war ofsuns web

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T  ABLE OF CONTENTS 1.0 Introduction......................................................................... 2 1.1 – Game Components ..............................................................2 1.2 – Sides And Players ................................................................2 1.3 – Game Scale ..........................................................................2 1.4 – The Map & Player Aids .........................................................2  Abbreviations ................................................................................3 1.5 – Glossary And General Concepts . .........................................3 2.0 Victory Conditions .......... ....................................................3 2.1 – Campaign Game ..................................................................3 2.2 – Scenario Games ...................................................................4 2.3 – Immediate Defeat .................................................................4 3.0 The Playing Pieces ............................................................. 4 3.1 – Unit Counters .......................................................................4 3.2 – Marker Counters ...................................................................6 4.0 General Game Concepts ........................................... .........6 4.1 – Zones Of Control ..................................................................6 4.2 – Stacking ................................................................................6 4.3 Limited Operation Areas ................................................ .......7 4.4 – Rounding And Cumulative Modiers  ............................. .......7 4.5 – Unused Capacities ................ ....................................... ........7 5.0 Sequence Of Play ...................................... ........... .............. 7 5.1 – Pre-Operation Segment .......................................................7 5.2 Operation Segment ................ ....................................... .......7 5.3 Post-Operation Segment..... .................................................7 6.0 T urn 0 Special Rules ........................................... .......... ...... 8 7.0 Events ........... .......... ........... ........... ....................................... 8 7.1 – Events Phase ........................................................................8 7.2 – Weather Events ....................................................................8 7.3 – Yellow River Dike Destruction .............................................10 7.4 – “Green Veil” ........................................................................10 7.5 – Drought/Locusts .................................................................10 7.6 – Disease ...............................................................................10 8.0 T ransport Routes .............................................................. 10 8.1 – O-Map T rails, Roads And Railroads ............................ .....10 8.2 – River Routes .......................................................................10 8.3 – Transport Route Construction ............................................10 8.4 – Transport Route Sabotage .................................................11 9.0 – Headquarters And Activation ...... .................................... 11 9.1 – HQ Counters .......................................................................11 9.2 – HQ Deployment And Movement ................ ........................11 9.3 – HQ Removal .......................................................................11 9.4 – Activation ............................................................................11 9.5 – Command ...........................................................................12 10.0 Supply................... ........................................................... 13 10.1 Supply Centers .......... ................................................. ......13 10.2 Maintaining Supply ......... ..................................................13 11.0 Movement.................................................................... .... 14 11.1 Regular Movement .............. ....................................... ......14 11.2 – Special Movement Types .................................................15 11.3 – Transport ..........................................................................15 12.0 Combat................. ........................................................... 16 12.1 – Eects Of Terrain On Combat  ..........................................16 12.2 – Eects Of ZOCs On Combat  ............................................16 12.3 Determining Combat Results ............ .............................. .16 12.4 Post-Combat Movement ..................................................16 12.5 – Surrender ..........................................................................17 13.0 Replacements ............... ........... ........... ..................... ....... 17 13.1 Replacement Abilities .......... ....................................... ......17 13.2 Replacement Points .........................................................17 13.3 Chinese Replacements... ................................................. .17 13.4 – Oilelds .............................................................................18 13.5 Replacement Restrictions ....................................... .........18 13.6 – Converting CP To RP................ ............... ............... .......... 18 14.0 Unit Deployment ........ .......... ................................ ...........19 14.1 – Deployment Order ............................................................19 14.2 – Reinforcemen t & Replacement Deployment ....................19 15.0 – Unit Breakdown .............................................................. 19 15.1 – Breakdown Procedure ......................................................20 15.2 – Reassembly Procedure ....................................................20 16.0 – Guerrilla Warfare ............................................................. 20 16.1 Guerrilla Bases ........................................................... ......20 16.2 Guerrilla Recruitment ................................................... .....20 16.3 – Converting Regular Units To Guerrillas ............... .............21 16.4 – Converting Guerrillas To Regular Units .............. ......... .....21 16.5 Non-Chinese Guerrilla Units ... ....................................... ...21 16.6 Anti-Guerrilla Warfar e .......................................................21 17.0 – Air And Naval Operations .......... ..................................... 23 17.1 – Bases And Ports ...............................................................23 17.2 Zones And Deployment ....................................................23 17.3 – Status ...............................................................................23 17.4 Reequipping Air Units ................................................. ......23 17.5 – Missions ...........................................................................24 17.6 Air/Naval Combat Sequence ... .........................................27 18.0 – Political Negotiations ....... .......................................... .... 27 18.1 – Peace Talks.......................................................................27 18.2 – Relations With Major Powers ................. ..........................28 18.3 – KMT Clique And Minor Country Political Aliation  ..........28 19.0 Threatened Cliques ........................................................ 29 20.0 – Infation ............................................................................ 29 20.1 Isolating China ......... ................................................. ........29 20.2 – Ination Eects .................................................................29 20.3 – Controlling Ination ..........................................................30 21.0 – Ground Unit Improvement ...... ....................................... 30 21.1 – Sources Of Improvement .................................................30 21.2 – Improvement Procedure ...................................................31 21.3 – Training .............................................................................31 22.0 – Factories..........................................................................31 22.1 – Movement .........................................................................31 22.2 – Productivity .......................................................................31 22.3 Stacking Limit...................................................................31 23.0 – KMT Advisors And Japanese Collaborators ................ 31 23.1 – KMT Military Advisors .......................................................31 23.2 Japanese Collaborators ................. ............................. .....32 24.0 Special Units .............. .......................................... ...........32 24.1 – Chindit Units .....................................................................32 24.2 British 3rd Commando Brigade .... .............................. ......32 24.3 Artillery Units .......................................................... ..........32 24.4 – Armor And Mechanized Infantry Units .............................32 24.5 Japanese Navy Ground Forces ........................................32 24.6 Japanese Puppet Forces.... ..............................................33 24.7 – Chinese Army In India .................. .............................. ......33 24.8 – 20th Air Force B-29s ........................................................33 24.9 – Bandit Units ......................................................................33 24.10 Engineer Units ................. ....................................... ........33 25.0 – Alternate Histories (Optional) . ....................................... 33 25.1 Further Concessions ........................................................33 25.2 – Stalin’s Choice ..................................................................34 25.3 – Sian Forgiven ....................................................................34 25.4 – Wang Ming Ousts Mao .....................................................34 25.5 – Peace Mission Of Wang Ching-Wei ......... ........................34 25.6 Japan’ s China First Policy ........... ............................. ........34 25.7 Indian Uprising ........................................................... ......34 25.8 – Stilwell’s Dream ................................................................35 25.9 US Amphibious Landings ... ..............................................35 25.10 No Atomic Bombs ........... ....................................... ........35 26.0 Variant Rules (Optional).... ..................... ........... .............. 35 26.1 – Simplied Rules ................................................................35 26.2 Limited Intelligence....... ................................................. ...35 26.3 Historical Game ............ ................................................. ...35 Credits .......... .............................................................................. 36 W AR OF THE SUNS WAR OF RESISTANCE, 1937-1 945 RULEBOOK 

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©2013 Multi–Man Publishing, Inc.

W AR OF THE S UNS

1.0 – INTRODUCTION — Tere can never be two suns under one sky.

Tis Chinese saying never became more true than when the Red Sun o theImperial Japanese Empire launched its aggression against the White Suno the newly unied China. De ending against this onslaught was a ragilecoalition o the National Revolutionary Army o the Kuomintang (KM )and the armed orces o the Chinese Communist Party (CCP), but each withtheir own agenda to also pursue. It is truly a miracle that such a divided Chinacould sustain a large-scale war against an industrialized country like Japan or

more than eight years.Five years afer the end o the War o Resistance, however, both suns had seton the theater where millions had died. Te nal winner was not a sun but thered star o the Communists.1.1 – GAME COMPONENTS

• 1760 counters printed on 10 separate countersheets

• is Rulebook

• A Playbook, detailing the various campaigns and scenarios, order ofbattle in ormation and various game aids and tables

• Eight Player Aids

• ree 22" by 34" mapsheets

• One 8.5" by 11" map overlay• 4 dice

note: Numbers in [brackets] are rule re erences.1.2 – SIDES AND PLAYERS

War o the Suns is a 2 to 4 player strategic simulation of the eight year war inthe China-Burma-India (CBI) theater o World War II. Tere are our differ-ent sides in the game:

• Japan. Controls the units o the Imperial Japanese Army, Imperial Japanese Navy, Manchukuo, Mengkiang, Chinese collaborationists,Burma De ense Army, and Indian National Army, as well as pro-JapanSiamese and (Vichy) French units.

• Kuomintang (KM ). Controls the units o the KM cliques, as wellas the Allied air units and eets operating in the China-Indochinatheater and the West Pacic Holding Box.

• Chinese Communist Party (CCP). Controls the units o the CCPand Vietminh.

• Western Allies (WA). Controls the units o the BritishCommonwealth, the ground units o the USA and Chinese Army inIndia, all the Allied air units and eets operating in the India-Burma-Siam theater and the Indian Ocean Holding Box, as well as pro-WASiamese and (Free) French units.

NOTE: e CCP will be less active in the game than Japan and the KMT.Also, the WA enter play on Turn 18 only.

Depending on the number o players, each player will control one or moresides. When a player controls several sides, rules specically relating to one ohis sides apply only to those orces controlled by that side.

1.2.1 – Four-Player Game: Each player controls one side.

I more than our players are available, the players on a given side shouldallocate all the territories o the map among themselves; they are thenresponsible or handling the activations o all HQs o their side activated while within their respective territories.1.2.2 – Tree-Player Game: One player controls Japan, another onecontrols the KM , and the third controls both the CCP and the WA.

1.2.3 – wo-Player Game: One player controls Japan and the othercontrols the KM , the CCP, and the WA. See Garrison Requirementsable or a special garrison requirement.

1.3 – GAME SCALE

Each turn represents one season: Winter (December to February), Spr(March to May), Summer (June to August), and Fall (September toNovember). e map scale is about 1:3,000,000, each hex being appro33 miles (55 km) across. One Stacking Point represents approximatelcombatants.1.4 – THE MAP & PLAYER AIDS

e 3 included maps represents the vast geographical area over whicho Resistance was ought, divided into the China-Indochina (CIC) a

Burma-Siam (IBS) theaters.DESIGN NOTE: Siam was historically part of the Chinese theater, buBritish had in reality a much stronger inuence over it than China did

Te map has been superimposed with a hexagonal grid to help adjudicmilitary activities like movement and combat.

Some tracks, tables, and boxes are printed on the map and the player

• Mini-Map: A copy o the erritories able map, with boxes to pmarkers designating territories and rivers affected by events.

• ask Force Boxes: o avoid unwieldy stacks on the map,the players may use the ask Force ( F) markers o the various sides to represent the air units and eets in agiven hex. Place the F marker on the map, and placethe counters in the corresponding ask Force Box on your display. ask orces including units rom several sides shrepresented by WA F markers when in the IBS theater, or KMmarkers when in the CIC theater.

• Activation rack : Te HQ Chits o all the HQs in play are placedthis track to manage their activations during the Operation Segm[5.2].

• Record rack : Tis track is used to place markers recording impogame values, like victory points levels, remaining ransport PoCommand Points, Replacement Points, etc.

• Political Display : Tis display is used to record the political affiliof the various KMT cliques [18.3] and of minor countries, as wthe attitudes o the three major powers toward Japan and the K[18.2].

• Holding Boxes: Te two holding boxes represent off-map areas wunits may enter play, operate in, or retreat to. Units in a riendlying box are always in command and in supply.

1. West Pacic Holding Box (represents mainly Japan, Korea, andaiwan) — Controlled by Japan, unless otherwise specie

Ground units may only move between the box and the CICtheater via air or sea transport. Tis holding box also represthe West Pacic air and sea zones. Air units and eets here per orm one mission to redeploy to the CIC theater.

2. Indian Ocean Holding Box (represents off-map India and Ceyl— Controlled by the WA. Ground units may move betweenbox and the IBS theater via air or sea transport, or the tranroutes in India leading off map. Tis holding box also reprethe Indian Ocean air and sea zones. Air units and eets mu per orm one mission to redeploy to the IBS theater.

• Unit Pools: Tese our boxes on the player displays are used to hollowing units:

1. Rein orcement Pool — Units becoming available on the curreturn be ore they are deployed on the map, and units whoshas been delayed or any reason to the current turn.

2. Replacement Pool — Replaceable units that have been eliminOnly units in this Pool can be replaced.

3. Non-Replaceable (NR) Pool — NR units that have been elimi-nated, or units that have been relocated off map or demobias required by an OB. ese units are sometimes referred to“removed rom play.”

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W AR OF THE S UNS

4. Exchange Pool . Units that have been broken down into theircomponent units.

A BBREVIATIONS

AS: Attack Strength.BC: British Commonwealth.BDA: Burma De ense Army.CA: Central Army.CAI: Chinese Army in India.CCP : Chinese Communist Party.

