase. This applies only to phasing airbases.
[10.0] LAND UNIT STACKING
	Having more than one unit in a hex is called stacking. The maximum number of units a player may have in a hex is set by the Terrain Effects Chart: each type of terrain has its own stacking limit.
10.1 All land units count for stacking.
• Yes, this includes HQs and depots
10.11 Armor. Stacking applies to all unit types, with the following exception: you may always stack one armored brigade or regiment in excess of the stacking limit. For example: if the stacking limit for a hex is two, the player could stack one infantry division, one infantry brigade and one armored brigade (or one infantry division and two armored brigades).
10.2 Stacking limitations apply at the end of movement and combat phases and at no other time. Friendly units may move through hexes occupied by other friendly units at no extra cost; however, if at the end of any movement or combat phase (friendly or enemy) a hex is overstacked, the excess units are eliminated by the friendly player.
10.3 A friendly land unit may never enter a hex containing an enemy unit. 
10.4 Airstrikes, naval units, and the railhead and Ledo Road markers stack for free. They may also be in hexes occupied by enemy units (since these are markers and not units). 
10.5 You must obey stacking limits during initial setup. 
10.6 Fog of War
	A player may examine enemy stacks only during combat. Friendly airstrikes in a hex allow the examination of all enemy units in that hex. Once an attack has been declared it may not be called off.
[11.0] ZONES OF CONTROL 
	The six hexes immediately surrounding a land unit’s hex constitute the unit’s zone of control (ZOC). Hexes into which a unit exerts a zone of control are called controlled hexes. Units must cease movement when entering enemy zones of control. 
11.1 Units exert a ZOC at all times, regardless of the phase or player turn. The presence of zones of control is never negated by other units, enemy or friendly. Zones of control generally extend into all types of terrain and across all types of hexsides, unless otherwise noted by the Terrain Effects Chart. Heavy and light unit types do not exert ZOCs into certain types of terrain; see the Terrain Effects Chart. For example, a heavy unit in a jungle hex would exert a ZOC into an adjacent clear hex but not into another jungle hex.
11.11 Airstrikes, naval units and game markers do not exert ZOCs.
11.2 Both friendly and enemy units may exert ZOCs on the same hex. There is no additional effect if more than one unit casts its ZOC on the same hex.
11.3 Effects on Movement
	Units must stop moving when they enter an enemy ZOC. They may move no farther during that movement phase.
11.4 Disengaging
	Disengagement is the act of moving out of an enemy ZOC. To do so, units must enter a hex that contains no enemy ZOC. They may enter another ZOC later, as long as the first hex entered does not have an enemy ZOC. That costs no additional movement points.
11.5 Effects on Combat
	Attacking is completely voluntary; you do not have to attack because your units are in enemy ZOCs.
11.51 Units that retreat into or through an enemy ZOC are eliminated. But see rule [15.1].
11.52 Units may advance after combat (“pursue”) freely through enemy zones of control; enemy zones of control never block advance after combat.
11.6 ZOCs do not block command radius.
• And remember, heavy and light unit ZOCs do not extend into certain terrain types. And also remember, light units are affected by enemy light unit ZOCs.
[12.0] AIR OPERATIONS 
	Airstrikes represent aircraft conducting operations. Airbase units represent the command control and logistical centers for much larger complexes of airfields throughout the map. Only airstrikes conduct missions, not airbases. Most of the details of missions are explained on the Air Operations Chart.
12.1 Airstrikes
	Available airstrikes are held off map in the player’s Air Unit Box and are placed on the map only to execute missions. Airstrikes are removed from the map once their missions are completed; any may be reused.
12.2 Air Missions
	Air missions are described on the Air Mission Chart. It also indicates which types of air units may conduct them. 
12.21 Airbasing. Airbase units are used to launch air missions. They must occupy a city or town to do so. A single airbase can “launch” up to three airstrikes per phase. If a player has more airstrike points than he has airbase capacity to launch them, the excess may not be launched. They may be used when sufficient basing capacity becomes operational. Airstrikes are not lost for lack of airbases. More than one airbase may be located in a single town or city and each can launch its full complement of airstrikes.
12.22 Range. Airstrikes may fly up to a number of hexes from a friendly airbase equal to their own ranges. Each hex entered costs one range point, except mountains, which cost two.
• Range is from airbase to target hex; airstrikes fly home for free. For example: an airstrike with a range of 12 can fly from an airbase to a target 12 hexes away, then return home (for a total of 24 hexes moved).
12.23 U.S. TAC. From 1941-IV to 1943-IV, U.S. TAC may conduct air operations up to eight hexes. Starting with the 1944-I turn, all US TAC units may conduct operations up to 16 hexes (owing to drop tanks). 
12.24 Flying. Place the unit in the target hex. Airstrikes may fly through any type of units or terrain and enemy units. The only time air combat takes place is in the air combat phase. Enemy air units may be in the same hex and do not affect each other, other than for combat.
12.25 Airstrike Stacking. Players may have up to six air units flying over a hex at any one time. They may conduct any combination of missions. Note the number of air units that may conduct certain missions in a hex are limited (see the Air Mission Chart).
12.26 Landing. All air units must be placed back in their Air Unit Box at the instant their missions are completed, unless, of course, they have been eliminated in combat.
12.3 Sorties
	An air unit can always participate in a first air operations phase (friendly or enemy). It may participate in a second air operations phase (friendly or enemy), providing the player expends a depot to activate it. An air unit may change its missions from phase to phase. 
• For example: a TAC might perform close support in the first impulse and interdiction in the second.
