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Japanese Briefing Late War (1944-45) v7.

3
By Blace 2006-2009

Rating: Fearless Trained

Special rules
Bushido ‘Way of the Warrior’:
Japanese soldiers and officers where strongly motivated by fanatical cultural ideals.
They were there to fight to the death and do precisely what ordered to do on pain of
death and dishonour making them a dangerous and determined enemy.

Infantry and pioneer teams don’t have to take a tank terror test to assault tanks.

If pinned in an assault platoons can roll to unpin and continue assault on a successful
motivation test. If Assault is continued however teams defending get another volley of
defensive fire.

Leaderless platoons may still launch counter attacks in assaults.

Excellent Camouflage: +10 points to purchase for a platoon


Rule is only active when teams are inside forests or dug in.

If a team with this rule doesn’t move for a turn they get concealment as well as gone
to ground even if they shoot.

Suicidal Courage:
Get to re-roll failed half strength platoon tests for all platoons but pass on a 4+.

Platoons can also re-roll failed motivations to counter attack and assault on a 4+.

(If company commander is with platoon than the usual re-roll replaces the 4+ test)

Banzai:
If an infantry platoon fails a half strength motivation test with their platoon leader still
alive, they will initiate a Banzai charge. This is a suicidal charge which will cause the
platoon to on the double move towards the nearest target and assault to the death.

A platoon banzai charging cannot shoot and cannot be pinned, however if it suffers
five hits or more from defensive fire whilst assaulting an enemy platoon all saves are
made at 5+. It automatically passes all assault and counter assault related motivation
tests. It is counted as dead when determining if the company is under half strength.

A leaderless platoon that fails a half strength motivation test will be removed as
normal counted as committing ritual suicide or surrendering, most likely the former.

Precision Artillery:
+1 to the score needed to range in on target and -1 from the score needed to hit a
target during a bombardment.

1
This represents the accurate yet difficult to range type of bombardment used by
Japanese forces due to the need for the precision and efficiency of Japanese artillery
during the war due to supply problems.

Night Attacks: A player fielding Japanese forces who has the first turn and is attacking
an enemy in prepared positions my elect to make a night attack. This rule is exactly
the same as British rules for night attacks including the special rule “Advance under
darkness”

Pre-ranged Artillery:
Japanese batteries were often not used as a single unit, but rather broken up with one
or two guns registering different targets. It was common for these guns to drop a few
shells very accurately on pre-determined targets such as crossroads, buildings or other
likely sites of enemy activity, with the purpose of breaking up enemy activity and
pinning troops.
At the start of a game but before deployment, a player playing a Japanese force may
elect to use the ‘Pre-ranged Artillery’ rule. The player will then place up to four
ranged in tokens on different terrain features of his choice in the enemy’s deployment
zone and no-mans-land.

After this, deployment is started as usual. During any turn, the player may elect to
bombard any or all of the preselected targets, but placing a template centred on the
ranged in token. The number of enemy units under the template will determine the
number of dice. The player will roll to hit, without needing to range in. All hits will be
re-rolled as the bombardment is conducted by only one or two guns. This rule
includes the effects of the ‘precision artillery’ rule. Normal artillery rules follow from
this point.

At any point in the game in the players turn, he may elect to fire a bombardment with
the whole battery. This will be conducted according to the normal rules for a
bombardment including ranging in with observers, etc. If this is done then remove all
ranged in tokens for the harassing fire rule. Harassing fire may not be used again in
the game after a conventional bombardment is attempted. Similarly, any guns used in
direct fire must remove their ranged in token.

Air interception Support: Oscars for IJA, Zeros for SNLF


Limited: 80pts Sporadic: 50pts

2
Tank Company Organisation

All troops are rated as fearless trained


Each box represents an option. Ie you can have two tankette platoons but only one Self propelled
artillery platoon
The force must contain the boxes with Italics and Bold font

Company
HQ One support option per combat
platoon
Weapons Support Options
Combat Platoons
Platoons
Armored
Platoon Gun Tank Mobile AA
Platoon
Armored
Platoon Recce Tankette Platoon
Platoon

Armored Tankette Platoon


Platoon Recce
Platoon
Artillery Battery
Armored Pioneer
Platoon Platoon
Self Propelled
Anti Tank
Armored Mobile
Platoon Engineer
Self Propelled
Platoon
Artillery Platoon
Armored
Platoon Amphibious Tank
Platoon

3
Tank Company Platoon Organisations
Headquarters Platoon

Company HQ
Company command
1x Company command tank
2x Light tanks
1x Type 97 Chi-Ha 30pts
(Optional)
2x Type 95 Ha-Go light tanks 50pts