CIC : China-Indochina (theater).CnC: Chinese collaborators.CP: Command Points.DEP: Domestic Equipment Point.DS: De ense Strength.FEP: Foreign Equipment Point.IBS: India-Burma-Siam (theater).IJA: Imperial Japanese Army.

IJN: Imperial Japanese Navy.INA: Indian National Army.KM : Kuomintang.MA: Movement Allowance.NR : Non-Replaceable.

OR : Operational Radius.PC: Payload Capacity.RP: Replacement Point.SP: Stacking Points.SPD: Speed.US : United States rained. VP: Victory Points. WA: Western Allies.

1.5 – GLOSSARY AND GENERAL CONCEPTS

Allied, enemy, riendly : A unit, counter, hex, ZOC, etc. is friendly if it is con-trolled, exerted, etc. by the same side. It is allied i it is controlled, exerted, etc.by an allied side. It is enemy i it is controlled, exerted, etc. by an enemy side.

Japan is always enemy to the KM , CCP, and WA (and vice versa). Te KMand WA are always allied, as are the CCP and the WA. Te KM and CCPare normally allied, but one o them may announce at any time (even in themiddle o another player’s phase) that they are now enemy to each other. Teymay later revert to being allied, at any time they both agree upon it.Bridge: A road or railroad crossing a river hexside. (Note that roads andrailroads do not always cross river hexsides.)Burma Road: Te Burma Road is considered built when all the trail hexes be-tween Myitkyina (6336) and Kunming (5627) have been improved to road hexes.Control : “Control” is an important concept in the game. A hex is controlledby the last side to exert an undisputed ZOC into it. A transport route iscontrolled by the side controlling all the hexes comprising the route (this alsoapplies to the Ledo and Burma Roads). o control a river route, a side mustcontrol all the hexes bordering it (see River Route, below). A river route isconsidered uncontrolled i no side controls all bordering hexes.Effective Combat Strength: Te modied combat strength o a unit; possiblymodied by any “reduced” or “improved” marker on it.

FEP (Foreign Equipment Point) source: All on-map and off-map suppcenters located outside o China. A FEP source is ‘open’ unless itby Japan or has been orce to close by a game mechanic. A closedgenerates no FEP, and may lead to in ation if China is isolated [20 Japanese: Controlled by Japan, no matter what service or nationalitbelongs to.Ledo Road: Te Ledo Road is considered built when all the trail hextween Ledo (6041) and Mogaung (6437) have been improved to rOpen hex : An open hex is a hex containing clear terrain and no oth

eature (i.e., desert, orest, or swamp). A hex with clear terrain aninstance) is an open hex.Regular unit: Non-guerrilla ground combat unit.River Route: A hex is bordering a River Route i the River Route rleast one o its hexsides.

ransport route hex : A hex with a road or railroad, or a hex with a rhexside.US (United States rained) units: “US units” re er both to units w“US ” annotation on their counter and units with “US Improved”

2.0 – VICTORY CONDITIONS2.1 – CAMPAIGN GAME

Each side earns victory points (VPs) during the campaign game. T with the highest VP total at the end o a game is the winner. Shoutie, the game is considered a draw.

In a three-player game, the CCP-WA player’s VP total equals the athe CCP and WA VP totals.

In a two-player game, the KM , CCP, and WA VP totals must eachthan the Japanese VP total in order or the KM -CCP-WA player

2.1.1 – Japanese Victory Points: During each End o urn Phase, Jearns or loses VPs as follows, by comparing the Objectives (anoileld, port, naval base, or airbase) it controls with those it conthe End o urn Phase o the previous turn:

+6 Japan gained control of any number of Objectives (inclcity under Japanese partial control at the start of Turn 0)the turn, and lost none.

–3 No change in Objective control from previous turn (but[18.1]).

–6 Japan lost control of any number of Objectives.

+6 Japan controls all cities in the provinces of Chahar, SuiShansi, Shantung, and Hopeh, without having lost moreStacking Points (SP) o IJA units since the game start. these VPs, Japan must also control at this time all the cicontrolled at game start. Tis VP gain can happen only ogame.

Example: During the turn, Japan gained control o one city, bucontrol of one city, one oil eld, and one airbase: it scores -6 VP

Example: During the turn, Japan gained control o one naval bcontrol of it in a KMT counterattack, thus scoring -3 VPs.2.1.2 – KM Victory Points: Te VPs accumulated by the KM arcalculated at game end, as ollows:

KMT VP total = (total AS of all on-map CA units) divi(see [4.4.1] for rounding rules)

2.1.3 – CCP Victory Points: Te VPs accumulated by the CCP arecalculated at game end, as ollows:

CCP VP total = (total AS o all on-map CCP units and pro-CCP cliques + number o CCP guerrilla bases) mu2.

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2.1.4 – WA Victory Points: e WA enter play on Turn 18. From thenon, they earn VPs as ollows during the End o urn Phase o each turn:

+5 No Japanese units within India

+2 No Japanese units within Burma

+1 Less than 3 Replacement Points (RP) were used to replaceeliminated BC units during the turn

2.2 – SCENARIO GAMES

War o the Suns includes several individual scenarios:

• ree Operational Scenarios, each covering an important period of theeight-year war. Players should expect a playing time o about one hour per turn.

• Four Mini-Scenarios, each covering just a few turns and using simpli-ed rules. ey should be completed in about 2 hours, and make good

learning tools or the basic rules.

Te Playbook contains the descriptions, victory conditions, and orders obattle or all these scenarios; as well as the campaign game.

2.2.1 – Victory Conditions (Operational Scenarios): Te Playbook listsa speci c set of victory conditions for each Operational Scenario. At theend o a game, each side calculates the percentage o objectives it achieved; victory percentages higher than 100% (e.g., your victory conditions statethat you must capture ve cities by the end o the scenario but you capture

six) are considered as 100%. e player with the highest percentage is the winner; i several players are tied or the highest percentage, the game endsin a draw.

In a three-player game, the CCP/WA player’s victory percentage equalsthe average o the CCP and WA percentages.

In a two-player game, the KM , CCP, and WA victory percentages musteach be higher than the Japanese victory percentage in order or theKM /CCP/WA player to win. Ignore all Critical Victory Conditions (seebelow) or the KM and CCP under this player conguration.

o determine the level o success o the winning player, compare his vic-tory percentage to the victory percentage o his opponent(s):

• Percentage is 1-9 higher than that of his opponent: Marginal Victory• Percentage is 10-19 higher than that of his opponent: Major Victory• Percentage is 20+ higher than that of his opponent: otal Victory

Example: In a two player game, the KMT player achieves 40% of his objec-tives, the CCP 60% and the WA gets 20%. e Japanese player gets 50%.Te Japanese player wins a Major Victory.

In three- and our-player games, the winner will be able to determine hislevel o success over each o the other players; thus, a Japanese player might win a otal Victory over the KM , a Major Victory over the CCP, and aMarginal Victory over the WA.

wo types o special victory conditions may also appear in some

Operational Scenarios:• Immediate Victory Conditions: When a particular side achieves its

Immediate Victory Conditions, the game ends in a otal Victoryor this player.” All the other players lose.

• Critical Victory Conditions: I a side has not achieved its CriticalVictory Conditions by the end o the game, it scores either halits achieved victory percentage or no victory percentage at all, asspecied by the scenario.

2.2.2 Victory Conditions (Mini Scenarios): All Mini Scenarios are short,two-player games, including a single objective that must be achieved byone side. Whether that side achieves its objective or not determines the winner o the game.

2.3 – IMMEDIATE DEFEAT

In both campaign and scenario games, a side can suffer an immediateunder the ollowing circumstances:

2.3.1 – Japan: Loss o the Central China Area Army – I the JapanCChina AA HQ is permanently removed rom play, Japan strikes armistice with China and retreats its army to Manchukuo.

Te game ends with the de eat o the Japanese player. Te remainin with the highest VP total ( or campaign games) or victory percenscenario games) is the winner.

2.3.2 – KM : Te KM suffers an immediate de eat in any o the ing situations:

• Loss of Chungking to the Japanese before Turn 16 – AccorRussian archives, Stalin had decided to invade and divide up with Japan if Chungking (4127) fell. A puppet state is sunder Mao in western China. Chungking must be held by t Japanese at the end of any turn prior to turn 16 for this to t

aking it but then losing it in a game turn will not trigger a

I this happens, the game ends with the Japanese player as the win

• Chiang surrenders – If the KMT Chiang Kai-Shek GHQ is permanently removed rom play, many o the KM acticliques are most likely to negotiate an armistice with Japancome collaborators, while the rest continue a utile undergresistance.

Te game ends with the de eat o the KM player. Te remaining p with the highest VP total ( or campaign games) or victory percenscenario games) is the winner. Please ollow the intention o this attempt to preserve the GHQ.2.3.3 – CCP: Mao surrenders – I the CCP Mao se- ung GHQ is manently removed rom play, Wang Ming succeeds him, and unde

rom the Comintern, the CCP becomes subordinated to KM com

Te game ends with the de eat o the CCP player. Te remaining pl with the highest VP total ( or campaign games) or victory percenscenario games) is the winner. Please ollow the intention o this attempt to preserve the GHQ.

Optionally, in the case of Mao surrendering, the players may decidcontinue the game; in a three-player game, the CCP-WA player coonly the WA rom then on. Te CCP and all pro-CCP cliques beco pro-KM cliques. reat the Rectication Movement random evenEvent rom now on.2.3.4 – WA: Loss of Chittagong and Imphal before Turn 30 – Revobreaks out in India afer the all o Chittagong and Imphal. Britainall its efforts toward quelling the uprisings in the most valuable ocolonies in Asia.

Te game ends with the de eat o the WA player. Te remaining play with the highest VP total ( or campaign games) or victory percenscenario games) is the winner.

Optionally, the players may decide to continue the game; in a thregame, the CCP-WA player controls only the CCP rom then on. A

BC units, all CAI units, all US ground units in the IBS theater, andAllied air units in the IBS theater are removed rom play (withdraoff-map India); all uture rein orcements o these kinds are orand French Indochina automatically become pro-Japan on the ollNegotiation Phase, but the Siamese and French units cannot be actuntil a Japanese unit enters their respective countries.

3.0 – THE PLAYING PIECES3.1 – UNIT COUNTERS

Unit counters include ground and air units, and eets. Tey represent tmilitary units that ought in the war. Te numbers and symbols on the ters represent the strength, movement capability and types o unit repby each counter.In the playbook is a more extensive list o units or all the sides.

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3.2 – MARKER COUNTERS

Marker counters are used to record various game values and status. Teyinclude:

• urn Marker : o record the current turn on the Record rack.

• Record rack Markers: o record values like victory,command, or transport points on the Record rack asthey are received or spent. Tey may be combined with value markers to record higher values, or negative valuemarkers or negative values.

• Control and Clique Markers: o record control o hexes on the map.• Status Markers: o record various statuses (out o supply, out o com-

mand, improved, reduced, movement mode, etc.) applying to units onthe map. Te markers show the adjustments that apply to unit ratings.

• Events Markers: o mark areas affected by events (snow, ood, amine,typhoon, etc.) on the mini-map.

• Construction Markers: o mark construction (and destruction) otransport routes, airbases, naval bases, etc. on the map.

War o the Suns also includes HQ chits, each one corresponding to one HQ,used on the Activation rack to record the number o remaining activations oeach HQ.

A marker counter should be placed over the playing piece(s), hex, or territorythat it affects. All the playing pieces under a marker are considered to experi-ence the status depicted on the marker.

Te uses o most markers are explained in the respective sections.

4.0 – GENERAL GAME CONCEPTS4.1 – ZONES OF CONTROL

4.1.1 – ypes o ZOC: A unit may exert a Standard ZOC, a LimitedZOC, or no ZOC:

• Standard ZOC : All ground units with 1 or more SP exert aStandard ZOC. A Standard ZOC covers the hex the unit oc-cupies plus the six hexes surrounding it (Exception: A StandardZOC only extends into hexes that the unit can enter and acrosshexsides that it can cross).

• Limited ZOC : Standard and Limited ZOC units that are inmovement mode, out of supply Standard and Limited ZOCunits, non-evading guerrilla units, bandit units, and 0-SP groundunits exert a Limited ZOC. A Limited ZOC covers the hex theunit occupies (only). Units exerting Limited ZOC and markerscausing Limited ZOC have a light colored strip behind theirratings as a reminder.

• No ZOC : All units without a SP value printed on the counter(HQs, military advisors, collaborators, air units, eets, and evad-ing guerrilla units) exert no ZOC. ey never control any hex[4.1.2].

4.1.2 – Control: A unit controls all the hexes in its ZOC, unless a hex isalso in an enemy ZOC. In this case, it is a disputed hex. No side controls a

disputed hex, unless only one of them has units in the hex (note ZOCs doapply in-hex).