12.31 Second Impulse. Airbases need to be activated in a second impulse (friendly or enemy) to conduct missions. That is done by expending a depot in the same country, which automatically activates all friendly airbases in that country for the remainder of the impulse. The depot may be anywhere in the same country, regardless of intervening units, ZOCs, or terrain. For example, you would need to expend one depot to activate all airbases in Burma, another to activate all airbases in India, etc. 
12.4 Air to Air Combat
	If both sides have TAC flying in the same hex, both sides fire and extract losses simultaneously. That occurs before other air missions are resolved. All TAC units automatically conduct combat against enemy air units in the same hex. This is so even if TAC airstrikes are conducting other missions. The same TAC unit may conduct air to air combat and then a close support or interdiction mission. All air to air combat is combined into one fire per side for each hex, regardless of number of missions flown.
12.41 If only one side has air units in a hex, the other side still fires on the Air Attack Table against it, using the “0” line (representing flak and bad weather conditions).
12.42 A player may add TAC units to any other type of mission as escorts in order to fight against interception.
• For example, a player may want to have a TAC escort a MAC in order to safeguard the MAC. 
12.5 Air ground Support
	Airstrikes support land units attacking enemy land units via close air support. Airstrikes are never affected by land combat.
12.6 Interdiction
	Air units attack enemy land units, hexes or ports via Interdiction missions without supporting land units.
12.7 Air Transport is explained in [19.0].
12.8 Again, it must be emphasized that airbases are treated as standard ground units except they are used to determine airstrike range. Airstrike markers are just that, markers; they are not units. They are not based on the hexagonal portion of the map; they are placed on the map only when executing missions. 
[13.0] LAND COMBAT 
	Combat is voluntary for units in enemy zones of control. The phasing player is termed the attacker; the non-phasing player is the defender, regardless of the overall situation. There are three different land combat results tables (CRTs): Probe, Mobile and Infiltration. Each reflects a separate approach to battle and each has different outcomes. 
13.1 There are two combat phases in each player’s turn. All units may attack once each per combat phase as long as other prerequisites for combat apply.
13.2 Combat Procedure
	For each combat:
(1) Attack Declaration. The attacker declares which attacking units will be attacking which defending units. Determine which Combat Results Table (CRT) will be used, either the Probe, Mobile or Infiltration. 
(2) Total the combat strength of all attacking units for that particular combat. The attack strength is doubled if the attacker is making a concentric attack.
(3) Total the defense strength of all defending units which are the target of the attack. Make any multiplications for defensive terrain and fortifications.
(4) Divide the attacker’s strength by the defender’s strength. That gives a percentile ratio. 
(5) Consult the appropriate CRT under the appropriate percentile column. 
(6) Make any shifts to the percentile column for air and naval support.
(7) Roll one die. Cross index the die roll with the percentile column. 
(8) Apply any combat results immediately, including retreats and advances after combat.
13.3 Which Units Attack
13.31 The attacker may resolve combat in any order desires.
• The phasing player does not have to declare all the battles he will fight in a turn; he can decide on a one for one basis as they occur.
13.32 A defending unit may be attacked from as many as six adjacent hexes. 
13.33 No unit may attack more than once per combat phase.
13.34 A unit may be attacked more than once per combat phase as long as no single unit attacks more than once. 
13.4 Multiple Unit & Multi-hex Combat 
13.41 If a phasing unit is adjacent to more than one hex of enemy units, it may attack only one of those hexes.
13.42 Units in two or more different hexes may combine their combat strengths and attack a single hex if all the attacking units are adjacent total the defending units. 
13.43 Attacks may involve any number of attacking or defending units. For the attack to be resolved as a single combat, however, all the attacking units must be adjacent to all the defending units.
13.44 The attacker may never reduce the percentile column of any given attack. 
13.45 Combat Strength Unity. A unit’s attack and defense strengths are always unitary. A unit’s strength may not be divided among different combats, either for attack or defense.
13.46 Units in the same hex may be combined for an attack or attack separately.
13.47 Units defending in the same hex must be attacked as a single combined total; they may not be attacked separately.
13.5 Concentric attack 
	If the attacker has a defending hex completely surrounded with units, zones of control or otherwise prohibited terrain, then his attack strength is doubled. In other words, if the defender would have no place to retreat, the attacker is doubled. And again, remember that certain ZOCs do not extend into certain types of terrain.
13.6 Defensive Bonuses
13.61 Terrain. Defending units benefit from the terrain in the hex they occupy and that hex’s perimeter hexsides. Terrain in hexes occupied by the attacker has no effect on combat. The effect of terrain on combat is reflected by (sometimes) multiplying the defender’s printed strength. The Terrain Effects Charts gives the defensive multiples.
13.62 Terrain benefits are not cumulative if there is more than one type of terrain in the hex. A defending force can receive only one multiplication on defense (the best single one). 
13.63 River Hexsides. A force receives the benefit for defending behind a river only if all attacking units are attacking across river hexsides. 
13.7 Combat Shifts
	A combat shift is a change in the percentile column. A shift to the right means move that number of columns in favor of the attacker; a shift to the left means move that number of columns in favor of the defender.
13.71 Close Air Support. 
(1) The attacker may add up to three TAC per combat. That shifts the combat percentile one column to the right per TAC. 
(2) The defender may add a maximum of one TAC per combat. That shifts the combat percentile one column to the left per TAC. 
13.72 Naval gunfire. The attacker may add one naval gunfire marker per combat. The defending hex must be on a coastal hex. This shifts the combat percentile one column to the right. The defender may not do this.
