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easy eights

Islands of Glory
Created by
Brad Sanders Devin Cooley
Bob Brodeur Jim Bland & Kurt Coyle

COPYRIGHT 1998 EASY EIGHT ENTERPRISES, INC.


10036 CAENEN LENEXA, KANSAS 66215
www. battlegroundwwii.com
18003352977

All rights reserved. No part of this publication unless otherwise marked may be reproduced, stored in a retrieval system or transmitted
in any form by means electrical, mechanical or otherwise, without written permission of the publisher.
Printed in the United States of America
introduction
In December of 1941, the United States was thrust Kevin Arft
into World War II by the Japanese bombing of Pearl Harbor Jerry Tad Bronson
in Hawaii. Simultaneously, Japanese ground forces raced to Greg Porter
assault and quickly capture key American islands throughout The Fox Valley guys also provided detailed Battle-Reports
the Pacific. Virtually overnight the war for the Pacific had about the scenarios. Thanks a million guys. Islands of Glory
erupted. A war that ultimately would be characterized by couldnt have been done without you!
extreme brutality and bloody combat, but also one of total
sacrifice, heroism and duty for ones country. Perhaps the We would also like to thank the Eisenhower Library
greatest legacy of the Pacific War was the individual sacri- at Ft. Leavenworth for their assistance, Nancy Cooley (typ-
fices the common soldier on both sides made in unheard of ing), Tavish Sanders (proofing), Tabletop Game & Hobby
and dangerous locales now famous as battlegrounds: (Lenexa, KS), Harold Coyle, and author Col. Joseph H.
Guadalcanal, Saipan, Peleliu, and Tarawa to only name a few. Alexander, USMC (Ret.) for his excellent historical works on
Ultimately, the story of the war in the Pacific is truly the story the Pacific. Bob wants to thank Devin for being kick.
of these ordinary men accomplishing extraordinary feats in Lastly, thanks to all of the Battleground gamers and fans; for
rotting jungles, extinct volcanoes, and disease-infested all of you Pacific nuts - This ones for you!
swamps. We hope the story of these men and the battles they
fought becomes alive in Islands Of Glory. Happy Gaming!
Islands of Glory is the first Campaign Pack from Devin, Brad, Bob, Kurt, and Jim
Easy Eight Enterprises. It highlights the Island Hopping
campaign conducted by predominately American forces in Banzai ! Gung-Ho !
the Pacific from 1941-1945. Special attention has been made
to Japanese forces and U.S. Marines. Special rules for these
and for particular terrain and weapons used in the Pacific
Theatre are contained within. This Campaign Pack is broad in
its scope and general in its nature when pertaining to combat
history and units. This is intentional. Islands of Glory forms
the core base for future Easy Eight products that focus on the
Pacific. Look for detailed Scenario Packs in the future focus-
ing on detailed battles and units in the Pacific.
U.S. Army elements presented in the scenarios mir-
ror the American Army as presented in the European rules set,
Easy Eights Battleground World War II. Also, note that own-
ership of Easy Eights Battleground World War II is required
to play Islands of Glory, though we encourage you the gamer
to use this Campaign Pack with any other rules/game sys-
tems.
Creating Islands Of Glory has been great fun. We
would like to thank all of our Battleground World War II
playtesters from around the world, especially the following:
Jim Berhalter - contributing ideas and playtesting rules
Fox Valley Historical Wargamers (for playtesting rules
and the scenarios Jungle Hell, Stars and Stripes, The All
Americans):
John L. Martin - special credit for the map of The
All Americans
Scott Tyler - special credit for the map of Stars and
Stripes
Dan Wideman
The plan

The plan
Malaysia were too thin to counter any serious threat to the
The Japanese
British Empires rubber plantations. The Dutch merely pre-
When Germany invaded Poland in September of 1939, tended to police the hundreds of islands in the Dutch East
Japan had been at war with China for a little over two years. Indies loaded with oil reserves. Armed with threats and a pro-
This bloody war had deteriorated into a brutal guerilla war paganda policy of Asian Co-Prosperity that encouraged
and landed the Japanese in a much unwanted stalemate with Asians to throw off the Eurpean colonial yoke (in order to
Chinese forces led by the Nationalist Chiang Kai-Shek and wear a Japanese one), the Japanese began implimenting plans
the Communist leader Mao Tse-Tung. China offered the to drive to the south. By the summer of 1941, the raw mate-
growing Japanese Empire much needed raw materials and a rials in the south were now absolutely vital, even at the risk
seat in the mainland Asian political arena, yet bloody atroci- of war with the United States.
ties committed by Japanese forces in China had been turning In July of 1941, the Japanese occupied French
world opinion against the Japanese Empire for months. Trade Indochina in a bloodless change of hands. In response the
from European countries, already outraged and bracing for U.S. placed an embargo on American oil exports and froze
war in their own backyards, suddenly disappeared. Also, a Japanese assets. As Japan and the soon to be Allies slipped
severe drought in Japan and Korea ruined a large percentage toward war, Japanese strategists convinced the military lead-
of crops. The Japanese High Command determined at the ership that Japan must strike immediately while Japan was
end of 1939 that the Japanese war machine in China needed strong and the Americans weak. With war inevitable, the
raw materials quickly: rubber, tin, oil, bauxite, and rice. But Japanese began to plan a blitzkrieg of their own.
where would these vital raw materials come from? The main goal of the Imperial Japanese Armys attack
As the tides of war in Europe began to turn against were the Dutch East Indies and the oil reserves there. This
France, Britain, and Holland, Japanese strategists looked would be supported on the Asian mainland by assaults into
longingly to the south. The French were vulnerable and iso- British held Malaysia and Burma. The American occupied
lated in rice-rich Indochina. British forces in Burma and Phillipine Islands, in addition to the islands of Guam and

islands of glory 1
The plan
Wake, were also to be attacked with the intent of knocking the
American military presence in the Pacific out of action. Once
this was achieved, Japanese troops would then disperse and
occupy key positions in the Solomons, the Carolines, the
Gilberts, the Marshalls, and the Aleutian Islands. To top
things off, the Imperial Navy would launch a massive air
strike against the American naval base at Pearl Harbor,
Hawaii.
If all went according to plan, the Greater East Asia
War (as it would soon be called by the Japanese) to the south
would decisively destroy the American and British military
might in the Pacific. Most importantly, it would successfully
deliver the raw materials for the Japanese war machine in The Americans
China - where the Japanese believed the real war was being
Prior to the war with Japan, the United States plan in
fought. According to Japanese estimates, only 21 battalions
the Pacific was certainly in theory and not in practice.
of troops would need to be stationed in the Pacific as a safe-
Ultimately, American installations would be expected to hold
guard against the Americans.
on until reinforcements could arrive from Hawaii and the
This could not be more wrong.
States. The U.S. Pacific Fleet based out of Pearl Harbor
would play a key role in preventing Japanese landing opera-
tions while simultaneously delivering the convoys of rein-
forcements to the Phillipines, Guam, Midway, and Wake
Island. Yet, as time would tell, the U.S. Navy would be crip-
pled and American installations beseiged at the outbreak of
war. As American forces crumbled in the Pacific, so did the
existing American plan (actually more of an assumption) to
fight a defensive war. New plans to save Australia and to
drive the Japanese back in the Pacific would need to be devel-
oped.
Luckily, the Americans had been experimenting with a
new theory of warfare: amphibious operations. Since the
1920s the Navy and the Marine Corps had been developing
the idea of attacking enemy islands en masse with specially
trained troops in amphibious vehicles. These troops would be
supported by naval battleships and support craft that would
give the landing troops help in firepower and supplies.
Though landing troops on enemy islands was not a new prac-
tice, this new amphibious theory proposed the ability to land
tens of thousands of troops basically anywhere and at any-
time through precise coordination with the Navy.
As a possible conflict with Japan loomed closer, the
Navy and Marine Corps began putting the new theory to the
test. New landing craft were designed and prototypes built.
Troops began to train in the art of storming beaches. Attack
plans from war studies in the 1920s were dusted off and re-
evaluated. Thus, when the war began, the United States was
ready to employ its new amphibious theory in actual combat.
This would lead to some of the most brutal fighting and hard
fought lessons in the war and in the history of the United
States. In what would be known as island-hopping,
American amphibious operations would eventually defeat the
Japanese Pacific but at the huge cost of material and men.

islands of glory
2
The battle

The battle
The Japanese quickly overrun American possessions before troops from the
US mainland could reinforce their beleaguered comrades
The war in the Pacific erupted like a volcano in 1941. In overseas. Armed with tanks, ample supplies and a clear ocean
December an unprepared United States suddenly found itself free of American warships, the Japanese felt the time for a
reeling from the devastating air attack on its Navy at Pearl sudden and decisive strike in the Pacific had come.
Harbor, while its Marines and Army personnel braced them- The Philippine Islands were the key to both sides suc-
selves for sieges on numerous islands throughout the Pacific. cess early in the war. The strategic site of the islands would
Japan, combat tested and ready from years of conflict in definitely be paramount as a supply base for both sides in a
China, quickly raced to seize the initiative by launching Pacific campaign. The Americans realized this a few years
strikes on US forces in the Philippines, Guam, and Wake prior to the war and attempted to train and arm a Philippine
Island. defense force comprise of Philipino nationals and supported
American military forces in the Pacific were unprepared by small active duty American units. Unfortunately for the
for the sudden attack of the Japanese. The effects of reduced Americans, the realization of such a force would come too
spending on the military by the US leading up to 1941 would late. In two months American forces were driven down into
manifest itself in a hodgepodge collection of military out- the Bataan Peninsula and Manila abandoned. Still hoping for
posts scattered throughout the Pacific. These vital installa- reinforcements and supplies, the remaining American forces
tions were vastly undermanned and suffered from the lack of retreated onto the island of Corregidor across the harbor from
modern weapons and supplies. In addition these colonial Manila. Unfortunately, these troops would surrender in time
outposts offered more in the ways of country club living than with the survivors being subjected to the grueling Bataan
the military effectiveness required. American troops lacked Death March into Japanese captivity.
anti-tank weapons, machine guns, and were mostly armed The American held islands of Guam and Wake also held
with the World War I vintage Springfield rifle. out to the last possible second but without help from the
The Japanese, on the other hand, were mostly well- States they too succumbed to the Japanese offensive. By the
trained and combat ready. The key to the Japanese declaration Spring of 1942, the Japanese held the reigns in the Pacific and
of war against the US was speed. The Japanese sought to

islands of glory 1
The battle
threatened to launch even further offensive strikes toward
Australia and the South Pacific. It was decided to split Allied
forces in the Pacific into two separate commands. The first
command included the defense of Australia, the Southwest
Pacific, and the reconquest of the Philippines. This would be
commanded by Gen. Douglas MacArthur whose vow to
return to the Philippines sparked the American public. The
second area of command would focus on the Central Pacific
and a small section of the Solomons containing a soon to be
famous island, Guadalcanal. Commanded by Admiral
Nimitz, this force would form a second offensive pincer
aimed straight toward the Japanese home islands.
American strategists believed that the first course of
action was to protect Australia. Therefore, an offensive in the
Solomon Islands was decided upon to help relieve the pres-
sure on Australia and to reestablish the American presence in
the Pacific. The target for this mission was a little known
island in the eastern quadrants of the Solomon chain known
as Guadalcanal. This island and the small islands surrounding
it would establish an American supply base and airfield from
which the Americans could launch further attacks against the Jungle Fighting
Japanese entrenched in the area.
Fighting in the jungle was pure hell for both the Ameri-
cans and the Japanese. Both sides not only fought each other,
Truk
they also fought heat, insects, snakes, malaria and other mal-
adies. War in the jungle was even more difficult because of
the terrain. The tangled dense jungles made movement slow
and often prevented tanks and other support vehicles from
supporting infantry. This resulted in majority of weapons and
Nauru
supplies having to be hand carried through the jungle which
turned out to be a logistical nightmare and at times slowed
operations even further. The jungle also made a spotting a
Rabaul So huge problem. Because the jungle was so densely thick with
lom
New Guinea on vegetation it was hard to see the enemy and at times friendly
Is.
troops. This made coordinated tactics virtually impossible
and resulted much of the time in fighting an unseen enemy.
The basic lack of being able to see in the jungle caused many
troops to go crazy or to increase the fears war brings to the
Guadalcanal individual soldier.
The Japanese realized the problems of the jungle and
utilized field guns and other heavy weapons that could easily
Australia be broken down and carried by infantry. They also used the
jungle to a certain advantage when on the defensive. Sever-
In late 1942 American Marines and Army troops fought al well camouflaged snipers could hold up an entire company
bravely on the virtually inhospitable island of Guadalcanal. of GIs for hours and even days. The Japanese also liked to
This would be the first island the Americans would capture in attack at night, preferably between 3 and 5 a.m. when the
the bloody campaign to defeat the Japanese in the Pacific. human body is at its least aware state. By also using cat-calls,
With Guadalcanal intact as a supply facility and with an air- firecrackers, and screams of You die Marine, the Japanese
field, American forces began spreading outward offensively. tried to make war in the jungle as psychologically damaging
Fighting up the Solomon Island chain and in New Guinea, the to the Americans as possible. Yet, the Japanese suffered prob-
Allies and the Japanese found themselves fighting a new kind lems in the jungle as well. Supply for the Japanese was hor-
of modern warfare: jungle fighting. rible and most Japanese soldiers in the jungle usually had to

islands of glory
2
The battle

make do with less than adequate rations. Reports of Japanese


eating only a handful of rice a day or even starving to death Amphibious operations
were commonplace. Yet, the jungle could also have its psy- As Marines and GIs were battling in the jungles, other
chological effects on the Japanese mind. Some Japanese troops were fighting an amphibious war in the Central Pacif-
committed suicide while others drank alcohol, usually in the ic. This consisted of amphibious trained troops being
form of sake, to deal with combat in the jungle. Though the launched in LVTs known as Alligators or Buffaloes that
Japanese would gain the reputation of great jungle fighters, would deliver its goods direct from Navy personnel carri-
they faced the same jungle the Americans did. And, like the ers to the beaches. The LVTs were large tractors, fully
Americans, had to learn how to live and fight in the jungle the tracked, that would swim in the ocean at slow speeds of a
hard way. few miles per hour. LVTs would then drive onto the beach,
American troops at first had many problems in the jun- unload the men they were carrying and then either continue
gle. These problems ranged from inadequate supplies to tac- to support the troops on the beach (through the aid of machine
tics. Early GIs fatigues rotted in the jungles severe humidi- guns or cannons mounted onto the LVTs) or return to the sea
ty, food spoiled, and ammo damaged. Malaria also took its for more men. This concept was first tried at Tarawa with hor-
toll. Morale sagged as unconditioned troops unaccustomed to rendous casualties. Many troop landing vessels were sunk by
the new jungle terrain suffered from the elements and a new accurate Japanese artillery. Many Marines drowned under the
style of warfare. Tactics also suffered. American leaders on weight of their equipment. Most died from the murderous fire
the field found the necessity to adapt squad, platoon and even pouring from concealed Japanese bunkers. Yet, the Marines
company tactics around the Japanese style of warfare. New on Tarawa hung tough and slowly worked forward. Tarawa
patrolling methods were devised as were ways of dealing was captured after a few days of bloody fighting but cost the
with Japanese snipers. Overall, the Americans needed to shift Marines some 1,000 KIA and about 2,500 wounded.
gears and make changes to fight in the dense vegetation. Yet, the island hopping campaign would continue.
These changes included specific uniforms and equipment Amphibious forces successfully captured the Marshalls and
designed for comfort in the jungle. Camouflage uniforms then assaulted the Marianas islands of Saipan and Guam.
were introduced with the idea of making the individual GI High casualties among the beach landing troops continued.
harder to see. Better rations and medical care boosted morale Peleliu in the Palaus was wrestled from the Japanese in 1944
as did new and deadly weapons like the bazooka and while MacArthurs southern force began to assault the
flamethrower. Bulldozers and other implements were also Phillipines. The year 1945 saw the Americans close to victo-
utilized to help clear the tangled mess of the intertwined vines ry on Japans front door step. The islands of Iwo Jima and
and trees out of the way. This increased the logistical ability Okinawa capitulated after fierce fighting that was character-
of American forces to continually feed supplies and ammo to ized by Army and Marine personnel literally blasting the
the front. Japanese out of caves and tunnels. The atomic bombs
These new changes and combat experiences helped dropped on mainland Japan brought the war to its close and
American troops to become better fighters. The M-1 Garand prevented an amphibious assault on the Japanese mainland
rifle also greatly helped in battling the Japanese in the jungle. which by American estimates would have caused approxi-
It gave the GI more firepower and fired a heavy round mak- mately 1,000,000 American casualties. Thousands of books
ing it more effective in the densely vegetated wild. Above all have been written about the fierce combat in the Pacific. For
else, the American fighting spirit carried American troops to more details on the individual battles consult The Bibliogra-
victory from island to island. Without this, the Japanese phy for good sources, or see The Scenarios for hard hitting
defended jungles would never have been captured. action.

islands of glory 3
Pa cif ic
Japan
Oce a n
China

Is
u
Bonin Is.

y
uk
y
R Iwo Jima
Volcano Is. Marcus I.
Formosa

Ma
Wake I.

rian
Philippine Is. Saipan
French Indo-China

a Is.
S o u th Guam Ma
Ch i n a S e a rs
ha
ll
Is
.
Palau Is.
Truk

Malaya Caroline Is.


Gi
lbe
r

Borneo
t Is
.

Celebes
Sumatra
New Guinea Rabaul
So
lo
m

D
on
ut Is
ch .
Ea Java
st
Indi Timor
es

Indian New Hebrides Fiji


Ocean Australia
The Men

The Men
dying in training would die a "hero's death" of sacrifice for
Imperial Japanese Army the Emperor. This alleviated a morale problem amongst
At the start of the war in the Pacific, most Japanese troops recruits but could not help the reduced time and quality of
were well trained and combat experienced. Many units had troop training that worsened as the war progressed unfavor-
seen combat in China as had most officers. This served the ably for the Japanese.
Japanese well in the early conquests of the first 100 days of Training
war and was a leading cause of the stellar Japanese success in Training of soldiers revolved around the use of the bayonet in
overcoming Allied forces in the Pacific. As the war pro- close quarters. Japanese military theory called for the need to
gressed, replacements increasingly consisted of conscripts. instill the warrior spirit and sense of duty in battle (bushido)
These conscripts were mostly uneducated and poor peasants to even the lowest peasant conscript. The steel of the bayonet
from rural areas or men who previously had been denied mil- would instill each Japanese recruit to strive to be a better sol-
itary service for medical reasons. These new troops demand- dier, to even be samurai, all for the glory of honor and the
ed much training. Unfortunately for the Japanese, the armed Emperor. Essentially, each soldier's bayonet would be his
forces demanded quick and accelerated training in an attempt "samurai sword" poised to strike at the enemy. The bayonet,
to rush troops to the front. The result was disastrous. Because or juken, was thus intentionally lengthened and resembled a
of the accelerated training, the rate of Japanese conscripts small sword. Practice with the bayonet formed the center of
dying as a result of training multiplied overnight. This caused all training and each Japanese soldier was an expert at its use.
a unique problem as Japanese society and culture viewed Likewise, Japanese infantry tactics stressed close assaults at
death in training, as opposed to combat, dishonorable. the enemy, finishing him off in hand-to-hand combat. This
Wisely, the Japanese High Command ruled that any conscript was the preferred Japanese method of fighting the enemy,

islands of glory 1
The Men
much more like the samarai combat of old where one looked pillboxes to banzai Allied troops on the beaches were com-
your enemy in the eyes in close combat. The Japanese also mon. The Japanese defenders of Saipan were ordered by the
felt hand-to-hand combat was more honorable and more of a Imperial Japanese High Command to commit gyokusai,
test of a warrior's ability. Marksmanship with the rifle was translated literally "breaking the jewel," whereby the remain-
generally under-emphasized and often not practiced by sol- ing garrison of the island was to banzai to the death with each
diers for months at a time. Some Japanese training manuals Japanese soldier killing seven Americans in the process. A
even utilized diagrams of how to fire a rifle from the hip! mass of Japanese troops, some wounded and dragging them-
Japanese rifle designs complicated matters due to the fact that selves, launched an all-out attack against American forces on
they were based off European specifications. This resulted in the island. This gyokusai resulted in many American casual-
some Japanese troops of smaller stature not even able to ties but wiped out the Japanese defenders to the man. Though
shoulder a rifle to fire. Hence, the smaller carbine version of a formidable tactic to defeat the enemy, the banzai would ulti-
the Arisaka rifle was the most popular rifle in the field. mately be as just as deadly in reducing the numbers of
Ammunition, though not necessarily scarce, was not plentiful Japanese troops and the effectiveness of Japanese defenses
either which increased the unlikliness of target shooting with throughout the Pacific.
live rounds. Considering the lack of emphasis on marksman-
ship it would be easy to assume that the average Japanese sol-
dier was not as good as a shot as his Allied enemy. Yet, many
accounts of combat in the Pacific do attest to accurate and
deadly Japanese rifle fire. The end result was a Japanese army
psychologically better ingrained to fight with the bayonet and
incensed to charge the enemy head on.
Banzai
The combination of the bushido code of fighting and the
bayonet resulted in the Japanese banzai charge. Because of
the emphasis of the use of the bayonet, Japanese tactics
stressed the offensive. Even defensive situations, especially
the defense of islands in the Pacific, were to be "offensive" in
nature and in practice. The banzai charge was a motivating
method of stirring up the psyche of the individual Japanese
soldier to a frenzy. Already ingrained with a code of honor
and dying for the Emperor and trained to kill the enemy at
close quarters, the banzai charge provided an "outlet" for Leadership and Morale
Japanese leaders and soldiers to engage the enemy. Many The key to the effectiveness of Japanese troops in the
banzai charges were often precluded by wild bouts of drink- field was Japanese leadership. Japanese officers and NCOs
ing, setting off fireworks, and cat-calling to enemy troops. played an important role in physically leading troops in bat-
Brutally deadly and wild, the banzai damaged the Allied com- tle and by being bushido role models the enlisted troops could
bat mind early in the war and instilled fear of the Japanese look up to and mimic. Most officers were from the upper and
soldier. This in turn reinforced Japanese propaganda that affluent class in Japanese society and carried samurai swords
Americans were weak and inferior. One Japanese insult was into battle: the modern day descendants of the samurai whom
that Americans "smelled like butter" and had grown fat and they emulated. Some were even educated at American and
lazy from imperialism. Likewise, the banzai attacks exagger- British colleges. Yet, despite their individual wealth or edu-
ated Allied claims that the Japanese were natural jungle fight- cation all Japanese officers were expected to be shining
ers who fought mindlessly out of control like "ants." In truth examples of bushido in battle and in death. Therefore,
the Japanese had virtually no jungle training (except a few Japanese officers and NCOs led from the front, were the first
elite units) and jungles do not exist in Japan. In time the in the lead of a banzai charge, and performed (by Western
Allies became use to the Japanese and eventually preferred standards) almost ludicrous feats of bravery. Accounts of
having the Japanese attack them in the open in a banzai rather Japanese officers riding horses into battle and drawing their
than having to dig the Japanese out of their defenses with pistols against tanks are just a sample of some the "brave"
flamethrowers and explosives. Uniquely, the Japanese com- actions these leaders conducted during the war. Not all
bat mind, saturated with bushido, was apt to banzai even at Japanese officers performed these acts however. Many offi-
times when doing so was tactically unwise. Reports of cers were not as zealous to die instantly for their Emperor and
Japanese island defenders emerging from the protection of were smart in combat tactics and leading men. Every army

islands of glory
2
The Men
has good leaders and bad leaders. Uniquely, the Japanese Equipment and Uniforms
code of bushido insured that cowardice amongst its officers Supply in the Pacific for Japanese forces was very poor.
was non-existent. Yet, some officers and NCOs were unliked Often the Japanese soldier was without adequate food or
and at times were not followed into battle. One American ammunition. At times Japanese troops were given a daily
eyewitness account at Tarawa saw a Japanese officer leave ration of only a handful of rice because foodstuffs were so
his bunker and charge on top of a seawall waving his sword low. This often meant that the rest of their ration was to be
frantically at the enemy. The officer looked around and saw scavenged off the jungle or the enemy. Despite the supply
that he was, to his surprise, the only man in the charge! problems Japanese troops seldom complained, unless their
Though these instances were rare it does prove that the superiors were eating better than the enlisted men which in
Japanese did experience bad leadership and sometimes did turn could cause morale and disciplinary problems. Japanese
not exactly follow their leaders all the time. Most of the time weapons were often crude and did not operate effectively in
Japanese leaders were effective in bolstering the morale and combat. At times there were not enough weapons to go
fighting spirit of their men. Yet, if a unit's leader was killed around as witnessed at Guam in 1944 when American forces
often a unit would become confused and demoralized. encountered Japanese troops armed with rocks, pick-axes and
Japanese soldiers were much more dependent on their offi- shovels. The Japanese also lacked more sophisticated and
cers and on orders than their American enemy who were deadly weapons such as the flamethrower or the bazooka.
trained to take the initiative in battle. An entire Japanese pla- Though the Japanese had developed a flamethrower, it was
toon on an unidentified island in the Pacific committed sui- seldom used as the Japanese by nature feared fire (most of
cide after their platoon commander was killed by a strafing Japanese structures were built of wood). This fear was so
American fighter plane. The men simply did not know what extreme that operators of the flamethrower were awarded the
to do. It should also be pointed out that Japanese officers took nation's highest medal - The Order of the Golden Kite - and
their jobs very seriously. Any failure in their duties often this was just for training with it!
resulted in hari-kari, ritual suicide, intended to save face and The Japanese soldier in the Pacific was adequately
undo any dishonor a soldier may have done to the Emperor or dressed for service in tropical climates. The main fatigue
to his family. Many enlisted men picked up the practice so combat uniform consisted of a lightweight cotton tunic and
that by 1945, most Japanese soldiers were dying in combat or breeches in shades varying from medium to light brown.
by their own hands. In fact every Japanese soldier carried one Footwear for enlisted ranks consisted of ankle high leather
hand grenade especially for the purpose to commit suicide if boots or taibi - a canvas sandal (usually black in color) dis-
the need arose! Overall, Japanese officers and NCOs were tinguishable by a separate compartment for the big toe.
crucial to the Japanese war machine from the squad up. Officers tended to wear the ankle boots or more commonly,
Unfortunately for the Japanese, the spirited and total adher- knee high leather boots. Headgear came in the form of a cot-
ence to bushido would result in a large number of its experi- ton forage cap with cloth neckflaps. This was often worn
enced officer corps dying recklessly in battle or by their own underneath a steel helmet adorned with a metal five-pointed
hands. star (for Army personnel) or an anchor (Naval personnel).
Officers in the field often wore the forage cap or wore an offi-
cers field cap or tropical tropi pith helmet. Personal gear
consisted of a wooden canteen, leather waist belt with ammu-
nition pouches and bayonet frog, gas mask, and canvas bags
for personal effects and grenades. Officers retained similar
equipment in addition to binoculars with case, pistol with hol-
ster, and the ever-present katana sword. Overall, the Japanese
soldier in the field was spartan at best. Lightly equipped and
clothed for the tropic climate of the Pacific enabled the aver-
age Japanese soldier to be at his most efficient in unforgiving
environments.
IJA Organization
The basic Japanese Army unit of organization was the squad,
or buntai. This comprised 10 men, much along the lines of
their European adversaries. A key difference however is that
the Japanese squad had only one NCO/Squad Leader
(Kashikan / Buntaicho respectively) and did not have an Asst.
Squad Leader. This gave the Japanese squad defined squad

islands of glory 3
IJA Platoon Organization

Japanese Platoon Organization

1 Lieutenant
1 Runner

1 Squad Leader 1 Squad Leader 1 Squad Leader 1 Squad Leader


1 LMG 1 LMG 1 LMG 3 50mm Knee Mortars
1 LMG Assistant 1 LMG Assistant 1 LMG Assistant with crew (3 teams of
7 Riflemen 7 Riflemen 7 Riflemen 3 men each).

Insignia Rank

General Lt General Major General Colonel Lt Colonel Major

Captain 1st Lieutenant 2D Lieutenant Warrant Officer

Sergeant Major Sergeant Corporal Leading Pvt.

Acting NCO Acting Sup Pvt.

Superior Pvt. 1ST Class Pvt. 2D Class Pvt.

islands of glory
4
The Men
leadership but hindered the squads flexibility in combat.
Much controversy has surrounded how many Japanese actu-
ally comprised a squad. During the war, U.S. intelligence
claimed the Japanese utilized 12 or 13 men to a squad. Post-
war studies have concluded however that the Japanese squad
did actually contain 10 men. The following is a generic out-
line for a common Japanese platoon, or Shotai. Later Easy
Eight products will delve more deeply into specific Japanese
units and their organizations.
The Japanese platoon has 4 squads commanded by a lieu-
tenant (Shotaicho). The platoon lieutenant also has at his dis-
posal a Renrakukashi - an NCO runner who helps the pla-
toon commander in the needs of communications and execu-
tion of squad and platoon tactics. This brings the effective
strength of the Japanese platoon to 42 men. Three of the
squads are armed with one LMG, while the fourth platoon has
three 50mm knee mortars. This latter squad in theory is to
support the other three squads of the platoon much like an
artillery battery, giving close fire support when needed. A
typical platoon attack has two of the LMG squads pinning
down an enemy force while the third LMG squad attempts to
envelop the enemy from the flank. The knee mortar squad is
in reserve giving fire support when and where needed. The
Japanese platoon was very much tied to its leader and relied
on him for tactics and morale. Many Japanese platoons would
become disorganized and confused if the platoon commander
was rendered ineffecive in combat. This differed from
American troops who possessed less individual subordination
to authority and reliance on leaders. American troops were
willing to take action even when leaders were not present
where as many Japanese often acted upon the last order given Rikusentai
(even if this meant a bad situation for the leaderless troops!)
Early in the war in the Pacific, the Imperial Japanese Navy
Obeying orders to the utmost and not winging it was the
employed special naval landing forces to seize some of the
focal point of the individual Japanese combat mind.
smaller Allied-held islands. These troops, known as rikusen-
Three of these platoons, very much dependent around the
tai, basically acted like Marine soldiers in European armies
number of rifles it possessed (referred to many European
but are better described as naval infantry. Because of the
armies as a rifle platoon), forms the Japanese company, or
intense rivalry between the Japanese Army and Navy, the
Chutai, on paper. Many platoons however were often sup-
Navy believed it needed its own infantry force to handle
ported by heavy weapons, such as mortars and MMGs. The
Navy operations. Established in 1886, the rikusentai evolved
squad and platoon units of organization previously mentioned
into an elite force skilled at seizing and holding islands and
are the most common in Battleground due to the skirmish
naval installations. This elite force was comprised partly of
nature of the game.
naval recruits and hand-picked officers who were well trained
Overall, the Japanese soldier was tough, stubborn, brave and
in tactics and fitness and in areas such as crew-served
dedicated to fighting and dying for his Emperor. He had good
weapons and camouflage. In addition some amphibious train-
morale, leaders with good morale, and could survive with
ing was implemented as well. At the start of the war, the
sub-standard weapons and supplies. He rarely complained
rikusentai were tasked with the amphibious seizing some of
and rarely gave up. He was truly a courageous and deadly foe
the smaller targets in the Pacific such as Guam and Wake
in the Pacific. For more information on the Japanese, please
Island. These troops performed well but suffered numerous
see The Bibliography at the back of Islands Of Glory.
casualties in these early engagements. As the war progressed,
the mobile sea-going mission of the rikusentai switched to
island defense. In this role they served equally as effective,

islands of glory 5
The Men
fighting fiercely in battles such as Tarawa (where they were Teishindan
killed almost to the man) and in the Marshalls. At their peak
in mid-war the rikusentai numbered 50,000 and is generally Teishindan is the Japanese name given to special units creat-
regarded as the most elite of Japanese units. A parachute ed for special raids or missions conducted against the enemy.
rikusentai unit was even formed and these troops jumped into These raids were usually conducted at night and normally
combat on Timor in 1942. suicidal one way trips in nature. The raids were designed to
Rikusentai were trained along Army guidelines, the officers do a number of things specific to the need at hand: destroy
attending Army infantry schools. Rikusentai officers were enemy dumps, blow up enemy tanks, knock out an enemy
then charged with training their own troops in the methods gun battery, etc. Volunteers would be found amongst nearby
and tactics learned. Morale was very high and those in the units and a teishindan team assembled. Led ususally by a
rikusentai served with beaming pride. Rikusentai were orga- fanatical young officer, the teishindan team would sneak off
nized into Special Naval Landing Forces of 1,000 men each and attempt to fulfill their particular mission. This particular
with each force having approximately 1,000 men, four method was inspiring to the morale of the Japanese as the
13mm machine guns, four 75mm mountain artillery pieces, brave teishindan volunteers proved their devotion to their
and four 70mm howitzers; the rest of the men were armed emperor by essentially going to their deaths in a fearless fash-
with rifles (a light force indeed). Yet, units tasked with island ion. Needless to say, the teishindan volunteers were brave but
defense would be augmented with additional heavy weapons. not always trained to fulfill the necessary mission. This par-
Lower units of organization such as the squad and platoon ticular Japanese fashion of gaining volunteers for special mis-
were based along Army lines. Rikusentai troops also were sions differed from the Allied concept of creating entire units
equipped with standard army weapons, equipment, and uni- (like the Marine Raider units) complete with specialized and
forms - the latter having the exception of a metal anchor rigorous training. Thus, when compared to American special
affixed to the helmet in place of the 5-pointed metal star. operations in the Pacific many teishindan raids can be seen as
In retrospect, the rikusentai were a very worthy adversary that unorganized and unsuccessful. Though the particular destruc-
fought with skill and great bravery in some of the Pacifics tive goals against the enemy were often unsuccessful, the
worst hellholes. Comments on special rules for the rikusentai teishindan raids themselves were at least somewhat effective
can be found in The Rules section of Islands Of Glory. in the psychological warfare present in the Pacific. Most
teishindan raids help to add to the fears and myths of the
Japanese by Allied troops.
Teishindan teams were normally no more larger than a squad,
with some teams being slightly larger or smaller depending
on the mission. Explosives such as demolition packs, AT
Mines, and grenades were the normal weapons used: the for-
mer was especially effective when strapped to the body with
the wearer pulling the pin and exploding in a suicide attack
with the target (an enemy tank, personnel, or target).
Grenades were used more to cause alarm with the reservation
that one grenade was always kept to kill oneself (surrender-
ing being the ultimate disgrace). Therefore, when gaming
teishindan they should be treated essentially like land
kamikazes bent on total destruction of the enemy and of
themselves. Teishindan appear in the scenario Suicide
Creek in Islands Of Glory. The featured teishindan team can
be used as an example when forming other teishindan for
your own personal and deadly missions/scenarios. Not all
teishindan were of the suicidal tank killing nature found in
the forementioned scenario; teishindan can be created at the
players or Gamemasters discretion. Comments on special
rules for teishindan can be found in The Rules section of
Islands Of Glory.

islands of glory
6
The Men
Marine into a rifleman. No matter if a Marine was to be a
cook or in supply, each Marine was trained to be able to grab
a rifle and fire it with deadly accuracy at any given time. In
addition to marksmanship, Marine recruits were trained in
high levels of calisthenics, obstacle courses, and overall fit-
ness. These were combined with small unit tactics, discipline,
and a esprit dcorps in the traditions of the Marine Corps. The
end result of Marine training was creating an individual kil-
ing machine high in morale and elite in the arts of war.
At the time of the first American offensive directed at
Guadalcanal, there did not exist a large, fully trained Marine
amphibious unit. The 1st Marine Division and later elements
of the 2nd Marine Division did take part in the action with
many Marines seeing bloody combat for the first time. The
2nd Marine Division was withdrawn to New Zealand for
amphibious training for the upcoming amphibious assault on
Tarawa. This unit was to be the Corps first fully amphibious
trained division, but not enough training was able to be had
before the Tarawa assault. The assault on Tarawa was the first
trial-by-fire of the new amphibious tactics implemented by
the joint arms of the Navy, Coast Guard, and Marines. It
ended in victory but also in a bloody mess of casualties that
appalled the American public. Nevertheless, American lead-
ers stuck to the amphibious tactics dubbed island hopping
U.S. Marine Corps and preceeded to attack Japanese held islands in the Pacific.
At the start of the war in the Pacific, the U.S. Marine Amphibious training involving scaling rope ladders (to load
Corps had a much different make-up than it would have at the into beach bound sea landing vessels), beach assaulting, and
wars conclusion. However, the core philosophy of the indi- instruction in the use of bazookas and flamethrowers were all
vidual Marine soldier would stay the same. accelerated. By wars end the Marine Corps, through bloody
Prior to the war, the Marine Corps was utilized as a trial and error and perservence, had developed into the
mobile reaction type force still tied to the Navy. Though worlds premier amphibious force.
Marines were used effectively in France as line infantry units, Uniforms and Equipment
the demobilization of the American war machine saw most Marine uniform in the Pacific at the start of the war con-
Marines returning to duty upon ships and in American colo- sisted of the tropical Class C Chinos. These were replaced
nial possessions. Marines served well in hot spots around in mid-1942 by two-piece, olive drab fatigues made out of
the globe in the 1920s and 30s, seeing action in exotic herringbone-twill fibers. By wars end many Marines were
locales like China and Nicaragua. With war soon on the hori- wearing a fully camouflaged outfit comprising varying
zon with Japan, many Marine units units saw themsleves sta- shades of green and brown splotches on a olive green (or
tioned in previously unknown backwater places like Midway sometimes tan) background. Of note is that the Marine globe
Island, Wake Island, The Phillipines, and Guam. When war and anchor insignia was stenciled on the large left breast
finally came, these isolated outposts were bravely defended pocket as was the soldiers last name on the back of the
by the Marines but were eventually gobbled up by the fatigue jacket for easy identification in the field. Combat
Japanese. As the U.S. prepared to take the offensive in the headgear was the M-1 Helmet normally affixed with a cam-
Pacific against the Japanese, the Marines were flooded with ouflaged helmet cover. Combat equipment was carried into
new recruits made available by volunteers and the national action by the standard American rig of canvas belts, ban-
draft. In preparation for the new theory of amphibious war- doliers, and backpack. For more info on Marine uniforms and
fare soon to be appiled in force, Marines began to train for equipment, consult The Bibliography for a list of sources.
beach landing and hard jungle fighting.
Organization
Training At the start of the war, the Marine squad had 8 men. At this
The basic core element of Marine training during World time the rifle squad lacked the support of any LMGs (i.e.
War II (and still is today) was molding each individual the BAR) which were grouped into a separate squad. The

islands of glory 7
USMC Platoon Organization
Pre-1942 Marine Rifle Platoon

1 Squad Leader 1 Squad Leader 1 Squad Leader 1 Squad Leader


1 Assistant SL 1 Assistant SL 1 Assistant SL 1 Assistant SL
6 Riflemen 6 Riflemen 6 Riflemen 2 BARs
4 Riflemen

1942 - 1943 Marine Rifle Platoon

1 Squad Leader 1 Squad Leader 1 Squad Leader


1 Assistant SL 1 Assistant SL 1 Assistant SL
2 BAR Gunners 2 BAR Gunners 2 BAR Gunners
8 Riflemen 8 Riflemen 8 Riflemen

1944 Marine Rifle Platoon

1 Squad Leader 1 Squad Leader 1 Squad Leader


12 Men 12 Men 12 Men

3 Bar Teams each with 4 Men


1 Team Leader (Tompson)
1 BAR Gunner
2 Riflemen

islands of glory
8
The Men
Marine platoon at this time consisted of three rifle squads and saw fierce action in defending the Phillipines and in assault-
the BAR squad. In 1942 two BARs were added to each squad ing Guadalcanal. In time whole Army divisions would join
which was also expanded in size to 12 men. This enabled the their Marine comrades in amphibious assaults on the
squad to be broken down into two teams, each with its own Japanese defended islands in the Pacific and, as seen late in
BAR. This gave better flexibility in the field in addition to the war, often fought side by side. Army personnel fought just
adding more firepower to the squad. By 1944 the concept of as hard as the Marines but many units did not have the same
a triangular squad was formed. Now the Marine squad spirit and intensive training as their gyrene buddies. Army
comprised 13 men divided into three four-man fire teams units were present in every major U.S. campaign in the
each with its own crew weapon, leaving the squad leader free Pacific and figured prominently in the reconquset of the
to roam between the teams. This squad formation was very Phillipines and in the Southwest Pacific.
effective late in the war when the Marine Corps was faced Army organization in the Pacific was along the Army guide-
with battling deeply dug-in Japanese island defenders. This lines practiced in Europe. The basic unit of organization was
organization was flexible enough to allow each team to the 10 man squad, as featured in Easy Eights Battleground
choose their main weapon: a bazooka, a flamethrower or a World War II. Uniform and equipment was also essentially
BAR. In addition the other members of the team frequently the same though many Army units wore Marine type fatigues
switched their rifles for Thompsons, Carbines or Shotguns to in the tropical Pacific climate. For more on standard U.S.
better support the team. Army units, rules and general information, consult Easy
Eights Battleground World War II.

U.S. Army
Much less known than the Marines were the Army troops
fighting in the Pacific. Many U.S. Army infantry divisions
saw combat in the Pacific from the fall of the Phillipines all
the way to the final campaign on Okinawa. At the start of the
war, Army units were not trained in amphibious combat but

islands of glory 9
USMC Combat Formations

islands of glory
10
Headhunter

Headhunter
Headhunter is not your typical Marine. Somewhere along the way he lost his sanity in
combat and became deranged. No one knows his name. No one knows his rank. All any
one knows is that he stalks the Japanese in the night, moving silently through the jungle
with a captured Japanese katana sword and a .45 Pistol. Headhunter stays away from other
Marines and prefers to work solo. He may not be the type of Marine found on a recruiting
poster, but no one doubts his intent or ability to kill the enemy.
Headhunters past is a mystery. Some say he was captured and tortured by the Japanese
but some how escaped and is now exacting his revenge. Others believe his unit was over-
run in a banzai attack leaving him as the
only survivor. Whatever his story,
Headhunter is the bane of
the Japanese who fear him
and his sword. Dont
expect this guy to show up
to mailcall!
Special Rules Headhunter has
developed his bizarre combat
insanity into deadly skills of
death-dealing to the Japanese enemy.
He has the keen ability to move silently and
stealthily through the jungle. When spotting
Headhunter he is also considered to be not
moving even when he actually is moving (all
rules apply). The only HTH Defense
options Headhunter may elect is to Shoot
or Strike (pistol and sword respectfully).
He may never Dodge or Block. Finally, this
crazed hero is a Fanatic and will instantly
kill any surrendering enemy troops.