Upgrade Type 95 Ha-Go light tanks


To Type 98 Ke-Ni tanks for +10pts
Upgrade the type 97 command tank
To a ‘shinhoto’ type 97 Chi-ha for +10pts

Combat Platoons
Armoured Platoons Gun Tank Platoon

1x One Command gun tank


1x Command tank 2x Gun tanks
3x or 2x Medium tanks
or 3x Type 3 Ho-Ni III 165pts
3x or 2x Light tanks

Medium tanks Recon Platoons


3x/ 4x Type 97 Chi-Ha “Shinhoto” 120pts/160pts 1x command light tank
3x/ 4x Type 97 Chi-Ha 90pts/120pts 2x Light tanks
3x/ 4x Type 1 Chi-He 135pts/180pts
3x/ 4x Type 89 Chi-Ro 70pts/90pts 3x Type 95 Ha-Go 85pts
3x Type 98 Ke-Ni 100pts
Light Tanks 3x Type 97 Te-Ke 70pts
3x/ 4x Type 95 Ha-Go 75pts/100pts 3x Type 94 Tankette 55pts
3x/ 4x Type 98 Ke-Ni 90pts/120pts
use recce rules
Can replace a 3rd or 4th medium tank with a gun tank for Mobile anti-aircraft
these extra points:
Ho-NiIII 1x command team with type 1 4x2 Toyota GB
97 Chi-Ha Shinhoto 25pts Can have two sections
97 Chi-Ha 35pts 2x batteries per section
Type 1 Chi-He 20pts
Type 89 Chi-Ro 40pts 2x/ 4x AA Carrier Truck 40pts/80pts
2x/ 4x Type 98 AAG Tank 80pts/160pts
Weapons Platoon
OR
Tankette Platoon
Amphibious Tank platoons See infantry company for details

1x Command Amphibious Tank


Mobile Engineer platoon
2x or 3x Amphibious Tanks
1x command Armoured Engineer Vehicle “SS”
3x/ 4x Type 2 Ka-Mi 90 pts/ 120 pts 3x Armoured Engineer Vehicle “SS”
3x/ 4x Type 3 Ka-Chi 135 pts/ 180ptss
Full Strength 80pts
Half Strength 40pts (2 vehicle instead of 4)

4
Higher quality and better supported
IJA Infantry Company Organisation:
All troops are rated as fearless trained
Each box represents an option. Ie you can have two artillery batteries but only one Self propelled
Infantry Gun platoon
The force must contain the boxes with Italics and Bold font
The Weapons platoon boxes with Bold Underlined font may be broken up and attached to other
platoons. If the whole platoon is broken up the command team for that platoon is automatically sent to
the rear.

Company
HQ Two support options per combat
platoon
Weapons Support Options
Combat Platoons
Platoons

Machine Artillery Battery


Infantry Platoon
gun Platoon
Artillery Battery
Anti-tank
Rifle platoon Armoured Platoon
Infantry Platoon See tank company for
Battalion details
Gun
Infantry Platoon Self-Propelled Anti-tank platoon
Battalion or
Gun Anti-tank Platoon

Anti-Aircraft
Platoon Self-Propelled Infantry Gun
Platoon
Medium Mortar
Platoon

Heavy Mortar Light Recon Platoon


Platoon

Anti-Tank
Platoon

Infantry Platoon

Pioneer Platoon

Tankette Platoon

Tankette Platoon

5
SNLF Infantry Company Organisation:
All troops are rated as fearless trained
Each box represents an option. Ie you can have two artillery batteries but only one Artillery battery
The force must contain the boxes with Italics and Bold font
The Weapons platoon boxes with Bold Underlined font may be broken up and attached to other
platoons. If the whole platoon is broken up the command team for that platoon is automatically sent to
the rear.

Company
HQ Two support options per combat
platoon
Weapons Support Options
Combat Platoons
Platoons

Machine Artillery Battery


Infantry Platoon
gun Platoon
Armoured Platoon
Machine gun See tank company for
details
Platoon
Infantry Platoon
Anti-tank Rifle
platoon Amphibious Tank Platoon
See tank company for details
Infantry Platoon
Battalion
Gun
Self-Propelled Anti-tank platoon
Infantry Platoon
Anti-Aircraft or
Platoon Anti-tank Platoon

Medium Mortar
Platoon Self-Propelled Infantry Gun
Platoon
Medium Mortar or
Platoon Self Propelled Artillery Platoon

Heavy Mortar
Giretsu Kuteitai
Platoon
( paratrooper commandoes)
Anti-Tank
Platoon Tankette Platoon
Pioneer Platoon

Tankette Platoon

6
Infantry Company Platoon Organisations
Headquarters Platoon
Company HQ
Company command
1x Company command Rifle team
At full strength: 10 points
Make a Rifle/MG team: +5 points Heavy Mortar Platoon
Add Type 1 Ho-Ha: +10 points
Add Jeep equivalent: +5 points 1x Command Rifle team
Add MG team (Max 2 ) +20 points 2x Mortar sections (section has 2x 150mm Type 97
Add Sniper (Max 3 ) +50 points Mortar, 1x observer team)
Upgrade MG teams At full strength: 200pts
To HMG teams for With 1 Section: 110pts
+5points per team
Can use 20cm rocket launcher to replace the 150mm
Combat Platoons mortar for +20 points per section.