13.73 If both attacker and defender are applying shifts, then use the cumulative total of shifts.
	For example: Say you have 7 factors attacking 3. That is 200-299%. The attacker adds one bonus for TAC and one for naval; the defender subtracts one bonus for TAC; the percentile column is shifted one right (+2 attacking shifts – 1 defending shift) to become 300-399. 
	Even if starting odds are less than 50% or greater than 400%, use the 25% and 600% columns as the “base line” for shifts. 
13.8 Choice of Combat Results Table
	The attacker always chooses which CRT will be used, either Probe, Mobile or Infiltration. 
13.71 A player may always choose the Probe CRT. 
13.72 The Infiltration CRT may be chosen only by Japanese player but only if all attacking units are in command.
13.72 The Mobile CRT may be chosen only by Allied player but only if all attacking units are in command.
• Note that if any unit of the attacking force is out of command, the Probe CRT must be used. The Probe CRT is the default CRT.
• Air and naval support have no impact on determining which CRT will be used.
13.8 Combat Resolution
	Combat percentage is determined by dividing the attacker’s strength by the defender’s strength and then multiplying it by 100%. Then use the corresponding column on the CRT when rolling the die. 
Example 1: The attacker has 20 combat factors and the defender 12. 20/13 x 100% = 153%; so the combat is resolved on the 100-199% column.
Example 2: The attacker has 10 combat factors and the defender 13. 10/13 x 100% = 77%; so the combat is resolved on the 50-99% column.
13.9 Combat Results
	Explanations of combat results are in the game charts. 
[14.0] RETREATING & PURSUIT
	There are two types of movement that may take place immediately after combat: Retreat (in which losing units are moved involuntarily) and Pursuit (in which winning units are moved voluntarily).
14.1 Retreat
	When a combat result requires a player’s units be retreated, the player designated by the result must immediately move those units the indicated number of hexes away from their combat position. Retreat is not normal movement; it is determined in terms of hexes, not movement points, and units may always retreat the number of hexes indicated, regardless of their printed movement allowances, unless blocked.
14.11 Retreat is subject to the following restrictions and if a unit is unable to retreat within these restrictions, it is eliminated instead.
(1) Units may never retreat into hexes containing enemy land units or ZOCs. For an exception, see 15.1(2).
(2) Units may not retreat after combat off map or into terrain or across hexsides it could not normally enter. 
(3) Units may retreat into and through hexes containing friendly units. That does not affect the units retreated through. Remember, though, units must obey stacking restrictions at the end of the combat phase or the excess is eliminated.
(4) The retreating unit must terminate the retreat the indicated number of hexes away from its former combat position. If it cannot, and can retreat only a portion of the number of the obligated hexes, it is eliminated in the last hex in which it was able to retreat.
(5) Units may be retreated together or separately.
(6) In no case may a unit be retreated into a hex that would cause it to be eliminated or overstacked if other retreat paths are available.
(7) Units with a “0” movement allowance are destroyed if forced to retreat.
• Remember, certain unit ZOCs do not extend into certain terrain types; so you can retreat adjacent to such units.
14.12 Units that retreat into a hex that is then attacked defend normally and contribute their defense strengths. 
14.2 Pursuit
	If a combat result calls for a player to conduct a pursuit, he may immediately move none, some, or all of his qualified units involved in the combat one hex into the enemy’s former hex. All unit types may advance after combat.
14.1 Pursuit movement does not expend movement points. It may only be into hexes into which units could normally enter. Pursuing units may ignore enemy zones of control but may not enter hexes containing enemy units. 
14.12 Units with a “0” movement allowance may not pursue.
• Old Hands Note: “Pursuit” is what other wargames term “Advance after Combat.”
[15.0] UNIT REDUCTION
	Certain division and corps units have two sides. The front represents their full strength status, the reverse is their reduced strength. 
15.1 Reduction
	A full strength divisions or corps is flipped to its reduced strength when:
1) it receives certain combat results; see the explanations adjacent to the CRTs for when that occurs; or 
2) it retreats into a hex containing an enemy ZOC.
• Those are the only times when a full strength unit may be reduced. For example, a full strength division forced to retreat into prohibited terrain is completely eliminated, not reduced.
15.11 A reduced strength divisions/corps that takes a reduction loss is completely eliminated. 
	 For example, a “6” factor division (with a reduced strength of “3”) is attacking a “3” factor unit and rolls a BB. The defender is completely eliminated while the attacker can reduce the “6” factor division to “3” factors to satisfy the requirement for losing 3 combat factors. Or another example: the “6” factor division makes an attack and gets an AD result. The division is flipped to its reverse side (“3”) to satisfy the loss of 50% of total combat strength points and retreats. On the other hand, if a “5” strength division attacks and gets an AD, it would be eliminated completely as its reduced strength is “3” which means only two combat factors would have been lost via reduction instead of the 2.5 required. If the attacker had included a “2” strength brigade in the attack (total strength now equals “7”), he could have eliminated the brigade and reduced the division, for a total loss of “4” (as only 3.5 points were required for the loss).
15.2 Rebuilding
	Reduced strength divisions or corps may be restored to full strength during the friendly replacement phase. The player must have a depot in the same hex as the unit AND it may not be in an enemy ZOC. The depot is expended and immediately flip all reduced divisions and corps in the hex to full strength. 
• Completely eliminated divisions or corps are always replaced on their full strength side via rule 16.0. Also note that unlike replacing an entirely eliminated unit (via 16.0) rebuilding does not require a die roll.
• Rebuilding applies to units that have been reduced for any reason or started the scenario at reduced strength.