Morale: 16
Weapon of Choice: Katana
Sword
Gunny Thorn

Gunny Thorn
Gunnery Sgt. Thorn, or Gunny to his men, is a consumate spit-and-
polish career Marine. He is as tough as nails and expects the men in his
platoon to be the same. Gunny has served all around the world with the
Corps, seeing pre-war action in China and Nicaragua. A true
veteran, Gunny knows the rigors of combat and has seen it
all.
He is a fine trainer and leader of men and his men respect
their Gunny in the heat of combat, but fear his wrath if they
make a mistake. He takes no guff from anyone and will set-
tle any problems with his fist or his boot.
Gunny has a large globe and anchor tattooed on his chest
that he wears with pride. This helps to hide the scars (he
calls medals) from a grenade wound inflicted in
intense WWI trench-fighting. He is a large, muscu-
lar Marine that fears nothing - including the
Japanese he has been fighting since Bataan.
Gunny is a good friend and a bad enemy, so be
sure to stay on his good side. Dont let Gunny
see you screwing up!
Special Rules Gunny will never break for any
reason. Gung-Ho, gyrenes!

Morale: 17-2
Weapon of Choice: Thompson SMG

Alright.... Saddle-Up!
Corpsman Patch Patchett

Corpsman
Patch Patchett
Patch is the best corpsman in the Pacific. He is renowed for his gutsy actions
to tend to the wounded in the hottest firefights and is quick to save a mans
life. He is easily one of the most reveared soldiers in the Pacific islands for the
enormous amount of effort he gives in saving lives. Patch always wanted to be
a doctor, but quit medical school when his
country went to war. Yet, his knowledge
of first aid and his untiring will to do his
job makes Patch a first-rate hero in any
mans eyes. He will attempt to rescue
any wounded man in any combat situa-
tion - no matter how deadly. When the
yell, Corpsman - Man Down!, is
heard you can bet Patch is on the
way!
Special Rules Because of
others supreme confidence
in Patchs life-saving abili-
ties and courage, any sol-
dier within his command
radius receives a -2 to all
Morale Checks. Patch him-
self will never Break and never has to
take Gut Checks to cross Pinning
Fires. Patch is a Medic (though dont
call him that to his face) and all Medic
rules apply.

Morale: 15
Weapon of Choice: Colt .45

I take care of
my men. No matter
what situation
their in.
Driver Mac MacCreery

Driver Mac MacCreery


Mac is one of the elite Coast Guard personnel who delivered Marines direct to the com-
bat on the beaches. He brags that he is the best LVT driver in the entire Pacific and maybe
the world. His big talk is more than just hot air. More than once he has put his money
where his mouth is, successfully delivering combat Marines to many hellacious and
bloody beaches. He loves his LVT, which is christened Macs Taxi, and knows it inside
and out. His driving skill combined with his LVT knowledge has saved the lives of many
men. Further, he sees his job in bloody amphibious warfare as doing what he does best -
driving and delivering safe cargo!
Special Rules Macs excellent driving skill gives him the bonus ability to never Bog.
Ignore all Bog rolls when Mac is behind the wheel.

Morale: 14
Weapon of Choice: any LVT of Macs choosing

Never lost a gater to


those damn japs and
im not going to start
now.
Gocho Ikuta

Gocho(Corporal) Ikuta
Corporal Ikuta is a genius with the Model 89 knee mortar. He has fine tuned his marks-
manship with this difficult and often inaccurate weapon through months of rigorous jun-
gle fighting. Ikuta is relied upon to lob grenades and shells with precision into the
enemys position, making him a valuable close support asset. He is steady in combat
and loves to fire his deadly shells, which he calls cherry blossoms of death. Japanese
troops fighting with Ikuta will gladly hand him their own supply of grenades to ensure
his steady rate of fire and excellent aim continues to blow apart the enemy. Ikuta makes
an excellent addition to any Japanese Heavy Weapons squad and can be found in any
scenario.
Special Rules When firing his cherry blossoms of death at the enemy, Ikuta rarely
misses. Ikuta will roll a d3 instead of a d6 and a d6 when a 2d6 is required for devia-
tion. All other mortar rules apply for Ikutas knee mortar.

Morale: 14
Weapon of Choice: Model 89 knee mortar

The spirits of the


elders guide my blos-
soms to the enemy.
Shosa Suzuki

Shosa(Major) Suzuki
This Japanese hero is the ultimate Japanese officer: fanatically devoted to the Emperor,
fearless and honor bound. Major Suzuki believes the best a soldier can do is to die for
his Emperor and country while taking out as many of the enemy as possible. He loves
the banzai charge and has survived the war to date by leading his men to victory in
countless frenzied attacks. Suzuki is a master with the katana sword and has cut down
endless numbers of Yankee soldiers. His men adore him and will follow him to end of
the earth to do the Emperors bidding.
Yet, despite his combat abilities, Suzuki exudes a gentleness as well. He does not
believe in killing civilians and shares the plight of his men. Before battle he composes
poems about his sword and the beauty of devotion to his Emperor. He is therefore
known to his troops as the Banzai Poet. Few men are lucky to call him their leader.
More are sure to fall in battle at the hands of him and his men.
Special Rules Suzuki and will always go Gyokusai when he declares a Banzai charge.
All Japanese troops must collectively roll a d20: on a 1-18 result all troops eligible for
Banzai will go Gyokusai. A roll of 19 or 20 will result in Suzuki bravely attacking the
enemy alone!

Morale: 16-1
Weapon of Choice: Katana Sword

Honor
and
Emperor!
Nitohei Baka

Nitohei(Private Second Class) Baka


Private Baka is considered to be an eccentric and different Japanese soldier, hence his
name (baka meaning crazy in Japanese). Regarded as a fine shot with the rifle, Baka
has served as a sniper in many different battles with American troops. But now, accord-
ing to his fellow enlisted soldier friends, he has gone crazy.
Baka has decided to tie himself to a tree and snipe at American troops until death. This
is very unlike the average Japanese sniper, but accounts from American prisoners indi-
cate that the Americans believe the Japanese do this all the time! Though this often is
only myth, it has given Baka the idea to actually do it! He is determined to kill many
Americans and to extend the myth of the tree sniper to an all-time high. Baka, there-
fore has left his comrades in search of the perfect tree to roost in. Be careful, Baka may
be in a tree waiting, anywhere and at anytime!
Special Rules Baka is an elite sniper, brutal and deadly at even extreme ranges. He will
never Break, tying his per-
sonal fate to the tree he is
perched in. He may begin any
scenario in any tree located in
the Japanese deployment zone
indicated on a scenarios map.
All normal Sniper rules are in
effect for Baka.

Morale: 15
Weapon of Choice: Type
99 Arisaka with scope
Ittohei Shiga

Ittohei (Private First Class) Shiga


Private Shiga is a former engineering student and a mechanical whiz, which is an added
bonus in his role as squad machine gunner. He has studied in detail his Model 11 LMG
and has figured out the technical problems with this particular weapon. Shiga has
upgraded his LMG in the field and has taken great care to ensure his guns rounds are
correctly oiled and servicable. Therefore, Shiga is very reliable in a fight and helps his
squad in combat by not jamming his weapon like other machine gunners in his regi-
ment. Shigas devotion to his duty as a soldier and his never relenting attention to his
weapon - regarded by many as junk - qualifies him as a hero in every sense of the word!
Special Rules Because Shiga takes godly care of his own weapon, Shiga will never
Jam when firing his personal Pre-LMG. All normal rules will apply when Shiga is fir-
ing any other weapon.

Morale: 14
Weapon of Choice: Model 11 LMG

Japanese engineering
will carry the Empire to
victory!
The weapons

the weapons
Katana (Sword)
The katana, or sword, utilized by Japanese armed forces was essentially a relic from the days of the
samurai where the sword was not only weapon but a symbol of status and power in Japanese society. The
katana was viewed as being an extension of the warriors soul and hence his fighting spirit. Close com-
bat with the katana was cherished by the Japanese as an integral part of bushido: The way of the war-
rior. Generally, Japanese officers (the direct descendants of the samurai class) were the only soldiers
found in combat to wield swords, but reports of NCOs bearing them as well were not unheard of. The
typical katana was a skilled weapon of superb craftsmanship, often being passed down several genera-
tions as a family heirloom. The exquisite metal blade normally was folded over a thousand times to pro-
duce a strong and razor sharp blade approximately 2 feet in length. This blade could easily behead an
enemy or literally cut him in two. The hilt was also well crafted often having delicate embroidery encrust-
ed with valuable metal and/or gems. Because of its important role in Japanese military society, the katana
was viewed as extremely important weapon for not only its combat power, but also of the honor and pride
it instilled in its user. Because of this the katana was also used for performing, for some Japanese, the last
vestige of honor: ritual suicide.
Special Rules The katana is used in Hand To Hand combat. The user may choose the Strike attack or
the Strike or Block defense. The user of a Katana receives -2 on all HTH Skill Checks and a -3 on all
HTH effects.

Juken (Bayonet)
The power and pride of steel found in the katana was implanted into Japanese military tradition and doc-
trine for the common soldier. This was found in each soldiers juken or bayonet: a 15 1/2 deadly sharp
steel blade extending from the muzzle end of the rifle. This bayonet was purposely shaped like a sword
and was revered by the common soldier as his own katana. Japanese tactics placed a major emphasis on
using the bayonet in close combat as opposed to European armies stress on firepower. Therefore, Japan-
ese troops trained extensively with using the bayonet (much more so than marksmanship) and would use
it in combat whenever possible. This made the average Japanese soldier a deadly adversary in close quar-
ters. Allied troops feared Japanese bayonets notably in mass banzai charges. Without a doubt the Japan-
ese bayonet added great psychological disadvantages to the enemies of the Japanese.
Special Rules Because of the Japanese tactic and doctrine revolving around the bayonet, all Japanese
riflemen are assumed to always have their bayonets fixed, unless specifically indicated by a marker. The
user of a bayonet may chose the Strike attack or defence (the Block defense uses the rifle, not the bayo-
net) in HTH combat. The bayonet confers a -1 to all HTH Skill Checks and -2 on all HTH effect rolls.
Shooting Because the juken is so long, it unbalances the rifle. All To Hit rolls made with a juken
attached are at +1.

islands of glory 1
The weapons
Arisaka Shoju (Rifle) Type 38 and Type 99

Caliber: 6.5mm/7.7mm
Cartridge: 6.5mm ball/7.7mm ball
Length: 50.2 in. (1275mm)
Weight: 9.25 lbs. (4.2kg)
Muzzle Velocity: 2400 ft. (731m) per second
Effective Range: 650 yds. (600 m)
Rate Of Fire: single shot
Magazine: 5 round box

The Type 38 was designed in 1905 by a Col. Arisaka and


largely copied existing Mannlicher and Mauser features.
Three different sizes were manufactured ranging from the
standard long rifle (see stats above) down to a smaller carbine
Nambu Taisho 14 Kenju (Pistol) size. Its strengths included a low recoil, little muzzle flash
and fairly easy manufacture. Its main downfall was its length
Caliber: 8mm which was difficult to operate for Japanese soldiers who gen-
Cartridge: 8mm rimless ball erally were smaller in stature. This resulted in some Japanese
Length: 8.9 in. (226mm) Type 38 training manuals demonstrating firing techniques
Weight: 2 lbs. (.90kg) from the hip! Hence, the carbine version would be the most
Muzzle Velocity: 950 ft. (290m) per second popular size of the Type 38 among Japanese troops in the
Effective Range: 32 yds. (30 m) field. In the 1930s the Type 38 was rechambered to fire a
Rate Of Fire: single shot 7.7mm round and was christened the Type 99. This version
Magazine: 8 round clip featured a special sight for firing at aircraft in addition to its
rounds being able to be fired by the Model 92 Woodpecker
The Nambu pistol was the standard sidearm utilized by the MMG. As the war progressed both the Type 38 and 99 rifles
Japanese in World War II. The Taisho 14, named for its ini- would suffer from a lower grade of production, the most sig-
tial production in the fourteenth year of the Taisho reign nificant problem being the use of low quality woods and
(1925), was a slight improvement on an earlier design by the metal. This would result in decreased performance in the
IJAs Col. Kirijo Nambu. This version of the Nambu design field, especially in hot and humid jungle climates. Both types
resembled the famed German Luger but was very heavy and of rifles could be fitted with a tekidanto (grenade launcher)
suffered from numerous defects. The pistol suffered from a able to fire fragmentation and smoke greandes. In addition a
weak striker (leading to misfires), was prone to jamming and sniper version with a telescopic sight and a paratrooper ver-
was difficult to manufacture. An effort to improve and ease sion with folding wooden stock were also employed.
production problems with the Taisho 14 produced the horri- Special Rules The Arisaka rifle is assumed to have a bay-
ble Type 94 whose biggest flaw was that the safety usually onet attached unless specifically stated otherwise. Because of
did not work! Despite the drawbacks in the Taisho 14, it the unbalancing effect of the large bayonet, all To Hit rolls
would still be the most encountered Japanese pistol by the made while a bayonet is attached are at +1. See the juken for
Allies in the war. rules covering HTH combat. The Arisaka may be used to
Special Rules The Taisho 14 may be used in HTH combat Strike (rifle butt) or Block (stock) with or without a bayonet
for the Shoot attack or defense, all normal rules apply. attached.
Jamming Because of the weak striker mechanism, the Effect Because of the light weight and small charge of the
Taisho 14 suffers a Jam on a 19 or higher. 6.5mm round, all Arisakas firing the 6.5mm round receive +1
on the Effects Chart. This penalty does not apply to the rarer
7.7mm version.

2 islands of glory
The weapons

Model 11 (1922) Keikikanju


(Light Machine Gun) Model 96 and 99 Keikikanju
(Light Machine Gun)
Caliber: 6.5mm
Cartridge: 6.5mm ball Caliber: 6.5mm
Length: roughly 48 in. (1194mm) Cartridge: 6.5mm semi-rimmed
Weight: 22.5 lbs. (10.18kg) Length: roughly 48 in. (1194mm)
Muzzle Velocity: 2400 ft. (731m) per second Weight: 20 lbs. (9kg)
Effective Range: 1100 yds. (1000 m) Muzzle Velocity: 2400 ft. (731m) per second
Rate Of Fire: 500 rounds/min. Effective Range: 1100 yds. (1000 m)
Magazine: 6-5 round clips in hopper feed Rate Of Fire: 550 rounds/min.
Magazine: 30 round clip
The Model 11 is perhaps the worst light machine gun to see
service in World War II, but unfortunately was the most com- The Model 96 (1936) attempted to improve the almost use-
mon squad weapon employed by the Japanese (which is the less Type 11 LMG. Resembling the British Bren LMG, the
only nice thing to say about it). The gas operated, air-cooled Model 96 did increase the rate of fire through the help of a 30
Model 11 fired a small 6.5mm round that was further weak- round clip attached to the top of the firing mechanism. Yet,
ened by reducing the propellant charge in the rounds it used the Model 96 also relied upon the 6.5mm round with reduced
(thus making them different from the rifle rounds used by the charge in order for it to fire effectively. Additions to this
Arisaka rifles) in order for the gun to work effectively. These weapon over the Model 11 also included a telescopic sight
rounds further complicated matters by having to be oiled. and an attachable bayonet for close combat, giving the
Sloppy and improper packaging of the rounds, in addition to weapon the appearance of a giant can opener! The Model 99
unfavorable jungle conditions, resulted in an enormous (1939) was rechambered to fire the rimless 7.7mm round and
amount of jamming and misfires. The small ammo strips uti- featured a monopod on the stock to help steady the gun when
lized by the Model 11 also ensured a low rate of fire made firing. It could also have an armored gunshield attached to its
even worse by the lack of a quick-change barrel. Slow, low- bipod measuring 1/4 thick. Both models demanded oiled
powered and unreliable, the Model 11 would ultimately rounds and suffered like the Model 11 in this category. The
reduce the effectiveness and firepower of the Japanese squad Type 96 and 99 light machine guns were made in very small
in the field. numbers and were rare in the field.
Special Rules The Model 11 is a Pre-Machine Gun with a Special Rules The Model 96/99 is a Pre-Machine Gun with
rate of fire of 3. The Model 11 may only use Spraying fire, a rate of fire of 3. The Model 96/99 may only use Spraying
not Raking or Plunging Fire (Op-Fire and Ambush may be fire, not Raking or Plunging fire (Op-Fire and Ambush may
used as normal). be used as normal).
Jamming The Model 11 Jams on any roll of 18 or higher Jamming The Model 96/99 Jams on any roll of 19 or high-
because of its poor design and small magazine capacity. er because of its poor design.
Effect Because the small size and weak propellant charge Effect Because of the small size of the 6.5mm round, the
of the Model 11, it suffers a +2 on the Effects Chart. Model 96 suffers a +1 on the Effect Chart. The Model 99 is
chambered for the more powerful 7.7mm cartridge and suf-

islands of glory 3
The weapons

Model 92 (1932) Woodpecker Jukikanju


(Medium Machine Gun)

Caliber: 7.7mm
Cartridge: 7.7mm semi-rimmed
Length: roughly 48 in. (1194mm)
Weight: 122 lbs. (10.18kg)
Muzzle Velocity: 2400 ft. (731m) per second
fers no effect penalty. Effective Range: 1100 yds. (1000 m)
Gunshield When fitted with a gunshield the Model 96/99 Rate Of Fire: 450 rounds/min.
gives extra cover to the gunner. There is an additional +2 Magazine: 30 round strip
cover to the gunner. This can be added to prone or to any
other cover. The gunshield causes the weapon to have a The Woodpecker is a gas-operated, air-cooled
Breakdown number of 1. This means it takes one action to medium machine gun with strong similarities to the
pick up the gun. Thus a prone gunner would stand on first Hotchkiss machine gun. It derived its nickname from Allied
action, pick up the gun on the second and not move until his troops who thought its low rate of fire sounded much like a
card on next turn. When fitted with a gunshield the Model woodpecker. This sound was derived by the guns capacity to
96/99 may not be fired unless the gunner is prone or set up in only fire 30 round strips in addition to a slow firing mecha-
a window, foxhole or similar position. The gunshield has an nism. The Woodpecker was very heavy and required 3 men to
Availability of 8 or less on a d20, and the player may choose carry it, a deplorable job especially in hot jungle terrain. The
not to roll. tripod even included handle bars for carrying! This weapon
Bayonet The Model 99 may have a bayonet attached. The was also plagued like most Japanese machine guns with the
user of a bayonet may choose the Strike attack or defence (the need for oiled rounds. Because of its unique sound and its
Block defense uses the gun, not the bayonet) in HTH combat. frequency to be found on the battlefields of the Pacific, the
The bayonet confers a -1 to all HTH Skill Checks and -2 on Woodpecker earned somewhat of a notorious status by the
all HTH effect rolls. However, using the large Model 99 in GIs who encountered it throughout the war.
HTH is difficult so a +5 applies to all HTH Skill Checks (as Special Rules The Woodpecker is a medium machine gun
for all Pre-LMG/LMG weapons). This means the final modi- with a rate of fire of 3. The Woodpecker can make full use of
fier for a bayonet mounting is +4 to the Skill Check and -2 to Raking or Plunging Fire, as well as Op-Fire or Ambush.
the Effect roll. A bayonet may never be used on a weapon Jamming The Woodpecker Jams on a 19 or higher because
mounting a gunshield. of its small magazine capacity and poor design.

4 islands of glory
The weapons

Model 93 Kikanju
(Large Caliber Machine Gun)

Caliber: 13.2mm
Length: 89 in. (2260mm)
Weight: 87 lbs. (39.36kg)
Muzzle Velocity: 2250 ft. (685m) per second
Effective Range: 3300 yds. (3000 m) Model 91 (1931) Shuryudan
Rate Of Fire: 450 rounds/min. (Hand Grenade)
Magazine: 30 round clip
Length: 4.95 in.
The Model 93 is a LCMG similar in appearance to the Weight: 18.8 oz.
Woodpecker but much larger. Designed for use in the anti- Filling: unknown
aircraft role, the Model 93 performed even more deadly when Fusing: 7 to 8 second delay
engaging American infantry. The Model 93 was found
throughout the Pacific especially along beaches as part of This hand grenade was the workhorse for the Japanese armed
island defenses. This weapon caused considerable damage to forces. It could be thrown, fired from a rifle grenade adaptor,
American Marines at Tarawa and on other island battlefields. or launched from a knee mortar. To operate the grenade when
Its biggest downfall however was that it could only fire clips throwing, its fuse is pulled and then its bottom (the location
of ammo which significantly decreased its rate of fire. The of the fuze) is struck against something hard before immedi-
Model 93 was also sometimes used in a dual mount, increas- ately throwing. Japanese troops normally struck the grenade
ing the firepower of the weapons mount. Reliable, packing a against their helmets before throwing it, a somewhat exotic
good punch and effective at long ranges, the Model 93 is gen- style of arming a grenade. This grenade or others similar to it
erally regarded as the best machine gun employed against the were often used as a means of suicide by Japanese troops.
Allies in the Pacific, particularly by the troops that faced its Therefore, all Japanese troops will have at least one grenade
deadliness. on themselves at all times (until they use it).
Special Rules The Model 93 is a LCMG and may use any Special Rules The hand thrown Model 91 is a specific type
Special fire mode, including Raking, Plunging, Op-fire or of the standard grenade in Easy Eights Battleground World
Ambush. Probably the best weapon produced by the Japan- War II. The rifle grenade version operates as explained in the
ese in WWII; no other special rules or penalties apply. Infantry section of Easy Eights Battleground World War II.
The knee mortar version is described under the Model 89
knee mortar explanation.
Duds Because of the poor quality components and unique
arming method, Model 91 grenades are duds on a roll of 18
or higher. A mishap other then a dud will only occur on a 20
however - see the Dud section of the grenade rules in the

islands of glory 5
The weapons
Infantry section.

Model 89 Hakugekiho
(Knee Mortar)

Caliber: 50mm
Length: 20 in. (496mm)
Weight: 10.25 lbs. (4.65kg)
Elevation: 45 degrees (for correct
firing)
Effective Range: varied

The Model 89, referred to the


Allies as a knee mortar, is a
close support indirect fire
weapon designed for use at the
squad level. It consists of a squat
rifled firing tube connected to a Model 11 Kyuho
base that easily conforms to the (Mortar)
knee or thigh, the shape and size
of which led the Allies to believe Caliber: 70mm
this weapon to be fired from the Length: approx. 40 in. (1016mm)
knee. This turned out to be erroneous, resulting in a few shat- Weight: 133.75 lbs. (60.79kg)
tered kneecaps and broken thighbones by the Allied weapons Elevation: 37 to 77 degrees
testers! The Model 89 is fired by a trigger mechanism, pro- Effective Range: approx. 3,000 yds.
duces a violent recoil and is properly fired with the base rest-
ing on the ground. It can fire the Model 91 grenade from 50 The Model 11 mortar is a small mortar designed for indirect
to 170 meters (making it handy from a supply perspective) fire support. The 70mm barrel is crudely attached to its base
and can also fire the Model 89 50mm shell from 120 to 670 and utilizes a single screw for elevating purposes. It fires a
meters. The Model 89 shell comes in HE and incendiary simple HE shell in addition to a unique barrage shell that is
smoke versions for this weapon. The Model 89 knee mortar fired high into the air. This shell releases seven small small
overall was a handy weapon that could be deadly in the hands grenades, each attached to a parachute, that then lazily drift
of an experienced user. Three Model 89 knee mortars were towards the ground before exploding in mid-air. This partic-
assigned to the Heavy Weapons squad of a Japanese platoon. ular barrage shell was originally designed to be fired above
Special Rules The Model 89 knee mortar works much like enemy bomber formations, but was found to be more suc-
the small (50mm) mortars of other nations with the following cessful against enemy ground troops. Though somewhat out
exceptions. The Model 89 knee mortar requires a crew of of date and uncommon in the field, the Model 11 mortar was
only one and has the option of firing Model 91 grenades fit- still used effectively against Allied troops in the Pacific.
ted with special fins. It takes one action to fit one grenade Special Rules The Model 11 follows all standard mortar
with the fins - this may be done by another figure acting a as rules and is listed on the Japanese Gun Statistics Chart. The
a loader. Assume the knee mortar gunner has a supply of 10 barrage shell is fired and deviates just like any other shell.
grenade fins unless otherwise specified. Once a landing point for the barrage shell is determined, roll
The Model 89 knee mortar has two entries on the Japanese for location of the seven bomblets. Using the landing point of
Gun Statisitics Chart: one for shells and one for grenades. the barrage shell, roll a d8 and d6 for each bomblet - the d8
The knee mortar is normally complemented with 6 Model 89 indicating direction and the d6 the number of inches of devi-
shells of either the HE or Smoke varieties. When these are ation (using the grenade template). Roll for deviation for each
exhausted, the gunner may fire Model 91 grenades in his pos- bomblet seperately. Each bomblet explodes using the grenade
session or handed to him from other figures in proximity. template.

6 islands of glory
The weapons

Booby Traps Pressure Mine


Most Japanese grenades were pressure ignited, thus making a
The Japanese utilized several different types of booby traps
grenade an easy use mine if desired. A Japanese grenade used
against the Allies. Below are explanations and special rules
in this fashion is a Hasty anti-personnel mine and follows all
for some of the more deadlier Japanese booby traps.
rules pertaining to anti-personnel mines (Infantry, pg 18).

Trip-Wire
Electrical / Mechanical / Personnel
The most common Japanese booby trap was the Trip Wire.
Any item can be rigged with a booby trap, in particular
Usually, Japanese troops in the field would defend a position
radios, door handles, and unconscious wounded or dead per-
by placing a grenade into a bamboo shoot, to which a thin
sonnel. These traps are a real terror to medics, engineers, sou-
wire was attached. As an enemy pulled the wire by snagging
venir hunters, and any troops capturing enemy equipment.
it on the foot, the grenades pin would be pulled causing the
US intelligence during the war reported cases of radios and
grenade to explode. Variations of this same method would be
electrical equipment being booby trapped. These particular
found defending bunker doors, pieces of equipment, etc.
traps were ignited by low voltage electrical surges caused
Booby traps of this kind can be placed before the start of a
when enemy troops attempted to use captured Japanese elec-
scenario or can be constructed in 4 man-actions.
trical equipment. Other items that can be trapped are ammo
Sighting A Trip Wire will be sighted like Constructed Con-
boxes, set to explode when the box is open - door handles, set
cealed infantry. If successfully sighted, there is only a 2 or
to explode when opened - and wounded men, set to explode
less on a d20 that a figure will activate the trap when stepping
when a medic rolls them over to evaluate the wound.
over it.
Sighting An Electrical / Mechanical / Personnel trap will
Activation Whenever a figure crosses a Trip Wire, roll on
only be sighted if the sighting figure specifically asks if there
the Anti-Personnel Mine Chance to Hit Chart (Infantry, pg
is a trap on the object. If the figure asks, the trap will be
18). Count the Trip Wire as an Improved mine and roll to hit
noticed on a 12 or less; an engineer will notice the trap on an
as normal. If the number indicated or less is rolled, the trap
18 or less. If the trap is noticed the only way to avoid it is to
detonates.
not use the item in question, or to disarm it using the normal
Effect Most Trip Wires are set to grenades and explode
rules (Infantry, pg 19).
using the grenade template, placing the figure who activated
Detonation Whenever a figure uses a trapped item, the trap
the trap in the A ring. Trip Wires can be rigged to any shell -
will explode on a 18 or less on a d20. Being aware of the trap
up to a large HE shell - if specified in a scenario. Unless other
will not affect the chance of detonation.
wise specified, all Trip Wires explode as grenades.
Effect Most Electrical / Mechanical / Personnel traps are
set to grenades and explode using the grenade template, plac-
ing the figure who activated the trap in the A ring.
Electrical / Mechanical / Personnel traps can be rigged to any
shell - up to a large HE shell - if specified in a scenario.
Unless other wise specified, all Electrical / Mechanical / Per-
sonnel traps are to grenades.

islands of glory 7
The weapons
Punji Pit
The Japanese also utilized covered pits filled with sharpened
bamboo stakes. Unsuspecting Allied troops unfortunate to
fall in such a booby trap were sure to not make the same mis-
take ever again.
Sighting A Punji Pit will be sighted like Constructed Con-
cealed infantry. If successfully sighted, there is only a 2 or
less on a d20 that a figure will activate the trap when stepping
over it.
Activation Whenever a figure crosses a Punji Pit, roll on the
Anti-Personnel Mine Chance to Hit Chart (Infantry, pg 18).
Count the Punji Pit as an Improved mine and roll to hit as nor-
mal. If the number indicated or less is rolled, the figure steps
into the pit.
Effect When a figure steps into a Punji Pit roll a d20 and
apply the effect rolled:
1-3 The figure has tripped and landed face first in the pit.
His face and neck are pierced and he is KIA.
4-6 The figure has fallen up to his knees in the pit, shred-
ding one or both legs. The figure is Heavy Wounded and
Anti - Tank traps screaming for help. All normal rules apply.
Another bizarre form of booby trap is a Japanese soldier in a 7-17 The figure has stepped fully onto a Punji and receives
spider hole with an artillery shell. When Allied tanks would a Light Wound. The figure, or some one helping him, must
rumble over the hole, the Japanese soldier would strike the pass a Skill Check to free the injured foot. Until the Skill
shells firing pin with a hammer thus igniting the shell! This Check is passed, the wounded figure cannot move.
is generally the end of the tank. 18-20 The figure has somehow avoided serious injury. A
Sighting An Anti-Tank Trap will be sighted like Construct- medic should attend any scratches after the battle to prevent
ed Concealed infantry. infection and death.
Activation This trap is activated by a soldier who is on
Ambush status. So long as the figure is on Ambush, roll a d20
when a tank rolls over the hole - on a 19 or less the shell
explodes. If the figure is KIA or HW, the trap is disarmed. If
the figure is Light Wounded he may no longer set Ambush -
assign the figure to the platoon commander (or another
Japanese units) card. The figure may use his action to set off
the trap when his card is drawn.
Devotion The figure who is set to explode an Anti-Tank
Trap has made a serious decision to die. This figure will never
be Broken under any circumstance.
Effect When the figure strikes the shell, roll a d20. The shell
explodes on a roll of 19 or less. If the shell is detonated with
a tank directly overhead, the tank will be eliminated. The hole
will focus the explosion upward into the tanks belly with
devastating results. The tank will be penetrated, lifted off the
ground, and possibly flipped. The crew are all KIA and the
tank is completely destroyed.
No Tank If for some reason the trap is detonated without a
vehicle overhead, the shell will explode like a large HE shell.
Because the hole will contain and focus the explosion, the
effect will only reach out to the B ring. Figures in the C, D,
or E ring will not be harmed by the blast. Figures in the A or
B ring will be effected as normal. Figures within the hole
when the shell explodes now only exist in memory.

8 islands of glory
The weapons

Type 99 Anti-Tank Mine Lunge Mine

Weight: approx. 2 lbs. (1.1kg) Weight: 8.2 kg (18.2 lbs)


Size: 5 in. (125.3 mm) diameter Length of charge: 279.4 mm (11 in)
Filling: 1.5 lb. (0.67 kg) TNT Length of handle: 1905 mm (76 in)
Fusing: 4-10 second timer
This weapon is crude but devestatingly effective. It is essen-
This Japanese anti-tank mine was small but very deadly. It tially a large hollow shaped charge attached to a long bamboo
could easily fit in the hand of its user and was placed on an or wood pole. Interestingly, the warhead is affixed with three
armored enemy vehicle through the use of four small magnets large pins designed to strike a detonator when pushed against
located on the four corners of the weapon. Its small size an Allied tank. Because of its unorthodox design, the user of
often helped to conceal the users intent until it was too late this weapon would find himself within the blast of the explo-
for Allied infantrymen supporting armored vehicles to react. sion when properly used. This usually resulted in the killing
Its size also enabled Japanese infantry to easily carry several or dreadfully wounding of its Japanese user. This weapon was
of these brutal weapons. This weapon was very successful mostly found late in the war (1944-45) and gave many Japan-
and directly resulted in the American practice of equipping ese the opportunity to destroy themselves and an enemy vehi-
the sides and front of tanks with wood in a defensive attempt cle simultaneously.
to neutralize the mines magnets. Special Rules The Lunge Mine is used in close assault sim-
Special Rules This magnetic mine follows all rules associ- ilar to a magnetic mine, but because the attacking figure is not
ated with magnetic anti-tank mines as discussed in the Man trying to survive, the Lunge Mine is much more effective. To
vs Tank section of the Infantry section (pg 20). The Type 99 use a Lunge Mine, a figure must move to within 2 of the
mine has a Penetration of 25. This particular mine may also enemy tank and spend an action to attack. Roll a d20. On a
be thrown, using all rules for a thrown satchel charge (again 17 or less, the attack strikes the enemy vehicle. After a suc-
see Man vs. Tank). cessful strike, roll for location and penetration as normal. The
Wood The wood used by American tanks to stop magnetic Lunge Mine has a Penetration of 25. Roll a B ring attack
mines has a similar effect to Zimmerit. A figure attempting to against the user of the lunge mine.
place a magnetic mine on a tank with wood attached in that
particular location suffers a +8 on the Placement chart.

islands of glory 9
The weapons

Model 94 Sokushaho Model 94 Sampo


(Anti-Tank Gun) (Mountain Pack Gun)

Caliber: 37mm Caliber: 75mm


Barrel Length: 66.4 in. (1686.5mm) Barrel Length: 86 in. (2184mm)
Weight: 714 lbs. (324.54kg) Weight: 1200 lbs. (545.45kg)
Traverse: 60 degrees Traverse: 40 degrees
Elevation: +27 degrees Elevation: +45 degrees
Muzzle Velocity: 2300 ft (2129m) per second Muzzle Velocity: 1300 ft (1404m) per second
Maximum Range: approx. 5,000 yds. (4629m) Maximum Range: approx. 8,750 yds. (8000m)
Crew: 4 Crew: 4

The Model 94 is a basic anti-tank gun very similar to the US This artillery piece was very common in the jungles of the
37mm AT-Gun. It fires both AP and HE shells from a sliding, Pacific as it was specifically designed to be broken down and
horizontal breechblock that automatically discharges the transported through rough terrain. The Model 94 Mountain
empty shell casing when fired (due to recoil). Sighting was by Pack Gun could be broken down into 11 different pieces, the
means of a simple telescopic sight. It was introduced in 1934 heaviest piece weighing only an amazing 200 lbs! This par-
and was very common in the Pacific. It also was fairly easy ticular model was introduced in 1934 (hence the same Model
to disassemble and carry. The Japanese referred to this designation as the Model 94 AT-Gun) and replaced the
weapon as an infantry rapid fire gun and used it to deves- antique Model 41 gun of 1908 design. This pack gun fires
tating effect, especially at Tarawa where it claimed many HE, AP, incendiary, and smoke shells and is operated by a
LVT Alligators as kills. This weapon would however find horizontal breechblock and a pneumatic recoil device. This is
it difficult to effectively engage better armored Allied AFVs perhaps the most common Japanese field gun encountered by
such as the Sherman tank. the Allies in the Pacific.
Special Rules This anti-tank gun uses all normal Anti-Tank Special Rules This gun uses all normal artillery rules. The
Gun rules. The gun takes 12 actions for the crew to assemble/ gun takes 12 actions for the crew to assemble/disassemble to
disassemble to or from the carrying position. The gun takes 2 or from the carrying position. The gun takes 2 actions to lim-
actions to limber or unlimber, if being towed. Once assem- ber or unlimber, if being towed. Once assembled the gun can
bled the gun can be manhandled as normal. Unless specified be manhandled as normal. Unless specified in a scenario, the
in a scenario, the gun is assumed to be assembled. gun is assumed to be assembled.

10 islands of glory
Small Arms List
American Type ROF Crew Range Effect Jam Set Notes
S&W M1917 Revolver P 1 1 P P 20 NA

Colt M1917 Revolver P 1 1 P P 20 NA


Colt Automatic M1911A1 P 2 1 P P-1 20 NA

Springfield M1903A1 R 1 1 R R 20 NA
M1 Garand Rifle SLR 2 1 R R 20 NA

M2 Carbine SLR 2 1 R R+1 20 NA


Thompson M1 SMG 3 1 SMG SMG -1 20 NA

M3A1 Grease Gun SMG 3 1 SMG SMG -1 19 NA


Browning Automatic Rifle (BAR) PMG 3 2 LMG LMG 20 0

M1919A4 Machine Gun MMG 4 3 MMG MMG 20 1


M1917A1MG .30 Water Cooled HMG 4 3 HMG HMG 20 2

M2HMG .50 cal. LCMG 3 3 HMG LCMG 20 2


Winchester Shotgun SLR 1 1 Various Various 20 NA

Japanese Type ROF Crew Range Effect Jam Set Notes


Type 26 Revolver P 1 1 P P+1 20 NA

Type 14 Pistol P 2 1 P P+1 20 NA


Type 38 Rifle R 1 1 R R+1 20 NA

Type 99 Rifle R 1 1 R R 20 NA Uncommon weapon, never widely issued

Model 99 Light Machine Gun LMG 3 2 LMG LMG 19 0 Uncommon weapon, never widely issued

Model 11 Light Machine Gun PMG 3 2 LMG LMG 18 0

islands of glory
Type 92 Woodpecker MMG 4 3 MMG MMG 19 1

Model 93 Large Caliber MG LCMG 3 3 HMG LCMG 20 1


The weapons

11
Model 96 Light Machine Gun PMG 3 2 LMG LMG 19 0 +1 on Effect Chart
The weapons

US Marine Winchester Shotgun US M-1 Flamethrower

Caliber: 12 Gauge Weight: 70 lbs.


Type: side action repeater Gun Weight: 8
Barrel Length: 18 in. (457mm) Gun Length: 30 in.
Weight: 6.94 lbs. (3.17kg) Fuel Hose Length: 37 in.
Effective Range: 50 yds. (54 m) Tank Group: 27 in. high, 20 in. wide, 11 in. deep
Rate Of Fire: single shot Ignition Cylinder: 5 charges
Feed: 7 shot tubular magazine Length of Burst: 8-9 sec
Range: 30 yds.
As the war in the Pacific intensified, so did the tactics. US
Marines assaulting island after island increasingly began
fighting a more dug-in Japanese enemy. Hence, new weapons The M-1 Flamethrower works off a simple yet effective
were introduced to enable the Marines to be more effective in method. Two attached tanks are worn strapped to the users
fighting in close quarters. The Winchester shotgun soon back like a backpack. One tank is filled with ignitable fuel
found itself in the lines next to the Marines trusty M-1 while the other tank is filled with compressed air. Both tanks
Garands. This weapon was just what the Marines needed: a are connected by hoses to a gun from which the fuel is dis-
dependable close quarters weapon capable of levelling persed by the compressed air. Attached to the tip of the gun is
groups of enemy soldiers. Use of the Winchester shotgun also an igniter that ignites the fuel into a fiery flame as the fuel
fit the fighting style of the tough Marines - no holds barred leaves the gun. The force of the compressed air is enough to
combat. The Winchester was immediately popular and dead- knock back the operator a few steps and produces a liquid
ly, no doubt increasing the legend of this American classic flame some thirty yards in length. Though highly dangerous
whose fame now spread from its heritage in the American to its user, the flamethrower is even more effective in elimi-
Old West to fighting Japanese in the Pacific. nating enemy soldiers and defenses. When used against pill-
Special Rules The shotgun can fire slug or shot ammuni- boxes, the flamethrower can easily ignite its occupants
tion. When firing slug ammunition it has a rate of fire of 1, through observation slits or can suffocate the enemy to death
uses the range of an SMG, and hits like an HMG. When using by literally burning up the oxygen present within the pillbox.
shot ammunition, lay out the shotgun template. Each band of Flamethrowers were decisive in rooting out the Japanese
the template is marked with a letter - roll for Effect for any from tunnels and caves in the last two years of the war.
figure under the template, using the column indicated by the Flamethrowers also formed a psychological weapon against
letter. the Japanese as the Japanese culturally feared fire.
Special Rules The M-1 Flamethrower operates per the
standard flamethrower rules found in Easy Eights Battle-
ground World War II (Man vs. Tank section).

