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rulebook

Game Design by Chad Jensen

GMT Games, LLC


P.O. Box 1308, Hanford, CA 93232-1308 0811
www.GMTGames.com
INTRODUCTION TABLE OF CONTENTS
“It was a sly and sneaky kind of combat CC:E—CC:P Differences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
which never resembled the massive and
thunderous operations in Europe, where Game Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
tank battalions were pitted against tank Game Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
battalions and armies the size of city popu- Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
lations ponderously moved and maneuvered.
The Pacific was a different war.” Core Rules—Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
—General Robert L. Eichelberger 1 Fate Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2 Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Combat Commander: vol. III – Pacific 3 Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
(CC:P) is a card-driven wargame cover- 4 Unit Markers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
ing WWII tactical infantry combat in 5 Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
ComBAT Commander: pacific — Rulebook

southeast Asia and on the islands of the 6 Radios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8


Pacific. In this stand-alone third install- 7 Starshells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
ment of the Combat Commander series 8 Aircraft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
of games, one player assumes the role
9 Sighting Markers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
of Japan while another commands the
forces of the Allies, be it the Pacific Com- 10 Initiative Card . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
monwealth or the United States. These 11 The Track Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
two players will take turns playing one Core Rules—Mechanics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
or more cards from their hands in order 12 Sequence of Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
to activate their units on the mapboard 13 Game Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
for various military functions.
14 Victory Conditions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Players attempt to achieve victory by 15 Stacking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
moving their combat units across the 16 Line of Sight (LOS) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
game map to attack their opponent’s
17 Posture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
units and occupy as many objectives as
possible. The degree to which a player 18 Night . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
succeeds or fails is measured by a 19 Melee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
scenario’s specific objective chits, the Orders (O20) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
destruction of enemy units, and the ex- O21 Pass (discard) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
iting of friendly units off the opponent’s O22 Advance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
map edge.
O23 Asset Denied . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Each measure of game time is divided O24 Asset Request . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
into a variable number of player turns. O25 Charge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
In each turn, the sequence of play is
O26 Command Confusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
fluid – with orders being given by the
active player and actions being taken by O27 Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
both players – depending upon the cards O28 Infiltrate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
in the players’ hands. Events, both good O29 Move . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
and bad, will occur at random intervals O30 Reconnoiter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
to add a bit of chaos and uncertainty to O31 Revive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
each player’s perfect plan.
Actions (A32) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Sit back, buckle up, and enjoy the ride! listed alphabetically A33–A48 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20-22
Events (E49) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
For folks already familiar with the
listed alphabetically E50–E80 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22-24
basic CC:E rules, the facing page Terrain (T81) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
contains a list of changes between listed alphabetically T82–T99 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25-27
earlier volumes and this game. In this Fortifications (F100) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
manner, you will be able to jump right
listed alphabetically F101–F107 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28-29
in without having to read the entirety
of this rulebook looking for differ- Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
ences imposed by both the change of Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30-31
theater and the evolving nature of the Order & Action Count . . . . . . . . . . . . . . . . . . . . . . . . . . . back cover
Combat Commander game series.
Sources & Suggested Reading . . . . . . . . . . . . . . . . . . . . . back cover

Page  © 2008 GMT Games, LLC


CC:Europe to CC:Pacific — What’s Different?
Disperse—New trigger. Removes one Banzai—New Posture (Japan only). 3-card Enfilade—New action. Increases the po-
smoke or starshell marker from the map. hand. Utilizes new Charge order. Elimi- tency of Fire Groups. [A39]
[1.9.2] nated units go on Time Track instead of Hidden Cave—New action (Japan only).
Jammed trigger—Not in CC:P. Casualty Track. [17.2] Adds a cave to a Hill Crest being shot at.
Exit Points—New map feature. Units can Invader—New Posture. 7-card hand. Setup [A43.1]
only exit the map at Exit Points printed is only 1 hex deep and w/many units start- Hidden Panji Trap—New action (Japan
along their opponent’s map edge. Exit VPs ing on the Time Track. [17.4] only). May place mines or wire. [A43.3]
are based on the Exit Point’s value, not the Night—New standardized rules for fighting Hidden Trenchline—New action (Defender
unit’s (casualty) value. [2.4 & 14.2] at night. [18] only). Places trench marker. [A43.5]
Scout—New leader. Has no command Melee—Melee now occurs at beginning of Smoke Screen—New action. Play at the
number. Can instead activate and spot for Allied player’s turn rather than immediate- beginning of Move or Advance order. Each
friendly mortars anywhere on the map. ly. New melee marker shows dual-occupied

ComBAT Commander: pacific — Rulebook


activated squad places one smoke. [A47]
[3.3.3] hexes. No Fire Attacks into or out of, and
SRs can’t be placed in or adjacent to, a Deleted Actions—Assault Fire; Conceal-
Sogeki Hei—New leader (Japan only—
melee hex. [19] ment; Dig In; Hidden Entrenchments,
means “sharpshooter” or “sniper”). No
Spray Fire; Smoke Grenades.
command. Acts as Ordnance. Multiplies Asset Denied—Replaces and expands
the dice for its Fire Attack roll rather than upon old Artillery Denied order. Can break New Events—E52 Battlelust; E54 Breezy;
adding them together, but only affects a opponent’s radio as before. Also used to E55 Bushido; E57 Detritus of War; E58
single unit in the targeted hex. [3.3.4] break a weapon, or to remove an aircraft Field of Battle; E60 Gusts; E63 Jam; E74
marker from the map. [O23] Spider Hole; E75 Stealth; E78 Tennōheika
Leaders & Weapons—Leaders cannot
Banzai!
possess weapons with negative Movement Asset Request—Replaces and expands
allowance modifiers. [3.3.5] upon old Artillery Request order. Can fix Deleted Events—Numerous. Many of the
or use a friendly radio as before. Also used new events above are modifications of
Weapon Transfer—Now done during an
to acquire a radio, fix a broken weapon, CC:E events with similar effects.
Advance rather than Move order. [5.3]
activate a friendly aircraft or place a Air Support—Modified: Event title now
Broken Weapons—Broken weapons no
starshell. [O24] includes a range of dates in which the event
longer affected by random hexes. Now
Charge—New order (Japan only). For Ban- can occur. Either removes enemy aircraft
affected by (new) Asset Denied/Request
orders. [5.4] zai Posture only. Activates all previously marker from or places friendly aircraft
unactivated Japanese units. Activated marker onto the map. [E50]
Starshells—New marker. Starshells illumi-
units lose any suppressed markers, rally if Scrounge—Scrounged weapons now come
nate hexes during night battles. [7]
broken, then are activated for a Move order. into play broken. (better interaction with
Aircraft—New marker. If on map (via up- Allied units automatically activated for Op Asset orders) [E71]
dated Air Support event) can be activated Fire. [O25]
to attack via Asset Request order. [8] Hill—Uphill movement penalty is +1 MP
Defense Rolls—An Attack Total at least per level increase. [T89]
Sighting—New marker (Japan only). twice the Defense Total outright eliminates
Placed on map during setup. One is moved Road— +1 MP and –1 Cover modifiers
the targeted unit. (encourages fire groups;
every time a player reveals a random hex have been dropped. Only costs ½ MP when
discourages overstacking) [O27.3.4a]
(new rule 1.8.2). Used to determine where moving along a road if no enemy has LOS.
infiltrators can be placed. [9] Infiltrate—New order. Allows Japan (only) (Pacific-theater roads are often not much
to place units in “reserve” and then to more than wide trails compared to Euro-
Casualty Track—Surrender mechanic only place those units on the map in hexes oc- pean boulevards) [T94]
used for the Allied player. (Japan is im- cupied by Sighting markers. [O28]
mune) [11.2] Water Barrier—No longer impassable.
Reconnoiter—New order. Activates a Move Cost of “all”; Cover of “–2”. [T99]
Infiltration Boxes—New Track Display friendly unbroken, unsuppressed leader
item where Japan can hold infiltrating units New Terrain—T82 Beach; T86 Bush; T87
with LOS to an enemy unit. Player then
in reserve. [11.3] Grass; T90 Hut; T91 Jungle; T93 Palm;
peeks at the top card of his Fate deck and
T97 Swamp.
Time Advancement—Smoke no longer re- either: puts it back on top; puts it in his
moved during a Time Advance. [13.1.2] hand; or puts it in his discard pile. [O30] Deleted Terrain—Eurocentric terrain types
have been removed and replaced by terrain
Game End—Even if Japan has no units on Revive—New order. Replaces old Recover
more appropriate for the Pacific and south-
the map, the game won’t end if it still has a order. Doesn’t activate anything. Gives the
east Asian theaters. Most notable is the
unit in an Infiltration Box. [13.3b & c] player 1-5 Revive Points: spend 1 Revive
absence of any hexside terrain in CC:P.
Point to remove one suppressed marker
Unit Stacking—Now enforced per hex, not Cave—New fortification (Japan only). May
from a friendly unit OR rally one friendly
per player. Overstacking is also allowed only exist in Hill Crest hex. Units are out-
broken unit (automatic—no die roll
but with a penalty: In a hex, each soldier side or inside cave within same hex. LOS
needed). [O31]
icon beyond 7 reduces that hex’s Cover by to/from units inside a cave is downslope
1. [15.2.2 & T81.3.2] Recover/Rout Orders—Not in CC:P.
only: upslope is blocked. 4/8 Cover. A cave
Postures—Postures are expanded and now Bayonets—New action. +2 to Melee roll. is adjacent to any other cave during Ad-
have their own rule section. [17] [A34] vance orders. [F102]

© 2008 GMT Games, LLC Page 


broken unit can perform most abilities, albeit Movement—One of five base stats. Move-
GAME CONTENTS at a reduced capacity. An unbroken piece that ment is a measure of how well a unit can
“breaks” becomes broken (flipped over); a move about the battlefield. [3.1.3]
Combat Commander: Pacific includes: broken piece that breaks again is eliminated.
[3.2] MP—Movement Point. A unit’s movement al-
● six back-printed 17˝ x 22˝ game maps lowance equals its available MPs. Expended
(twelve maps total) Command—One of five base stats. Found by units to move from hex to hex during
● 352 large (⅝˝) die-cut counters only on leaders. Command is a measure Move orders.
of how well a leader unit can control the
● 280 small (½˝) die-cut counters
friendly units around him. [3.1.5 & 3.3.1] OB—Order of Battle. The forces allotted to
● 220 cards each player in every scenario.
Countermix—All counters not currently be-
● one 32-page Rulebook ing used either on the map or Track Display. Obstacle—A type of terrain that blocks LOS
through it; never into or out of it. [16.2]
● one 32-page Playbook Cover—A number associated with each
terrain and some fortifications. A hex’s best Op(portunity) Fire—The ability to play a Fire
● one Track Display
Cover is added directly to the morale of every order as an action instead so as to fire at the
● three 2-sided 8.5” x 11” nationality cards opponent’s Moving units. [A41]
unit occupying that hex. Multiple Covers are
ComBAT Commander: pacific — Rulebook

● two single-sided 8.5” x 11” player aid cards not cumulative. [T81.3] Order—The ability listed across the top of
Die Roll—The white/colored six-sided “dice” every Fate card. Orders are limited to only
on the bottom right of every Fate card. Die being played during that player’s turn. [O20]
GAME SCALE rolls can never be performed directly from a Ordnance—Any aircraft, weapon, or Sogeki
player’s hand, only off the top of a player’s Hei unit with a white bar highlighting its
Each hex of a CC:P map represents an area Fate deck. [1.9] stats. Ordnance: must first hit its intended
approximately 100 feet across (30 meters or target before making a Fire Attack against it;
so). Each complete player turn represents an Enemy—A unit, weapon, aircraft or radio
controlled by the opposing player. A hex oc- cannot be part of a Fire Group; cannot par-
arbitrary segment of game time with each ticipate in Op Fire; and cannot have its stats
measure of game time abstractly representing cupied by an enemy unit. An objective hex
[2.3] under your opponent’s control and not increased by a friendly leader in the same
several minutes of real time. hex. [O27.2]
containing a friendly unit.
Each unit in the game is approximated as a Piece—Any unit, weapon, radio, aircraft or
single leader, a team of 3-6 men, or a squad Event—The random happenings listed just
below the action on every Fate card. Events fortification counter.
of 8-13 men. Aircraft, radios and individual
weapons larger than a grenade, pistol or rifle can never be performed directly from a Posture—Each side in a scenario will be
are represented by their own counters. player’s hand, only off the top of a player’s assigned one of the following five Postures:
Fate deck due to an Event trigger. [1.9.3] Invader, Attacker, Recon, Defender or Ban-
Firepower (FP)—One of five base stats. FP is zai. Posture is used to determine a player’s
a measure of how much damage a piece can hand size, among other things. [17]
GLOSSARY inflict on enemy units. [3.1.1] Random hex—The letter/number combina-
FP—Firepower. tion on the bottom left of every Fate card
Throughout these rules, Letters/Numbers
used to randomly determine where Snipers
found within brackets – such as [O23.2] – will Friendly—A unit, weapon, aircraft or radio and certain events will occur. Also used to
indicate to the reader an important refer- under your control. A hex occupied by a determine where a Sighting marker will be
ence to another rule. Rules preceded by an friendly unit. An objective hex [2.3] under your moved to. [1.8]
“O” are for Orders; “A” Actions; “E” Events; control and not containing an enemy unit.
“T” Terrain; and “F” Fortifications. Range—One of five base stats. Range is a
Hindrance—Terrain that reduces FP going measure of how far a piece can shoot. [3.1.2]
through it – never into or out of it (except for
Action—The ability listed just below the Scenario—A collection of pieces, data and
smoke). Hindrances are not cumulative. [16.3]
photo on every Fate card. There is no limit to special rules used to set up then play out a
the number of actions a player may perform Inactive—The player not currently taking his game of Combat Commander. Can be preset
each turn other than the number of cards in turn. Any unit or marker belonging to that or randomly generated. [see playbook]
his hand and being able to meet each action’s player. If a game situation forces or allows
both players to do something simultaneously, SR—Spotting round marker. [O24.3.1]
stated prerequisite. [A32]
the inactive player always goes first. (die) Trigger—A game effect associated with
Activate—A unit may only be “activated” for
LOS—Line of Sight. Generally, a unit in hex (“triggered by”) certain die rolls. [1.9.1]
one order per turn. Aircraft and weapons are
not limited in this manner but must still be A has a LOS to hex B if a string, drawn taut Turn—One player – the “active” player – ei-
activated to function. and touching both hexes’ center dots, does ther performing orders or discarding Fate
not touch the graphical depiction of a terrain cards. [12]
Active—The player currently taking his turn.
Obstacle in between those hexes. [16]
Any unit or marker belonging to that player. Unit—Any large (⅝˝) counter with an illus-
See also “Inactive”. Marker—Any counter (usually ½˝) without a tration of one or more soldier figures. This
soldier illustration. Some marker examples includes squads, teams and leaders. [3]
Adjacent—Two hexes sharing a common hex-
include sighting, spotting round, control,
side are considered adjacent to one another. VP—Victory Point. [14]
wire, sudden death, or the various weapons.
Units and markers in one of those hexes are Weapon—Any small (½”) counter with a
adjacent to units and markers in the other. MG—Machine gun.
weapon illustration such as a machine gun or
Aircraft—A dive bomber or fighter. [8] Morale—One of five base stats. Morale is a mortar. Unlike other markers, weapons will
measure of how much punishment a unit can always have a FP and a range. [5]
Break/Broken—A unit, weapon or radio with
take before being rendered “combat ineffec-
its reverse side face-up is “broken”. A weap-
tive”. [3.1.4]
on/radio cannot be used while it is broken. A

Page  © 2008 GMT Games, LLC


IMPORTANT: In CC:P, the motto “a rule CORE RULES— 1.4 Reshuffle
means exactly what it says” should be the During each Time Marker Advance [13.1.2],
order of the day. In other words, as quoted COMPONENTS one player will be instructed to shuffle the
from another fine game, Totaler Krieg!: cards occupying both his discard and draw
“Do not infer or imagine more to a rule piles together in order to form a new draw pile.
than is stated in it. When in doubt, interpret 1. Fate Cards
strictly”. 1.5 Orders
“I rate the skillful tactician above the skillful
Example A: The KIA event [E64] states Orders are listed across the top of each Fate
strategist, especially him who plays the bad
“Eliminate one broken unit”. It doesn’t say cards well.” card. A player may only play a card for its
“...enemy broken unit”; so if you had the only order during his own turn, and may never an-
—Sir A.P. Wavell
broken unit(s) in play when you revealed nounce more orders in a turn than his Order
There are three sets of Fate cards included Limit [12.1]. If a card is played for its order,
this event, you would have to choose one of
with this game: one set each for Japan (cherry it is immediately placed face-up atop that
yours to eliminate.
blossom red), the US (khaki) and the Pacific player’s discard pile—the action on that card
Example B: Rule F104.1 states that mines Commonwealth (sand). A player’s 72-card then could not be played until the next time it
will only attack Moving or Advancing units. Fate deck is the heart and soul of the game.

ComBAT Commander: pacific — Rulebook


is drawn into the player’s hand.
So a unit entering or leaving a mines hex Once the game begins, no activity may be
via the Stealth event [E75] would not be performed on the map by either player – ei- 1.6 Actions
attacked. ther via order or action – without a Fate card
“You win battles by knowing the enemy’s timing,
However, having said that, these rules in hand allowing it. While a Fate card is in and using a timing which the enemy does not
cannot possibly hope to cover the myriad a player’s hand, only its order and action expect.”
situations that may arise during game are relevant: everything else (from the event
—Miyamoto Musashi
play—so in those instances when an odd- down) is ignored.
Actions are listed just below the photo on
ball situation surfaces, a healthy dose of
IMPORTANT: The Initiative card [10] as each Fate card or, in the case of Op Fire [A41],
common sense coupled with an existing rule
well as the various reference cards included across the top of the card. A player may play
or two should suffice to see you through.
in this game are not Fate cards and thus a card for its action at any time during either
Throughout this book you will see numerous will never be considered as being part of a player’s turn, so long as its prerequisite is
shaded boxes such as this one. These boxes player’s hand. met. If a card is played for its action, it is
ORDER / placed
immediately FIREatop that player’s
ACTIONface-up
are filled with clarifications, play hints, Further, whenever a rule refers to a “card”
design notes, and other assorted wisdom in discard pile—the order on that card then
without an identifier, it will always be in ref-
order to help ease you along. could not be played until the next time it is
erence to a Fate card—never the Initiative
drawn into the player’s hand.
card or one of the reference cards (which
To play your first game, you need only read will always be identified as such).
the Core Rules and Order sections that 1.7 Events
follow, as well as rule A41 concerning Op “Luck; that’s when preparation and opportunity
Fire. Then set up and follow along with the 1.0 Golden Rule meet.”
Examples of Play (in the playbook) in order Some card effects or scenario special rules ACTION SMOKE —Pierre
SCREENElliott Trudeau
to get a feel for the base mechanics and may conflict with one or more general rules Events are listed below the action on every
basic flow of the game. The latter portion in this booklet. When this occurs, the card Play at the beginning of a Move or Advance
Fate card. Events
order. Place oneare never
smoke with played from
or adjacent the
to each
of this booklet – entries for Actions, Events, effect / special rule always takes precedence. hand,activated
voluntarily
squad.or otherwise—only off
Terrain and Fortifications – can be quickly
the top of the draw pile, and only at random
glossed over and then referred to in more 1.1 Hand Size EVENT
intervals due to Walking
certain die rolls [1.9.3].
Wounded
detail as the need arises during game play. Each player is allotted a certain hand size
Select one eliminated unit. Return that unit to
depending on his Posture: either Invader (7 1.8 random hexes
play in or adjacent to a random hex, broken.
cards), Attacker (6 cards), Recon (5 cards),
Defender (4 cards), or Banzai (3 cards). This 1.8.1 General Rules
ORDER / ACTION FIRE Sniper
This is the light green
determines both the number of cards that
Hex:

C2 card CW-10
Roll:

player will begin the game with and how “hex” in the lower left of
many he will end each of his own turns with. each Fate card. Snipers
See also rule 17 Posture. [1.9.4] and some events
will call for a random hex to be determined
1.2 Card Knowledge and, if so, the top card of that player’s Fate
deck is revealed and only this “hex” is con-
Cards in a player’s hand are kept secret from
sulted. The letter/number combination within
his opponent. Cards in a player’s draw pile
ACTION SMOKE SCREEN the “hex” will correspond to one specific hex
are kept face-down and secret from both
Play at the beginning of a Move or Advance
on the map, where the Sniper/Event trigger
players. Cards in a player’s discard pile are
order. Place one smoke with or adjacent to each will take place.
public knowledge (face-up) and may be ex-
activated squad.
amined by either player at any time. 1.8.2 Sighting Marker Movement
EVENT Walking Wounded At the conclusion of any Sniper/Event trigger
1.3 Revealing Cards that requires a random hex be revealed, the
Select one eliminated unit. Return that unit to
play in or adjacent to a random hex, broken. Whenever a player is instructed to “reveal” a Japanese player must move one of his Sight-
card – during an Event trigger, for example ing markers currently on the map [9] into that
Sniper [1.9.3] – the top card of that player’s Fate deck hex. If a Sighting marker already occupies
Hex:

C2 card CW-10 is turned face up then placed on top of his the hex, a different one must be moved in, if
Roll:

discard pile for both players to see. possible.