15.3 Certain units begin a scenario at reduced strength, as noted in the scenarios. 
15.4 Reduced strength divisions or corps are otherwise considered full strength units for all game purposes (stacking, etc.). 
15.5 The reverse of a headquarters unit is not a reduced strength, it represents its status when activated.
[16.0] REPLACEMENTS 
	Units eliminated for any reason may be returned to play as replacements. 
16.1 When a unit is eliminated due to a concentric attack, place it in the Permanently Eliminated Box. Otherwise, place it in the Replaceable Units Box. During the friendly replacement phase, the player may attempt to replace units in the Replaceable Box as follows:
(1) Designate the unit(s) to be replaced.
(2) Expend the designated number of depots.
(3) Roll one die for each such unit. If the result is “6,” the unit is permanently eliminated and placed in the Permanently Eliminated Box. If the result is “1-5,” the unit is placed on the turn record chart that number of turns later and is received in the same manner as reinforcements. 
	 For example, say it is Turn 2 and the Allied player decides to replace two units. The die roll for the first one is 3, so the unit is received on Turn 5 as a reinforcement; the die roll for the second one is 6; so it is permanently eliminated.
• If the replacement die roll causes the unit to be replaced after the last turn of the scenario, the unit is permanently lost.
16.2 Units not replaced in a turn may be rolled for on a subsequent turn. 
16.3 Certain random events will give players extra replacements. They are taken immediately; there is no need to roll the die for them. Players may replace units from the Permanently Eliminated Box due to events.
16.4 Eliminated depots are not placed in the replacement boxes; they are simply returned to the pool of available depots.
16.5 Replacement Requirements
	The player must expend a depot in a hex in which their reinforcements are designated to appear. See 6.3 for those hexes. A single depot may attempt to replace one of the following options.
(1) Airstrikes: expend one depot to replace two air units.
(2) Headquarters: expend two depots to replace one HQ.
(3) Land Units (except headquarters): each depot can replace up to six factors of land units. Make one die roll for each unit so replaced. 
• So, for example, the Allied player wants to replace two land units with strengths of 4 and 2, respectively. He expends one depot in Calcutta and then rolls once for each of the units, applying the results separately.
[17.0] SPECIAL REINFORCEMENTS
17.1 Indian Invasion Reserve (R)
	The Allied unit marked “R” (2 Infantry Division) is received during any Allied reinforcement phase in which there is at least one Japanese land unit in a hex in India. Once on the map, it acts as a normal unit. Also, the Allies gain additional garrison and depot reinforcements on that phase; see the Allied Depot and Air Reinforcement Chart.
17.2 Light Division Conversion (L)
	The Allied player may replace any one or two British Empire heavy infantry divisions with light divisions on or after turn eight. That is done in the reinforcement phase. The unit to be converted must be in the same hex as a friendly depot (which is expended) and not in an enemy ZOC. Remove the heavy unit and replace it with the light unit. The old unit is placed in the permanently eliminated pile. Light divisions may not otherwise be taken as reinforcements.
17.3 Guerrillas (Burma, Indochina, Malaya)
	Guerillas are received by random events and are controlled by the Allied player. They are placed in the country designated on the counter. They may not be placed within three hexes of a Japanese controlled unit. Guerrillas may not cross a border, stack with other Allied units, or attack in conjunction with other Allied air, land or naval units. Eliminated guerrillas are placed in the Guerrillas Available Box (they do not go through the replacement process). Guerillas are otherwise treated as Allied land units. 
17.4 Contingency Units (C)
	The units marked “C” represent forces that might have been assigned to the campaign. The player may bring in any or all of those units as reinforcements on or after the turn indicated on the unit counter. That gives the enemy player a designated number of victory points, received at the end of the game. Each contingency unit taken gives the enemy player a number of victory points as indicated below: 
Airborne or armor: 	2
Other Land units: 	1
Naval units: 	3 each
Air units: 	2 each
17.41 The victory points are given up only once, even if the unit is eliminated and later replaced.
[18.0] AMPHIBIOUS OPERATIONS 
	Players may move units from a coastal hex to any other coastal hex in the same theater. That is called amphibious movement.
18.1 The player may amphibiously move a maximum of one unit per amphibious marker available per movement phase. The unit must begin its movement on a coastal hex. It is then picked up and placed on any other coastal hex in the same theater that is not enemy occupied (the presence of enemy ZOCs does not affect this movement). That consumes all the unit’s movement for the phase. The unit may otherwise conduct operations normally. 
18.11 Ports. The unit must either begin or end its movement on a port hex.
• That is, the landing must be launched from a port to a port or non-port hex, or start on a non-port hex and end up on a port hex.
18.2 Capacity
	Each amphibious marker may move one land unit (any size or type) per movement phase.
18.3 Limitations
(1) Japanese amphibious operations may be launched to or from hexes on or east of Singapore. 
(2) Allied amphibious operations may be launched to or from hexes on or west of Singapore. 
East of Singapore means any coastal hex from Singapore to 4216; west of Singapore means from Singapore to 1007.
18.31 Sea raiders (exceptions to [18.3]: 
(1) The Japanese naval infantry unit may be landed on any coastal hex. 
(2) The British 3SS commando unit may be landed on any coastal hex. 
18.4 Reinforcements
	The landing unit may also be a reinforcement scheduled to appear in the turn. Just place it on the map during the movement phase on a hex as per above. It does not have to begin in a port.
18.5 Amphibious Assault
	A unit may make an amphibious landing against an enemy occupied hex, attacking from an all sea hex. That is resolved as other forms of combat, except if the attacker does not clear all defending units from the hex and advance after combat into it, the attacking land units are eliminated (the amphib is never eliminated).