12 islands of glory
the Weapons

M-1 Garand Rifle M-1 Carbine Rifle


Caliber: .30 Cal (7.62mm) Caliber: .30 Cal (7.62mm)
Cartridge: .30 M2 Cartridge: .30 M1
Length: 43.6 in (1.107m) Length: 35.6 in (904mm)
Weight: 9.5 lbs. (4.313 kg) Weight: 5.2 lbs. (2.36 kg)
Muzzle Velocity: 2,805 ft. (855m) per second Muzzle Velocity: 1,970 ft. (600m) per second
Effective Range: 650 yds. (600m) Effective Range: 110 yds. (100m)
Rate Of Fire: 30 rounds/min. Rate Of Fire: 30 rounds/min.
Magazine: 8 round clip Magazine: 15 or 30 round clip

The M-1 Garand Rifle is the standard infantrymans weapon The M-1 Carbine answered the U.S. Armys demand for a
in the U.S. Army in WWII. Best known as the Garand, this personal weapon for support and rear-echelon troops. Capa-
rifle is gas-operated, self-loading and able to fire rounds from ble of shooting a cartridge in size between that of a rifle and
an eight-round clip as fast as the trigger is pulled. A rugged that of a pistol, as well as being light in weight, the single-
rifle virtually impervious to dirt, mud and water, the Garand shot M-1 Carbine proved to be one of the handiest weapons
gave American GIs a dependable weapon and a edge in fire- of the war. Able to be stored almost anywhere and taken any-
power over the enemy in the field. Drawbacks did include the where, the M-1 Carbine soon became popular with front-line
Garands ability to only be able to be loaded with one eight troops because of its portability and small size. Though only
round clip at a time (the Garand could not load single bullets), effective at close ranges and shooting a smaller cartridge than
after which firing, launched the expended metal ammo clip the Garand, the M-1 Carbine was a favorite with GIs and
from the rifle with a loud pinging noise. This tended to American manufacturers alike. Ten different companies man-
inform a keen listening enemy when a GI needed to reload. ufactured the M-1 Carbine, including its creator, Winchester.
Also, its quick firing ability tended to cause infantry to shoot Approximately 6,330,000 of these carbines were manufac-
up ammo quickly, often times causing problems with resup- tured during World War II, including a fully automatic ver-
ply of ammunition. However, the rifle won the respect of sion (the M-2), making it the most common American per-
friend and foe alike in being the worlds first mass-produced sonal weapon of the war.
self-loading rifle. The Garand is generally regarded as the
best rifle of World War II; Gen. Patton called it the weapon
that won the war. A total of 4,028,395 Garands were pro-
duced during World War II alone, many of which would later
see combat in Korea.

islands of glory 13
the weapons

M-1 Thompson SMG M-3A1 Grease Gun SMG


Caliber: .45 Cal Caliber: .45 Cal
Cartridge: .45 ACP Cartridge: .45 ACP
Length: 32 in (813mm) Length: 29 in (757mm)
Weight: 10.5 lbs. (4.8 kg) Weight: 8 lbs. (3.63 kg)
Muzzle Velocity: 919 ft. (280m) per second Muzzle Velocity: 919 ft. (280m) per second
Effective Range: 650 yds. (600m) Effective Range: 200 yds. (188m)
Rate Of Fire: 700 rounds/min. (cyclic) Rate Of Fire: 450 rounds/min. (cyclic)
Magazine: 20 or 30 round clip Magazine: 20 or 30 round clip

The Thompson, or Tommy Gun, is the standard The M-3, or Grease Gun as it is more widely
Submachine Gun in the U.S. Army in WWII. The full-auto- known as, entered service in the U.S. Army in 1942 as a
matic M-1 Thompson is an improvement on the earlier ver- cheaper and more easily produced SMG than the Thompson.
sion made famous during the Gangster wars of the 1930s. A single-blow back weapon, the M-3A1 was easy to operate
Featuring good stopping power with its .45 slugs, the Thomp- but lacked long-range capability. Hence, many tanker and
son delivers in close combat. Though heavy to carry, the vehicle crews were issued the M-3 for for close combat pro-
Thompsons weight gives it a very controllable and slower tection though many front line troops also used the weapon.
rate of fire in comparison with contemporary SMGs. Howev- Looking like a grease gun (and hence the nickname), the
er, its ability to fire only at short ranges made it unpopular M3A1 has a distinguishing large ejector port that is flipped
with many GIs in the field. Durable and deadly, the Thomp- open when firing. Some 646,000 Grease Guns were produced
son added even more notoriety to its bloody reputation in during the war by General Motors and was generally consid-
being the common weapon of choice for Allied squad leaders, ered by the American troops who used it to be a reliable and
paratroopers and commandoes. effective firearm.

14 islands of glory
the Weapons

Colt M1911A1 Pistol BAR (Browning Automatic Rifle)


Caliber: .45 Cal Pre-Machine Gun
Cartridge: .45 ACP Caliber: .30 Cal
Length: 8.5 in (216mm) Cartridge: .30 in.
Weight: 2.5 lbs. (1.13 kg) Length: 48 in (1194mm)
Muzzle Velocity: 830 ft. (253m) per second Weight: 19.5 lbs. (8.85 kg)
Effective Range: 32 yds. (30m) Muzzle Velocity: 2822 ft. (860m) per second
Rate Of Fire: single shot Effective Range: 650 yds. (600m)
Magazine: 7 round clip Rate Of Fire: 550 rounds/min. (cyclic)
Magazine: 20 round box

The M1911A1, best known as the Colt .45, is the


handgun used by the American Army in World War II. The The BAR is the squad machine gun in each Ameri-
Colt .45 is a rugged and simple design, packing tremendous can infantry squad. It is a clip-fed weapon intended to give a
firepower for a handgun. The heavy and large .45 ACP car- squad mobile and extensive firepower. Though well con-
tridge was popular with the troops, giving its user the ability structed and reliable, the BAR was too heavy. It was best
to down an enemy with one shot. Despite its heavyweight, the fired from a prone position and was very inaccurate when
Colt .45 served the U.S. Armed Forces for 80 years and is fired from the shoulder or hip. The BAR also was clip-fed,
generally regarded as one of the best handguns ever made. making it very difficult to sustain firepower because of the
need to reload the weapon clip by clip. Despite these draw-
backs, the BAR performed well enough to cause the Japanese
to direct fire at American BAR gunners; no one wanted to be
near the BAR gunner!

islands of glory 15
the weapons

M1919A4 .30 Cal M9A1 2.36 in. Rocket Launcher (Bazooka)


Medium/Heavy Machine Gun Length: 54 in. (1373mm)
Caliber: .30 Cal Weight: 13.25 lbs. (6 kg), projectile 3.4 lbs. (1.5 kg)
Cartridge: .30 in. Effective Range: 400 yds. (123m)
Length: 41 in (1041mm) Rate of Fire: 5 rounds per min.
Weight: 31 lbs. (14.05 kg)
Muzzle Velocity: 2800 ft. (853m) per second The Bazooka is a shoulder-fired rocket launcher
Effective Range: 1100 yds. (1000m) designed to be used against armored vehicles and enemy
Rate Of Fire: 500 rounds/min. (cyclic) defensive positions. Specifically, rockets fired from the
Magazine: 250 round fabric belt Bazooka include the M6A1 HEAT hollow charge rocket and
the M10 White Phosphorus or Willie Peter rocket useful for
The M1919A4 replaced John Brownings earlier smoke screens. The Bazooka is lightweight, easy to use and
design, the M1917, used by American troops in World War I. packs a good punch; the M9A1 version even broke down into
The most significant difference between the two is the fact two parts for easier transporting. The Bazooka was popular
that the M1919A4 (Medium Machine Gun) is air-cooled with with the troops and gained its name from radio comedian Bob
a perforated casing around the guns barrel, while the earlier Burns noisy wind instrument he called a Bazooka.
version (Heavy Machine Gun) is water-cooled and uses a
large, water-filled cylinder around the gun barrel. Simple to
load and fire, the .30 Cal gave good support to American
troops at the platoon and company level. The .30 Cal is fired
from a portable tripod and is crewed by a gunner and a loader
(though a spotter might also be employed). This weapon is
also found mounted on tanks, vehicles and aircraft.

16 islands of glory
the Weapons
troops in house-to-house fighting and is uncommon to find on
most GIs. American troops fighting in urban areas will pos-
sess at least one of these grenades per man.
Special Rules The C ring counts as the E ring; friend-
ly troops in the E ring ignore any effects. All other grenade
rules apply.

M9A1 Anti-Tank Grenade

Length: 11.15 in.


Weight: 1.23 lbs..
Filling: 4 oz. TNT
Fusing: Impact

Grenades This rifle grenade is a essentially a hollow-shaped charge


fired from a Garand rifle via a rifle adapter. The grenade can
Mark IIAI Defensive Grenade
penetrate up to 60mm of armor, having a base fuze and a
rounded nose. Though common to the GI, this rifle grenade
Length: 4.5 in.
was not a favorite among the troops and was seldom used.
Weight: 1.3 lbs.
Success with the M9A1 meant that a GI had to get very close
Filling: .75 E.C. Blank Fire Power
to an enemy tank; also, the chances of hitting and knocking
Fusing: 4.5 second delay
out an enemy tank with this rifle grenade were too low for the
average Joe to risk. Interestingly, this grenade was the begin-
The MarkIIAI is a defensive grenade almost exactly like the
ning inspiration for the 2.36 in. rocket that would result in the
British Mills grenade. It is made with cast iron and is
Bazooka which itself proved to be very effective. Plans to fit
designed for heavy fragmenation over a wide area. Widely
a similar design to the .50 cal. LCMG proved to be impracti-
known as the Pineapple grenade, it served everywhere in
cal and were not followed up on, though in itself is a curious
World War II were GIs fought and was very reliable and
and bizarre idea.
deadly. The MarkIIAI could also be used as a rifle grenade
Special Rules The M9A1 has a Penetration of 15; all other
through the use of a projector adapter fitted to a rifle adapter
rules regarding use of rifle grenades are in effect (see Easy
on the Garand. The utilization of this grenade as a rifle
Eights Battleground World War II).
grenade gave the American soldier the ability for short range
firepower either too close for a mortar or too far for a hand-
thrown grenade. M15 Smoke Grenade
Special Rules The hand-thrown MarkIIAI is a specific type
of the standard grenade in Easy Eights Battleground World Length: 11.15 in.
War II. The rifle grenade version operates as explained in the Weight: 1.23 lbs..
Infantry section of Easy Eights Battleground World War II. Filling: 4 oz. TNT
Fusing: Impact
Mark IIIA2 Offensive Grenade
The M15 is a White Phosphorus grenade designed to send
smoke and burning phosphorus over a 25 yd. radius. This ver-
Length: 5.35 in.
sion is highly successful when used against enemy infantry.
Weight: 14 oz.
The M14 version is even more potent, able to melt steel. This
Filling: 6.25 oz. TNT
version was used against prepared enemy postions such as
Fusing: 4.5 second delay
pillboxes.
Special Rules The M15 is considered to be the base variant
This odd grenade consists simply of TNT encased in
of the American smoke grenade. All rules pertaining to smoke
cardboard to which a fly-off igniter is attached. The grenade
grenades apply with the addition of causing effects per a nor-
relies on blast power and not fragmentation to damage enemy
mal grenade (see Easy Eights Battleground World War II).
targets. Because of this the Mark IIIA2 is especially effective
Starts fires on a die roll of 7 or less in Woods or Wood Build-
against hard targets such as pillboxes and buildings; how-
ings. The M15 will also leave a smoke cloud the size of a
ever, it can equally be brutal against soft targets such as
small HE template.
people. This grenade is most known for its use by American

islands of glory 17
JAPANESES GUN STATISTICS Range Penetration HE
Name Type Gun Load Crew Set-Up Min Max AP APCR HEAT HE Size Notes:

18
Type 89 Heavy Grenade Launcher M 50 1/2 1 0 16 60 - - - - Gren This mortar fires standard hand grenades. Smoke.
Year-11 Type Infantry Gun M 70 1/2 3 1 24 UN - - - 11 Med Smoke
Type 97 Light Gun M 90 1 5 2 36 UN - - - 14 Med Smoke
Type 97 Medium Gun M 150 1 7 2 36 UN - - - 23 Lrg Smoke
Type 1 Machine-moved Gun ATG 47L 1/2 3 2 - - 18 - - 6 Sm The common Japanese Anti-Tank Gun.
Type 92 Infantry Gun G 70S 1/2 4 2 24 96 14 - - 12 Med Smoke
Year-38 Type Field Gun G 75S 1/2 4 2 36 UN 18 - - 13 Med Smoke
Type 90 Field Gun G 75 1/2 4 2 36 UN 23 - - 13 Med Sometimes used as an ATG. Smoke
the weapons

Type 91 Field Howitzer G 105 1 8 3 36 UN - - - 18 Lrg Smoke


Type 92 Cannon G 105L 1 8 3 36 UN - - - 18 Lrg Smoke
Year-38 Type Howitzer G 120S 2 8 3 36 UN - - - 21 Lrg Smoke

Type 93 High-Angle MG LCMG LCMG - 3 2 - - LCMG - - - - This is a twin mounting of 13.2mm MGs for air defense. Follows all MG rules.

islands of glory
Type 98 High-Angle cannon AC 20L AC - 4 2 - - 11 - - - - When used vs infantry roll To Hit as a HMG, Effect as a LCMG -2
Type 96 High-Angle cannon AC 25L AC - 4/6/8 2/3/4 - - 11 - - - - Available in single, double or triple mountings. 2 dice per gun, per action. anti-personel as above.

Year-10 Type 12cm gun G 120L - 8 250 - - 44 - - 21 Lrg Heavy AA and coastal defense gun.

Model 94 37mm AT-Gun ATG 37 1/2 3 1 - - 10 - - - -


Model 94 75mm Pack Gun G 75S - 4 3 36 UN 18 - - 13 Lrg

JAPANESE VEHICLE STATISTICS


Penetration HE
Name Wt. Size HF TF HS TS HR TR Speed Load TR Type Smoke HMG CMG AAMG Gun AP APCR HEAT HE Size
Type 97A CHI-HA S 5 7 4 5 2 3 7 1 S* T - LMG LMG - 57 16 - - 8 Sm
Type 97B CHI-HA S 5 7 4 4 2 2 7 1 S* T - LMG LMG - 47L 18 - - 6 Sm

Type 95 HA-GO S 2 3 2 3 2 2 8 1 S* T - - LMG - 37 14 - - 7 Sm


Type 89A CHI-RO S 2 3 2 3 2 2 5 1 S* T - - LMG LMG (r) 57S 14 - - 8 Sm

Type 89B CHI-RO S 3 3 2 3 2 2 6 1 S* T - - LMG LMG (r) 57S 14 - - 8 Sm


Type 1 CHI-HE S 11 13 4 5 2 2 8 1 S* T - - LMG LMG (r) 47L 18 - - 6 Sm

Type 1 HO-NI I S 5 7 4 4 2 2 7 1 - SP - - - - 75 23 - - 13 Med


Type 4 HO-RO S 5 5 4 4 2 2 7 2 - SP - - - - 150S - - - 28 Lrg

Type 92A combat car S 1 1 0 0 0 0 7 - S T - - - LCMG - - - - - -


Type 94 VS 3 4 1 1 0 0 7 - S T - - - LMG - - - - - -
Type 97B TE-KE VS 5 4 1 1 0 0 8 1 S# T - - - - 37 14 - - 7 Sm
DUKW
DUKW DUKW effects chart
The DUKW is an amphibious truck that is used by the Small Arms Effects: Small arms do not roll on the charts
Marines and US Army to move supplies from cargo ships to below. Roll to effect passengers/driver with any small arms
secured beaches. The DUKW could then transport those hits rolling as normal on the small arms Effects Chart.
supplies deep inland without transferring to another vehicle. Main guns and Machine guns: Main guns that shoot at
Amphibious: The DUKW is an amphibious vehicle. A trucks will effect the vehicle and the passengers as described
DUKW can move 10 an action on land and 5 in water. in the chart below. Machine guns may choose to effect the
Truck: DUKW are unarmored and all truck rules apply. truck or the passengers. When effecting the truck, all passen-
Cargo: DUKW can carry 20 passengers or several tons of ger effects on the below charts still apply. The charts below are
cargo. Since it is difficult to tow trailers or guns while float- specific to machine gun fire; main guns firing HE and HEAT
ing, DUKW are not generally used to tow. will have additional effect(s). HE and HEAT rounds use the
AAMG: Some DUKW carry a .50 cal LCMG in a high effects listed on the chart and automatically immobilize the
gun mount. There is no cover for the gunner. vehicle; lay out a blast template as well, rolling normal for all
Gun Ring The DUKW carries its AAMG in a seperate gun passengers in the blast radius. In addition roll a d20. On a roll
ring mounted to the front of the vehicle. This mounting
allows excellent arc of fire and the gunner may target of 8 or less, the vehicle suffers a fuel explosion - see Location
enemy outside 2 of the vehicle. Availability: 8 1 on the Front Chart. AP rounds will effect location for both
truck and passengers only.

Front
20 Vehicle Passenger
1. Fuel Tank / Explosion 1. All roll on A column
2. Immobilized / Crash Check 2. Morale Check
17 18 19 3. Immobilized / Smoke
4. Immobilized / Smoke
3. Morale Check
4. Morale Check
5. Immobilized / Smoke 5. Morale Check
6. Immobilized / Crash Check 6. Morale Check
12 13 14 15 16 7. No Effect 7. d3 HW
8. Immobilized / Smoke 8. Morale Check
9. Immobilized / Smoke 9. Morale Check
7 8 9 10 11 10. Immobilized / Smoke
11. No Effect
10. Morale Check
11. d3 HW
12. No Effect 12. 1 HW
13. Immobilized 13. 1 HW / Morale Check
3 4 5 14. Immobilized
15. Driver KIA / Crash Check / Immobilized
14. Morale Check
15. Morale Check
16. No Effect 16. 1 HW
17. No Effect 17. 1 HW
2 1 6 18. No Effect
19. Driver KIA / Crash Check
18. 1 HW
19. Morale Check
20. No Effect 20. AAMG gunner KIA

Front hit location Front hit location

Vehicle side Passenger


1. Immobilized 1. Morale Check
2. Immobilized / Crash Check 2. Morale Check
3. No Effect 3. No Effect
4. No Effect 4. No Effect
5. Fuel Tank / Explosion 5. All roll on A column
16 17 18 19 20 6. Immobilized 6. Morale Check
7. Immobilized / Crash Check 7. Morale Check
8. No Effect 8. No Effect
9. Immobilized / Smoke 9. Morale Check
9 10 11 12 13 14 15 10. Immobilized / Smoke 10. Morale Check
1 11. Driver KIA / Crash Check
12. No Effect
11. Morale Check

3 4 5 6 8 13. No Effect
12. d3 HW
13. d3 HW
14. No Effect 14. d3 HW
2 7 15. No Effect 15. d3 HW
16. Driver KIA / Crash Check 16. Morale Check
17. No Effect 17. 1 exposed passenger KIA
18. No Effect 18. 1 exposed passenger KIA
19. No Effect 19. 1 exposed passenger KIA
20. No Effect 20. 1 exposed passenger KIA

Side hit location


Side hit location

islands of glory 19
LVT
LVT LVT effects chart
The LVT is an unarmored tractor originally intended to Small Arms Effects: Small arms do not roll on the charts
ferry supplies to shore. They were pressed into service to below. Roll to effect passengers/driver with any small arms
transport assault troops. Some were upgraded in the field hits rolling as normal on the small arms Effects Chart.
with add-on armor. These upgraded models follow all rules Main guns and Machine guns: Main guns that shoot at
for the LVT(A)-2. This sheet is only used for all unarmored trucks will effect the vehicle and the passengers as described
variants. in the chart below. Machine guns may choose to effect the
Amphibious: The LVT is an amphibious vehicle. LVTs truck or the passengers. When effecting the truck, all passen-
move 8 an action on land and 4 in water. All movement ger effects on the below charts still apply. The charts below are
and terrain rules listed on the LVT(A)-2 sheet apply. specific to machine gun fire; main guns firing HE and HEAT
Cargo: LVTs can carry 20 passengers or several tons of will have additional effect(s). HE and HEAT rounds use the
cargo. effects listed on the chart and automatically immobilize the
AAMG: Some LVTs carried an AAMG. All rules for the vehicle; lay out a blast template as well, rolling normal for all
LVT(A)-2 apply, but availabilities are halved. passengers in the blast radius. In addition roll a d20. On a roll
of 8 or less, the vehicle suffers a fuel explosion - see Location
1 on the Front Chart. AP rounds will effect location for both
truck and passengers only.

Front
20 Vehicle Passenger
1. Fuel Tank / Explosion 1. All roll on A column
2. Immobilized 2. Morale Check
17 18 19 3. Immobilized / Smoke
4. Immobilized / Smoke
3. Morale Check
4. Morale Check
5. Immobilized / Smoke 5. Morale Check
12 13 14 15 16 6. Immobilized 6. Morale Check
7. Immobilized 7. Morale Check
8. Immobilized / Smoke 8. Morale Check
9. Immobilized / Smoke 9. Morale Check
7 8 9 10 11 10. Immobilized / Smoke
11. Immobilized
10. Morale Check
11. Morale Check
12. No Effect 12. 1 HW
13. Immobilized 13. d3 HW / Morale Check
3 4 5 14. Immobilized
15. Driver KIA / Crash Check / Immobilized
14. Morale Check
15. d3 HW / Morale Check
16. No Effect 16. 1 HW
2 6 17. Radio Op KIA 17. 1 HW
1 18. No Effect
19. Driver KIA / Crash Check
18. 1 HW
19. Morale Check
20. No Effect 20. 1 HW

Front hit location Front hit location

Vehicle side Passenger


1. Immobilized / Smoke 1. Morale Check
2. Immobilized 2. Morale Check
3. Immobilized 3. Morale Check
4. Immobilized 4. Morale Check
16 17 18 19 20
5. Immobilized 5. Morale Check
6. Immobilized 6. Morale Check
7. Immobilized 7. Morale Check
8. Immobilized 8. No Effect
9 10 11 12 13 14 15 9. Immobilized 9. Morale Check
10. Immobilized / Smoke 10. Morale Check
11. Driver KIA / Crash Check 11. Morale Check
1 8 12. No Effect 12. d3 HW

2 3 4 5 6 7 13. No Effect
14. No Effect
13. d3 HW
14. d3 HW
15. No Effect 15. d3 HW
16. Driver KIA / Crash Check 16. Morale Check
17. No Effect 17. 1 exposed passenger KIA
18. No Effect 18. 1 exposed passenger KIA
19. No Effect 19. 1 exposed passenger KIA
20. No Effect 20. 1 exposed passenger KIA

Side hit location


Side hit location

20 islands of glory
Type 97 chi-Ha Medium tank

20 Front
No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
2. Immobilized / MC 2. Immobilized / MC
17 18 19 3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
12 13 14 15 16 6. Immobilized / MC
7. No Effect
6. Immobilized / MC
7. Normal Damage
8. No Effect 8. Normal Damage
9. No Effect 9. Normal Damage
10. No Effect 10. Normal Damage
7 8 9 10 11 11. No Effect 11. Normal Damage
12. No Effect 12. Normal Damage
13. Driver / Rivets 13. Driver KIA / MC
2 3 4 5 6
14. No Effect
15. Radio Op / Rivets
14. Normal Damage
15. Radio Op KIA / MC
16. No Effect 16. Normal Damage
17. No Effect 17. Normal Damage
1 18. Main Gun Destroyed / MC
19. No Effect
18. Main Gun Destroyed / MC
19. Normal Damage
20. Commander / Rivets 20. Commander KIA / MC

Front hit location Front hit location


Specifications Special Rules
The Type 97 Chi-Ha was the standard Japanese medium
tank for the war. It saw service on all fronts. The Chi Ha Commander / Loader: The Type 97 Chi-Ha turret is only
a two man turret. In the Type 97 Chi-Ha turret, the com-
was later improved on by the better armed Shi-Ki. mander serves as the loader, not the gunner. The comman-
der may not be exposed on an action where he loads, but
Introduced: 1937 Crew: 4 may be exposed to direct actions of fire.
Weight: 16 tons
Length: 18 Rear Machine Gun: The Type 97 Chi-Ha mounts a PMG
Width: 7 6 in the rear of the turret. This weapon follows all normal
Height: 7 6 rules and restrictions for a hull machine gun. In addition the
Ground Clearance: 1 4 rear MG can be used to attack any standing figure who is in
Track Width: 2 11
base contact with the engine deck. The commander oper-
ates the rear MG.
Main Armament: 47mm Type 1
Ammunition: 105 47mm rounds, 3000 MG rounds Rivets: Some Japanese tanks used riveted construction
Speed: 24mph instead of welding. Non-Penetrating rounds can cause the
Range: 131 miles rivets to fail and fly around the tanks interior like bullets.
Trench Crossing: 8 2 Any non-penetrating hit to a location indicating Rivets will
Fording Depth: 3 3 force the crew member in that location to make a roll on the
D column of the Effects Chart. MCs and Sup will be count-
ed as -1 action for that crew member.
Vehicle MGs: Japanese tanks carry the 7.7mm Type 97
Commander Driver machine gun for protection against infantry. This weapon
was fed by a 20 or 30 round box magazine. The Type 97 has
a Rate of Fire of 3. Because it is reasonably well made and
mounted in the protective environment of the tank, the Type
97 has a Jam rating of 20.

Type 97 Shi-Ki: The Shi-Ki version of the Type 97 has the


hull MG replaced with a 57mm AT gun. The 57 is operated
by the hull gunner. It takes the hull gunner two actions to load
and one action to fire the 57mm. The 57mm has a left/right
traverse of 10. The commander can direct the 57mm or the
Gunner Hull Gunner 47mm, but never both in the same action.
Model 97 57mm Gun: 57 Pen: 17 HE:10 HE Size: Sm

VEHICLE STATISTICS
Penetration HE
Wt. Size HF TF HS/R TS/R HT TT Speed Load TR Type Smoke HMG CMG AAMG Gun AP APCR HEAT HE Size
Type 97 Chi Ha 10 S 5 7 4 4 2 3 7 1 S# T - LMG - - 47L 18 - - 6 Sm

islands of glory
Type 97 chi-Ha Medium tank

No Penetration side Penetration


1. Immobilized/ MC 1. Immobilized / MC
20 2. No Effect 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
19 18 17 16 5. No Effect 5. Immobilized / MC
6. No Effect 6. Immobilized / MC
7. No Effect 7. Immobilized / MC
15 14 13 12 11 10 9 8. Immobilized/ MC
9L. Driver / Rivets
8. Immobilized / MC
9L. Driver KIA / MC
9R. Radio Op / Rivets 9R. Radio Op KIA / MC
10. No Effect 10. Normal Damage
1
8 7 6 5 4 3 2 11. No Effect
12. No Effect
11. Normal Damage
12. Normal Damage
13. No Effect 13. Normal Damage
14. No Effect 14. Immobilized Smoke / MC
15. Engine Hit - Tank Half speed Smoke 15. Immobilized Smoke / MC
16. Main Gun Hit/ MC 16. Main Gun Hit / MC
17. No Effect 17. Normal Damage
18. No Effect 18. Normal Damage
19. No Effect 19. Normal Damage
20. Commander / Rivets 20. Commander KIA / MC

Side hit location


Side hit location

20 Rear
No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
17 18 19 2. Immobilized / MC
3. No Effect
2. Immobilized / MC
3. Immobilized /MC /Smoke
4. No Effect 4. Immobilized /MC /Smoke
5. No Effect 5. Immobilized /MC /Smoke
12 13 14 15 16 6. Immobilized / MC
7. No Effect
6. Immobilized / MC
7. Normal Damage
8. No Effect 8. Immobilized /MC /Smoke
9. No Effect 9. Immobilized /MC /Smoke
7 8 9 10 11 10.No Effect 10. Immobilized /MC /Smoke
11. No Effect 11. Normal Damage
12. Exhaust Hit Smoke 12. Normal Damage
13. No Effect 13. Immobilized /MC /Smoke
3 4 5 14. No Effect 14. Immobilized /MC /Smoke
15. No Effect 15. Immobilized /MC /Smoke
2 6 16. Exhaust Hit Smoke 16. Normal Damage
17. Rear MG Destroyed 17. Normal Damage
1 18. No Effect
19. No Effect
18. Normal Damage
19. Normal Damage
20. Commander / Rivets 20. Commander KIA / MC

Rear hit location Rear hit location

R top
No Penetration Penetration
5 4 3 2 1. Main Gun Destroyed / MC
2. Immobilized / MC
1. Main Gun Destroyed / MC
2. Immobilized / MC
3. No Effect 3. Immobilized / MC
7 4. No Effect
5. Smoke
4. Immobilized / MC
5. Immobilized / MC
9 10 20 6 6. No Effect 6. Immobilized / MC
1 7. Driver / Rivets 7. Driver KIA / MC
8 8. Rear MG destroyed 8. Immobilized / MC
9. Half Move 9. Immobilized / Smoke / MC
10. Half Move 10. Immobilized / Smoke / MC
14 15 12 11. No Effect
11 12. Radio Op / Rivets
11. Immobilized / MC
12. Radio Op KIA / MC
13. No Effect 13. Immobilized / MC
14. Half Move / Smoke
19 13 15. Half Move / Smoke
14. Immobilized Smoke / MC
18 17 16 16. Immobilized / MC
15. Immobilized Smoke / MC
16. Immobilized / MC
17. No Effect 17. Immobilized / MC
18. No Effect 18. Immobilized / MC
19. Smoke 19. Immobilized / MC
L 20. Commander / Rivets 20. Commander KIA / MC

top hit location


top hit location

islands of glory
Type 95 Kyugo light tank

20 Front
No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
17 18 19 2. Immobilized / MC 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
12 13 14 15 16 6. Immobilized / MC
7. No Effect
6. Immobilized / MC
7. Normal Damage
8. No Effect 8. Normal Damage
9. No Effect 9. Normal Damage
10. No Effect 10. Normal Damage
7 8 9 10 11 11. No Effect 11. Normal Damage
12. No Effect 12. Normal Damage
13. Driver / Rivets 13. Driver KIA / MC
14. Radio Op / Rivets 14. Radio Op KIA / MC
3 4 5 15. No Effect 15. Normal Damage
2 6 16. No Effect 16. Normal Damage
17. No Effect 17. Normal Damage
18. Main Gun Destroyed / MC 18. Main Gun Destroyed / MC
1 19. No Effect
20. Commander / Rivets
19. Normal Damage
20. Commander KIA / MC

Front hit location Front hit location


Specifications Special Rules

The Type 95 Kyugo Light Tank was the main Japanese One Man Turret: The Kyugo has only a one man turret.
The commander had to load and fire the main gun by himself.
light tank of the war. The Kyugo was very popular It takes two actions for the commander to load the gun and
because of its mechanical reliability. then an action to fire. The commander may not be exposed
when loading or firing and suffers the Buttoned-Up and No
Introduced: 1933 Crew: 3 Commander penalties on all main gun fire.
Weight: 7.5 tons
Length: 14 4 Rivets: Some Japanese tanks used riveted construction
Width: 6 9 instead of welding. Non-Penetrating rounds can cause the
rivets to fail and fly around the tanks interior like bullets.
Height: 7 3
Any non-penetrating hit to a location indicating Rivets will
Ground Clearance: unavailable force the crew member in that location to make a roll on the
Track Width: unavailable D column of the Effects Chart. MCs and Sup will be counted
Main Armament: 37mm Type 94 as -1 action for that crew member.
Ammunition: 130 37mm rounds, 3000 MG rounds
Speed: 28mph Vehicle MGs: Japanese tanks carry the 7.7mm Type 97
Range: 110 miles machine gun for protection against infantry. This weapon
Trench Crossing: 7 was fed by a 20 or 30 round box magazine. The Type 97 has
Fording Depth: 2 a Rate of Fire of 3. Because it is reasonably well made and
mounted in the protective environment of the tank, the Type
97 has a Jam rating of 20.
Hull Gunner
Rear/Side Machine gun: The Kyugo has a rear machine
gun mounted in the right rear of the turret. This PMG follows
all rules and restrictions for a coax machine gun, and has an
arc of fire of 45. If the main gun is thought of as 12 oclock,
the Rear/Side MG is in the 4 oclock position. The Rear/Side
MG is operated by the already overworked commander.

Commander Driver

VEHICLE STATISTICS
Penetration HE
Wt. Size HF TF HS/R TS/R HT TT Speed Load TR Type Smoke HMG CMG AAMG Gun AP APCR HEAT HE Size
Type 95 Kyugo S 2 3 2 3 2 2 8 1 S# T - LMG - - 37 14 - - 6 Sm

islands of glory
Type 95 Kyugo light tank

20 No Penetration side Penetration


1. Immobilized/ MC 1. Immobilized / MC
2. No Effect 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
19 18 17 16 4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
6. No Effect 6. Immobilized / MC
7. No Effect 7. Immobilized / MC
14 13 12 11 10 9 8. Immobilized/ MC
15 9R. Driver / Rivets
8. Immobilized / MC
9R. Driver KIA / MC
9L. Radio Op / Rivets 9L. Radio Op KIA / MC
10. No Effect 10. Normal Damage

3 2 1 11. No Effect 11. Normal Damage


8 7 6 5 4 12. No Effect
13. No Effect
12. Normal Damage
13. Normal Damage
14. No Effect 14. Immobilized Smoke / MC
15. Engine Hit - Tank Half speed Smoke 15. Immobilized Smoke / MC
16. Main Gun Hit/ MC 16. Main Gun Hit / MC
17. No Effect 17. Normal Damage
18. No Effect 18. Normal Damage
19. No Effect 19. Normal Damage
20. Commander / Rivets 20. Commander KIA / MC

Side hit location


Side hit location

20 Rear
No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
17 18 19 2. Immobilized / MC 2. Immobilized / MC
3. No Effect 3. Immobilized /MC /Smoke
4. No Effect 4. Immobilized /MC /Smoke
5. No Effect 5. Immobilized /MC /Smoke
12 13 14 15 16 6. Immobilized / MC
7. No Effect
6. Immobilized / MC
7. Normal Damage
8. No Effect 8. Immobilized /MC /Smoke
9. Exhaust Hit Smoke 9. Immobilized /MC /Smoke
7 8 9 10 11 10.No Effect 10. Immobilized /MC /Smoke
11. No Effect 11. Normal Damage
12. No Effect 12. Normal Damage
13. No Effect 13. Immobilized /MC /Smoke
3 4 5 14. No Effect 14. Immobilized /MC /Smoke
2 6 15. No Effect
16. Smoke
15. Immobilized /MC /Smoke
16. Normal Damage
17. No Effect 17. Normal Damage
1 18. No Effect
19. Rear MG Destroyed
18. Normal Damage
19. Normal Damage
20. Commander / Rivets 20. Commander KIA / MC

Rear hit location Rear hit location

R top
No Penetration Penetration
5 4 8 3 2 1. Main Gun Destroyed / MC
2. Immobilized / MC
1. Main Gun Destroyed / MC
2. Immobilized / MC
3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
9 10 12 6 6. No Effect 6. Immobilized / MC
20 1
7. Driver / Rivets
8. No Effect
7. Driver KIA / MC
8. Immobilized / MC
9. Half Move Smoke 9. Immobilized / Smoke / MC
10. Half Move / Smoke 10. Immobilized / Smoke / MC
14 15 7 11 11. No Effect 11. Immobilized / MC
12. Radio Op / Rivets 12. Radio Op KIA / MC
13. No Effect 13. Immobilized / MC
14. Half Move / Smoke
13 15. Half Move / Smoke
14. Immobilized Smoke / MC
19 18 17 16 16. Immobilized / MC
15. Immobilized Smoke / MC
16. Immobilized / MC
17. No Effect 17. Immobilized / MC
18. No Effect 18. Immobilized / MC
19. Smoke 19. Immobilized / MC
L 20. Commander / Rivets 20. Commander KIA / MC

top hit location


top hit location

islands of glory
Type 97 te-ke tankette
20 Front
No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
17 18 19 2. Immobilized / MC 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
12 13 14 15 16 6. Immobilized / MC
7. No Effect
6. Immobilized / MC
7. Normal Damage
8. No Effect 8. Normal Damage
9. No Effect 9. Normal Damage
10. No Effect 10. Normal Damage
7 8 9 10 11 11. No Effect 11. Normal Damage
12. No Effect 12. Normal Damage
13. No Effect 13. Normal Damage
14. No Effect 14. Normal Damage
3 4 5 15. Driver / Rivets 15. Driver KIA / MC
2 6 16. No Effect 16. Normal Damage
17. No Effect 17. Normal Damage
18. Main Gun Destroyed / MC 18. Main Gun Destroyed / MC
1 19. No Effect
20. Commander / Rivets
19. Normal Damage
20. Commander KIA / MC

Front hit location Front hit location

Specifications Special Rules


The Type 97 Te-Ke tankette was the latest development
of Japanese tankettes and carried a 37mm gun. The Type One Man Turret: The Te-Ke has only a one man turret.
The commander had to load and fire the main gun by himself.
97 Te-Ke saw service vs the Chinese and in the island It takes two actions for the commander to load the gun and
campaigns. then an action to fire. The commander may not be exposed
when loading or firing and suffers the Buttoned-Up and No
Introduced: 1937 Crew: 2 Commander penalties on all main gun fire.
Weight: 5 tons
Length: 11 6 Rivets: Some Japanese tanks used riveted construction
Width: 6 3 instead of welding. Non-Penetrating rounds can cause the
rivets to fail and fly around the tanks interior like bullets.
Height: 7
Any non-penetrating hit to a location indicating Rivets will
Ground Clearance: unavailable force the crew member in that location to make a roll on the
Track Width: unavailable D column of the Effects Chart. MCs and Sup will be counted
Main Armament: 37mm Type 94 as -1 action for that crew member.
Ammunition: 102 37mm rounds
Speed: 25mph Small Arm Defense: The Te-Ke does not carry a 7.7mm
Range: 150 miles PMG for anti-infantry defense. The commander and driver
Trench Crossing: 5 3 may expose themselves and use pistols and grenades if they
Fording Depth: unavailable wish. Each Te-Ke crew member carries a pistol and there
are d6 grenades available to the crew. All rules for Man vs.
Tank and Tank vs. Man apply.
Type 94 Tankette: The Type 94 tankette is similar to the
Type 97, but the main gun is replaced with a 7.7mm PMG.
The commander may fire the gun while exposed and there is
no penalty for one man turret.

Vehicle MGs: Japanese tanks carry the 7.7mm Type 97 for


Commander protection against infantry. This weapon was fed by a 20 or
30 round box magazine. The Type 97 has a Rate of Fire of 3.
Because it is reasonably well made and mounted in the pro-
tective enviroment of the tank, the Type 97 has a Jam rating
of 20.
Driver

VEHICLE STATISTICS
Penetration HE
Wt. Size HF TF HS/R TS/R HT TT Speed Load TR Type Smoke HMG CMG AAMG Gun AP APCR HEAT HE Size
Type 97 Te Ke tankette VS 5 4 1 1 0 0 8 1 S# T - - - - 37 14 - - 6 Sm

islands of glory
Type 97 te-ke tankette

No Penetration side Penetration


20 1. Immobilized/ MC 1. Immobilized / MC
2. No Effect 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
19 18 17 16 4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
6. No Effect 6. Immobilized / MC
7. No Effect 7. Immobilized / MC
15 14 13 12 11 10 9 8. Immobilized/ MC 8. Immobilized / MC
9L. Driver / Rivets 9L. Driver KIA / MC
9R. No Effect 9R. Normal Damage
10. No Effect 10. Normal Damage

5 4 3 2 1 11. No Effect
12. No Effect
11. Normal Damage
7 6 13. No Effect
12. Normal Damage
13. Normal Damage
8 14. No Effect 14. Immobilized Smoke / MC
15. Engine Hit - Tank Half speed Smoke 15. Immobilized Smoke / MC
16. Main Gun Hit/ MC 16. Main Gun Hit / MC
17. No Effect 17. Normal Damage
18. No Effect 18. Normal Damage
19. No Effect 19. Normal Damage
20. Commander / Rivets 20. Commander KIA / MC

Side hit location


Side hit location

20 Rear
No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
17 18 19 2. Immobilized / MC
3. No Effect
2. Immobilized / MC
3. Immobilized /MC /Smoke
4. No Effect 4. Immobilized /MC /Smoke
5. No Effect 5. Immobilized /MC /Smoke
12 13 14 15 16 6. Immobilized / MC
7. No Effect
6. Immobilized / MC
7. Normal Damage
8. No Effect 8. Immobilized /MC /Smoke
9. No Effect 9. Immobilized /MC /Smoke
8 9 10 10. No Effect 10. Immobilized /MC /Smoke
7 11 11. No Effect
12. No Effect
11. Normal Damage
12. Normal Damage
13. No Effect 13. Immobilized /MC /Smoke
3 4 5 14. No Effect 14. Immobilized /MC /Smoke
15. No Effect 15. Immobilized /MC /Smoke
16. Exhaust Hit Smoke 16. Normal Damage
2 6 17. No Effect 17. Normal Damage
18. No Effect 18. Normal Damage
19. No Effect 19. Normal Damage
1 20. Commander / Rivets 20. Commander KIA / MC

Rear hit location Rear hit location

R top
No Penetration Penetration
5 4 8 3 2 1. Main Gun Destroyed / MC
2. Immobilized / MC
1. Main Gun Destroyed / MC
2. Immobilized / MC
3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
9 10 12 6 6. No Effect 6. Immobilized / MC
7. No Effect 7. Normal Damage
8. No Effect 8. Immobilized / MC
20 1 9. Half Move Smoke
10. Half Move / Smoke
9. Immobilized / Smoke / MC
10. Immobilized / Smoke / MC
14 15 7 11 11. No Effect 11. Immobilized / MC
12. Driver / Rivets 12. Driver KIA / MC
13. No Effect 13. Immobilized / MC
14. Half Move / Smoke
13 15. Half Move / Smoke
14. Immobilized Smoke / MC
19 18 17 16 16. Immobilized / MC
15. Immobilized Smoke / MC
16. Immobilized / MC
17. No Effect 17. Immobilized / MC
18. No Effect 18. Immobilized / MC
19. Smoke 19. Immobilized / MC
L 20. Commander / Rivets 20. Commander KIA / MC

top hit location


top hit location

islands of glory
Type 92 tankette

Front
20 No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
2. Immobilized / MC 2. Immobilized / MC
17 18 19 3. No Effect
4. No Effect
3. Immobilized / MC
4. Immobilized / MC
5. No Effect 5. Immobilized / MC
6. Immobilized / MC 6. Immobilized / MC
7. No Effect 7. Normal Damage
12 13 14 15 16 8. No Effect 8. Normal Damage
9. No Effect 9. Normal Damage
10. No Effect 10. Normal Damage
11. No Effect 11. Normal Damage

7 8 9 10 11 12. No Effect
13. Driver / Rivets
12. Normal Damage
13. Driver KIA / MC
14. No Effect 14. Normal Damage
15. Radio Op / Rivets 15. Radio Op KIA / MC
3 4 5 16. No Effect 16. Normal Damage
2 6 17. No Effect
18. Main Gun Destroyed / MC
17. Normal Damage
18. Main Gun Destroyed / MC
19. No Effect 19. Normal Damage
20. Commander / Rivets 20. Commander KIA / MC
1
Front hit location Front hit location
Specifications Special Rules
The Type 92 tankette was the earliest development of
Japanese tankettes and carried a 7.7mm machine gun. The One Man Turret: The Type 92 has only a one man turret.
Because the Main Gun is a Machine Gun there is no penalty
Type 92 tankette saw service vs the Chinese and in the for the one man turret. The commander may not be exposed
island campaigns. when firing.

