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Intel-Japanese

Unofficial Intelligence Briefing on the Japanese Army in the mid war


(1941-1943) v7
Created by Michael Miller 2005 This is not endorsed or created by the staff at Battlefront and is solely my creation as an unofficial guide to Japanese forces using the Flames of War rule set. It is strongly recommended that such a force not be used in tournaments and that potential opponents accept the list before a game.

The Japanese army was a dedicated, well-motivated force at the opening of the Great Pacific War. The troops were motivated by their China experience and expected a quick, decisive, and victorious war. The Japanese army was well disciplined and imbued with a bushido spirit that they knew their enemies would never have. The lack of industrial might and the focus of what limited industry there was on air and naval resources meant that the Japanese army could not support the mechanized forces fielded by other armies. But the Japanese High Command believed that the spirit of the individual warrior would overcome any and all deficiencies in tanks and material. The Japanese Army was caught up with a spirit of victory in what was called a victory disease. They believed that no foreign power could stand in the way of their manifest destiny. The soldiers had supreme confidence in their officers and fought to the death without mercy or quarter. Their enemies were the various colonial powers of the region. These colonial troops were poorly organized and often ill equipped and undermanned. The Rising Sun of the Japanese empire was heralded as the dawn of a new age in Japanese power and influence.

Japanese Company Choices


You can base your forces on: a Rifle Company, or a Parachute Company Optional Forces Conscript Rifle Battalion Rifle Company also represents Naval Landing Forces

Motivation and Experience


The Japanese army has supreme confidence in its warrior spirit. Unfortunately this is equaled by their deficiencies in equipment and the modern training that other armies have. Most soldiers in the Japanese army are classed as Fearless Trained

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Special Rules
Banzai Japanese troops were taught that the bushido spirit would carry them through to victory on the battlefield. Japanese platoons that close assault may do a Motivation check to unpin from any pin resulting from the defensive fire of the opponent platoons being assaulted. If successful, they may continue the close assault. Spider Holes Japanese troops were masters of camouflage. Their bunkers and spider holes proved very difficult to find. Japanese platoons that start missions in Prepared Positions are treated as being Gone to Ground even if they fire as long as they do not move or leave the Prepared Positions. In missions with Ambushes, Japanese companies may place a rifle platoon as an additional platoon in ambush. They must still follow the other rules such as reserves. (E.g., a six platoon Japanese company in Hold the Line can place one platoon in ambush plus a rifle platoon in ambush but must still have three platoons in reserve). Infiltration The Japanese soldier became a master of the concealed approach to enemy forces when on the attack. After deployment, rifle platoons may move infiltrating troops up to 16 from their deployment zone. They are detected if they end movement within 8 (or 16 if infiltrating troops are not concealed) of an enemy team. If not automatically detected roll a die: on a 2+ they are undetected otherwise they are detected and the enemy has the first turn if any infiltrators are detected. Tank Hunter The Japanese army made up for their deficiency in anti-tank weapons in a variety of ways. Japanese tank hunter teams were all-volunteer teams formed within the rifle platoons prepared to give their lives to destroy allied tanks. Japanese tank hunter teams that assault a tank may destroy themselves in order to re-roll a failed skill check against an armored target in an assault. Tank Hunter teams are modeled either with satchel charges or with lunge mines.

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Japanese Vehicles
Amphibious The Type 2 Ka-Mi and the Type 3 KaChi were designed for beach assaults. Amphibious tanks treat impassable water obstacles as Difficult Going.

Japanese Weapons
Woodpecker The Japanese Type 92 heavy machine gun was very mobile as it was equipped with a carrying tripod to the crew could move the gun forward with the tripod fully assembled. Japanese HMG teams act as normal HMGs except that they may move and fire at ROF 1.

Air Support
The Japanese Army Air Force started strong in force but continual battle has worn it down over time. Mid War You may request Sporadic air support at a cost of 50 points. Sporadic air support will provide supporting ground attack aircraft and fighters on a roll of a 6. You may request Limited air support at a cost of 100 points. Limited air support will provide supporting ground attack aircraft and fighters on a roll of a 5+.