18.6 In order to be used as a port, a hex must be occupied by at least one friendly unit and may not have an interdicted marker on it. The presence of enemy ZOCs or adjacent units does not affect a friendly occupied port. 
18.7 Activation
18.71 A land unit that employs amphibious movement in a second movement phase must be activated as per the normal rules. Amphibious units themselves are always activated. 
18.72 The amphibious movement marker remains in the landing hex until the end of the immediately following friendly combat phase, at which point it is removed from the map (and may be used again on subsequent turns). Any unit in the same hex as an amphibious assault marker at the instant of combat is considered to be in command for purposes of combat. A player may place an amphibious marker in a hex during a movement phase and it will provide command for units in the same hex during the combat phase, even if they did not conduct an amphibious invasion. Units in other hexes may not trace command to the marker. This special activation applies only in the combat phase (and not for any other game function). 
	So, for example, a Japanese infantry division starts its second movement phase in the port of Haiphong. The Japanese player activates a headquarters in Haiphong that, in turn activates the infantry division. The Japanese player then uses amphibious movement to move the infantry division to a coastal hex in Malaya. The hex it lands in is not within a headquarters command radius, so normally it would be out of command and could not attack during the second impulse. Because the amphibious marker remains in the hex throughout the combat phase, however, the division is in command and could choose either CRT. Note if the Japanese player had instead moved the activated headquarters from Haiphong to the Malayan coastal hex, that headquarters would project a normal command radius from the hex in which it landed. 
18.8 River Ports
	Calcutta and Saigon are river ports. They may be used as ports normally, except if an enemy land unit is adjacent to them. 
[19.0] AIR TRANSPORT & AIRBORNE OPERATIONS
	 Land units may be air transported by MAC units. The Air Missions Table gives the details.
19.1 Air Transport is when a land unit moving by air transport moves from airbase to airbase via MAC. One MAC may transport any kind of land unit except armor.
19.2 Airborne Operations may be conducted by all airborne land units, as well as all special operations units and the Air Commando US airbase. These missions are conducted exactly as an air transport missions, except the unit may land on any hex on the map other than mountain, rough, prohibited terrain or enemy occupied hexes. 
[20.0] NAVAL OPERATIONS
20.1 Naval units may not be attacked by air units. 
20.2 Naval aircraft
	If using the optional Allied naval reinforcements, the Allied aircraft carrier unit may serve as an airbase for the “TAC-N” air unit. Simply place it in any all sea hex when you want to use it as an airbase. No other air unit may use the carrier as a base. The TAC-N may fly in both impulses without depot expenditure. The TAC-N air unit may also base from land airbases.
20.3 Naval Bombardment
	Naval units may conduct offensive close support and interdiction attacks against coastal hexes in the same manner as air units. They many conduct no other missions.
20.4 Second Movement
	Naval units may always operate in a second impulse. They do not need to be in command or expend depots. In the second movement phase, however, amphibious units can transport only land units that began the phase in command.
[21.0] FORTIFICATIONS
	A player creates a fortification in a hex by expending a depot unit in it. Fortifications increase the defensive strength of units ion the hex (see the TEC).
21.1 A fortification remains on the map for as long as there is at least one friendly land unit in the hex. The instant all friendly land units move out of the hex or it is otherwise cleared by combat, the fortification is removed from play. That means you may not capture enemy fortifications.
[22.0] BUILDING THE SIAM-BURMA RAILROAD & LEDO ROAD 
	The Japanese player may build the Siam-Burma Railroad (connecting the Siamese-Burmese rail nets) and the Allied player the Ledo Road (running from India to China). 
22.1 Siam-Burmese Railroad & Japanese Engineers
	The Japanese may build the extension of the Rangoon Railroad as follows: the special engineer unit must start in the Bangkok hex. It may build one railroad hex per movement phase by entering the hex from a contiguous railroad hex; that consumes all the engineer unit’s movement for the movement phase. Each hex it enters is considered to have a railroad running through it. Use the railhead marker as a reminder. Note that to build a railroad hex in the second movement phase would mean the engineer unit would have to be in command.
22.2 The Ledo Road and Allied Engineers
	The Allies may build the Ledo Road as follows: the special engineer unit must start in the Ledo town hex. It may build one road hex in the first movement phase by entering the hex from a contiguous road hex; that consumes all the engineer unit’s movement for the movement phase. Each hex it enters is then considered to have a road running through it. Use the Ledo Road marker as a reminder. The Ledo Road may not be built during a second movement phase.
22.3 The first time the engineer unit builds a railroad or Road hex, the player must expend a depot in the engineer’s starting hex. Thereafter, no more depots need be expended (that is, one depot counts for the entire game). 
22.4 A railroad/road hex may not be used until after the end of the movement phase in which it was built.
22.5 Once a stretch of the Rangoon Railroad or Ledo Road is built, it may not be destroyed. 
22.6 The Siam-Burmese Railroad and Ledo Road may not be built during monsoon turns.
[23.0] JAPANESE CLIENT FORCES
	The Japanese have the following client forces, representing units that generally collaborated with them: Vichy French (Indochina), Siam, Burma Independence Army, Indian National Army. Those units are treated as Japanese units for all game purposes with the following expectations.
23.1 Vichy French and Siamese units may never leave their countries. They may attack across borders.
23.2 Burmese Independence and Indian National Army units may cross borders freely. 
[24.0] CHINA
	Allied units may operate freely in China.
24.1 Japanese Restrictions
	Japanese land units may never enter China. Japanese units may attack across the border but not advance or retreat into China. ZOCs apply normally across the border. Japanese airstrikes may conduct air operations into China.