Introduced: 1932 Crew: 3 Rivets: Some Japanese tanks used riveted construction
Weight: 4 tons instead of welding. Non-Penetrating rounds can cause the
Length: 11 6 rivets to fail and fly around the tanks interior like bullets.
Width: 6 3 Any non-penetrating hit to a location indicating Rivets will
force the crew member in that location to make a roll on the
Height: 7
D column of the Effects Chart. MCs and Sup will be counted
Ground Clearance: unavailable as -1 action for that crew member.
Track Width: unavailable
Main Armament: 7.7mm Type 97 Vehicle MGs: Japanese tanks carry the 7.7mm Type 97
Ammunition: 3000 7.7mm rounds machine gun for protection against infantry. This weapon
Speed: 25mph was fed by a 20 or 30 round box magazine. The Type 97 has
Range: 150 miles a Rate of Fire of 3. Because it is reasonably well made and
Trench Crossing: 5 3 mounted in the protective environment of the tank, the Type
Fording Depth: unavailable 97 has a Jam rating of 20.

Hull MG: The early editions of the Type 92 used a specially


Hull Gunner modified Model 93 LCMG. This weapon is a full LCMG
with an ROF of 3. The Hull MG is mounted to allow it to fire
against aircraft, so there is no restriction to the weapons ele-
vation. The Model 93 was not widely available. Any Type 92
tankette that does not mount a Model 93 will carry the Type
97 7.7mm PMG instead. Availability: 9
Commander

Driver

VEHICLE STATISTICS
Penetration HE
Wt. Size HF TF HS/R TS/R HT TT Speed Load TR Type Smoke HMG CMG AAMG Gun AP APCR HEAT HE Size
Type 92 tankette VS 5 4 1 1 0 0 8 1 S# T - LCMG - - LMG - - - - -

islands of glory
Type 92 tankette

20 No Penetration side Penetration


1. Immobilized/ MC 1. Immobilized / MC
2. No Effect 2. Immobilized / MC
19 18 17 16 3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
14 13 12 11 10 9 6. No Effect 6. Immobilized / MC
7. No Effect 7. Immobilized / MC
15 8. Immobilized/ MC 8. Immobilized / MC
9R. Driver / Rivets 9R. Driver KIA / MC
1 9L. Radio Op / Rivets
10. No Effect
9L. Radio Op KIA / MC
10. Normal Damage
11. No Effect
8 7 6 5 4 3 2 12. No Effect
11. Normal Damage
12. Normal Damage
13. No Effect 13. Normal Damage
14. No Effect 14. Immobilized Smoke / MC
15. Engine Hit - Tank Half speed Smoke 15. Immobilized Smoke / MC
16. Main Gun Hit/ MC 16. Main Gun Hit / MC
17. No Effect 17. Normal Damage
18. No Effect 18. Normal Damage
19. No Effect 19. Normal Damage
20. Commander / Rivets 20. Commander KIA / MC

Side hit location


Side hit location

20 Rear
No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
17 18 19 2. Immobilized / MC 2. Immobilized / MC
3. No Effect 3. Immobilized /MC /Smoke
4. No Effect 4. Immobilized /MC /Smoke
5. No Effect 5. Immobilized /MC /Smoke
12 13 14 15 16 6. Immobilized / MC 6. Immobilized / MC
7. No Effect 7. Normal Damage
8. No Effect 8. Immobilized /MC /Smoke
9. Exhaust Hit Smoke 9. Immobilized /MC /Smoke
8 9 10 10.No Effect 10. Immobilized /MC /Smoke
7 11 11. No Effect 11. Normal Damage
12. No Effect 12. Normal Damage
13. No Effect 13. Immobilized /MC /Smoke
3 4 5 14. No Effect 14. Immobilized /MC /Smoke
15. No Effect 15. Immobilized /MC /Smoke
2 6 16. Smoke 16. Normal Damage
17. No Effect 17. Normal Damage
18. No Effect 18. Normal Damage
1 19. No Effect
20. Commander / Rivets
19. Normal Damage
20. Commander KIA / MC

Rear hit location Rear hit location

R top
No Penetration Penetration
5 4 8 3 2 1. Main Gun Destroyed / MC
2. Immobilized / MC
1. Main Gun Destroyed / MC
2. Immobilized / MC
3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
9 10 12 6 6. No Effect 6. Immobilized / MC
7. Driver / Rivets 7. Driver KIA / MC
8. No Effect 8. Immobilized / MC
9. Half Move Smoke 9. Immobilized / Smoke / MC
20 1 10. Half Move / Smoke 10. Immobilized / Smoke / MC
14 15 7 11 11. No Effect 11. Immobilized / MC
12. Radio Op / Rivets 12. Radio Op KIA / MC
13. No Effect 13. Immobilized / MC
14. Half Move / Smoke
13 15. Half Move / Smoke
14. Immobilized Smoke / MC
19 18 17 16 16. Immobilized / MC
15. Immobilized Smoke / MC
16. Immobilized / MC
17. No Effect 17. Immobilized / MC
18. No Effect 18. Immobilized / MC
19. Smoke 19. Immobilized / MC
L 20. Commander / Rivets 20. Commander KIA / MC

top hit location


top hit location

islands of glory
Type 2 ka-Mi amphibious tank
Front
No Penetration Penetration
20 1. Automatic Penetration 1. Normal Damage
2. Immobilized / MC 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
17 18 19 4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
6. Immobilized / MC 6. Immobilized / MC
7. No Effect 7. Normal Damage
12 13 14 15 16 8. No Effect
9. No Effect
8. Normal Damage
9. Normal Damage
10. No Effect 10. Normal Damage
11. No Effect 11. Normal Damage
12. No Effect 12. Normal Damage
7 8 9 10 11 13. Driver / Rivets 13. Driver KIA / MC
14. Pontoon Destroyed 14. Normal Damage
15. Radio Op / Rivets 15. Radio Op / Rivets
16. No Effect 16. Normal Damage
3 4 5 17. Gunner / Rivets 17. Gunner / Rivets
18. Main Gun Destroyed / MC 18. Main Gun Destroyed / MC
2 6 19. No Effect 19. Normal Damage
20. Commander / Rivets 20. Commander KIA / MC
1
Front hit location Front hit location

Specifications Special Rules


The Type 2 Ka-Mi was an innovative and successful Amphibious Vehicle: The Type 2 Ka-Mi is designed to move
on land like a tracked vehicle or in water like a boat. A Type 2
design for Japanese armor. It was reliable, well armed and
Ka-Mi may move from one type of terrain to the other with no
very popular with its users. penalty. Two seperate movements are listed, one for land and one
for water.
Introduced: 1942 Crew: 5 Power Transfer The Type 2 Ka-Mi carries a mechanic on board
Weight: 11.5 tons who transfers power from the water drive to the land drive. The
Length: 14 4 Type 2 Ka-Mi must spend one action after moving from water to
Width: 6 9 land (or the reverse) stationary to allow the mechanic to transfer
Height: 7 3 full power. The Type 2 Ka-Mi cannot move in water until trans-
Ground Clearance: 1 2 fer is made and may only move half speed on land until transfer is
made.
Track Width: unavailable
Commander Driver The commander drives the Type 2 Ka-Mi
Main Armament: 37mm Type 94 when it is moving in water. The commander cannot load or direct
Ammunition: 130 37mm rounds, 3000 MG rounds fire and move in water on the same action.
Speed: 23mph (land), 6mph (water) Pontoons The Type 2 Ka-Mi used folding metal pontoons to
Range: 110 miles the front and rear to allow flotation. The pontoons block the line of
Trench Crossing: 7 sight for the driver and hull gunner. It takes 40 man actions to
Fording Depth: unlimited assemble or remove the pontoons. The pontoons provide no armor
protection.
Quick Release The commander can release the pontoons by
spending one action to pull the release. It takes 5 man actions to
Commander Hull Gunner clear the pontoons out of the way. The tank may move as normal
without the pontoons being moved, but the pontoons will be
destroyed if it does so.
Commander / Loader: The Type 2 Ka-Mi turret is only a two
man turret. In the Ka-Mi turret the commander serves as the
loader, not the gunner. The commander may not be exposed on an
Mechanic action where he loads, but may be exposed to direct actions of fire.
Vehicle MGs: Japanese tanks carry the 7.7mm Type 97 machine
gun for protection against infantry. This weapon was fed by a 20 or
30 round box magazine. The Type 97 has a Rate of Fire of 3.
Because it is reasonably well made and mounted in the protective
environment of the tank, the Type 97 has a Jam rating of 20.
Skirts: The pontoons count as schurzen against any HEAT round.
Gunner Driver Side Locations: Use the side location for the Type 95 Kyugo for
any side hit if the Pontoons are not attached.

VEHICLE STATISTICS
Penetration HE
Wt. Size HF TF HS/R TS/R HT TT Speed Load TR Type Smoke HMG CMG AAMG Gun AP APCR HEAT HE Size
Type 2 Ka Mi S 4 4 1 2 1 1 8/4 1 S# T - LMG LMG - 37L 16 - - 6 Sm

islands of glory
Type 2 ka-Mi amphibious tank

No Penetration side Penetration


1. Immobilized/ MC 1. Immobilized / MC
2. No Effect 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
20 4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
17 18 19 6. No Effect 6. Immobilized / MC
7. No Effect 7. Immobilized / MC
8. Immobilized/ MC 8. Immobilized / MC
11 12 13 14 15 16 9. Pontoon Destroyed 9. No Effect
9 10 10. Pontoon Destroyed 10. No Effect
11R. Driver / Rivets 11R. Driver KIA / MC
1 11L. Radio Op / Rivets 11L. Radio Op KIA / MC
2 3 4 5 12. No Effect 12. Normal Damage
6 7 8 13. No Effect 13. Normal Damage
14. Engine Hit - Tank Half speed Smoke 14. Immobilized Smoke / MC
15. Pontoon Destroyed 15. No Effect
16. Pontoon Destroyed 16. No Effect
17. Main Gun Hit/ MC 17. Main Gun Hit / MC
18R. Gunner / Rivets 18R. Gunner KIA / MC
18L. No Effect 18L. Normal Damage
19. No Effect 19. Normal Damage
20. Commander / Rivets 20. Commander KIA / MC
Side hit location
Side hit location

Rear
20 No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
2. Immobilized / MC 2. Immobilized / MC
17 18 19 3. Water Immobilized 3. Immobilized /MC /Smoke
4. No Effect 4. Immobilized /MC /Smoke
5. Water Immobilized 5. Immobilized /MC /Smoke
6. Immobilized / MC 6. Immobilized / MC
12 13 14 15 16 7. No Effect 7. Normal Damage
8. No Effect 8. Immobilized /MC /Smoke
9. No Effect 9. Immobilized /MC /Smoke
10.No Effect 10. Immobilized /MC /Smoke
7 8 9 10 11 11. No Effect
12. Smoke
11. Normal Damage
12. Normal Damage
13. No Effect 13. Immobilized /MC /Smoke
14. Pontoon Destroyed 14. Immobilized /MC /Smoke
15. No Effect 15. Immobilized /MC /Smoke
16. Smoke 16. Normal Damage
3 4 5 17. No Effect 17. Normal Damage
2 6 18. No Effect 18. Normal Damage
19. Gunner / Rivets 19. Gunner KIA / MC
20. Commander / Rivets 20. Commander KIA / MC
1
Rear hit location Rear hit location

R top
No Penetration Penetration
5 4 8 3 2 1. Main Gun Destroyed / MC
2. Immobilized / MC
1. Main Gun Destroyed / MC
2. Immobilized / MC
3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
9 10 12 6 6. No Effect 6. Immobilized / MC
20 1
7. Driver / Rivets
8. No Effect
7. Driver KIA / MC
8. Immobilized / MC
9. Half Move Smoke 9. Immobilized / Smoke / MC
10. Half Move / Smoke 10. Immobilized / Smoke / MC
14 15 7 11 11. No Effect 11. Immobilized / MC
12. Radio Op / Rivets 12. Radio Op KIA / MC
13. No Effect 13. Immobilized / MC
14. Half Move / Smoke
13 15. Half Move / Smoke
14. Immobilized Smoke / MC
19 18 17 16 16. Immobilized / MC
15. Immobilized Smoke / MC
16. Immobilized / MC
17. No Effect 17. Immobilized / MC
18. No Effect 18. Immobilized / MC
19. Smoke 19. Immobilized / MC
L 20. Commander / Rivets 20. Commander KIA / MC

top hit location


top hit location

islands of glory
LVT(A)-1

20 Front
No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
17 18 19 2. Imobilization / MC 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
12 16 4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
6. Imobilization / MC 6. Immobilized / MC
13 14 15 7. Imobilization / MC 7. Imobilization / MC
8. Engine Hit / Half Move / Smoke 8. Imobilization / MC / Smoke
9. Engine Hit / Half Move / Smoke 9. Imobilization / MC / Smoke
10. Engine Hit / Half Move / Smoke 10. Imobilization / MC / Smoke
8 9 10 11. Imobilization / MC
12. AAMG knocked out
11. Imobilization / MC
12. AAMG gunner KIA / MC
7 11 13. Radio Op -1 Action 13. Imobilization / MC / Smoke
14. Engine Hit / Half Move / Smoke 14. Imobilization / MC / Smoke
15. Driver -1 Action 15. Imobilization / MC / Smoke
3 4 5 16. AAMG knocked out
17. No Effect
16. AAMG gunner KIA / MC
17. Normal Damage
2 6 18. Main Gun Destroyed / MC 18. Normal Damage
19. Gunner -1 Action 19. Gunner KIA / MC
1 20. Commander -1 action 20. Commander KIA / MC

Front hit location Front hit location


Specifications Special Rules

The LVT(A)-1 was an amphibious tank. It was built on the Amphibious Vehicle: See the LVT(A)-2 sheet.
chassis of the LVT(A)-2 to provide fire support during Low Ground Pressure: See the LVT(A)-2 sheet.
amphibious landings and only rarely saw service off of the
beachhead. Rough Ground: See the LVT(A)-2 sheet.

Introduced: 1943 Crew: 6 Stuart Turret: The LVT(A)-1 has an enclosed top and
Weight: 15 tons mounts the modified turret of the M5A1 Stuart tank with
Length: 26 2 37mm gun. This allowed the LVT(A)-1 to provide valuable
fire support in the first wave of an assault. LVT(A)-1 carry
Width: 10 8
HE, AP, and Cannister rounds for the main gun.
Height: 10 6
Ground Clearance: 1 6 Commander / Loader The Stuart turret is only a two man
Track Width: 1 3 turret. In the Stuart turret, the commander serves as the
Speed: 20mph (land), 8mph (water) loader, not the gunner. The commander may not be exposed
Range: 150 miles (land) 200 miles (water) on an action where he loads, but may be exposed to direct
Trench Crossing: 8 actions of fire. The Stuart thus avoids the No Commander
Fording Depth: unlimited penalty common to most two man turrets.

Gun Pits: The left and right rear hull of the LVT(A)-1 have
a .30 cal LMG mount. These guns are used to protect
against close assault. Each gun has an arc of fire covering
Radio Operator Commander its side and the rear of the vehicle. These guns are always
mounted, do not roll availability. All AAMG rules apply.
Gun Shields To provide cover protection to the exposed
gunners, shields are attached to the gun mounts. Gun
shields provide +5 cover. Gun shields protect only to the
gunners front. The gunner has only +2 cover to their side
LMG Gunners or rear. Gun shields are always mounted, do not roll avail-
ability.
Armor Hoods To better protect the gunners side and rear,
armor hoods were sometimes mounted. When mounted, the
gunner receives +7 cover versus fire from his side or
Driver Gunner rear. Availability: 12

VEHICLE STATISTICS
Penetration HE
Wt. Size HF TF HS/R TS/R HT TT Speed Load TR Type Smoke HMG CMG AAMG Gun AP HVAP HEAT HE Size
LVT (A) 1 8 L 0 7 0 7 0 2 8/4 - N LVT - LMG LMG LMG-15 37XL 19 - - 7 Sm

islands of glory
LVT(A)-1

No Penetration side Penetration


1. No Effect 1. Immobilized / MC
20 2. No Effect 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
17 18 5. No Effect 5. Immobilized / MC
19 6. No Effect 6. Immobilized / MC
16 7. No Effect 7. Immobilized / MC
8. No Effect 8. Immobilized / MC
9. Immobilized / MC 9. Immobilized / MC
10 11 12 13 14 15 10. Engine Hit Half speed / Smoke 10. Immobilized / MC / Smoke
9 11. No Effect 11. Immobilized / MC
12. No Effect 12. Immobilized / MC
1 8 13. No Effect 13. Immobilized / MC
14. No Effect 14. Immobilized / MC
2 3 4 5 6 7 15. Immobilized / MC 15. Immobilized / MC
16L. Driver -1 action 16L. Driver KIA / MC
16R. Radio Op -1 action 16R. Radio Op KIA / MC
17. Main Gun Destoryed / MC 17. Normal Damage
18L. Gunner -1 action 18L. Gunner KIA / MC
18R. No Effect 18R. Normal Damage
19. AAMG knocked out 19. AAMG gunner KIA / MC
20. Commander -1 action 20. Commander KIA / MC

Side hit location


Side hit location

20
Rear
No Penetration Penetration
17 18 19 1. Automatic Penetration 1.Normal Damage
2. Immobilized / MC 2. Immobilized / MC
12 16 3. No Effect 3. Immobilized /MC
4. No Effect 4. Immobilized /MC
5. No Effect 5. Immobilized /MC
6. Immobilized / MC 6. Immobilized / MC
13 14 15 7. Immobilized / MC 7. Immobilized / MC
8. No Effect 8. Normal Damage
9. No Effect 9. Normal Damage
10. No Effect 10. Normal Damage
8 9 10 11. Immobilized / MC 11.Immobilized / MC
7 11 12. AAMG Knocked out
13. No Effect
12. AAMG gunner KIA / MC
13. Normal Damage
14. No Effect 14. Normal Damage
3 4 5 15. No Effect 15. Normal Damage
16. AAMG Knocked out 16. AAMG gunner KIA / MC
17. Gunner -1 action 17. Gunner KIA / MC
2 6 18. No Effect 18. Normal Damage
1 19. No Effect 19. Normal Damage
20. Commander -1 action 20. Commander KIA / MC

Rear hit location Rear hit location

R top
No Penetration Penetration
1.Immobilized / MC 1. Immobilized / MC
2. Engine Hit Half speed / Smoke 2. Immobilized / MC / Smoke
3. Immobilized / MC 3. Imobilized / MC
1 14 11 4. Engine Hit Half speed / Smoke 4. Immobilized / MC / Smoke
6 9 10 5. Engine Hit Half speed / Smoke 5. Immobilized / MC / Smoke
4 20
6. Radio Op -1 Action
7. No Effect
6. Radio Op KIA / MC
7. Normal Damage
8. Driver -1 Action 8. Driver KIA / MC
2 7 12 15 9. auto 9. AAMG gunner KIA / MC
13 10. No Effect 10. Normal Damage
5 17 11. Immobilized / MC 11. Immobilized / MC
12. Main Gun Destroyed 12. Normal Damage
8 18 19 13. Gunner -1 action
3 16 14. auto
13. Gunner KIA / MC
14. Immobilized / MC
15. No Effect 15. Immobilized / MC
16. No Effect 16. Immobilized / MC
17. auto 17. AAMG gunner KIA / MC
18. No Effect 18. Normal Damage
19. Immobilized / MC 19. Immobilized / MC
L 20. Commander -1 action 20. Commander KIA / MC

top hit location


top hit location

islands of glory
LVT(A)-2 amtrac water buffalo

20 Front
No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
17 18 19 2. Imobilization / MC 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
12 16 4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
6. Imobilization / MC 6. Immobilized / MC
13 14 15 7. Imobilization / MC 7. Imobilization / MC
8. Engine Hit / Half Move / Smoke 8. Imobilization / MC / Smoke
9. Engine Hit / Half Move / Smoke 9. Imobilization / MC / Smoke
10. Engine Hit / Half Move / Smoke 10. Imobilization / MC / Smoke
8 9 10 11. Imobilization / MC
12. AAMG knocked out
11. Imobilization / MC
12. Normal Damage
7 11 13. Radio Op -1 Action 13. Imobilization / MC / Smoke
14. Engine Hit / Half Move / Smoke 14. Imobilization / MC / Smoke
15. Driver -1 Action 15. Imobilization / MC / Smoke
3 4 5 16. AAMG knocked out
17. AAMG knocked out
16. Normal Damage
17. AAMG Gunner KIA / MC
2 6 18. Radio Op -1 Action 18. Radio KIA / MC
19. Driver -1 Action 19. Driver KIA / MC
1 20. Commander -1 action 20. AAMG gunner KIA / MC

Front hit location Front hit location


Specifications Special Rules
Amphibious Vehicle: The AMTRAC is designed to move
The LVT(A)-2 was an amphibious, fully tracked, armored on land like a tracked vehicle or in water like a boat. An
AMTRAC may move from one type of terrain to the other
personnel carrier. It was especially useful for crossing with no penalty. Two seperate movements are listed, one for
coral, something difficult for landing craft. The LVT(A)-2 land and one for water. If an LVT moves half an action on
was very unreliable in cross-country driving. land and enters water, it then may move the other half of the
action at the water rate. When AMTRACs are used in
Introduced: 1943 Crew: 3 / 15 passengers amphibious landings, all landing rules apply.
Weight: 15 tons Low Ground Pressure: Because of the AMTRACs
Length: 26 2 amphibious design and relatively light weight, AMTRACs
have excellent performance in mud and similar terrain.
Width: 10 8
AMTRACs receive -2 on any Bog Check because of sand,
Height: 8 9 mud, soft ground, snow or similar condition.
Ground Clearance: 1 6 Rough Ground: Being optimized for water and soft
Track Width: 1 3 ground, AMTRACs suffer on rough ground. AMTRACs
Speed: 20mph (land), 8mph (water) must make a Bog Check of 20 each action spent moving in
Range: 150 miles (land) 200 miles (water) rough ground. AMTRACs unbog as described on page 5 of
Trench Crossing: 8 the Armored Combat section of the main rules.
Fording Depth: unlimited MG rail: The AMTRAC is equiped with a rail that goes all
the way around the crew compartment. This rail is equipped
with two or three AAMGs, generally two .30 cal LMGs and
one .50 cal LCMG. Each gun may fire in which ever direc-
Radio Operator LMG Gunner tion it is mounted: front, left, right, or rear. More than one
gun may be facing the same direction. It takes one action to
change the facing of an AAMG on the rail.
Tank Cover Because crew has to be standing fully erect to
fire, the rail mounted AAMG figures in an AMTRAC
13 Passengers receive less cover from the armored hull. Figures firing an
AAMG from an AMTRAC receive only +2 cover.
Commander Gun Shields To provide cover to the exposed gunners,
shields are attached to the gun mounts. Gun shields provide
+5 cover and only protect the gunners front.
Availability: .50 cal 15
.30 cal 16 (operated by passengers)
Driver LMG Gunner .30 cal 16 (operated by passengers)
Gun Shields 14 (all AAMG or none)

VEHICLE STATISTICS
Penetration HE
Wt. Size HF TF HS TS HR TR Speed Load TR Type Smoke HMG CMG AAMG Gun AP HVAP HEAT HE Size
LVT (A) 2 8 M 0 0 0 0 0 0 8/4 - - LVT - - - LCMG-15 - - - - - -

islands of glory
LVT(A)-2 amtrac water buffalo

No Penetration side Penetration


1. No Effect 1. Immobilized / MC
2. No Effect 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
6. No Effect
18 19 20 7. No Effect
6. Immobilized / MC
7. Immobilized / MC
16 17 8. No Effect 8. Immobilized / MC
9. Immobilized / MC 9. Immobilized / MC
10. Engine Hit Half speed / Smoke 10. Immobilized / MC / Smoke
9 10 11 12 13 14 15 11. No Effect 11. Immobilized / MC
12. No Effect 12. Immobilized / MC
13. No Effect 13. Immobilized / MC
14. No Effect 14. Immobilized / MC
1 2 3 4 5 6 7 8 15. Immobilized / MC 15. Immobilized / MC
16L. Driver -1 action 16L. Driver KIA / MC
16R. Radio Op -1 action 16R. Radio Op KIA / MC
17. AAMG knocked out 17. AAMG gunner KIA / MC
18. AAMG knocked out 18. AAMG gunner KIA / MC
19. 1 exposed crew KIA 19. No Effect
20. 1 exposed crew KIA 20. No Effect

Side hit location


Side hit location

Rear
No Penetration Penetration
1. Automatic Penetration 1.Normal Damage
17 18 19 20 2. Immobilized / MC 2. Immobilized / MC
3. No Effect 3. Immobilized /MC
4. No Effect 4. Immobilized /MC
5. No Effect 5. Immobilized /MC
6. Immobilized / MC 6. Immobilized / MC
12 13 14 15 16 7. Immobilized / MC 7. Immobilized / MC
8. No Effect 8. d3 HW / Normal Damage
9. No Effect 9. d3 HW / Normal Damage
10. No Effect 10. d3 HW / Normal Damage
8 9 10 11. Immobilized / MC 11.Immobilized / MC
7 11 12. No Effect 12. Normal Damage
13. No Effect 13. 1HW / Normal Damage
14. No Effect 14. 1HW / Normal Damage
3 4 5 15. No Effect 15. 1 HW / Normal Damage
16. No Effect 16. Normal Damage
2 6 17. No Effect
18. No Effect
17. AAMG gunner KIA / MC
18. Driver KIA / MC
1 19. No Effect 19. Radio OpKIA / MC
20. No Effect 20. AAMG gunner KIA / MC

Rear hit location Rear hit location

R top
No Penetration Penetration
1.Immobilized / MC 1. Immobilized / MC
2. Engine Hit Half speed / Smoke 2. Immobilized / MC / Smoke
3. Immobilized / MC 3. Imobilized / MC
1 11 4. Engine Hit Half speed / Smoke 4. Immobilized / MC / Smoke
6 20 9 10 5. Engine Hit Half speed / Smoke 5. Immobilized / MC / Smoke
4 6. Radio Op -1 Action
7. auto
6. Radio Op KIA / MC
7. AAMG gunner KIA / MC
8. Driver -1 Action 8. Driver KIA / MC
2 7 12 13 14 15 9. auto 9. d3 HW / MC / Immobilized
10. auto 10. d3 HW / MC / Immobilized
5 11. Immobilized / MC 11. d3 HW / MC / Immobilized
12. auto 12. d3 HW / MC / Immobilized
8 16 17 18 19 13. auto
3 14. auto
13. d3 HW / MC / Immobilized
14. d3 HW / MC / Immobilized
15. No Effect 15. Immobilized / MC
16. auto 16. AAMG gunner KIA / MC
17. auto 17. d3 HW / MC / Immobilized
18. auto 18. d3 HW / MC / Immobilized
19. Immobilized / MC 19. d3 HW / MC / Immobilized
L 20. auto 20. AAMG gunner KIA / MC

top hit location


top hit location

islands of glory
LVT(A)-4

20 Front
No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
17 18 19 2. Imobilization / MC 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
12 13 14 15 16 6. Imobilization / MC 6. Immobilized / MC
7. Imobilization / MC 7. Imobilization / MC
8. Engine Hit / Half Move / Smoke 8. Imobilization / MC / Smoke
9. Engine Hit / Half Move / Smoke 9. Imobilization / MC / Smoke
8 9 10 10. Engine Hit / Half Move / Smoke 10. Imobilization / MC / Smoke
7 11 11. Imobilization / MC
12. No Effect
11. Imobilization / MC
12. Normal Damage
13. Hull Gunner -1 Action 13. Hull Gunner -1 Action
3 4 5 14. Radio Op -1 Action
15. Driver -1 Action
14. Radio Op -1 Action
15. Driver KIA / MC
2 6 16. No Effect 16. Normal Damage
17. Loader -1 Action 17. Loader KIA / MC
1 18. Main Gun Destroyed / MC
19. Gunner -1 Action
18. Normal Damage
19. Gunner KIA / MC
20. Commander -1 action 20. Commander KIA / MC

Front hit location Front hit location


Specifications Special Rules

The LVT(A)-4 was an amphibious tank. It was built on the Amphibious Vehicle: See the LVT(A)-2 sheet.
chassis of the LVT(A)-1 and used the M8 Scot turret. This Low Ground Pressure: See the LVT(A)-2 sheet.
short 75mm gun provided better HE effect then the 37mm
round found on the LVT(A)-1. Rough Ground: See the LVT(A)-2 sheet.

Introduced: 1943 Crew: 6 Scot Turret: The LVT(A)-4 has an enclosed top and
Weight: 20 tons mounts the modified turret of the M8 Scot HMC with a
Length: 26 2 short 75mm gun. This allowed the LVT(A)-4 to provide
excellent fire support. LVT(A)-4 is an open topped turret
Width: 10 8
and the 75mm gun may be used for direct or indirect fire.
Height: 10 3
Ground Clearance: 1 6 Gun Ring: The LVT(A)-4 carries its AAMG in a seperate
Track Width: 1 3 ring mounted in the rear of the open top turret. The gun
Speed: 20mph (land) 8mph (water) may fire at targets outside of 2 to the turret side or rear, or
Range: 150 miles (land) 200 miles (water) 6 to the turret front. AAMG gunners only receive +2 cover
Trench Crossing: 8 because they are exposed in the gun ring.
Fording Depth: unlimited Gun Shields To provide cover protection to the exposed
gunners, shields are attached to the gun mounts. Gun
shields provide +5 cover. Gun shields protect only to the
gunners front. The gunner has only +2 cover to their side
Hull Gunner Loader or rear. Gun shields are always mounted, do not roll avail-
Radio Operator ability.

Turret Side Guns: Later LVT(A)-4 carried two .30 cal


LMG as AAMG, each mounted on one side of the turret.
Each .30 cal has a 180 arc of fire and can hit targets out-
Commander side of 2. These guns are exposed like the gun ring and
carry gun shields. These guns were operated by the com-
mander and the loader.

AAMG Availability: All LVT(A)-4 carry some form of


AAMG.
Gunner 1-8 - one .50 cal in a gun ring
Driver 9-20 - two .30 cals mounted on turret sides

VEHICLE STATISTICS
Penetration HE
Wt. Size HF TF HS/R TS/R HT TT Speed Load TR Type Smoke HMG CMG AAMG Gun AP HVAP HEAT HE Size
LVT (A) 1 8 L 0 7 0 7 0 2 8/4 - N LVT - LMG LMG LMG x 2 75 S - - 23 12 Med

islands of glory
LVT(A)-4

20 No Penetration side Penetration


1. No Effect 1. Immobilized / MC
2. No Effect 2. Immobilized / MC
17 18 19 3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
16 5. No Effect 5. Immobilized / MC
6. No Effect 6. Immobilized / MC
7. No Effect 7. Immobilized / MC
10 11 12 13 14 8. No Effect
9. Immobilized / MC
8. Immobilized / MC
9 15 10. Engine Hit Half speed / Smoke
9. Immobilized / MC
10. Immobilized / MC / Smoke
11. No Effect 11. Immobilized / MC
12. No Effect 12. Immobilized / MC
1 8 13. No Effect 13. Immobilized / MC
2 3 4 5 6 7 14. No Effect
15. Immobilized / MC
14. Immobilized / MC
15. Immobilized / MC
16L. Driver -1 action 16L. Driver KIA / MC
16R. Radio Op -1 action 16R. Radio Op KIA / MC
17. Main Gun Destoryed / MC 17. Normal Damage
18L. Gunner -1 action 18L. Gunner KIA / MC
18R. Loader -1 action 18R. Loader KIA / MC
19. No Effect 19. Normal Damage
20. Commander -1 action 20. Commander KIA / MC

Side hit location


Side hit location

Rear
No Penetration Penetration
20 1. Automatic Penetration 1.Normal Damage
2. Immobilized / MC 2. Immobilized / MC
3. No Effect 3. Immobilized /MC
17 18 19 4. No Effect 4. Immobilized /MC
5. No Effect 5. Immobilized /MC
6. Immobilized / MC 6. Immobilized / MC
7. Immobilized / MC 7. Immobilized / MC
8. No Effect 8. Normal Damage
12 13 14 15 16 9. No Effect 9. Normal Damage
10. No Effect 10. Normal Damage
11. Immobilized / MC 11.Immobilized / MC
12. No Effect 12. Normal Damage
8 9 10 13. No Effect 13. Normal Damage
7 11
14. No Effect
15. No Effect
14. Normal Damage
15. Normal Damage
16. No Effect 16. Normal Damage
3 4 5 17. Gunner -1 action
18. No Effect
17. Gunner KIA / MC
18. Normal Damage
19. Loader -1 action 19.Loader KIA / MC
2 6 20. Commander -1 action 20. Commander KIA / MC
1
Rear hit location Rear hit location

R top
No Penetration Penetration
1.Immobilized / MC 1. Immobilized / MC
2. Engine Hit Half speed / Smoke 2. Immobilized / MC / Smoke
3. Immobilized / MC 3. Imobilized / MC
1 14 11 4. Engine Hit Half speed / Smoke 4. Immobilized / MC / Smoke
6 10 5. Engine Hit Half speed / Smoke 5. Immobilized / MC / Smoke
4 17
6. Radio Op -1 Action
7. No Effect
6. Radio Op KIA / MC
7. Normal Damage
8. Driver -1 Action
2 12 20 9 15
8. Driver KIA / MC
7 9. No Effect 9. Normal Damage
13 10. No Effect 10. Normal Damage
5 11. Immobilized / MC 11. Immobilized / MC
12. Main Gun Destroyed 12. Normal Damage
3 8 16 18 19 13. auto 13. Gunner KIA / MC
14. No Effect 14. Immobilized / MC
15. No Effect 15. Immobilized / MC
16. No Effect 16. Immobilized / MC
17. auto 17. Loader KIA / MC
18. No Effect 18. Normal Damage
19. Immobilized / MC 19. Immobilized / MC
L 20. auto 20. Commander KIA / MC

top hit location


top hit location

islands of glory
M4a2 sherman

20 Front
No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
17 18 19 2.Imobilization / MC 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
6. Imobilization / MC 6. Immobilized / MC
12 13 14 15 16 7. No Effect 7. Normal Damage
8. No Effect 8. Normal Damage
9. No Effect 9. Normal Damage
10. No Effect 10. Normal Damage
7 8 9 10 11 11. No Effect 11. Normal Damage
12. No Effect 12. Normal Damage
13. MG Destroyed / Radio Man -1 Action 13. Radio Man KIA / MC
3 4 5 14. No Effect
15. Driver -1 Action
14. Normal Damage
15. Driver KIA / MC
2 6 16. No Effect 16. Normal Damage
17. No Effect 17. Gunner KIA / MC
18. Main Gun Destroyed / MC 18. Main Gun Destroyed / MC
1 19. No Effect 19. Loader KIA / MC
20. Commander -1 Action 20. Commander KIA / MC

Front hit location Front hit location


Specifications Special Rules
Wooden Siding: To defeat Japanese Magnetic Anti-Tank
The M4A2 was the most common Medium tank used by the U.S. mines some USMC Shermans attached lumber to the Hull
in the Pacific Theater. Except for its diesel engine, it was almost
Side. This lumber will have the same effect as anti-magnetic
paste - meaning +10 on the roll to place a magnetic mine.
identical to the M4A3 used in Europe Lumber Siding Availability: 12
Gyro Stabilizer: Sherman tanks were equipped with a gun
Introduced: May, 1942 Crew: 4 stabilizer that theoretically increased the accuracy for tanks
Weight: 30.5 tons firing on the move. The stabilizers were first generation
Length: 19 4 devices and not popular with the crews. Stabilizers were
Width: 8 7 often turned off by the dissatisfied gunners. Any M4A2 with
Height: 9 a working stabilizer has reduced To Hit penalties:
Ground Clearance: 1 5 Moved in Previous action: +3 (not +5)
Track Width: 1 5 Fire on the Move: +6 (not +12)
Main Gun: 75mm M3 Stabilizer Turned On A Crew must pass a half Skill Check
Max Elevation: 25 at the beginning of the game to use the Gyro Stabilizer.
Ammunition: 4750 MG rounds / 97 75mm rounds Ground Pressure: M4A2 Shermans had a very high ground
pressure compared to vehicles of comparable size. M4A2s
Speed: 24mph
suffer +1 on all Bog Checks caused by soft ground, beach,
Range: 120 miles mud and other forms of soft terrain.
Trench Crossing: 7 6 Top Armor: Because of the steep slope of the front glacis,
Fording Depth: 3 any top hit to locations 6 or 11 will use the front armor value
of 14 (or 19 in late models).
Tank Crew Positions Hull Flamethrower: Some M4A2s had the Hull MG
Radio Operator replaced by a modified man pack flamethrower. This weapon
Gunner Commander is operated by the assistant driver and holds 8 shots. All arcs
Hull Gunner
of fire for the Hull MG still apply and the weapon uses the
template for man carried flamethrower. The template should
be started 2 away from the vehicle and aligned within the
arc of the Hull MG. Any prone figure between the template
and tank must make a MC. Any standing figure between the
template and tank is GD. All flamethrower rules apply.
Fuel Hit Any penetrating hit to front location of 8 or right
side location of 10 will result in an automatic Catastrophic
result on the Penetration Effects chart. Availablity: 12

Driver
Loader

VEHICLE STATISTICS
Penetration HE
Wt. Size HF TF HS/R TS/R HT TT Speed Load TR Type Smoke HMG CMG AAMG Gun AP APCR HEAT HE Size
M4A3 Sherman 31 L 14 14 7 9 5 5 7 1 N T 10 LMG LMG LCMG-15 75 25 - 23 13 Med.

islands of glory
M4a2 sherman

20 No Penetration side Penetration


1. Immobilized/ MC 1. Immobilized / MC
2. No Effect 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
16 17 18 19 4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
6. No Effect 6. Immobilized / MC
7. No Effect 7. Immobilized / MC
9 10 11 12 13 14 15 8. Tank Immobilized/ MC 8. Immobilized / MC
9R. Hull Machine Gun Knocked Out 9R. Radio Operator KIA / MC
9L. Driver -1 action 9L. Driver KIA / MC
10. No Effect 10. Normal Damage
1 8 11. No Effect 11. Normal Damage
2 3 4 5 6 7 12. No Effect 12. Normal Damage
13. No Effect 13. Normal Damage
14. No Effect 14. Immobilized Smoke / MC
15. Engine Hit - Tank Half speed Smoke 15. Immobilized Smoke / MC
16. Main Gun Hit/ MC 16. Main Gun Hit / MC
17. No Effect 17R. Normal Damage
18R. Loader -1 action 17L. Gunner KIA / MC
18L. No Effect 18R. Loader KIA / MC
19. No Effect 18L. Normal Damage
20. Commander -1 action 19. Normal Damage
20. Commander KIA / MC
Side hit location
Side hit location

20 Rear
No Penetration Penetration
17 18 19 1. Automatic Penetration
2. Immobilized / MC
1. Normal Damage
2. Immobilized / MC
3. No Effect 3. Immobilized /MC /Smoke
4. No Effect 4. Immobilized /MC /Smoke
5. No Effect 5. Immobilized /MC /Smoke
6. Immobilized / MC 6. Immobilized / MC
12 13 14 15 16 7. No Effect 7. Immobilized / MC
8. No Effect 8. Immobilized /MC /Smoke
9. Exhaust Hit /Smoke 9. Immobilized /MC /Smoke
10. No Effect 10. Immobilized /MC /Smoke
7 8 9 10 11 11. No Effect 11. Immobilized / MC
12. No Effect 12. Normal Damage
13. No Effect 13. Immobilized /MC /Smoke
14. No Effect 14. Immobilized /MC /Smoke
3 4 5 15. No Effect 15. Immobilized /MC /Smoke
16. No Effect 16. Normal Damage
2 6 17. No Effect 17. Loader KIA / MC
18. No Effect 18. Normal Damage
1 19. No Effect 19. Gunner KIA / MC
20. Commander -1 Action 20. Commander KIA / MC

Rear hit location Rear hit location

R top
No Penetration Penetration
1. Main Gun Destroyed / MC 1. Main Gun Destroyed / MC
2 3 4 5 2. No Effect 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
7 13 20 9 5. No Effect 5. Immobilized / MC
6. No Effect - See Top Armor rule
6 10 7. Radio -1 Action
6. Normal Damage
7. Radio Man KIA / MC
8. Loader -1 Action 8. Loader KIA / MC
1 9. Half Move / Smoke 9. Immobilized / Smoke / MC
10. Half Move / Smoke 10. Immobilized / Smoke / MC
11 8 15 11. No Effect - See Top Armor rule 11. Normal Damage
12 12. Driver -1 Action 12. Driver KIA / MC
14 13. Gunner -1 Action 13. Gunner KIA / MC
14. Half Move / Smoke 14. Immobilized Smoke / MC
15. Half Move / Smoke 15. Immobilized Smoke / MC
16 17 18 19 16. No Effect 16. Immobilized / MC
17. No Effect 17. Immobilized / MC
18. No Effect 18. Immobilized / MC
19. No Effect 19. Immobilized / MC
L 20. Commander -1 action 20. Commander KIA / MC

top hit location


Side hit location

islands of glory
M4A2 Zippo Flame Sherman

20 Front
No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
17 18 19 2.Imobilization / MC 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
6. Imobilization / MC 6. Immobilized / MC
12 13 14 15 16 7. No Effect 7. Normal Damage
8. No Effect 8. Normal Damage
9. No Effect 9. Normal Damage
10. No Effect 10. Normal Damage
7 8 9 10 11 11. No Effect 11. Normal Damage
12. No Effect 12. Normal Damage
13. MG Destroyed / Radio Man -1 Action 13. Radio Man KIA / MC
3 4 5 14. No Effect
15. Driver -1 Action
14. Normal Damage
15. Driver KIA / MC
2 6 16. No Effect 16. Normal Damage
17. No Effect 17. Gunner KIA / MC
18. Main Gun Destroyed / MC 18. Catostrophic
1 19. No Effect 19. Catostrophic
20. Commander -1 Action 20. Commander KIA / MC