© 2008 GMT Games, LLC Page 


EVENT Walking Wounded
Select one eliminated unit. Return that unit to
1.9
playDie
in orRolls
adjacent to a random hex, broken. 1.9.2 Disperse Trigger 2.2 Map Border
“The die is cast.” Whenever a player makes a die roll and that a) The upper right of each map contains
—Julius Caesar Sniper roll is surrounded by a red box with the word its identification letter which is used
“Disperse” inside it, that player must remove
Hex:

C2 card CW-10 to determine which map is used for a

Roll:
This is the pair of one smoke or starshell marker from the particular scenario.
six-sided dice graphi- map (placing smoke back in the draw cup or
cally displayed in the starshell back in the countermix). b) In the lower left of each map is a six-
lower right corner of every Fate card. “Real” sided “compass” matching the orientation
dice are not used in CC:P: instead, whenever 1.9.3 Event Trigger of the mapboard hexes. The compass is
a “roll” is called for, that player reveals the Whenever a player makes a die roll and that generally used to determine a random
top card of his draw pile and only the two roll is surrounded by a red box with the direction during artillery strikes [O24.3.2],
dice are consulted; everything else on the word “Event” inside it, normal game play as well as for various events.
card is ignored. When such a roll is made, pauses in order to execute that event. The
the two dice are added together to arrive at a On the compass, 1 points to the “top” of the
player making the roll reveals the top card of
sum total (exception: during a Targeting roll map; 4 to the bottom; 2 and 3 to the right
his draw pile and, ignoring everything else,
or Sogeki Hei attack, the dice are instead side; 5 and 6 to the left.
reads aloud and then executes the event on
ComBAT Commander: pacific — Rulebook

multiplied [O27.2.3 & 3.3.4c, respectively]). that card [E50­­–E80].


c) Two opposite corners of each map con-
1.9.1 Die Triggers Unless otherwise stated, any decisions tain “Artillery Boxes” used for holding a
Many die rolls are enclosed within a thick red required by an event are made by the player player’s radio marker [6].
box with the word Disperse, Event, Sniper reading it.
or Time also inside it; these are called “trig- 2.3 Objectives
gers”. These four triggers immediately and
1.9.4 Sniper Trigger
Whenever a player makes a die roll and that Each map contains
temporarily pause normal game play in order five “objectives”—
roll is surrounded by a red box with the word
to perform a specific task. Normal game play red circles
“Sniper” inside it, normal game play pauses
resumes after the trigger has been dealt with containing a white number between 1 and 5.
in order to resolve that Sniper: The player
in its entirety. An objective is worth a variable number of
rolling the Sniper trigger reveals the top card
of his draw pile and, ignoring everything VPs to the last side to have sole control over it
1.9.1.1 Die Triggers on Last Fate Card [14.3.1]. An objective’s value is a default zero
Any non-Time trigger that occurs via the else, reads aloud the random hex on that card.
That player may then select one unit in or VPs unless dictated otherwise by the specific
last card of a player’s draw pile will resolve objective chits in play [14.3.3].
immediately after a Time Marker Advance adjacent to that hex and break it.
[13.1.2]. 2.4 Exit Points
A Sniper result can represent a lot more
than just a patient man with a scoped rifle, Each map has a number of light
1.9.1.2 Die Triggers NA Within Triggers
by the way: this mechanism could also rep- green arrows called Exit Points.
Any roll made while resolving a trigger (such
resent combat occurrences such as friendly Each Exit Point contains a number
as the Reinforcements event that requires a
fire, panic, shell shock, snake bite, despair, between 0 and 3. An Exit Point straddles the
roll on a Support Table; or a Sudden Death
dehydration, fatigue, a stray shell, concus- map’s border and one outermost hex. Exit
roll during a Time trigger) cannot itself pro-
sion, dirt in the eye – you get the idea. Points indicate where players can voluntarily
duce a die trigger.
exit their units from the map, earning them
So, any die roll made during a trigger must VPs in the process [14.2.2].
1.9.5 Time Trigger
ignore any Disperse, Event, Sniper or Time Whenever a player makes a die roll and that
trigger associated with it. roll is surrounded by a red box with the word 3. Units
“Time” inside it, normal game play pauses “Among flowers, the best is the cherry blossom;
1.9.1.3 Die Triggers and Timing in order to perform a Time Marker Advance among men, the best is the soldier.”
Each of the four triggers explained below are [13.1.2].
—Japanese Proverb
always performed in their entirety before any
Name
results of the die roll that triggered them are
implemented.
2. Maps
So the roll itself locks in a result but that
2.1 The Battlefield Figures:
Superimposed over each mapboard is a 1x = leader Command
result is not physically implemented on the 2x = team (leaders only)
map until after the die trigger is resolved. hexgrid which is used to regulate movement 4x = squad
and combat at an abstracted scale of about 30
Example: A unit with a morale of 6 is shot meters per hex. Each hex contains: Movement
at with a Fire Attack Total of 14. Its Fire
Defense roll is 7–Event. That unit will a) a specific type of terrain [T82–T99] which
break but not until after the Event trigger is can affect movement as well as attacks
made into or through it; Name/Rank—The name of any unit is used
performed. Even if the event were “Battle solely for identification purposes. Similarly,
Harden” and the veteran marker was placed b) a white center dot used for determining the historical medal or rank insignia found
on that very same unit it will still break im- Line of Sight [16] between hexes; on most leaders is for aesthetic purposes only.
mediately after the event is concluded. Its These have no effect on actual game play
c) a unique letter-number identifier – such
increased morale from the veteran marker once these pieces are on the map.
as “C7” – used for determining where
is not retroactively calculated (so it will
Snipers and certain events will take place. Figures—All units have an illustration of one,
end up a broken veteran).
two or four soldier figures to denote their
relative size. One figure is a “leader” repre-

Page  © 2008 GMT Games, LLC


senting a single man; two figures a “team” of A broken unit is identified by having a red It may be clear by now that leaders can
3-6 men; and four figures is a “squad” of 8-13 bar across the top of its counter. never affect themselves or other leaders.
men.

3.1 Unit Stats 3.2.2 Attached Markers 3.3.1.3 Weapon Command


“Morale is the state of mind. It is steadfastness Units switching from broken to unbroken or A leader’s command number is added direct-
and courage and hope. It is confidence and vice versa retain possession of all weapon / ly to the FP and range of every non-ordnance
zeal and loyalty. It is élan, esprit de corps and veteran / suppressed markers. weapon being carried by a friendly squad or
determination.” team as long as that unit is in the same hex as
—George C. Marshall 3.2.3 Attached Weapons the leader—whether the leader is activated or
Broken units cannot fire weapons. A weapon not. This effect is cumulative if two or more
Units have one number in their upper right does not break or unbreak solely because its leaders occupy the same hex.
corner and three numbers printed along the controlling unit does, and vice versa.
bottom, even if one or more are “0”. Leader So a mortar, being ordnance, can’t have
units (only) will also have a number, letter 3.2.4 Elimination its stats affected by a leader; and an MG
or dash centered along the right side of their A broken unit that breaks again is eliminated: carried by a leader won’t have its stats
counter.

ComBAT Commander: pacific — Rulebook


award its VP value to the opponent [14.1] after increased.
placing it on the Casualty Track [11.2].
3.1.1 Firepower (FP)
This is the first number along the bottom, and 3.2.5 Rallying 3.3.2 Heroes
is a unit’s base strength when in melee [19] or When a broken unit is instructed to “rally,” it “Be content to act; leave the
when firing at an enemy unit [O27 & A41]. is flipped back to its unbroken side. This usu- talking to others.”
ally occurs during a Revive order [O31b] or —Baltasar Gracian
3.1.2 Range via various events. Rallying has no effect on
This is the second number along the bottom, Heroes can enter play via the Hero [E61] and
an unbroken unit. Spider Hole [E74] events. Heroes are normal
and is the maximum number of hexes away at
which it may use its FP to fire at enemy units leaders in every respect, with two exceptions:
With the exception of not being able to fire
[O27 & A41]. weapons, you will find that broken units a) A Hero never earns its owner Exit VPs
can do most anything unbroken ones can, nor does the opponent ever gain VPs for
3.1.3 Movement just not nearly as well. its elimination. An exited/eliminated
This is the third number along the bottom, Hero is always put back in the counter-
and gives the number of Movement Points mix, never onto the Casualty Track.
(“MPs”) a unit can spend to Move [O29] from 3.3 Leaders
hex to hex across the map. b) As an exception to rule O20.2, a Hero
“I am more afraid of an army of 100 sheep led may be activated more than once per turn,
by a lion than an army of 100 lions led by a
3.1.4 Morale thus allowing it to perform more than one
sheep.”
This is the number in the upper right corner, order or Op Fire per turn.
—Charles Maurice de Talleyrand
and is a unit’s base strength when defending
against an enemy fire attack. A unit’s morale Heroes enjoy running full speed up an open
3.3.1 Command road towards an objective hex. They also
is always directly modified by the Cover of
the hex [T81.3] or cave [F102.2.3] it currently 3.3.1.1 Command Radius love to charge machine gun nests in order
occupies. Normally, an order [O20.1] or Op Fire action to take them out in close combat. Other
[A41.2] will only activate a single unit. When useful tasks for heroes will no doubt be
3.1.5 Command a leader with a command number is the first discovered by the player well versed in
This is the number within a hex-shape along unit activated, however, it has the ability Hollywood war movies.
the right hand side of leader counters (only). to further activate all, some or none of the
Command serves to activate additional units friendly non-leader units within its “Com- See also the Hero example in the playbook.
during orders and Op Fire actions [3.3.1.1], as mand Radius” to perform the same order/Op
well as adding to the stats of certain other Fire. Command Radius is counted in hexes
units and weapons stacked with the leader radiating outward from that leader’s hex. 3.3.3 Scouts
Scouts are normal leaders
[3.3.1.2 & 3.3.1.3]. See also Scouts [3.3.3] and
A leader with “2” command can activate in every respect, with two
Sogeki Hei [3.3.4].
friendly units up to two hexes away – even exceptions:
3.1.6 Boxed Stats across an impassable blaze or past an en- a) Independent—Having no actual com-
Some units have their FP enclosed within emy unit. A leader with “1” command can mand number, a Scout cannot increase
a square. This gives the unit +1 strength in activate friendly units in or adjacent to its the stats of friendly units and weapons it
melee [19]. own hex. A leader with “0” command can is stacked with, nor can it activate other
activate units in its own hex. friendly units in the same manner as
3.2 Broken Units other leaders.
3.2.1 Broken/Unbroken 3.3.1.2 Unit Command b) Mortar Spotting—The “M” command of
A unit is always in one of two A leader’s command number is added di- an unbroken Scout represents its ability
states: broken or unbroken. A rectly to the FP, range, movement and morale to activate [O27.1.3] and then to possibly
unit usually begins a scenario of all friendly squads and teams (only) as spot for [O27.2.5] friendly mortars any-
face up on its unbroken side long as those units are in the same hex with where on the map.
but Fire Attacks and other adverse effects the leader—whether the leader is activated or
can “break” it—causing it to be flipped to its not. This effect is cumulative if two or more See also the mortar spotting example in the
broken side. leaders occupy the same hex. playbook.

© 2008 GMT Games, LLC Page 


3.3.4 Sogeki Hei 4.1.3 Removal Weapons fit comfortably on a unit counter
“Sogeki Hei” translates A veteran marker remains on a unit until the when offset a bit up and to the left. This
roughly to “sniper”. In CC:P unit is eliminated or exits the map. A veteran leaves all the unit’s stats clearly visible.
this unit is usually used to squad that Deploys [E56] transfers its veteran
represent a treetop sniper but status to only one of the two replacing teams.
can also act as a grounded and well-cam- 5.3 Removal & Transfer
ouflaged sharpshooter. A Sogeki Hei is a 4.2 Suppressed A weapon may be transferred to another unit
normal leader in every respect, with three only during an Advance order [O22.2].
exceptions: 4.2.1 Placement
A suppressed marker can be A weapon may be voluntarily eliminated by
a) Independent—Having no actual com- placed on a unit via the Interdic- its controlling player at any time.
mand number, a Sogeki Hei cannot tion [E62] or Suppressing Fire Eliminated weapons are always placed in the
increase the stats of friendly units and [E77] events, or due to a tie result during a “weapons” section of the Casualty Track [11.2]
weapons it is stacked with, nor can it Fire Defense roll [O27.3.4]. (exception: Banzai 17.2c).
activate other friendly units in the same
manner as other leaders. 4.2.2 Effects If a unit with a weapon leaves the map for
any reason, the weapon goes with it. A weap-
ComBAT Commander: pacific — Rulebook

b) Patient—A Sogeki Hei is treated as being A unit with a suppressed marker on it has –1
FP, –1 range, –1 movement and –1 morale. on being carried by a squad that Deploys
Ordnance [5.5] for all purposes except [E56] is given to one of the two replacing
that it is a unit and not a weapon. Command is unaffected by being suppressed.
teams.
Weapons themselves cannot become sup-
Note the white stripe behind its lower stats pressed, but a suppressed unit cannot fire any
as a reminder of this status. This means that 5.4 Broken Weapons
weapon it possesses.
a Sogeki Hei must make a Targeting roll When a weapon breaks, it is flipped to its
when firing and cannot perform Op Fire. The “Ø Wpn” in the upper left corner of a “broken” side. A broken weapon that breaks
suppressed marker is there as a reminder. again is eliminated and placed in the Weap-
ons Box of the Casualty Track.
c) Sniping—When making a fire attack
[O27.3], a Sogeki Hei Broken weapons are usually eliminated or
4.2.3 Removal
fixed via play of an Asset Denied or Asset
◦ must, if it hits, multiply the two dice on A suppressed marker can only be removed
Request order, respectively [O23 & O24].
its Fire Attack roll (rather than adding from a unit during a Revive order [O31a] or
them together as for a normal fire at- if the unit is eliminated or exits the map. A
tack); and suppressed squad that Deploys [E56] transfers
5.5 Ordnance
its suppressed status to only one of the two Some weapons – those with a white bar be-
◦ will only affect a single unit in the tar- hind their stats, like the two pictured in the
geted hex (rather than everyone in the replacing teams.
next rule – are termed “Ordnance” and must
hex having to make Defense rolls as first secure a hit before making a Fire At-
with a normal fire attack). If more than
one enemy unit occupies the targeted
5. Weapons tack roll [O27.2]. Ordnance is also prohibited
from participating in a Fire Group [O27.3.1],
hex the Japanese player selects the unit 5.1 Effects performing Op Fire [A41] and having its stats
to be affected, though a broken unit increased via command [3.3.1.3].
As with units,
cannot be selected if an unbroken unit
weapons have both
is present—the latter must be chosen if
FP and range stats; 5.6 Specialized Weapons
possible.
and possibly a negative modifier (in bold A flamethrower automatically
The red box behind the Sogeki Hei’s FP red, like in the sample above) to the pos- sets its target’s Cover [T81.3] to
serves as a visual reminder of these special sessing unit’s movement. Whenever a unit “0”, with no modifications pos-
abilities. is activated [O20.1], any weapon it possesses sible.
is activated along with it. Only an unbroken,
A mortar is an indirect fire weap-
unsuppressed unit may fire its weapon, and
See also the Sogeki Hei example in the on. When a mortar fires, if it was
may do so either separately or as part of a
playbook. activated by a Scout [O27.1.3], the
Fire Group [O27.3.1].
LOS may be traced from that
During testing we found it helpful to turn Scout (acting as a spotter) rather than from
3.3.5 Leaders & Weapons the mortar’s own hex [O27.2.5].
A leader may only ever possess a weapon weapons 90˚ while their owning unit was
lacking a negative movement modifier [5.1]. broken as a reminder not to fire them.
Placing a unit’s suppressed marker directly
atop its weapon is another such reminder.
6. Radios
4. Unit Markers Radios are markers representing
off-map artillery batteries. Each
4.1 Veteran 5.2 Portage has a FP of between 8 and 12. If
A squad or team may possess any one allot- a player acquires a radio, it is
4.1.1 Placement placed in the Artillery Box closest to him
ted weapon. A leader may only ever possess
A veteran marker can be placed (on one of the two corners of the map). Each
a weapon without a printed negative move-
on a unit via the Battle Harden player may have only one radio in play at a
ment modifier. “Possessing” a weapon is
[E51] or Bushido [E55] events. time. A radio is not a weapon.
denoted by having the weapon physically
4.1.2 Effects placed atop that unit. Any weapon acquired See O23 and O24 for rules on radio usage.
A unit with a veteran marker on it has +1 FP, via that nation’s Support Table must be given
+1 range, +1 movement and +1 morale. Com- to the unit listed with that weapon. See also the artillery example in the
mand is unaffected by veteran status. playbook.

Page  © 2008 GMT Games, LLC


already on the map into that random hex.
7. Starshells If a Sighting marker already occupies the
The Initiative card thus acts as a sort of
Starshells are markers represent- balancing mechanism to temper those wild
hex, a different one must be moved in, if strings of luck inherent in any game with
ing various types of parachuted possible.
illumination rounds used during cards or dice. Initiative will generally pass
night actions. b) During Infiltrate orders Sighting markers back and forth between the two players as
on the map are used to determine where the fortunes of war play out, though this
new Japanese units can be placed [O28.2]. isn’t mandatory—it is possible, however
7.1 Placement
unlikely, that a player could refrain from
A starshell is placed on the map via the Asset
Request order [O24.7].
9.3 Removal using it throughout an entire game.
One Sighting marker is removed from the
map whenever a Japanese unit/marker is
7.2 Effects
A starshell “illuminates” its own hex as well
placed into its hex via the Infiltrate order
[O28.2]. Place the removed Sighting marker
11. The Track Display
as every hex within 2 hexes of it. The Night
back into the countermix, out of play. The Track Display is the reception point for
Hindrance [18.3] is ignored in its entirety if
many of the game’s functions. It is home to
the target hex is illuminated. The illumina-
various tracks and such that players will

ComBAT Commander: pacific — Rulebook


tion status of a hex from which the fire attack 10. Initiative Card utilize throughout a scenario. Its sections
emanates or of any intervening hexes is
“The quality of decision is like the well-timed are outlined below, as well as in rule 13.
irrelevant.
swoop of a falcon which enables it to strike and
destroy its victim.”
7.3 Removal —Sun Tzu 11.1 Victory Track
A starshell can be removed from the map
with a Disperse die trigger [1.9.2]. Each scenario will indicate which player 11.1.1 VP Marker
begins the game in possession of the Initia- The VP marker is
tive card. placed on the Vic-
8. Aircraft tory Track at the
The fighter IMPORTANT: The Initiative card is never beginning of every
and dive part of a player’s hand (only Fate cards). scenario, and will move back and forth along
bomber The Initiative card should simply be kept the track – that is, towards and away from
markers are face up in front of the owning player for each player – as VPs are gained and lost dur-
collectively ease of reference during play. ing play. The reverse side of the VP marker is
referred to as “aircraft” and represent various used to record VP totals greater than 20.
forms of close air support available to the
10.1 Re-Roll 11.1.2 Attack Total Marker
combatants. An aircraft is not a weapon.
“The best luck of all is the luck you make for This marker is
yourself.” used solely as a
8.1 Placement mnemonic device
—Douglas MacArthur
Aircraft are placed on the map via the Air for players to tem-
Support event [E50] . At any time during the game, the player
porarily record the current strength of any
currently in control of the Initiative card
Fire Attack / Mine Attack / Artillery Impact
8.2 Effects may choose to cancel all effects of the last
/ Melee Total / etc. This is helpful for when
Aircraft can be activated to attack via play of die roll to have been made – including any
the targeted player’s Defense rolls are inter-
an Asset Request order [O24]. die trigger associated with it – and cause it
rupted by die triggers.
to be re-rolled. This decision must be made
8.3 Removal prior to any trigger/results of that roll being
implemented.
11.2 Casualty Track
Aircraft are removed from the map via an “The only words I spoke to the British com-
Asset Denied order [O23], completion of a When a player calls for a re-roll in this man- mander in the negotiations for the surrender of
Bombing Run or Strafing Run [O24.4 & O24.5], ner, he must give the Initiative card to his Singapore were ‘All I want to hear from you is
or a subsequent Air Support event [E50]. opponent and then the re-roll is performed. yes or no’. I expected to put the same question
The opponent will then control the Initiative to MacArthur.”
card unless and until he himself performs a
9. Sighting Markers re-roll option, thus passing it back to the first
—Tomoyuki Yamashita

Sighting markers represent Each scenario will instruct the


player. This use of the Initiative can occur
possible locations of hidden Allied player as to which space
an unlimited number of times during the
Japanese units. on his side of the Casualty Track
game—even during the same series of die
to place the surrender marker.
rolls.
The Japanese do not surrender in CC:P.
9.1 Placement
Each scenario will assign the Japanese player 10.2 Tie Game The Casualty Track has an upper and a
a specific number of Sighting markers (which “In war, you win or lose, live or die—and the lower row, each one “pointing” to the
could be zero). If allotted, they are set up difference is just an eyelash.” player that will utilize that row.
on the map in the same manner as his other —Douglas MacArthur
forces unless the scenario special rules say Whenever a non-Hero unit is eliminated, it
When a scenario ends in a tie – for example,
otherwise. (and its possessed weapon, if any) is placed
0 VPs after sudden death, or both players
having their last on-map unit eliminated on the Casualty Track. Weapons are placed
9.2 effects simultaneously – the player holding the Ini- in the large central box. (Exception: Banzai
a) Each time a player reveals a random hex tiative card breaks the tie and wins the game. [17.2c]). Units are stacked one per numbered
due to a die trigger, the Japanese player space on their owner’s side of the Weapons
must move any one Sighting marker