[25.0] THE MONSOON
	The III turn of each year is the monsoon. During monsoon turns:
1) no player may perform any action in a second movement, air or combat impulse, regardless of command status; and
2) no depots may be expended for any reason.
[26.0] VICTORY CONDITIONS 
	Victory is evaluated in terms of victory points. Players receive victory points for certain objectives they accomplish during the course of play and for occupying strategic objectives at the end of the game. The number of victory points players receive are listed on the Victory Point Chart. At the end of the game, players check to see who wins the game (who has more victory points).
26.1 Players receive victory points for the following:
(1) Immediately for eliminating certain enemy unit types. 
(2) Immediately the first time they occupy certain cities. Those points are not lost even if the city is later abandoned; they are not received again if the city is later retaken.
(3) Immediately for the enemy choosing contingency reinforcements.
(4) (Optional rules) At the end of each turn for China resupply. See 29.0.
(5) At the end of each year (1941 IV, 1942 IV, 1943 IV, 1944 IV) for certain events.
(6) At the end of the game for occupying objective hexes.
26.2 To determine victory, subtract the lower player’s total from the higher player’s total.
Victory Point Difference	Level of victory 
0-9	Draw 
10-19	Marginal 
20-29	Operational 
30+	Strategic (highest) 
26.3 Sudden Death Victory
(1) If at the end of any Allied player turn the Japanese occupy all cities on the map other than in China, the game immediately comes to an end with a Japanese strategic victory.
(2) If at the end of any Japanese player turn the Allies occupy all cities on the map, the game immediately comes to an end with a Allied strategic victory. 
OPTIONAL RULES
	Optional rules add additional complexity to the game. They will also change game strategy. 
[27.0] HEADQUARTERS SUPPORT
	The combat strength of HQ units represents corps and army level artillery, engineer and recon units. An activated HQ not engaged in an attack against an adjacent unit during a combat phase may add its combat strength to any one combat within its radius even if the attack is made against non-adjacent units. 
27.1 The HQ is not affected by the outcome of combat unless it is adjacent to the enemy hex being attacked.
[28.0] FORCE Z 
	The standard rules assume that, as happened historically, at the start of the campaign Japanese airpower sinks the Prince of Wales and Repulse, the capital ships around which the Royal Navy’s Force Z was built; however, using this option, players can explore other possibilities.
28.1 Players receive the following units as part of their 1941-IV setup. 
(1) Allied Force Z naval unit.
(2) Japanese 22F air unit + three TAC (which is normally received on 1942-I). 
28.2 Force Z may be used as a standard naval unit, with the following additions. 
(1) At the end of any Allied turn, the Allied player may place the Force Z unit on any all sea hex or may hold it off-map. The Japanese may not make amphibious attacks or conduct naval gunfire support within four hexes of Force Z’s hex. 
(2) Whenever Force Z is used either in (1) above or for close support, uncommitted Japanese TAC may attack it. Resolve the combat on the Interdiction CRT. A result of “1” or more means Force Z is eliminated.
[29.0] CHINA RESUPPLY
	During the China resupply phase, the Allied player may remove any depot units on the city of Kunming in China. That will immediately assign the number of victory points as indicated on the Victory Point Chart.
29.1 If the Allies do not remove any depots from Kunming, the Japanese gain the points indicated. The depots expended may not be used for any other function (that is, they may not have been used to activate HQs, etc.).
29.2 Depots may be expended for this purpose during monsoons (this is an exception to 25.2).
29.3 If using this rule, the Allies get one additional depot each turn. 
[30.0] ALLIED SPECIAL OPERATIONS
	In the historic campaign, the Allies conducted numerous behind the lines reconnaissance and sabotage missions with units too small to show given the scale of the game, but players can replicate that as follows:
30.1 At any time during his game turn, the Allied player can declare a special operation. The Allied player must expend one depot from anywhere on the map, designates any one country on the map as the target, and rolls on the Special Operations Table, immediately implementing the result. A maximum of one special operation may be attempted per complete game turn.

CBI SCENARIOS
SCENARIO 1: Singapore to Calcutta
This Scenario covers all of World War II in Southeast Asia.
1.1 Game Length: 1941-IV to 1945-III (16 turns total)
1.2 Starting Victory Points: 
Japanese: 0
Allied: 0
1.3 Allied Order of Battle (deploy first)
(1) On Singapore: Malaya HQ; 1 M, 2 M brigades; Sing coastal defense; one depot.
(2) Malaya other than Singapore: 9 Ind [reduced], 11 Ind [reduced], 8 Aus [reduced] divisions; 12 Ind, 28 Ind brigades; three garrison brigades.
(3) Burma: Burma division; 16 Ind brigade; 221 air group; AVG air group; four garrison brigades; one depot. 
(4) India: 4 Indian HQ; 26 Ind, Assam divisions; 1st brigade; three garrison brigades; one depot.
(5) Air available: Two British TAC, one US TAC.
(6) Naval available: none.
(7) Guerrillas available box: KR, MPAJA, 1/VM, 2/VM.
(8) Replaceable Units: none. 
(9) Permanently Eliminated Units: none.
1.4 Japanese Deployment (deploy second):
(1) Indochina: 15 HQ; IG, 33, 55, divisions; 21st brigade; A/3, B/3 armored groups; four garrison brigades; 3, 7, 12 air groups; BIA division; A, T, CC&C Vichy French; four depots.
(2) Siam: 1, 2, 3, 4 Siamese divisions.