Anti-tank platoon
Infantry platoons
1x Command rifle/mg team
See Divisional Support on pg8
3x Infantry Squads (composed of 3x rifle teams per squad) Infantry platoon
3x Light mortar teams
3x Pole charge teams (optional) Same structure as combat platoon.
Japanese Army Doctrine Emphasised the necessity of
At full strength: 140pts strong rifle companies keeping their infantry up to
With 2 squads: 110pts strength as much as possible. With four rifle companies
Add pole charge teams +10pts in each battalion they were in a very good position to
Upgrade all rifle teams to Rifle/MG for +15pts per squad reinforce numbers if nessisary.
Can make push bike platoon for free Carrier Platoon
1x Command Type 1 Ho-Ha
Weapons Platoon 1x Scout Type 1 Ho-Ha
3x Carrier sections (section has 3x Type 1 Ho-Ha)
Machine-gun Platoon At Full Strength: 110pts
With 2 Sections: 80pts
1x Command rifle/MG team With 1 Section: 50pts
2x HMG sections (2 HMG teams per section)
At full strength: 120pts Replace a section with swamp FP
With 1 section 65pts Vehicle: +15 pts
Replace all Type 1 Ho-Ha half tracks in
Battalion Gun Platoon carrier section with Ho-Ki APC’s for
1x command team no extra cost
2x gun sections (one 70mm infantry gun per section)
1x horse limbers per gun section (optional) Mortar platoon
1x Rifle infantry squad (3x teams) (optional) 1x command Rifle/MG team
1x observer team (optional) 3x mortar sections (section composed of 2x 81mm Type
At full strength: 60pts 97 Mortar, 1x observer)
One gun section: 40pts
Add Rifle squad: +30pts At full strength: 185pts
Upgrade Rifle squad to With 2 Sections: 130pts
Rifle/Mg for +15pts With 1 section: 75pts
Add observer team : +10pts
Pioneer Platoon
Anti-aircraft Platoons
1x command pioneer rifle/MG team with Type 1 4x2
1x Command Rifle team Toyota GB
2x Gun sections (3 guns per section) 2x Assault sections (Section composed of 3x Pioneer
3x Type 98 Ro-Ke per section (optional) rifle/MG teams and a Type 97 4-Wheeled Truck)
2x Flame thrower teams
Twin 20 mm Type 98 AA Machine Cannon
2 Gun Sections 115pts
1 Gun Section 75pts At full strength: 130pts
75mm Type 8 AA Gun With 1 Section: 75pts
2 Gun Sections 200pts + 10pts per section to replace each Truck with a Ho-Ki
1Gun Section 120pts armoured personnel Carrier.
Add Ki-Hi AA Movers Tankette Platoon
per gun section +10pts
1x Command Tankette
Anti-tank Rifle platoon 3x or 2x Tankettes
1x Command Rifle/MG team
2x Anti-tank gun sections (Two guns per section) 3x/ 4x Type 94 Tankette 45pts/60pts

1x/ 2x sections Type 97 AT rifle 40/60pts Upgrade Type 94 Tankette to Type 97 Te-Ke for +5
add an extra AT rifle to base for +5pts per section points per Tankette

7
Divisional Support Troops
Artillery Battery
1x observer team Self Propelled Anti-tank Platoon
1x command team 2x sections (two guns per section)
2x sections (two guns per section) Type 1 Ho-Ni I
Battery can receive staff team for the penalty of being 2 Anti-Tank Sections 200pts
made immobile. 1 Anti-Tank Section 100pts
75mm Type 94 Mountain Gun Type 4 Ho-To
3 Gun sections 180pts 2 Anti-Tank Sections 160pts
2 Gun sections 130 pts 1 Anti-Tank Section 80pts
1 Gun section 80pts Purchase HEAT shells for Type 4 Ho-To +20 points per
1 Gun 50pts gun
105mm type 91 Field Gun
3 Gun Section 260pts
2 Gun Sections 180pts Light Recon Platoon
1 Gun Section 100pts
1 Gun 60pts 1x command
Purchase HEAT shells +10 points per gun
15cm Type 96 howitzer 3x Type 97 Te-Ke 70pts
2 Gun Sections 260pts 3x Type 94 Tankette 55pts
1 Gun Section 140pts Use recce rules
1 Gun 80pts
upgrade 75mm mountain fun
Self Propelled Artillery Platoon
to field gun for +10pts per section 1x Type 100 Te-Re observer team
1x command team in Type 98 Passenger Car
Armoured Platoons 2x Gun sections (two Guns per section)