© 2008 GMT Games, LLC Page 


Box, occupying those spaces in lowest-to-
highest numerical order. In this manner, the CORE RULES— These discard limits are also shown graphi-
cally on the player aid sheet.
Allied player will lose the game if one of his MECHANICS
eliminated units is placed in the space occu-
pied by the surrender marker [13.3]. 12.4 Hand Refill
Remember to gain VPs each time an 12. Sequence of Play At the end of every turn, the active player
(only) must draw enough Fate cards off the
opponent’s unit is eliminated [14.1]. Further, A game of CC:P begins with one player (as top of his draw pile so that the number of
even though the Japanese will not surrender, specified by the scenario being played) per- cards in his hand equals his hand size [1.1].
it’s still important to place their units on the forming the first “turn”. When he is finished This draw may be temporarily interrupted
Casualty Track for events such as Battlelust – and draws up to his hand size [1.1] – the op- by a Time Marker Advance [13.1.2] if the last
[E52] and Walking Wounded [E79]. posing player takes his first turn. These turns card of that player’s deck is drawn—in this
are then alternated until a Sudden Death roll case, the hand refill recommences after the
or other occurrence [13.3] ends the game. Time Marker Advance is concluded (during
11.3 Miscellaneous
● OB Display—Each faction has A turn consists of a player choosing to either: which his discard pile was reshuffled to form
a new face-down draw pile).
ComBAT Commander: pacific — Rulebook

an OB stats marker which is a) perform one or more orders by playing


used on the OB Display to cards from his hand [O20]; or
mark its
b) discard any number of Fate cards from 13. Game Time
◦ quality (elite, line or green) his hand (including zero) [O21]. “Time is everything; five minutes make the dif-
◦ Order Limit (1-6) ference between victory and defeat.”
◦ and Posture (Attack, Banzai, Defend, 12.1 Order Limit —Horatio Nelson
Invade or Recon). “Do nothing which is of no use.”
—Miyamoto Musashi 13.1 Time Marker
“Quality” tells the player which of his Teams
– Elite, Line or Green – will replace any of In CC:P, no player may give an order without 13.1.1 Placement
his Squads that break down. the play of a card from his hand. The maxi- Each Scenario will indicate on
mum number of orders a player may perform which space of the Time Track
“Order Limit” is the maximum number of
each turn – his “Order Limit” – will be given (located on the Track Display)
orders that player may give each turn [12.1].
within the scenario being played. Orders the time marker is to be placed (usually “0”).
“Posture” assigns that player a maximum do not need to be predesignated—they are
hand size as well as other possible effects [17]. played from the hand, then executed, one at a 13.1.2 Advancement
time. A player may observe the results of one The time marker is advanced one space for-
● Scenario Date—Every sce-
order before deciding whether to play another. ward along the Time Track whenever:
nario will specify which space
of the Year Track in which to The different orders that may be given by a ● a Time trigger is rolled (and the roll is not
place the year marker. player are explained in rules O22 – O31. cancelled by the player with the Initiative);
● Objective Box—Place drawn and sce- or
nario-assigned objective chits [14.3.3] here. 12.2 Action Capability ● a player’s draw pile has no cards remain-
Players place their “secret” objectives “All things entail rising and falling timing. You ing: treat such an occurrence exactly as if
in the section of the box closest to them. must be able to discern this.” a Time trigger had been revealed.
“Open” objectives are placed in the central —Miyamoto Musashi
section. It is only advanced once – not twice – if the
As with orders, no player may announce an last card in a player’s deck is revealed for a
● Data Boxes—The seven Data Boxes along action without the play of a card from his die roll resulting in an actual Time trigger.
the bottom of the Track Display allow hand. Players may perform actions whenever
players quick access to special rules as- they deem appropriate provided the prereq-
Immediately after advancing the time marker,
sociated with various fortifications and uisite, if any, within the action itself is met.
normal play pauses so that the following two
weapons. The Mines box has an additional There is no limit to the number of actions a
steps may be executed in the order shown:
small flyout used to indicate the strength player may perform during either player’s
of all mine attacks for the scenario being turn other than the number of cards in hand. a) the player triggering the Time Advance
played [F104.2]. (only) shuffles his deck and discard pile
The different actions that may be taken by a
together to form a new draw pile;
● Infiltration Boxes—The middle of the Track player are explained in rules A33 – A48.
Display shows three boxes labeled “A”, “B” b) the triggering player makes a Sudden
and “C”. These are used to hold pending 12.3 Discard Limit Death roll if appropriate [13.2.2].
infiltrating units belonging to the Japanese “Don’t fight the problem; decide it.” Then, if the game did not end due to sudden
player [O28]. death, perform the following two steps:
—George C. Marshall
If a player elects to perform no orders c) the scenario Defender (only) gains 1 VP;
in his turn, he may instead discard [O21] d) if there are one or more pieces or Sight-
any number of cards up to but not exceed- ing markers in the space now occupied
ing the Discard Limit of the nation he is by the time marker, the owning player
commanding: brings them into play as reinforcements
● 5 if commanding the US; by placing them in any hexes along his
● 4 if commanding the Commonwealth; friendly map edge (inactive player first).
● 3 if commanding Japan; Any reinforcement radio is placed into
● or 2 if night rules [18] are in effect, regard- that player’s empty Artillery Box instead.
less of nationality.

Page 10 © 2008 GMT Games, LLC


Once the four steps above have been com- ● Elimination of enemy units; 14.3 Objective Victory Points
pleted in their entirety, normal play resumes ● Exiting of friendly units off the opponent’s “When a thing is done, it’s done. Don’t look
from wherever it left off. map edge; back. Look forward to your next objective.”
● control of mapboard objectives. —George C. Marshall
13.2 Sudden Death Marker
Each of the five objectives on every map can
13.2.1 Placement 14.1 Elimination Victory Points be worth one or more VPs, depending on
Each scenario will indicate on “If you kill enough of them, they stop fighting.” which objective chits are in play. Objectives
which space of the Time Track the —Curtis E. Lemay are worth zero VPs by default: only one or
sudden death marker is to be placed. more objective chits can make them worth
When a unit is eliminated – for any reason:
more.
13.2.2 Procedure via order, action or trigger – the opponent is
Whenever the time marker advances into or awarded a certain number of VPs for it:
beyond the space occupied by the sudden ● A squad is worth 2 VPs;

LL
OO
death marker, the triggering player must

RR
TT
● A team is worth 1 VP;

NN
make a roll—this is done after that player

OO
CC
shuffles his Fate deck and discard pile to- ● A leader (exception: Hero) is worth 1 VP

ComBAT Commander: pacific — Rulebook


gether to form a new draw pile. If the result plus 1 VP for each point of command on 14.3.1 Control of Objectives
is less than the number in the space currently its unbroken side; The double-sided control markers are used to
occupied by the time marker (not the sudden ● A Hero is worth no VPs. indicate which side currently controls each
death marker), the game immediately ends. mapboard objective [2.3].
Otherwise, play proceeds as normal. These VP values are also shown graphi-
During setup, a scenario will specify which
cally on the player aid sheet.
objectives begin under each player’s con-
13.3 Game End trol. In some cases, objectives may begin
A game of CC:P will end in one of four ways: the game uncontrolled by either side: these
14.2 Exit Victory Points
a) The Allied player is forced to place one should not contain any control marker. Oth-
of his eliminated units in the space of the 14.2.1 Map Edges & Exit Points erwise, once play commences, the last player
Casualty Track occupied by the surrender Each map is considered to have an impen- to have solely occupied an objective with
marker; etrable barrier to the left and right side of a friendly unit should place/flip the control
each player once play commences. A unit marker within that objective to match the
b) A player’s last remaining unit on the map may never exit the map off the right or left faction he is commanding.
is eliminated and that player has no units flank. However, the edge of the map near-
in an Infiltration Box; est a player’s opponent – the “enemy” map 14.3.2 Building Objectives
c) A player’s last remaining unit on the map edge – can be exited by friendly units in play An objective located in a building hex is
is removed from the map for any reason (only) but only from a hex containing an Exit considered to represent the entirety of that
other than elimination [14.2.2] and that Point [2.4], as if the map’s colored border was building. In such a case, every hex of that
player has no units in an Infiltration Box; another hex. Conversely, the edge of the map building must be devoid of enemy units in
nearest a player – his “friendly” map edge order for an occupying player to take control
d) A Sudden Death roll [13.2.2] is made that
– can be exited by enemy units (only) via of it.
is less than the number in the space cur-
those hexes containing Exit Points.
rently occupied by the time marker. 14.3.3 Objective Chits
14.2.2 Voluntary Exit There are 21 objective markers – or “chits”
13.3.1 Game End via Elimination
A unit activated to Advance [O22] or Move – in CC:P. Objective chits are usually drawn
If the above situation a) or b) occurs, that
[O29] may exit off the opponent’s map edge at random and are used to determine specific
player immediately and automatically loses
(at a MP cost of 1) if the hex it is leaving additional victory conditions for each sce-
the game regardless of the VP total. If both
contains an Exit Point, regardless of that Exit nario—usually in the form of assigning a VP
players simultaneously lose in this manner,
Point’s value. Each unit exited in this way value to one or more mapboard objectives
the player holding the Initiative card breaks
immediately earns its owning player a num- [2.3].
the tie and wins the game.
ber of VPs equal to the value given within Each objective chit drawn will show a victory
13.3.2 Game End via Exit or Time the Exit Point itself. condition on its “open” side. Most of these
If the above situation c) or d) occurs and will be in the form of:
Note that, when in play, objective chit “Y”
situations a) and b) do not apply, players must
[14.3.3] increases the value of each Exit
reveal any secret objective chits and award
Point by 1.
their VPs to the current controller. Then, the
player with the higher VP total – that is, the
VP marker is on his side of the zero space Exited units are placed on any space of the
– wins the game. If the VP marker is in the Time Track the owning player wishes (though
zero space, the player holding the Initiative the very next space is most common). Exited Showing that objective X is worth Y VPs to
card breaks the tie and wins the game. units are always placed on the Time Track its controller. These values are cumulative
unbroken, even if broken while exiting. Exit- with other objective chits.
ed units retain possession of carried weapons
14. Victory Conditions – again automatically unbroken – but lose any If all three chits were in play for mapboard
veteran or suppressed markers attached. objective 3 (C, G and K), objective 3 would
“In war there is no substitute for victory.”
be worth a total of 6 VPs (1 + 2 + 3).
—Douglas MacArthur This piece is considered to be a completely
A player will usually win the game by having different “reinforcement” unit. In real
more VPs than his opponent when the game world terms you are probably outflanking
ends [13.3]. VPs are earned in one of three ways: or overrunning your opponent.

© 2008 GMT Games, LLC Page 11


Several objective chits show: violation of the stacking limit and is consid-
15. Stacking ered “overstacked”.
(open) Placing more than one unit or marker in the
Objective same hex is called “stacking”. Note that all squads have 4 figures, all
teams 2 figures, and all leaders 1 figure.
= YVP CC:P’s oversized hexes allow for up to four In this manner, up to one of each could
unit counters to sit comfortably within them. stack without penalty; or three teams and
This means that the five objectives on the Even though these pieces may not physi- one leader; etc. Anything more than this
map are worth Y VPs each. These values are cally be stacked upon one another, they are in a single hex – four teams, for example
cumulative with other objective chits. considered to be “stacked together” in a – would be considered overstacked.
single hex for game purposes.
Play hint—Due to the random assignment
of objective chits in many scenarios, some 15.2.2 Overstacking Penalty
mapboard objectives may be worthless at 15.1 Marker Stacking In any hex which is overstacked – that is,
the end of the game. Players should still try Stacking limits for markers are enforced im- there are units present sporting 8 or more
to take control of all objectives on a map mediately after placement. There is no limit soldier figures – Cover in that hex is reduced
in case the opponent’s secret objective chit to the number of markers that might occupy a by one for each soldier figure present above 7.
ComBAT Commander: pacific — Rulebook

includes one or more valuable ones. single location except as follows.


Two US squads with printed morales of 7
The two specialized objective chits labeled 15.1.1 Unit Markers are stacked in a palm hex. Since the hex
Each unit in play may have a maximum of is overstacked by one soldier figure, the
one of each of the following markers stacked nominal 1 Cover afforded by the palm
(open) (open)
Objective: Y Objective: Z upon it: instead drops to 0. If a third US squad was
stacked there (12 total soldier figures, or 5
+1 +1 ● suppressed
Exit points Elim. points figures over the stacking limit) the Cover of
● veteran
the hex would instead be –4 (negative four),
● weapon
indicate, respectively, that: causing each squad’s morale to drop to 3!
◦ a squad/team may possess any weapon
● VPs gained for the voluntary exit of each ◦ a leader may possess only those
friendly unit [14.2.2] is increased by one for weapons without a negative movement 15.2.3 Stacking During Setup
both players; modifier Players cannot exceed the unit stacking limit
during initial scenario setup. Overstacking is
● VPs gained for the elimination of each 15.1.2 Radios allowed only any time after play begins.
enemy unit [14.1] is increased by one for Only one radio or “artillery denied” marker
both players. may be stacked in each of the two Artil-
14.3.4 Open & Secret Objectives
lery Boxes: one per player. The first such 16. Line of Sight (LOS)
radio/marker takes precedence. “As a rule, men worry more about what they
Open objective chits – as well as secret ones
that have been revealed during play [E69] can’t see than about what they can.”
15.1.3 Fortifications
– should be placed with their “open” sides —Julius Caesar, attributed
Only one fortification marker can be stacked
face up in the center of the Objective Box. in each hex. The first such fortification takes
Secret objective chits should be kept face precedence.
16.1 LOS Checks
down in the Objective Box—only that player Generally, a unit in one hex must be able to
may look at the “open” underside of the chit. So if an event instructed you to place a fox- see a unit in another hex in order to fire at
holes marker into a hex already containing it. Mapboard terrain and units inside caves
Note that a few of the objective chits have wire, those foxholes would not be placed. [F102] can affect this LOS. A LOS “check” is
no “secret” side—if a player draws one of made by stretching a string taut between the
these as their random objective chit, tough center dot within the “sighting unit’s” hex
luck: it must be revealed as an open objec- 15.1.4 Smoke and the center dot of the “target unit’s” hex.
tive chit. Only one smoke marker can be stacked in If the string touches the physical depiction
each hex. The one with the largest Hindrance of a terrain Obstacle or Hindrance in an
Open objective chits award their VPs im- takes precedence. intervening hex, that LOS is blocked [16.2]
mediately during play of the game, whereas or hindered [16.3], respectively. Such a LOS
secret objective chits usually award their 15.1.5 Blaze check may be made at any time by either
points at game end (or at the time they are Only one blaze marker can be stacked in player.
revealed). each hex. While a blaze occupies a hex, no
unit and no marker listed above may exist An Obstacle or Hindrance that is within the
When a mapboard objective with a match- there [E53]. sighting or target hex will not affect LOS.
ing open objective chit changes ownership (exception: smoke [16.3.4]).
during play, remember to first subtract its 15.2 Unit Stacking LOS is always reciprocal: if unit A can see
VP value from its former controller before unit B, then unit B can also see unit A.
15.2.1 Stacking Limit
adding its value to the new controller’s vic-
The number of units – friendly and enemy Units – friendly or enemy – in an intervening
tory points. An objective worth 4 VPs, for
– that can stack in a hex without penalty is hex do not block or hinder LOS in any way.
example, would cause an eight point swing
based upon the number of soldier figures
when it changes hands.
on those counters. A hex can contain units 16.2 Obstacles & LOS
sporting a total of up to 7 soldier figures
without penalty. Any hex containing units 16.2.1 Terrain Obstacles
with a total of 8 or more soldier figures is in Any terrain [T82–T99] with the “  ” symbol
in its LOS column of the Terrain Chart is
termed an “Obstacle”. A unit in one hex

Page 12 © 2008 GMT Games, LLC


can’t see a unit in another hex if that LOS is a smoked hex – including directly along its Casualty Track when eliminated. (Excep-
blocked by an Obstacle. hexside – is hindered by that marker. tion: An eliminated Hero still goes back
into the countermix and its weapon, if
16.2.2 Blaze Obstacles The physical placement of a smoke/blaze any, into the Weapons Box of the Casu-
A blaze marker [T83] is considered to fill the marker within a hex is unimportant: these alty Track.)
entirety of the hex that it occupies. In other are “inherent” terrain, and are considered
words, a LOS traced through any portion of to affect the entire hex – including all six This simulates the ongoing human wave
a Blazing hex – including directly along its hexsides – as long as they remain. aspect of a banzai attack. The Allied player
hexside – is blocked by that marker. still receives VPs as usual each time a
Furthermore, smoke hinders any LOS traced Japanese unit is eliminated.
16.3 Hindrances & LOS into or out of it, not just through it like
Some terrain is too sparse or too low to be printed mapboard Hindrances. It is also possible – via the Tennōheika Ban-
considered a complete obstacle to LOS, and zai! event [E78] – for the Japanese player to
is thus termed a “Hindrance” because it Continuing the example from 16.3.3, if the switch from one of the other four Postures to
hinders fire traced through it to another hex squad’s hex contained a “5” smoke marker, that of Banzai during regular game play.
rather than preventing the shot altogether. its FP would be reduced by –5 instead.

ComBAT Commander: pacific — Rulebook


17.3 Defender Posture
16.3.1 Targeting & Hindrances See also the LOS example in the playbook. “A million men cannot take Tarawa
Any Accuracy [O24.3.2] or Targeting [O27.2] in a hundred years.”
LOS traced through an intervening Hin- —Keiji Shibasaki
drance will have its roll decreased by an
amount equal to the number listed in that 17. Posture
terrain’s LOS column of the Terrain Chart. If “One defends when his strength is inadaquate, A player assigned the Posture of “Defender”
the firing piece hits, any subsequent Artillery he attacks when it is abundant.”
a) has a hand size of 4;
Impact/Fire Attack roll will be unaffected by —Sun Tzu
the Hindrance. b) is able to play several actions unavailable
Each player’s “Posture” will be assigned
to other Postures [A35 & A43];
The hindrance was already taken into ac- within the scenario being played. Posture
count by lessening the chances of hitting serves to determine a player’s hand size for c) gains 1 VP during each Time Marker
the intended target in the first place. the duration of the scenario [1.1] as well as Advance [13.1.2].
sometimes assigning certain special rules.
The five possible Postures are: 17.4 Invader Posture
16.3.2 Fire Attacks & Hindrances ● Attacker [17.1] “Gentlemen, we are being killed on
16.3.2.1 Firepower Reduction the beaches. Let’s go inland and
● Banzai [17.2] be killed.”
Any non-ordnance Fire Attack [O27.3] traced
through an intervening Hindrance will have ● Defender [17.3] —General Norman Cota
its FP reduced by an amount equal to the ● Invader [17.4] A player assigned the Posture of “Invader”
number listed in that terrain’s LOS column of ● Recon [17.5] a) has a hand size of 7;
the Terrain Chart.
Hand sizes for the various Postures are b) usually sets up at least half of his as-
16.3.2.2 Minimum Firepower shown on the player aid sheet for ease of signed forces as reinforcements on the
A Fire Attack that would be reduced to 0 or reference during play. Time Track rather than on-map.
less FP due to Hindrance cannot be made. A
final FP of at least 1 is required for any Fire This Posture is generally reserved for those
Attack roll to be made. Actions that increase 17.1 Attacker Posture scenarios where one side – the Invading
a Fire Attack’s strength may be used in order “In bygone days, commanders were side – is conducting a river crossing or sea-
to raise that shot’s FP to 1 or more. taught that when in doubt, they borne amphibious invasion. An invader’s
should march their troops towards friendly map edge will more times than not
16.3.3 Hindrance Modifiers the sound of gunfire. I intend to consist of nothing other than water barrier
Hindrances are not cumulative: the single march my troops towards the and sand hexes.
largest modifier is used, and this modifier sound of gunfire.”
does not become greater if the number of —Joseph Grimond
Hindrances between the sighting and target 17.5 Recon Posture
A player assigned the Posture of “Attacker”
hexes is greater than one. “Now I recall the Recon Marines’
has a hand size of 6.
ragged, filthy, cammie-shirted
A squad fires at a team three hexes away. young men in green paint who
Both hexes between them contain grass. 17.2 Banzai Posture move silent like the fog with
The team’s total FP is reduced by –3 for one “A skilled commander seeks victory deadly purpose in their eyes. Swift,
grass Hindrance, not –6 for both. If one or from the situation and does not silent, deadly. I smile.”
both of the two intervening hexes contained demand it of his subordinates.” —GYSGT Correll, USMC, Retired
a “4” smoke marker, the FP would be re- —Sun Tzu
A player assigned the Posture of “Recon” has
duced by –4 instead for the smoke. A player assigned the Posture of “Banzai” a hand size of 5.
a) has a hand size of 3;
16.3.4 Smoke Hindrances b) can play the Charge order [O25];
A smoke marker [T95] is considered to fill the
entirety of the hex that it occupies. In other c) always places his units (and their pos-
words, a LOS traced through any portion of sessed weapons, if any) on the next space
of the Time Track rather than on the