Front hit location Front hit location


Specifications Special Rules
Wooden Siding: To defeat Japanese Magnetic Anti-Tank
The M4A2 and M4A3 were converted to flamethrowing tanks mines, some USMC Shermans attached lumber to the Hull
called Zippos by GIs. This was done by removing the breech of
Side. This lumber will have the same effect as anti-magnetic
paste - meaning +10 on the roll to place a magnetic mine.
the main gun and fitting a flamethrower to project down the barrel. Lumber Siding Availability: 16
Introduced: 1943 Crew: 4 (5) Ground Pressure: M4A2 Shermans had a very high ground
Weight: 30.5 tons pressure compared to vehicles of comparable size. M4A2s
Length: 19 4 suffer +1 on all Bog Checks caused by soft ground, beach,
Width: 8 7 mud and other forms of soft terrain.
Height: 9
Ground Clearance: 1 5 Top Armor: Because of the steep slope of the front glacis,
Track Width: 1 5 any top hit to locations 6 or 11 will use the front armor value
Main Gun: POA flamethrower device of 14 (or 19 in late models).
Max Elevation: 25
Ammunition: thickened fuel Turret Flamethrower: The main gun is replaced with a large
flamethrower. The loaders position is replaced with the fuel
Speed: 24mph
tank. The flamethrower has 14 shots and follows all vehicle
Range: 120 miles flamethrower rules.
Trench Crossing: 7 6
Fording Depth: 3 Fuel Hit / Catastrophic: Any Penetrating hit to a location
marked Catastrophic results in a hit to the flamethrower fuel
Tank Crew Positions tank. The vehicle is totally destroyed, see Catastrophic on the
Penetration Effects Chart.
Radio Operator
Gunner Commander
Hull Gunner
POA-CWS 75-H2 Later Flame Shermans carried a modi-
fied vehicle flamethrower. The H2 model was mounted coax-
ial to the main gun, instead of replacing it. This necessitated
keeping the loader and storing the fuel in place of some of the
ammunition stowage. The H2 version has 5 shots. Any pene-
trating hit to turret location Rear 18, or Side 19 is a hit to the
flamethrower fuel tank. The vehicle is totally destroyed, see
Catastrophic on the Penatration Effects Chart.
Main Gun The gunner can fire either the 75mm or the flame-
thrower, but not both in the same action. The loader may load
while the gunner fires the FT. Availability: 4
Driver

VEHICLE STATISTICS
Penetration HE
Wt. Size HF TF HS/R TS/R HT TT Speed Load TR Type Smoke HMG CMG AAMG Gun AP APCR HEAT HE Size
M4A3 Sherman 31 L 19 14 7 9 5 5 7 1 N T 10 LMG LMG LCMG-15 75 25 - 23 13 Med.

islands of glory
M4A2 zippo Flame Sherman

20 No Penetration side Penetration


1. Immobilized/ MC 1. Immobilized / MC
2. No Effect 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
16 17 18 19 4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
6. No Effect 6. Immobilized / MC
7. No Effect 7. Immobilized / MC
9 10 11 12 13 14 15 8. Tank Immobilized/ MC 8. Immobilized / MC
9R. Hull Machine Gun Knocked Out 9R. Radio Operator KIA / MC
9L. Driver -1 action 9L. Driver KIA / MC
10. No Effect 10. Normal Damage
1 8 11. No Effect 11. Normal Damage
2 3 4 5 6 7 12. No Effect 12. Normal Damage
13. No Effect 13. Normal Damage
14. No Effect 14. Immobilized Smoke / MC
15. Engine Hit - Tank Half speed Smoke 15. Immobilized Smoke / MC
16. Main Gun Hit/ MC 16. Catostrophic
17R. No Effect 17R. Normal Damage
17L. Gunner -1 Action 17L. Gunner KIA / MC
18. No Effect 18. Catostrophic
19. No Effect 19. Normal Damage
20. Commander -1 action 20. Commander KIA / MC

Side hit location


Side hit location

20 Rear
No Penetration Penetration
17 18 19 1. Automatic Penetration
2. Immobilized / MC
1. Normal Damage
2. Immobilized / MC
3. No Effect 3. Immobilized /MC /Smoke
4. No Effect 4. Immobilized /MC /Smoke
5. No Effect 5. Immobilized /MC /Smoke
6. Immobilized / MC 6. Immobilized / MC
12 13 14 15 16 7. No Effect 7. Immobilized / MC
8. No Effect 8. Immobilized /MC /Smoke
9. Exhaust Hit /Smoke 9. Immobilized /MC /Smoke
10. No Effect 10. Immobilized /MC /Smoke
7 8 9 10 11 11. No Effect 11. Immobilized / MC
12. No Effect 12. Normal Damage
13. No Effect 13. Immobilized /MC /Smoke
14. No Effect 14. Immobilized /MC /Smoke
3 4 5 15. No Effect 15. Immobilized /MC /Smoke
16. No Effect 16. Normal Damage
2 6 17. No Effect 17. Catostrophic
18. No Effect 18. Catostrophic
1 19. No Effect 19. Gunner KIA / MC
20. Commander -1 Action 20. Commander KIA / MC

Rear hit location Rear hit location

R top
No Penetration Penetration
1. Main Gun Destroyed / MC 1. Catostrophic
2 3 4 5 2. No Effect 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
7 13 20 9 5. No Effect 5. Immobilized / MC
6. No Effect - See Top Armor rule
6 10 7. Radio -1 Action
6. Normal Damage
7. Radio Man KIA / MC
8. Loader -1 Action 8. Catostrophic
1 9. Half Move / Smoke 9. Immobilized / Smoke / MC
10. Half Move / Smoke 10. Immobilized / Smoke / MC
11 8 15 11. No Effect - See Top Armor rule 11. Normal Damage
12 12. Driver -1 Action 12. Driver KIA / MC
14 13. Gunner -1 Action 13. Gunner KIA / MC
14. Half Move / Smoke 14. Immobilized Smoke / MC
15. Half Move / Smoke 15. Immobilized Smoke / MC
16 17 18 19 16. No Effect 16. Immobilized / MC
17. No Effect 17. Immobilized / MC
18. No Effect 18. Immobilized / MC
19. No Effect 19. Immobilized / MC
L 20. Commander -1 action 20. Commander KIA / MC

top hit location


Side hit location

islands of glory
M3a1 Stuart

Front
No Penetration Penetration
20 1. Automatic Penetration 1. Normal Damage
2. Immobilized / MC 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
17 18 19 4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
6. Immobilized / MC 6. Immobilized / MC
7. No Effect 7. Normal Damage
12 13 14 15 16 8. No Effect
9. No Effect
8. Normal Damage
9. Normal Damage
10. No Effect 10. Normal Damage
11. No Effect 11. Normal Damage
7 8 9 10 11 12. No Effect 12. Normal Damage
13. Hull MG Destroyed / Assit Driver -1 Action 13. Assit Driver KIA / MC
14. No Effect 14. Normal Damage
3 4 5 15. Driver -1 Action
16. No Effect
15. Driver KIA / MC
16. Normal Damage
2 6 17. No Effect 17. Normal Damage
18. Main Gun Destroyed / MC 18. Main Gun Destroyed / MC
1 19. Gunner -1 Action 19. Gunner KIA / MC
20. Commander -1 Action 20. Commander KIA / MC

Front hit location Front hit location


Specifications Special Rules
Commander / Loader In the Stuart the commander serves as the
The Stuart was the U.S. Light Tank utilized in the Pacific Theater. loader, not the gunner. The commander may not be exposed on an action
The Stuart was reliable in the field and possessed ample armor and when he loads, but may be exposed to direct actions of fire. The Stuart
armament for fighting the Japanese. can thus avoid the No Commander penalty.

Introduced: 1942 (Common) Crew: 4 High Ground Pressure: M3 Stuarts had a very high ground pressure
Weight: 33,000 lbs. compared to similar armored vehicles. M3s suffer a +1 on all Bog
Checks.
Length: 142.75
Grousers Some Stuarts had track extenders called grousers to widen
Width: 74.25
their tracks. Tanks fitted with these wideners do not suffer High
Height: 76 Ground Pressure penalties.
Ground Clearance: 14
Track Width: 11.7 AAMG: The .30 cal LMG that Stuarts use as an AAMG were
Main Gun: M6 37mm gun mounted on the right side of the turret. The commander can only use
Max Elevation: +20 degrees the AAMG to the right of the tank, from directly ahead to directly
Ammunition: 147 37mm rounds/6,500 .30 cal rounds behind. The AAMG follows all normal restrictions through this arc.
Speed: 36 mph
Range: 100 miles Gas Fuel: Because the M3A1 uses gasoline fuel and has poorly
Trench Crossing: 54 designed ammo storage, the Stuart was prone to catch fire easily.
Fording Depth: 3 All Penetration Effects are -1.

Tank Crew Positions M5A1 The M5A1 is a later model of the Stuart tank that replaced the
M3A1 before Summer, 1944. Although it had a slightly different hull
Radio Operator shape and thicker armor, it follows all rules and locations of an M3A1.
Hull Gunner Commander M5A1 Armor HF: 10 TF: 7 HS: 5 TS: 7 HT: 2 TT: 2

M8 HMC Scot The Scot is a Stuart variant using the standard M5A1
hull and an open topped turret mounting a short 75mm gun. The M8
follows all rules and locations for the M3A1 except: it has an open
topped turret, a gun ring for its LCMG AAMG (see the M-18) and its
gun is capable of Indirect Fire.
75mm Howitzer Gun: 75S HEAT: 23 HE: 12 HE Size: Med
M8 HMC Armor HF: 10 TF: 7 HS: 5 TS: 7 HT: 2 TT: auto

Driver Gunner

VEHICLE STATISTICS
Penetration HE
Wt. Size HF TF HS/R TS/R HT TT Speed Load TR Type Smoke HMG CMG AAMG Gun AP APCR HEAT HE Size
M5A1 Stuart 16 S 10 7 5 7 2 2 9 1 N T - LMG LMG LMG-12 37XL 19 - - 7 Sm.

tankers challenge
m3A1 Stuart

No Penetration side Penetration


1. Immobilized/ MC 1. Immobilized / MC
20 2. No Effect 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
16 17 18 19 5. No Effect 5. Immobilized / MC
6. No Effect 6. Immobilized / MC
7. No Effect 7. Immobilized / MC
8. Immobilized/ MC 8. Immobilized / MC
9 10 11 12 13 14 15 9L. Driver -1 action 9L. Driver KIA / MC
9R. Hull MG Destroyed / Radio Op -1 action 9R. Radio Op KIA / MC
10. No Effect 10. Normal Damage
11. No Effect 11. Normal Damage
1 2 3 4 5 6 7 12. No Effect
13. No Effect
12. Normal Damage
8 14. No Effect
13. Normal Damage
14. Immobilized Smoke / MC
15. Engine Hit - Tank Half speed Smoke 15. Immobilized Smoke / MC
16. Main Gun Hit/ MC 16. Main Gun Hit / MC
17L. Gunner -1 Action 17L. Guner KIA / MC
17R. No Effect 17R. Normal Damage
18. No Effect 18. Normal Damage
19. No Effect 19. Normal Damage
20. Commander -1 action 20. Commander KIA / MC
Side hit location
Side hit location

20 Rear
No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
17 18 19 2. Immobilized / MC
3. No Effect
2. Immobilized / MC
3. Immobilized /MC /Smoke
4. No Effect 4. Immobilized /MC /Smoke
5. No Effect 5. Immobilized /MC /Smoke
12 13 14 15 16 6. Immobilized / MC
7. No Effect
6. Immobilized / MC
7. Normal Damage
8. No Effect 8. Immobilized /MC /Smoke
9. Exhaust Hit Smoke 9. Immobilized /MC /Smoke
7 8 9 10 11 10. No Effect 10. Immobilized /MC /Smoke
11. No Effect 11. Normal Damage
12. No Effect 12. Normal Damage
13. No Effect 13. Immobilized /MC /Smoke
3 4 5 14. No Effect 14. Immobilized /MC /Smoke
2 6 15. No Effect 15. Immobilized /MC /Smoke
16. No Effect 16. Normal Damage
1 17. Gunner -1 Action
18. No Effect
17. Gunner KIA / MC
18. Normal Damage
19. No Effect 19. Normal Damage
20. Commander -1 Action 20. Commander KIA / MC

Rear hit location Rear hit location

R top
No Penetration Penetration
1. Main Gun Destroyed / MC 1. Main Gun Destroyed / MC
2. Immobilized / MC 2. Immobilized / MC
2 3 4 5 3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
7 6. No Effect 6. Immobilized / MC
6 20 9 10 7. Radio Op -1 Action 7. Radio Op KIA / MC
8. No Effect 8. Normal Damage
1 8 9. Half Move Smoke 9. Immobilized / Smoke / MC
10. Half Move / Smoke 10. Immobilized / Smoke / MC
11 13 14 15 11. No Effect 11. Immobilized / MC
12. Driver -1 Action
12 13. Gunner -1 Action
12. Driver KIA / MC
13. Gunner KIA / MC
14. Half Move / Smoke 14. Immobilized Smoke / MC
16 17 18 19
15. Half Move / Smoke
16. Immobilized / MC
15. Immobilized Smoke / MC
16. Immobilized / MC
17. No Effect 17. Immobilized / MC
18. No Effect 18. Immobilized / MC
19. No Effect 19. Immobilized / MC
L 20. Commander -1 action 20. Commander KIA / MC

top hit location


top hit location

Tankers challenge
M3a1 Satan

Front
No Penetration Penetration
20 1. Automatic Penetration 1. Normal Damage
2. Immobilized / MC 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
17 18 19 4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
6. Immobilized / MC 6. Immobilized / MC
7. No Effect 7. Normal Damage
12 13 14 15 16 8. No Effect
9. No Effect
8. Normal Damage
9. Normal Damage
10. No Effect 10. Normal Damage
11. No Effect 11. Normal Damage
7 8 9 10 11 12. No Effect 12. Normal Damage
13. Hull MG Destroyed / Assit Driver -1 Action 13. Assit Driver KIA / MC
14. No Effect 14. Normal Damage
3 4 5 15. Driver -1 Action
16. No Effect
15. Driver KIA / MC
16. Normal Damage
2 6 17. No Effect 17. Normal Damage
18. Main Gun Destroyed / MC 18. Main Gun Destroyed / MC
1 19. Gunner -1 Action 19. Gunner KIA / MC
20. Commander -1 Action 20. Commander KIA / MC

Front hit location Front hit location


Specifications Special Rules

This particular Stuart variant featured a flamethrower and was High Ground Pressure: M3 Stuarts had a very high ground pressure
very useful in combating tough Japanese defenses. Because of its compared to similar armored vehicles. M3s suffer a +1 on all Bog
flame and effectiveness, this Stuart was known as the Satan. Checks.
Grousers Some Stuarts had track extenders called grousers to widen
Introduced: 1942 (Common) Crew: 4 their tracks. Tanks fit with these wideners do not suffer High Ground
Weight: 33,000 lbs. Pressure penalties.
Length: 142.75
Width: 74.25 AAMG The .30 cal LMG that Stuarts use as an AAMG were mount-
Height: 76 ed on the right side of the turret. The commander can only use the
Ground Clearance: 14 AAMG to the right of the tank, from directly ahead to directly behind.
Track Width: 11.7 The AAMG follows all normal restrictions through this arc.
Main Gun: M6 37mm gun
Gas Fuel: Because the M3A1 uses gasoline fuel and has poorly
Max Elevation: +20 degrees
designed ammo storage, the tank was prone to catch fire easily.
Ammunition:147 37mm rounds/6,500 .30 cal rounds
All Penetration Effects are -1.
Speed: 36 mph
Range: 100 miles Turret Flamethrower: The main gun is replaced with a large
Trench Crossing: 54 flamethrower. The flamethrower has 10 shots and follows all vehicle
Fording Depth: 3 flamethrower rules.

Tank Crew Positions Fuel Hit / Catastrophic: Any penetrating hit to a location marked
Radio Operator Catastrophic is a hit to the flamethrower fuel tank. The vehicle is
Hull Gunner Commander totally destroyed - see Catastrophic on the Penetration Effects Chart.

Driver Gunner

VEHICLE STATISTICS
Penetration HE
Wt. Size HF TF HS/R TS/R HT TT Speed Load TR Type Smoke HMG CMG AAMG Gun AP APCR HEAT HE Size
M5A1 Stuart 16 S 10 7 5 7 2 2 9 1 N T - LMG LMG LMG-12 37XL 19 - - 7 Sm.

tankers challenge
M3a1 satan

No Penetration side Penetration


1. Immobilized/ MC 1. Immobilized / MC
20 2. No Effect 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
16 17 18 19 5. No Effect 5. Immobilized / MC
6. No Effect 6. Immobilized / MC
7. No Effect 7. Immobilized / MC
8. Immobilized/ MC 8. Immobilized / MC
9 10 11 12 13 14 15 9L. Driver -1 action 9L. Driver KIA / MC
9R. Hull MG Destroyed / Radio Op -1 action 9R. Radio Op KIA / MC
10. No Effect 10. Normal Damage
11. No Effect 11. Normal Damage
1 2 3 4 5 6 7 12. No Effect
13. No Effect
12. Normal Damage
8 14. No Effect
13. Normal Damage
14. Immobilized Smoke / MC
15. Engine Hit - Tank Half speed Smoke 15. Immobilized Smoke / MC
16. Main Gun Hit/ MC 16. Main Gun Hit / MC
17L. Gunner -1 Action 17L. Guner KIA / MC
17R. No Effect 17R. Normal Damage
18. No Effect 18. Normal Damage
19. No Effect 19. Normal Damage
20. Commander -1 action 20. Commander KIA / MC
Side hit location
Side hit location

20 Rear
No Penetration Penetration
1. Automatic Penetration 1. Normal Damage
17 18 19 2. Immobilized / MC
3. No Effect
2. Immobilized / MC
3. Immobilized /MC /Smoke
4. No Effect 4. Immobilized /MC /Smoke
5. No Effect 5. Immobilized /MC /Smoke
12 13 14 15 16 6. Immobilized / MC
7. No Effect
6. Immobilized / MC
7. Normal Damage
8. No Effect 8. Immobilized /MC /Smoke
9. Exhaust Hit Smoke 9. Immobilized /MC /Smoke
7 8 9 10 11 10. No Effect 10. Immobilized /MC /Smoke
11. No Effect 11. Normal Damage
12. No Effect 12. Normal Damage
13. No Effect 13. Immobilized /MC /Smoke
3 4 5 14. No Effect 14. Immobilized /MC /Smoke
2 6 15. No Effect 15. Immobilized /MC /Smoke
16. No Effect 16. Normal Damage
1 17. Gunner -1 Action
18. No Effect
17. Gunner KIA / MC
18. Normal Damage
19. No Effect 19. Normal Damage
20. Commander -1 Action 20. Commander KIA / MC

Rear hit location Rear hit location

R top
No Penetration Penetration
1. Main Gun Destroyed / MC 1. Main Gun Destroyed / MC
2. Immobilized / MC 2. Immobilized / MC
2 3 4 5 3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
5. No Effect 5. Immobilized / MC
7 6. No Effect 6. Immobilized / MC
6 20 9 10 7. Radio Op -1 Action 7. Radio Op KIA / MC
8. No Effect 8. Normal Damage
1 8 9. Half Move Smoke 9. Immobilized / Smoke / MC
10. Half Move / Smoke 10. Immobilized / Smoke / MC
11 14 15 11. No Effect 11. Immobilized / MC
13 12. Driver -1 Action
12 13. Gunner -1 Action
12. Driver KIA / MC
13. Gunner KIA / MC
14. Half Move / Smoke 14. Immobilized Smoke / MC
16 17 18 19
15. Half Move / Smoke
16. Immobilized / MC
15. Immobilized Smoke / MC
16. Immobilized / MC
17. No Effect 17. Immobilized / MC
18. No Effect 18. Immobilized / MC
19. No Effect 19. Immobilized / MC
L 20. Commander -1 action 20. Commander KIA / MC

top hit location


top hit location

Tankers challenge
M3A1 Halftrack

20 Front
No Penetration Penetration
1. Automatic Penetration 1.Normal Damage
17 18 19 2.Imobilization / MC 2. Immobilized / MC
3. No Effect 3. Immobilized / MC / SMoke
4. No Effect 4. Immobilized / MC / SMoke
5. No Effect 5. Immobilized / MC / SMoke
6. Imobilization / MC 6. Immobilized / MC
12 13 14 15 16 7. No Effect 7. Normal Damage
8. No Effect 8. Immobilized / MC / SMoke
9. Engine Hit Half speed / Smoke 9. Immobilized / MC / SMoke
10. No Effect 10. Immobilized / MC / SMoke
7 8 9 10 11 11. No Effect 11. Normal Damage
12. No Effect 12. Normal Damage
13. Radio Man -1 Action 13. Radio KIA / MC
3 4 5 14. No Effect
15. Driver -1 Action
14. Normal Damage
15. Driver KIA / MC
2 6 16. No Effect 16. Normal Damage
17. No Effect 17. AAMG gunner KIA / MC
18. No Effect 18. Normal Damage
1 19. No Effect 19. Driver KIA / MC
20. AAMG knocked out 20. AAMG gunner KIA / MC

Front hit location Front hit location

specifications Special rules


Armor: The M3A1s armor factor of 0 does not mean it is
The M3A1 halftrack was common with US forces. Despite automatically penetrated. The 0 indicates that the attacker
some good points it was unpopular because of its thin armor must roll under his Penetration number as usual, but the
and referred to as the Purple Heart Box. armor of the vehicle subtracts nothing. This makes the
M3A1 more vulnerable to MGs in the anti-armor role.
Introduced: May, 1941 Crew: 3 / 10 passengers
Weight: 10 tons Pulpit Mount: M3A1s that are equipped with an AAMG
Length: 20 9.5 carry the gun in the pulpit mount. There is no shadow for
Width: 7 3.5 the gun on the vehicles right side or front. The shadow on
Height: 7 5 the left side extends 3 out. The shadow to the rear extends
Ground Clearance: 11.25 out 6. Gunners standing in the pulpit mount are very
Track Width: 1 exposed and receive only +2 cover, not the usual +5.
Speed: 45 mph
Range: 180 miles Crew: Unless stated otherwise in a scenario, the driver,
Fording Depth: 2 11 commander and AAMG gunner must come from the squad
transported in the halftrack.

Tank Crew Positions


Assistant Driver Commander

10 Passengers
Driver
VEHICLE STATISTICS
Penetration HE
Wt. Size HF TF HS TS HR TR Speed Load TR Type Smoke HMG CMG AAMG Gun AP HVAP HEAT HE Size
M3A1 Halftrack 8 M 0 0 0 0 0 0 10 - - HT - - - LCMG-15 - - - - - -

Easy eights Battleground World War II


M3A1 Halftrack

No Penetration side Penetration


1. No Effect 1. Immobilized / MC
2. Immobilized / MC 2. Immobilized / MC
20 3. No Effect 3. Immobilized / MC
4. No Effect 4. Immobilized / MC
5. Immobilized / MC 5. Immobilized / MC
6. Immobilized / MC 6. Immobilized / MC
16 17 18 19 7. Immobilized / MC 7. Immobilized / MC
8. Immobilized / MC 8. Immobilized / MC
9.No Effect 9. Immobilized / MC / Smoke
9 10 11 12 13 14 15 10. Engine Hit Half speed / Smoke
11R. No Effect
10. Immobilized / MC / Smoke
11R. 1 HW / MC
11L. Driver -1 action 11L. Driver KIA / MC
12. No Effect 12. d3 HW / MC
13. No Effect
1 2 3 4 5 6 7 8 14. No Effect
13. d3 HW / MC
14. d3 HW / MC
15. No Effect 15. d3 HW / MC
16. Driver -1 action 16. Driver KIA / MC
17. No Effect 17. 1 HW / MC
18. No Effect 18. 1 HW / MC
19. No Effect 19. 1 HW / MC
20. AAMG knocked out 20. AAMG gunner KIA / MC

Side hit location


Side hit location

20 Rear
No Penetration Penetration
17 18 19 1. Automatic Penetration
2. Immobilized / MC
1.Normal Damage
2. Immobilized / MC
3. No Effect 3. Immobilized /MC
4. No Effect 4. Immobilized /MC
5. No Effect 5. Immobilized /MC
6. Immobilized / MC 6. Immobilized / MC
12 13 14 15 16 7. No Effect 7. Immobilized / MC
8. No Effect 8. d3 HW / Normal Damage
9. No Effect 9. Normal Damage
10. No Effect 10. d3 HW / Normal Damage
7 8 9 10 11 11. No Effect 11.Normal Damage
12. No Effect 12. Normal Damage
13. No Effect 13. 1HW / Normal Damage
14. No Effect 14. Normal Damage
3 4 5 15. No Effect 15. 1 HW / Normal Damage
2 6 16. No Effect
17. No Effect
16. Normal Damage
17.AAMG gunner KIA / MC
18. No Effect 18. Normal Damage
1 19. No Effect 19. Normal Damage
20. AAMG knocked out 20. AAMG gunner KIA / MC

Rear hit location Rear hit location

R top
No Penetration Penetration
1.Immobilized / MC 1. Immobilized / MC
2. Engine Hit Half speed / Smoke 2. Immobilized / MC / Smoke
3. Immobilized / MC 3. Imobilized / MC
1 4. Engine Hit Half speed / Smoke 4. Immobilized / MC / Smoke
6 20 9 10 11 5. Engine Hit Half speed / Smoke 5. Immobilized / MC / Smoke
4 6. No Effect
7. No Effect
6. Normal Damage
7. Normal Damage
8. Driver -1 Action 8. Normal Damage
2 7 12 13 14 15 9. d3 HW / MC 9. d3 HW / MC / Immobilized
10. d3 HW / MC 10. d3 HW / MC / Immobilized
5 11. d3 HW / MC 11. d3 HW / MC / Immobilized
12. d3 HW / MC 12. d3 HW / MC / Immobilized
8 16 17 18 19 13. No Effect
3 14. No Effect
13. Immobilized / MC
14. Immobilized / MC
15. No Effect 15. Immobilized / MC
16. Driver KIA / MC 16. Driver KIA / MC
17. d3 HW / MC 17. d3 HW / MC / Immobilized
18. d3 HW / MC 18. d3 HW / MC / Immobilized
19. d3 HW / MC 19. d3 HW / MC / Immobilized
L 20. AAMG gunner KIA / MC 20. AAMG gunner KIA / MC

top hit location


top hit location

Easy eights Battleground World War II


M3 75mm gun motor carriage

Front
No Penetration Penetration
1. Automatic Penetration 1.Normal Damage
17 18 19 20 2.Imobilization / MC 2. Immobilized / MC
3. No Effect 3. Immobilized / MC / SMoke
4. No Effect 4. Immobilized / MC / SMoke
5. No Effect 5. Immobilized / MC / SMoke
6. Imobilization / MC 6. Immobilized / MC
12 13 14 15 16 7. No Effect 7. Normal Damage
8. No Effect 8. Immobilized / MC / SMoke
9. Engine Hit Half speed / Smoke 9. Immobilized / MC / SMoke
10. No Effect 10. Immobilized / MC / SMoke
7 8 9 10 11 11. No Effect 11. Normal Damage
12. No Effect 12. Normal Damage
13. Radio Man -1 Action 13. Radio KIA / MC
3 4 5 14. No Effect
15. Driver -1 Action
14. Normal Damage
15. Driver KIA / MC
16. No Effect 16. Normal Damage
17. Commander -1 Action 17. Commander KIA / MC
18. Gunner -1 Action 18. Gunner KIA / MC
2 6 19. Main Gun Destoryed / MC 19. Normal Damage
1 20. Loader -1 Action 20. Loader KIA / MC

Front hit location Front hit location


Specifications Special Rules

The M3 75mm GMC is a standard M3 halftrack with a Armor: The M3 GMCs armor factor of 0 does not mean it
is automatically penetrated. The 0 indicates that the attacker
standard 75mm gun crudely mounted in the passenger area. must roll his Penetration number as usual, but the armor of
The M3 GMC was fairly common in the Pacific. the vehicle subtracts nothing.

Introduced: 1942 Crew: 5 Gun Mount: The 75mm gun of the M3 GMC is mounted in
Weight: 11 tons the passenger area of the hull with limited traverse: the gun
Length: 20 9 can traverse 10 to the left or right. Because of the cramped
Width: 7 4 conditions of the halftracks passenger area, the M3 GMC
Height: 7 9 will never receive the Self Propelled Gun bonus to its rate
Ground Clearance: 11
of fire. In addition, the gun crew must be Crew Exposed
when operating the gun.
Track Width: 1
Speed: 42mph Gun Shield: The front face of the M3 is protected by a
Range: 175 miles tall, partially domed, armor shield. The crew receive +9
Fording Depth: 3 cover versus small arm or HE attacks from the front.

T 30 75mm Howitzer Motor Carriage: The T 30 is simi-


lar to the M3 GMC and mounts a short 75mm Pack
Howitzer. It follows all rules for the M3, including gun
shield. In addition the T 30 can use Indirect Fire.
75mm Howitzer Gun: 75S HEAT: 23 HE:12 HE Size: Med.
Radio Operator Loader
T 19 105mm HMC: The T 19 is an M3 GMC mounting a
105mm Howitzer. The T 19 follows all the rules for the M3
and may use Indirect Fire. The T 19 does not have a full
gun shield, but the crew still receive +5 partial tank cover.
105mm gun: Gun: 105 Pen: 25 HE: 18 HE Size: Lrg.
Commander
AAMG: All versions of the halftrack GMC can have a pin-
tal mounted AAMG. This AAMG can fire to either side or
to the rear, following all normal rules. Only one gun will be
mounted.
Driver Gunner Availability: .30 cal LMG 12 (roll for this first)
.50 cal LCMG 14

VEHICLE STATISTICS
Penetration HE
Wt. Size HF TF HS TS HR TR Speed Load TR Type Smoke HMG CMG AAMG Gun AP HVAP HEAT HE Size
M3 Gun Motor Carraige 8 M 0 0 0 0 0 0 8 - - HT - - - - 75 25 - 23 13 Med

islands of glory
M3 75mm gun motor carriage

No Penetration side Penetration


1. No Effect 1. Immobilized / MC
2. Immobilized / MC 2. Immobilized / MC
3. No Effect 3. Immobilized / MC
20 4. No Effect 4. Immobilized / MC
5. Immobilized / MC 5. Immobilized / MC
6. Immobilized / MC 6. Immobilized / MC
16 17 18 19 7. Immobilized / MC 7. Immobilized / MC
8. Immobilized / MC 8. Immobilized / MC
9.No Effect 9. Immobilized / MC / Smoke
9 10 11 12 13 14 15 10. Engine Hit Half speed / Smoke 10. Immobilized / MC / Smoke
11R. Radio Op -1 action 11R. Radio OpKIA / MC
11L. Driver -1 action 11L. Driver KIA / MC
12. No Effect 12. Normal Damage
1 2 3 4 5 6 7 8 13. No Effect 13. Normal Damage
14. No Effect 14. Normal Damage
15. No Effect 15. Normal Damage
16L. Driver -1 action 16L. Driver KIA / MC
16R. Radio Op -1 action 16R. Radio Op KIA / MC
17L. Loader -1 action 17L. Loader KIA / MC
17R. Gunner -1 action 17R. Gunner KIA / MC
18. Commander -1 action 18. Commander KIA / MC
19. No Effect 19. Normal Damage
20. Main Gun Destroyed 20. Main Gun Destroyed
Side hit location
Side hit location

Rear
No Penetration Penetration
1. Automatic Penetration 1.Normal Damage
17 18 19 20 2. Immobilized / MC 2. Immobilized / MC
3. No Effect 3. Immobilized /MC
4. No Effect 4. Immobilized /MC
5. No Effect 5. Immobilized /MC
6. Immobilized / MC 6. Immobilized / MC
12 13 14 15 16 7. No Effect 7. Immobilized / MC
8. No Effect 8. Normal Damage
9. No Effect 9. Normal Damage
10. No Effect 10. Normal Damage
7 8 9 10 11 11. No Effect 11.Normal Damage
12. No Effect 12. Normal Damage
13. No Effect 13. Normal Damage
14. No Effect 14. Normal Damage
3 4 5 15. No Effect 15. Normal Damage
16. No Effect 16. Normal Damage
17. Auto 17. Loader KIA / MC
2 6 18. Auto 18. Main Gun Destroyed
19. Auto 19. Gunner KIA / MC
1 20. Auto 20. Commander KIA / MC

Rear hit location Rear hit location

R top
No Penetration Penetration
1.Immobilized / MC 1. Immobilized / MC
2. Engine Hit Half speed / Smoke 2. Immobilized / MC / Smoke
3. Immobilized / MC 3. Imobilized / MC
1 4. Engine Hit Half speed / Smoke 4. Immobilized / MC / Smoke
6 20 9 10 11 5. Engine Hit Half speed / Smoke 5. Immobilized / MC / Smoke
4 6. Radio Op -1 action
7. No Effect
6. Radio Op KIA / MC
7. Normal Damage
8. Driver -1 Action 8. Driver KIA / MC
2 7 12 13 14 15 9. auto 9. Commander KIA / MC
10. auto 10. Normal Damage
5 11. auto 11. Ammo Hit -6 Effect
12.Main Gun Destoryed 12. Main Gun Destoryed
8 16 17 18 19 13. auto
3 14. auto
13. Normal Damage
14. Normal Damage
15. auto 15. Normal Damage
16. Loader KIA / MC 16. Loader KIA / MC
17. auto 17. Normal Damage
18. auto 18. Normal Damage
19. auto 19. Ammo Hit -6 Effect
L 20. Gunner KIA / MC 20. Gunner KIA / MC

top hit location


top hit location

islands of glory
The rules

The rules

Japanese
Japanese infantry come from a culture very differnt from
Western ideas. Thier approach to war and feelings of social
obligation are difficult for Westerners to understand. One
result of this was that Japanese Infantry have a very different
morale structure then other infantry.
Morale Japanese Infantry have a morale rating just like any
US Marines other troops, and can be Green, Regular, Veteran, or Elite.
Japanese Infantry within the command radius of a leader can-
Riflemen in the US Marines receive more training then thier
not be Broken. They can be suppressed as normal.
counterparts in the army. In general US Marines follow all
Leaders Japanese Leaders cannot be broken except by
normal rules for infantry, with the exceptions below.
flame weapons, such as a flamethrower.
Morale US Marines are Green, Regular, Veteran, or Elite
No Leader Japanese Infantry outside the command radius of
just like any other troops. A US Marines morale will be one
a leader may be Broken as normal. Once Broken they must
point higher then for an infantry man of similar quaility.
self rally using standard rules. A Broken Japanese
To Hit US Marines receive -1 To Hit with any small arms
Infantryman who comes within the command radius of a
fire, in addition to any other modifiers.
leader will be automatically rallied.
Bunkers Japanese in a bunker will be immune to Moral
Checks while within the Bunker.
Fire Japanese Infantry where very afraid of fire. Japanese
will be subject to Morale Checks caused by a flame thrower
(such as from seeing a Gory Death) even if within command
radius of a leader.
Tanks Japanese Infantry were very afraid of the large US
tanks (even a Stuart is big compared to the HA-GO!)
Japanese are subject to all normal Gut Checks caused by
armor, even if with in Command radius of a leader. They suf-
fer an additional +3 on a Gut Check to close assualt.
No Quarter Japanese Infantry will never surrender. They
are always subject to No Quarter.
Battle Standard Some Japanese Platoons carried Rising Sun
flags to inspire the men. The standard is carried by the pla-
toon runner, the platoon commander, or any available rifle-
man. So long as the flag bearer is not prone and within 5 and
LOS of the platoon commander the platoon commanders
command radius is doubled. Line of Sight restrictions still
apply.

islands of glory 1
The rules
Hand to Hand Combat Japanese infantry had extra training The squad must have a leader. A platoon leader may declare
in hand to hand combat. All japanese infantry receive -1 in a banzai for his entire platoon.
Hand to Hand, in addition to other modifiers.
The leader must declare the intention to Banzai during the
Squad Morale Phase. Once the first card has been drawn it is
to late to declare a Banzai that turn. (The GM can decide to
keep this declaration secret or make it open)

Katana Japanese Leaders offten carried a sword into com- The leader must have at least 6 infantrymen within
bat. Officers with a sword receive -3 in Hand to Hand com- Command Radius. Light wounded figures do count towards
bat. this total.
(Note these modifiers apply to the basic hand to hand system
listed in the Battleground rule set. When using the advanced Everyone in the command radius must be part of the Banzai
hand to hand system included in Islands Of Glory - other charge, figures who have set special fire modes within com-
modifiers can be found on the appropriate charts). mand radius of a leader declaring banzai lose that special fire
Tree Snipers Japanese snipers in a tree have tied themselves mode and join the banzai. Any Japanese infantry who are
in. They cannot move during the game. within 2 of a figure who goes banzai, must go banzai. Who
Teishindan Some Japanese troops are Teishindan, voluteers will and who will not banzai is determined during the Squad
for special forces type missions. These troops follow all Morale Phase. Any figure who is going banzai loses its turn
Japanese morale rules, except as follows. and moves on the declaring leaders card. Mark each figure
Tanks These troops are the bravest of the brave and not sub- who will take part in the Banzai with a Banzai counter.
ject to the Japanese fear of Armor. They need never make a
Gut Check because a tank is within 4. If a Teishindan wish- When the leader who declared banzais card is draw, roll on
es to close assault an enemy tank, they must make a Gut the chart below.
Check on thier full morale, not a Half Gut check. The +3
modifier for normal Japanese does not apply.
Suicide Bombers Some Teishindan committed themselves
to destroying an enemy tank. To do so they strap one or more
demo packs to themselves and run at the tank. These suicide
bombers are never subject to any Gut Check to approach or
close assualt an enemy tank. When a Suicide Bomber suc-
cesfully moves against a tank roll a d20, on 19 or less is
rolled the packs detonate. The Suicide Bomber can pick
which location of the tank the attack is directed against, so
long as they only attack the facing of the tank they moved
thier figure against. Suicide Bombers can only chose turret
locations if they manage to climb up onto the tank by spend-
ing an action. A suicide bomber can move and detonate in the
same action. A suicide bomber has a penatration of 30 and
does cause none penatration effect.
Rikusentai These Japanese landing troops follow all
Japanese morale rules. The only difference between flamethrower vehicles
Rikusentai and Japanese army personnel is that Rikusentai
are not subject to the movement penalty for beach, as dis- The USMC uses large flamethrowers mounted in tanks to
cussed in the Terrain section. help burn out stuborn Japanese bunkers. These flamethrowers
were mounted in Sherman tanks and replaced the 75mm gun.
Banzai The advantages of the vehicle flamethrower are that the
The Japanese sometimes conducted a squad wide charge into armor protects the crew and fragile weapon and that the
Hand to Hand combat. This Banzai charge was sometimes a vehicle is more mobile in some terrain types. Disadvantages
battle winner, and sometimes suicidal. To conduct a Banzai of the vehilce flamethrower are that the crew were not able to
charge a squad must meet several conditions. sight very well, can not communicate well with the riflemen,

islands of glory
2
The rules
and the vehilce will bog in some terrain. Firing Canister Canister shells are loaded and fired exactly
Movement Flamethrower tanks move exactly like any other like any other shell. When a canister round is fired simply lay
tank. the canister template (there is a separate template for each
Damage Roll To Hit, Location, and Penetration just as for caliber) 3 from the muzzle, aligned exactly as the turret is
any other tanks. Flamethrower tanks always suffer -3 on the pointing. Roll for effect for any figure under the template.
Penetration Effects Chart due to the volitale nature of The template is marked with bands, each band is labeled for
flamethrower fuel. which column effected figures must roll on. Figures in under
Firing Flamethrower tanks do not need to be loaded, and the A band must roll on the A column of the effects chart, and
can fire once an action. Vehicle flamethrowers must be acti- so on. Cover modifiers apply as normal. Figures out of line of
vated, by rolling 18 or less on a d20. A flamethrower can sight from the firing tank (such as prone in a foxhole) are not
activate and fire in the same action. Once activated the effected by the shell.
flamethrower may fire every action without rolling again,
once the weapon holds its fire for one or more actions, it must
roll to activate again.
Firing on the move Flamethrower tanks can move and fire
in the same action. When doing so, the entire flame template
is counted as the yellow zone, there is no red zone for that
action of fire.
Effect Figures under the center red zone of the Vehicle
Flame thrower template are gory death, regardless of cover
modifier. Figures under the outer yellow zone of the Vehicle
Flamethrower template roll on the A column, all cover applies
as normal. Any Light Wounds or more serious effects are
counted as Gory Death.