In the rare case where it becomes important to know which o two alliedsides control a given hex ( or replacement calculations between the KMand CCP or instance), the two sides will have to agree upon which onecontrols the “disputed” hex. I they cannot, treat the hex as disputed, andnone o the sides control it.

Te players may use control markers as a reminder o which side ca given hex (major cities and supply centers or instance), or KMcontrol markers as a reminder o which independent KM clique a given hex.

Allied transport routes hexes do not affect replacement or supply i ttrolling side decides to leave the route open (e.g., a CCP unit might onot allow KM supply, or link to a Foreign Equipment Point (FEP) sothrough a transport route it controls).

4.1.3 – Effects o ZOCs: ZOCs a ect movement and combat: enemyunits moving out of a ZOC are slowed down [11.1.4], enemy unitsonly be attacked by units exerting a ZOC in their hex, and ZOCs co enemy units [12.2].

4.2 – STACKING

Non-ground units (HQs, air units, eets) do not have a SP value and mstack reely.

4.2.1 – Stacking Limits: Stacking is counted in terms o SP. Units wi0-SP value count as 0.5 SP for stacking; units without a printed SPdo not count towards stacking. Tere are two stacking limits in War Suns, which are en orced A ALL IMES (even during movemen

• Absolute Stacking Limit (ASL): Te ASL is the absolute maxi-mum number o SP that is allowed in a hex at any time. Acannot enter a hex i this would violate the ASL in that heresult o combat, a unit is orced to retreat into a hex in vof the ASL, it is eliminated. e ASL is 9 SP (including nothan six ground combat units) PER SIDE in an open hex, a6 SP (including no more than four ground combat units) PSIDE in a non-open hex, ooded hex, or single-hex island

• Effective Stacking Limit (ESL): Te ESL is the maximum numbo SP that can stack together in a hex without affecting mand combat. e ESL is 6 SP PER SIDE in an open hex, anPER SIDE in a non-open hex, ooded hex, or single-hex i Effects on Mo ement : A unit leaving a hex in which its side hmore SP than the ESL must spend 1 extra MP. Note that anindividual unit or stack must have completed its move beanother unit or stack may move. Effects on Combat : When a side has more SP in a hex thanthe ESL, its units in the hex have their total combat strengt proportionally reduced so that only the SP within the ESLconsidered. Round down any ractions.Example: Two Japanese divisions with DS of 13, and 5 SP4 SP respectively, are stacked in an open hex. If attacked, tcombined DS is reduced to (13 + 13) x 6 / 9 = 17.333…rodown to 17

4.2.2 – Multi-Force Stacking : Apart rom US units, which may stackno ill effects with any riendly/allied units, penalties apply to comhexes where the ollowing stacking situations exist:

• Allied units: Units rom one side only (designated by the al players; i they cannot agree, their opponent decides) contheir AS to an attack, or their DS to a de ense, but all unithex suffer the combat results.

• Friendly units with different unit type symbol colors: Units romone service/ action/dominion only contribute their AS to attack, or their DS to a de ense, but all units in a de endinsuffer the combat results.

4.2.3 – HQ Stacking : wo HQs may never occupy the same hex, unone o them is a GHQ.4.2.4 – Stacking Arrangement: When stacking counters in a hex, playshould arrange them as ollows, rom top to bottom:

1. Control and clique markers

2. Opium markers

3. Ground units being air or sea transported WAControl

CCPControl

KMControl

JapaneseControl

Sung CliqueControl

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4. Air units, eets, and Task Force markers

5. Airbase and naval base counters

6. Factory counters

7. GHQ, HQ, military advisor, and collaborationist counters

8. Ground units in decreasing order of AS. If there are units frommore than one side, Japanese units are placed on top, then WAunits, then CCP units, then KM units

9. Guerrilla, guerrilla base, and bandit counters

10. Transport route markersAny markers affecting a given counter/terrain eature (out o supply,movement mode, damaged, etc.) should be placed immediately on topo it. Alternatively, to avoid unwieldy stacks o counters, the players maydecide not to place “inoperative” markers on air units, instead rotating theaffected counters upside down to depict this status. Similarly, movementmode may be depicted by rotating the affected ground units upside down.

Players are ree to check all the counters on the map at any time, unlessthey use the Limited Intelligence variant rule [26.2].

4.3 – LIMITED OPERATION AREAS

Some units are restricted to a limited operation area which they cannot leave while they are on map. e speci c areas are listed in the OBs next to the af -

ected units. Tese are identied by a red MA (on ground units) or a red name(on leaders) on their counter. More general limited operation areas applying toa whole force are de ned a er the OB to which they apply.

Units orced out o their limited operation area are eliminated. HQs aretemporarily removed [9.3.1] in this case and may be redeployed during asubsequent turn.

DESIGN NOTE: IJA armies of speci c fronts and KMT warlords who stuckto their home territories have their HQs restricted to limited operation areas.

PLAY NOTE: e General Events Chart lists some time-speci c operationalrestrictions, applicable to a certain side rather than certain units. For instance,on Turns 16-17 the CCP isn’t allowed to attack the KMT, on Turn 30 Japanmust maintain a reserve against potential US landings on China’s coasts, etc.4.4 – ROUNDING AND CUMULATIVE MODIFIERS

4.4.1 – Rounding Rules: Rounding occurs only afer all calculations arenished. Round down all decimals in avor o the de ender when calculat-ing combat ratios. In all other calculations, round all decimals from .00 to0.49 down and from .50 to .99 up.4.4.2 – Cumulative Modiers: Unless otherwise specied, all effects arecumulative whenever multiple modiers apply.

4.5 – UNUSED CAPACITIES

Unused Replacement Points, ransport Points, and construction capacitiescannot be accumulated rom turn to turn. I not used, they are lost.

5.0 – SEQUENCE OF PLAY

Tis section presents an overall view o the ow o a game turn. Players shouldre er to the Expanded Sequence o Play player aid or a detailed examinationo a turn’s activities.5.1 – PRE-OPERATION SEGMENT

5.1.1 – Events Phase: Te players check whether xed events, alternatehistories, random events, or conditional events occur on this turn andapply their effects.5.1.2 – Rein orcement Phase: All the sides deploy their rein orcementsand apply all the relocations, reorganizations, etc. required by their OB forthe current turn. HQs may be voluntarily removed rom the map.5.1.3 – Administration Phase: Te sides collect or the turn theirCommand Points (CP), Replacement Points (RP), Domestic EquipmentPoints (DEP), Foreign Equipment Points (FEP), and Railroad ransportPoints. Reset the River ransport Points markers to their maximum values.

Remove “damaged” and “movement mode” markers rom the mupdate “disease” markers. Update the status o air units and esides. Reequip air units with new aircraf models.5.1.4 – Negotiation Phase: Per orm peace talks, handle relations major powers, and inuence the political affiliation o KM clminor countries. Te KM may receive extra RP rom oreign 5.1.5 – China Isolation Phase: Check China’s connection status andetermine its effects on ination.5.1.6 – Factory Phase: Te KM and CCP may move any o their

ries, which are then inoperative or the turn. Inoperative actor put in a transport route hex become operative again.5.1.7 – Guerrilla Phase: New guerrilla units may be recruited. Alunits and WA Chindit units may be activated to move, attack, saand set up guerrilla bases; WA and CCP units must complete thtions be ore KM units start theirs. CCP and KM guerrilla uconverted to regular units.5.1.8 – Strategic War are Phase: Air units may per orm strategic bmissions, while eets may per orm bombardment or sea blocksions. Enemy air units may interdict strategic bombing or bombmissions.

5.2 – OPERATION SEGMENT

5.2.1 – HQ Chit Pool Setup: Te HQ chits o all the on-map HQs

are placed on the Activation rack, on the row corresponding toCommand uality.5.2.2 – HQ Activation Phase: Each side with enough CP remaininat least one activation-eligible HQ on map announces whether participate in the activation roll; i all the sides choose not to tthe activation roll (or no player has enough command points rethe Operation Segment ends immediately. Otherwise, the higheside becomes the Phasing Side and spends 2 CP to activate oneeligible HQ, moving the chit o this HQ down one row on the

rack.5.2.3 – Redeployment Phase: Te Phasing Side may redeploy any o

riendly ready air units and eets, as well as its currently activ(and any higher-hierarchy HQ which possibly activated it).5.2.4 – Movement Phase: All the riendly/allied ground units (inguerrilla) o the Phasing Side over which the activated HQ hasand which are within its Command Radius become activated. ACCP and KM regular units may be converted to guerrilla unitactivated units may move up to their ull movement allowanceavailable railroad, river, air, or sea transport i allowed and desand mechanized in antry units may attempt to overrun enemy-hexes, while Japan may disband any o its non-IJA, non-IJN uactivated ground units have completed their movement, the actimay move.5.2.5 – Combat Phase: Te Phasing Side may per orm anti-guerrianti-bandit sweeps, and then declares all its attacks. Eligible enmay per orm De ensive Reserve Movement. Both sides have and eets per orm any desired ground support and interdictionthen the Phasing Side may cancel or rearrange its attacks. Resoin the order o the Phasing Side’s choice.5.2.6 – Repeat Steps 5.2.2 to 5.2.5: A new HQ chit is selected via activation roll, starting a repeat o the activation sequence. A s just completed three consecutive activations cannot take part inroll.

e Operation Segment ends if all the sides choose not to perform tion roll, i no side can activate a HQ, or i the only side that couactivate a HQ has just been the Phasing Side or the third time in 5.3 – POST-OPERATION SEGMENT

5.3.1 – Supply Phase: Check supply or all units and accordinglyremove “Out of Supply” markers. Unsupported guerrilla units mrevealed.

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5.3.2 – Replacement and Construction Phase: Each side may spend itsRP, DEP, and FEP to replace any o its eliminated units and deploy them.Newly replaced Chinese elite units are marked with training markers. TeKM may expand its eligible units. Each side may build transport routes,airbases, naval bases, or other constructions.

5.3.3 – raining Phase: Remove training markers rom all groundunits (except Chinese elite units replaced in the immediately precedingReplacement and Construction Phase), changing them to their improvedstatus. Place training markers on ground units entering the improvement process, and BC units receiving Chindit training.

5.3.4 – End o urn Phase: Update the VP markers on the Record rack,and check whether any side meets the requirement or an ImmediateVictory or Immediate De eat. I this is not the case, advance the urnmarker to the next box o the Record rack.

6.0 – TURN 0 SPECIAL RULES

Turn 0 is a special half-turn (mid-July-August, 1937) simulating the uniquesituation when elements rom both sides were trying to limit the war. Tefollowing special rules apply only during Turn 0:

HISTORICAL NOTE: Although the Marco Polo Bridge Incident (theopening salvoes of the war in Peiping) occurred before sunrise on July 8, 1937,large scale combat did not begin until mid-July.

• At the start of Turn 0, KMT, CCP, and Japanese units are stacked

together in certain hexes. Tese hexes are all considered to be underKM control.

HISTORICAL NOTE: A er the Boxer Rebellion, Japan (amongother nations) was allowed to maintain garrisons around Peiping and

ientsin, while its concession in Shanghai was garrisoned by unitsof the IJN (including its 3rd Fleet). CCP units in Shensi were underreorganization, ollowing an agreement with the KM . Tese units were in close proximity to KM units.

• No random event is rolled for during the Events Phase.

• During the Admin Phase, each side receives half its normal number ofRailroad ransport Points, and the River ransport Points markers areset at hal their normal levels (round down in both cases as needed).

• During the Admin Phase, both the KMT and Japan receive 6 CP,

while the CCP receives 4 CP. e KMT receives 9 RP, 12 DEP, and 8FEP. Te CCP receives a single RP only on a success ul Comintern roll[13.3.4]

• No factory movement is allowed during the Factory Phase.

• At the start of each of its activations, a side with on-map eets receiveshal its normal number o Sea ransport Points.

• As long as no combat has been declared since game start between Japanese and KMT units, Japanese units may ignore all KMT ZOCs when they move along the Chinwangtao- angku- ientsin-Peipingrailroad.

• e bridge between Hangchow (2106) and Shaohing (2105) is consid-ered not to exist for any purpose on Turn 0.

HISTORICAL NOTE: is bridge was under construction when warbegan and was completed in September 1937.

• Because of restrictions imposed by the Japanese government, Japaneseunits may move and attack within the ve northern provinces oHopeh, Chahar, Shantung, Suiyuan, and Shansi only on turn 0. isrestriction is cancelled in territories (and only in those territories) where a Japanese unit has previously been attacked during the turn. NoIJN ground units, air units, and eets can be activated before Turn 1,unless the KMT attacks any of them during Turn 0. Should any IJNunit be attacked, all IJN units may immediately be activated on turn 0.