© 2008 GMT Games, LLC Page 13


18. Night 19. Melee ORDERS
“Darkness is a friend to the skilled infantryman.”
19.1 Melee Markers
—B.H. Liddell Hart
Whenever a hex contains units
The Japanese made extensive use of night- of both sides, immediately place O20. General Rules
time attacks to both aid in their propensity a melee marker in the hex if one
is not already present. A melee
O20.1 Activation Procedure
for infiltration tactics as well as to help off- To perform – or “give” – an order, the active
set the Allies’ great advantage in firepower. marker makes the hex it occupies a “melee
hex”. A melee hex has two effects: player (only) must reveal a card from his
hand and announce that he is performing the
Some scenarios are designated as taking ● Units and weapons in a melee hex cannot order listed at the top. The card is then placed
place at night. If so, the following six rules fire (they otherwise function normally). face up atop the player’s discard pile. Then,
are considered to be in effect for the entirety ● A melee hex can’t be the target of a Fire if appropriate for the order, he activates one
of that scenario: Attack, nor can an SR be placed in or friendly unit that has not yet been activated
adjacent to one (a melee hex could still be that turn to perform the order.
18.1 Night Command & Control affected by artillery if the SR subsequently
ComBAT Commander: pacific — Rulebook

Each side has its Discard Limit reduced to 2. drifted into or adjacent to it). Some orders don’t activate units—this fact
will be noted within that order’s rules.
Whenever a melee hex ceases to contain units
18.2 Night Movement of both sides, remove the melee marker. The
Each Terrain Type (that is, terrain above If a leader is activated this way it may in turn
hex immediately ceases to be a melee hex.
the dotted line on the Terrain Chart) has its activate any number of friendly non-leader
Move Cost increased by 1. units within its Command Radius [3.3.1.1] to
19.2 Resolving Melee perform the same order—none of which can
Terrain Features – roads, trails and hills, At the beginning of the Allied player’s turn have been previously activated that turn.
for example – are not affected. – only; never the Japanese player’s turn – a
melee ensues in every melee hex. If there is
O20.2 Activation Limit
more than one melee hex, the Allied player
No unit may be activated more than once per
18.3 Night VISIBILITY selects the order in which they will be re-
turn (exception: Heroes [3.3.2]).
There exists an automatic Hindrance of solved, one at a time.
X, where X is the range from the sighting
19.2.1 Melee Strength O20.3 Identification & Effect
unit’s hex to the targeted unit’s hex (so al-
In each melee, after both players have played All pieces activated for an order must be
ways a minimum of 1). As usual, this night
and resolved any Ambush actions [A33], each identified before the order is carried out.
Hindrance is not cumulative with other Hin-
adds up the current FP of each of his remain- Further, once an order is given, at least one of
drances (such as for smoke or grass).
ing units – not weapons – in the melee hex. To the pieces activated for that order must physi-
And remember that the presence of a this total is added +1 for each of those units cally carry it out.
starshell [7.2] within 2 hexes of the target with a boxed FP to arrive at his “Melee FP”.
If a Move order is given, at least one acti-
hex negates this Hindrance in its entirety. If, due to Ambush actions, one or both sides vated unit must physically cross a hexside
have no units remaining in the hex, the melee into another hex—you couldn’t give a Move
ends with no further effect. order for the sole purpose of playing a
18.4 Radios At Night
The Communication Established option Smoke Screen action, for example.
19.2.2 Melee Roll
[O24.1] cannot be chosen during an Asset The Japanese player adds his Melee FP to a
Request order. die roll to arrive at his “Melee Total”. Then O20.4 Order Sequencing
the Allied player adds his Melee FP to a die An announced order must be performed in
So no acquiring a new radio at night. How-
roll to arrive at his Melee Total. its entirety before the next order is given or
ever, should a night scenario assign one or
both sides a radio as part of their starting before the player announces the end of his
The rolls – while ostensibly simultaneous turn. This includes any actions requiring that
forces then these remain fully functional. – are staggered in order to facilitate triggers order to be in effect.
and possible use of the Initiative after the
first roll. Also note that both player’s Melee You can’t activate two units to Move, move
18.5 Starshells At Night
FPs are locked in just prior to the Japanese one, play a Fire order on your opponent to
The Illumination option [O24.7] may be cho-
Melee roll, even if a trigger during that roll get a broken enemy unit out of the way, then
sen during an Asset Request order.
alters the composition of one or both sides. come back and move the other unit.
18.6 Aircraft At Night
If, due to a trigger during a Melee roll, one or
Air Support events [E50] have no effect (air- O20.5 Actions During Orders
both sides have no units remaining in the hex,
craft are NA at night). During an order, any number of actions may
the melee ends with no further effect.
be announced by both players so long as their
CC:P includes a cheat card containing a
19.2.3 Melee Result prerequisites are met.
synopsis of the above night rules for ease of
Eliminate all units belonging to the side with
reference during play. Your opponent could play two Smoke Screen
the lower Melee Total. In case of a tie, both
sides are eliminated unless one player began actions before Moving his activated squad.
See also the night example in the playbook. the melee in a bunker or pillbox, in which When that squad then moves into one of
case only the other side is eliminated. those smoked hexes, you could first place
wire there with a Hidden Wire action then
See also the melee example in the playbook. play an Op Fire action and shoot at it.

Page 14 © 2008 GMT Games, LLC


No unit is activated with an Asset Denied artillery denied marker in his Artillery Box
O21. Pass (Discard) order. Weapon Jam may only be chosen if and night rules [18] are not in effect. Commu-
“The wise does at once what the fool does at there is an enemy weapon within LOS of a nication Restored may only be chosen if he
last.” friendly unit. Communication Disrupted has a broken radio [6] in play. Fire For Effect
—Baltasar Gracian may only be chosen if there is an enemy ra- may only be chosen if he has an unbroken ra-
If a player chooses to give no orders during dio in play. Abort Run may only be chosen if dio in play. Bombing Run and Strafing Run
his turn he may elect to discard any number there is an enemy aircraft in play. may only be chosen if his aircraft marker is
of cards (even zero) up to his assigned Dis- in play. Weapon Repair may only be chosen
card Limit [12.3 & player aid sheet]. O23.1 Weapon Jam if he has a broken weapon in play. Illumina-
If Weapon Jam is chosen for a player’s Asset tion may only be chosen if night rules [18] are
The various orders are described in detail, Denied, he selects one enemy weapon within in effect.
below, and are listed in alphabetical order LOS of any friendly unit. Break that weapon.
for ease of reference. If it was already broken, eliminate it instead O24.1 Communication Established
(placing it into the Weapons box of the Casu- If Communication Established is chosen for
alty Track). a player’s Asset Request, he activates one of
O22. Advance his unbroken, unsuppressed leaders (only).

ComBAT Commander: pacific — Rulebook


The weapon could be jammed, out of ammo, He then performs the following steps in the
“Advance your standards, draw your willing overheated, out of position, damaged, its order shown:
swords.” operator incapacitated, etc.
a) make a roll on his nation’s Radio Table
—Shakespeare, King Richard II
[back cover of the playbook];
O22.1 Procedure O23.2 Communication Disrupted b) from the column matching the roll, select
A unit that is activated to Advance can enter If Communication Disrupted is chosen the radio or artillery denied marker that
one of the six hexes adjacent to the one it cur- for a player’s Asset Denied, he breaks his is available for that scenario’s year;
rently occupies, where it must stop. This can opponent’s radio. If it was already broken,
c) if a radio is selected, move the VP marker
be done even if the hex is enemy-occupied. eliminate it instead (placing it back in the
a number of spaces towards his opponent
countermix).
as the listed VP cost of that radio – “pay”
This is the most common way in which to
Keep in mind that a radio doesn’t “break” for it – then place that radio’s counter into
enter into melee with opposing units.
per se. An eliminated or broken radio likely the Artillery Box on his side of the map;
represents the unwillingness of the battery d) if the artillery denied marker is selected,
A unit’s movement as well as terrain Move
commander far behind the lines to sup- place the counter into the Artillery Box
Costs are ignored during an Advance. In ad-
port your battle at this particular point in on his side of the map.
dition, the inactive player cannot use Op Fire
time—other sectors of the front (off-map)
[A41] against advancing units.
may have a more pressing need and thus In step b, something must be chosen—even
You only get to go one hex but you are im- are getting their fire missions resolved first. if it has to be the artillery denied marker.
mune to Fire Attacks as you do so. Note that since an acquired radio is not ac-
O23.3 Abort Run tivated, the active player could – if he had
another Asset Request in hand and another
O22.2 Abilities If Abort Run is chosen for a player’s Asset
unactivated leader in play – use it for his
An advancing unit may: Denied, he removes his opponent’s aircraft
very next order and choose Fire For Effect.
from the map (place back in countermix).
● enter an enemy-occupied hex
● exit off the enemy map edge via an Exit The aircraft has left the area due to a lack
of viable targets, an enemy air threat, being
O24.2 Communication Restored
Point [14.2.1] If Communication Restored is chosen for a
low on fuel or out of ammo, etc.
● if Japanese, “Advance” from inside one player’s Asset Request, he activates one of
cave to any other cave on the map [F102.3] his unbroken, unsuppressed leaders (only).
● transfer its weapon to another friendly unit The active player then flips his broken radio
stacked with it. This can be done before or O24. Asset Request to its unbroken side, ready for immediate use.
after the transferring unit Advances. The “Artillerymen believe the world consists of two
types of people: Other artillerymen and targets.” Since the radio itself is not activated, the
receiving unit need not be activated.
active player could – if he had another
—unknown
Asset Request in hand and another unac-
O22.3 Restrictions When an Asset Request order is given, the tivated leader in play – use it for his very
An advancing unit may never: active player chooses to perform one of the next order and choose Fire For Effect.
● enter an impassable hex (such as a blaze) following activities:
● exit off the left, right or friendly map edge. a) Communication Established [O24.1]; or
O24.3 Fire For Effect
b) Communication Restored [O24.2]; or “Hello, Tare One to Tare Three. Roger. Tell Tare
O23. Asset Denied c) Fire For Effect [O24.3]; or to give us the 155s. Concentration Queen 163.
When an Asset Denied order is given, the And Fast. Over.”
d) Bombing Run [O24.4]; or
active player chooses to perform one of the —Captain Charles B. MacDonald
following activities: e) Strafing Run [O24.5]; or
This option represents a leader calling for
a) Weapon Jam [O23.1]; or f) Weapon Repair [O24.6]; or an actual artillery strike. A radio operator
b) Communication Disrupted [O23.2]; or g) Illumination [O24.7]. might be considered to be spending the time
in between Asset Request orders requesting,
c) Abort Run [O23.3]. Communication Established may only be
observing and correcting spotting rounds.
chosen if the active player has no radio or

© 2008 GMT Games, LLC Page 15


If Fire For Effect is chosen for a player’s As- O24.3.2.3 Off-Map a) Select a hex in which the dive bomber has
set Request, he activates one of his unbroken, Any SR that errs off the map – even if just LOS to an enemy unit, which cannot be
unsuppressed leaders (only). This leader briefly – is removed with no further effect its own hex. That hex will be the target
will act as the “spotter” for the ensuing and the order ends. And, due to artillery’s of the Bombing Run. LOS is checked as
bombardment. 7-hex blast area (see below), an SR can oc- if the dive bomber occupied a level 5 hill
cupy an otherwise impassable hex (such as a [T89]. If there are no such hexes within
Since the radio itself is not activated, the LOS, skip directly to step d.
blaze).
active player could – if he had another Asset
Request in hand and another unactivated b) Make a Targeting roll [O27.2] against the
O24.3.3 Impact chosen hex as if the dive bomber were
leader in play – use it for his next order and “One of the great surprises of warfare in the
choose Fire For Effect yet again. ordnance. If the Targeting roll is a miss,
20th century has been the power of soldiers to skip directly to step d.
survive what would seem to be overwhelming
The active player performs the following concentrations of high explosive, and emerge to c) The dive bomber makes a 12 FP Fire
three steps, in the order shown: fight with skill and determination.” Attack [O27.3] against the targeted hex.
—Max Hastings Check to see if any fortification in the
a) Spotting
targeted hex is eliminated by consulting
The hex into which the SR finally lands be-
ComBAT Commander: pacific — Rulebook

b) Accuracy the “12-FP” row of the Fortification Vul-


comes the center hex of the activated radio’s nerability Table (on the Track Display).
c) Impact artillery impact area; in other words, the SR’s
Each step is explained in detail below. hex and each adjacent hex can be affected. d) Remove the dive bomber from the map
(placing it in the countermix). This ends
O24.3.1 Spotting Each radio’s FP is enclosed within a hex as the order.
First, place the spotting round a reminder of its seven-hex blast area.
Pull Up!—If an Air Support event occurs at
(SR) into a hex within LOS of Spotting any point during a Bombing Run, the Run is
the spotter. This will indicate Round The active player determines the order in cancelled with no further effect.
the hex that is to be the intend- which these seven hexes are attacked, though
ed center of a 7-hex artillery each may only have a maximum of one such This is because an Air Support event will ei-
bombardment. The SR cannot be placed in Impact roll made against it. ther relocate the aircraft or remove it from
or adjacent to a melee hex but can be placed Each hex within the impact area that con- the map altogether. Either way, consider
into a hex normally impassable to units (such tains at least one unit or fortification must the pilot to have not had a viable target or
as a blaze). have a separate Artillery Impact roll made that the bomb harmlessly went astray.
against it.
O24.3.2 Accuracy
Once the SR has been placed, make a nor- Hexes within the blast area but void of O24.5 Strafing Run
mal Targeting roll [O27.2.3] using the range units/fortifications can’t be attacked. “Air power is like poker. A second-best hand is
between the spotter and the SR’s current hex. like none at all—it will cost you dough and win
This roll is modified by any Hindrances along you nothing.”
An Artillery Impact roll follows the same
the way, as usual [16.3.1]. —George Kenney
rules and restrictions as for a Fire Attack roll
[O27.3.3 & O27.3.4]. No unit is activated during a Strafing Run. If
O24.3.2.1 Minor Drift Check
Strafing Run is chosen for a player’s Asset
If the Targeting roll secures a “hit,” the artil- O24.3.4 Artillery vs Fortifications Request, he simply flips his aircraft marker to
lery is accurate. Reveal the top card of the The “Fortification Vulnerability” box on the its “fighter” side and performs the following
Fate deck and ignore everything but the two Track Display lists a Vulnerability number steps in the order shown:
dice (this is NOT a roll, so no die triggers). for each radio (and dive bomber [O24.4]) Fire-
Using the hex compass on the map, each die a) Position the fighter marker in its hex so
power. If an Artillery Impact roll is exactly
will give the direction in which the SR will that it clearly faces one of the six com-
equal to the Vulnerability number associated
err: the SR moves one hex in the white die’s pass directions (i.e., the nose of the fighter
with that radio’s FP, then any fortification in
direction, then it moves one hex in the col- is aligned along a hexside).
the targeted hex is destroyed before any units
ored die’s direction. therein make their Fire Defense rolls. b) Make a 9 FP Fire Attack [O27.3] vs each
Yes, this could bring the SR right back into hex in a line directly in front of the fighter
Note that many fortifications have a modi- – in order closest-to-farthest – if it has a
the same hex – good shot! fied Cover when targeted by artillery. LOS to any unit in that hex (friendly or
enemy). LOS is checked as if the fighter
O24.3.2.2 Major Drift Check See also the artillery example in the occupied a level 5 hill [T89].
If the Targeting roll was a “miss,” the artil- playbook.
lery is inaccurate. Reveal the top card of the Yes, you could end up strafing your own
Fate deck and ignore everything but the two troops—friendly fire due to mistaken iden-
dice (this is NOT a roll, so no die triggers). O24.4 Bombing Run tification was not altogether uncommon
Using the hex compass on the map, the first “Flying is hours and hours of boredom sprinkled when it came to close air support. Choose
(white) die gives the direction in which the with a few seconds of sheer terror.” your fire lane carefully.
SR will err. The second (colored) die is the —Pappy Boyington
distance in hexes the SR will travel in that Note that a Strafing Run will check for an
No unit is activated during a Bombing Run.
direction. attack in every hex in a straight line ema-
If Bombing Run is chosen for a player’s As-
nating from the fighter’s nose until the edge
set Request, he simply flips his aircraft to its
Yes, this could bring the SR right back on of the map is reached (where it ostensibly
“dive bomber” side and performs the follow-
top of your own troops – bad shot! exits the battlefield).
ing steps in the order shown:

Page 16 © 2008 GMT Games, LLC


c) Remove the fighter from the map (placing Banzai charges were noisy, boisterous a Targeting roll is made to see if the piece
it in the countermix). This ends the order. affairs having no pretense of stealth. To hits and, if so, a Fire Attack roll [O27.3.3] is
then made using that weapon’s FP.
Pull Up!—If an Air Support event occurs at this effect, CC:P allows the Allied player to
any point during a Strafing Run, the Run is make automatic fire attacks against charg- And remember that ordnance’s stats are
cancelled with no further effect. ing units regardless of cards in hand. never modified by a friendly leader’s com-
mand number [3.3.1.3].
This is because an Air Support event will
either relocate the aircraft or remove it
from the map altogether. Consider the pilot O26. Command Confusion O27.2.1 Smoke Rounds
to have not seen any further viable targets “Never give an order that can’t be obeyed.” Some weapons are able to place a smoke
or perhaps was called off to another sector —Douglas MacArthur marker in the targeted hex (as indicated
of the larger battlefield. by the word “Smoke” to the right of the
This card cannot be played for an order.
weapon’s illustration) instead of making a
It acts as a “dud’ order in your hand—hope normal Fire Attack roll. Ordnance is allowed
O24.6 Weapon Repair that you have a decent action on this card. to target any hex within its range – even one
If Weapon Repair is chosen for a player’s containing no enemy units – if it will place

ComBAT Commander: pacific — Rulebook


Asset Request, he activates one of his unbro- smoke this way. The active player must de-
ken, unsuppressed units possessing a broken clare this decision aloud when he selects the
weapon (only). He then flips that broken O27. Fire target hex, prior to making the Targeting roll.
weapon back over to its unbroken side. “So they’ve got us surrounded, good! Now we
If smoke placement is announced in this
can fire in any direction.”
O24.7 Illumination manner, then a successful Targeting roll will
—Lewis B. “Chesty” Puller
simply place a random smoke marker into the
If Illumination is chosen for a player’s Asset
targeted hex instead of using the weapon’s FP
Request, he activates one of his unbroken, O27.1 Activation to make a Fire Attack roll against it.
unsuppressed leaders (only). He then per-
forms the following steps in the order shown: O27.1.1 Suspected Targets
When a Fire order is announced, at least one O27.2.2 Targeting Range
a) place the SR into any hex within LOS of of the units to be activated (or its weapon) Determine the range by counting the number
the activated leader; must have an enemy unit within both its LOS of hexes from the firing piece to its target hex
b) make an Accuracy roll and subsequent and range and not occupying a melee hex. – including the target hex but excluding the
drift check following the procedure used firing piece’s hex. If this range is greater than
Example 1: You activate leader A to fire, the printed range on the firing piece, the shot
for an artillery strike [O24.3.2];
who then activates squad B. This is legal if cannot even be attempted.
c) place a starshell marker [7] in the hex into squad B is the only one of the two with both
which the SR drifts; LOS and range to a non-melee enemy unit. Note that mortars also have a minimum
range at which they can fire. For example,
d) remove the SR from the map. Example 2: You can activate a 2-range team the US Light Mortar has a range of “2-16”
to fire even if the nearest eligible enemy unit so it can’t fire at an adjacent hex.
is three or more hexes away if that team
O25. Charge possesses a weapon currently capable of
“Tennōheika Banzai!” firing at that enemy unit. O27.2.3 Targeting Roll
—famous last words “Nothing in life is so exhilarating as to be shot at
without result.”
Charge may only be played if the Japanese O27.1.2 Melee Hexes
—Winston Churchill
player’s Posture is Banzai. If every Japanese Units in a melee hex can’t be activated to fire.
unit on the map has already been activated Once the range is determined, the active
that turn, a Charge order cannot be played. O27.1.3 Scouts & Mortar Activation player must make a die roll – but multiplying
Alternately, a Scout can be activated to fire the two dice together rather than adding them
O25.1 Japanese Activations if it then activates one or more unbroken, un- together as with other rolls – that is greater
When a Charge order is announced, all Japa- suppressed friendly units possessing mortars than the range in order to hit the targeted hex.
nese units not yet activated for the turn (and not in melee hexes). These units can Any other result is a miss and the attack is
be anywhere on the map but the Scout itself cancelled with no further effect.
a) have any suppressed marker removed; must have an enemy unit within its LOS
then that is also within the range of an activated So a Targeting roll of 1∙6 (total of 6) misses
b) are rallied if broken; then mortar. at range 6 or more, and will hit if the range
is 5 or less. A Targeting roll of 6∙6 is 36 and
c) are automatically activated for a Move
O27.2 Ordnance & Targeting will hit anything.
order [O29].
Any piece with a broad white
band behind its stats is termed O27.2.4 Targeting & Hindrances
O25.2 Allied Activations “ordnance”. Ordnance must first
After steps a through c above have been Targeting rolls are always modified by any
secure a hit against the targeted relevant Hindrance along the way [16.3.1].
completed – but before Movement physi- hex before making a Fire Attack roll.
cally begins – any or all Allied units not yet
Ordnance firing at a target 5 hexes away
activated for the turn may be immediately Non-Ordnance pieces need not perform a with one or more grass hexes in between
activated for an Op Fire action [A41], at the Targeting roll and proceed directly to the (Hindrance of 3) would need to physically
Allied player’s discretion. This activation is next step [O27.3] when firing. roll “9” or more to hit instead of “6+”.
automatic and does not require the play of a
card from the Allied player’s hand. Generally, the range between the firing ord-
nance and the target hex is determined, then