Type 4 Ho-Ro
1x Command tank 2 Gun Sections 330pts
3x or 2x Medium tanks 1 Gun Section 180pts
or
3x or 2x Light tanks Type 1 SPH Ho-Ni II
2 Gun Sections 260pts
Medium tanks 1 Gun Section 145pts
3x/ 4x Type 97 Chi-Ha “Shinhoto” 120pts/160pts
3x/ 4x Type 97 Chi-Ha 90pts/120pts
3x/ 4x Type 1 Chi-He 135pts/180pts Mobile anti-aircraft
3x/ 4x Type 89 Chi-Ro 70pts/90pts Can have two sections
See Tank Company for details
Light Tanks
3x/ 4x Type 95 Ha-Go 75pts/100pts Self propelled Infantry Gun Platoon
3x/ 4x Type 98 Ke-Ni 90pts/120pts

1x Type 100 Te-Re observer team


Anti-tank platoon 1x command team in Type 98 Passenger Car
2x Gun sections (one Guns per section)
1x Command Rifle/MG team Type 4 Ho-Ro
2x Anti-tank gun sections (Two guns per section) 2 Gun Sections 180pts
1x Horse limber per section (optional) 1 Gun Section 105pts
1x/ 2x sections of 37mm Type 1 50/80pts
1x/ 2x sections of 47mm Type 1 65/120pts Giretsu Kuteitai
add a horse limber to a section +5pts (paratrooper commandoes)
Rated as Fearless Veteran
1x SMG command team
2x SMG assault sections (each section has 2 SMG
commando assault teams each)

2 SMG assault sections 130pts


1 SMG assault section 80pts

Use recce rules

8
IJA Conscript Infantry Battalion Organisation:

All troops are rated as fearless conscript


Extra Special rules:
Massed forces: Where the rules talk about a platoon, read that as a Company. Where the rules talk
about a company, read that as a battalion.
Quality of quantity: A company that started the step with at least fifteen infantry or gun teams
(including any attached teams in command must take at least ten hits in a single shooting step before
they become pinned down. A single hit from an Artillery bombardment still pins them however.)

Each box represents an option. Ie you can have two artillery batteries but only one Self propelled
Infantry Gun platoon
The force must contain the boxes with Italics and Bold font
The Weapons platoon boxes with Bold Underlined font may be broken up and attached to other
platoons. If the whole platoon is broken up the command team for that platoon is automatically sent to
the rear.

Battalion
HQ One support options per combat
platoon
Weapons Support Options
Combat Platoons
Platoons

Artillery Battery
Infantry Company Anti-tank Rifle
company
Artillery Battery
Infantry Company Anti-Aircraft
Platoon Armoured Platoon
See tank company for
Infantry Company details
Medium Mortar
Platoon Self-Propelled Anti-tank platoon
Infantry Company or
Heavy Mortar Anti-tank Platoon
Platoon
Machine gun
Company Self-Propelled Infantry Gun
Anti-Tank Platoon
Platoon
Infantry Gun
Company
Pioneer Platoon