(3) Air available: Nine TAC, one MAC.
(4) Naval available: MF gunfire unit; SXF amphibious unit.
(5) Replaceable Units: none.
(6) Permanently Eliminated Units: none.
SCENARIO 1 SPECIAL RULES 
1. Do not roll for random events on the first turn of the game for either the Japanese or Allied player. 
2. Note that the reinforcement units scheduled to arrive on 1941-IV appear in the reinforcement phase of the first turn, that is, units with a “1” reinforcement code.
3. The following Allied units enter the game on their reduced strength side: 17 Ind division; ROC-5, ROC-6, ROC-66 armies.
4. Japanese Shock Effect. On the 1941-IV turn:
(1) In command Japanese units have their movement factors doubled in the first movement phase.
(2) Japanese units may not use railroad movement on Siamese railroads; Siamese railroads may be used as roads. 
(3) Siamese units may not move or attack. They are otherwise Japanese controlled.
(4) At the end of the Japanese first movement phase, roll one die. The Japanese player removes that number of Allied garrison units from the map. Place them in the Replaceable Units box. The Allied player must show the Japanese player the location of all garrison units.
(5) The Allies may not expend depots for any reason.
SCENARIO 2: Imphal
	This scenario begins with the last Japanese offensive in Southeast Asia and concludes with the Allied reconquest of Burma.
2.1 Game Length: 1944-I to 1945-III (seven turns total)
2.2 Starting Victory Points: 
Japanese: 20 
Allied: 10
2.3 Allied Order of Battle (deploy first)
(1) India: 14th Army, 4th Indian, 15th Indian HQs; “A”, 1 LT, 5 Ind, 20 Ind, 23 Ind, 26 Ind, 36, 81 WA divisions; 1, 16 Ind, 28 Ind infantry brigades; 254 armored brigade; five x garrisons; 221, 224, NASF airbases; US NCAC HQ; US 5307 regiment; US engineer group; US 1/10, CATF, SAF airbases; ROC 1 army; six x Depots.
(2) China: US AVG airbase; ROC “Y” HQ; ROC 6 army.
(3) Air available: nine x British TAC; 1 x British MAC; 4 x US TAC; one x US SAC: one x US MAC.
(4) Indochina: 1/VM guerrilla (on any rough or jungle hex not containing a railroad).
(5) Naval available: none. 
(6) Guerrillas available box: KR, MPAJA, 2/VM.
(7) On any one Allied unit in India: one fortification.
(8) Other available Allied units: 2nd Division (Indian Reserve); 2 LT Division.
(9) The Ledo Road marker is placed one hex south of Ledo in Burma.
(10) Replaceable Units: 14 Ind division; 1/CD Special Forces; five x garrisons; ROC 5, 66 armies; 3 x British TAC; one x US TAC. 
(11) Permanently Eliminated Units: Malaya HQ; “B”, 8 A, 9 Ind, 11 Ind, 17 Ind, 18, 70 divisions; 1M, 2M infantry brigades; 7th armored brigade; Singapore coastal defense.
2.4 Japanese Deployment (deploy second):
(1) Indochina: 21 division; A, T, CC&C Vichy French.
(2) Siam: 15 division; 1, 2, 3, 4 Siamese divisions.
(3) Burma: “BAA”, 15, 28 HQs; 18, 31, 33, 54 55, 56, “BIA”, “INA” divisions; two x Depots.
(4) Anywhere in Indochina, Siam, Malaya and/or Burma: 4, 21, 25, 29, 34 infantry brigades; A/3 armored group; eight x garrison brigades; 4, 7, 22F airbases; engineer group.
(5) Air available: six x TAC.
(6) Naval available: none.
(7) All hexes of the Japanese Siam-Burma Railroad have been built.
(8) Replaceable Units: B/3 armored group; six x TAC; one x MAC.
(9) Permanently Eliminated Units: 25 HQ; “IG,” 5 Divisions; 3, 12, 10 Airbases; six TAC; MF gunfire unit; SXF amphibious unit. 
SCENARIO 2 SPECIAL RULES 
1. Do not roll for Random Events on the first Japanese turn. Instead, the Japanese event, Mandatory Offensive, occurs. Allies roll for events normally.
2. Note that the reinforcement units which are scheduled to arrive on 1941-IV appear in the reinforcement phase of the first turn (that is, Turn 10).
SHORT SCENARIO: Fall of an Empire
	This scenario covers the opening stages of the campaign, as the Japanese overran Southeast Asia. Set the game up the same as Scenario 1, but it ends after the 1942-III turn is completed. Victory is evaluated normally except that the Allies get twice the victory points they would normally receive for occupying objective hexes at the end of the game.
SCENARIO VARIANT: Operation ZIPPER
	Operation ZIPPER was the British plan to retake Malaya. The operation was shelved when the Japanese surrendered in August 1945, but this variant can be used with any scenario which normally ends on the 1945-III turn. The game now ends on the 1945-IV turn. Players get double the points they would normally receive for occupying Bangkok and Singapore at the end of the game.
SCENARIO VARIANT: Historic Withdrawals 
	Ignore the event Withdrawal. Instead, players must withdraw the following units at the dates indicated. The unit which was withdrawn historically is shown in parentheses, but players can chose any unit of the same type.