© 2008 GMT Games, LLC Page 17


O27.2.5 Scouts & Mortar Spotting O27.3.1.1 Ordnance b) If the Defense Total is less than the At-
When a mortar fires, the owning player may Weapons with a white band must always fire tack Total – but still more than half – the
choose to have the LOS to the targeted hex alone and thus can never be assigned as part unit breaks [3.2].
be traced from a friendly Scout that activated of a Fire Group. c) If the Defense Total is equal to the At-
it [O27.1.3] instead of from the mortar itself. tack Total, the unit becomes suppressed
The Targeting roll must still count the actual O27.3.1.2 Group FP [4.2] unless it is currently activated to
range from the mortar to the targeted hex but The total FP of a Fire Group is X+Y, where Move—in which case it breaks instead.
any Hindrance modifying the roll will be ● X is the FP of one firing piece and d) If the Defense Total is greater than the
based upon the LOS from the activated Scout.
● Y is the number of other firing pieces. Attack Total, the unit is unaffected.
O27.3 Fire Attack Example: A 2-command leader activates A large Japanese fire group fires at a hex
General rules for fire orders include: a team possessing a mortar stacked in the containing three enemy teams (7 morale
a) Each piece activated to fire may take one same hex as well as a squad possessing each) and one enemy leader (9 morale).
shot at any non-melee hex within both its an 8-FP MG in an adjacent hex. The MG, The Japanese Attack Total is 19.
range and LOS, either alone or as part of squad and team can form a Fire Group
The first team makes its Defense Roll:
ComBAT Commander: pacific — Rulebook

a Fire Group [O27.3.1]. targeting an enemy two hexes away with a


2—snake eyes! The resulting Defense Total
total of 10 FP (X=8 for the MG; Y=2 for the
b) Unless firing smoke [O27.2.1], there must of only 9 is less than half the Attack Total
squad + team). The mortar, being ordnance,
be at least one in-LOS enemy unit in a so this first team is outright eliminated—
must fire separately.
targeted hex for the shot to occur. whether already broken or not (a above).
c) Units (friendly or enemy) in intervening The second team rolls a 7 for a total of 14
O27.3.2 Attack Hindrances and breaks (b above).
hexes are not affected by any Fire Attack
If the LOS from any non-ordnance firing
that passes through their hex. The third team rolls 12, tying the Attack
piece to the target hex is hindered [16.3] that
Generally, a unit’s FP – modified both shot’s FP is reduced by the largest such Hin- Total and thus only becoming suppressed
by command and by possible Hindrances drance. If this would modify the attack’s FP (c above).
between itself and the target – is added to to zero or less, the shot cannot be attempted. Finally, the leader makes a nice high De-
a “Fire Attack” roll to arrive at an “Attack fense Roll of 11 for a total of 20: enough to
Total”. Then each unit in the targeted hex Keep in mind that actions such as Crossfire remain unhurt.
adds its morale – modified by command and [A37] or Marksmanship [A45] can increase
Cover – to a “Fire Defense” roll to arrive at a a Fire Attack’s strength to greater than 0,
See also the fire attack example in the
“Defense Total”. If the firer’s Attack Total is thus allowing a hindered shot to occur.
playbook.
at least double a targeted unit’s Defense Total,
that unit is eliminated. If the firer’s Attack
O27.3.3 Fire Attack Roll
Total beats a targeted unit’s Defense Total,
that unit breaks [3.2]. If the Totals are tied, a
Once the final FP is determined, the firing
player makes a roll and adds the sum of the
O28. Infiltrate
Moving target breaks while a non-Moving “It is just as legitimate to fight an enemy in the
two dice to the final FP to arrive at an Attack
target becomes suppressed [4.2]. Any other rear as in the front. The only difference is in the
Total.
result will have no effect. danger.”
Remember to instead multiply the dice —John S. Mosby
This is how CC:P makes moving a bit more
revealed for a Sogeki Hei’s Fire Attack roll When an Infiltrate order is announced, the
dangerous than remaining stationary. If the
rather than adding them together [3.3.4c]. Japanese player notes the letter identifier of
active player’s units are being shot at via
Op Fire [A41], they will break on a tied result that particular order – A, B or C – as shown
rather than just becoming suppressed. O27.3.4 Fire Defense Roll on the card itself. If the order shows all three
A player has to make a Fire Defense roll letters, only one is selected.
– one at a time in any order desired – for each If the corresponding Infiltration Box on the
O27.3.1 Fire Groups
of his units that were in a hex at the moment Track Display is empty, the Japanese player
Two or more activated units/weapons – “piec-
es” – may fire together by combining into
that a Fire Attack roll was made against it performs a “Hide” sequence [O28.1]. If the
(exception: units inside caves—see F102.2.2). corresponding Infiltration Box contains
a “Fire Group”. Every piece in a Fire Group
All Fire Defense rolls for one attack must be a unit or marker and there is at least one
must have both an unobstructed LOS to an
made before the next attack is announced, Sighting marker on the map, he performs a
enemy unit in the target hex and be within
range of that hex for the Fire Attack roll to
even if that same hex will be shot at again. “Reveal” sequence instead [O28.2]. If neither
be made. Units forming a Fire Group can of these two conditions exist, an Infiltrate
Since a broken leader has a command of order cannot be played.
occupy more than one hex but each such hex 0, you generally want to roll Defense for a
must be contiguous (so that it forms a “chain” leader last (in case it breaks) in order for No unit is activated during an Infiltrate order.
of adjacent firing units). the other units in the hex to gain the morale
boost from his command. O28.1 Hide
Fire Groups are never mandatory—pieces When an Infiltrate order is announced and
that could form a Fire Group may choose the matching Infiltration Box on the Track
to fire separately or to form smaller Fire A targeted unit’s morale – modified by both
Cover [T81.3] and command [3.3.1.2] – is Display is empty, the Japanese player per-
Groups, at the owning player’s discretion. forms the following steps in the order given:
A unit and its weapon may even fire sepa- added to a roll in order to arrive at a Defense
rately and at the same or different hexes. Total: a) Make a roll on the Japanese Support
a) If the Defense Total is half (or less) the Table [on the Japanese player aid card].
Attack Total, the unit is eliminated. b) From the column matching the roll, he
must select one unit that is both available

Page 18 © 2008 GMT Games, LLC


for that scenario’s year and available in
the countermix, if possible. He pays that
O29.1 Movement Costs O30. Reconnoiter
Each terrain lists a “Move Cost”. In order to
unit’s VP cost (slide the VP marker that “A man trusts his ears less than his eyes.”
enter an adjacent hex during a Move order,
many spaces towards the opponent). If an —Herodotus
an activated unit must spend a number of
item cannot be chosen, the order ends. When a Reconnoiter order is given, the active
MPs equal to the Move Cost of the terrain in
c) Place the selected unit (along with its that hex. An additional cost is assessed if the player activates one of his unbroken, unsup-
weapon, if any) into the corresponding unit moves to a higher level [T89.1]. pressed leaders (only) provided that leader
Infiltration Box on the Track Display. has a LOS to at least one enemy unit.
A unit may not enter a hex unless it has at
This ends the order. Effect—The active player looks at the top
least as many MPs remaining as the total cost
to enter that hex. card of his Fate deck then chooses to do one
This new unit will enter play the next time a
of the following:
matching Infiltrate order is given.
O29.2 Moving Together ● put it back on top of his Fate deck; or
The movement of one unit must be completed
● put it in his discard pile; or
O28.2 Reveal in its entirety before another activated unit
When an Infiltrate order is announced can begin moving. The one exception is that ● put it in his hand.

ComBAT Commander: pacific — Rulebook


and the matching Infiltration Box on the any number of activated units that begin a
Note that, if the deck had only the one card
Track Display contains one or more units or Move order stacked in the same hex may be
remaining, either of the last two options
markers, the Japanese player performs the moved together provided those units remain
will empty the deck and thus trigger a Time
following steps in the order given: together throughout the entirety of that Move
Marker Advance [13.1.2].
order.
a) Select a hex containing a Sighting marker
Also note that Reconnoiter has nothing to
[9]. Those units will therefore always end their do with the Recon Posture—any Posture
b) Remove all pieces from the correspond- movement in the same hex, and the unit may utilize this order.
ing Infiltration Box and place them in the with the smallest modified movement at any
chosen hex. Any weapons in the Infiltra- point during the move will determine how
tion Box must be given to a unit coming far the group as a whole can travel.
from the same box. O31. Revive
“You, you, and you ... panic. The rest of you,
c) Remove one Sighting marker from that O29.3 Op Fire & Movement come with me.”
hex and place it back into the countermix, The inactive player may use Op Fire [A41] —U.S. Marine Corp Gunnery Sgt.
out of play. This ends the order. against the active player’s moving units each
A Revive order cannot be given unless the
time they enter a new hex.
active player has at least one broken or sup-
O29. Move O29.4 Movement Restrictions
pressed unit on the map. Each Revive order is
“Speed is the essence of war. Take advantage accompanied by a number 1 through 5: this
A moving unit may never: is the number of “Revive Points” the active
of the enemy’s unpreparedness; travel by
unexpected routes and strike him where he has ● enter an enemy-occupied hex; player receives for the order. Revive Points
taken no precautions.” ● enter an impassable hex (such as a blaze); are spent to remove suppressed markers and
—Sun Tzu rally broken units. Specifically, each Revive
● exit off the left, right or friendly map edge. Point spent does one of the following:
Units that are activated to Move can move
from hex to hex across the map, expending Exiting a unit off the enemy map edge, how- a) removes a suppressed marker from any
MPs in each new hex they enter. A unit has ever, will earn you victory points [14.2.2]. friendly unit
as many MPs to spend during a Move order -or-
as its current movement minus those MPs
already spent during the order. This number O29.5 Movement Etiquette b) rallies [3.2.5] one friendly broken unit.
can be modified by command [3.3.1.2], pos- Each time the active player moves a unit If applicable, the same unit can be chosen for
sessing a heavy weapon, or by the presence or group of units into a new hex, he should both options.
of veteran/suppressed markers [4]. clearly announce the cumulative MP ex-
penditure up to that point, then pause for a So a “Revive–2” order could do the follow-
A unit cannot be activated to Move if, at the moment. This allows the inactive player a ing: remove two suppressed markers; or
moment it would be activated, it doesn’t have short time in which to decide whether to an- rally two units; or remove one suppressed
enough MPs to enter at least one new hex. nounce an Op Fire action [A41] into that hex marker and rally one unit.
So a broken unit with a 2 movement sur- or, if the scenario Defender, to play a Hidden
rounded on all sides by jungle (with a 3 Mines [A43.2], Hidden Panji Trap [A43.3] or No unit is activated during a Revive order.
Move Cost) can’t be activated to Move—it Hidden Wire [A43.7] action.
Revive Points not spent during the current
will likely have to wait for an Advance Furthermore, it should be incumbent upon Revive order are forfeit: Revive Points cannot
order to get going. If that unit was stacked the inactive player to pay attention and say be carried over to future Revive orders.
with a 1-command leader, however, the “Stop!” whenever he may have an action to
Move activation would be legal. play or Op Fire Attack to make in response to
the active player’s movement.

See also the move example in the playbook.

© 2008 GMT Games, LLC Page 19


ACTIONS A35. Bore Sighting A41. (Opportunity) Fire
Bore Sighting may only be played by the
“To take no action is to take undecided action.” scenario Defender – never a player assigned
—Robert S. McNamara the Posture of Attacker, Banzai, Invader ORDER / ACTION FIRE
or Recon – and only just prior to making a
A32. General Rules Fire Attack roll involving a firing weapon
with a printed FP of at least “5” (before any A41.1 Prerequisite
Actions may be played by either player at any modifications). A Fire action may only be played during an
time via a Fate card played from the hand, so opponent’s Move order, and only just after a
long as the condition or prerequisite listed is Effect—Increase the Fire Attack’s FP by +2.
moving unit enters a new hex. This type of
met. reactionary fire is termed “Op Fire”.
Important—Multiple actions may be conduct- A36. Command Confusion Note that Fire actions are listed across
ed in response to the same game situation. This card cannot be played for an action. the top of any Fate card that has one, in
All effects of consecutively-played actions
the same position as for a Fire order. As
are cumulative. It acts as a “dud’ action in your hand—hope
a reminder of its dual capability, the word
ComBAT Commander: pacific — Rulebook

that you have a decent order on this card.


Two Bayonets actions played from the hand “Fire” will, when appearing along the top
will add +4 to a Melee roll. of a Fate card, always be preceded by the
words “Order/Action”.
With the sole exception of Op Fire [A41], ac- A37. Crossfire
tions that affect units do not activate those Crossfire may only be played just prior to the
units like an order would. Conversely, a unit player making a Fire Attack roll, and only
A41.2 Procedure
that has already been activated by an order or when firing at a Moving [O29] unit. Generally, when the active player is perform-
Op Fire action can be affected by any number ing a Move order, he should count aloud
of (non-Op Fire) actions. Effect—Increase the Fire Attack’s FP by +2. his units’ accumulated MP expenditure in
each hex as it is entered. Each time such an
Except for A41, the following rules for indi- expenditure is made, the inactive player has
vidual actions [A33–A48] need not be read A38. Demolitions the option to call out “Wait!” and temporarily
and memorized your first time through the Demolitions may only be played when the halt movement. If he does, he may choose to
rules. Most actions are self explanatory on opponent discards one or more cards from do either or both of the following:
the cards themselves. So this section can his hand due to a “pass” action [O21].
● play a Fire action from his hand and acti-
be safely ignored until the need arises for Effect—Eliminate a fortification in any one vate one or more units to fire at that hex (as
a clarification during actual game play. hex containing a friendly unit. if he were activating units for a Fire order
Actions are listed in alphabetical order for
[O20.1 & O27.1.1]); and/or
ease of reference.
A39. Enfilade ● make one Fire Attack against that hex
with any of his units/weapons that were
“It is firepower, and firepower that arrives at the
activated for Op Fire at any point during
A33. Ambush right time and place, that counts in modern war.”
that same Move order.
—B.H. Liddell Hart
“The essence of war is violence. Moderation in After any such Fire Attack is made – or the
war is imbecility.” Enfilade may only be played just prior to the
opportunity to do so is declined (“Never
—John Arbuthnot Fisher player making a Fire Attack roll, and only if
mind; keep moving”) – the active player may
two or more activated pieces are firing as a
Ambush may only be played at the very start continue with his Move order.
group [O27.3.1].
of melee (before Melee FPs are determined).
The inactive player must play all Ambushes Effect—Increase the Fire Attack’s FP by +1 A41.3 Exceptions
he wishes before the active player plays his. for each firing piece beyond the first. This is Units (and their weapons) that are activated
cumulative with a Fire Group’s normal bonus. for Op Fire follow all normal rules for a Fire
Effect—The opponent must select one of his
order [O27], with three important exceptions:
units participating in the melee and break it.
Important—All Ambush effects are resolved A40. Explosive Charge a) Ordnance [3.3.4b & 5.5] cannot conduct
Op Fire (though a unit possessing an Ord-
before Melee FP is calculated. “Pardoe! Bazooka to the front!”
nance weapon could itself fire normally).
—Gunnery Sergeant Bottos
Note that both players can announce Am- b) They are not limited to only firing once,
bush actions. Note also that it is possible Explosive Charge may only be played when
and so remain activated and eligible to
for both sides to be entirely eliminated the player gets “doubles” with a Fire Attack
fire at moving targets for the entirety of
via Ambush before the Melee rolls would roll and the attack is against an adjacent hex
that Move order (only).
otherwise have been made. containing a Fortification.
Effect—Eliminate the Fortification in that Note that units are activated for Op Fire,
hex. The Fortification is eliminated before so they could not be activated for Op Fire
A34. Bayonets Defense rolls are made. again in that same turn if the active player
announced another Move order.
“The bullet is a fool, the bayonet is a fine chap.” This action represents the use of satchel
—Alexander Vasilyevich Suvorov charges, bazookas or other powerful high c) No more than one Fire Attack may be
explosive weapons at point blank range. made by the inactive player per MP
Bayonets may only be played just prior to the
Such a weapon is not represented in counter expenditure by the active player.
player making a Melee roll.
form but is assumed to possibly be inherent
Effect—Add +2 to that player’s Melee roll. to any unit at any time.

Page 20 © 2008 GMT Games, LLC


A unit entering a jungle expends 3 MPs to do Effect—The Japanese player chooses to do A43.7 Hidden Wire
so, but this is only one expenditure (albeit a one of the following: Hidden Wire may only be played by the sce-
large one). So moving into a hex – however ● place a mines marker [F104] into that hex nario Defender just after one or more enemy
costly – is always a single expenditure of then immediately make a Mine Attack units Move or Advance into a hex. That hex
X MPs and can draw one Op Fire attack [F104.2] against each of those moving/ad- cannot be water terrain nor already contain a
against it. If another unit later moved into vancing units; or fortification of any type.
that jungle hex in the same Move order, it
Effect—Place a wire marker [F107] into that
could be the target of another Op Fire at- Any unit that was already in the hex would
hex.
tack—even by the same op-firing unit(s). be immune to this initial minefield attack.
Note that this will end a unit’s Move as a
See also the op fire example in the playbook. ● place a wire marker [F107] into that hex. unit must spend all its MPs to exit wire and
it had to have spent at least 1 MP to get in.
Note that this will end a unit’s Move as a
unit must spend all its MPs to exit wire and
A42. Hand Grenades it had to have spent at least 1 MP to get in.
Hand Grenades may only be played just prior A44. Light Wounds

ComBAT Commander: pacific — Rulebook


to the player making a Fire Attack roll, and “Medic!”
only if at least one piece is firing at an adja- A43.4 Hidden Pillbox
Hidden Pillbox may only be played just prior Light Wounds may only be played at the in-
cent hex.
to the scenario Defender making a Defense stant that a friendly squad – either broken or
For a Fire Group, only one firing hex need roll. The hex affected by the attack cannot be unbroken – would break.
be adjacent to the targeted hex. water terrain nor already contain a fortifica-
Light Wounds can only be used on a squad
tion of any type.
that is breaking, not one that is being elimi-
Effect—Increase the Fire Attack’s FP by +2. Effect—Place a pillbox marker [F105] into nated outright—like via the KIA event or as
that hex. a result of having the lower Melee Total.
A43. Hidden (name) A43.5 Hidden Trenchline Effect—Lose 1 VP. Then, instead of that
“Pretend inferiority; encourage his arrogance.” squad breaking (or being eliminated due to
“By one of those accidental strokes of luck that
—Sun Tzu so often rule the battlefield, Doniphan and Dale already being broken), place it back into the
Important—The following seven “Hidden” apparently had caught the Japanese in an un- countermix. Take a team from the counter-
actions may only be played by the scenario guarded moment. Perhaps the enemy had been mix – of the same quality as that player’s OB:
Defender—never a player assigned the Pos- preoccupied on those western hills. Whatever either green, line or elite – and place it into
ture of Attacker, Banzai, Invader or Recon. the excuse, the Americans had been given time the hex from which the squad was taken.
to entrench themselves....”
A43.1 Hidden Cave —Robert Leckie, Okinawa The “quality” of the squad is irrelevant.
Hidden Trenchline may only be played just Only the position of that side’s OB stats
Hidden Cave may only be played just prior
prior to the scenario Defender making a marker on the OB Display determines
to the scenario Defender making a Defense
Defense roll. The hex affected by the attack which team will come into play.
roll. The hex affected by the attack must be
a Crest hex [T89.3.1], cannot be water terrain, cannot be water terrain nor already contain a
and cannot already contain a fortification of fortification of any type. If the squad was broken when removed, the
any type. replacement team comes into play broken. If
Effect—Place a trench marker [F106] into that there was a weapon, suppressed or veteran
Effect—Place a cave marker [F102] into that hex. marker on the squad, the team retains the
hex. marker. Finally, the team is treated as being
A43.6 Hidden Unit the same unit from which it was created—so
A43.2 Hidden MinES Hidden Unit may only be played when the its activation status for the turn matches that
Hidden Mines may only be played by the sce- opponent discards one or more cards from of the swapped squad.
nario Defender just after one or more enemy his hand due to a “pass” action [O21].
units Move or Advance into a hex. That hex Effect—The scenario Defender performs the
cannot be water terrain nor already contain a following steps in the order shown: A45. Marksmanship
fortification of any type. “You don’t hurt ‘em if you don’t hit ‘em.”
a) Make a roll on his nation’s Support Table
Effect—Place a mines marker [F104] into that [on his faction’s player aid card]; —Lewis B. “Chesty” Puller
hex. The Defender then immediately makes Marksmanship may only be played just prior
a Mine Attack [F104.2] against each of those b) From the column matching the roll, select
to the player making a Fire Attack roll. The
moving/advancing units. one unit – at no cost – that is available for
attack must include a firing squad or team of
that scenario’s year;
the indicated faction.
Any unit that was already in the hex would c) Place the selected unit (along with its
be immune to this initial minefield attack. Effect—Increase the Fire Attack’s FP by +2.
weapon, if any) into any hex that is:
◦ within his original setup area; and
A43.3 Hidden Panji Trap ◦ contains no units of either side; and A46. No Quarter
Hidden Panji Trap may only be played by No Quarter may only be played at the conclu-
the scenario Defender just after one or more
◦ has a Cover of at least 1. sion of a melee, and only if the player has at
enemy units Move or Advance into a hex. least one unit that survived the melee.
That hex cannot be water terrain nor already Effect—The player gains 2 VPs.
contain a fortification of any type.