Hand to Hand combat


The Pacific Theater was the sight of some of the most vicious
hand to hand fighting of the Second World War. There are two
primary reasons for this. First of all, the dense terrain of most
Pacific Islands forced the combatants into close proximity,
making Hand to Hand fighting more common. Secondly, the
Japanese military relied heavily on hand to hand combat. This
Canister Rounds was a result of the Japanese emphasis on using a version of
the Bushido code to motivate the troops. The Japanese con-
The main guns of both primary US tanks in the Pacific the- sidered it more honorable to stab an enemy then to shoot him.
ater can fire special canister rounds. Canister rounds are large Players may use this hand to hand combat system in any
shot gun shells and there is a round for the 37mm gun on the Battleground game if they choose. This system is more
Stuart tank and the 75mm gun on the Sherman. These shells appropriate in smaller scenarios, and in scenarios that promi-
were especially effective in Jungle terrain, because they satu- nately feature hand to hand fighting, such as scenarios cen-
rate an area with fire power and are not dependent on aiming tering on a Banzai charge.
at a specific target.

islands of glory 3
The rules
ATTACK AND DEFENSE action of movement in base contact with an enemy has
When engaging in HTH the attacker is the figure whose card charged, and may only use the Strike option.
is currently drawn. The defenders are any figure in base con- Strike The Strike option is any physical attack with an object
tact with the attacker whose card is either already passed, or such as a fist, knife, rifle butt, bayonet or any other available
has not yet been drawn. Figures on any Special Fire Mode are item. Strike is the most common Hand To Hand attack.
defenders, a figure on Special Fire Mode will never be an Shoot The Shoot option is used to press the muzzle of your
attacker. weapon into the opponents gut and pull the trigger. This
option can be used by a figure armed with any small arms, but
An attacker can initiate HTH combat in two ways: pistols and SMGs will be most effective.
1) Use an action of movement to move into base contact with
an enemy figure. DEFENSE OPTIONS
2) If already in base contact with an enemy figure, HTH is Defenders may chose a defense or counterattack in HTH
inititated when the attackers card is drawn. combat. Counterattacks (Strike or Shoot Defense) tend to be
as lethal to Defenders as they are to attackers. Defenders may
TAKE ACTION only chose to Strike or Shoot if they still have actions remain-
HTH combat takes an action to complete in the advanced sys- ing for that turn.
tem. There will be some cases where a figure will be in base Block The defender uses an object such as his hand, a rifle,
contact with an enemy figure but have no actions left for the or a shovel to catch the incoming blow or to deflect the
turn. HTH will still take place, as a free action for the figure attackers weapon.
that turn. The following restrictions apply. Dodge The Dodge is used by the defender to physicaly avoid
Defender There are two cases where a figure can end up as a an attack by ducking, jumping to one side or otherwise being
defender with no actions remaining for the turn. In either somewhere that isnt getting hit.
case, a defender with no actions left for the turn may only Shoot The defender attempts to put the attacker down with
chose to Block or Dodge. a firearm. This defense can result in both the attacker and the
Card already past In this case the figures card has already defender being KIA.
been drawn for the turn, and the figure may only Block or Strike This defense is used to strike down the attacker as he
Dodge. attacks. This defense can result in both the attacker and
Special Fire Mode In this case the figure has set a special fire defender being slain.
mode for the turn and may only Block or Dodge.
Op Fire/Ambush A figure who has set Op Fire or Ambush for
the turn may still fire at an approaching enemy following all
rules for the that special fire mode.

SKILL CHECK
To resolve HTH combat both the attacker and the defender
chose an action from the list below. But the attacker and the
defender roll a skill check and apply appropriate modifers.
Look up the result of each figures Skill Check on the chart for
his action.
Victory The figure has passed the skill check, but still rolled
an unmodified number within 5 points of its Morale.
Defeat The figure has failed the skill check, but still rolled an
unmodified number within 5 points of its Morale.
Crushing Victory The figure has passed the skill check, and
rolled an unmodified number less then 5 points of its Morale.
Utter Defeat The figure has failed the skill check, and rolled
an unmodified number greater then 5 points of its Morale.

ATTACK OPTIONS
Whenever an attacker spends an action in Hand To Hand he
must chose the Strike or Shoot option. A figure that ends an

islands of glory
4
The rules

Strike Attack Chart


Results
The blow crashes into the Head, Neck, Face or
Crushing Victory vital Organs of the Defender. Defender is KIA.

A solid hit is scored on the unfortunate


Victory defender. The defender must roll on the C
column of the Effects Chart.

The blow goes wide, harming nothing but air.


Defeat No Effect .

The blow was clumsy and poorly timed. The


Utter Defeat attacker drops the weapon. If the attacker is
unarmed he falls prone

Modifiers Skill Check Effect


Bayonet +0 -1
Weapon Butt +0 +0
Fist +1 +3
Knife +1 +0
Crew Weapon +5 +0
Charge -2 -2
Japanese Bayonet -1 -2
Katana -2 -3
Banzi (not combined with charge) -3 -3

islands of glory 5
The rules

Shoot Attack Chart


Result
The Defender takes several slugs in the chest
Crushing Victory and falls dead. Defender KIA.

The Attacker gets off a solid burst of fire. The


Victory Defender must roll on the Effects Chart for the
Attackers weapon.

The Attacker shot goes wide. No Effect.


Defeat

In the Attacker's haste to kill his foe the


Utter Defeat weapon malfunctions. The Attacker's weapon
is jammed.

Modifiers Skill Check Effect


Pistol -5 -5
SMG -2 -5
Rifle +2 -5
LMG +6 -5

islands of glory
6
The rules
Block Defense Chart
Results

The Defender has disarmed the Attacker. If the


Crushing Victory Attacker is unarmed the attacker falls prone.
(if the Attacker also rolled a Crushing Victory there is no effect)

The Defender has managed to block the Attacker's


Victory strike, or deflect the fire from his weapon. (if the
Attacker rolled a Crushing Victory then the Defender must roll on
the Effects Chart for the Attacker's Weapon.)

The Defender has not blocked the attack, and


Defeat suffers it's full effect.

The Defender's weapon is crushed or lost. The


Utter Defeat Defender suffers the Attacker's full effect.

Hand To Hand Sucess Chart


Results
The figure has passed the Skill Check, and rolled an unmodired
Crushing Victory number greater then the 5 points of his Morale.
For a figure with a Morale of 10: 1-4

The figure has passed the Skill Check, but still rolled an
Victory unmodified number within 5 points of his Morale.
For a figure with a Morale of 10: 5 - 10

The figure has failed the Skill Check, but still rolled
Defeat unmodified number within 5 points of his Morale.
For a figure with a Morale of 10: 11- 15

The figure has failed the Skill Check, and rolled an


Utter Defeat unmodified number greater then 5 points of his Morale. For a
figure with a Morale of 10: 16-20

islands of glory 7
The rules

Dodge Defense Chart


Results
The Defender has completely avoided the attack.
The Defender may move 2" away from the Attacker,
Crushing Victory
thus ending the melee.
(if the Attacker also rolled a Crushing Victory there is no move)
The Defender has managed to dodge the attack.
Victory There is no effect. (if the Attacker rolled a Crushing Victory
then the Defender must roll on the Effects Chart for the Attacker's
Weapon.)

The Defender has not dodged the attack, and


Defeat suffers it's full effect.

The Defender has jumped wildly in a panicked


Utter Defeat attempt to avoid the attack and falls prone. The
Defender suffers the full effect of the attack.

Modifiers Skill Check


Beach, Ash, Soft Ground +5

islands of glory
8
The rules

Shoot Defense Chart


Result
The Attacker takes several slugs in the chest
Crushing Victory and falls dead. Defender KIA.

The Defender gets off a solid burst of fire. The


Victory Attacker must roll on the Effects Chart for the
Defender's weapon.

The Defender's shot goes wide. No Effect.


Defeat

In the Defender's haste to kill his foe the


Utter Defeat weapon malfunctions. The Defender's weapon
is jammed.

Modifiers Skill Check Effect


Pistol -5 -5
SMG -2 -5
Rifle +2 -5
LMG +6 -5

islands of glory 9
The rules

Strike Defense Chart


Results
The blow crashes into the Head, Neck, Face or
Crushing Victory vital Organs of the Attacker. Attacker is KIA.

A solid hit is scored on the unfortunate


Victory Attacker. The Attacker must roll on the C
column of the Effects Chart.

The blow goes wide, harming nothing but air.


Defeat No Effect .

The blow was clumsy and poorly timed. The


Utter Defeat defender drops the weapon. If the defender is
unarmed he falls prone

Modifiers Skill Check Effect


Bayonet +0 -1
Weapon Butt +0 +0
Fist +1 +3
Knife +1 +0
Japanese Bayonet -1 -2
Katana -2 -3

islands of glory
10
The rules

Banzai Chart
Die Effect
GYKUSAI The unit is overcome the the samuari spirit. When the unit's card is drawn

1 they charge 3 actions worth of movement towards the enemy immediatetly. They may
ignore closer enemy to attack a further target. The unit becomes fanatic immeditatly.
They cannot be broken or suppressed. No Quarter is in effect. Any enemy unit within
12" suffers an immediate Morale Check. Any light wounded Japanese in the unit will
ignore thier wound and move with the unit. Light wounded troopers willl still suffer +5 in
combat and suffer the light wound next turn as normal.

When the unit's card is drawn they charge 3 actions worth of movement towards the
enemy immediatetly. They may bipass closer unit to attack a further target. The unit
2-5 becomes fanatic immeditatly. They cannot be broken or suppressed. No Quarter is in
effect. Any enemy unit within 12" suffers an immediate Morale Check.
When the unit's card is drawn they charge 3 actions worth of movement towards the
nearest enemy immediatetly. The unit becomes fanatic immeditatly. They cannot be
6-14 broken or suppressed. No Quarter is in effect.

When the unit's card is drawn they charge 2 actions worth of movement towards the
nearest enemy immediatetly. The unit becomes fanatic immeditatly. They cannot be
15-18 broken or suppressed. No Quarter is in effect.

The men watch as the leader charges alone, they will not join the
19-20 charge or advance on the enemy. They may spend thier action to
fire.

Modifiers
Leadership Bonus -x
1945 -1

islands of glory 11
The rules

islands of glory
12
The terrain

The Terrain
rules apply only to coral very near the surface (say 3 depth at
the lowest). Deeper coral is too deep for any special rules to
apply.
Sighting No effect, pieces on the Coral are in the Open.
Movement Infantry crossing Coral do so at 2 per action
because of the rough surface, tides, and danger of injury from
falling. Only fully tracked amphibious vehicles may cross
coral, and they do so at their movement rate for water, not
land.
Bog Any vehicle crossing Coral must make a Bog Check
of 20 each action.
Cover Coral provides no cover to infantry. Infantry in coral
are in Deep Water and receive the -2 effects modifier.
Figures will never go prone in Coral. Vehicles receive no
cover when crossing Coral.
Beaches
Volcanic Ash
Beaches are virtually everywhere in the Pacific. Most islands Volcanic ash is found on only a few islands in the Pacific,
have strips of beach surrounding them and these vary in the namely Iwo Jima. This residue from volcanic activity is very
shade and density of the sand they are made of. Beaches can fine and created the unique problem of getting into every-
be wide or narrow and can have consistencies varying from a thing. Ash was easily breathed into the lungs, jammed
fine dust to a thick, deep sand. For game purposes beaches are weapons, and at times caused vehicles to become stuck.
divided into sand thickness consistencies of Light, Medium, Sighting No effect, pieces on the ash are Open.
and Heavy Beaches (note this only effects vehicles). Movement All infantry figures receive a -1 per action
Sighting No effect, models on beach are Open. penalty when moving on ash. All vehicles move at 1/2 their
Movement Marines and Japanese Rikusentai move at nor- movement allowance and must roll for a Bog at the end of
mal rate; all others move at -1 per action. All vehicles move each action that any movement is taken. Vehicles will Bog on
at 1/2 their movement allowance and must roll for a Bog at ash on a d20 roll of 18 or higher.
the end of each action that any movement is taken. Vehicles Cover Ash provides no additional cover, but figures may
will Bog on a Light Beach on a d20 roll of 18 or higher; Bog still go prone as normal. Because of the loose nature of vol-
on a Medium Beach is 16 or higher, Bog on a Heavy Beach canic ash, it is impossible to dig foxholes or similar entrench-
is 14 or higher. ments. It is still possible to construct log or concrete fortifi-
Cover Beaches provide no additional cover, but figures may cations of a permanent nature.
still go prone and use foxholes, etc. Any figure may dig a fox-
hole on a Beach and be considered Dug-In. Digging a foxhole
Ocean
on the beach will take two man actions to complete per fox-
Many troops, including Marines and Japanese Rikusentai,
hole. Any figure wishing to receive the +5 foxhole modifier
found it necessary at times to have to wade through the ocean
from a beach foxhole must be Prone and in the foxhole to
to make it to the beaches. The water of the ocean not only fur-
receive the bonus. Any HE effects on a beach foxhole should
ther weighed down an already combat equipped soldier, but
be treated as Open Ground with a figure in the foxhole taking
waves made it nearly impossible to keep ones balance as
the +2 Prone modifier as normal; do not roll a d6 to determine
well. These rules only apply to shallow ocean (no deeper then
if a shell lands in the foxhole. This rule takes into account that
6). Deeper ocean is not crossable by figures or land vehicles
beach foxholes are more shallow than normal foxholes.
and can only be crossed by landing craft or fully amphibious
vehicles.
Coral Sighting Pieces in the Ocean are Open.
Some islands and atolls consist of coral. Coral is essentially Movement Figures move at 1/2 rate in the ocean, vehicles
fossilized aquatic life made jagged and rough over time. move at one quarter rate. Amphibious vehicles move at their
Coral is usually razor-sharp and can cause severe damage to amphibious rate. Non-Amphibious vehicles bog on a d20 roll
men and vehicles if care is not taken when crossing it. These

islands of glory 1
The Terrain

of 19 or higher. drown.
Cover Ocean provides no cover to infantry. Infantry in ocean
are in Deep Water and receive the -2 effects modifier. Jungle
Figures will never go prone in ocean. Vehicles receive no Jungle is the single most common terrain type encountered in
cover when crossing ocean. the Pacific Theater. Jungle consists of varying degrees of wild
and tangled overgrowth, tropical trees, and plant life. It is also
Ocean Shellholes home to swarms of insects, snakes, and wild animals. The
Artillery rounds often exploded in shallow waters, creating humid and moist climate present in jungle added even further
shellholes on coral on the ocean floor. Because ocean shell- pains for men and vehicles fighting in this difficult terrain.
holes were usually unseen to troops and vehicles moving in Sighting Because of the dense nature of Jungle the maxi-
the ocean, this particular obstacle proved to be very danger- mum Line Of Sight is 6. All pieces in the Jungle count as
ous: men could easily drown under the weight of their equip- Concealed.
ment and vehicles capsize. Movement All movement is halved for infantry in the
Sighting Pieces on the Beach or in the Ocean have no Line Jungle. Vehicles move at one-quarter movement. Wheeled
of Sight to Pieces in an Ocean Shellhole. Ocean Shellholes vehicles Bog on a 20 in the Jungle.
themselves can be sighted by infantry or unbuttoned vehicle Cover All figures receive +3 cover in the Jungle. This may
crews who are within 6 and roll a 10 less on any Sighting be added with prone, but no other bonus. Vehicles in the
Check. Jungle are +3 to be hit. This is an exception to the standard
Movement Figures that move across an Ocean Shellhole rules for how terrain covers vehicles.
immediately sink. Roll a Skill Check. If this check is passed
the figure strips his pack and swims out of the hole. If the Takotsubo (Spider Hole)
check is failed, the figure drowns and is KIA. Surviving fig- The individual Japanese soldier was a master at creating a
ures head to shore and are Broken and unarmed when they one-man foxhole called a takotsubo. Known to the Americans
arrive. A figure that rallies may arm himself with a weapon as a spider hole, this particular foxhole maximized the
from a casualty (there will be plenty around in a beach Japanese soldiers effectiveness in fighting while providing
assault) by spending one action at the casualty figure. optimum protection. Takotsubo were usually camouflaged
Vehicles Amphibious vehicles will be unaffected by Ocean with palm fronds or vegetation which made spotting very dif-
Shellholes. Non-amphibious vehicles crossing a shellhole ficult for the enemy.
must make a Skill Check on the drivers Morale. If this check Sighting A Takotsubo is sighted as Constructed Concealed
is passed the vehicle loses one action, carefully backing out infantry.
of the shellhole. If this check is failed, the vehicle capsizes Movement A Takotsubo has no effect on movement and a
and is out of play. The crew must each pass a Skill Check (for figure can get in or out for free in any action of movement.
open top vehicles) or a half Skill Check (for closed top vehi- Cover These Takotsubo offer +6 cover to any figure within
cles) or drown. it. Figures prone in the Takotsubo may only be attacked by
Cover No piece can draw LOS to a piece in an Ocean HE shells lobbed in the hole or by small arms fire from with-
Shellhole, because the piece in the Ocean Shellhole is under- in one inch of the hole.
water. Of course, figures can use the Ocean Shellhole as
cover and must move out of the hole as soon as possible or

islands of glory
2
The terrain
tunnels throughout the island. These tunnels housed men and
supplies and linked fighting positions together. Tunnels were
particularly helpful to the Japanese as an escape from Allied
shelling and to retreat from overrun positions. Tunnels were
also characterized by having numerous concealed openings
from which troops could emerge onto the battlefield.
American troops were hard pressed to eliminate the Japanese
from their tunnel defenses late in the war.
Sighting Tunnel mouths are sighted as Constructed
Concealed infantry.
Movement Figures may move at full rate in tunnels. Figure
position should be recorded on a map as figures move from
one pillbox or opening to the next. Only the largest tunnels
can accept a vehicle. If the tunnel is large enough for a vehi-
cle, that vehicle moves at full speed for Open Ground.
Cover Figures in a tunnel cannot be attacked from above
ground. Tunnels provide no cover from attacks from within
the tunnel.

Kunai Grass
Kunai Grass, or elephant grass, is indigenous to certain
Pacific locales. Roughly the height of a grown man, this grass Log Pillboxes
is thick and very sharp on its edges. Kunai Grass is both very The Japanese utilized many natural resources on the islands
difficult to see and move through. they defended. Often, Japanese troops would construct pill-
Sighting Maximum Line of Sight to or from figures in boxes and machine gun nests out of coconut or other wood
Kunai Grass is 8. Figures in Kunai Grass are Concealed. logs. This type of fortification is specific to positions con-
Figures prone in the Kunai Grass only have LOS for 2. structed out of wood; concrete pillboxes should be treated as
Vehicles of Medium size or larger can be seen over the grass specified in Battleground World War II Rule Set.
and are Open. Small vehicles are Concealed and can have Sighting All pillboxes are Concealed and are sighted as vehi-
LOS out to 10. Thus at 9 range, infantry would have LOS cles. Size modifier is determined by the size of the pillbox,
to a small vehicle but the vehicle would not have LOS to the therefore a single MG team pillbox would be very small and
infantry. All Sighting Checks are made as normal. an artillery structure very large. It is never possible to deter-
Movement Infantry move at -1 per action in the Kunai. mine if the pillbox is occupied without moving to within 6"
Vehicles count Kunai Grass as Rough Ground. and making a Sighting Check. When a pillbox is sighted, the
Cover Kunai Grass offers no cover, but figures may go prone barrels of any 20mm or larger guns should be mentioned.
as normal. Because of the excellent camouflage discipline of the
Japanese army, all log pillboxes are Constructed Concealed.
Tunnels Movement Small pillboxes will count as Rough Ground.
Many Japanese defended islands had a series of underground For larger pillboxes, look at the model and determine what

islands of glory 3
The Terrain
type of terrain it might be. Most pillboxes will be impassable and amphibious vehicles moving through the ocean towards
to vehicles and count at least as Rough Ground to infantry. the shore. Battleground rules easily allow for this activity,
Vertical surfaces will take at least an action to go up, if they using the water movement rate and the card initiative system.
can be climbed at all. However, play quickly bogs down into an eternity of slowly
Cover Pillboxes offer +12 cover to anyone within. This may moving boats while the defender shoots. Yes, that is basical-
never be added with prone. Anyone forced prone may not fire ly what an amphibious assault is like, but it is not so exciting
out or be hit by incoming fire. Grenades may only be put in to game - even for the defender. To increase the pace of play
at 0 inch range. Any infantry firing into a gunslit from outside while retaining the feeling of the assault, we have instituted
and from within 1" deny the +12 cover to those in the box. the following simplified movement system for amphibious
Instead the occupants get +5. This counts only to infantry fire assaults.
during an action, not any Special Fire Mode, and only for fire Sections of Ocean Divide the ocean area between the attack-
from within 1. It is not generally possible to reduce a pillbox ers table edge into sections. Generally, there should be
during the course of a game. between 2 and 3 feet of ocean divided into 3 or 4 sections.
HEAT rounds Log Pillboxes were more succeptable to HEAT Mark the sections along each table edge, parallel to the
rounds. HEAT rounds attack a log pillbox in the same way as attackers advance. There is no need for the sections all to be
they attack buildings, using the wide cone indicated on the of equal width, but they should all run evenly through the
template by the dashed lines. Log Pillboxes only offer +4 width of the table. When the card for an amphibious unit is
cover vs a hit by a HEAT round. pulled, move them into the next section. They may be placed
HE rounds Log Pillboxes were more flexible and less prone any distance from the beach within their section.
to spalding from HE hits. Figures in a Log Pillbox receive Ocean One or more bands of Ocean out from the surf.
+15 cover vs direct hits from a HE shell. Surf The band of Ocean closest to shore and overlapping
the land terrain of Beach. The water part of Beach is Deep
Water, the land part of Beach is Beach, see the Terrain rules.
Beach is the only band shallow enough to allow wading
infantry or vehicles.
Drift When an amphibious vehicle moves, the driver or
captain must roll a Skill Check. If the check passed, the vehi-
cle moves straight into the next section. If the check is failed,
the vehicle will drift. Roll a d20: 1-10 the vehicle drifts to
starboard (right), on an 11-20 the vehicle will drift port (left).
The vehicle will drift d6 inches.
Navigation Any vehicle that has sucessfully passed their
Drift roll may attempt to navigate. When an amphibious vehi-
cle wants to move in a lateral direction, the driver must roll a
1/2 Skill Check. If the driver passes the check, he may
manuever d6 inches left or right parallel to the original
course.
Landing Craft Landing craft move in a amphibious landing
just like amphibious vehicles. When landing craft enter the
Beach section of Ocean, they drop their ramps and allow their
Amphibious Landings passengers to move out. To determine how close to the Beach
the ramp drops, roll 2d6. This is how close to the beach the
The island campaigns in the Pacific Ocean necessitated bow of the Craft is (in inches) when it drops ramp. If the pilot
amphibious assaults against enemy held beaches. This type wishes to push closer he must make a Gut Check. If this
of assault is very exciting in game play, but can bog down check is passed, the Craft will drop ramp d6 inches from
into an eternity of artillery phases if care is not taken. The fol- shore instead of 2d6. If the pilot pushes closer, roll a d20.
lowing rules are designed to capture the feeling of an On an 18 or higher the Landing Craft is bogged. Follow nor-
amphibious landing, while maintaining the exciting pace of a mal unbogging procedure as for armored vehicles.
Battleground skirmish. Moving Out On the turn the vehicle drops ramp, the
infantry or vehicles within are allowed one action of move-
Movement ment. This movement will be in Deep Water. All rules apply.
Amphibious assaults obviously begin with the landing craft Amphibious Vehicles LVTs and other amphibious vehicles

islands of glory
4
The terrain
move on shore as normal the turn after entering the Beach Firing From the sea
section of Ocean. All firing from Landing Craft or an Amphibious Vehicle is
Under Water Shellholes The large guns mounted on Naval Firing on the Move, even if the vehicle wishes to remain sta-
ships can create under water obstacles when landing in the tionary due to the rocking effect of the ocean. Craft and
beach. These under water shellholes are only created by guns Vehicles in the water must measure the range before they
of 200mm caliber or larger. Determine before play if the move for the turn. Fire on the Move is always half chance To
beach has shellholes - if there has been a large preparatory Hit. Only weapons mounted on the Landing Craft or
bombardment, there should be some underwater shellholes. Amphibious Vehicle may fire. Passengers may not fire per-
Falling in a Shellhole If there are underwater shellholes, roll sonal weapons, even if Crew Exposed. Vehicles being trans-
a d20 for each figure wading across the Beach. Roll only once ported in another vehicle, such as a tank riding in a Landing
for each figure on the action they leave the landing craft. If Craft, may not fire.
the roll is a 19 or 20, the figure has fallen in a hole (see the
Terrain section for details). Roll a d20 for each vehicle wad- Artillery
ing ashore. On the roll of a 20, the vehicle has fallen into a Direct Fire artillery is commonly used against the assault
shellhole large enough to sink it (see the Terrain section for forces as they approach the shore. All rules for placement and
details). Amphibious vehilces such as a LVT will never sink deviation are as written.
in a shellhole. Direct Hit If a landing craft or amphibious vehicle is under
Coral Some islands are surrounded by Coral. Some Coral is the A ring, roll a d6. If the result is a 1, the shell has landed in
continuous and some has gaps. When Coral is present, it the craft and it is sunk losing all aboard. If the result is a 2 or
defines the line between Surf and Beach. Gaps in the Coral higher, then the shell has landed beside the craft (see below).
should be marked on the map and possibly hidden from the Near Miss If a landing craft or amphibious vehicle lies under
attacker or even the defender. the HE effects template and did not receive a direct hit, there
Landing Craft When landing craft come to Coral (on the is a possiblity of swamping. Roll on the chart below.
turn they should move into beach), they stop, drop ramp, and Swamping Effects If the number rolled is greater than the
disgorge troops or vehicles. Pieces dismounting a Landing number on the chart, there is no effect. If the number rolled is
Craft onto Coral receive two actions. All Coral rules apply. equal or less then the number on the chart, the vehicle is
Amphibious Vehicles Amphibious vehicles that are not fully swamped.
tracked follow all rules for landing craft when they hit Coral. Ocean If a vehicle is swamped in the Ocean, it is out of play.
Fully tracked amphibious vehicles spend one turn crossing All Passengers, crew, vehicles, and cargo are out of play.
the Coral, then procede as normal across the beach section of Surf If a vehicle is swamped in the Surf, the vehicle is out
Ocean. All Coral rules apply and the vehicle must make two of play. Any vehicles carried on board are out of play and the
Bog Checks to cross the Coral sucessfully. vehicles crew must pass a half Skill Check or drown. Any
infantry passengers must pass a Skill Check or drown and be

islands of glory 5
The Terrain
KIA. All survivors must roll a second Skill Check. If this
check is failed the figure loses his rifle and all equipment. If
the check is passed, the figure has retained his rifle and
equipment. Figures carrying a crew served weapon or engi-
neering equipment heavier then a satchel charge suffer a +5
on the second Skill Check.

Direct fire
Direct Fire can be used against amphibious vehicles in the
Ocean or surf. All rules for range and To Hit apply as normal.
If a hit is scored, roll for location as normal. The bottom three
rows of locations will be below the surface and not effected.
Roll to penetrate and for effect as normal for hits above the
waterline.
Swamping A penetrating hit against a vehicle at sea can
cause swamping.
Armor Piercing Penetrating AP rounds of 70mm are larger
will force a swamping roll on the Med A chart, all swamping
effects apply as normal.
High Explosive Penetrating HE rounds of Medium or Large
size force a swamping roll on the Medium or Large A chart,
depending on the size of the shell. All swamping effects apply
as normal.

Swamping CHART
Med Large Large
A B A
Open Top Amphibious 5 7 9
Closed Top Amphibious 4 6 8
Small LC 2 4 6
Medium LC - 2 4
Large LC - - 2

islands of glory
6
Prelude to Infamy
orders
Date: December 7, 1941
Time: 0400 hrs.
Location: Oahu , Hawaii
Background: You are commander of a small garrison pro-
tecting a radar installation. You have one section of sentries
on patrol in the area in two jeeps and a few of your men
standing watch at the tower and control buildings. Although
there is some talk of Japanese sabotage given the recent ten-
sion, you are not expecting any trouble. In fact you are
looking forward to a pleasant Sunday off at the beach.
Orders: Theoretical: Protect radar site from sabotage.
Real: Stay awake until relieved, then enjoy a day in the sun.
Game Length: 10 Turns

forces available
GIs of 515th Signal Aircraft Warning Service

One Regular Garrison Detail


1 Sgt. with Thompson SMG, .45 pistol and 1 Mark IIAI hand grenade ML 12-1
1 Rifleman with Thompson SMG, .45 pistol and 1 Mark IIAI hand grenade ML 10
4 Riflemen with M1903 Springfield ML 10
Pvt. George Elliott with .45 pistol ML 10
Pvt. Joseph Lockard with .45 pistol and M1903 Springfield ML 10

1 Regular LCMG Team with,


1 Gunner with air-cooled .50 Cal LCMG ML 10
1 Loader with M1903 Springfield and extra ammo ML 10
1 Spotter with M1903 Springfield and binoculars ML 10

On Regular Patrol (see Special Rules)


1 Cpl. with Thompson SMG, .45 pistol and 1 Mark IIAI hand grenade ML 11-0
5 Riflemen with M1903 Springfield ML 10
2 Jeeps, 1 with mounted .30 Cal. MMG

Special Rules
1. Dawn - all sighting distances are doubled.
2. Elliott, Lockard, and four sentries are asleep at the radar
station; all other garrison troops are awake.
3. The jeeps enter on the roll of a ten or less on a D20 with
headlights on at location shown on map. If the jeeps have
not shown up, they will enter automatically on Turn 4.

Easy Eight Enterprises, 1998 islands of glory


scenario map

t ar
US St
Prelude to Infamy
orders
Date: December 7, 1941
Time: 0400 hrs.
Location: Oahu, Hawaii
Background: The time to strike a decisive blow against the evil
imperialist Americans has come. You have been selected to strike
the first blow of the Hundred Days. You have been dropped by
submarine near Pearl Harbor and must capture or destroy a radar
site. You have an American educated rikusentai (Danny Shibasaki)
to create the illusion the site is active. You must capture the site
and get Danny Shibasaki to the radio, or destroy the site and die in
the attempt.
Orders: Decisive Victory: Capture base with Danny Shibasaki
still alive.
Marginal Victory: Destroy the base.
Game Length: 10 Turns

forces available
Rikusentai (Naval Infantry) of Oahu Special Attack Force

One Elite Command Section with


1 Junshikan (Warrant Officer) with Nambu pistol and Katana Sword ML 17-2
1 Standard bearer with Nambu pistol ML 14
Chu-i (Lt.) Danny Shibasaki with Nambu pistol and Stanford 38 Class Ring ML 16

1st Elite Rikusentai Squad with,


1 Squad Leader with Type 99 Arisaka and Nambu pistol ML 16-2
1 Gunner with Model 11 Pre-LMG ML 14
1 Loader with Type 99 Arisaka rifle and extra ammo ML 14
7 Seamen with Type 99 Arisaka rifle ML 14

2nd Elite Rikusentai Squad with,


1 Squad Leader with Type 99 Arisaka and Nambu pistol ML 16-2
1 Gunner with Model 11 Pre-LMG ML 14
1 Loader with Type 99 Arisaka rifle and extra ammo ML 14
7 Seamen with Type 99 Arisaka rifle ML 14
The Japanese have six demo packs which may be divided at the players discretion
All Japanese carry 2 Model 97 hand grenades

Special Rules
1. Dawn - all sighting distances are doubled.
2. The Japanese may decide where he wants his figures to
enter the board.

Easy Eight Enterprises, 1998 islands of glory


rt Line
Sta
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Jap
scenario map
Prelude to Infamy
Special Rules prove to be too powerful. Be careful not to give the
Americans Americans too much, however!
1. Dawn - all sighting distances are doubled. This battle is
fought by dawns early light and therefore all sighting how to
ranges are doubled.
2. Elliott, Lockard, and four sentries are asleep at the radar Radar Tower Check your local hobby stores for radar sta-
station; all other garrison troops are awake. It has been a tion kits. You can also use the model of a railroad water
long night. Except for the two sentries, all Americans at the tower and convert it to a radar tower if desired.
radar station are considered asleep.
3. The jeeps enter on the roll of a ten or less on a D20 with
headlights on at location shown on map. If the jeeps have designers notes
not shown up, they will enter automatically on Turn 4. The
Cpl. has been leading a patrol for several hours and is get- This scenario is based off of the radar station on Oahu
ting very tired. He decided it is time to head home. He is which detected the first wave of Japanese bombers. On the
returning to the radar station and will enter the board at the morning of December 7, 1941 Elliot and Lockard were actu-
designated point with his headlights on. After all it is ally the only two at the tower. We added the garrison and
peacetime... isnt it? At the beginning of each turn roll a the patrol so the Americans would not be stomped cold.
D20 and on a 10 or less they will arrive on the board. If They still are going to be hard pressed against the well
the Cpls patrol has not entered by Turn 4 then they will motivated Japanese. The Japanese historically did not
enter that turn. attempt an assault like this on December 7th. We just
Japanese thought it would be a fun thing to do!
1. Dawn - all sighting distances are doubled.
2. The Japanese may decide where he wants his figures to
enter the board.

historical outcome

At 0645 hrs., two American soldiers monitered


thier radar in an outpost on Oahu and reported a small blip
on their radar screen. At Fort Shelter the blip was noted,
but little attention was paid to it. Privates Elliot and
Lockard actually had detected a Japanese floatplane doing
reconnaisance for the upcoming main assault on Pearl
Harbor. At 0702 hrs., a notably larger blip appeared. The
two reported their find. After an officer got on the line, the
two were told to disregard it as nothing (a flight of B-17
Flying Fortresses were do in that day from the mainland).
At 0750 hrs., a truck picked up the two to take them to
breakfast. During the drive to the camp at Kawaiola the
soldiers saw a truck full of soliders in combat gear. When
they returned to the camp they found out Pearl Harbor had
been bombed. In the ensuing confusion, Elliott and Lockard
never got their breakfast.

game options

Night The Gamemaster can decide to make this a Night


game. All Night Rules would then apply.
American Extras The Gamemaster can also beef up the
Americans with a BAR or extra riflemen if the Japanese

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rt Line
Sta
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ane
Jap
scenario map

US St
art
the all americans
orders
Date: Jan 19, 1942
Time: 1300 hrs.
Location: Abucay Hacienda, The Phillipines
Background: As the Japanese streamed down the Bataan
Peninsula, American and Fillipino troops made numerous
stands to try and hold the enemy back. One stand was made
at Abucinda Hacienda, where the 31st All American Regt.
tried to stall the Japanese offensive for as long as possible.
Short on weapons, but long in courage, these valiant GIs
would give their new enemy their best.
Orders: Prevent 1/2 of the Japanese forces from leaving the
south edge of the game table.
Game Length: 14 Turns

forces available
GIs of 31st All American Inf. Regt.

Three Squads Regular infantry, each with:


1 Squad Leader with Thompson SMG ML 12-1
1 Asst. Squad Leader with M1903A3 Springfield ML 11
1 BAR Gunner with .45 Pistol ML 10
1 BAR Loader with M1903A3 Springfield and extra ammo ML 10
8 Riflemen with M1903A3 Springfield ML 10
All American infantry carry 2 Mark IIAI hand grenades

One Regular .30 Cal MMG section with,


1 Gunner with .45 Pistol ML 10
1 Loader with M1903A3 Springfield and extra ammo ML 10

special rules
1. Medium Jungle (treat as Heavy Woods) is in effect where
indicated on the map. All other ground, besides Streams, is
considered Rough Ground.

Easy Eight Enterprises, 1998 islands of glory


Scenario Map

American Start Line


the all americans
orders
Date: Jan 19, 1942
Time: 1300 hrs.
Location: Abucay Hacienda, The Phillipines
Background: Japanese efforts to race down the Bataan
Peninsula and seize Manila were slowed by last stand
defensive positions manned by American and Fillipino
troops. One such stand at Abucinda Hacienda threatened to
severely stall the Japanese offensive. A total effort would be
needed from the ill-trained Japanese troops of the 65th Inf.
Brigade to breakthrough the Allied positions.
Orders: Exit 1/2 of Japanese forces off south edge of the
game table.
Game Length: 14 Turns

forces available
Hohei (Infantry) of 43rd IJA Inf. Div.

One Chu-i (1st Lt.) with Nambu Pistol and Katana Sword ML 12-1
One Green Renrakukashi Runner with Type 38 Arisaka and Battle Standard ML 8

Three Green Buntai (Squads) each with,


1 Squad Leader with Type 38 Arisaka and Nambu Pistol ML 10-1
1 Gunner with Model 11 Pre-LMG ML 8
1 Loader with Type 38 Arisaka and extra ammo ML 8
7 Riflemen with Type 38 Arisaka ML 8

One Green Buntai (Squad) with,


1 Squad Leader with Type 38 Arisaka and Nambu Pistol ML 10-1
3 Gunners with Model 89 Knee Mortars ML 8
3 Ammo Bearers each with Type 38 Arisaka and 6 Model 89 50mm Shells ML 8
3 Riflemen with Type 38 Arisaka ML 8
All Japanese infantry carry 2 Model 97 hand grenades

Two Chi-Ha Type 97 Medium Tanks each with Regular crews of four ML 12

special rules
1. Medium Jungle (treat as Haevy Woods) is in effect where
indicated on the map. All other ground, besides Streams, is
considered Rough Ground.
2. Battle Standard rules are in effect.
3. Japanese may not ride tanks (see The Rules).

Easy Eight Enterprises, 1998 islands of glory


Scenario Map
Japanese Enter This Side Turn 1
the all americans
Gamemasters special rules be an interesting comparison of early war and late war com-
American bat. Try playing both with in a short timeframe. Plenty of
1. Medium Jungle is in effect where indicated on the map. good conversation, both historical and of gaming, will defi-
All other ground, besides Streams, is considered Rough nitely result!
Ground. The terrain around the Hacienda featured a tough
landscape favorable to the defenders. Brutal jungle laced designers notes
with high and thick shrubs in addition to zig-zagging War is hell as the old saying goes. This scenarios
ravines made any attack a difficult one. goal is to capture the hell and desperation of war - exactly
Japanese what American and Fillipino forces faced in 1941 -42. In
1. Medium Jungle is in effect where indicated on the map. retrospect this scenario is similar to Ring of Desperation,
All other ground, besides Streams, is considered Rough a scenario from the main Battleground rule set pitting
Ground. German infantry against Soviet T-34s.
2. Battle Standard rules are in effect. Certainly Allied units faced Japanese armor in the
3. Japanese may not ride tanks (see The Rules). Phillipines with virtually no anti-tank weapons. On the
island of Corregidor (the last refuge for Allied troops in the
historical outcome Phillipines), the final Japanese attack utilized tanks to which
The All Americans put up a stiff fight around the Americans were defenseless. This was the final straw for
Abucay Hacienda. After seven days of fierce fighting in the hopeless Allied forces who then surrendered to the vic-
unforgivable terrain, the American defense finally yielded. torious Japanese.
Poorly armed and outnumbered, the All Americans retreated The Americans do have a chance against the tanks
down the Bataan Peninsula where most would be captured found in this scenario. The .30 Cal can penetrate the Chi-
and subjected to the horrendous Bataan Death March. Has armor (albeit a low percentage chance) and grenades
The outbreak of war in the Phillipines was charac- can certainly stop them as well. Gamers playing tthe
teristic of the first 100 days of combat in the Pacific. Like Americans will find themselves missing the extra die roll an
other American forces at Pearl Harbor, Wake Island, and action the M-1 Garand provides! Yet, the Americans can
Guam, readiness for war was virtually non-existant. The win this scenario. It is up to the American side to figure out
Fillipino troops were barely and armed and most units had how it can be done - passing Gut Checks will certainly help!
little training if any. American units were scant and lacked The Japanese appear to have the upper hand but
coordination. The Japanese war machine however was over- things can go wrong in a hurry. As the 65th Inf. Brigade was
all primed and ready for combat. Organized and efficient, comprised of poorly-trained conscripts, Japanese leadership
Japanese troops set the tone for what would be a very long is critical to a successful attack. The Japanese cannot afford
war fought on the islands of the Pacific. to lose their leaders - doing so will make the Japanese
The horrors of combat in the Phillipines and the subsequent infantry plain old Green troops and succeptable to Morale
treatment of Allied POWs by the Japanese would create a problems.
trauma in the American psyche. MacArthurs promise -I The following commentary on playing The All
Shall Return - was a promise of the American people to not Americans is by John Martin from the Fox Valley
only liberate Fillipinos but also one of revenge. Historical Wargamers: The Japanese should have no
problems getting across the table during the game but they
game options cannot be too cautious either. The terrain leaves plenty of
This scenario is very wide open to throw in some opportunity for gamers to practice the tactics they should
optional weapons and rules. For the Americans try giving know: interlocking fields of fire, overwatch (Opportunity
the infantry M-1 Garand rifles. Or, throw in a mortar or a Fire), etc. The Americans need to make sure that they sup-
anti-tank gun for a differant spin. The Japanese could con- port each other, however; it is a long walk from one side of
versely have added more tanks or a boost to their Morale the table to the other. It is a balance to remain thin enough
ratings. to cover the front but close enough to quickly support
This scenario as is captures the feeling of the con- another squad. For the Japanese use your squad MGs (and
flict early on in the Phillipines. Try another version of this tanks) to isolate the Americans and make the job of shifting
scenario set in 1945 with the Americans on the offensive to troops for reinforcement difficult. The remaining platoon
liberate the Phillipines. Use similar Orders of Battle giving members can then choose one location for a massed attack.
the Americans four squads and Sherman tanks. Give the This will give the Japanese player the chance to exercise the
Japanese a MMG and maybe a suicide demo pack hero (or conversation of force principle.
two) to fight off the Yankees! We think you will find this to Thanks again to John and the Fox Valley Historical Gamers

Easy Eight Enterprises, 1998 islands of glory


Scenario Map
Japanese Enter This Side Turn 1

American Start Line


the all americans
orders
Date: Jan 19, 1942
Time: 1300 hrs.
Location: Abucay Hacienda, The Phillipines
Background: As the Japanese streamed down the Bataan
Peninsula, American and Fillipino troops made numerous
stands to try and hold the enemy back. One stand was made
at Abucinda Hacienda, where the 31st All American Regt.
tried to stall the Japanese offensive for as long as possible.
Short on weapons, but long in courage, these valiant GIs
would give their new enemy their best.
Orders: Prevent 1/2 of the Japanese forces from leaving the
south edge of the game table.
Game Length: 14 Turns

forces available
GIs of 31st All American Inf. Regt.