7.0 – EVENTS7.1 – EVENTS PHASE

Four types o events can occur during the Events Phase:

• Fixed Events (listed on the General Events Chart): Tese include weather conditions, global war advances, etc. Every xed evenon the General Events Chart or the current turn automatically

• Alternate Histories (Optional) (listed on the General Events Chart):Tese represent important events that did not occur historically, bmight in the game. An alternate history occurs only i all the pagree or if the die roll winner so decides [25.0].

• Random Events (listed in the Random Events able): Tese includechanges in government policies, natural catastrophes, local eve

e table is divided into four di erent periods. Roll 2 dice and cthe column o the Random Events able corresponding to the cturn to determine which random event (i any) takes place.

• Conditional Events (listed on the Conditional Events Chart): Teseinclude political proceedings and orce redeployments linked course o military operations. I the requirements or a conditevent on the Conditional Events Chart are met at this point andevent has not yet occurred during the game, it takes place imm

Do not roll or random events during Mini Scenarios, or on the rst tany of the Operational Scenarios.7.2 – WEATHER EVENTS

All weather events last or one turn.7.2.1 – Snow : During all Winter turns, there is automati-

cally snow in Manchukuo, Inner Mongolia, and NorthernChina (see erritories able). Te Random Events able canalso cause Severe Snow to occur in various territories. Markaffected territories by placing “Snow” markers (on theirback or Severe Snow) in the corresponding boxes o themini-map.

See the Weather Effects Chart below or the effects o Snow andSnow weather.7.2.2 – yphoon: During all Summer turns, there are heavyrain and typhoons in Central China, Southern China,Indochina, and Siam (see erritories able). Te RandomEvents able can also cause Severe yphoon to occur in various territories. Mark affected territories by placing“ yphoon” markers (on their back or Severe yphoon) in

the corresponding boxes o the mini-map.See the Weather Effects Chart below or the effects o yphoon a

yphoon weather.7.2.3 – Monsoon Rain: During all Summer and Fall turns,there is monsoon rain in Burma, India, and all hexes o theYunnan province west o the Salween River. Mark affectedterritories by placing “Monsoon” markers in the correspond-ing boxes o the mini-map. Monsoon rain has the ollowingeffects:

• In an a ected territory, roads and railroads are treated as trtrails are considered not to exist, and river routes no longeriver transport (but they keep their supply unction).

• During the Movement Phase, ground units must stop movi

soon as they enter a hex situated in an affected territory viroad, non-railroad hexside, regardless o their remaining MTeir movement is over.

• Ground units in a non-city hex situated in an a ected terriduring the Admin Phase su er from disease [7.6].

• A Command or Supply Radius is reduced by two hexes if through at least one affected territory.

• Air units cannot carry out any mission in or through a ect-ritories, except air reight to a city/airbase hex and redepl

• Fleets have their Surface AS halved if the target hex is situan affected territory.

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• e KMT cannot receive Foreign Equipment Points (FEP)through the Burma Road or Ledo Road during Summer turns. Itstill receives them during Fall turns, though.

7.2.4 – Floods: Te teal colored hexes on the banks o theYellow and Yangtze Rivers represent areas that experienceoods during all Summer turns. Te Random Events able

can also cause Severe Flood to occur along the Yellow or YangMark the affected rivers by placing “Flood” markers (on their bSevere Flood) in the corresponding boxes o the mini-map.

See the Weather Effects Chart below or the effects o Flood aFlood weather.

S NOW S EVERE S NOW

Air units have their Surface AS halved on a die roll of 1-3 (roll for eachunit) i their ight path passes through at least one affected territory.

Air units have their Sur ace AS halved i their ight path passes tleast one affected territory.

Ground units attacking a hex situated in an affected territory have effective AS halved.In an affected territory, roads and railroads are treated as trails, whare considered not to exist.

In Inner Mongolia and Manchukuo, rivers are rozen: they are ignored ormovement purpose, but do affect combat normally.

In Northern China, rivers are hal - rozen: movement and combat acrossrivers is prohibited unless across bridges.

All rivers in an affected territory are rozen: they are ignored or purpose, but do affect combat normally.

No hex situated in an affected territory generates any RP or any s

A ground unit moving through at least one a ected territory has its MA reduced by 1 if it is 4 or less, or 2 if it is 5 or more. Units passterritories exclusively by rail transport are unaffected.A Command or Supply Radius is reduced by one hex i it passes through at least one affected territory.

T YPHOON S EVERE T YPHOON

Air units have their Surface AS halved on a die roll of 1-3 (roll for eachunit) i their ight path passes through at least one affected territory.

Fleets have their Surface AS halved on a die roll of 1-3 (roll for each unit) ifthe target hex is situated in an affected territory.

Air units have their Sur ace AS halved i their ight path passes tleast one affected territory.

Fleets have their Sur ace AS halved i the target hex is situated inected territory.

Ground units attacking a hex situated in an affected territory have effective AS halved.

Roll 1D6 for each stack of units using amphibious attack against a coastal

hex situated in an affected territory, or using sea transport to a hex situatedin an a ected territory that is not a friendly/allied naval base or port. Ona 1-3 result, the sea Transport Points and MPs are spent but the transportcannot be executed. Te units can try again during the same phase ithey have MPs lef and their side has ransport Points remaining. Rivertransport and sea transport to riendly/allied naval bases and ports areunaffected.

No hex situated in an affected territory generates any RP or any sNo amphibious attack may be attempted against any hex situated iaffected territory.Roll 1D6 for each stack of units using sea transport to a hex situata ected territory that is not a friendly/allied naval base or port. Onresult, the sea ransport Points and MPs are spent but the transportbe executed. Te units can try again during the same phase i they remaining and their side has ransport Points lef. River transport atransport to riendly/allied naval bases and ports are unaffected.

A ground unit moving through at least one a ected territory has its MA reduced by 1 if it is 4 or less, or 2 if it is 5 or more. Units passterritories exclusively by rail or river transport are unaffected.During the Movement Phase, mechanized and artillery units must stop moving as soon as they enter a hex situated in an affected territor non-railroad hexside, regardless o their remaining MPs. Teir movement is over.A Command or Supply Radius is reduced by one hex i it passes through at least one affected territory.

FLOOD S EVERE FLOOD

e supply centers of Hankow (2816) and Nanchang (3011) on theYangtze River generate reduced RP (see Replacement Aids).

Affected hexes generate no RP or any side.Ground units in a non-city hex situated in an affected hex during tAdmin Phase su er from disease [7.6].

In ooded hexes, roads and railroads are treated as trails and trails are considered not to exist; river routes bordering ooded hexes arenonexistent or river transport and supply purposes.Ignore all combat effects o river hexsides i the de ender’s hex is a ooded hex.A Command or Supply Radius can enter but not pass through a ooded hex.

WEATHER EFFECTS CHART

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7.3 – YELLOW RIVER DIKE DESTRUCTION

Te Yellow River’s course changes naturally every ew hundred years, butit may also be altered by destroying the Chengchow dike (2022). Any side with at least one SP o units in the city may destroy the dike when the unit isactivated; this changes the course o the river or the rest o the game.

When this happens (and we’re sorry about this but afer years o debate this was honestly the best solution), grab a piece o paper and write down the loca-tions of all the units that will now be covered by the overlay (a small 8.5 by 11map included with the game), pick those units up and lay down the overlay onthe map. Ten replace the units to their correct position. Te overlay will be in play or the rest o the game.From then on, the Yellow River ollows its altered course. Te altered YellowRiver su ers severe ood [7.2.4] every turn (not just summer) (see TerrainEffects Chart) or the remainder o the game. ransport routes in the oodedhexes, including the bridges near Pengpu and Hwainan are destroyed beyondrepair until game end.

e dike has already been destroyed at the start of Operational Scenarios 2and 3.7.4 – “GREEN VEIL”

Gaoliang (a type o broomcorn) is widely cultivated in all thenorthern Chinese provinces, except Ningsia and Chinghai (see

erritories able). Te crops provided per ect cover or guerrillas when they reached their ull length between May and July. Tis“Green Veil”, as the Chinese called it, made evading guerrillaunits harder to locate by anti-guerrilla sweeps [16.6.2].

During all Summer turns, mark affected territories by placing “Green Veil”markers in the corresponding boxes o the mini-map.7.5 – DROUGHT/LOCUSTS

Te Random Events able can cause Drought/Locusts tooccur in various territories. Mark affected territories by placing“Drought/Locusts” markers in the corresponding boxes o themini-map. Drought/locusts has the ollowing effects:

• Ground units in a non-city hex situated in the a ected territory duringthe Admin Phase su er from disease [7.6].

• No hex situated in an a ected territory generates any RP for any side.

7.6 – DISEASE

During the Admin Phase, place a “Disease” marker on units in:

• Any swamp hex; or

• Any non-city hex a ected by the Severe ood orDrought/Locusts random events; or

• Any non-city hex in a territory a ected by monsoon.

Remove “Disease” markers rom units in none o the hex types above. Unitsaffected by disease (mainly malaria) ght with hal their AS and move at haltheir MA.

8.0 – TRANSPORT ROUTES

ransport routes include roads, railroads, and river routes, or a combinationthereof. ey are crucial to maintaining supply [10.2.1] and providing groundunits with increased mobility [11.1.1 and 11.3]. A side may mark the railroadsand river routes under its control by placing its own control markers at bothends o these routes. Note that trails are not considered transport routes. Notealso that roads and railroads do not always cross river hexsides.8.1 – OFF-MAP TRAILS, ROADS AND RAILROADS

Some railroads, roads, and trails extend off-map:

• Railroads to Hsinking (Manchukuo). e three railroads leading othe top edge o the map to Hsinking (today’s Changchun) are con-nected. Tey also link to the off-map supply center in Hsinking.

• Road and trail to Alma-Ata (USSR). e road (to outer Mongolia)and trail (to Sinkiang) leading off the lef edge o the map link to the

off-map FEP source o Alma-Ata. Units are considered eliminorced to enter Mongolia.

DESIGN NOTE: Sinkiang and Outer Mongolia were under Socontrol at the time.

• Railroads to Calcutta (India). e two railroads leading o the leedge o the map to Calcutta are connected. Tey also link to themap supply center in Calcutta.

• Railroad to Saigon (Indochina). e railroad leading o the lowright edge o the map to Saigon links to the off-map supply ceSaigon.

A ground unit may travel via an off-map railroad by rail transport onlends o the connected railroad at the map edge are riendly/allied. Acannot otherwise exit the map.

Other trails (from Sining and Kangting in western China) and railroadLetpadan in Burma, Bangkok in eastern Siam) leading off map canno

or off-map transport or supply trace.8.2 – RIVER ROUTES

River routes are shown on the map by a very dark blue line inside thehexsides they ollow; they represent navigable river sections (whichcoincide with the main section o a river). River routes exist on the thbelow:

• e Yangtze River up to Luchow (4428);

• e West River up to Wuchow (4711);

• e Irrawaddy River up to Mandalay (7235) and a section of theChindwin River.

DESIGN NOTE: Despite being major rivers, the Yellow, Mekong, anSalween Rivers were too shallow or hazardous to navigate.8.3 – TRANSPORT ROUTE CONSTRUCTION

Te ollowing types o construction may be carried out during theReplacement and Construction Phase in a hex or on a hexside not affood or monsoon rain:

• Constructing Road : In any riendly/allied trail hex.

• Constructing Railroad : In any riendly/allied road hex ( including

road marker).• Extending River Route: On any potential river route hexside; the h

bordering the river route must be riendly/allied.

• Repairing Bridge: Any sabotaged bridge hexside; the hexes on bosides o the bridge must be riendly/allied.

DESIGN NOTE: Most of the lower Yangtze River was navigable to theavier vessels required by modern war are. But to make some o thnavigable parts accessible to these troop transports and supply ships, harbor acilities had to be built, surveying expeditions had to be launchart the river bed and depth, and engineering works sometimes had undertaken. Tis is what extending a river route represents.

A transport route marker represents links to all the transport routes, toand cities in adjacent hexes. River route markers should be placed sotop points to the end o the river route hexside.

8.3.1 – Construction Cost : Construction requires an RP expenditure(Exception: See [24.10]). In addition, the KMT and CCP must cona road/railroad/port linking any supply center in China to an open source to be able to construct any railroad.

Te construction costs are:

• 1 RP to construct one road or railroad in an open hex; 2 Rnon-open hex.

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• 1 RP to construct a road/railroad bridge across a minor river(bridges cannot be constructed across major rivers). A railroadbridge can only be constructed on an existing road bridge.

• 1 RP to construct two river route hexsides, both bordered by atleast one open hex; 2 RP if at least one hexside is bordered by twonon-open hexes.

Friendly construction capacity cannot be trans erred to an allied side. Eachside can construct a maximum o our road hexes, our railroad hexes, and

our river route hexsides during a given turn.

Repairing damaged bridges has variable construction costs:• 1 RP for a road bridge across a minor river.