Tankette Company

9
Infantry Battalion Platoon Organisations
Headquarters Platoon
Battalion HQ
Battalion command
1x Battalion command Rifle team Anti-tank Rifle Company
At full strength: 10 points 1x Command Rifle/MG team
Make a Rifle/MG team: +5 points 4x Anti-tank gun sections (Two guns per section)
Add Type 1 Ho-Ha: +10 points
Add Jeep equivalent: +5 points 2x/ 4x sections Type 97 AT rifle 45/75pts
Add HMG team(max 2) +20points add an extra AT rifle to base for +5pts per section
Add Sniper (Max 3 ) +50 points
Heavy Mortar Platoon
Combat Platoons
1x Command Rifle team
2x Mortar sections (section has 2x 150mm Type 97
Infantry Company Mortar, 1x observer team)
At full strength: 155pts
1x Command rifle team With 1 Section: 85pts
Up to 3x infantry platoons each comprised of:
3x Infantry Squads (composed of 3x rifle teams per squad) Can use 20cm rocket launcher to replace the 150mm
3x Pole charge teams (optional) mortar for +15 points per section.
1x grenade discharger squads (3x light mortars each)
(optional) Anti-tank platoon
With 3 platoons: 225pts See Divisional Support on pg11
With 2 platoons: 155pts
Carrier Platoon
With 1 platoon: 85pts
Add pole charge teams +10pts per platoon 1x Command Type 1 Ho-Ha
Add grenade discharger squads:+25ptsper platoon 1x Scout Type 1 Ho-Ha
Upgrade all rifle teams to Rifle/MG for +35pts per 3x Carrier sections (section has 3x Type 1 Ho-Ha)
platoon At Full Strength: 85pts
Can equip all teams with push bikes for free With 2 Sections: 60pts
With 1 Section: 40pts
Machine-gun Company
1x Command rifle/MG team Replace a section with swamp FP
Up to 3x Machine gun platoons each comprised of: Vehicle: +10 pts
2x HMG sections (2 HMG teams per section) Replace all Type 1 Ho-Ha half tracks in
3x platoons: 250pts carrier section with Ho-Ki APC’s for
2x platoons 170pts no extra cost
1x platoons: 95pts
Mortar platoon
Infantry Gun company 1x command Rifle/MG team
1x command team 3x mortar sections (section composed of 2x 81mm Type
4x gun sections (one 70mm infantry gun per section) 97 Mortar, 1x observer)
1x horse limbers per gun section (optional)
2x Rifle infantry squad (3x teams) (optional) At full strength: 145pts
1x observer team (optional) With 2 Sections: 100pts
Four gun sections: 75pts With 1 section: 60pts
Two gun sections: 45pts
Add Rifle squad: +25pts each Pioneer Platoon
Upgrade Rifle squad to 1x command pioneer rifle/MG team with Type 1 4x2
Rifle/Mg for +10pts Toyota GB
Add observer team : +10pts 2x Assault sections (Section composed of 3x Pioneer
rifle/MG teams and a Type 97 4-Wheeled Truck)
Weapons Platoon 2x Flame thrower teams

At full strength: 100pts


Anti-aircraft Platoons With 1 Section: 60pts
1x Command Rifle team + 10pts per section to replace each Truck with a Ho-Ki
2x Gun sections (3 guns per section) armoured personnel Carrier.
3x Type 98 Ro-Ke per section (optional)
Tankette Company
Twin 20 mm Type 98 AA Machine Cannon 1x Command Tankette
2 Gun Sections 90pts Up to 2x Tankette platoons each comprised of:
1 Gun Section 60pts 3xType 94 Tankette
75mm Type 8 AA Gun 2x platoons: 80pts
2 Gun Sections 155pts 1x platoon: 45pts
1Gun Section 95pts Upgrade any or all Type 94 Tankettes to Type 97 Te-Ke
Add Ki-Hi AA Movers for +5 points per Tankette
per gun section +10pts Use recce rules

10
Divisional Support Troops
Artillery Battery
1x observer team
1x command team
2x sections (two guns per section)
Battery can receive staff team for the penalty of being
made immobile.
75mm Type 94 Mountain Gun
3 Gun sections 140pts
2 Gun sections 100 pts
1 Gun section 60pts
1 Gun 40pts Self Propelled Anti-tank Platoon
105mm type 91 Field Gun 2x sections (two guns per section)
3 Gun Section 200pts Type 1 Ho-Ni I
2 Gun Sections 140pts 2 Anti-Tank Sections 155pts
1 Gun Section 75pts 1 Anti-Tank Section 80pts
1 Gun 45pts Type 4 Ho-To
Purchase HEAT shells +10 points per gun 2 Anti-Tank Sections 125pts
15cm Type 96 howitzer 1 Anti-Tank Section 60pts
2 Gun Sections 200pts Purchase HEAT shells for Type 4 Ho-To +15 points per
1 Gun Section 110pts gun
1 Gun 60pts
upgrade 75mm mountain fun
to field gun for +10pts per section
Self propelled Infantry Gun Platoon
Armoured Platoons
1x Type 100 Te-Re observer team
1x command team in Type 98 Passenger Car
1x Command tank 2x Gun sections (one Guns per section)
3x or 2x Medium tanks Type 4 Ho-Ro
or 2 Gun Sections 140pts
3x or 2x Light tanks 1 Gun Section 80pts
Medium tanks
3x/ 4x Type 97 Chi-Ha “Shinhoto” 95pts/125pts
3x/ 4x Type 97 Chi-Ha 70pts/95pts
3x/ 4x Type 1 Chi-He
105pts/140pts
3x/ 4x Type 89 Chi-Ro 55pts/70pts