© 2008 GMT Games, LLC Page 21


3) Place the aircraft into the chosen hex.
A47. Smoke Screen EVENTS
Smoke Screen may only be played at the Example: The US player gets a viable Air
beginning of a Move or Advance order (that Support event and the Japanese aircraft is
is, before any activated units begin Moving
or Advancing) in which at least one squad
E49. General Rules not on the map. He reveals the top card of
his deck and notes the random hex: “D4”.
was activated. “There are no extraordinary men ... just extraor- He then places the US aircraft into any of
dinary circumstances that ordinary men are the ten hexes beginning with “D” or any of
Effect—Perform the following steps in the forced to deal with.”
order shown: the fifteen hexes labelled “4”.
—William Halsey
a) Select one activated squad; Events are never played from the hand: they See O24 for rules on how to utilize aircraft.
b) Choose either its own hex or an adjacent only occur via certain rolls, whereupon nor-
hex. The chosen hex can’t be water ter- mal game play pauses so that that player can
rain nor contain a blaze; reveal the top card of his Fate deck and read E51. Battle Harden
aloud and execute the listed event. “We have not eaten or drunk for five days, but
c) Select a random smoke marker and place
When resolving an event, there are three im- our fighting spirit is still running high. We are
it in the chosen hex.
ComBAT Commander: pacific — Rulebook

portant guidelines: going to fight bravely to the last.”


Continue placing smoke in the manner
described above until one smoke has been a) Ignore any portion of an event that is — General Tadamichi Kuribayashi
drawn and placed for each activated squad impossible to fulfill given current game When this event occurs, the receiving player
or until the active player decides to no longer conditions while performing those parts selects one friendly unit without a veteran
draw smoke markers, whichever occurs first. that are possible, if any. marker [4.1] and places a veteran marker on it.
Each smoke marker must be placed with or b) When an event lists more than one activ-
adjacent to a different activated squad. ity to perform, they are performed in the
order stated within the event itself. E52. Battlelust
And remember that two or more smoke “Casualties many; percentage of dead not
markers won’t stack together; so after plac- c) Die triggers are always ignored when
known; combat efficiency: we are winning.”
ing smoke into smoke, only the marker with they are attached to a die roll occurring
—Colonel David M. Shoup
the largest Hindrance will remain. during an event.
When this event occurs, the receiving player
The following rules for individual events gains 1 VP if there are more enemy units on
[E50–E80] need not be read your first time the Casualty Track than friendly units.
A48. Sustained Fire through the rules. Most events are self
“When a second assault came, [PFC Joseph] explanatory on the Fate cards themselves,
Solch, squatting on his haunches, fired his so this section can be safely ignored until E53. Blaze
Browning Automatic Rifle from the hip to repel the need arises for a clarification during When this event occurs, the receiving player
an entire company.” actual game play. must determine a random hex [1.8]. If that hex
—Robert Leckie, Okinawa is not water terrain and does not already con-
Sustained Fire may only be played just prior The various events are described in detail, tain a blaze, place a blaze marker [T83] into
to the player making a Fire Attack roll, and below, and are listed in alphabetical order it. Remove any smoke or fortification marker
only if at least one mortar or machine gun is for ease of reference. from the hex. Any units in the hex must be
firing. removed by their owners and placed into any
adjacent hex(es) not containing another blaze
Effect—Increase the Fire Attack’s FP by +2 (inactive player first). They are eliminated
but, if the Fire Attack roll ends up “doubles”, E50. Air Support otherwise.
one firing mortar or machine gun must break “If you want to go anywhere in modern war, in
(firing player’s choice if more than one). the air, on the sea, on the land, you must have
command of the air.” E54. Breezy
Be careful with this one—Sustained Fire’s —William Halsey When this event occurs, perform the follow-
drawback is cumulative with other Sus- ing activities in the order given:
tained Fires which could cause a weapon This event does not occur if the year of the
to break then immediately break again, scenario being played falls outside the date(s) a) Move all smoke markers on the map one
eliminating it outright. given in the Air Support event itself, or if hex “downwind”. The downwind direc-
night rules [18] are in effect. tion is stated in the event as a number
If this event does occur, the receiving player between 1 and 6, which corresponds to
eliminates his opponent’s aircraft by remov- the hex compass on each map. Remove
ing it from the map and placing it back into any smoke that would drift off the map or
the countermix (thus ending the event). If his into a water or blaze hex.
opponent’s aircraft is not on the map when b) Place a new blaze marker [T83] into each
this event occurs, he instead places his own non-water, non-blaze hex that is both ad-
aircraft on the map by following these four jacent to and “downwind” of an existing
steps: blaze marker.
1) Determine a random hex [1.8], noting both c) Any units in a hex into which a blaze
its letter and number; spreads must be removed by their owners
2) select any hex in the same column as that and placed into any adjacent hex(es) not
letter OR any hex in the same row as that containing another blaze (inactive player
number; first). They are eliminated otherwise.
Also remove any fortification marker

Page 22 © 2008 GMT Games, LLC


from a hex into which a blaze spreads. c) Mines—Determine a third random hex.
All other markers remain. If that hex is not water terrain and does E63. Jam
not already contain a blaze or fortifica- When this event occurs, the receiving player
tion, place a mines marker into it [F104]. must determine a random hex [1.8]. Break the
E55. Bushido Japanese weapon closest to that hex. If al-
“Since the enemy’s landing, even the gods would Reminder: units already in the hex will not ready broken, eliminate it instead. In case of
weep at the bravery of the officers and men be affected by the mines unless and until a tie for nearest Japanese weapon, the player
under my command.” they Move or Advance out of it. drawing the event chooses which of those
— General Tadamichi Kuribayashi weapons will be affected.
When this event occurs, the Japanese player
Rallies [3.2.5] one of his broken units, if any. E58. Field of Battle E64. KIA
If he does, he places a veteran marker on that “Luck can be assisted. It is not all chance with “Guadalcanal is no longer merely a name of an
unit if it doesn’t already have one [4.1]. the wise.” island. It is the name of the graveyard of the
—Baltasar Gracian Japanese Army.”
E56. Deploy When this event occurs, the receiving player —Major General Kiyotake Kawaguchi

ComBAT Commander: pacific — Rulebook


gains 1 VP if he controls more mapboard When this event occurs, the receiving player
“Listen up! I need five volunteers.”
objectives than his opponent. must select one broken unit (enemy or friend-
When this event occurs, the receiving player ly) and eliminate it.
may select one friendly squad on the map. If
he does, the squad is removed from its hex, E59. Field Promotion
placed back in the countermix, and replaced “Of the Marines on Iwo Jima, uncommon valor E65. Malfunction
with two teams of the same quality – green, was a common virtue.” “The instruments of battle are valuable only if
line or elite – as that side’s OB (as indicated —Chester W. Nimitz one knows how to use them.”
by his OB stats marker on the OB Display).
When this event occurs, if not already on —Ardant du Picq
These teams enter play broken if the squad the map, the receiving player may place his When this event occurs, the receiving player
was broken. If there was a weapon, sup- nation’s “Private” (the one with “6” morale must determine a random hex [1.8]. Break the
pressed or veteran marker on the squad, only and “2” command) into a hex occupied by unbroken weapon (enemy or friendly) closest
one of the two teams retains the marker (in one of his broken units. to that hex. In case of a tie for nearest unbro-
the case of multiple markers, they can be split
ken weapon, the player drawing the event
between the two resulting teams). Finally,
chooses which one will be affected.
these teams are treated as being the same E60. Gusts
unit from which they were created—so if When this event occurs, it will instruct the
the squad had been activated previously that players to remove from the map either all E66. Medic!
turn, the teams are considered to have been smoke with an odd-numbered Hindrance When this event occurs, the receiving player
activated as well; and any pending results value or all smoke with an even-numbered must select one broken unit (enemy or friend-
against the squad (such as having to become Hindrance value. Place all such removed ly) and rally it [3.2.5].
suppressed, broken or eliminated) will im- smoke markers back into the draw cup.
mediately affect both teams equally.
E67. Mission Objective
Turning one squad into two teams gives you E61. Hero “We are not retreating—we are advancing in
a bit more flexibility in movement, stacking,
“I am not a hero but the brave men who died another direction.”
and garrisoning objectives—and can also
deserved this honor.” —Douglas MacArthur
increase your net FP when part of a larger
—Ira Hayes
Fire Group. The drawback is weaker indi- When this event occurs, the receiving player
vidual stats and – because there are two When this event occurs, if the receiving draws one (secret) objective chit at random.
where once there was one – they become player’s Hero unit [3.3.2] is not already on the
harder to control without a friendly leader map, he may place it into any friendly hex. If This new objective chit does not replace
nearby. he does, he may rally [3.2.5] one broken unit any existing chits – it is used in conjunction
in that placement hex. with them – and may be kept secret from
the opponent unless it is one that has no
“(secret)” side.
E57. Detritus of War E62. Interdiction
When this event occurs, the receiving player “I raised my head a bit to survey my surround-
must perform the following activities in the
order shown:
ings and got the top of my ear shot off for my
troubles.”
E68. Prisoners of War
—Private Wong “We shall show mercy, but we shall not ask for
a) Smoke—Determine a random hex [1.8]. If
it.”
that hex is not water terrain and doesn’t When this event occurs, the receiving player
already contain a blaze marker, he selects —Winston Churchill
must select one unsuppressed unit (enemy or
a random smoke marker and places it friendly; broken or unbroken) that occupies When this event occurs, the receiving player
there. a hex with Cover less than 1. Place a sup- must select one of his own broken units that
pressed marker [4.2] on that unit. is adjacent to or in the same hex as an enemy
b) Wire—Determine a second random hex.
unit and eliminate it.
If that hex is not water terrain and does
not already contain a blaze or fortifica- If it somehow wasn’t a good idea before, try
tion, place a wire marker into it [F107]. to keep your broken units far away from
enemy units.

© 2008 GMT Games, LLC Page 23


drawing the event chooses which will be enemy unit without one that is within both
E69. Reconnaissance affected. the current range and LOS of one of his func-
“Time spent on reconnaissance is seldom tioning MGs—”functioning” meaning the
wasted.” MG itself cannot be broken, nor can the unit
—British Army Field Service Regulations E73. Shellholes possessing it be broken or suppressed.
When this event occurs, the opposing player When this event occurs, the receiving player
must determine a random hex [1.8]. If that hex
must select and reveal one of his unrevealed
secret objective chits, if any. The revealed is not water terrain and does not already con- E78. Tennōheika banzai!
chit becomes an open objective chit for the tain a blaze or fortification of any kind, place When this event occurs, check the current VP
remainder of the game. a foxholes marker into it [F103]. level.
a) If the VP marker is on the Allied side of
Remember to award any VPs correspond-
ing to that chit’s mapboard objective(s) to E74. Spider Hole the zero space, the Japanese player must
change his current Posture to that of
their current controller right away. “Everything which the enemy least expects will Banzai [17.2].
succeed the best.”
—Frederick the Great b) If the VP marker either occupies the
ComBAT Commander: pacific — Rulebook

zero space or is on the Japanese side of


E70. Reinforcements When this event occurs, the receiving player the zero space, the Japanese player may
must perform the following steps in the order change his current Posture to that of
“Reinforcements are always more formidable
shown: Banzai.
to an enemy than the troops with which he is
already engaged.” a) Remove the Japanese Hero counter from c) In either case, if the Japanese Posture is
—Brasidas of Sparta wherever it is (either on the map, on the already Banzai this event has no effect.
When this event occurs, the receiving player Track Display or in the countermix);
Effect—If the Japanese Posture changes to
performs the following steps in the order b) Determine a random hex [1.8]; Banzai immediately perform the following
shown: activities in the order shown:
c) Place the Hero – along with any weapon
a) Make a roll on his nation’s Support Table or veteran marker that may be attached a) On the OB Display, swap the current
[on his faction’s player aid card]; – in or adjacent to that hex, unbroken and Japanese OB stats marker for the “Banzai”
b) From the column matching the roll, select unsuppressed. The Hero can’t be placed OB stats marker.
one unit or Sighting marker – at no cost in an impassable hex (such as a blaze).
b) If the Japanese player currently has
– that is available for that scenario’s year; four or more cards in hand, he discards
c) Place the selected unit (along with its E75. Stealth enough cards of his choice to bring the
weapon, if any) or Sighting marker into When this event occurs, the receiving player number of cards in his hand to three.
any hex along his friendly map edge. A may select one of his units (or Sighting mark-
unit can’t be placed in an impassable hex ers, in the case of Japan) on the map. If he
(such as a blaze). does, he removes that unit or Sighting marker E79. Walking Wounded
from the hex that it occupies and places it “In war, there are no unwounded soldiers.”
into an adjacent hex. A unit can’t be placed in
E71. Scrounge an impassable hex (such as a blaze).
—Jose Narosky
When this event occurs, the receiving player
When this event occurs, the receiving player
must perform the following steps in the order
may select one eliminated weapon (enemy or
friendly) from the Casualty Track and return E76. Strategic Objective shown:
that weapon to play – broken – under the “The raising of that flag on Suribachi means a a) Select one eliminated unit (enemy or
control of one of his units currently without Marine Corps for the next 500 years.” friendly) on the Casualty Track;
a weapon. —James Forrestal b) Determine a random hex [1.8];
Design note—The weapon coming into When this event occurs, one objective chit is c) Place the selected unit in or adjacent to
play is not necessarily the same weapon drawn at random and placed face up (“open”) that hex, broken [3.2]. The unit can’t be
that was removed earlier; it could just in the center section of the Objectives Box for placed in an impassable hex (such as a
be one that up until that time had had no both players to see. blaze).
impact on the battlefield. The Weapons Box
of the Casualty Track is really not much This new objective chit does not replace
more than a mechanical enabler for this any existing chits—it is used in conjunction E80. White Phosphorus
particular event. with them. And if this new chit references When this event occurs, the receiving player
one or more mapboard objectives, remem- may draw a random smoke marker then place
ber to award those victory points to the it into a hex adjacent to one of his unbroken
objectives’ current controller right away. squads (only). The selected hex cannot be
E72. Shell Shock water terrain nor contain a blaze. If he does,
“In battle the unusual is met usually, and the each player that controls a unit in that hex
abnormal becomes the normal. Soldiers may
act like lions and then like scared hares within
E77. Suppressing Fire must choose one such friendly unit and break
it [3.2].
the passage of a few minutes.” “Whoever said the pen is mightier than the
—S.L.A. Marshall sword obviously never encountered automatic
weapons.”
When this event occurs, the receiving player —Douglas MacArthur
must determine a random hex [1.8]. Break
the unit (enemy or friendly) closest to that When this event occurs, the receiving player
hex. In case of a tie for closest unit, the player may place a suppressed marker [4.2] on one

Page 24 © 2008 GMT Games, LLC


TERRAIN Squad A shoots at team B with a printed
morale of 7 in a palm hex. The team’s cur-
rent morale is actually 8 because of the 1
Cover afforded by the palm. If the team was
T81. General Rules stacked with a foxholes marker, the owning
player could choose to ignore the Cover of
Your first time through the rules, you only
need to read sections T81.1 – T81.4. The
the palm and instead add the 3 Cover of the T84. Bridge
foxholes, giving it 10 morale. A bridge may span the entirety of one or
rules for the individual terrain types [T82
– T99], can then be referred to as needed more hexes, with a small part of the bridge
depending on which map is being use. T81.3.2 Overstacking Penalty extending across the outermost hexsides into
Cover within any hex that is overstacked opposite hexes—in this case, those opposite
[15.2] is reduced by one for each soldier figure hexes are not considered bridge hexes.
T81.1 Types & Features present above 7. MOVE COST: 1 if traversing a bridge/road/
One of the two generic player aid cards trail hexside; otherwise use the cost of the
contains a Terrain Chart showing stats for Two US squads with printed morales of 7 other terrain in the hex.

ComBAT Commander: pacific — Rulebook


the different terrain in the game. Terrain are stacked in a palm hex. Since the hex
“Types” are shown on this Chart with green is overstacked by one soldier figure, the COVER: 1
backgrounds. Terrain “Features” are shown nominal 1 Cover afforded by the palm LOS: Clear
with tan backgrounds and generally only instead drops to 0. If a third US squad was
serve to modify the Terrain Type they share stacked there (12 total soldier figures, or 5
a hex with. The Terrain Chart also lists the figures over the stacking limit) the Cover of
various terrain in hierarchical order—that is, the hex would instead be –4 (negative four),
if a hex contains two or more Terrain Types, causing each squad’s morale to drop to 3!
the one closest to the top of the chart takes
precedence.
T81.4 LOS
Example: A bridge together with a stream Each terrain lists whether it is an Obstacle, T85. Building
is a “bridge hex” for all purposes, not Hindrance or Clear. A building is defined as any obviously man-
a “stream hex” (and thus not a water hex, made structure (other than a bridge) that
either). This also means that a hex is an ● Obstacles block same-level LOS. Obsta-
spans two or more hexes. If a hex contains
“open ground hex” only if it contains none cles usually create one Blind Hex [T89.4.1]
the depiction of one or more non-bridge
of the terrain types shown above it (those to a higher-level observer.
structures but none of those structures
with their text on a green background)—it ● Hindrances reduce the FP of same-level crosses a hexside into an adjacent hex, then it
could contain any of the terrain features fire attacks traced through them. is not a building but a “hut” instead [T90].
shown below it (those on a tan background) ● Clear terrain has no affect on LOS.
and still be an “open ground hex”, albeit MOVE COST: 2
with some sort of modification. See the LOS rules [16] for more detail. COVER: 3
CC:P’s terrain is described in detail, below, LOS: Obstacle; creates one Blind Hex
The Terrain Type of every hex on every map and is listed in alphabetical order for ease [T89.4.1]
is thus defined by whichever Terrain Type of reference. This information is also shown
both occupies that hex and is positioned Building Objectives—If a mapboard objective
graphically on the Terrain Chart. [2.3] occupies a building hex, the “objective”
nearest the top of the Terrain Chart—even if
that terrain doesn’t dominate the hex or share is considered to be the entirety of that build-
space with the hex’s center dot. Roads and ing (that is, every hex that it occupies), not
trails can also occupy a hex, usually modify- just the hex containing the objective number.
ing a unit’s movement therein. Smoke and
blaze markers also function as terrain to a
certain degree.

T81.2 Move Costs


Each terrain lists a “Move Cost” which is the
T82. Beach
amount of MPs a unit must expend to Move MOVE COST: 1½
[O29] into that hex. The Advance order does COVER: 0 T86. Bush
not require MP expenditures and thus terrain MOVE COST: 2
LOS: Clear
move costs are ignored when performing that
activity. Sand—The Fire Attack Total of any dive COVER: 2
bomber, radio or ordnance weapon attacking LOS: 2 Hindrance
T81.3 Cover a beach hex is always decreased by 2.
This catch-all terrain represents a diverse
T81.3.1 General Rules set of ground effects such as brush, crags,
Each terrain lists a “Cover” in the form of a T83. Blaze light jungle or woods, coral, scree, scrub,
whole number, which can be negative. Cover MOVE COST: Impassable
BLAZE boulders, etc.
directly modifies the morale of every unit in
the same hex at all times and for all purposes. COVER: Impassable
Cover is never cumulative, however, so a blocks LOS
LOS: Obstacle (at all levels)
unit’s owner must choose only one instance
of Cover to apply if more than one is present.