• 2 RP for a road bridge across a major river, or a railroad bridgeacross a minor river.

• 4 RP for a railroad bridge across a major river.

Te KM and CCP cannot repair bridges across major rivers.8.4 – TRANSPORT ROUTE SABOTAGE

Roads and railroads can be sabotaged. River routes and trails can never besabotaged. Mark the sabotaged transport route hexes with “Damaged” mark-ers.

DESIGN NOTE: e KMT tried to blockade the Yangtze and West Riverroutes with naval mines and sunken ships during the war, but these attempts were never very success ul. Tey usually took place where the strongholds arelocated on the map, so their effects have been actored into the effects o thestrongholds.

8.4.1 – Sabotaging Roads and Railroads: Any ground unitmay sabotage a road or railroad by spending +1 MP in thehex. A sabotaged railroad hex still unctions as a road hex.A sabotaged road hex unctions as a trail hex. Te supply

unction o sabotaged transport routes is unaffected.

Roads and railroads may also be sabotaged by success ul strategic bomb-ing, bombardment, or random event.

All damaged roads and railroads are repaired in the Admin Phase o theollowing turn; the “Damaged” markers are removed, unless the hex is still

controlled by the sabotaging side (and it wants to keep it sabotaged).8.4.2 – Sabotaging Bridges: A ground unit may sabotage abridge by spending +1 MP in a hex on one side of the bridge.Sabotaging a bridge does NOT at the same time sabotagethe transport route on either side o the river (groundunits can still enter the hex through the transport route).Place a “damaged bridge” marker in the hex, with its arrow pointing to the sabotaged bridge hexside. Unlike sabotaged roads andrailroads, sabotaged bridges are NOT automatically repaired and mustbe reconstructed. Remove the damaged bridge marker once the bridge isrepaired [8.3.1].8.4.3 – Removing Railroads: A side may remove up to our

riendly railroad hexes (regardless o the presence o riendlyunits) during the Replacement and Construction Phase..Place “removed railroad” markers in hexes where railroads

were removed. Removed railroads cannot be repaired andmust be reconstructed.

9.0 – HEADQUARTERS AND ACTIVATION9.1 – HQ COUNTERS

HQ counters represent the named ormation and his staff. Tey have a DS ozero, and are removed rom the map as soon as they happen to be in an enemyZOC with no friendly/allied ground units stacked with them.

DESIGN NOTE: e KMT and CCP commander names were selected onthe basis o their real power rather than their theoretical hierarchical posi-tions.

9.2 – HQ DEPLOYMENT AND MOVEMENT

9.2.1 – Redeployment: During the Redeployment Phase, the PhasSide can redeploy his activated HQ to any riendly/allied city, hex containing at least one unit over which the HQ has ull coIn addition, i the HQ was activated by a higher-hierarchy HQcommand quality, this higher-hierarchy HQ can also redeploy. ment may be made via:

• A path of connected ground hexes free of enemy ZOC in antry unit could enter during a normal move.

• Air transport or sea transport (for sides with air or sea tcapacity) through an unlimited number o sea zones (stransport) or over unlimited range (air transport). No rPoints are spent.

9.2.2 – Movement: During the Movement Phase, the Phasing Sidmove his activated HQ up to 6 MPs as an infantry unit, a er alactivated ground units have completed their movement. Te HQuse railroad, river, sea, or air transport during this phase.

9.3 – HQ REMOVAL

I , during a turn, a HQ is removed rom the map or any reason, remove its corresponding HQ chit rom the Activation rack.

9.3.1 – Temporary Removal: A HQ or GHQ is temporarily rem play in any o the ollowing situations:

• e controlling side voluntarily removes it from the maphis Rein orcement Phase (HQ only).

• It is in an enemy ZOC, not cut o , with no friendly/alliground units (removal happens as soon as this situation

• It is eliminated in combat while not cut o .

• It is forced to retreat beyond its limited operation area [combat.

• It is temporarily removed due to its clique being threate

A temporarily removed HQ is placed in the Replacement Pool.redeployed to the map at no cost by the controlling side during Rein orcement Phase.

9.3.2 – Permanent Removal: A HQ or GHQ is permanently removrom play in any o the ollowing situations:

• It is in an enemy ZOC, cut o , with no friendly/allied gunits (removal happens as soon as this situation occurs)

• It is eliminated in combat while cut o .

• An OB or an event requires an o -map relocation, remodeath o the HQ commander on the current turn.

9.3.3 – Removing KM HQs: Te KM can never voluntarily remUS HQ. It can voluntarily remove a KM HQ only i this HQ only with CA unit(s) not belonging to the clique o the HQ.

9.4 – ACTIVATION

During the Operation Segment, each side can activate friendly HQin turn activate riendly ground units. Te number o HQs activateduring an Operation Segment is limited by the CP available to thisactivation requiring the spending of 2 CP. Furthermore, each HQ isto a maximum number of activations per Operation Segment, equaCommand uality rating.

9.4.1 – Command Points: Each side receives the ollowing numbin each Admin Phase:

• Japan and WA : Receive a number o CP equal to the numRP received or the turn (listed on the General Events unless otherwise modied.

• CCP : Receives 6 CP every turn. Exception: If there are3 CCP HQs on map, receives a number of CP equal to number o CCP HQs on map.

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• KM : Other than on Turn 0, receives 13 CP every turn. isamount might be reduced by in ation [20.0].

9.4.2 – HQ Activation: At the start of the Operation Segment, eachside places all the HQ Activation Markers o its on-map HQs on theActivation Track. e track is divided into 4 rows (‘3 Activations le ’, ‘2Activations le ’, ‘1 Activations le ’, ‘Activations Complete’). e chit ofa HQ is placed on the rowcorresponding to its Command

uality (e.g., a 3-Commanduality HQ would have its

chit placed in the ‘3 Activationslef’ row).On each HQ Activation Phase,all the sides with at least 2remaining CP and one HQ chit on the ‘1’, ‘2’, or ‘3 Activations le ’ rowsannounce whether they want to participate in an activation roll. Japanrst declares its intent, ollowed by the WA, CCP, and KM . No die rollis needed i only one side has remaining CP or HQs with activations lef.If all the sides choose not to roll the die, the Operation Segment endsimmediately, even i any side has some CP lef.

Each participating side (each side that said in the above that they wish to participate) rolls 1D6. If only one side wants to go, no die roll is made.Te side with the highest result (sides tied or the highest result rollagain) spends 2 CP and activates one friendly HQ of its choice. is sidebecomes the Phasing Side. Move the chit o the activated HQ down onerow on the Activation rack.Once the Phasing Side has completed its activation, the activation se-quence starts again as a new HQ chit is selected via another activation rolland all may choose to participate once again. Apply a -1 DRM to the side which just had one HQ activated, or a -2 DRM to the side which just hadtwo HQs activated consecutively. A side having just completed its thirdconsecutive activation cannot take part in this new roll.

Activating a Lower Hierarchy HQ: I the activated HQ has a higherhierarchy value than another HQ within its Command Radius, the sidemay choose to activate that HQ instead. For all purposes, the HQ consid-ered to be activated is the lower-hierarchy HQ, not the higher-hierarchyone. Exception: Move the HQ chit o the higher-hierarchy HQ (not theactually activated, lower-hierarchy HQ) down one row on the Activation

rack.

PLAY NOTE: is allows the lower-hierarchy HQ to be activated moretimes than it would normally be able to do on its own.9.4.3 – Unit Activation: At the start o the Movement Phase, all the

riendly/allied ground units (including guerrilla, but not other HQs) othe Phasing Side within the Command Radius o the activated HQ andover which it has command [9.5.3] become activated.

Units may be activated (and thus move and attack) multiple times in agiven turn.9.4.4 – Mustering Units: In addition to activating in-command units,an activated HQ may also activate out-o -command units; the hierarchy value o the HQ indicates the maximum number o SP o units that it canmuster. I mustered by a HQ, a unit must end its move in a hex closer tothe HQ than the hex it started in; there is no such restriction i musteredby a GHQ. A unit can be mustered multiple times by different HQsduring a given turn.9.4.5 – Administrative HQs: A HQ with its command quality printed inred on its counter and HQ Chit cannot directly activate units, though itmay still activate lower-hierarchy HQs [9.4.2] or muster units [9.4.4].

9.4.6 – Operation Segment End: e Operation Segment ends if all thesides choose not to per orm an activation roll, i no side can activate a HQ,or i the only side that could activate a HQ has just been the Phasing Side

or the third time in a row.

9.4.7 – Hu’s HQ Communist Moles: Because o the communist molesin his HQ, all units (regardless o clique) activated by the Hu sung-NanHQ that attack CCP units su er a -1 DRM on the Ground CombatResults able. Units o the Hu clique are not affected i they were not

activated by the Hu sung-Nan HQ. Te Hu sung-Nan HQ countersports a “-1” as a reminder.

9.5 – COMMAND

9.5.1 – Checking Command: Command is checked at the beginning the Movement Phase, BEFORE any Phasing Side unit moves. A ucommand i at the start o the Movement Phase it is within the CoRadius o the activated HQ (and this HQ is capable o commandunit [9.5.3]). Units may move out of command should they wish.

Unless affected by weather, a Command Radius normally has a rahexes traced rom a HQ or GHQ to the units.

A Command radius:

• Cannot enter an enemy hex or a disputed hex (unless the dhex is occupied by riendly/allied units).

• Cannot enter a hex/cross a hexside that the unit whose comstatus is being checked could not enter/cross during a normmove.

• Can enter but not pass through a desert, forest, or swamp hunless along a riendly/allied road or railroad.

• Can enter but not pass through a ooded hex.

Te Command Radius o Chinese HQs does not extend outside thetheater.

Regardless o these limitations, a unit is always in command i itthe Command Radius distance o a HQ and adjacent to another incommand unit o the same side.

9.5.2 – Out o Command: Only ground combat units maybe out o command. Unless mustered, out o command unitscannot move or attack during an Operation Segment, eveni the attacked hex is within the Command Radius o theactivated HQ. Players may use “out o command” markersto designate units outside the Command Radius o thecurrently activated HQ.

Units in a riendly holding box and all IJN ground units within sixo a riendly naval base are considered in command. Tese units cactivated when any HQ o the side is activated, whether they are wthe Command Radius o the HQ or not. Tey cannot attack howeveunless the hex they enter the map ( or units in Holding Boxes) or they start their move in ( or IJN units within six hexes o a navalalso within the Command Radius o the activated HQ.

DESIGN NOTE: In reality, HQs outside the theater commanded omap rein orcements, and the Imperial Japanese Navy HQ commanIJN ground units. Tese units usually move in accordance with the o the HQs in the theater.9.5.3 – Full and Partial Command: A unique eature o War o the Sthat a HQ may not always have ull command over riendly grouSome HQs may have partial command over allied units, though.

• Full Command : A unit under ull command o the activatedmay move its ull MA.

• Partial Command : A unit under partial command o the actiHQ has its MA reduced by 1 if it is 4 or less, or by 2 if it ior more. In addition, it attacks with hal its AS (de ense iaffected). A unit activated under partial command cannot b voluntarily moved to a hex where it would cause the ESL exceeded or where it would be judged out o supply durinSupply Phase (unless it started its Movement Phase alreadsupply).

• No Command : A unit over which a HQ has no command cabe activated by this HQ.

Re er to the ollowing table or the command capabilities o theHQs. A HQ has no command over units not specically mentionetable.

KMClique

HierarchyValueName

RivalClique

Commanduality

Entryurn

(Red i HQ is oHigher Command)

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9.5.4 – Rival Cliques: Te combat effectiveness o KM ground combatunits (Exception: US-trained units and improved units) might be affectedin situations mixing rival cliques o the Central Army under the samecommand. An activated HQ has only Partial Command [9.5.3] over units

rom a rival clique that it activates, unless the HQ is stacked with theGHQ (Chiang Kai-Shek).

Each o the ollowing HQs has the name o its rival clique printed in thetop right corner o its counter:

• Ho (Ho) and Chen (Ch): A unit o Ho clique under Chen’s com-mand, or a unit o Chen’s clique under any commander o Ho’sclique.

• Wei (Wei) and ang ( a): A unit o ang clique under Wei’s com-mand, or vice versa.

HISTORICAL NOTE: Ho and Chen had a long history of rivalry withinthe KM . ang was ercely anti-communist while Wei was very close tothe CCP.

DESIGN NOTE: e adverse e ects of multi-clique stacking [4.2.2] arecaused by the difficulty to coordinate (due to different weapons, com-munication systems, etc.), while the adverse effects o rivalry are due to theunwillingness to do so.

10.0 – SUPPLY 10.1 – SUPPLY CENTERS

Supply centers are identied on the map by their large squares (seeeffects chart). A unit can obtain supply rom a riendly supply celied supply centers cannot be used). O -map supply centers (MukCalcutta) unction like on-map ones.