Light Tanks
3x/ 4x Type 95 Ha-Go 60pts/80pts
3x/ 4x Type 98 Ke-Ni 70pts/95pts

Anti-tank platoon
1x Command Rifle/MG team
2x Anti-tank gun sections (Two guns per section)
1x Horse limber per section (optional)
1x/ 2x sections of 37mm Type 1 40/60pts
1x/ 2x sections of 47mm Type 1 50/95pts
add a horse limbers to sections +5pts pet section

11
Tanks and other Fighting Vehicles
Armour
Name Mobility Front Side Top Notes
Weapons Range ROF Anti-Tank Firepower
Medium Tanks – Fearless Trained
Type 97 Chi-Ha Fully-Tracked 3 2 1 Hull MG, rear turret MG,
“Shinhoto” Limited Vision
47 mm Type 1 gun 32”/80cm 2 9 4+
Type 97 Chi-Ha Fully-Tracked 3 2 1 Hull MG, rear turret MG,
Limited Vision
57 mm Type 90 gun 24”/60cm 2 6 4+
Type 1 Chi-He Fully-Tracked 4 2 1 Hull MG, Rear turret MG
47mm Type 1 gun 32”/80cm 2 9 4+
Type 89 Chi-Ro Fully-Tracked 1 1 1 Hull MG, rear turret MG,
57 mm Type 90 gun 24”/60cm 2 5 4+ Slow tank

Light Tank – Fearless Trained


Type 95 Ha-Go Fully-Tracked 1 0 1 Hull MG, rear turret MG, Limited
Vision
37 mm gun Type 98 24”/60cm 2 7 4+
Type 98 Ke-Ni Fully-Tracked 2 1 1 Hull MG, fast tank, light tank
37 mm gun Type 100 24”/60cm 2 7 4+
Type 97 Te-Ke Fully-Tracked 0 0 0 Limited Vision
37mm Type 94 24”/60cm 2 6 4+
Type 94 Tankette Fully-Tracked 0 0 0 Co-ax MG, Limited Vision

Gun tank- Fearless Trained


Type 3 Ho-Ni III Fully-Tracked 4 2 1
75 mm Type 3 Gun 32”/80cm 2 11 3+ Smoke
Amphibious Tanks – Fearless Trained
Type 2 Ka-Mi Fully-Tracked 2 1 1 Hull MG, co-ax MG
37 mm Type 1 24”/60cm 2 7 4+
Type 3 Ka-Chi Fully-Tracked 4 2 1 Hull MG
47 mm Type 1 32”/80cm 2 9 4+
Anti-aircraft tanks and vehicles- Fearless Trained
AA Carrier Truck Wheeled - - -
Twin 20mm Type98 16”/40cm 5 5 5+ Anti-aircraft, Awkward layout
Type 98 AAG Tank Fully-Tracked 2 2 1
Twin 20 mm Type 98 16”/40cm 5 5 5+ Anti-aircraft
Self-propelled Anti-tank guns – Fearless Trained
Type 4 Ho-To Fully-Tracked 3 2 1 Exposed crew, hull mounted
120 mm Tank gun 24”/60cm 1 9 2+ Heat shells
Type 1 Ho-Ni I Fully-Tracked 4 2 0
75 mm Type 90 32”/80cm 2 10 3+ Smoke, Exposed Crew, hull mounted
Self-propelled Artillery – Fearless Trained

Type 4 Ho-Ro Fully-Tracked 3 1 0 Limited Vision, ,Exposed Crew, bunker


150mm Type 38 howitzer 16”/40cm 1 12 1+ buster
Firing Bombardment 48”/120cm - 4 2+ Smoke bombardment, hull mounted
Type 1 SPH Ho-Ni II Fully-Tracked 3 2 0 Hull mounted
105mm Type 91 howitzer 24”/60cm 2 9 2+
Firing Bombardment 55/140cm - 4 4+ Smoke bombardment, Exposed Crew
Awkward layout: Due to the danger to the driver when firing, the half-track cannot move and shoot in the same turn.
Fast tank: can move 80cm when moving at the double
Heavy tank: move 20cm on roads and Cross-country. Get 4+ re-rolls on failed bogging rolls.
Light tank: Light tanks may move 40cm on Roads or Cross-country.
Rear turret MG: All attacking teams re-roll successful hits against this vehicle in assaults.
Amphibious Tanks: These tanks treat water as difficult going.
Exposed Crew: Because of the vulnerability of the crew to infantry from close range assaults this vehicle cannot assault or
counter assault infantry and if assaulted will break off at first chance.
Limited Vision: Tanks with limited vision have +1 to hit with any weapon firing at a target behind the front of the tank.
Heat Shells: Can be purchased for certain guns. These boost Their AT rating by 4+ but only shoot with an ROF of 1.
Bunker buster: If it hits a building in direct fire every team in the building gets hit.

