Solomon Islands, 10 July, 1943 Pacific Operations

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Re: Solomon Islands, 10 July, 1943 Pacific Operations

Post by PassandReviewofWW2 » 19 Aug 2019 17:14

Japanese Player places One Squad under Each Trench Counter,
Place One Concealment Counter from 10 Concealment Counters from O B on Each Squad
Concealment Counters given in O/B may be used to place on Top of Squads/ even in OPen Ground
or Form Dummy Stacks
IMG_4685[1].JPG
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Re: Solomon Islands, 10 July, 1943 Pacific Operations

Post by PassandReviewofWW2 » 19 Aug 2019 17:21

Japanese Player Places 2nd Line to Reinforce Trench Line
1. Units at Level Two Hill ,will be in Position to take up Level Two Hill Positions without incurring CX Status, going up Steep Inclines
2.Units at Level One Hill , move to South, then across onto Level Two Hill, , if need be, to rotate forward
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Re: Solomon Islands, 10 July, 1943 Pacific Operations

Post by PassandReviewofWW2 » 19 Aug 2019 17:23

Key Position to be occupied during Turn One by Japanese Squad/Maintain Concealment
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Re: Solomon Islands, 10 July, 1943 Pacific Operations

Post by PassandReviewofWW2 » 19 Aug 2019 17:28

Japanese Player places Squad at Level Two Hill Open Ground/Concealment Counter/ to be in Position to move under Trench counter after Trench
Squad moves in Jungle Terrain Key Point

The Level Two Hill, is a Double Crest Line, From Ground Level 0
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Re: Solomon Islands, 10 July, 1943 Pacific Operations

Post by PassandReviewofWW2 » 19 Aug 2019 17:31

Japanese Player, Setup places, Wire on Pillbox North/South and Dummy Counters, or Squad with Concealment Counter on Flanks
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Re: Solomon Islands, 10 July, 1943 Pacific Operations

Post by PassandReviewofWW2 » 19 Aug 2019 17:33

All Elements of Japanese O/B Applied to Defense./ Trench Units would be placed under Trench Counters
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Re: Solomon Islands, 10 July, 1943 Pacific Operations

Post by PassandReviewofWW2 » 21 Aug 2019 19:09

The Japanese Player setup First, the U S Player may not Watch , the Japanese Player placing Units on Map,
and may not view the Setup until Game Start.

The Japanese player decides to place All Squads at the Trench line,/Max FirePower as the best Policy, 2 Squads per Trench.
1.Trenches have 3 Squad Stacking Limit in Open Ground, 2 Squads in Jungle Terrain
2. Jungle Terrain w/Road , is considered Open Ground such Hexes 3 Squad Stacking Limit in Jungle Terrain w/Road Hex.

Turn One: U S Player waits until Advance Phase , to move 3 Squads to Top of Hill,
1. Infantry using Advance Phase,/move of One Hex/ at end of Player Turn, may not be fired on at that Time, by opposing Units ,
Advance Phase , Close Combat Phase, happen at the end of Player Turn.
2. U S Squads can be fired at during the Start of Japanese Player Turn, Prep Fire
3. The US 9-2 Leader /DC/2 Squads 666/MMG/Advance Phase Move onto Level Two Hill Open Ground Hex at end of U S Player Turn One, to Roll up the
Japanese Defense from North to South, follow up Elements : 666 Squad w MMG/9-1 667 Elite Squad x 3
4.The Japanese Concealed Unit , to North, Level One Open Ground, that has Line of Sight to U S 9-2 Leader Group,
IMG_4705[1].JPG
may be a fake Unit
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Re: Solomon Islands, 10 July, 1943 Pacific Operations