© 2008 GMT Games, LLC Page 25


A unit moving from a level 0 hex into an Obstacles that lie at a lower level (exception:
adjacent level 2 hex would have to expend see Blind Hexes, below).
+2 MPs to do so. A unit on a level 1 hill can see past (over)
A unit moving from a level 1 hill hex contain- intervening jungle at level 0 to another unit
ing jungle to a level 2 hill hex containing on a distant level 1 hill. If the jungle were
jungle must expend 4 MPs (3 for the jungle also on a hill, however, that LOS would be
T87. Grass plus 1 for the change in level). The reverse blocked.
MOVE COST: 2 “downhill” move would cost only 3 MP.
COVER: 0 A blaze marker, however, always blocks LOS
through its hex regardless of the sighter’s or
LOS: 3 Hindrance T89.2 Height Advantage target’s level.
A Fire Attack suffers –1 FP if the target hex
This terrain represents tall – sometimes
is at a higher level than any one firing unit The obstacle that a blaze marker and its at-
sharp-edged – grasses often referred to as
or weapon. Conversely, a Fire Attack gains tendant smoke cloud creates is considered
sedge, sawgrass, elephant grass or kunai.
+1 FP if the target hex is at a lower level than to be at a height sufficient enough to affect
ComBAT Commander: pacific — Rulebook

any one firing unit or weapon. Attacks made any possible LOS that can be represented
by radios and aircraft are not affected. in the game.

T89.3 Hills & LOS


T89.4.1 Blind Hexes
T89.3.1 Military Crest Lines A unit on a hill can see into a lower-level jun-
A hex showing more than one level is termed gle, swamp or building hex, as normal, but
a “Crest” hex. The level at which a Crest can not see into the next hex beyond it if that
T88. Gully hex’s center dot lies is its actual level. In ev-
ery Crest hex, the physical edge of each hill
next hex is also at or lower than the jungle/
swamp/building hex’s level. In other words, a
MOVE COST: 2
level is termed a “Crest Line”. lower-level jungle, swamp or building creates
COVER: 1 a one-hex blind zone behind it to an observer
T89.3.2 Vertical LOS at a higher level—all hexes beyond this blind
LOS: Clear
A unit may only trace a LOS into the initial zone are visible from the hill (barring further
Depression—A unit in a gully cannot be seen Crest hex of each level above it. Likewise, a jungle/swamp/buildings along the way).
except from an adjacent hex or a hex at a unit on a hill may trace a LOS to a hex at
higher level [T89], and vice versa. a lower level only if that LOS never passes A unit on a level 1 hill can see past a level 0
through a Crest Line of equal or greater building except into the level 0 hex directly
height in an intervening hex. behind it. Conversely, a unit on a level 1 hill
could see past an intervening level 1 build-
So unit A on a hill can see unit B at a ing to a unit at level 2 or higher unless that
lower level only if the LOS from unit A building was in the first intervening hex
both: crosses a Crest Line before it crosses along that LOS.
a hexside; and never again crosses a Crest
Line of the same or higher level.
T89. Hills A unit on a level 2 hill can see past an T89.5 Hills & Hindrances
Due to the relative complexity of hills and intervening level 2 hill only to another hill Any mapboard Hindrance terrain at a lower
their attendant rules – such as caves – new hex of level 2, 3 or 4. If that intervening hill level does not hinder LOS to or from a hill
players may want to play their first few were instead level 3, the target hex would hex. A Hindrance on a hill does hinder LOS
scenarios on those maps without hills. have to be at level 4 to be seen—and even between two other hill hexes of the same
then it would have to be a level 4 Crest. level as that Hindrance. A smoke marker,
The standard buff green open ground hex in however, always hinders LOS through its hex,
CC:P is said to be at level “0” or “ground regardless of the sighter’s or target’s level.
It may help to think of each hill level in
level”. Hills can then be thought of as being CC:P as a thick, flat pancake; or perhaps The hindrance that a smoke marker creates
at levels 1 (tan), 2 (light brown), 3 (medium one layer of a wedding cake. is considered to be at a height sufficient
brown) or 4 (dark brown). Therefore, a
enough to affect any possible LOS that can
unit on a hill is above any terrain occupy-
T89.3.3 Hills as Obstacles be represented in the game.
ing either a ground-level hex or a hill hex
of a lower level. The level at which a hill A hill itself blocks LOS traced between any
two hexes of lower level. Note that all the above hill rules are based
hex’s center dot lies is its actual level when
upon the premise that in CC:P each hill
multiple levels appear in a hex. A hill hex
A unit on a level 1 hill cannot see past an level is taller than a mapboard Obstacle,
functions exactly like any other ground level
intervening level 2 hill to another level 1 and every mapboard Obstacle is taller than
hex except as modified below.
hill hex. a mapboard Hindrance.
T89.1 Uphill Movement
See also the LOS example in the playbook.
When entering a hex that is at a higher level T89.4 Hills & Obstacles
than the one it is leaving, a moving unit must The LOS to or from a hill hex is blocked only
expend +1 MP per elevation change. There is if it clearly touches any part of the physi-
no MP modifier – lost or gained – when mov- cal depiction of an Obstacle at the same or
ing downhill. higher level as that hill hex. In other words,
LOS to or from a hill hex is not blocked by

Page 26 © 2008 GMT Games, LLC


LOS: Obstacle; creates one Blind Hex
[T89.4.1]
Water Terrain—No weapon of any kind may
fire from a swamp hex. No blaze, smoke or
fortification of any kind may ever occupy a
swamp hex.
T90. Hut T94. Road Airbursts—The Fire Attack Total of any mor-
A hut is defined as any obviously manmade MOVE COST: 1 if travelling along the road
tar or artillery attack against a swamp hex is
structure (other than a bridge) that occupies depiction (that is, the moving unit crossed
always increased by 2.
only one hex. The hex may contain more a road hexside as it entered the hex); ½ if
than one such hut depiction, but none of them travelling along the road depiction and no So a 6-FP mortar that fires into a swamp
can cross a hexside into another hex without enemy unit has a LOS to that hex; otherwise, hex and makes an Attack roll of “7” would
being termed a “building” instead [T85]. depends on the other terrain in the hex. have an Attack Total of 15 instead of 13.
MOVE COST: 2 COVER: Use other terrain in the hex.
COVER: 2 LOS: Clear

ComBAT Commander: pacific — Rulebook


LOS: 4 Hindrance Compared to European streets and boule-
vards, Pacific theater roads are often not
much more than wide trails.

T95. Smoke T98. Trail


MOVE COST: 1 if traveling along the trail
Before beginning play, place all
depiction (that is, the moving unit crossed a
T91. Jungle smoke markers into an opaque
cup so that they may be drawn at
trail hexside as it entered the hex); otherwise,
MOVE COST: 3 depends on the other terrain in the hex.
random when called for during
COVER: 2 play. COVER: Use other terrain in the hex.

LOS: Obstacle; creates one Blind Hex MOVE COST: Use other terrain in the hex. LOS: Clear
[T89.4.1] COVER: Use other terrain in the hex.
Airbursts—The Fire Attack Total of any mor- LOS: 1-8 Hindrance into or out of or through
tar or artillery attack against a jungle hex is [16.3.4].
always increased by 2.
The actual Hindrance value of smoke is
So a 6-FP mortar that fires into a jungle printed on the markers themselves.
hex and makes an Attack roll of “7” would
have an Attack Total of 15 instead of 13. T99. Water Barrier
This is true even if one or more units in
the targeted hex will be using an alternate A water barrier represents any body of
Cover, such as from a cave or pillbox. water deep enough and/or large enough to
hinder non-amphibious movement—from a
Pond to a River to the Pacific Ocean itself.

MOVE COST: all


T96. Stream
MOVE COST: 3 A moving unit must begin its Move order
adjacent to the water barrier hex it enters
COVER: –1 (negative one)
and cannot Move into any other hexes
LOS: Clear along the way. A unit loses all remaining
T92. Open Ground MPs after entering a water barrier hex,
Water Terrain—No weapon of any kind may
MOVE COST: 1 even if that hex contains a leader.
fire from a stream hex. No blaze, smoke or
COVER: 0 fortification of any kind may ever occupy a
stream hex. COVER: –2 (negative two)
LOS: Clear
LOS: Clear
Water Terrain—No weapon of any kind
may fire from a water barrier hex. No blaze,
smoke or fortification of any kind may ever
occupy a water barrier hex.

T93. Palm T97. Swamp


MOVE COST: 1 MOVE COST: 4

COVER: 1 COVER: 2

LOS: 1 Hindrance

© 2008 GMT Games, LLC Page 27


cave’s hex. In other words, to be downslope
FORTIFICATIONS F102. Cave of a cave, a LOS thread stretched taut be-
A cave marker may only ever tween the cave hex’s center dot and the other
occupy a Hill Crest hex [T89.3.1]. hex’s center dot must, at the exact point that
F100. General Rules One cave marker often repre-
sents multiple actual caves.
it crosses a hexside of the cave’s hex, be at
a lower level than that of the cave hex itself.
The following sections [F101–F107] need Conversely, another hex is considered to be
not be read and memorized your first F102.1 Cave Occupancy “upslope” of a unit inside a cave if the LOS
time through the rules: They can be safely Japanese units (only) sharing a hex with thread crosses a hexside of that cave’s hex at
ignored until a fortification actually enters a cave marker must always be identified a point equal to or greater than that of the
play—players can then look up the rules as being “inside” or “outside” of that cave. cave hex itself.
for that particular marker. Japanese units physically stacked underneath
a cave marker are considered to be inside the F102.2.2 Cave Visibility
cave—all other units in that hex are outside Units inside a cave trace LOS normally to
F100.1 Acquisition the cave (and thus derive no benefit/detriment hexes lying downslope of that cave, and vice
There are seven “fortifications” in the game: from the cave [F102.2 & F102.3]). versa. However, units inside a cave never
ComBAT Commander: pacific — Rulebook

cave, foxholes, trench, mines, wire, bunker have LOS to any hex lying upslope of that
and pillbox. Fortifications are normally Only Japanese units can use caves. Allied cave. Similarly, units upslope of a cave never
brought into play at the beginning of a sce- units can share a hex with a cave but are have LOS to units inside that cave—even
nario, though some can also enter play during never considered to be inside it. if they may be able to see other units in the
the game due to various actions and events. same hex but outside the cave. Because of
this, units inside a cave are immune to all
F100.2 Removal F102.1.1 Entering & Exiting Caves
fire attacks emanating from a unit or weapon
A Japanese unit may only ever change its
Fortifications can be eliminated during play upslope of them, even when other units in
position within a cave hex – that is, enter or
via various events, the Demolitions action the same hex – but outside the cave – are af-
leave the cave – at the following times:
[A38], the Explosive Charge action [A40] or fected normally.
the Fortification Vulnerability Table [O24.3.4] ● at the beginning of any order in which it is
when its hex is attacked by artillery or dive activated; So it is possible to have LOS to a cave’s hex
bomber. without being able to see any unit inside
● at the conclusion of any Move [O29] or
that hex’s cave. This is important for things
Advance [O22] order (only) in which it was
F100.3 Stacking activated;
like fire attacks and being able to play a
No more than one fortification marker may Reconnoiter order, among other things.
● immediately after it is placed into the
ever occupy a single hex. The first such cave’s hex (via the Infiltrate order [O28] or Example: A fire attack made against a cave
fortification to be placed in a hex takes prece- Stealth event [E75], for example); hex from upslope will affect Japanese units
dence. Fortifications may never occupy water outside the cave only—never the units
terrain (i.e. a bridgeless stream, swamp or ● immediately after the cave is placed into inside the cave. (Indeed, if there were no
water barrier). its hex (via the Hidden Cave action [A43.1]). enemy units outside the cave the fire attack
Entering or exiting a cave (as opposed to a couldn’t be announced to begin with as no
The various fortifications are described in cave’s hex) is not considered movement, so enemy unit could be seen in the hex.) Tar-
detail, below, and are listed in alphabetical no MPs need be expended and no Op Fire or geted units outside the cave will always use
order for ease of reference. A condensed other reactions are possible by the opponent. the other (non-cave) Cover of the hex.
version of the following information can
also be found on the Track Display for ease So a Japanese unit activated to Move could
of reference during play. exit a cave (although remaining in the same F102.2.3 Cave Cover
hex), Move into one or more new hexes then, A cave bestows upon its occupants – only;
in the last hex entered, be placed inside a not the hex itself – an alternate Cover of
“4” to most fire attacks emanating from
F101. Bunker cave in that final hex when the active player
declared his Move order complete. Op Fire downslope. A cave grants its occupants an
A bunker gives the hex it oc- by the Allied player could be performed alternate Cover of “8” instead vs
cupies an alternate Cover of “6” immediately upon the unit entering any ● aircraft or mortar attacks emanating from
(“7” instead vs aircraft, mortars of these new hexes as normal, but not as downslope
and artillery). As usual, this is it initially exits the first cave and not when
not cumulative with other Cover in the hex. ● any artillery attack.
it enters the cave in the final hex of its
During melee, the side that was the last sole movement. As usual, these Cover values are not cumula-
occupant of a bunker hex wins if the Melee tive with any other Cover in the hex.
Totals are tied.
F102.1.2 Caves & Stacking F102.3 Cave Tunnels
A cave doesn’t have a separate stacking limit A Japanese unit inside a cave may Advance
for units: it shares the stacking limit of the – never Move – directly to any other hex con-
hex it occupies. taining a cave (not just an adjacent one).
F102.2 Cave Openings Caves are considered linked to one another
F102.2.1 Cave Slopes by underground tunnels, whether natural
Another hex is considered to be “downslope” or excavated.
of a cave (and thus also to that cave’s oc-
cupants) if the LOS to or from the cave’s hex See also the cave example in the playbook.
is traced through a lower-level hexside of the

Page 28 © 2008 GMT Games, LLC


F103. Foxholes F105. Pillbox
“Goddamit, you’ll never get the “However firm and stout pillboxes
Purple Heart hiding in a foxhole! you may build at the beach, they
Follow me!” will be destroyed by bombard-
—Lt. Colonel Henry P. Crowe, ment of main armament of the
USMC: Guadalcanal, 13 January 1943 battleships.”
A foxholes marker gives the hex it occupies —Lt. General Tadamichi Kuribayashi: Report to
Japanese Imperial Headquarters from Iwo Jima
an alternate Cover of “3” (“4” instead vs air-
craft, mortars and artillery). As usual, this is A pillbox gives the hex it occupies an alter-
CREDITS
not cumulative with other Cover in the hex. nate Cover of “5” (“6” instead vs aircraft,
mortars and artillery). As usual, this is not Game Designer — Chad Jensen
cumulative with other Cover in the hex.
F104. Mines During melee, the side that was the last sole
“Everything that is shot or thrown at you or Series Developer — John A. Foley
occupant of a pillbox hex wins if the Melee
dropped on you in war is most unpleasant but, Totals are tied.

ComBAT Commander: pacific — Rulebook


of all horrible devices, the most terrifying ... is
the land mine.” Co-developer — Kai Jensen
—Sir William Slim F106. Trench
F104.1 General Rules F106.1 General Rules Art Director — Rodger MacGowan
A mines marker occupying a hex A trench marker gives the hex it
will attack any unit (enemy or occupies an alternate Cover of
friendly) that Moves or Advanc- “4” (“5” instead vs aircraft, mor-
Box Art & Packaging Design —
es into or out of that hex. Units tars and artillery). As usual, this
is not cumulative with other Cover in the hex. Rodger MacGowan
entering/exiting together are attacked with a
single roll; otherwise a separate Mine Attack
should be made against each unit as it enters F106.2 Trenches & Movement
or exits a hex containing mines. Units that A unit moving from one hex containing a Cards — Chad Jensen and Mark
were already in a mines hex at the moment trench into an adjacent hex containing a Simonitch
another unit enters/exits the hex are immune trench, bunker or pillbox (or vice versa) al-
to that Mine Attack. ways expends only 1 MP to do so, regardless
of the terrain in the two hexes. This applies Counters — Lee Brimmicombe-Wood
F104.2 Mine Attack even if the unit is moving uphill. Further-
The strength of a more, that unit cannot be the target of Op
Mine Attack is a Fire [A41] in the hex moved into. Maps — Leland Myrick
default 6 FP un-
less the scenario
specifically assigns (or the Scenario Defender F107. Wire
specifically purchases) a 7- or 8-FP Minefield
Rules & Player Aids — Chad Jensen
capability.
F107.1 General Rules
A wire marker sharing a hex
In such a case, players may wish to place with a unit affects that unit by re- Play Testers — Kai Jensen (lead),
the Minefields marker pictured above on its ducing each of its FP, range and Alex Ostroumov, Mark Beyak,
appropriate side into the matching space morale numbers by 1. Command Kris Adamson, Richard Pardoe,
of the Track Display for ease of reference is unaffected by wire.
David desJardins, John Gibbins,
during play. Rob Bottos, Omar Little, Martin
F107.2 Wire & Movement
Scott, Chris Storzillo, Marty
Cover for a Mine Attack is automatically set A moving unit loses all remaining MPs
immediately after entering or exiting a hex Sample and Paul Bravey
to “0”, and cannot be modified by any means.
containing wire.
A Mine Attack roll follows the same general
rules and restrictions as for a Fire Attack roll So if a unit begins its Move in a wire hex Production Coordinator — Tony
[O27.3.3 & O27.3.4] except that only the mov- it must stop moving in the first hex en- Curtis
ing/advancing units in the hex need make a tered—even if that hex contained a friendly
Defense roll. The player controlling such a leader. If a unit moves into a wire hex, its
unit makes its Defense roll whereas his op- movement will also automatically cease
ponent makes the Attack roll. Producers — Gene Billingsley,
there.
Tony Curtis, Andy Lewis, Rodger
Important—An unbroken unit that becomes MacGowan and Mark Simonitch
Units can Advance into and out of a wire hex
broken while leaving a Mined hex is still
placed into the hex it was entering. normally, as MPs are not utilized during an
Advance order.
It made it but might have a casualty to
contend with. F107.3 Wire & Fire Attacks
Units in a hex with wire cannot form a Fire
Group [O27.3.1] with pieces outside the hex.
No weapon may be fired from a wire hex.

© 2008 GMT Games, LLC Page 29


INDEX

Action Listings . . . . . . . . pp. 20-22 Compass . . . . . . . . . . . . . . . . . . . . . . . . 2.2b multiple activations . . . . . . . . . . . . . 3.3.2b


Cover . . . . . . . . . . . . . . . . . . . . . . . . . T81.3 VP value . . . . . . . . . . . . . . . . . . . . . . 3.3.2a
Actions . . . . . . . . . . . . . . . . . glossary; A32
capability . . . . . . . . . . . . . . . . . . . . . . . . 12.2 Crest Line . . . . . . . . . . . . . . . . . . . T89.3.1 Hills . . . . . . . . . . . . . . . . . . . . . . . . . . . T89
during orders . . . . . . . . . . . . . . . . . . . O20.5 Hindrances . . . . . . . . . . . . . . . . . . . . . . 16.3
min. firepower . . . . . . 16.3.2.2; O27.3.2 box Defender Posture . . . . . . . . . . . . . . . . . 17.3
and Fire Attacks . . . . . . . . . . . . . . . O27.3.2
on Fate cards . . . . . . . . . . . . . . . . . . . . . . 1.6 Die Rolls . . . . . . . . . . . . . . . . . . . . . . . . . 1.9 and hills . . . . . . . . . . . . . . . . . . . . . . . . T89.5
Op Fire . . . . . . . . . . . . . . . . . . . . . . . . . A41 Artillery Accuracy . . . . . . . . . . . . . . O24.3.2 and targeting . . . . . . . . . . . . . . . . . . O27.2.4
Advance . . . . . . . . . . . . . . . . . . . . . . . . O22 Artillery Impact . . . . . . . . . . . . . . . . O24.3.3
cancellation of . . . . . . . . . . . . . . . . . . . . 10.1 Infiltrate . . . . . . . . . . . . . . . . . . . . . . . . O28
and enemy units . . . . . . . . . . . . . . . . O22.2 Infiltration Boxes . . . . . . . . . . . . . . . . . 11.3
and weapon transfer . . . . . . . . . . . . . O22.2 Fire Attack . . . . . . . . . . . . . . . . . . . . O27.3.3
Fire Defense . . . . . . . . . . . . . . . . . . O27.3.4 Sighting markers . . . . . . . . . . . . . . . . . . . . 9
ComBAT Commander: pacific — Rulebook