A supply center may be damaged and may not be used as a supply(mark the hex with a damaged marker) until the next Admin Phase

• An enemy air unit/ eet successfully bombing/bombarding i

• A ground unit spending 2 extra MPs in the hex; or

• e Scorched Earth Policy random event happening in the he10.2 – MAINTAINING SUPPLY

10.2.1 Checking Supply : Each side must maintain supply to its unSupply is checked during the Supply Phase o each turn. HQs,eets, CCP units, guerrilla units, and bandit units never need tosupply and never are out o supply.

A unit is in supply i it can trace a path no longer than the sideRadius to one o the ollowing supply sources:

C OMMAND C APABILITES T ABLE

HQ F ULL C OMMAND P ARTIAL C OMMAND

US HQ

US units

US Chinese units outside China

KcR guerrilla units

F guerrilla units

BC units

non-US Chinese units outside China

Pro-WA Siamese units

Pro-WA French units

BC HQ BC units

F guerrilla units

Pro-WA Siamese units

Pro-WA French units

IJA HQ

IJA units

IJN units

CnC units

Mck unit

Mk units

INA units

Pro-Japan Siamese units

Pro-Japan French units

INA HQ

Siamese HQ

French HQ

Units o own country or organization —

CCP HQ CCP units

Vm guerrilla units Units o pro-CCP cliques

Central Army KM HQ

Assimilated clique KM HQ

Units o non-rival Central Army cliques

Units o assimilated cliques

YoA units

CAI units

All other KM units

Pro-KM clique KM HQ

Units o pro-KM cliques

YoA units

CAI unitsPro-CCP clique KM HQ

Pro-Japan clique KM HQ

Unaffiliated clique KM HQ

Units o own clique

YoA units

CAI units

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• a transport route hex leading, via a friendly/allied continuoustransport route (or combination o routes), to an undamaged

riendly on-map supply center, or to a map-edge transport routehex linked to a riendly off-map supply center (to trace supplyalong a river route, all hexes bordering its traced length must be

ree o enemy units); or

• an undamaged friendly supply center; or

• a friendly port or naval base (Japan and WA only).

IJN units can draw supply rom Japanese naval bases only.

Unless affected by weather and/or terrain, a Supply Radius is generallysix hexes. KMT units unable to trace command per 9.5.1 to a KMT HQstacked with US military advisor Wedemeyer [23.1.3] have a supply radiuso our hexes only.

A Supply Radius:

• cannot enter an enemy hex or a disputed hex (unless the disputedhex is occupied by riendly/allied units), or any hex adjacentto a bandit unit [24.9] (unless the disputed hex is occupied by

riendly/allied units).

• Cannot enter a hex/cross a hexside that the unit whose supplystatus is being checked could not enter/cross during a normalmove.

• Can enter but not pass through a desert hex, forest hex, or swamphex unless along a riendly/allied road, railroad or river route.

• Can enter but not pass through a ooded hex.

• Cannot extend more than one hex across a major river regardlesso the length traced, unless across an undamaged bridge or

riendly/allied river route.

Regardless o these limitations, a unit is always in supply i it is withinSupply Radius distance o a supply source and adjacent to an in supply unito the same side.

10.2.2 Out o Supply : Place “Out of Supply” markers onout of supply units. Out of supply units have their AS, DS,and MA halved. Standard-ZOC out of supply units exertNarrow ZOC (out of supply Narrow ZOC units keep theirNarrow ZOC).

Remove the “Out of Supply” marker from an out of supply unit wh

• It receives air supply; or

• It is converted to a guerrilla unit during the Movement Pha

Units judged to be out o supply while in a Desert hex are elimina

11.0 – MOVEMENT11.1 – REGULAR MOVEMENT

During the Movement Phase, all the friendly/allied activated [9.4.3] omustered [9.4.4] ground units of the Phasing Side can move.

When moving, a unit moves rom hex to hex, ollowing a path o ahexes on the map (jumping over hexes is not allowed), and spending number o Movement Points (MP) rom its Movement Allowance (Menter each hex or cross certain hexsides. See the errain Effects Chartmovement costs o the various terrain types.

A unit can move only once during the Movement Phase, and cannot smore MP than its MA (Exception: See [11.1.2]). Unused MP cannot baccumulated or later use or trans erred to other units. Units are neveto move.

11.1.1 – Road and Rail Movement: Entering a road or railroad hex viaroad or railroad hexside costs 1/2 MP, regardless of other terrain fin the hex. Any raction o MP not used is lost.

DESIGN NOTE: Railroad embankments facilitate ground unit mo-ment along them.

PLAY NOTE: Be sure to note the di erence between “railroad mo-ment” and “railroad transport” [11.3.2].

A

B

A

C

B

S UPPLY E XAMPLE 1

Dimapur (on the lef mapedge) is the only supplycenter shown here. Assumeall hexes in the picture are

riendly.

• A unit in Hex A is outo supply, unless theLedo Road has beenconstructed along atleast three hexes start-ing from Ledo (6041)(inclusive).

• A unit in Hex B is outo supply because aSupply Radius cannot pass through the

orest or swamp hexes.

• A unit in Hex C isout o supply, but caneasily be air supplied[17.5.2] if the side hasat least one transportair unit within range.

S UPPLY E XAMPLE 2

Hankow and Nanchang are the only two supply centers in the picture. TRiver is experiencing a ood during this turn.

• Assume all hexes in the picture are friendly. A unit in Hex A is intraces three hexes to Sinyang, then along the railroad to Hankow.

• Assume Japan controls Hankow and all the railroad hexes north oKM unit in Hex B is out o supply: its supply path cannot reachover the Yangtze River (the ood effectively cancels the existencroute and railroad on the right bank). While the supply path couldtop-bound Yangtze River and reach the river route right o Madaaround the two lake hexes, the river route itsel stops one hexsido Nanchang because o the ood negating the river route bordeNanchang hex.

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11.1.2 – Minimum Move: A ground unit eligible to move can move atleast one hex during a phase, regardless o MP costs, but this rule cannot beused to move through prohibited terrain or leave an enemy ZOC.11.1.3 – Enemy-Occupied Hexes: A unit may not enter a hex occupied byan enemy unit, unless:

• an OB requires it; or

• it is a commando unit; or

• it is an evading guerrilla unit; or

• all enemy units in the hex exert a Narrow ZOC or no ZOC; or• there is already a friendly/allied unit in the hex.

11.1.4 – Effects o ZOCs on Movement: When leaving a hex in an enemyZOC, a unit must spend 2 extra MPs (Exception: It spends only 1 extraMP i it directly enters a riendly holding box or a hex containing riendly/allied units only). Multiple ZOCs exerted in the hex have no additionaleffects.

PLAY NOTE: A unit “leaves a hex in an enemy ZOC” when it entersa hex occupied by a Standard-ZOC enemy unit, or when it exits a hexoccupied by a Standard- or Narrow-ZOC enemy unit.

11.2 – SPECIAL MOVEMENT TYPES

Apart rom regular movement, a unit may use the ollowing special movementtypes during the Operation Segment.

11.2.1 – Administrative Movement: A ground unit moving by rail,sea, river, or air transport [11.3] is using administrative movement.Administrative movement spends the unit’s MP as well as ransportPoints (either its side’s or railroad and sea transport, or the shared amount

or river transport). A unit may use regular movement be ore and aferadministrative movement, and/or take part in multiple administrativemoves i it has enough MP.11.2.2 – Movement Mode: A ground unit can be put inmovement mode or one turn by placing a “movementmode” marker on it at the start o its move. Tis unit:

• Must be able to trace supply from every hex itenters during its entire movement.

• Cannot move into or out of any hex in enemy ZOC.• Exerts a Narrow ZOC, if it normally exerts a Narrow or Standard

ZOC.

• Has its printed MA doubled, before taking weather, command,and supply effects into account.

• Defends with half its normal DS if attacked. A unit with a DS of1 becomes a 0-DS unit, and is eliminated as soon as it is alone inan enemy ZOC.

Movement mode can be combined with administrative movement.

DESIGN NOTE: Units in movement mode are moving at full speed, without preparation or combat.11.2.3 – Overrun: During the Movement Phase, a stack including at

least one armor or mechanized in antry unit may attempt to overrun anadjacent enemy-occupied hex. Te Phasing Side announces the attempt,and then has every unit in the stack spend one extra MP and attack theenemy-occupied hex [12.0]. Both o ensive and defensive ground supportmay be used in overrun attacks. I enemy units remain in the de endinghex afer the overrun attack, the overrunning stack’s move is over; i thehex is empty, the stack may continue moving as long as it has MP lef. Agiven stack may per orm multiple overrun attacks in a Movement Phaseas long as every unit in it has adequate MP remaining to do so. Units thatattempted overrun attacks during the Movement Phase may take part inregular combat in the ollowing Combat Phase, regardless o the result othese overruns.11.2.4 – De ensive Reserve Movement: During the Combat Phase, aferthe Phasing Side has declared all its attacks, enemy ground units in a hold-

ing box or stacked on-map with a HQ and under ull command per orm de ensive reserve movement i :

• ey can reach an attacked hex within their MA; and

• (For on-map units) e HQ chit of the HQ is not in the‘Activations Complete’ row o the Activation rack.

Te Phasing Side may then cancel any o its attacks or rearrangeeither by adding activated units adjacent to the attacked hex or declared attacking units target another adjacent hex. Combats aonly afer all de ensive reserve movements are completed.

11.2.5 – Post-Combat Movement: Units involved in a combat mighave to perform a combat retreat [12.4.1] and/or advance a er c[12.4.2].

11.3 – TRANSPORT

Ground unit mobility can be greatly increased by using the ollow port modes.

11.3.1 – ransport Capacities: Most o the sides have acertain railroad and sea transport capacity, expressed incorresponding ransport Points, at their disposal. Teseare summarized on the ransport Capacity able: in eachAdmin Phase, the Railroad ransport Point markers o the various sides are reset to the listed values, while each side with at least one eet on map has its Sea ransport Points

marker reset to ‘15’ at the beginning ofeach o its activations.Te transport air units o the WA also provide them an airtransport capacity. Ground units may use allied ransportPoints i consent is given.

Each river route has a maximum transport capacity perturn, which is shared by all sides on a “rst come, rst serve”basis. e Yangtze river route has a transport capacity of 20

ransport Points per turn, while the Irrawaddy/Chindwinand West River each have a capacity of 6 Transport Points.Te corresponding markers are reset to these values in eachAdmin Phase.

Example: Japan is carrying out the rst activation of the OperaSegment. Some o the activated Japanese units per orm a riveup the Yangtze River route, using 12 river Transport Points. Onl

ransport Points are lef to use ( or the our sides) along the Yaroute until the end o the turn.

Te ransport Point Requirement able indicates how many ranPoints are needed to transport a given unit. A unit uses up the sber o ransport Points in all orms o transport. Te players shthe various ransport Point markers on the tracks as they are us11.3.2 – Railroad ransport: At any time during its move, a grounmay initiate rail transport while in a railroad hex by spending 2the required number o Rail ransport Points. It can then movealong this railroad line, entering only connected, riendly/alliehexes; the railroad section travelled must be linked to a riendunit may continue moving afer exiting rail transport i it has an

WA units cannot use railroad transport along railroad hexes noto a railroad hex in India or Burma, while KM units cannot ustransport along railroad hexes not linked to a railroad hex in Ch11.3.3 – River ransport: At any time during its move, a ground uinitiate river transport while in a hex bordering a river route hexspending 2 MPs and the required number of River Transport Pounit can then move as ar as it wants along this river route, travhexsides. Every hex bordering the travelled river route hexside

riendly (but see below) and the travelled river route must linkcity or port via a riendly river route. o exit river transport, th pay the MP cost o its destination hex. When exiting river tranunit is placed in any hex bordering the river route. Te unit may moving afer exiting river transport i it has any MPs lef.

As an exception to the above rule, Japanese escorted river transground units to travel along an uncontrolled river route, as longhex bordering the travelled section contains an enemy-controlle

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stronghold. Tis requires a Japanese eet to per orm a river transportescort mission [17.5.3].

River transport may be combined with sea transport [11.3.4] to transportground units rom a port to a hex bordering a riendly river route, or roma hex bordering a riendly river route to a coastal hex. Both sea and river

ransport Points are used in this case.11.3.4 – Sea ransport: At any time during its move, a ground unit ina naval base or port may initiate sea transport and be transported to any

riendly/allied naval base or port; coastal open hex; or coastal open hexoccupied by enemy units (i.e., an amphibious attack) by spending therequired MPs (see Actions Using MP or Affecting Combat chart undererrain Effects Chart) and number o Sea ransport Points. o exit seatransport, the unit must pay the MP cost o its destination hex; it maycontinue moving afer exiting sea transport i it has any MPs lef.