Japanese
1942-III: one x 6-10, one x 5-10 (IG, 5 Divisions) 
1943-I: one headquarters (25 Army) 
1943-III: All naval and amphibious markers 
1944-I: two x airbases, 2 x TAC 
Allies
1942-III: one x 3-12 (7 Armored Brigade) 
1943-IV: one x 6-10 (70 Division) 
1944-IV: one x 4-4 (any one ROC army) 
1945-III: two x US airbases, 1 x SAC, 1 x TAC 
also
1943-IV: one x 5-10 replaced with a 4+8 light division (17 Indian Division)
1944-I: Indian Reserves activated [17.1]

CBI Designer’s Notes
Game System. The idea behind CBI was to recreate one of the truly epic campaigns of World War II in a format playable in an evening. The multiple impulse sequence, with depot expenditure as the triggering event, proved to be the answer. It allowed for long periods of buildup followed by intense periods of combat. 
Combat System. Evaluating Japanese units versus the British was difficult. Each side organized and armed its forces differently. Japanese divisions had plenty of infantry guns up front with the regiments and battalions, while the British concentrated their (usually heavier) artillery at division level. The strengths of the units represents their total firepower, but their actual fighting methods are factored into the CRTs. 
	The Allied table is more traditional; the higher the odds the better the chance of defeating the enemy at lower cost to yourself. That represents the effects of concentration of divisional and non-divisional artillery. As the Japanese increase their attack odds, they have a greater chance of winning but at a higher cost to themselves, representing their putting more infantry on the line (that is, banzai charges). The Japanese also have a slightly better chance of inflicting defeats on the Allies in the mid-range odds, representing their greater reliance on surprise and such. That should also tempt the Japanese to attack at low odds in the hope of getting a good die roll. 
	The CRTs also factor in different fighting styles. The Japanese tended to hold at all costs, where the Allies would withdraw in the corresponding same situation. Hence the Allies get more “DW” and “AW” results. The Japanese player can really make that work for himself by surrounding Allied units and cutting off their retreat. 
Order of Battle. The order of battle was cut and dried. There were several excellent sources, as noted below. The combat strengths of the headquarters represent non-divisional artillery, recon and other formations. Both the Japanese and British used numerous independent brigades throughout the campaign, but the numbers of those units in the game represent their overall average commitment, since they were sometimes recombined into divisions. British brigades tend to be weaker than the Japanese as the British didn’t usually assign artillery to independent brigades, while the Japanese did. 
Random Events. The random events account for a lot of different things with a minimum of extra rules. That’s especially true of the political situation. Both sides withdrew major formations from the theater at different times. I did not want to make the withdrawals too predictable, hence the Withdrawal event
War in the Air. The struggle for control of the skies was just as critical as the battles on the ground; so the air war gets major consideration. Historically the major features were the Flying Tigers, the “Hump” resupply route to China, the aerial battle for Calcutta in 1943, and the Allied air supply effort in the Imphal campaign and after. I included the ground support element for the airstrikes because the struggle for bases was a critical element of the campaign. 
Logistics. As usual in warfare, logistics is a key factor. The use of depot units made things simple, since there is no concern about lines of supply per se — you simply have to move your depots to the appropriate point by whatever means possible. How you expend your depots will be a major strategic choice: do you use them to support an offensive, or to rebuild eliminated land and air units, or to fortify your front? In the end, logistics will drive the rest of the game.
Players’ Notes
Japanese Early War (1941-42). 
1) Objectives. Decide whether your initial target will be Singapore or Rangoon, and then concentrate everything on it. Once you have seized your initial objective, switch your axis of attack and go for the other.
2) Maintain the tempo of advance. Any turn you’re not destroying Allied units means they will be that much stronger when the inevitable counterattack occurs. Fortunately, you can take advantage of your light unit capabilities to cut off Allied units in jungle and rough terrain.
3) Logistics, logistics, logistics! This can not be emphasized enough. You must ensure your headquarters will be activated each turn. So you must think one turn ahead and use every means possible — land, air and amphibious — to move up your depots. You also have sufficient depots to replace most of the units you lose. Replacement is vital because you are operating with only a limited number of units. Taking Bangkok is critical because it’s a forward base on which you can land your reinforcements.
4) Airpower. Any turn in which you are not using all your airstrikes is a turn in which your air forces are wasted. Close support will radically alter your odds of winning battles, even with land units that are otherwise overextended. If there are not enough close support missions, interdict everything possible in order to disrupt Allied operations. 
Japanese Mid-War (1943-44). 
	You will be building up enough land forces to hold your line and possibly launch a final offensive into India. You will, however, also be up against increasing Allied airpower as well as your own diminishing depot reinforcements. Not attacking India may be a good idea, but that sometimes can’t be avoided owing to the Mandatory Offensive random event.
Japanese Late War (1945). Your logistical situation by this time will be largely hopeless, but you can still delay and hold onto critical cities.
Allies Early War (1941-42). You suffer from weak units and a lack of airpower; so it’s often wise to abandon Burma and fall back on India. If you retreat too soon, however, you may concede too much too early. So it’s a balancing act. You need to take advantage of any enemy mistakes. For example, if the Japanese player divides his forces between Burma and Malaya, a limited counterattack may throw him off schedule. If you can hold out until the Monsoon, the Japanese may never reach Rangoon.
Allies Mid-War (1943-44). 
	You will be building up your airpower and logistics. You face some hard choices in how to expend your depot units: to replace land or air units or prepare for a round of counter-offensives; however, your ground forces are still weak. You have several special forces units you can use to cut off Japanese units, but they won’t be effective unless they are supported by heavier divisions. You have to decide when to launch a counterattack. Too early, and you will have units destroyed in counterattacks. Too late and you will be up against dug in Japanese.
Late War (1945). 
	By now you ought to have sufficient forces to launch your final offensive, just bear in mind if you have not properly set it up in the preceding years, you will never get to Malaya and Indochina.