Post by PassandReviewofWW2 » 21 Aug 2019 19:38

Turn Two: U S Player move into Wire/ Leader adds 2 MF to Squad 4 MF/Infantry May NOT use Double Time to get thru Wire
1. U S Player , does not use 9-2 Leader to Throw Demo Charge, because the blast affects both Target and all Units in the Location from where the DC
is thrown from.
2. Entering the Jungle Terrain Hex 2MF/9-2 Leader/2 Squads/MMG/DC/
is then Placed On Top of WIre/US Player May Not inspect The Contents Under the Wire counter
3. U S Player then rolls a die , to determine the MF to get Thru the Wire
4. The die roll of 5, results in the U S 9-2 Leader and Squads are now Hung up in the Wire and may move no Further
5. The Japanese Squads in Trench/drop Concealment /Defensive First Fire/16Fire Power/Subsequent First Fire 8 Fire Power unload at Point Blank Range, Breaking 9-2 Leader, Squad w/MMG/Pin result on 666 Squad.
6. During the Rout Phase, the Broke 9-2 Leader/Squad may Rout Away/ The Pin Squad,/remains on the Wire/ would have to Voluntary Break to Rout away
7. The U S Squad on the Wire, may Fire Normally, must add +1 to any Fire Phase attack they Make as long as the squad is on the Wire
Close Combat Phase Squad on Wire -1 Dice Roll Modifier for Opposing Unit Close Combat vs Squad on Wire
Squad on Wire +1 to Close Combat attack vs Opposing Infantry in Close Combat
8.Squad on Wire must wait until / U S Player Next Move Turn/Rout Phase to attempt to get off Wire, another die roll
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Pill Box/Demo Charge/Close Combat
1. Infantry on Wire may not Place Demo Charge on Pill Box/Infantry that make it thru the Wire to Place Demo Charge /must be able to exit back out of the Wire out of the Pill Box Hex, or the DC is Not Placed , until placing Unit/exc/Japanese/ is out of Hex DC is Placed
a. alternative is Throw the DC thru WIre
2. Infantry Unit must enter thru Firing Covered Arc /Front Firing Port of Pillbox to engage the occupants in Close Combat/ after Close Combat Phase
Both Units may fire at each other or different Units and are not subject to the Rule that prevents Units from Firing outside of a Hex occupied by
opposing units of Both Sides
3. 1-3-5 Pill box/ The 3 represents Pillbox Forward Defense TEM vs Fire Attacks thru the Frong
The 5 represents the Pillbox Defense Factor outside of the Forward Firing Covered Arc
ex; A DC Thrown at the Back of the Pill Box/ Pill Box TEM +5/Thrown DC +2/ Total Modifier +7 added to 30 Fire Power Factor Thrown DC Attack
Dice Roll Infantry Fire Table Column
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Re: Solomon Islands, 10 July, 1943 Pacific Operations

Post by PassandReviewofWW2 » 21 Aug 2019 19:40

The U S 9-2 Leader and Squads would have had to make a dr of 4 or less to make it thru the Wire

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Re: Solomon Islands, 10 July, 1943 Pacific Operations

Post by PassandReviewofWW2 » 21 Aug 2019 19:42

Close Combat:
1. Units engaging Occupants of Pillbox in Close Combat are Outside the Pill Box, attempting to stuff Grenades or rifle barrels into Portal

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Re: Solomon Islands, 10 July, 1943 Pacific Operations

Post by PassandReviewofWW2 » 23 Aug 2019 18:02

Wire Rules Clarification:

1. In the Example shown, the U S 9-2 Leader with Squads have 6 Move Factors
a. after entering Jungle Terrain Hex , cost of 2 MF, the U S 9-2 Leader and Squads have 4 MF left to get thru the Wire
b. the dr of 5 , represents 5 MF, to get thru the Wire, the remaining MF of 4 is Not enough MF and the U S Units did not get thru, the Units must
Wait until Next Move Phase , make another MF dr to get past Wire,
Routing Units , also must make MF dr to get past Wire, Routing Units have 6 MF, if Routing Unit MF dr is 6, and the Routing Unit cannot
move out of Hex occupied by Opposing Unit and Wire in same Hex, Routing Unit is eliminated for failure to Rout ,
Failure to Rout, is when at the END of Player Turn, any of that Players Broken Units that are next to Good Order Opposing Units
Infantry Units in Melee are not in Good Order. Broken/DM Infantry do not have to Rout away from Units in Melee
c. Units on Top of Wire, are not stuck and may move away without making dr to move back out of Wire Hex,or during the Advance Phase
move of One Hex, may Advance Phase Move off the WIre

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