Aircraft Val Zero

Weapons Bombs Guns

Range 4 8

ROF 3

AT 4 7

Firepower 1+ 5+

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Rifle Company
The infantry made up the bulk of the Japanese army. They were fanatical and trained to fight for the empire. What is in a Rifle Company? Scout platoon A force based on an infantry company AT Rifle platoon must contain: Support Platoons available: a Company HQ, and Divisional two to four Rifle Platoons You may have up to one support platoon Weapon platoons available: attached to your company for each Rifle Platoon you are fielding. Weapons Platoon MG platoon Motivation and Experience Gun platoon A rifle company is Fearless Trained. Mortar platoon Anti-tank platoon

Headquarters Platoon
1 Company HQ Company HQ 10 points The company was firmly controlled by the commanding officer so there is no executive officer.

Combat Platoons
2 to 4 Rifle Platoons HQ section with: 3 rifle squads and mortars 2 rifle squads and mortars 2 rifle squads 230 points 150 points 100 points

Convert to Tank Hunter +15 points You may convert up to 1/3 of the rifle teams into tank hunter teams. Diagram note: Players may want to add an extra figure to each team to better represent a full strength rifle platoon.

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Weapons Platoon
0 to 1 Weapons Platoon HQ Section with: Both sections: 110 points HMG section: 70 points AT Rifle section: 50 points Some regiments had weapons platoons for their companies instead of HMG and AT Rifle platoons. If your company contains a Weapons Platoon, it may not take HMG or AT Rifle platoons. 0 to 1 HMG Platoon At full strength: 130 points 3 HMG squads 100 points 2 HMG squads 70 points 1 HMG squads 40 points Every regiment has a MG company.

0 to 1 AT Rifle Platoon HQ Section with: Both sections: One section: 90 points 50 points

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0 to 1 Gun Platoon HQ Section with Type 92: 2 Gun Sections 140 1 Gun Section 80 Options Upgrade to Model 41 for +20 points for each section. Limbers are optional. Guns are either Type 92 or Model 41 and limber in two sections. Your force may not contain more than one Gun Platoon, even if there is more than one Rifle Company.

0 to 1 Anti-tank Platoon The guns of the Empire will triumph over all attempts by the enemy tanks to breakthrough. HQ Section with Type 94 37mm: 2 AT Sections 60 1 AT Section 35 Options Upgrade to Type 1 47mm for +10 points for each section. Limbers are optional.

0 to 1 Mortar Platoon At full strength: With 1 section: Wagons are optional 115 points 65 points

Your force may not contain more than one Mortar Platoon, even if there is more than one Rifle Company.

0 to 1 Scout Platoon At full strength: 100 points The platoon is a reconnaissance platoon. These were formed as necessary.

Scout Platoon is rated Fearless Veteran.

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Parachute Rifle Company


Parachute companies were very rare within the Japanese Army. A force based on a parachute rifle company must contain: a Company HQ, and at least two Rifle Platoons Support Platoons available: Divisional You may have up to one support platoon attached to your company for each Rifle Platoon you are fielding. Motivation and Experience A parachute rifle company is Fearless Veteran.

Headquarters Platoon
1 Company HQ At full strength: 100 points Headquarters platoons were very utilitarian units.

Combat Platoons
2 to 3 Rifle Platoons At full strength: 300 points Parachute rifle companies are very well equipped and expected to operate alone so have the needed support equipment organic to the rifle platoons. The antitank gun is a Type 94.

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Divisional Troops
Divisional troops are Fearless Trained. 0 to 1 Tank Platoon Each platoon had a maximum strength of five medium tanks or four light tanks. Medium Platoon 5 Chi Ha 250 4 Chi Ha 200 3 Chi Ha 150 2 Chi Ha 100 Upgrade all Chi Ha to Shinhoto for +10 points each. Upgrade all Chi Ha to Ho Ni for +20 points each. Upgrade all Chi Ha to Type 89 for -5 points each. Light Platoon 4 Te Ke 3 Te Ke 2 Te Ke

Light Platoon Options Upgrade all Te Ke to Ha Go for +10 points each.

120 90 60

0 to 1 Artillery Company An artillery company consisted of four 75mm Type 38 howitzers with limbers. They also have a command team, a staff team, and an observer team. Platoon HQ Section with: 2 Gun Sections 195 1 Gun Section 105 Upgrade all gun sections to 105mm Model 91 for +20 points each section. Upgrade all gun sections to 105mm Type 92 for +30 points each section. Artillery Gun Teams may be placed out of command and fire bombardments. The Artillery Company can still only fire a single bombardment each turn.