Sea transport requires at least one riendly eet to per orm a sea transportescort mission [17.5.3]. Both the initial and destination sea zones [17.2] ofthe sea-transported units must be either the sea zone in which the escort-ing eet(s) is located, or sea zone(s) adjacent to the sea zone in which theescorting eet(s) is located.11.3.5 – Air ransport: At any time during its move and within its MArestrictions (see below), a ground unit in an airbase or city may initiate airtransport and be transported to another hex by spending the required MPs(see Actions Using MP or Affecting Combat chart under errain EffectsChart).

Air transport requires at least one riendly air unit with enough Payloadremaining to perform an air freight mission [17.5.2]. e destination hexo the transported unit must be within operational radius o the air unit.

Tere are three types o air transport:

• Airlif : Te ground unit uses up hal its MA to be transported to afriendly/allied airbase or city not in enemy ZOC. e other halfo its MA may be used to reach the airbase or city rom which it will be air-transported and/or leave the destination hex to whichit has been airlifed.

• Air Drop: Only parachute units may perform air drops. eground unit must start the Movement Phase in the same airbaseor city as the transporting air unit, and uses up all its MA. Anair-dropping unit may land in any hex it could enter using normalmovement, even if it is in enemy ZOC.

• Glider Landing : Only glider units may perform glider landings.Glider landing is similar to air drop in all respects, except that thelanding hex must not be a Mountain hex. Some BC units mayreceive training to gain glider-landing capability [24.1].

12.0 – COMBAT

Activated and mustered units may attack enemy units during the Guerrilla,Movement, and Combat Phases. A unit may attack several times during agiven turn, but only once in a given phase (Exception: Overruns [11.2.3]).Combat is never mandatory; a unit in an enemy ZOC is not forced to attack.Combat may occur between enemy units in adjacent hexes or in the same hex.

Units stacked in the same hex may attack different hexes separately. An attack-

ing unit may not divide its strength. I an enemy unit is attacked, all enemyunits in the same hex must be attacked in a single combat. A given hex or unitcan be attacked only once in a given phase (Exception: A unit that retreatedduring a phase can be attacked later in the same phase i it ended its retreat in ahex that is itself attacked [12.4.1]).

Non-activated units can never attack.12.1 – EFFECTS OF TERRAIN ON COMBAT

A ground unit cannot attack a hex it is prohibited rom entering. Also, see theerrain Effects Chart or the combat effects o the various terrain types.

12.2 – EFFECTS OF ZOCS ON COMBAT

A stack o units may attack a hex only i at least one unit in the stack exerts aZOC in that hex. A unit can always defend, even if it doesn’t exert a ZOC inthe hex containing the attacking unit(s).

Example: A ground unit exerting a Narrow ZOC cannot attack an adjhex, unless it is stacked with a unit exerting a Standard ZOC.

A stack o units is cut off i all the adjacent hexes (excluding those wunit in the stack can enter) are in enemy ZOC and not occupied by friallied units which are themselves not cut off. Units attacking cut off ubene t from a 1-column shi in their favor.12.3 – DETERMINING COMBAT RESULTS

Add up the total AS o the attacking units and the total DS o the deunits. Compare these two totals to work out the combat ratio, and appcolumn shifs required by the Ground Combat Results able to arrive

nal combat ratio. Each side then rolls 1D6 (representing the perform variability o the units involved in the battle) and applies all requiredmodiers (DRMs) to its respective result. Subtract the de ender’s moresult rom the attacker’s modied result to obtain the die roll differeDiff.). Determine the combat result by cross-re erencing the DR Diffcombat ratio on the Ground Combat Results able. Note that:

• Units in the same hex as enemy units must take losses (up to thelimination) be ore units that are only adjacent to enemy units.

• Artillery units can take losses only if all friendly/allied units st with them have been eliminated.

12.4 – POST-COMBAT MOVEMENT

12.4.1 – Combat Retreat: When the Ground Combat Results able rquires a retreat, the retreating player must retreat his units by movi2 hexes (but without exceeding the printed MA of each unit, and tinto account the 2 MPs required to leave an enemy ZOC. A unit mretreat one hex i there isn’t enough MA to retreat the second hex

rom a single stack may retreat to different hexes.

A unit is eliminated i :

• ere is no hex it can retreat to; or

• It does not have enough MPs to retreat to any hex; or

• It is forced to retreat o map (Exception: A ground unit mretreat to a riendly Holding Box and may return rom therein orcements in a subsequent Rein orcement Phase); or

• Its only retreat path leads it to a hex beyond its limited opearea; or

• Its only retreat path enters an enemy controlled hex.

Provided it has valid retreat options, a side may always choose to at least hal the combat strength (AS i attacker, DS i de ender)ground units instead o retreating.

A unit retreating to a riendly hex which is attacked later in the sadoes not take part in the de ense but suffers any adverse combat rinicted on its side.

Ground units may retreat afer combat via sea transport without speTransport Points (they still have to spend the 2 MPs required to exenemy ZOC, though, and are eliminated if they cannot) in the follsituations:

• Units defending in a port or naval base where a eet (whatstatus) is based may retreat to a riendly/allied port or nav within the same sea zone.

• Units attacking from a hex that they entered in the immedi preceding Movement Phase via sea transport may retreat t ports or cities they were transported rom.

• Units attacking from a hex that they entered in the immedi preceding Movement Phase via river transport may retreat

riendly port or city linked to this hex via a riendly river

• Units performing an amphibious attack (their landing hex ioccupied by enemy units) must retreat afer combat to the pthey were transported rom i the combat result is “Inc” o“Retreat”.

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12.4.2 – Advance Afer Combat: Afer each combat is resolved, any o theattacking ground units may enter the hex the enemy units were de endingin, i no enemy units remain in the attacked hex. Advance afer combat canbe done regardless of the attacking units’ MA or enemy ZOCs.

12.5 – SURRENDER

Ground units may surrender as a result o combat. Surrendering units areeliminated and placed as normal in the Replacement or NR Pools (Exception:Te BDA unit, see below). Surrenders may have additional repercussions:

• For each surrendering KMT or CCP unit (including guerrillaunits), place a generic CnC unit [24.6.1] of equivalent SP valuein the Rein orcement Pool. Tis unit may enter play during theRein orcement Phase o the ollowing turn in any Japanese railroad hexin China.

• e total SP value of surrendering CnC units is converted to anequivalent number o RP o the attacking side (KM or CCP) andimmediately recorded on the Record rack, or use in the Replacementand Construction Phase at the end o the turn. As or all RP, they arelost i not used by the end o the turn they become available.

• e total SP value of surrendering BC Indian units is converted to anequivalent number o RP that Japan must immediately use to replaceINA units in the Replacement Pool at the time the combat is resolved(any RP not spent are lost). Tese replaced units will be placed on themap within 1 hex of any friendly Indian or Burmese city during theReplacement and Construction Phase at the end o the turn.

PLAY NOTE: As this somewhat di ers from the regular replace-ment procedure, be sure to remember these INA units when theReplacement and Construction Phase comes.

• When it surrenders, the BDA unit is ipped over to its PBF (PatrioticBurmese Force) WA side and placed in the Rein orcement Pool. It mayenter play during the Rein orcement Phase o the ollowing turn in any WA railroad hex in Burma.

In addition to a surrender combat result, the ollowing circumstances orce anon-IJA, non-IJN Japanese unit to surrender:

• It su ers a Retreat combat result when it was not stacked with an IJAor IJN unit at the beginning o the combat. (Exception: Tis does notapply during Anti-Guerrilla Sweeps.)

• During an enemy activation a er Turn 30 (when Japan’s doom becameonly a matter of time), it nds itself within an enemy ZOC whilenot stacked with an IJA or IJN unit. Causing this surrender does not prevent enemy units rom continuing to move i they have remainingMP or rom attacking in this activation.

13.0 – REPLACEMENTS

Eliminated units in the Replacement Pool can be returned to play viathe replacement process. A unit is replaced during the Replacement andConstruction Phase by spending a number o RP available to the side equal tothe SP value o the unit; additionally, some Chinese units require spending anumber of DEP or FEP equal to their SP value [13.3].13.1 – REPLACEMENT ABILITIES

Te different sides have various abilities to replace units that were eliminated:

• e WA may replace all WA air and ground units, all CAI unitsoperating in the IBS theater, and any riendly minor country units.

• Japan may replace all IJA, IJN, and collaborationist units, and anyriendly minor country units.

• e CCP may replace all CCP and Vietminh units.

• e KMT may replace units of all KMT cliques that have not beendissolved, plus all ROCAF, SVG, and US air units.

13.2 – REPLACEMENT POINTS

In each Admin Phase (and possibly Negotiation Phase andReplacement and Construction Phase), the KM and CCP re-ceive a varying number o RP, DEP, and FEP. Tese amounts arecalculated, based on the current on-map situation, according tothe Replacement Aids instructions; their availability and use arerecorded on the Record rack with the corresponding markers.

e KMT can also receive RP from foreign loans [18.2], whilethe CCP can receive RP rom the Comintern or rom KM / Japanese sources [13.3.4].

Te General Events Chart lists the number o RP available eachturn to Japan and the WA.

DESIGN NOTE: e WA and Japan receive a xed number of RP their war capacities were largely based on conditions and events btheater.13.3 – CHINESE REPLACEMENTS

13.3.1 – Replacement Types: e vast variety of weapons used aChinese units means that different kinds o human and nancia— represented by RP — and equipment — represented by DomEquipment Points (DEP) and Foreign Equipment Points (FEP) needed to replace the various Chinese units. Te KM and CCPseparate all their replaceable non-mechanized and non-artilleryunits into three types:

• Elite Units: A unit whose entry turn is printed in WHI Ereplaced by using a number o RP and FEP each equal value.

HISTORICAL NOTE: ese units used weapons imporrom Germany, the Soviet Union, or later in the war, the

• Standard Units: A unit whose entry turn is in a YELLOWcan be replaced by using a number o RP and DEP eacits SP value.

HISTORICAL NOTE: ese units were issued standardons assembled in Chinese actories, including the Chinof the Mauser 98k ri e, mortars, and some light artiller

• Local Units: A unit whose entry turn is in a GREEN box replaced by using a number o RP equal to its SP value

HISTORICAL NOTE: ese units equipped themselves whatever weapons were at hand. Teir soldiers never kn whether their ries would re or mal unction when ne when they had ries at all. Some used swords, spears, orearms rom the Manchu Dynasty era.

Elite and standard units can be replaced at reduced strength,by using only RP. Reduced-strength units have their AS andDS both reduced by 1 if their printed AS is 4 or less, or by2 if their printed AS is 5 or more. Place “Reduced” markerso the correct value on these units. A reduced-strength unitremains so until:

• it is eliminated; or

• the side spends the required EPs in a subsequent Replaand Construction Phase to reequip it; or

• it is improved [21.0].

Elite units replaced by spending ull RP and FEP must remainfor one complete turn. Mark these units with a “Training” mark13.3.2 – Replacement Process: Te KM and CCP ollow the stepbelow (the KM completes all steps, then the CCP completes asteps):

1. Spend FEP and RP to replace elite units; spend FEP tounits.

2. Spend DEP and RP to replace standard units.

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3. Spend RP to replace local units; spend RP to construct roads,railroads, or airbases [17.1.2], and to extend river routes [8.3].

4. Spend DEP or FEP to improve ground units [21.1].

In steps 2-4 above, FEP can be spent as DEP or RP, and DEP can be spentas RP, but not vice versa.13.3.3 – KM Unit Expansion: Many KM Army unit counters havetwo sides: the ront, or initial side, is used when these units rst becomeavailable. Te back, or expanded side, shows the combat strengths and SPof these units according to the standard TOE established at the Nanyue

Military Conference, at the end of 1938.From Turn 6 on, during the Replacement and Construction Phase, theKM may expand Army units rom their initial side to their expandedside by:

• replacing an eliminated unit directly on its expanded side; or

• spending a number of RP (and the same number of DEP or FEPif necessary [13.3.1]) equal to the di erence between the SP values on the initial and expanded sides. Te on-map Army unitmust be in supply and not in an enemy ZOC.

• combining it with other units of the same clique at the end of aKM Movement Phase, i the units are stacked in the same hex.Te total AS, DS, and SP value rom the combining units mustall be equal to or greater than the corresponding ratings o the

expanded unit. Remove the units merging with the expanded unitrom the map as i they had been eliminated.

KM Replacement Example: It is the Replacement and ConstructionPhase of Turn 6, and the KMT has 18 RP, 7 DEP, and 8 FEP.

e KMT uses 6 RP and 6 FEP to replace two 3-SP elite Armies. en, itspends 2 RP and 2 FEP to expand one on-map 2-SP elite Army to its 4-SPside. e KMT is le with 10 (18-8) RP and 7 DEP.

e KMT spends 4 RP and 4 DEP to replace one 4-SP standard unit, then3 DEP to remove the “Reduced” marker from a 3-SP standard unit that was previously replaced at reduced strength. e KMT has 6 (10-4) RPlef.