12
Transport
Armour Notes
Name Mobility Front Side Top
Weapon Range ROF Firepower
Trucks
Type 97 4-Wheeled Wheeled - - - 5 passengers
Truck
Type 1 4x2 Toyota GB Wheeled - - - 2 passengers
Type 98 Passenger Car Jeep - - - 1 passengers
Armoured Personnel Carriers
Type 1 Ho-Ki Fully-tracked 1 1 1 5 passengers
Type 1 Ho-Ha Half-tracked 1 0 0 3 passengers, 2 x side MG, rear MG
Swamp vehicle FP Fully-tracked 1 1 0 3 passengers, amphibious
Gun Tractors
Horse limbers Cavalry Wagon - - - 1 passenger
Type 98 AA Mover Half-tracked - - - 2 passengers
Ko-Hi
Type 98 Ro-Ke Fully-tracked - - - 2 passengers
Engineer Vehicles
Armoured Engineer Fully-tracked 2 2 1 Engineer.
Vehicle "SS"
SS Flame thrower 4”/10cm 4 - 6 Flame tank
Observation Vehicles
Type 100 Te-Re Fully-tracked 1 1 0 Observer Vehicle
Armoured Recovery Vehicles
Se-Ri Fully-tracked 2 2 1 Hull MG, co-ax MG, recovery vehicle
Bikes
Type 97 Motorcycle Wheeled - - - 1 passenger
Pedal bicycle - - - - 1 passenger, push bike
Push bike: Move and act just like cavalry except that they cant shoot or assault at all while mounted. May counter assault though
for penalty of dismounted.

Observer Vehicle: Acts as an observer for guns and a carrier for 1 observer team. Observer team can dismount to move on foot
but this removes the vehicles crew and thus the vehicle from the board.

Engineer: For a skill test, this vehicle can sweep mines, destroy wire entanglements, and dig a trench for infantry to hide in. This
is done at end of the vehicles movement phase.

Side MG: If a vehicle has two side MGs on either side (eg, Type 1 Ho-Ha) they can both shoot at separate targets in front of the
line of that side.

Flame-thrower: Flame-throwers roll a skill test to hit, and pin down any target they hit. The target does not get any saving roll.

Rear MG: Work just like a rear turret MG. Attackers re-roll successful hits against vehicle.

13
Guns and Vehicle Weapons
Name Mobility Range ROF Anti-tank Firepower Notes
Artillery and Anti-tank guns
81mm Type 97 Mortar Man-Packed 40”/100cm - 2 6+ Mortar, Smoke bombardment
150mm Type 97 Mortar Light 48”/120cm - 3 2+ Mortar, Smoke bombardment
20 cm Type 4 Rocket Launcher Light 40”/100cm - 5 2+ Mortar, smoke trails
Twin 20 mm Type 98 AA Machine Light 16”/40cm 5 5 5+ Anti-aircraft,
Cannon
75mm Type 88 AA Gun Immobile 24”/80cm 2 11 3+ Anit-aircraft, immobile, heavy
AA
47mm Type 1 anti-tank gun Medium 32”/80cm 3 9 4+ Gun shield
37mm Type 1 anti-tank gun Light 24”/60cm 3 7 4+ Gun shield,
75mm Type 94 Mountain Gun Medium 16”/40cm 2 9 3+ Gun shield, Smoke
Firing Bombardments 55”/140cm - 3 6+ bombardment
75mm Type 95 Feild Gun Medium 24”60cm 2 9 3+ Gun shield, Smoke
Firing Bombardments 71”/180cm - 3 6+ bombardment
105mm type 91 Field gun Heavy 24”/60cm 2 9 2+ Gun shield, Smoke
Firing Bombardments 71”/180cm - 4 4+ bombardment, Heat Shells
15cm Type 96 Howitzer Medium 16”/40cm 1 13 1+ Smoke bombardment,
Firing Bombardments 55”140cm - 5 2+ Bunker buster
70mm Inf. Gun Man-packed 16”/40cm 2 6 3+ Smoke bombardment
Firing Bombardments 48”/120cm - 2 6
Type 97 20 mm AT Rifle Man-Packed 16”/40cm 2 5 5+ Type 97 20 mm AT Rifle
Two Type 97 20 mm AT Rifles Man-Packed 16”/40cm 3 5 5+ Two Type 97 20 mm AT Rifle
Vehicle Weapons
MG or Co-ax MG 16”/40cm 3 2 6 ROF 1 if other weapons fire
AA MG 16/40cm
Heavy AA: only gets 1 rate of fire shooting because this type of weapon isn’t as effective against low flying aircraft
Anti-aircraft: Anti-aircraft weapons can fire at aircraft
Gun shield: Teams crewing weapons with a gun shield are in Bullet-proof cover when fired at from the front.
Immobile: Can only move if towed.
Mortar: Mortars can only fire artillery bombardments; as a result, they have no ROF rating.
Smoke: Weapons with smoke ammunition can fire a smoke screen rather than their normal shooting
Heat Shells: Can be purchased certain guns. These boost Their AT rating by 4+ but only shoot with an ROF of 1.
Bunker buster: If it hits a building in direct fire every team in the building gets hit.
Smoke trails: Rockets leave smoke trails in the sky that enemy artillery can use to range in on. Each time you shoot with a
weapon with smoke trails put a 5cm ball of 'smoke' on all the guns of the batery shooting. Each different point can be ranged in
on by enemy artillery but on a +1 penalty for the ranging. The trails are visible anywhere on the map. The trails only last one
turn.