Aircraft . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Melee . . . . . . . . . . . . . . . . . . . . . . . . . 19.2.2 Initiative . . . . . . . . . . . . . . . . . . . . . . . . . 10


placement of . . . . . . . . . . . . . . . . . . . . . E50 Sudden Death . . . . . . . . . . . . . . . . . . 13.2.2 and re-rolling . . . . . . . . . . . . . . . . . . . . 10.1
removal of (Abort Run) . . . . . . . .O23.3; E50 Targeting . . . . . . . . . . . . . . . . . . . . . O27.2.3 tied game . . . . . . . . . . . . . . . . . . . . . . . . 10.2
usage (Bombing & Strafing Run) O24.4; O24.5 triggers . . . . . . . . . . . . . . . . . . . . . . . . . 1.9.1 Invader Posture . . . . . . . . . . . . . . . . . . 17.4
Artillery Discard Limit . . . . . . 12.3; player aid card
Accuracy . . . . . . . . . . . . . . . . . . . . . O24.3.2 Leaders . . . . . . . . . . . . . . . . . . . . . . . . . . 3.3
Boxes . . . . . . . . . . . . . . . . . . . . . . . . . . 2.2c Disperse Trigger . . . . . . . . . . . . . . . . 1.9.2 Leader Table . . . . . . . . . . . . . . . . . playbook
Impact . . . . . . . . . . . . . . . . . . . . . . . O24.3.3 Dive Bomber . . . . . . . . . . . . . . . . . . . . . . 8 Line of Sight (LOS) . . . . . . . . . . . . . . . . 16
Spotting . . . . . . . . . . . . . . . . . . . . . . O24.3.1 Bombing Run . . . . . . . . . . . . . . . . . . O24.4 and hills . . . . . . . . . . . . . . . . . . . . . . . . T89.3
Asset Denied . . . . . . . . . . . . . . . . . . . . . O23 Drift Check . . . . . . . O24.3.2.1; O24.3.2.2 Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Asset Request . . . . . . . . . . . . . . . . . . . . O24 Event Listings . . . . . . . . . pp. 22-24 Markers
Attack Posture . . . . . . . . . . . . . . . . . . . 17.1 Aircraft . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Event Trigger . . . . . . . . . . . . . . . . . . . 1.9.3
Artillery Denied . . . . . . . . . . . . . . . . O24.1b
Banzai Posture . . . . . . . . . . . . . . . . . . . 17.2 Events . . . . . . . . . . . . . . glossary; 1.7; E49 Attack Total . . . . . . . . . . . . . . . . . . . . 11.1.2
Charge . . . . . . . . . . . . . . . . . . . . . . . . . . O25 Blaze . . . . . . . . . . . . . . . . . . . . . 16.2.2; T83
Exit Points . . . . . . . . . . . . . . . . . . 2.4; 14.2
Blaze . . . . . . . . . . . . . . . . . . . . . 16.2.2; T83 Bunker . . . . . . . . . . . . . . . . . . . . . . . . . F101
Exiting The Map . . . . 14.2; O22.2; O29.4
creation of . . . . . . . . . . . . . . . . . . . . . . E53 Cave . . . . . . . . . . . . . . . . . . . . . . . . . . F102
spreading . . . . . . . . . . . . . . . . . . . . . . . E54 Fate Cards . . . . . . . . . . . . . . . . . . . . . . . . . 1 Control . . . . . . . . . . . . . . . . . . . . . . . . 14.3.1
Fighter . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Foxholes . . . . . . . . . . . . . . . . . . . . . . . F103
Blind Hexes . . . . . . . . . . . . . . . . . . T89.4.1
Strafing Run . . . . . . . . . . . . . . . . . . . O24.5 Melee . . . . . . . . . . . . . . . . . . . . . . . . . . .19.1
Broken Mines . . . . . . . . . . . . . . . . . . . . . . . . . . F104
radios . . . . . . . . . . . . . . . . . . . O23.2; O24.2 Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . O27
OB Stats . . . . . . . . . . . . . . . . . . . . . . . . 11.3
units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.2 activation . . . . . . . . . . . . . . . . . . . . . . . O27.1
Objective (chits) . . . . . . . . . . . . . . . . 14.3.3
weapons . . . . . . . . . . . . . . . . . . . . . . . . . . 5.4 Fire Attack . . . . . . . . . . . . . . . . . . . . . O27.3
Pillbox . . . . . . . . . . . . . . . . . . . . . . . . . F105
Fire Defense . . . . . . . . . . . . . . . . . . O27.3.4
Bunker . . . . . . . . . . . . . . . . . . . . . . . . F101 Radio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Fire Groups . . . . . . . . . . . . . . . . . . . O27.3.1
Sighting . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Cards mortar activation . . . . . . . . . . . . . . . O27.1.3
Smoke . . . . . . . . . . . . . . . . . . . . 16.3.4; T95
discarding . . . . . . . . . . . . . . . . . . . 12.3; O21 mortar spotting . . . . . . . . . . . . . . . . O27.2.5
SR (Spotting Round) . . . . . . . . . . . . O24.3.1
drawing . . . . . . . . . . . . . . . . . . . . . . . . . 12.4 Op Fire . . . . . . . . . . . . . . . . . . . . . . . . . A41
Starshell . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Fate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 ordnance targeting . . . . . . . . . . . . . . . O27.2
Sudden Death . . . . . . . . . . . . . . . . . . . . 13.2
hand size (Posture) . . . . . . . . . . . . . . 1.1; 17 step-by-step procedure . . . . player aid card
Suppressed . . . . . . . . . . . . . . . . . . . . . . . 4.2
Initiative . . . . . . . . . . . . . . . . . . . . . . . . . 10 Firepower (FP) Surrender . . . . . . . . . . . . . . . . . . . . . . . . 11.2
Casualty Track . . . . . . . . . . . . . . . . . . 11.2 and hills . . . . . . . . . . . . . . . . . . . . . . . . T89.2 Time . . . . . . . . . . . . . . . . . . . . . . . . . . . 13.1
Cave . . . . . . . . . . . . . . . . . . . . . . . . . . F102 on radio . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Trench . . . . . . . . . . . . . . . . . . . . . . . . . F106
placement of . . . . . . . . . . . . . . . . . . . . A43.1 on unit . . . . . . . . . . . . . . . . . . . . 3.1.1; 3.1.6 Veteran . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.1
on weapon . . . . . . . . . . . . . . . . . . . . . . . . 5.1 VP . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11.1.1
Charge . . . . . . . . . . . . . . . . . . . . . . . . . O25 Wire . . . . . . . . . . . . . . . . . . . . . . . . . . . F107
Japanese activations . . . . . . . . . . . . . . O25.1 Flamethrower . . . . . . . . . . . . . . . . . . . . 5.6
Year . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11.3
Allied activations . . . . . . . . . . . . . . . . O25.2 Fortifications . . . . . . . . pp. 28-29
Melee . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Command . . . . . . . . . . . . . . . . . 3.1.5; 3.3.1 Foxholes . . . . . . . . . . . . . . . . . . . . . . F103 step-by-step procedure . . . . player aid card
Radius . . . . . . . . . . . . . . . . . . . . . . . . 3.3.1.1 placement of . . . . . . . . . . . . . . . . . . . . . E73
and units . . . . . . . . . . . . . . . . . . . . . . 3.3.1.2 Mines . . . . . . . . . . . . . . . . . . . . . . . . . F104
Hand Size . . . . . 1.1; 12.4; player aid card placement of . . . . . . . . . . . . . . . A43.2; E57
and weapons . . . . . . . . . . . . . . . . . . . 3.3.1.3
on Scouts . . . . . . . . . . . . . . . . . . . . . . . 3.3.3 Game End . . . . . . . . . . . . . . . . . . . . . . 13.3 Morale . . . . . . . . . . . . . . . . . . . . . . . . 3.1.4
on Sogeki Hei . . . . . . . . . . . . . . . . . . . 3.3.4 Heroes . . . . . . . . . . . . . . . . . . . . . . . . . 3.3.2 Mortar Spotting
Command Confusion . . . . . . . . . . . . . O26 creation of . . . . . . . . . . . . . . . . . . E61; E74 mortar . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.6

Page 30 © 2008 GMT Games, LLC


spotting . . . . . . . . . . . . . . . . O27.1.3; O27.2.5 Range Terrain Listings . . . . . . pp. 25-27
Move . . . . . . . . . . . . . . . . . . . . . . . . . . . O29 and targeting . . . . . . . . . . . . . . . . . . O27.2.2 . . . . . . . . . . . . see also the Terrain Chart
and Op Fire . . . . . . . . . . . . . . . . . . . . O29.3 on unit . . . . . . . . . . . . . . . . . . . . . . . . . 3.1.2 Time (and Time Track) . . . . . . . . . . . . . 13
and trenches . . . . . . . . . . . . . . . . . . . F106.2 on weapon . . . . . . . . . . . . . . . . . . . . . . . . 5.1
Time Trigger . . . . . . . . . . . . . . . . . . . 1.9.5
and wire . . . . . . . . . . . . . . . . . . . . . . F107.2 Recon Posture . . . . . . . . . . . . . . . . . . . 17.5 step-by-step procedure . . . . player aid card
as a stack . . . . . . . . . . . . . . . . . . . . . . O29.2 Reconnoiter . . . . . . . . . . . . . . . . . . . . . O30
costs . . . . . . . . . . . . . . O29.1; Terrain Chart Track Display . . . . . . . . . . . . . . . . . . . . . 11
uphill MP penalty . . . . . . . . . . . . . . . . T89.1 Revealing Cards . . . . . . . . . . . . . . . . . . 1.3 Trench . . . . . . . . . . . . . . . . . . . . . . . . F106
Movement Revive . . . . . . . . . . . . . . . . . . . . . . . . . . O31 and movement . . . . . . . . . . . . . . . . . . F106.2
on unit . . . . . . . . . . . . . . . . . . . . . . . . . 3.1.3 placement of . . . . . . . . . . . . . . . . . . . A43.5
Scout . . . . . . . . . . . . . . . . . . . . . . . . . . 3.3.3
on weapon . . . . . . . . . . . . . . . . . . . . . . . . 5.1 lack of command . . . . . . . . . . . . . . . . 3.3.3a Triggers . . . . . . . . . 1.9.1; player aid card
Night . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 mortar spotting . . 3.3.3b; O27.1.3; O27.2.5 Turns . . . . . . . . . . . . . . . . glossary; 1.1; 1.5
Objectives . . . . . . . . . . . . . . . . . . . . . . . 2.3 Sequence of Play . . . . . . . . . . . . . . . . . . 12 Units . . . . . . . . . . . . . . . . . . . . . glossary; 3

ComBAT Commander: pacific — Rulebook


chits . . . . . . . . . . . . . 14.3.3; player aid card Sighting . . . . . . . . . . . . . . . . . . . . . . . . . . 9 broken . . . . . . . . . . . . . . 3.2; O25.1a; O31b
multi-hex buildings . . . . . . . . . . . . . . 14.3.2 movement of . . . . . . . . . . . . . . . . . . . . 1.8.2 leaders . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.3
VP value . . . . . . . . . . . . . . . . . . . . . . . . 14.3 removal of . . . . . . . . . . . . . . . . . . . . O28.2c Hero . . . . . . . . . . . . . . . . . . . . . . 3.3.2; E61
Scout . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.3.3
Obstacles . . . . . . . . . . . . . . . . . . . . . . . 16.2 Smoke . . . . . . . . . . . . . . . . . . . . 16.3.4; T95 Sogeki Hei . . . . . . . . . . . . . . . . . . . . . . 3.3.4
and hills . . . . . . . . . . . . . . . . . . . . . . . . T89.4 movement . . . . . . . . . . . . . . . . . . . . . . .E54 stacking . . . . . . . . . . . . . . . . . 15.1.1; 15.2.1
Op(portunity) Fire . . . . . . . . . . . . . . . A41 placement of . . . . . . . . . . . . A47; E57; E80 stats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.1
removal of . . . . . . . . . . . . . . . . . . 1.9.2; E60
Order Listings . . . . . . . . pp. 15-19 Rounds . . . . . . . . . . . . . . . . . . . . . . O27.2.1 Veteran . . . . . . . . . . . . . . . . . . . . . . . . . . 4.1
Order of Battle (OB) . . . . . . . . . . glossary Sniper Trigger . . . . . . . . . . . . . . . . . . 1.9.4 Victory Points (VP) . . . . . . . . . . . . . . . . 14
Display . . . . . . . . . . . . . . . . . . . . . . . . . 11.3 via elimination . . . . . . . 14.1; player aid card
Fortification . . . . . . . . . . . . . . . . . . playbook Sogeki Hei . . . . . . . . . . . . . . . . . . . . . 3.3.4 via exiting . . . . . . . . . . . . . . . . . . . . . . . 14.2
Support . . . . . . . . . . . . . national player aids lack of command . . . . . . . . . . . . . . . . 3.3.4a via objectives . . . . . . . . . . . . . . . . . . . . . 14.3
Unit . . . . . . . . . . . . . . . . national player aids ordnance traits . . . . . . . . . . . . . . . . . . 3.3.4b
sniping . . . . . . . . . . . . . . . . . . . . . . . . 3.3.4c Victory Track . . . . . . . . . . . . . . . . . . . . 11.1
Orders . . . . . . . . . . . . . . . . . glossary; O20 Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Limit . . . . . . . . . . . . . . . . . . . . . . . . . . . 12.1 Spotting Round (SR) . . . glossary; O24.3.1
breaking (Weapon Jam) . . . . . . . . . . . . O23.1
on Fate cards . . . . . . . . . . . . . . . . . . . . . . 1.5 Stacking . . . . . . . . . . . 15; player aid card broken . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.4
Ordnance markers . . . . . . . . . . . . . . . . . . . . . . . . . 15.1 elimination of . . . . . . . . . . . 5.3; 11.2; O23.1
aircraft . . . . . . . . . . . . . . . . . . . . . . . O24.4b units . . . . . . . . . . . . . . . . . . . . . . . . . . . 15.2.1 fixing (Weapon Repair) . . . . . . . . . . . . O24.6
and command . . . . . . . . . . . . . . . . . . 3.3.1.3 and overstacking . . . . . . . . . . . . . . . . . 15.2.2 and leaders . . . . . . . . . . . . . . . . . . . . . 3.3.5
during setup . . . . . . . . . . . . . . . . . . . . 15.2.3 NA in melee . . . . . . . . . . . . . . . . . . . . 19.2.1
NA in fire groups . . . . . . . . . . . . . . O27.3.1.1
NA for Op Fire . . . . . . . . . . . . . . . . A41.3a Starshell . . . . . . . . . . . . . . . . . . . . . . . . . . 7 ordnance . . . . . . . . . . . . . . . . . . . . . glossary
Sogeki Hei . . . . . . . . . . . . . . . . . . . . . 3.3.4b placement of . . . . . . . . . . . . . . . . . . . O24.7 and command . . . . . . . . . . . . . . . . . . 3.3.1.3
and targeting . . . . . . . . . . . . . . . . . . . O27.2 removal of . . . . . . . . . . . . . . . . . . . . . . 1.9.2 and Fire Groups . . . . . . . . . . . . . . O27.3.1.1
weapons . . . . . . . . . . . . . . . . . . . . . . . . . . 5.5 and Hindrances . . . . . . . . . . . . . . . . . . 16.3.1
Sudden Death . . . . . . . . . . . . . 13.2; 13.3.2 and targeting . . . . . . . . . . . . . . . . . . . . O27.2
Pillbox . . . . . . . . . . . . . . . . . . . . . . . . F105 Suppressed . . . . . . . . . . . . . . . . . . . . . . . 4.2 stacking . . . . . . . . . . . . . . . . . . . . 5.2; 15.1.1
placement of . . . . . . . . . . . . . . . . . . . A43.4
placement of . . . . . . . . . O27.3.4; E62; E77 on suppressed units . . . . . . . . . . . . 5.1; 4.2.2
Posture . . . . . . . . . . . . . . . . . . glossary; 17 removal of . . . . . . . . . . 4.2.3; O25.1a; O31a transfer of . . . . . . . . . . . . . . . . . . 5.3; O22.2
and hand size . . . . . . . . . . . . . . . . . . . . . . 1.1 and water terrain . . . . . . . . . . T96; T97; T99
Surrender . . . . . . . . . . . . . . . . . 11.2; 13.3.1
Radios . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Targeting . . . . . . . . . . . . . . . . . . . . . O27.2 Wire . . . . . . . . . . . . . . . . . . . . . . . . . . F107
acquisition (Comm. Established) . . . . . . O24.1 and movement . . . . . . . . . . . . . . . . . . F107.2
breaking (Communication Disrupted) . . O23.2 placement of . . . . . . . . . . . . . . . A43.7; E57
fixing (Communication Restored) . . . . O24.2
fortification vulnerability . . . . . . . . O24.3.4
placement of . . . . . . . . . . . . . . . 2.2c; 15.1.2
Radio Table . . . . . . . . . . . . . . . . . . playbook
usage (Fire For Effect) . . . . . . . . . . . . . O24.3
Rally . . . . . . . . . . . . . . . . . . . . . . . . . . 3.2.5
during Charge order . . . . . . . . . . . . O25.1b
during Revive order . . . . . . . . . . . . . . O31b
during Bushido event . . . . . . . . . . . . . . E55
during Hero event . . . . . . . . . . . . . . . . E61
during Medic event . . . . . . . . . . . . . . . E66
random hex . . . . . . . . . . . . . . glossary; 1.8
and Snipers . . . . . . . . . . . . . . . . . . . . . 1.9.4
and Sighting markers . . . . . . . . . . . . . 1.8.2

© 2008 GMT Games, LLC Page 31


SOURCES & SUGGESTED READING
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Bishop, Chris. The Encyclopedia of Weapons of World
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Buell, Hal (ed.). World War II Album – The Complete
Chronicle of the World’s Greatest Conflict. New Shively, John, C. The Last Lieutenant – A Foxhole
York, Black Dog & Leventhal Publishers, Inc, 2002. View of the Epic Battle for Iwo Jima. New York, NAL
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Bull, Stephen, Dr. World War II Jungle Warfare
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February 17, 1945. St. Paul, MN, Zenith Press, 2007.
Tohmatsu, Haruo and Willmott, H.P. A Gathering
Cannadine, David. Blood, Toil, Tears and Sweat – The Darkness – The Coming of War to the Far East and
Speeches of Winston Churchill. Boston, Houghton the Pacific, 1921-1942. Lanham, MD, SR Books, 2004.
Mifflin, 1989.
Waldron, Ben D. and Burneson, Emily M. Corregidor
Cowley, Robert (ed.). No End Save Victory – Perspectives – From Paradise to Hell. Freeman, SD, Pine Hill Press,
on World War II. New York, Putnam, 2001. 1988.
Dear, I.C.B. (ed.). The Oxford Guide to World War
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Deighton, Len. Blood, Tears and Folly. Edison, NJ, ORDER & ACTION MANIFEST
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ORDERS Japan CW US
Edgerton, Robert B. Warriors of the Rising Sun Advance ................................................ x10 . . . . . . . . . x6. . . . . . . . . . x5
– A History of the Japanese Military. New York, Asset Denied ........................................ x3 . . . . . . . . . x3. . . . . . . . . . x3
Norton, 1997. Asset Request ........................................ x6 . . . . . . . . . x8. . . . . . . . . . x9
Charge* ................................................ x5 . . . . . . . . . . –. . . . . . . . . . . –
Esposito, Brigadier General Vincent J. (ed.). The Command Confusion ........................ – . . . . . . . . . x11. . . . . . . . . x12
Fire................................................................ x20 . . . . . . . . x20. . . . . . . . . x20
West Point Atlas of War – World War II: The Infiltrate ................................................ x5 . . . . . . . . . . –. . . . . . . . . . . –
Pacific. New York, Tess Press, 1959. Move ........................................................ x10 . . . . . . . . . x11. . . . . . . . . x12
Reconnoiter ........................................ x5 . . . . . . . . . x4. . . . . . . . . . x3
Hallas, James H. Killing Ground on Okinawa Revive ........................................................ x8 . . . . . . . . . x9. . . . . . . . . . x8
– The Battle for Sugar Loaf Hill. Westport, ACTIONS Japan CW US
CT, Praeger, 1996.
Ambush ................................................ x6 . . . . . . . . . x4. . . . . . . . . . x3
Heinl, Robert Debs, Jr. Colonel, U.S. Marine Bayonets ................................................ x6 . . . . . . . . . x4. . . . . . . . . . x3
Bore Sighting** ................................ x1 . . . . . . . . . x1. . . . . . . . . . x1
Corps (ret). Dictionary of Military and Naval Command Confusion ........................ x2 . . . . . . . . . x3. . . . . . . . . . x4
Quotations. 1967. Crossfire ................................................ x8 . . . . . . . . . x8. . . . . . . . . . x8
Demolitions ........................................ x3 . . . . . . . . . x3. . . . . . . . . . x3
Keegan, John. Atlas of the Second World War. Enfilade ................................................ x6 . . . . . . . . . x6. . . . . . . . . . x6
Ann Arbor, MI, Borders Press, 2003. Explosive Charge ................................ x1 . . . . . . . . . x2. . . . . . . . . . x3
Hand Grenades ................................ x9 . . . . . . . . . x9. . . . . . . . . . x9
Hidden Cave** ........................................ x1 . . . . . . . . . . –. . . . . . . . . . . –
Leckie, Robert. Delivered From Evil – The Saga of Hidden Mines** ................................ – . . . . . . . . . x1. . . . . . . . . . x1
World War II. New York, Harper & Row, 1987. Hidden Panji Trap** ........................ x3 . . . . . . . . . . –. . . . . . . . . . . –
Hidden Pillbox** ................................ x2 . . . . . . . . . x1. . . . . . . . . . x1
Leckie, Robert. Okinawa – The Last Battle of Hidden Trenchline** ........................ x2 . . . . . . . . . x2. . . . . . . . . . x2
World War II. New York, Viking, 1995. Hidden Unit** ........................................ x1 . . . . . . . . . x1. . . . . . . . . . x1
Hidden Wire** ........................................ – . . . . . . . . . x2. . . . . . . . . . x2
Light Wounds ........................................ x12 . . . . . . . . . x6. . . . . . . . . . x6
Marksmanship ........................................ – . . . . . . . . . x6. . . . . . . . . . x3
No Quarter................................................ x3 . . . . . . . . . . –. . . . . . . . . . x1
GMT Games, LLC Smoke Screen ........................................ – . . . . . . . . . x4. . . . . . . . . . x6
Sustained Fire ........................................ x6 . . . . . . . . . x9. . . . . . . . . . x9
P.O. Box 1308, Hanford, CA 93232-1308
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