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0 to 2 Anti-aircraft Platoon An anti-aircraft battery consisted of four 25mm anti-aircraft guns and a command team. Platoon HQ Section with: 2 AA Sections 130 1 AA Section 70

0 to 1 Reconnaissance Light Tank Platoon 3 Type 92/94 75 2 Type 92/94 50 Upgrade all Type 92/94 to Ka Mi for +10 points each. Upgrade all Type 92/94 to Ka Chi for +20 points each. The platoon is a reconnaissance platoon.

Conscript Rifle Battalion


All platoons become fearless conscript. A Battalion HQ consisting of a Battalion Command team and a Battalion 2Ic Command team costs 20 points. The Battalion HQ is rated fearless conscript. The rifle battalion breaks if any rifle company breaks. If any rifle company takes the Weapons Platoon then no HMG Platoons or AT Rifle Platoons may be taken in the battalion. A 1500-point force has 1800 points to spend. A 2000-point force has 2400 points to spend.

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Equipment List
Vehicles Light Tank Type 2 Ka-Mi Type 3 Ka-Chi Type 92/94 Type 97 Te-Ke Type 95 Ha-Go Medium Tank Type 97 Chi-Ha Type 97 Shinhoto Type 89 Ho-Ni Mobility Fully-tracked Fully-tracked Fully-tracked Fully-tracked Fully-tracked Fully-tracked Fully-tracked Fully-tracked Fully-tracked Front 1 2 1 1 1 2 2 2 2 Armor Side 1 1 1 1 1 1 1 1 1 Top 1 1 0 0 1 1 1 1 0 Equipment and Notes 37mm tank gun, hull MG, Amphibious 47mm tank gun, hull MG, Amphibious MG 37mm tank gun, No Loader 37mm tank gun, rear turret MG, hull MG, No Loader 57mm tank gun, rear turret MG, hull MG 47mm tank gun, rear turret MG, hull MG 57mm tank gun, rear turret MG, hull MG, Slow Tank 75mm tank gun

No Loader: Ha-Go tanks combine the role of commander and loader adding +1 to the score to hit with the main gun. Amphibious: Treat impassable water obstacles as Difficult Going. Slow Tank: Always moves at a speed of 8". Guns 81mm Mortar Type 94 37mm Type 1 47mm 70mm Type 92 75mm Model 41 75mm Model 38 105mm Model 91 105mm Type 92 25mm AA gun MG 37mm tank gun 57mm tank gun 47mm tank gun 75mm tank gun Range 40" 24" 24" 16" 16" 24" 24" 24" 16" 16" 24" 24" 24" 24" ROF 3 3 2 2 2 1 1 4 2 2 2 2 2 Anti-tank 1 6 7 6/2 8/2 7/2 8/2 8/2 5 2 5 5 7 9 Firepower 3+ 5+ 4+ 3+ 3+ 3+ 2+ 2+ 5+ 6 5+ 4+ 4+ 3+ Notes Mortar, Smoke Gun shield Gun shield Gun Shield. Artillery, Smoke Artillery, Smoke Gun Shield, Artillery, Smoke Gun Shield. Artillery, Smoke Gun Shield. Long artillery, Smoke Anti-aircraft, Turntable ROF 1 if other weapons fire

Mortar: Mortars can only fire artillery bombardments; as a result, they have no ROF rating. Smoke: Weapons with smoke ammunition can fire a smoke screen rather than their normal shooting. Long artillery: Fires an artillery bombardment out to 4x direct range. Infantry Rifle team Light mortar team AT rifle team Tank Hunter team HMG team Observer team Staff team Range 16" 16" 16" 16" 24" ROF 1 2 2 1 3 Anti-tank 2 1 4 2 2 Firepower 6 5+ 6 6 6 Notes Arisaka Type 38 or Type 99 50 mm Model 89. 20 mm Type 97 Anti-tank rifle Satchel charges Type 92. Woodpecker. Moves and fights as a Gun team

Woodpecker: May move and fire at ROF 1. Satchel charges: Teams with satchel charges have an anti-tank value of 4 in the assault. Transport Mule and Cart Lt. Truck Staff Car Mobility Wagon Wheeled Wheeled Front Side Top Equipment and Notes 1 passenger, Horse-drawn 2 passengers 1 passenger

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