Infantry
Name Mobility Range ROF Anti-tank Firepower Weapons and Notes
Rifle team - 16”/40cm 1 2 6 Arisaka rifles
Rifle/MG team - 16”/40cm 2 2 6 Arisaka rifles, Type 99 Light
Machine Gun
SMG commando - 4”/10cm 3 1 6 Type 100 smg, improvised AT
assault team weapons
MG team - 16”/40cm 4 2 6 Type 99 Light Machine Gun
Staff Team - Moves as a Heavy gun team
Pole charge - 4”/10cm 5 Human anti-tank weapon
Light mortar - 16”/40cm 2 1 5+ Knee Mortar Type 89, smoke,
incendiary
Pioneer Rifle/MG team - 16”/40cm 2 3 6 Arisaka rifles, Type 99 Light
Machine Gun, Imp. AT weapons
Flame thrower - 4”/10cm 2 - 6 Type 100 flame thrower.
Sniper - 16”/40cm 1 - 4+ Type 97 Sniper Rifle
HMG team Man-packed 24”/60cm 6 2 6 Type 92 HMG, Highly mobile
Human anti-tank weapon: Hits to the platoon have to go to other teams before the pole charge team as his AT pole is his only
weapon thus he is trying to stay alive and out of the line of fire till that final charge at an enemy vehicle. Pole charge teams don’t
count for or against platoon half strength counts. The anti-tank rating goes against top armour as with all other infantry assaults.
Team can assault tanks and infantry. After the team’s role to hit in an assault, the team is removed regardless of whether the roll
was successful or not and regardless of whether the target enemy team was infantry, gun, vehicle or armoured. If a pole charge
team is successfully assaulted by a tank or vehicle then the team is removed as normal but the tank or vehicle is counted as being
successfully hit by the team and needs to roll a save if it can. Infantry assaulting the team works as normal and doesn’t take a hit
from destroying the team.
Flame-thrower: Flame-throwers roll a skill test to hit, and pin down any target they hit. The target does not get any saving roll.
Remove the team after it has fired.
Improvised AT weapons: Japanese pioneer teams have an Anti-tank rating of 3 through the use of improvised AT weapons.
Sniper: Counted as concealed, gone to ground and in bullet proof cover. Independent teams. See other FOW briefings.
Highly Mobile: Gets ROF of 3 if moved

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New layout is based on the format of the new FOW briefing ‘Fortress Europe’

Battles and campaigns this list is based around


Battle or Campaign: Year:
-Philippines campaign -1944-1945
-Battle of Iwo Jima -1945
-Battle of Okinawa -1945
-Soviet Invasion of Manchuria -1945 (The Lightening War)
-Borneo Campaign
-New Guinea Campaign

References
http://www3.plala.or.jp/takihome/tanks.htm
http://en.wikipedia.org/wiki/List_of_Japanese_WW2_Weapons#Anti-tank_guns
http://mailer.fsu.edu/~akirk/tanks/japan/japan-tank.html
http://personalpages.tds.net/~shannaandrobert/Type%2091.htm
http://www3.plala.or.jp/takihome/formation.htm
http://en.wikipedia.org/wiki/Type_97_Chi-Ha#Variants
http://en.wikipedia.org/wiki/List_of_Japanese_tanks_and_armoured_vehicles_of_the
_WWII_period
Various WWII documentaries

Notes:

Japanese also had a Goliath equiv called the Type 98 Mini Engineer Vehicle
"Ya-I Go" which was used against Russian pillboxes

Giretsu Kuteitai smg weilding commandos saw action on Okinawa where they
harrased supply lines and raided strategic points.

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