Three Squads Regular infantry, each with:


1 Squad Leader with Thompson SMG ML 12-1
1 Asst. Squad Leader with M1903A3 Springfield ML 11
1 BAR Gunner with .45 Pistol ML 10
1 BAR Loader with M1903A3 Springfield and extra ammo ML 10
8 Riflemen with M1903A3 Springfield ML 10
All American infantry carry 2 Mark IIAI hand grenades

One Regular .30 Cal MMG section with,


1 Gunner with .45 Pistol ML 10
1 Loader with M1903A3 Springfield and extra ammo ML 10

special rules
1. Medium Jungle (treat as Heavy Woods) is in effect where
indicated on the map. All other ground, besides Streams, is
considered Rough Ground.

Easy Eight Enterprises, 1998 islands of glory


Scenario Map

American Start Line


the all americans
orders
Date: Jan 19, 1942
Time: 1300 hrs.
Location: Abucay Hacienda, The Phillipines
Background: Japanese efforts to race down the Bataan
Peninsula and seize Manila were slowed by last stand
defensive positions manned by American and Fillipino
troops. One such stand at Abucinda Hacienda threatened to
severely stall the Japanese offensive. A total effort would be
needed from the ill-trained Japanese troops of the 65th Inf.
Brigade to breakthrough the Allied positions.
Orders: Exit 1/2 of Japanese forces off south edge of the
game table.
Game Length: 14 Turns

forces available
Hohei (Infantry) of 43rd IJA Inf. Div.

One Chu-i (1st Lt.) with Nambu Pistol and Katana Sword ML 12-1
One Green Renrakukashi Runner with Type 38 Arisaka and Battle Standard ML 8

Three Green Buntai (Squads) each with,


1 Squad Leader with Type 38 Arisaka and Nambu Pistol ML 10-1
1 Gunner with Model 11 Pre-LMG ML 8
1 Loader with Type 38 Arisaka and extra ammo ML 8
7 Riflemen with Type 38 Arisaka ML 8

One Green Buntai (Squad) with,


1 Squad Leader with Type 38 Arisaka and Nambu Pistol ML 10-1
3 Gunners with Model 89 Knee Mortars ML 8
3 Ammo Bearers each with Type 38 Arisaka and 6 Model 89 50mm Shells ML 8
3 Riflemen with Type 38 Arisaka ML 8
All Japanese infantry carry 2 Model 97 hand grenades

Two Chi-Ha Type 97 Medium Tanks each with Regular crews of four ML 12

special rules
1. Medium Jungle (treat as Haevy Woods) is in effect where
indicated on the map. All other ground, besides Streams, is
considered Rough Ground.
2. Battle Standard rules are in effect.
3. Japanese may not ride tanks (see The Rules).

Easy Eight Enterprises, 1998 islands of glory


Scenario Map
Japanese Enter This Side Turn 1
the all americans
Gamemasters special rules be an interesting comparison of early war and late war com-
American bat. Try playing both with in a short timeframe. Plenty of
1. Medium Jungle is in effect where indicated on the map. good conversation, both historical and of gaming, will defi-
All other ground, besides Streams, is considered Rough nitely result!
Ground. The terrain around the Hacienda featured a tough
landscape favorable to the defenders. Brutal jungle laced designers notes
with high and thick shrubs in addition to zig-zagging War is hell as the old saying goes. This scenarios
ravines made any attack a difficult one. goal is to capture the hell and desperation of war - exactly
Japanese what American and Fillipino forces faced in 1941 -42. In
1. Medium Jungle is in effect where indicated on the map. retrospect this scenario is similar to Ring of Desperation,
All other ground, besides Streams, is considered Rough a scenario from the main Battleground rule set pitting
Ground. German infantry against Soviet T-34s.
2. Battle Standard rules are in effect. Certainly Allied units faced Japanese armor in the
3. Japanese may not ride tanks (see The Rules). Phillipines with virtually no anti-tank weapons. On the
island of Corregidor (the last refuge for Allied troops in the
historical outcome Phillipines), the final Japanese attack utilized tanks to which
The All Americans put up a stiff fight around the Americans were defenseless. This was the final straw for
Abucay Hacienda. After seven days of fierce fighting in the hopeless Allied forces who then surrendered to the vic-
unforgivable terrain, the American defense finally yielded. torious Japanese.
Poorly armed and outnumbered, the All Americans retreated The Americans do have a chance against the tanks
down the Bataan Peninsula where most would be captured found in this scenario. The .30 Cal can penetrate the Chi-
and subjected to the horrendous Bataan Death March. Has armor (albeit a low percentage chance) and grenades
The outbreak of war in the Phillipines was charac- can certainly stop them as well. Gamers playing tthe
teristic of the first 100 days of combat in the Pacific. Like Americans will find themselves missing the extra die roll an
other American forces at Pearl Harbor, Wake Island, and action the M-1 Garand provides! Yet, the Americans can
Guam, readiness for war was virtually non-existant. The win this scenario. It is up to the American side to figure out
Fillipino troops were barely and armed and most units had how it can be done - passing Gut Checks will certainly help!
little training if any. American units were scant and lacked The Japanese appear to have the upper hand but
coordination. The Japanese war machine however was over- things can go wrong in a hurry. As the 65th Inf. Brigade was
all primed and ready for combat. Organized and efficient, comprised of poorly-trained conscripts, Japanese leadership
Japanese troops set the tone for what would be a very long is critical to a successful attack. The Japanese cannot afford
war fought on the islands of the Pacific. to lose their leaders - doing so will make the Japanese
The horrors of combat in the Phillipines and the subsequent infantry plain old Green troops and succeptable to Morale
treatment of Allied POWs by the Japanese would create a problems.
trauma in the American psyche. MacArthurs promise -I The following commentary on playing The All
Shall Return - was a promise of the American people to not Americans is by John Martin from the Fox Valley
only liberate Fillipinos but also one of revenge. Historical Wargamers: The Japanese should have no
problems getting across the table during the game but they
game options cannot be too cautious either. The terrain leaves plenty of
This scenario is very wide open to throw in some opportunity for gamers to practice the tactics they should
optional weapons and rules. For the Americans try giving know: interlocking fields of fire, overwatch (Opportunity
the infantry M-1 Garand rifles. Or, throw in a mortar or a Fire), etc. The Americans need to make sure that they sup-
anti-tank gun for a differant spin. The Japanese could con- port each other, however; it is a long walk from one side of
versely have added more tanks or a boost to their Morale the table to the other. It is a balance to remain thin enough
ratings. to cover the front but close enough to quickly support
This scenario as is captures the feeling of the con- another squad. For the Japanese use your squad MGs (and
flict early on in the Phillipines. Try another version of this tanks) to isolate the Americans and make the job of shifting
scenario set in 1945 with the Americans on the offensive to troops for reinforcement difficult. The remaining platoon
liberate the Phillipines. Use similar Orders of Battle giving members can then choose one location for a massed attack.
the Americans four squads and Sherman tanks. Give the This will give the Japanese player the chance to exercise the
Japanese a MMG and maybe a suicide demo pack hero (or conversation of force principle.
two) to fight off the Yankees! We think you will find this to Thanks again to John and the Fox Valley Historical Gamers

Easy Eight Enterprises, 1998 islands of glory


Scenario Map
Japanese Enter This Side Turn 1

American Start Line


first in
orders
Date: Aug 7, 1942
Time: 0930 hrs.
Location: Florida Island, The Solomon Islands
Background: Key to the amphibious landing of US troops
onto Guadalcanal was securing the small islands around the
landing area. One of these islands, Florida Island, possessed
a tiny Japanese force that could possibly interfere with the
invasion force. Marines would be the first in to tangle with
the enemy and clear the way for the landings on
Guadalcanal.
Orders: Eliminate all enemy units
Game Length: 12 Turns

forces available
Marines of B Co., 1st Batt., 2nd Marine Regt.

One Regular Lt. (Platoon Commander) with Thompson SMG ML 14-2

Three Squads Regular infantry, each with:


Fire Team A
1 Squad Leader with Thompson SMG ML 13-1
1 BAR Gunner with .45 Pistol ML 11
1 BAR Loader with M-1 Carbine and extra ammo ML 11
3 Riflemen with M-1 Garand ML 11
Fire Team B
1 Asst. Squad Leader with M-1 Garand and two rifle grenades ML 12-0
1 BAR Gunner with .45 Pistol ML 11
1 BAR Loader with M-1 Carbine and extra ammo ML 11
3 Riflemen with M-1 Garand ML 11
All American infantry carry 2 Mark IIAI hand grenades

special rules
1. Medium Jungle is in effect.

Easy Eight Enterprises, 1998 islands of glory


Scenario Map

Americans Enter This Side Turn 1


first in
orders
Date: Aug 7, 1942
Time: 0930 hrs.
Location: Florida Island, The Solomon Islands
Background: Around Guadalcanal were several small
islands the Japanese utilized as seaplane bases. One of
these, Florida Island, was close in distance to Guadalcanal
and commanded a strategic position along Guadalcanals
coast. Japanese patrols ensured the small island would not
fall into American hands.
Orders: Patrol and eliminate all enemy units encountered
Game Length: 12 Turns

forces available
Hohei (Infantry) of Florida Island Garrison

Three Green Patrols each with,


1 NCO with Type 38 Arisaka and Nambu Pistol ML 9
7 Riflemen with Type 38 Arisaka ML 8
All Japanese infantry carry 2 Model 97 hand grenades

One Green Patrol with,


One Chu-i (1st Lt.) with Nambu Pistol and Katana Sword ML 10-1
1 Gunner with Model 11 Pre-LMG ML 8
1 Loader with Type 38 Arisaka and extra ammo ML 8
5 Riflemen with Type 38 Arisaka ML 8
All Japanese infantry carry 2 Model 97 hand grenades

special rules
1. Medium Jungle is in effect.
2. Patrols may not combine forces & must begin 16 apart
at scenario start.

Easy Eight Enterprises, 1998 isalnds of glory


Scenario Map
Japanese Enter This Side Turn 1
first in
Gamemasters special rules Realistically, each platoon had a radio to communicate with
American Company HQ and that was all. Availibility of radios, tran-
1. Medium Jungle is in effect. Florida Island is very densely sisters, and spare parts were scarce rather than plentiful at
covered with thick jungle terrain, in addition to having hilly this juncture of the war. Also, dense jungles usually ren-
terrain. American forces throughout New Guinea and the dered radios useless anyway.
Solomons would encounter this dreadful type of terrain -
home to disease and nasty insects. designers notes
Japanese It seemed fitting to include this First In scenario
1. Medium Jungle is in effect. as most of the Pacific War saw American troops on the
2. Patrols may not combine forces & must begin 16 apart offensive attacking the usually dug-in Japanese. Why not
at scenario start. Japanese patrols were intelligent in nature highlight the first US offensive move against the Japanese?
and left little reconnaissance to chance. Cooperation among It also seemed fitting to introduce some patrols for a differ-
patrols ensured quick support in time of trouble. ent type of Pacific scenario. Playing with patrols is fun
because doing so really captures the feel of enemy units
historical outcome running into each other. It forces players to use smarts and
Co. B, led by Capt. Ed Crane, landed on Florida good tactics to defeat the enemy. Patrol sceanrios are easy to
Island and qucikly encountered the Japanese defenders run, set-up, and play - especially great for the gamer who
located there. Short firefights woke up the morning jungle has limited time to run a big game of for those times when
but in a short period of time it was clear that the Japanese you want to throw something together for some quick fun.
were not going to put up much of a fight for the tiny island. Customizing patrols to suit your personal likes and dislikes -
The Japanese troops encountered on the island were shoddy especially when playing double-blind - can lead to fun and
and seemingly ill-led, causing the Americans to believe the creative custom scenarios.
Japanese were stragglers.
This small engagement, successful in its own right
in the quick and relatively bloodless capture of the island,
was much larger in the bigger picture. Capt. Crane and his
men of Co. B would have the distinct honor of being the
first American soldiers to conduct groung offensive opera-
tions against the Japanese in the Pacific. the ease with which
Florida Island was captured, however, would soon be for-
gotten by these Marines in the hell-fought conquests for the
adjacent islands of Gavutu, Tanambogo, and Guadalcanal.

Game Options
Varied Patrols Japanese patrols can be varied to the
Gamemasters wishes. The patrols as presented in the sce-
nario do not possess many machine guns and knee mortars.
The Japanese practically wrote off Florida Island and there-
fore it can be presumably deduced that these troops did not
possess many, if any, heavy weapons. More of these
weapons may be substituted if desired.
Staggered Patrols A fun way to play this scenario is to
introduce a Japanese patrol each game turn, i.e. one patrol
enters on the game table Turn 1, the second on Turn 2, etc.
This can also be done with the American squads as well.
Simply add the appropriate squads / patrols card to the
deck at the beginning of each new turn and draw randomly
to see which unit goes first.
Radios These are not part of the original scenario as
Japanese small sized units rarely had radios. American units
in 1942 as well were doubtful to have walkie-talkies,
though some Orders of Battle say they should have them.

Easy Eight Enterprises, 1998 islands of glory


Scenario Map
Japanese Enter This Side Turn 1

Americans Enter This Side Turn 1


blindmans bluff
orders
Date: Nov 10, 1942
Time: 1700 hrs.
Location: Guadalcanal, The Solomon Islands
Background: Following a failed Japanese attack on the
U.S. held Henderson Field on Oct. 24-26, elite Marine
Raiders were called upon to catch and destroy the retreating
Japanese force. While fighting through dense and almost
inpenetratable jungle, the Raiders would find their mission
of finding the Japanese to be a difficult one.
Orders: Destroy the Japanese to the man.
Game Length: 12 Turns

forces available
Marine Raiders of HQ Co., 2nd Marine Raider Battalion

Headhunter with .45 Pistol, Katana Sword, 2 Mark IIAI hand grenades ML 16

Three 9-Man Veteran Raider Squads, each with:


Fire Team A
1 Squad Leader with Thompson SMG ML 15-1
1 BAR Gunner with .45 Pistol ML 13
1 BAR Loader with M-1 Garand and extra ammo ML 13
Fire Team B
1 Asst. Squad Leader with Thompson SMG ML 14-0
1 Marine with Thompson SMG ML 13
1 Rifleman with M-1 Garand ML 13
Fire Team C
2 Marines with Thompson SMG ML 13
1 Rifleman with M-1 Garand ML 13
All American infantry carry 2 Mark IIAI hand grenades

special rules
1. Heavy Jungle is in effect - 2 per action, 4 LOS. Trails
may exist in Heavy Jungle.
2. Americans may not begin Dug-In.

Easy Eight Enterprises, 1998 islands of glory


scenario map
blindmans bluff
orders
Date: Nov 10, 1942
Time: 1700 hrs.
Location: Guadalcanal, The Solomon Islands
Background: After failing to recapture Henderson Field,
Col. Toshishige Shoji and his men were forced to retreat
through miles of treacherous jungle. These Japanese hoped
to link up with the Seventeenth Army, but found themselves
pursued by the Americans. If Shojis main body of troops
were to escape, smaller units would have to sacrifice their
lives in desperate rear-guard ambushes.
Orders: Eliminate 50% of the enemy.
Game Length: 12 Turns

forces available
Hohei (Infantry) of 230th IJA Inf. Regt.

Ittohei (Private First Class) Shiga with Model 11 LMG ML 14

One Regular Buntai (Squad) with,


1 Squad Leader with Type 38 Arisaka and Nambu Pistol ML 12-1
1 Gunner with Model 11 Pre-LMG ML 10
1 Loader with Type 38 Arisaka and extra ammo ML 10
7 Riflemen with Type 38 Arisaka ML 10
All Japanese infantry carry 2 Model 97 hand grenades

One Model 11 70 mm Mortar with,


1 Gunner with Type 38 Arisaka and extra ammo ML 10
1 Loader with Type 38 Arisaka and extra ammo ML 10
1 Spotter with Type 38 Arisaka and binoculars ML 10

One Elite Sniper with Type 99 Arisaka and scope ML 14

One Trip-Wire Frag Grenade Booby Trap

special rules
1. Heavy Jungle is in effect - 2 per action, 4 LOS. Trails
may exist in Heavy Jungle.
2. Japanese may begin Dug-In.
3. The Japanese hero, Shiga, takes over as the squads LMG
Gunner.
4. Booby Trap may be placed anywhere on map.

Easy Eight Enterprises, 1998 Islands of glory


scenario map
blindmans bluff
Gamemasters special rules increased firepower (by giving two automatic weapons per
American team) and to still enable the ability to engage the enemy at
1. Heavy Jungle is in effect - 2 per action, 4 LOS. Trails farther ranges (hence the rifle). Carlson also believed the tri-
may exist in Heavy Jungle. Guadalcanal has been regarded angular squad formation would enable the squad to fight
as some of the most dense jungle conditions encountered in better, reducing the need for one leader to direct all men of
the Pacific. The scenarios parity of forces requires a strict the squad. Carlsons unique fire team innovation would be
adherence to all Heavy Jungle rules, especially in regards to expanded upon and implemented throughout the entire
sighting. Marine Corps by 1944. Carlson can be considered the fore-
2. Americans may not begin Dug-In. The Raiders are on the father of modern squad organization and tactics. He is also
pursuit and quick on the Japanese heels. They may, howev- credited with giving the Marines their battle-cry, Gung-
er, elect to Dig-In once the action heats up! Ho, which in fact means work together in Chinese!
Japanese
1. Heavy Jungle is in effect - 2 per action, 4 LOS. Trails
may exist in Heavy Jungle. game options
2. Japanese may begin Dug-In. The Japanese have chosen Knee Mortar If you find the 70mm Mortar too fierce, try
this spot to spring an ambush. They may only elect to be in substituting a knee mortar. Normally, larger mortars were
Takotsubo (Spider Holes). ineffective in the dense jungle but the unique parachute
3. The Japanese hero, Shiga, takes over as the squads LMG grenade-type projectiles the 70mm fired could be very dead-
Gunner. A valued addition to any Japanese squad! ly.
4. Booby Trap may be placed anywhere on map. Suggest to Rain Rain plagued both sides throughout the Guadalcanal
the Japanese that the Booby Trap be placed in a locale that campaign. Adding Rain to the scenario will make sighting
will confuse the Americans as to where the Japanese forces treacherous but should allow for enemy units to come very
really are. Using a Booby Trap and perhaps the sniper to close to each other without being seen. We recommend
turn the Americans into the ambush is a good ploy. playing Double-Blind style if using the Rain option.
Gamemaster Victory Conditions Try experimenting with awarding the
1. The Japanese 70mm Mortar may have barrage rounds at American with Victory Points (see Stars and Stripes as an
the GMs discretion. example). Or, give the Americans an Overwhelming Victory
if they achieve their orders within a certain time limit (say 7
historical outcome Turns).
Known as Carlsons Raid or The 30 Days Other Heroes Try substituting other Heroes into the sce-
Behind The Lines, the chase of Shojis Japanese by nario. This can help to give the scenario a slightly different
Carlsons Raiders has become legendary in the annals of feel when played more than once.
Pacific War history. The tale itself speaks volumes about the
endurance and willpower by both sides to live and fight in designers notes
the bleakest of terrain and situations. Aproximately half of This scenario was inspired by an interview in
the Japanese made it to their own lines, but only a handful Military History magazine with one of the Raiders involved
of men were able to fight. The rest were too sick with in the chase. We think this scenario is atypical of many of
malaria or exhausted to be of much good. The other half of the kind of fights between the Americans and the Japanese
Shojis force, some 500 troops, were killed in the long in the jungle. For a good view of Marine Raiders and for
retreat. One interesting sidenote is that this was the first background on Carlson, Brad recommends watching the
time the Garand was issued to troops in the Pacific. The 2nd movie Gung-Ho.
Marine Raider Batt. was the first unit issued the Garand in Many Battleground gamers have also expressed
the Pacific and this was only through the intervention of that they particularly love smaller scenarios. Smaller scenar-
President FDRs son who felt the unit would be best served ios are easy to set-up and quick to play. We hope many of
by its use. The Garand serviced great in the field and it you get the opportunity to play this one. Let us know about
would soon arm almost every American soldier in the your most vicious Blindmans Bluff game (or any scenario
Pacific Theatre. for that matter). If it is superb, we will use your narrative in
Note that the Raiders are divided into three 3-man Battle-Wire (the Easy Eight Enterprises Newsletter) and
fire teams, thus making their squads nine men strong. Lt. award you a free Easy Eight product! So send us your
Col. Evans F. Carlson, commander 2nd Raider Batt., created Pacific Battle-Reports!
a triangular squad formation and put it to the test on
Guadalcanal. His concept was to make the squad have

Easy Eight Enterprises, 1998 islands of glory


Scenario Map
issue in doubt
orders
Date: Nov. 20, 1943
Time: 0959 hrs.
Location: Betio Island, Tarawa Atoll, The Gilbert Islands
Background: On D-Day, the Marines of the 3rd Batt., 2nd
Marine Regt. commanded by Maj. John F. Schoettel, were
tasked with storming Red Beach One. This precarious loca-
tion marked the most western beach assaulted on Betio and
included a small peninsula dubbed The Birds Beak. It
would be key to the assault of the tiny island that this par-
ticular stretch of beach be hit with fire and force.
Orders: Decisive Victory: Destroy all Japanese defenses in
your sector.
Marginal Victory: Have a total of two squads in
good order (not Broke or Wounded).
Game Length: 16 Turns

forces available
Marines of the 3rd Batt., 2nd Regt., 2nd Marine Division
Five Regular Squads each with,
Fire Team A
1 Squad Leader with Thompson SMG and .45 pistol ML 13-1
1 Gunner with BAR and .45 pistol ML 11
1 Loader with M-1 Garand and extra ammo ML 11
3 Riflemen with M-1 Garand ML 11
Fire Team B
1 Asst. Squad Leader with M-1 Garand ML 12-0
1 Gunner with BAR and .45 pistol ML 11
1 Loader with M-1 Garand and extra ammo ML 11
3 Riflemen with M-1 Garand ML 11
One Regular Squad of Marine Engineers with
1 Squad Leader with Thompson SMG ML 13-1
9 Marine Engineers each with M-1 Garand ML 11
Two Regular .30 Cal MMG teams each with,
1 Gunner with .45 pistol ML 11
1 Loader with M-1 Garand and extra ammo ML 11
1 Spotter with M-1 Carbine and binoculars ML 11
Two Stuarts with Regular crews of four ML 13
Seven LVT-1s with Regular crews of three ML 12
One LCT with Regular crew of three ML 12

special rules
1. Each Marine Engineer squad has 2 Demo Packs per
member plus five Bangalore Torpedoes (distributed at play-
ers discretion).
2. The LVTs and LCT come on the board per the Landing
Craft rules in The Rules section; all personnel is considered
Crew Covered unless specified differently.

Easy Eight Enterprises, 1998 islands of glory


Americans Enter This Edge Turn 1
Scenario Map
issue in doubt
orders
Date: Nov. 20, 1943
Time: 0959 hrs.
Location: Betio Island, Tarawa Atoll, Gilbert Islands
Background: The Japanese defenders of Betio had taken
great pains to construct a solid defense of the island.
Ringing the island with a coconut log sea wall and digging
strong emplacements gave enough encouragement to the
islands commander to boast that Betio would not be taken
by force in 1,000 years. For the Japanese rikusentai defend-
ers of The Birds Beak, (a small, scraggly peninsula jut-
ting out from the island) the 1,000 year clock now began
ticking.
Orders: Hold three or more bunkers
Game Length: 16 Turns

forces available
Rikusentai (Naval Infantry) of 3rd Special Base Defense Force

One Chu-i (Lt.) with Nambu Pistol and Katana Sword ML 13-1

Two Veteran Buntai (Squads) each with,


1 Squad Leader with Type 99 Arisaka and Nambu Pistol ML 13-1
1 Gunner with Model 11 Pre-LMG ML 12
1 Loader with Type 99 Arisaka and extra ammo ML 12
7 Seamen with Type 99 Arisaka ML 12
All Japanese infantry carry 2 Model 97 hand grenades
Two Veteran MMG teams each with,
1 Gunner with Model 92 Woodpecker and Type 99 Arisaka ML 12
1 Loader with Type 99 Arisaka and extra ammo ML 12
1 Spotter with Type 99 Arisaka and binoculars ML 12
One Veteran LCMG team with,
1 Gunner with Model 93 13mm LCMG ML 12
1 Loader with Type 99 Arisaka and extra ammo ML 12
1 Spotter with Type 99 Arisaka and binoculars ML 12
Two Model 94 37mm AT-Guns each with Veteran crew of four ML 12
All Rikusentai carry 2 Model 97 hand grenades
4 Log Bunkers
Four 4x4 Minefields
Varying stretches of wire

special rules
1. One Rifleman from each squad also has a Model 89 Knee
Mortar; all crew of the Model 94 AT-Guns have Type 99
Arisaka Rifles.
2. Japanese may be placed at players discretion; those units
not in log pillboxes may be Dug-In takotsubo. All Japanese
units must start the scenario behind the Sea Wall.

Easy Eight Enterprises, 1998 islands of glory


Japanese Start Line
Scenario Map
issue in doubt
Gamemasters special rules the fight, Schoettel made up for his lack of faith during the
American initial assault by effectively leading the 3rd Batt. for the
1. Each Marine Engineer squad has 2 Demo Packs per duration of the fight.
member plus five Bangalore Torpedoes (distributed at play- * The radio messages come from Col. Joseph H.
ers discretion). This squad must ride in together and may Alexanders, USMC (Ret.) Utmost Savagery (Ballantine
not be split up among other squads/LVTs. Books, New York, 1995; p. 3)
2. The LVTs and LCT come on the board per the Landing
Craft rules in The Rules section; all personnel is considered game options
Crew Covered unless specified differently. 70mm Mortar Replace one of the knee mortars with a
Japanese 70mm Model 11 mortar. Give the Japanese plenty of bar-
1. One Rifleman from each squad also has a Model 89 Knee rage shells to pepper the Marines with. This option heavily
Mortar; all crew of the Model 94 AT-Guns have Type 99 favors the Japanese.
Arisaka Rifles. Battle Standard Add a Japanese Battle Standard to any
2. Japanese may be placed at players discretion; those units Japanese squad. This moderately favors the Japanese.
not in log pillboxes may be Dug-In takotsubo. All Japanese Off-Board Artillery Give the American players an FO
units must start the scenario behind the Sea Wall. (Forward Observer) to go ashore with. This additional figure
Gamemaster has a radio directly linked with off-shore (Off-Board) naval
1. Sea Wall - The Japanese defenders of Betio built a Sea support. The FO has the ability to call in one battery (four
Wall out of coconut logs around the island. The Sea Wall tubes) of 150mm support with Contact 18 and Availability
poses an obstacle for the invading American forces. LSTs 10. All Off-Board rules are in effect. This option moderately
crossing the Sea Wall are subject to a Bog Check of 15. favors the Americans. Historically, FOs did go ashore on
Rolling a 16 or higher on a d20 will result in the LST get- Betio and provided valuable support that ultimately helped
ting stuck on the wall. All other Bog rules are in effect. to save many American lives.
Infantry may go prone at Sea Wall; the Sea Wall will block
Line Of Sight to or from prone figures. Prone infantry, how- designers notes
ever, are still subject to Indirect Fire from Japanese knee Brad brought a new book to Easy Eight one day
mortars. In this case a knee mortar round will only cause about a year ago. It was called Utmost Savagery about
effects if it lands behind the sea wall (prone infantry will Tarawa. After passing it around, it became clear that a
still receive the +2 modifier). Any shells landing in front of Tarawa fight would be interesting to play. Around the time
the Sea Wall will cause no effects to prone infantry; stand- of this, we also had been receiving numerous requests for
ing infantry in this particular case will receive +5 (Wall) Pacific rules. Islands Of Glory is the result of those two
cover. events.
2. Terrain is as indicated on the map; amount of wire is at Issue In Doubt was the first Pacific scenario we playtested.
the GMs discretion. To say it was bloody would be an understatement. Brad
played the Japanese and had the rest of us screaming our
historical outcome own Issue not in doubt - issue very bad battle reports.
The 3rd Batt., 2nd Marines hit The Birds Beak Devins two Stuarts heroically sank upon disembarking the
under murderous fire. These Marines were taking grievous LCT, while Bobs engineers got pinned down. One engineer
casualties as their LVTs took a pounding: LVTs littered the went Hero and the rest nearly destroyed a bunker, but they
shallow water and beaches of Red Beach 1. Obviously were mowed down in the attempt. Kurts Marines tagged the
under severe distress, the 3rd Battalions commander, Maj. Sea Wall only to be chopped into fish food. All in all it real-
Schoettel, radioed his regimental commander Col. David istically protrayed the hell of Tarawa. Many might think that
Shoup the following at 0959 hrs.: Receiving heavy fire all the Victory Conditions are impossible for this scenario and
along beach. Unable to land all. Issue in doubt. By 1018 from a game perspective this well may be true. However,
hrs., Schoettel again radioed Shoup this time with the mes- theVictory Conditions of the scenario mirror the objectives
sage, We have nothing left to land.* Fortunately, support- that the actual Marines who stormed Betio had. For those
ing companies of adjoining battalions bravely inched toward who believe the Victory Conditions should be lightened -
the surviving pockets of Marines withering under the fire on more power to ya. We simply wanted to present an amphibi-
Red Beach 1. Schoettel eventually got ashore and managed ous scenario that felt like actually being there. We hope at
to assemble a small party of men. This group guarded 2nd least this goal was
Marines regimental HQ for a time until eventually rejoining
previously scattered elements of the 3rd Batt. For the rest of

Easy Eight Enterprises, 1998 islands of glory


Americans Enter This Edge Turn 1
Japanese Start Line
Scenario Map
suicide creek
orders
Date: Dec 31, 1943
Time: 1400 hrs.
Location: New Britain Island, The Solomons
Background: After landing just east of Cape Glouchester
the 5th Marine Regt., 1st Marine Div. moved inland. On
D+6 the Marines found themselves at a standstill at a small
creek surrounded by dense jungle. In order to bust through
the Japanese defenses the Marines threw together a make-
shift bridge. With Shermans moving up to support a mass
assault, the Marines had to first defend the bridge for the
arriving tanks and then attack the soon to be nicknamed
Suicide Creek.
Orders: Defend the bridge & then eliminate all enemy
forces on the opposite bank of Suicide Creek
Game Length: 14 Turns

forces available
Marines of 3rd Batt., 5th Marine Regt., 1st Marine Div.

One Regular Lt. (Platoon Commander) with Thompson SMG ML 14-2

Three Squads Regular infantry, each with:


Fire Team A
1 Squad Leader with Thompson SMG ML 13-1
1 BAR Gunner with .45 Pistol ML 11
1 BAR Loader with M-1 Carbine and extra ammo ML 11
3 Riflemen with M-1 Garand ML 11
Fire Team B
1 Asst. Squad Leader with M-1 Garand and two rifle grenades ML 12-0
1 BAR Gunner with .45 Pistol ML 11
1 BAR Loader with M-1 Carbine and extra ammo ML 11
3 Riflemen with M-1 Garand ML 11
All American infantry carry 2 Mark IIAI hand grenades

One Regular .30 Cal MMG Section with,


1 Gunner with .45 Pistol ML 11
1 Loader with M-1 Carbine and extra ammo ML 11
1 Spotter with M-1 Carbine and binoculars ML 11

Turn 3 - Two M4A2 Shermans with Regular crews of four ML 13

special rules
1. Medium Jungle is in effect.
2. All Marines must start on North side of creek.
3. Embankment on each side of the creek will take one
action to go up or down embankment for infantry; tanks not
using bridge will Bog on embankment on a d20 roll of 10
or higher.

Easy Eight Enterprises, 1998 islands of glory


Scenario Map

American Start Line


suicide creek
orders
Date: Dec 31, 1943
Time: 1400 hrs.
Location: New Britain Island, The Solomons
Background: The Japanese knew how vital New Britain was to
the defense of the Solomon Islands - it commanded the straights
between the Solomons and New Guinea, vital for the flow of sup-
plies. Threatened, the Japanese reinforced the island and prepared
to defend it. Unopposing the American landings, the Japanese
retreated inland where they fortified key landmarks amidst the jun-
gle terrain. One such spot was a creek anchoring several small but
strategic ridgelines. The Japanese needed to destroy a small US
built bridge while continuing to defend the southern ridgeline in
this sector if victory was to be had.
Orders: Destroy the bridge and hold the southern ridgeline
Game Length: 14 Turns

forces available
Hohei (Infantry) of 2nd Batt., 53rd IJA Inf. Regt.

One Chu-i (1st Lt.) with Nambu Pistol and Katana Sword ML 13-1

Two Regular Buntai (Squads) each with,


1 Squad Leader with Type 99 Arisaka and Nambu Pistol ML 12-1
1 Gunner with Model 11 Pre-LMG ML 10
1 Loader with Type 99 Arisaka and extra ammo ML 10
7 Riflemen with Type 99 Arisaka ML 10
All Japanese infantry carry 2 Model 97 hand grenades

One Elite Teishindan (Suicide Raiding Party) with,


One Tai-i (Captain) with Nambu Pistol and Katana Sword ML 15-1
4 Teishin each with Demo Pack strapped to body ML 14
All Japanese tesihin carry 3 Model 97 hand grenades

One Regular MMG Team in Log Bunker with,


1 Gunner with Model 92 Woodpecker MMG ML 10
1 Loader with Type 38 Arisaka and extra ammo ML 10
1 Spotter with Type 38 Arisaka and binoculars ML 10

special rules
1. Medium Jungle is in effect.
2. All Japanese must start on South side of creek.
3. Embankment on each side of the creek will take one
action to go up or down embankment for infantry.
4. See Gamemaster for rules on Teishin.

Easy Eight Enterprises, 1998 islands of glory


Japanese Start Line
Scenario Map
suicide creek
Gamemasters special rules Cape Glouchester on the islands western side. Though
American scores of Japanese planes were launched against the inva-
1. Medium Jungle is in effect. The jungle on New Britain sion force from Rabaul, American pilots easily handled
was similar to that found on the other Solomon Islands like them and ensured a safe landing for the Marines.
Guadalcanal - dense and thick. As the Marines battled inland against thick jungle
2. All Marines must start on North side of creek. The sce- and torrential rains, Japanese resistance became more
nario starts with the Marines waiting for the Shermans; incensed. At Suicide Creek the Shermans supporting the
therefore they must not only start on the northern side of the Marines crossed the creek safely and helped to quickly
creek, they must also prevent the Japanese from destroying mop-up the Japanese force on the opposite bank. Though
the bridge. dug-in pillboxes and spider holes, Japanese resistance soon
3. Embankment on each side of the creek will take one melted away. Many Japanese uncharacteristically ran from
action to go up or down embankment for infantry; tanks not the Americans to the safety of the jungle while others died
using bridge will Bog on embankment on a d20 roll of 10 or in their holes. Capture of Suicide Creek and the surrounding
higher. Note that in addition to the embankment the creek ridgelines resulted in a complete flanking of the Japanese
follows all rules for Stream - found in Easy Eights units in that sector of the island and ultimately led to a
Battleground World War II. quick and decisive American victory on New Britain.
Japanese
1. Medium Jungle is in effect. game options
2. All Japanese must start on South side of creek. The Rain Adding Rain rules to this scenario can greatly effect
Japanese know the Marines are on the other side of the the outcome and is realistically more representative of the
creek; now that the bridge has been thrown up the Japanese historic weather conditions on New Britain. The reason Rain
have to figure out how to take it out before the tanks heard was left out is because we felt it gave the Japanese just too
rumbling in the distance make it to the creek. The much of an advantage(they already are dug-in and behind a
Gamemaster may enhance play by telling the Marines they substantial natural obstacle). Rain will dramatically reduce
hear the Japanese yell, Yankee you die! sighting, making it easier for the Teishin to get closer to the
3. Embankment on each side of the creek will take one bridge, etc. For specific rules on Rain and Mud see Easy
action to go up or down embankment for infantry. Eights Panthers East! Scenario Pack.
4. See Gamemaster for rules on Teishin. The suicide party Other Vehicles Substituting other vehicles can also create
(Teishin) may destroy the bridge by successfully detonating different forms of mayhem at Suicide Creek. Replace a
the 2 demo packs (or people which ever way you prefer to Sherman with a M-3 Halftrack. Utilizing different versions
look at it) anywhere in base to base contact with the bridge. like the 75mm M-3 or simply the stock version armed
For specific rules on teishin and damage against armor and witha .50 Cal LCMG can dramatically change the outcome
infantry see The Rules section. of the scenario. Players may also substitute a regular
Sherman for a Bulldozer Sherman - perfect for burying
historical outcome troops in foxholes! The Bulldozer Sherman tank chart and
After the successful capture of Guadalcanal, Gen. rules can be found in Easy Eights Normandy Nightmare
MacArthur believed the key to isolating the Japanese in the Scenario Pack.
Solomons rested in the capture of New Britain - the largest
and most western of the islands in the chain. Possessing this designers notes
island would give the Allies control of the Dampier and Suicide Creek was one of the first scenarios I ever
Vitiaz Straights between New Britian and New Guinea, wrote for Battleground World War II - about three years
while simultaneously cutting off the remaining Japanese ago. In fact it was one of the first scenarios Bob ever
forces in the Solomons. In MacArthurs own words posses- played. I think at that time we had the Effects Chart and that
sion of New Britian would cap the bottle on the Japanese was about it. In that game the Japanese Teishin were great -
in the South Pacific. one waded in the water and successfully detonated his
The significance of this island was also apparent to charge on the bridge (who was played by our great friend
the Japanese who in the past had used New Britain as a sea- and Battleground player Robin Linthicum.) Another immo-
plane base and a supply dump. They knew the strategic bilized a Sherman on the bridge itself! But, the Marines
importance the island held in the battle of the Solomons; swarmed into the creek and did not wait for the Shermans
New Britain also was only 250 miles form the Japanese bas- and overcame the Japanese defenders. Gung-Ho!
tion at Rabaul that boasted some 135,000 Japanese troops. I hope all Battleground World War II players enjoy this sce-
On Dec. 26, 1943 the 1st Marine Div. landed at nario - a little trip down memory lane for us! --Devin

Easy Eight Enterprises, 1998 islands of glory


American Start Line
Japanese Start Line
Scenario Map
sittin ducks
orders
Date: Feb 1, 1944
Time: 1300 hrs.
Location: Namur, The Marshall Islands
Background: Marine Stuart light tanks quickly followed
the first waves of Marine infantry onto the beaches of
Namur - a key administrative island for the Japanese in the
Marshalls. As soon as the Marine tanks came ashore, they
immediately ran into trouble. Two of the tanks became
bogged in heavy sand while another of the Stuarts became
mired in a shellhole. The crews had to get the tanks moving
in order to support their infantry comrades and to avoid
being sittin ducks.
Orders: Tactical - End game with one tank in good order.
Decisive - End game with one tank exiting board.
Game Length: 10 Turns

forces available
Marines of Co. B, 4th Tank Batt., Combat Team 24, 4th Marine Div.

Three M3 Stuarts each with Regular crews of four comprising,


Commander with .45 Pistol ML 14-1
Gunner with M-3 Grease Gun ML 13
Radio/Bow MG Operator with M-3 Grease Gun ML 13
Driver with .45 Pistol ML 13
- each crew also has d6 Pineapple grenades
- each tank has d6 each of AP, HE, and Cannister

special rules
1. All tanks begin the game Bogged as per the map. Tanks
may attempt to unbog.
2. Grenades may be distributed amongst crew at players
discretion.
3. All tanks begin the scenario Buttoned-Up.

Easy Eight Enterprises, 1998 islands of glory


scenario map
sittin ducks
orders
Date: Feb 1, 1944
Time: 1300 hrs.
Location: Namur, The Marshall Islands
Background: Despite tough resistance the Japanese defend-
ers of Namur were largely unsuccessful in stopping the first
waves of Marines assaulting the island. Namur was an
important administrative center for the Japanese in the
Marshalls and the Americans would pay for the island in
blood. A prime opportunity to raise havoc on the invaders
came when three American light tanks - the first armor sup-
port for the Marines - suddenly became stuck on the beach.
Orders: Tactical- Destroy two American tanks.
Decisive - Destroy all three American tanks.
Game Length: 10 Turns

forces available
Rikusentai (Naval Infantry) of Sonoyama Unit, 61st Naval Guard Force

One Chu-i (Lt.) with Nambu Pistol and Katana Sword ML 13-1

Three Regular Buntai (Squads) each with,


1 Squad Leader with Type 38 Arisaka and Type 99 Magnetic Mine ML 12-1
1 Gunner with Type 99 LMG ML 10
1 Loader with Type 38 Arisaka and extra ammo ML 10
7 Seamen with Type 38 Arisaka ML 10
All Japanese infantry carry 2 Model 97 hand grenades

special rules
1. Japanese begin Dug-In. Two Concealed three man MG
nests may be placed anywhere off the beach; all others
begin in foxholes.

Easy Eight Enterprises, 1998 islands of glory


scenario map

Japanese Start Line


sittin ducks
Gamemasters special rules The two tanks in the sand were helplessly stuck while the
American Stuart in the shellhole threw a track. Suddenly, exactly thirty
1. All tanks begin the game Bogged as per the map. Tanks Japanese rushed the tanks - seemingly out of nowhere.
may attempt to unbog. Note- any failing roll will result in a Galliantly, the crews grabbed their SMGs, pistols
Dead Track ( i.e. a track will be thrown). Attempting to and grenades and fought the Japanese off, killing them to a
unbog is prehaps the smartest thing the American player man. In time recovery vehicles came and extracted the stuck
can attempt to do right off the bat. Remember though that vehicles off of the beach. Luckily for the Marine infantry,
the sand will definitely reduce the normally speedy Stuart to the assault on Namor was a cakewalk compared to the
a slow crawl. bloody assaults to come like Iwo Jima and Okinawa. The
2. Grenades may be distributed amongst crew at players Marine tanks, as it turned out, were not essential in cleaning
discretion. the island free of its Japanese defenders. For the tank crews
3. All tanks begin the scenario Buttoned-Up. The tanks of Co. B, their ordeal of being Sittin Ducks would be one
crews would undoubtedly have been buttoned-up as they hit they would never want to repeat again!
the beaches. Really, the whole scenario depends on whether
the American players have the guts to stick their heads out game options
and get a favorable attempt at a Spotting Check. Spotting Japanese tanks Though historically inaccurate the sce-
the Japanese early helps the American players crews to nario can be very differnt if a Japanese tank or two (of any
react quick enough to defeat any serious attacks by the type - GMs choice) appeared to help the Japanese defend-
Japanese. The Gamemaster should be strict in applying the ers. This is a good option to play if a GM runs the same sce-
Buttoned-Up penalty for sighting when appropriate. nario for others who have seen it played or who have played
Japanese it before. It also will make that AP die roll at the beginning
1. Japanese begin Dug-In. Two Concealed three man MG of the scenario worth a lot more to the American players!
nests may be placed anywhere off the beach; all others GM Play The GM can easily play either side. This can be
begin in foxholes. For American sighting purposes the a lot of fun and is a great way to introduce Battleground to
Japanese should be considered Imrpoved Concealed as long new gamers.
as they stay in their holes. Of course the Japanese shouldnt US Radio A good way for the GM to help steer the sce-
have many problems seeing the sittin ducks on the nario in the right direction is to use the tanks radio as a way
beach! of reporting news to the American players. An example
Gamemaster Only would be to send a message to the Americans from Marines
1. The Sand effects movement by reducing tanks movement on the front lines stating, Where are those tanks? We need
by 1/2. The Bog number for this particular beach is 14 and those up her quick by God! Doing so can help bring play-
is required at the end of each action spent moving in Sand. ers back on track, especially those players who lose sight of
Do not inform the American players what the Bog number the American orders. The use of the radio can also add more
is. Simply tell them if they are successful or Dead Tracked hysteria and anxiety. False reports of Jap tanks at 12 o
after the die roll. This will add to the American players clock can add a lot of tension (and amusement for the GM)
anxiety and decision making! to the scenario!
2. Bow MGs should only come into play if a) the Japanese
attack from that direction b) the American player specifical- designers notes
ly states a cew member is physically manning that weapon We really took to the idea of Marine tank crews
c) the American successfully spot any Japanese (of course duking it out with Close Assaulting Japanese. This is a very
the American player can also fireat No Target if he wishes fun and fast-paced scenario. Its perfect for a quick and
with the added penalties). entertaining fight and is good way to introduce new
3. The GM should take particular care to keep track of what Battleground gamers: it is exciting, incorporates a variety of
each crew member is doing each action. As the battle for the easy and fun rules, and is fast to play.
tanks intensifies this will be crucial to the outcome of the Most of all this scenario focuses on a tankers
scenario! worst nightmare: getting stuck in enemy territory without
4. Make sure the American crews roll for AP. This will add friendly infantry support and largely lacking eyes. Have
confusion and hopefully give the Americans more to think fun getting out of this one (if youre American) or baggin
about - namely engaging Japanese tanks while being stuck! some Marine tanks (If Japanese)!

historical outcome
The Marine Stuarts were seriously in grave peril.

Easy Eight Enterprises, 1998 islands of glory


Scenario Map

Japanese Start Line


Bunker busting
orders
Date: March 11, 1944
Time: 0800 hrs
Location: Bougainville, The Solomon Islands
Background: Since the 8th of March, American forces of
the 37th Infantry Division have held Hill 700 from repeated
Japanese attacks. Despite their best, elements of the
Japanese 23rd Infantry Regt. gained a considerable foothold
on the hill. The 148th Infantry Regt. was ordered to retake
all positions on Hill 700. Though the Americans met heavy
resistance, small groups of men were able to knock out sev-
eral bunkers and force the Japanese to retreat.
Orders: Destroy all Japanese Bunkers.
Game Length: 12 Turns

forces available
GIs of 2nd Batt., 148th Inf. Regt., 37th Inf. Div.

Master Sgt Nathan D. Crow with M-1 Carbine and .45 Cal. Pistol ML 15

One Veteran BAR Team with,


1 Gunner with BAR and .45 Pistol ML 12
1 Loader with M-1 Garand and extra ammo ML 12

One Veteran Bazooka Team with,


1 Gunner with Bazooka 44 and M-1 Carbine ML 12
1 Loader with M-1 Garand and 6 Bazooka rounds ML 12

One Veteran Flamethrower Team with,


1 Gunner with Flamethrower and .45 Pistol ML 12
1 Asst. with M-1 Garand and .45 Pistol ML 12
All American soliders (minus the Flamthrower Gunner) have 3 Mark IIAI hand grenades

special rules
1. Americans must start as indicated on the map.

Easy Eight Enterprises, 1998 islands of glory


American Enter Turn 1
Scenario Map
Bunker Busting
orders
Date: March 11, 1944
Time: 1600 hrs.
Location: Bougainville, The Solomon Islands
Background: Beginning on the 8th of March, the Japanese
23rd Infantry Regiment, 6th Infantry Division launched an
assault against the American held Hill 700. This Hill was
the key to the American defense and its capture would have
seriously jeapordized the American forces on Bougainville.
After three days of nonstop fighting, the Japanese managed
to force a foothold on Hill 700. The Americans began thier
counterattack and despite heavy losses several small groups
of Americans managed to breakthrough.
Orders: Hold the bunkers and wipe out all the Americans.
Game Length: 12 Turns

forces available
Hohei (Infantry) of 23rd Inf. Regt., 6th IJA Inf. Div.

One Chu-i (1st Lt.) with Nambu Pistol and Katana Sword ML 13-1

One Regular 1/2 Buntai (Squad) with,


5 Riflemen with Type 38 Arisaka ML 10

One Regular Pre-LMG Team with,


1 Gunner with Model 96 Pre-LMG ML 10
1 Loader with Type 38 Arisaka and extra ammo ML 10

3 Log Bunkers

special rules
1. All Japanese must begin the scenario in the Log Bunkers.

Easy Eight Enterprises, 1998 islands of glory


Japanese Start Line
Scenario Map
Bunker Busting
special rules game options
American
1. Americans must start as indicated on the map. Demo Packs The Gamemaster can replace the teams with a
Japanese squad of soliders with four demo packs.
1. All Japanese must begin the scenario in the Log Bunkers.
Extra Heavies The Gamemaster can also trade in the BAR
Gamemaster
team for another Bazooka or three or four riflemen with a
1. If a bunker receives a direct hit from a Bazooka round,
demo pack. Another idea would be to trade in the BAR and
then the occupants must make an immediate Morale Check.
Bazooka team for one more Flamethrower team.
If they fail they must abandon the bunker.
American Morale The Gamemaster can also simply up the
Morale of the Americans by one or two points to make them
historical outcome less vulnerable to Morale Checks.
Japanese Options For the Japanese the Gamemaster can
Early on the 11th of March, the American 148th Infantry replace four troops for a MMG. He can also trade in a rifle-
Regiment began its counterattack to retake Hill 700. Almost man for an extra LMG.
immediatey the attack bogged down because of intense
Japanese fire. However small groups of Americans man-
aged to breakthrough and destroy several bunkers. designers notes
Two GIs, Pfcs Cope and Born, were in combat for their first
time. They hauled a flamethrower up Hill 700 and took out This scenario is basically three seperate engagements all
thier first bunker at a range of only ten meters. They then mixed in one. The Japanese have the advantage of being
returned to their own lines and refilled their weapon. They Dug-In so the Americans must approach with extreme cau-
went up the hill four more times and took out three more tion. If they make good use of all available cover and if
bunkers. they do not become impatient, the Americans should be able
Two other soldiers, Staff Sergeants Spencer and Graves, to pull it off. Teamwork is key for both sides. The side with
were taking out bunkers on another part of the hill with a cooperation and support will win this scenario.
bazooka. This action was the first time any unit in the 37th This scenario will work best in 25mm because of the size of
Infantry Division used the bazooka in combat. The two the forces involved. However both 20mm and 15mm scales
NCOs dodged from cover to cover for three hours, either would also work.
demolishing the enemy bunkers or making the occupants
abandon the bunker. After flushing the Japanese out of the How to
bunkers, Graves would gun them down with his M-1
Garand. To make a coconut log bunker, just find a tree branch that
Still more americans were at work on the bloody hill. Pfcs looks thin enough to match your chosen scale. Stick them
Crouch and Andrick took out a Japanese bunker with thier together with a thick paste or modeling clay which you can
BARs. They advanced with thier platoon until it was halted find in most hobby stores. If you want to see what a bunker
by withering Japanese fire. They continued to sneak up the looks like you can find pictures in most books about the
hill until they were within 15 meters of a Japanese position. Pacific War. See The Bibliography for a good list of
They then stood up and advanced toward the bunker firing sources.
from the hip. Crouch had his eye shot out and Andrick was
shot through the wrist. Despite taking other wounds the two
made it to the bunker and fired into it via the entrance. All
the occupants were killed.
It was these individual actions throughout the 11th of March
that allowed the Americans to push the Japanese off of Hill
700. Fighting would continue into the next day when the
2nd Battalion of the 148th Infantry Regiment counterat-
tacked and threw the Japanese off the hill. By the end of
the fight, the 2nd and 3rd Battalions of the Japanese 23rd
Infantry Regiment were almost wiped out.

Easy Eight Enterprises, 1998 islands of glory


American Enter Turn 1
Japanese Start Line
Scenario Map
breaking the jewel
orders
Date: July 7, 1944
Time: 0445 hrs.
Location: Makunshka, Saipan
Background: For days U.S. infantrymen battled inland
through stubborn Japanese defenses on the island of Saipan.
The men of the weary and battered 1st Batt., 105th Inf.
Regt. now found themselves along a railroad track on the
northern end of the island where the remnants of the
Japaneses forces appeared to be bottled up. With victory
in sight, American GIs prepared to fight off the last desper-
ate assaults of the islands defenders - deadly and suicidal
banzai attacks.
Orders: Hold the line while preventing 50% of own losses.
Game Length: 12 Turns

forces available
GIs of 1st Batt., 105th Inf. Regt., 27th Infantry Div.

Lt. Col. William OBrien with .45 Pistol and M-1 Garand ML 18-2

Three Squads Regular infantry, each with:


1 Squad Leader with Thompson SMG ML 14-1
1 Asst. Squad Leader with Thompson SMG ML 13-0
1 BAR Gunner with .45 Pistol ML 12
1 BAR Loader with M-1 Garand and extra ammo ML 12
6 Rifleman with M-1 Garand ML 12
All American infantry carry 2 Mark IIAI hand grenades

special rules
1. Night Rules are in effect.
2. All infantry must begin Dug-In foxholes.

Easy Eight Enterprises, 1998 islands of glory


Japanese Start Line
scenario map

American Start Line


breaking the jewel
orders
Date: July 7, 1944
Time: 0445 hrs.
Location: Makunshka, Saipan
Background: After days of bitter and bloody fighting, the
Japanese garrison on Saipan has been pushed into the north-
ern tip of the tiny island. With defeat close at hand, orders
have arrived from Imperial Headquarters for Saipans
Japanese defenders to commit gyokusai - a suicide assault
translated as breaking the jewel. Each Japanese soldier is
expected to take 7 enemy lives in this last desperate attack
for the Emperor. No prisoners will be taken.
Orders: Destroy American forces to the man.
Game Length: 12 Turns

forces available
Hohei (Infantry) of 43rd IJA Inf. Div.

One Tai-i (Captain) with Nambu Pistol and Katana Sword ML 14-2

One Chu-i (1st Lt.) with Nambu Pistol and Katana Sword ML 13-1

Three Regular Buntai (Squads) each with,


1 Squad Leader with Type 99 Arisaka and Nambu Pistol ML 12-1
1 Gunner with Model 11 Pre-LMG ML 10
1 Loader with Type 99 Arisaka and extra ammo ML 10
7 Riflemen with Type 99 Arisaka ML 10

One Regular Buntai (Squad) with,


1 Squad Leader with Type 99 Arisaka and Nambu Pistol ML 12-1
3 Gunners with Model 89 Knee Mortars ML 10
3 Ammo Bearers each with Type 99 Arisaka and 6 Model 89 50mm Shells ML 10
3 Riflemen with Type 99 Arisaka ML 10
All Japanese infantry carry 2 Model 97 hand grenades

special rules
1. Night Rules are in effect.
2. Gyokusai is in effect.

Easy Eight Enterprises, 1998 islands of glory


Japanese Start Line
Scenario Map

American Start Line


breaking the jewel
Gamemasters special rules battles to come. The war in the Pacific had now entered an
American even bloodier stage as American troops island-hopped closer
1. Night Rules are in effect. The Japanese assault began in to Japan.
the dark early morning hours before daybreak. This led to
confusion among American GIs who simply could not see Game options
the thousands of Japanese swarming into their positions. Double-Blind This scenario is best played using the dou-
The result was bloody hand-to-hand fighting with each man ble-blind method with two tables and a screen. Doing so
fighting his own personal battle with enemy troops appear- will help create the night attack and the American ability to
ing suddenly out of the night. not see the Japanese until they are literally in the American
2. All infantry must begin Dug-In foxholes. The American foxholes! It will also prevent the Japanese fgrom picking
troops had dug-in a tight perimeter along a stretch of rail- what American figures/positions to attack. Realistically, the
road track. Their hastily dug foxholes would offer little pro- Japanese swarmed the American perimeter and fell upon the
tection from the mass Japanese attack. closest American soldiers. Overall, playing this scenario
Japanese with the double-blind system will make the scenario more
1. Night Rules are in effect. real and more fun for the players. Not seeing the enemy will
2. Gyokusai is in effect. The surviving Japanese troops on create some paranoia and anxiety among the players - fun
Saipan came at the Americans with a crazed intensity. Many for all, especially the Gamemaster who gets to see everyone
were drunk, while others severely wounded limped into com- squirm!
bat to die for the glory of the Emperor. More Japanese Historically, the ratio of Japanese to
Americans was higher than what is used in the scenario.
historical outcome This is to give the scenario playability and not to recreate a
Nearly 4,000 Japanese troops threw themselves at massacre. Surely, players can add more Japanese to the sce-
the 2nd and 1st Battalions of the 105th Inf. Regt., almost nario; adjust the victory conditions for the Americans
wiping the American units out to the man. In the night fight, accordingly (like have one GI standing by end of Turn 12.
the American GIs, mostly activated National Guardsmen Jeep & a .50 Cal Lt. Col OBrien manned a .50 Cal on an
form New York state, fought viciously and galliantly from abandoned jeep within the American perimeter. The
their shallow foxholes. Yet, the size and fierceness of the Gamemaster can add this as to the scenario as a little
Japanese attack was like none other witnessed by these men. spice. Because the .50 Cal has enormous knock-down
Lt. Col. OBrien bravely led his men in the fight ability, at least one more Japanese squad should be added.
for their lives. Armed with a .45 pistol, OBrien scurried Remember that OBrien is considered a Hero and is able to
from American position to position, yelling encouragement man the .50 Cal by himself.
while gunning down Japanese at close range. After being
severely wounded, OBrien continued to fight grabbing a Designers Notes
rifle and holding his ground. He later manned a .50 Cal
machine gun. According to the few surviving witnesses of Breaking the Jewel was a pyrrhic victory for the
the gyokusai attack, he is believed to have yelled, Dont Japanese but essentially was a massacre of the American 1st
give them a damn inch! His bravery and excellent leader- and 2nd Battalions, 105th Inf. Regt. Yet, the opportunity as
ship however would not be enough to stop the huge a gamer to present the gyokusai attack is one that cannot be
Japanese suicide attack. passed up!
The gyokusai attack itself was unique in that an
entire Japanese unit was supposed to die in combat with the
intent of inflicting mass destruction on the enemy - hence
the meaning of the word as breaking the jewel. Like the
famed kamikaze attacks, the gyokusai was not only deadly
and bloody, it was also effective. In this one attack, all 4,000
Japanese perished. American losses were some 400 killed
and 500 wounded. OBrien was found after the attack with
approximately 30 enemy bodies around him. For his bravery
an leadership in combat, he was posthumously awarded the
Medal of Honor.
The cost of seizing Saipan was high - over 14, 000
American were KIA. The combat there was a warning of the

Easy Eight Enterprises, 1997 islands of glory


Japanese Start Line
Scenario Map

American Start Line


Peril on Peleliu
orders
Date: Sept 15, 1944
Time: 1600 hrs.
Location: Peleliu, The Palaus Islands
Background: After a bloody and brutal landing on Peleliu,
Marines had courageously fought off vicious machine gun
and mortar attacks. Yet, the Marines had somehow
advanced towards the islands airfield only to be faced with
a new peril: Japanese tanks. As if rising out of the ground,
no less than 13 Japanese tanks beared down on the already
battle weary Marines. With wave after wave of Japanese
infantry following their tanks, the Marines of Chesty
Pullers 1st Marine Regt. knew they were in for the fight of
their young lives.
Orders: Destroy all Japanese tanks.
Game Length: 16 Turns

forces available
Marines of 2nd Batt., 1st Marine Regt., 1st Marine Div.

Four Squads Veteran infantry, each with:


1 Squad Leader with Thompson SMG ML 15-1
Fire Team A
1 Asst. Squad Leader with Thompson SMG ML 14-0
1 Bazooka or Flamethrower Gunner with .45 Pistol ML 13
1 Loader with M-1 Garand and extra ammo ML 13
1 Rifleman with M-1 Garand ML 13
Fire Team B
1 Asst. Squad Leader with M-1 Carbine ML 14-0
1 BAR Gunner with .45 Pistol ML 13
1 BAR Loader with M-1 Garand and extra ammo ML 13
1 Rifleman with M-1 Garand ML 13
Fire Team C
1 Asst. Squad Leader with M-1 Carbine ML 14-0
1 BAR Gunner with .45 Pistol ML 13
1 BAR Loader with M-1 Garand and extra ammo ML 13
1 Rifleman with M-1 Garand ML 13
All American infantry carry 2 Mark IIAI hand grenades

Turn 2 - 4 M4A2 Shermans with Veteran crews of four ML 15

special rules
1. Airstrip is considered Open Ground; all other is Rough
Ground.
2. All American units must start on West side of airstrip. All
American units (except reinforcements) must begin on the
game table in Turn 1 - none may carry over to subsequent
game turns. Americans are not Dug-In.

Easy Eight Enterprises, 1998 islands of glory


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peril on peleliu
orders
Date: Sept 15, 1944
Time: 1600 hrs.
Location: Peleliu, The Palaus Islands
Background: The Japanese defense of Peleliu centered
around lessons learned at Tarawa - let the Marines come
and then counterattack with mass material. As US Marines
approached the islands sole airstrip, Pelelius commander,
Col. Nakagawa unleashed his secret - a mass of Japanese
tanks. Supported by the calm and collected veterans of the
14th Inf. Div., Nakagawa hoped his secret and powerful
punch would drive peril into the hearts of the islands
invaders.
Orders: Destroy 3/4 of the enemy infantry
Game Length: 16 Turns

forces available
Hohei (Infantry) of 14th IJA Inf. Div.

One Tai-i (Captain) with Nambu Pistol and Katana Sword ML 14-2
One Veteran Renrakukashi Runner with Type 38 Arisaka and Battle Standard ML 12

One Chu-i (1st Lt.) with Nambu Pistol and Katana Sword ML 13-1

Three Regular Buntai (Squads) each with,


1 Squad Leader with Type 99 Arisaka and Nambu Pistol ML 12-1
1 Gunner with Model 11 Pre-LMG ML 10
1 Loader with Type 99 Arisaka and extra ammo ML 10
7 Riflemen with Type 99 Arisaka ML 10

One Regular Buntai (Squad) with,


1 Squad Leader with Type 99 Arisaka and Nambu Pistol ML 12-1
3 Gunners with Model 89 Knee Mortars ML 10
3 Ammo Bearers each with Type 99 Arisaka and 6 Model 89 50mm Shells ML 10
3 Riflemen with Type 99 Arisaka ML 10
All Japanese infantry carry 2 Model 97 hand grenades

13 Type 95 Light Tanks each with Regular crews of four ML 12

special rules
1. Airstrip is considered Open Ground; all other is Rough
Ground.
2. All Japanese units must start on East side of airstrip. All
Japanese units must begin on the game table in Turn 1 -
none may carry over to subsequent game turns.
3. Battle Standard rules are in effect.

Easy Eight Enterprises, 1998 islands of glory


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Scenario Map
peril on peleliu
Gamemasters special rules Fortunately, the Japanese infantry never reached the Marine
American infantry on the airstrip. The cavalry had truly saved the
1. Airstrip is considered Open Ground; all other is Rough day for the Marines on Pelelius vital airstrip.
Ground. The Marines were caught off guard and in the open This Japanese counter-attack would essentially be
when the Japanese attack began. the last Japanese offensive on the island. The Japanese gam-
2. All American units must start on West side of airstrip. All ble of waiting to launch a counterattack until the Marines
American units (except reinforcements) must begin on the were inland was brilliant in concept but was not enough to
game table in Turn 1 - none may carry over to subsequent defeat the Sherman supported Marine infantry. The fight for
game turns. Americans are not Dug-In. The Marines felt Peleliu was not yet over though. Weeks of bloody fighting
some relief when they reached the relative comfort of the would insue until the island was finally captured. The end
airstrip. The surrounding terrain was coral - which cut up was result was devastating: 1,250 Marines and 10,000
the Marines everytime they dove for cover and which Japanese KIA.
caused even more wounds when mortar and artillery rounds
impacted on it (throwing deadly razor-sharp pieces of coral game options
in every direction.) However, there would be little cover on Japanese Tanks The Type 95 tanks listed on the Japanese
the airstrip when the Japanese attack was launched. orders were the actual types used on Peleliu. However, the
Japanese GM or gamers may use the Type 97 tankette or the Chi-Ha
1. Airstrip is considered Open Ground; all other is Rough as a substitute.
Ground. Larger Scales If desired the scenario can be chopped down
2. All Japanese units must start on East side of airstrip. All for larger scales. We suggest a ratio of 1 American tank to 3
Japanese units must begin on the game table in Turn 1 - Japanese. Of course this can be up to the GM or gamers as
none may carry over to subsequent game turns. The they see fit. Also, keep in mind that the parity can be tin-
Japanese attack appeared out of nowhere all at once. The kered with by adding American bazooka and/or flamethrow-
Japanese tanks rumbled out of protective and concealing er teams.
bunkers which the Marines had no idea of.
3. Battle Standard rules are in effect. designers notes
Gamemaster There were very few instances in the Pacific of
1. The Americans should have two squads with a bazooka American tanks battling it out with Japanese tanks. The
and two squads with a flamethrower; it doesnt matter action around the airfield at Peleliu was one of those times.
which squad has which weapon. Very few English references discuss Japanese tanks and tank
crews but battle action reports from many battles describe
historical outcome heroic feats by Japanese tankers against overwhelming odds.
To the surprise of the Marines on Pelelius airstrip, We wanted one scenario in Islands Of Glory to pit American
the Japanese armored counter-attack seemingly came out of tanks versus Japanese tanks and after some hard looking, we
nowhere. Thirteen Japanese light tanks, followed by scores found it.
of Japanese infantry, swarmed out of concealing bunkers Many gamers may wonder where Japanese armor
and launched themselves at the unprepared Marines. The may be found in 15mm, 20mm, and 25mm scales. For
Marines quickly opened up a deluge of fire which immedi- 15mm check with your local game store manager. There
ately caused two tanks to crash. Yet, lacking enough suffi- should be a few product lines that offer lead Japanese tanks
cient anti-tank weapons, the Marines found themselves in to choose from. For 20mm our best suggestion is to track
extreme peril. down 1/72 or 1/76th scale kits. Look for Matchbox and Esci
Fortunately, four Marine Shermans appeared on the brands - they will be your best bet though we are not 100%
southern edge of the airstrip - like cavalry from the Old sure they both offer Japanese tanks. For 25mm try looking
West showing up to save the day. The Shermans trundled for 1/48th scale kits. These will be harder to find but check
into the Japanese assault and engaged the lightly armored with your local hobby store that specializes in model kits.
Japanese at close range. In minutes the Shermans 75mm One final suggestion: if Japanese tanks are hard to find and
guns brewed-up several enemy tanks while Marine infantry you are not a purist, try substituting a German 38t. This
dispatched others with flamethrowers and bazookas. An tank looks very similar to contemporary Japanese tanks and
American dive bomber also appeared, dropping a bomb into will work fine in any scenario. Good
the fray which also resulted in destroying some of the
Japanese tanks. Finally eight more Shermans arrived to
mop-up what was left of the desperate Japanese attack.

Easy Eight Enterprises, 1998 islands of glory


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fish out of water
orders
Date: November 25, 1944
Time: 0300 hrs
Location: Leyte, The Phillipine Islands
Background: MacArthur has kept his promise. On the
20th of October, 1944 the U.S. Sixth Army landed the 24th
Infantry Division on the shores of Leyte. These troops
began a slow and steady push inland but soon came under
attack by lightning quick Japanese counterattack. You and
your men must hold your end of a deserted lagoon and wait
for the rest of the Army to catch up to you.
Orders: Repulse any Japanese counterattack across the
lagoon.
Game Length: 12 Turns

forces available
GIs of the 24th Infantry Division, 10th Corps, 6th Army

One Veteran Squad each with,


1 Squad Leader with Thompson SMG and .45 Pistol ML 14-1
1 Asst. Squad Leader with M-1 Garand and 2 Rifle Grenades ML 13
1 BAR Gunner with .45 Pistol ML 12
1 Loader with M-1 Garand and extra ammo ML 12
6 Riflemen with M-1 Garand ML 12
All American infantry carry 2 Mark IIAI hand grenades

One Veteran Bazooka Team with,


1 Gunner with Bazooka 44 and .45 pistol ML 12
1 Loader with M-1 Carbine and 6 rounds of HEAT ML 12

One Veteran .30 Cal MMG Team with,


1 Gunner with .30 Cal. MMG and .45 pistol ML 12
1 Loader with M-1 Garand and extra ammo ML 12
1 Spotter with M-1 Garand and binoculars ML 12

One Veteran 60mm Mortar Team with,


1 Gunner with M-1 Carbine ML 12
1 Loader with M-1 Garand ML 12

special rules
1. All Night rules apply.
2. The 60mm Mortar has d6 HE and d6 Smoke available.
3. Americans may begin Dug-In.
4. Terrain is as indicated on map.

Easy Eight Enterprises, 1998 islands of glory


Scenario Map

American Start Line


fish out of water
orders
Date: November 25, 1944
Time: 0300 hrs.
Location: Letye, The Phillipean Islands
Background: Not surprising, the American imperialists
have come to reclaim their former colony: The Phillipines.
On the island of Leyte, your small amphibious force of
tanks and rikusentai have been ordered to seize the iniative
against the Yankees. Cross the nearby lagoon and banzai to
victory!
Orders: Destroy the enemy as an effective fighting force.
Game Length: 12 Turns

forces available
Rikusentai (Naval Infantry) of Leyte Special Defense Force

One Junshikan (Warrant Officer) with Nambu Pistol and Katana Sword ML 14-1

Three Veteran Buntai (Squads) each with,


1 Squad Leader with Type 99 Arisaka and Nambu Pistol ML 14-1
1 Gunner with Model 99 LMG ML 12
1 Loader with Type 38 Arisaka and extra ammo ML 12
7 Seamen with Type 38 Arisaka ML 12

One Veteran Buntai (Squad) with,


1 Squad Leader with Type 99 Arisaka and Nambu Pistol ML 14-1
3 Gunners with Model 89 Knee Mortars ML 12
3 Ammo Bearers each with Type 99 Arisaka and 6 Model 89 50mm Shells ML 12
3 Seamen with Type 99 Arisaka ML 12
All Japanese infantry carry 2 Model 97 hand grenades

2 Shohatsu Motorized Landing Craft with Veteran Driver ML 12

2 Type 2 Ka-Mi Amphibious Tanks with Regular crews of five ML 12

special rules
1. All Night rules apply.
2. All Japanese begin the scenario embarked on the opposite
side of the lagoon as indicated on the map.
3. All Landing Craft rules are in effect. Japanese landing
craft have a movement of 8 per action.
4. Terrain is as indicated on map.

Easy Eight Enterprises, 1998 islands of glory


Scenario Map

Japanese Start
fish out of water
Gamemasters special rules More Japanese The Japanese player can have added to its
American forces one or two extra squads and /or another Ka-Mi tank
1. All Night rules apply. The darkness can be your best if so desired.
friend or enemy! Ducks and Buffaloes Try switching sides, i.e. make the
2. The 60mm Mortar has d6 HE and d6 Smoke available. Americans the invading amphibious force instead of the
No pre-plotted points are available. Japanese. Replace the 2 Japanese Shohatsu Motorized
3. Americans may begin Dug-In. Landing Craft with DUKWs and the 2 Ka-Mi tanks with
4. Terrain is as indicated on map. LVT-(A)1s. Use the same amount of infantry on each side
Japanese simply changing out the nationality and weapons (U.S. .30
1. All Night rules apply. Cal MMG and 60mm Mortar for Japanese Model 92
2. All Japanese begin the scenario embarked on the e side of Woodpecker MMG and 70mm Mortar). This is a very
the lagoon as indicated on the map. fun variant to play!
3. All Landing Craft rules are in effect. Japanese landing
craft have a movement of 8 per action.
4. Terrain is as indicated on map. designers notes

Amphibious vehicles are interesting to use. They


historical outcome are one of the few vehicles in a nations arsenal that is not
Fish Out Of Water is a fictional scenario depicting the fury restricted by water obsticles. I like using these vehicles
of the fighting on Leyte. The Ka-Mi was encountered on because it can add a new element to the battle. Using one
Leyte and it can only be assumed that some rikusentai were of these vehicles can cause your enemy several headaches.
also present as well, though sources are sketchy as to the No longer can he anchor his flank on a water obstacle.
exact Japanese composition of forces on the Phillipine Used properly these vehicles can be very devestating.
island. It is known that the 16th IJA Division occupied This scenario was designed with the Type 3 Ka-Chi
defensive positions on Leytes eastern coast before retreat- Amphibious tank in mind. While in 1944 amphibious oper-
ing to more favorable defensive terrain in the hills of central ations were rare for the Japanese little counter attacks such
Leyte. This division was reinforced by the highly regarded as the one depicted in this scenario were probably not
1st IJA Division who landed on the western side of the unheard of. While this particular scenario is fictionous it
island almost directly from China. This unit moved along was centered around an actual Japanese counter attack on
the northern coast and soon smacked into the American 24th the island of Leyte. The Japanese amphibious tank was
Infantry Division around the village of Carigara. The 1st around since 1942. You can very easily take this scenario or
IJA Division retreated to a better defensive position and a variation of it and use at another time or location.
fought desperately against the Americans in the fight for
Breakneck Ridge. This fierce battle lasted three weeks in
terrible conditions. Torrential rain and mud bogged men and
vehicles. Hills were turned into slippery mud slides.
Shellholes turned into ponds while creeks became streams.
Yet, the weather could not beat the fighting men of both
sides. Finally, the Americans captured Breakneck Ridge and
effectively broke the back of the Japanese resistance on the
island. MacArthur and the Americans had returned to the
Phillipines, this time to be the liberators over the Japanese.

game options
Heavy Rain and Deep Mud Give a historical perspective to
the scenario by adding Rain and/or Mud. Plying with both
will equal both sides: the Japanese will gain more from poor
American sighting due to the rain while the Americans will
benefit from the slower movement of the assaulting rikusen-
tai once they touch land.

Easy Eight Enterprises, 1998 islands of glory


Scenario Map

American Start Line

Japanese Start
jungle hell
orders
Date: Jan 5, 1945
Time: 1500 hrs.
Location: Morotai, The Moluccas Islands
Background: The small island of Morotai was chosen to be
the site of an airfield to help aid in the liberation of the
Phillipines. However, a small Japanese garrison still lin-
gered on the island threatening American troops and the air-
field. GIs were sent deep into the jungle to eliminate the
Japanese but soon found their hands full.
Orders: Eliminate or capture all Japanese forces.
Game Length: 12 Turns

forces available
GIs of 2nd Batt., 136th Inf. Regt., 33rd Golden Cross Inf. Div.

One Regular Lt. (Platoon Commander) with Thompson SMG ML 13-2

Five Squads Regular infantry, each with:


1 Squad Leader with Thompson SMG ML 12-1
1 Asst. Squad Leader with M-1 Garand and two rifle grenades ML 11-0
1 BAR Gunner with .45 Pistol ML 10
1 BAR Loader with M-1 Carbine and extra ammo ML 10
6 Riflemen with M-1 Garand ML 10
All American infantry carry 2 Mark IIAI hand grenades

special rules
1. Heavy Jungle is in effect - 2 per action, 4 LOS. Trails
may exist in Heavy Jungle.
2. Americans may not begin Dug-In.

Easy Eight Enterprises, 1998 islands of glory


American Start Line
Scenario Map
jungle hell
orders
Date: Jan 5, 1945
Time: 1500 hrs.
Location: Morotai, The Moluccas Islands
Background: The small island of Morotai held a key posi-
tion in the southern Pacific. Anchored south of the
Phillipines and between New Guinea and the Celebes, it not
only controlled a major sea passage but also provided key
terrain for an airstrip. Americans soon invaded the island
and pushed inland. Japanese forces on the island, led by a
new officer who was secretely inserted on the island, pre-
pared to hold their ground and fight to the death.
Orders: Destroy or rout the enemy.
Game Length: 12 Turns

forces available
Hohei (Infantry) of 3rd Batt., 211th IJA Inf. Regt.

One Tai-i (Captain) with Nambu Pistol and Katana Sword ML 13-1
One Veteran Renrakukashi Runner with Type 38 Arisaka and Battle Standard ML 12

Three Regular Buntai (Squads) each with,


1 Squad Leader with Type 38 Arisaka and Nambu Pistol ML 12-1
1 Gunner with Model 11 Pre-LMG ML 10
1 Loader with Type 38 Arisaka and extra ammo ML 10
7 Riflemen with Type 38 Arisaka ML 10
All Japanese infantry carry 2 Model 97 hand grenades

One Regular MMG Team in Log Bunker with,


1 Gunner with Type 92 Woodpecker MMG ML 10
1 Loader with Type 38 Arisaka and extra ammo ML 10
1 Spotter with Type 38 Arisaka and binoculars ML 10

Baka (Hero) Tree Sniper with Type 99 Arisaka and scope ML 15


All Japanese carry 2 Model 97 hand grenades

special rules
1. Heavy Jungle is in effect - 2 per action, 4 LOS. Trails
may exist in Heavy Jungle.
2. Japanese may begin Dug-In.
3. Battle Standard rules are in effect.

Easy Eight Enterprises, 1998 Islands of glory


Scenario Map

Japanese Start Line


jungle hell
Gamemasters special rules Victory Conditions The scenarios victory conditions try to
American reflect what historically happened on Morotai - Japanese
1. Heavy Jungle is in effect. The jungle in the interior of attacks on the American forces. In order for the Japanese to
Morotai was firece. It was so thick that visibility was only reach their victory conditions they must attack - the most
20 and heavy weapons could not physically be carried. logical attack being banzai charges. For a different twist on
Also, one wounded GI took 8 healthy men and several days this scenario, change the Japanese victory conditions so that
to evacuate. Large American mortars were also found to not the Japanese defend. This should help to keep the Japanese
be effective, exploding against the jungle canopy above to in their holes and give more of a defensive stance ala
the detriment of nearby friendly units. Okinawa and Iwo Jima.
2. Americans may not begin Dug-In. The dense jungle com-
pellled the GIs on Morotai to keep moving; the thick jungle designers notes
offered adequate cover. When laying out Islands Of Glory, we wanted to
Japanese display the Heavy Jungle rules in a scenario. When we came
1. Heavy Jungle is in effect. across the mess on Morotai we couldnt resist having a
2. Japanese may begin Dug-In. The Japanese troops on Morotai scenario. Morotai and the battle fought there is
Morotai had been there for quite some time. They not only probably the least known of the island battles in the Pacific
knew the island firsthand, they also constructed prepared War. This is largely due to the fact that the operations on the
positionsthroughout the islands interior. These consisted of island were not as large as the other battles raging around it.
log bunkers or most common, foxholes with log fronts (no Also, the main American efforts were aimed at the
top cover.) Phillipines and at the islands closer to Japan like Okinawa
3. Battle Standard rules are in effect. The Rising Sun can and Iwo Jima at that stage of the war. In 1945 Morotai was
have a marvelous effect on Japanese troops! simply a backwater that no one cared about.
A major misconception about the Japanese is that
historical outcome they loved the jungle and hence were great jungle fighters.
The terrain and the fighting were hard for the This is far from the truth. Japan itself does not possess jun-
Americans on Morotai. Both caused casulties and ensured gles and training in jungle areas was limited to only the
slow progress into the interior of the island. The Japanese most elite units. Japanese troops in the jungle were subject
did have prepared defensive positions but usually preferred to the same disease, insects, and intense heat that the
to fight in the open executing banzai charges at the Americans encountered. To make matters worse the
Americans troops who gunned the Japanese down with ease. Japanese were undersupplied in comparison to American
After days of fighting, the entire Japanese 3rd Batt., 211th troops. The fierceness with which the Japanese fought, com-
IJA Inf. Regt. was destroyed, mostly at the hands of poor buned with a stoic resignation of fate, made the Japanese
Japanese tactics. It can logically be presumed that the soldier a tough advisary in the Pacific.
Japanese could have lasted longer and caused more Jungle Hell shows the hell of the jungle and com-
American casulties had they fought from their defensive bat in it. Movement will be considerably slower and sight-
positions. Morotai displayed the brand of fighting spirit and ing will be almost impossible. Jungle Hell will surely bring
the combat mind of the Japanese - attack! The Japanese the jungle and fun to your game table.
code of Bushido would be the downfall of the Japanese
troops on Morotai.
The end result of the successful American offensive
on Morotai was securement of a key airstrip. This airstrip
would allow the American forces invading the Phillipines
good aircover throughout that campaign. For the Japanese
Morotai proved that small island garrisons were more of a
nuisance than a threat. The Japanese would make sure that
their defending forces on islands closer to Japan would be
much larger, smatter, and fierce.

game options
Knee Mortar Try substituting a knee mortar for the
Woodpecker MMG. This weapon was very successful in
the dense jungle where larger mortars were ineffective.

Easy Eight Enterprises, 1998 islands of glory


Scenario Map

American Start Line

Japanese Start Line


The bibliography

The bibliography
Alexander, Joseph H. Utmost Savagery - The Three Days Of Tarawa.
(ISBN 0-8041-1559-1)
THE book that gave us the Pacific fever; if you read one book about the war in the Pacific, it
must be this one. Alexander (a retired USMC Col.) has proven he is the master American
historian on the fighting in the Pacific.

The Final Campaign: Marines In The Victory On Okinawa.


Marines In World War II Commemorative Series
(ISBN unavailable)
One of the best sources on the action on Okinawa; good info on specific firefights and the
USMC.

English, John A. On Infantry.


and Gudmundsson, (ISBN 0-275-94972-9 paperback)
Bruce I. An awesome look at the development of infantry composition and tactics; specific and accurate
info on WWII squad, platoon, and company make-up.

Frankel, Stanley A. Battle For Bougainville - Hell on Hill 700.


World War II Magazine, Cowles
History Group; September, 1997. p. 43-48 & 74-76.
Detailed article on the bloody battle for Bougainville.

Harries, Meirion & Susie Soldiers of the Sun - The Rise and Fall of the Imperial Japanese Army.
(ISBN 0-394-56935-0)
Perhaps the best book on the IJA written; good depth but leaves the reader wanting more.

Heinl, Jr. Robert D. The Marshalls: Increasing The Tempo.


and Crown John A. Historical Branch, G-3 Division
Headquarters, USMC. 1954.
Official USMC history on the Marshalls, complete with extreme details on the units and actions
in the campaign. Highly recommended reading for the Pacific nut.

Hogg, Ian The Encyclopedia of Infantry Weapons.


(ISBN 0-690-01447-3)
A comprehensive look at all the small arms of World War II; very valuable source.

Korn, Jerry Japan At War.


World War II - Time-Life Books
(ISBN 0-8094-2528-9)
Excellent addition to the Time-Life WWII series, complete with detailed text and pictures.

Markuss, Charles. Soldiers Of The Sun.


ASL Annual 92, Avalon Hill Game Company
A comprehensive overview of the Japanese soldier and his weapons; a very interesting article
with commentary on ASL rules.

islands of glory 1
The Bibliography
Moens, John Marine Raider In The Pacific.
Military History Magazine, Cowles History Group; August, 1998. p. 43-48.
A great interview of one of the Marine Raiders on Guadalcanal.

Steinberg, Rafael Island Fighting.


World War II - Time-Life Books
(ISBN unavailable)
Excellent addition to the Time-Life WWII series, complete with detailed text and pictures.

Steinberg, Rafael Return To The Phillipines.


World War II - Time-Life Books
(ISBN 0-8094-2516-5)
Excellent addition to the Time-Life WWII series, complete with detailed text and pictures.

Toland, John The Rising Sun - The Decline and Fall of the Japanese Empire.
(ISBN 0-553-26435-4)
The best detailed summary of the entire war in the Pacific; great personal accounts by actual vet
erans interviewed. Recommended reading for an overview of the Pacific Theatre.

U.S. War Department Handbook On Japanese Military Forces.


(ISBN 0-8071-2013-8)
A compilation of the Japanese Armed Forces written during WWII; good pictures and diagrams
though some info has been refuted by post-war research.

Wheeler, Keith The Road To Tokyo.


World War II - Time-Life Books
(ISBN 0-8094-2540-8)
Excellent addition to the Time-Life WWII series, complete with detailed text and pictures.

Whitman, John W. The First Phillipines Campaign, 1941-42.


Command Magazine, Oehler Media;
Issue 43, May 1997. 18-29.
Good overview of battles and units participating in the Japanese invasion of the Phillipines.

Womack, Tom Sword of the Rising Sun.


World War II Magazine, Cowles
History Group; February, 1998. p. 34-40.
An adequate summary of the Japanese in WWII; interesing side-piece on Japanese
drug-trafficking in China.

Zich, Arthur The Rising Sun.


World War II - Time-Life Books
(ISBN unavailable)
Excellent addition to the Time-Life WWII series, complete with detail.

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