Now, the KMT spends 3 RP to replace a 3-SP local unit. With 3 RP le ,it replaces a 2-SP elite unit at reduced strength by spending 2 RP, and then

spends its last RP on constructing one road in a trail hex.13.3.4 – Special CCP Replacement Capacity : Once it has replaced itseliminated units, the CCP can use any remaining RP to build new 1-1-5 or3-3-5 generic infantry units. ese are built by spending a number of RPequal to their SP value and deploying them within 1 hex of any CCP HQon map.

Additional RP may also be available rom the ollowing sources:

• Comintern: e CCP rolls one die on every Admin Phase. On a6, it receives 1 RP.

HISTORICAL NOTE: e CCP received some funding fromthe Comintern until its dissolution in 1943, and from the SovietUnion thereafer.

• KM or Japanese Sources

: At the start o the Replacement andConstruction Phase, the KM and Japan may trans er any otheir RP to the CCP, as a help or a negotiation tool, or instance.

HISTORICAL NOTE: e CCP received funding from theKMT until the New 4th Army incident, where the communistArmy was eliminated and disbanded by the KM .

13.4 – OILFIELDS

Each friendly oil eld generates 1 extra CP and 1 extra FEP (for KMT andCCP) or RP ( or WA and Japan) every turn. Tere are three oilelds in thegame:

• Yenangyaung Oileld (Burma): Te WA control this oileld as long as Japan does not.

• Yumen Oileld (western Kansu, off map): Discovered only as a randoevent. Te side controlling the whole road section leading off mthrough Kansu province from Lanchow (3038) controls this oil

• Daching Oileld (Manchukuo): Discovered only as a random event Japan controls this oileld until the end o the game.

13.5 – REPLACEMENT RESTRICTIONS

Replacing a unit always requires spending at least 1 RP, even for a 0-

Some specic unit types also have replacement restrictions, as explaibelow:

13.5.1 – Non-Replaceable Units: Non-replaceable regular ground uniare designated as “NR” on their counters. When eliminated, these are placed into the NR Pool. Eliminated “NR” generic units are simremoved rom the map and available or later use.

DESIGN NOTE: Non-Replaceable status is due to di erent reasoKM independent divisions and the British colonial units that acinitial Japanese attack were usually absorbed by existing units or dafer they were destroyed. Te Army Group level o the KM militabandoned soon afer war broke out. Collaborationist and guerrillaare dealt with through distinct game systems.13.5.2 – Air Units: Each side may replace one eliminated or inoperaair unit per turn, at the ollowing cost:

• Japan: 4 RP to replace each IJAAF, IJNAF, or friendly RTAunit.

• WA : 4 RP to replace each RAF, USAAF, USN, or friendly Rair unit.

• KM : 4 FEP to replace each ROCAF, SVG, or USAAF air

See [17.4.1] for special considerations on Soviet aircra replacemthe KM .

13.5.3 – Fleets: All eets are Non-Replaceable units.13.5.4 – Mechanized and Artillery Units: Each side may replace onemechanized unit AND one artillery unit per turn, at the ollowing

• KM : wice the normal number o RP and FEP.

• Japan and WA : A number o RP equal to twice the unit’s SP value.

Mechanized and artillery units cannot be replaced at reduced stren

13.5.5 – Cavalry Units: Each side may replace one cavalry unit per t

Te KM can only replace a cavalry unit i :

• ere is at least one KMT regular unit in the home territorythe clique this cavalry unit belongs to; or

• e Fu, Yen, Ma, or Sung clique has been assimilated by thKM , and there is at least one KM regular unit in the homterritory o this clique; or

• ere is at least one KMT regular unit in the Jehol or Liaon province.

13.6 – CONVERTING CP TO RPAt the start o the Replacement and Construction Phase, Japan and thmay convert any remaining CP to RP usable or replacements. Te corate is the ollowing:

• Japan: 1 CP = 1 RP

• KM : 1 CP = 3 RP

DESIGN NOTE: Japan and China never reached the enlistment perceo WWII Germany or the Soviet Union and they could always have bmore men to war. But such extensive recruitment would have had var political costs. Te CCP and WA cannot benet rom this rule, becauextensive recruitment was the norm or the CCP, and a more systemarecruitment procedure was in place or the WA.

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14.0 – UNIT DEPLOYMENT14.1 – DEPLOYMENT ORDER

Follow the order below when sides are deploying their units at the same time:

1. All KMT non-guerrilla ground units and factory counters.

2. All CCP and WA non-guerrilla ground units.

3. All Japanese non-guerrilla ground units.

4. All CCP and WA guerrilla units and guerrilla bases.

5. All KMT guerrilla units and guerrilla bases.

6. Each side secretly writes down on a piece of paper where its HQs, airunits, and eets are to be deployed. Once this is done, all the sidessimultaneously reveal their deployments.

A unit can set up in enemy ZOC only if its setup instructions speci callyindicate it.14.2 – REINFORCEMENT & REPLACEMENT

DEPLOYMENT

Except or guerrilla units, all rein orcements and replacements must bedeployed in a riendly hex or holding box. Unless otherwise stated, rein orce-ments (including reorganizing, relocating, demobilizing, and returning units)and replacements may never be deployed in:

• a hex in enemy ZOC; or• a hex where they would be judged out of supply during the Supply

Phase; or

• a hex outside their limited operation area.14.2.1 – Rein orcement Deployment: Rein orcements are deployedduring the Rein orcement Phase. I no entry hex is available to deployrein orcement units, their arrival is delayed until the next Rein orcementPhase when an entry hex is available. Any rein orcement unit(s) may alsohave its arrival voluntarily delayed until a later turn. Alternatively, KMand CCP rein orcements may be converted to guerrilla units i the condi-tions are met [16.3].

Tere is no Rein orcement Phase on the rst turn o Campaign andScenario Games.

Re er to the Rein orcement Deployment able or rein orcement placement.14.2.2 – Replacement Deployment: Replaced units are deployed duringthe Replacement and Construction Phase, and cannot be deployed outsidetheir limited operation area. I on a given turn a unit cannot be deployed

or any reason, it cannot be replaced on this turn.

Re er to the ollowing table to deploy replaced units: Japanese Ground Units

• IJA : Any railroad hex in Jehol or Liaoning, or West PacicHolding Box.

• IJN : West Pacic Holding Box.

• Manchukuo: Any railroad hex in Jehol or Liaoning.

• Mengkiang and Chinese Collaborators: Initial deployment hexlisted in the Japanese OB for the unit.

• INA : Within 1 hex of any friendly Indian or Burmese city (alsosee [12.5]).

Other Ground Units

• Unassimilated KM Cliques: Any hex, within the home territoryo the clique, linked to a riendly supply center o the clique via

riendly/allied railroad or road hexes. No more than three unitscan be replaced per turn in each territory.

• Central Army and assimilated KM Cliques: Any hex, outside thehome territories o any unassimilated cliques, linked to a supplycenter controlled by the Central Government (i.e., marked with

a “white sun” control marker) via riendly/allied railroahexes. No more than three units can be replaced per turterritory.

• CCP : Within 1 hex of any CCP HQ.

• BC : Any railroad hex in India, or the Indian Ocean Hol

• US : Any railroad hex from Ledo (6041) to Dimapur (86any riendly Holding Box.

• CAI units in IBS theater : Any railroad hex from Ledo (604Dimapur (8644).

• Siam: Within 1 hex of Bangkok (8416).

AirUnits

• IJAAF, ROCAF, SVG, RAF, and USAAF : Friendly airbase o

• IJNAF and USN : West Pacic Holding Box, i it is rien • R AF : Bangkok (8416)

15.0 – UNIT BREAKDOWN

Units listed on the Breakdown Chart may break down into their counits. Tey may also be identied by their SP value printed on a whground and their counter backs showing their cadre unit. Componemay later reassemble into the original units. Except or a ew o the detached component units are generic and can be used interchai they belong to the same service/clique/dominion. Breaking dowsembling costs no MP.

R EINFORCEMENT D EPLOYMENT T ABLE

DEPLOYMENT INSTRUCTIONS

G ROUND U NIT HQ A IR U NIT AFLEET

S PECIFIC H EX

In the listed deployment hex,

OR i this would cause the ASL to beexceeded, in the closest possible hex(player’s choice i multiple hexes areeligible)

In the listeddeployment

S PECIFIC TERRITORY

Any riendly roador railroad hex inthe listed territory

OR i no road orrailroad hex isavailable, within1 hex of a friendlyunit in the listedterritory

In a hex o thelisted territorycontaining a unitover which theHQ has ullcommand ( orKM HQ, a hexcontaining at leastone unit o theclique o the HQ)

INDIAN O CEAN HOLDING B OX

May enter themap via air orsea transport, ortransport route inIndia leading offmap [1.4]

— Indian OceaZone or Sea

WEST P ACIFIC HOLDING B OX

May enter themap via air or seatransport [1.4]

— West PaciZone or Sea

S PECIFIC A IR OR S EA Z ONE

— —

Airbase or cthe listed ai( or air uni

Naval base in the listedzone ( or

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15.1 – BREAKDOWN PROCEDURE

A unit may be broken down in the ollowing situations:

• At the start of a Movement Phase, if it is activated.

• Just before applying losses su ered in combat.

• At the start of the Replacement and Construction Phase, if it is in theReplacement Pool.

Substitute the original unit with the counters o its component units (ip theoriginal unit over to its cadre side i it is part o its component units, removeit to the Exchange Pool i not). Note that the total combat strengths and SP value o the component units may sometimes be less than those o the originalunit.15.2 – REASSEMBLY PROCEDURE

Eligible component units may be reassembled back into their original unit inthe ollowing situations:

• At the end of a Movement Phase of their side, if they occupy the samehex.

• At the start of the Replacement and Construction Phase, if they are inthe Replacement Pool.

I a cadre unit is part o the component units, ip it over to its original sideand place the other component units aside or later use. I not, substitute the

component units with the original unit rom the Exchange Pool and placethem aside.

16.0 – GUERRILLA WARFARE

Te CCP, KM , and WA may use guerrilla war are. Guerrillaunits:

• may establish guerrilla bases, from which new guerrillaunits can be recruited.

• may sabotage transport routes and enemy airbases andnaval bases.

• may convert to regular units under speci c conditions(KM and CCP only).

• may move during the Guerrilla Phase (whether in command or not)and the Movement Phase (only i in command).

• cannot use rail, river, sea, or air transport.16.1 – GUERRILLA BASES

A guerrilla base marker denes a region where villagers equipped with crude weapons pledge allegiance to a side. Tis region includes the hex containingthe guerrilla marker and the surrounding area delimited by the nearest roads,railroads, major river hexsides, and territory borders (exclusive). Any hex within this area containing a city, port, airbase, naval base, or terrain impass-able to an infantry unit is NOT part of the guerrilla base area.

A guerrilla unit may spend 3 MPs in a hex to establish a guerrilla base in a potential guerrilla base area i :

• ere is currently no friendly guerrilla base in the area; and

• e hex does not contain any road, railroad, city, port, airbase, or navalbase; and

• e hex is located in a territory that Japanese units have entered at any previous point in the game (CCP guerrilla bases on the map on Turn 0are not affected by this rule).

Each side has its own guerrilla base markers to denote control. KM andCCP guerrilla base markers may coexist in the same potential guerrilla basearea, but not in the same hex. A guerrilla base marker itself has no ZOC anddoes not block movement.

I there is no guerrilla unit o a given side in a guerrilla base area, this side’sguerrilla base marker may be removed by:

• Any enemy unit that spends an extra 3 MPs in the guerrilla bas

• e 3-Alls Policy random event occurring in the guerrilla base a16.2 – GUERRILLA RECRUITMENT

One new guerrilla unit may be recruited at the start of the Guerrilla Prom each guerrilla base that meets all the ollowing conditions:

• ere is at least one Japanese unit in the TERRITORY where thguerrilla base is.

• e guerrilla base marker hex can be linked to any hex outside tguerrilla base area through a series o connected hexes that are within enemy ZOC.

• e player who owns the guerrilla base rolls 1D6. Recruitment -ceeds on a 1-3 result. Apply a -1 DRM if there is any guerrilla the side within the guerrilla base area. Apply a DRM of +1 durturns (harvesting season).

Te new guerrilla unit appears in the guerrilla base hex.

I more than one side satises the recruitment requirements in the samthe CCP always attempts recruitment rst. Te KM may only attemptrecruit guerrillas i the CCP ails.

A B

C

D

E

F

G UERRILLA B ASE E XAMPLE

A given side may have up to six Guerrilla Bases (A to F) in Shansi posed o the Northern and Southern Shansi territories).

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16.3 – CONVERTING REGULAR UNITS TOGUERRILLAS

Some KM and all CCP regular units may be converted toguerrilla units. Tey can be identied by their SP value printedin white on a black background on their counter and a “G” entryturn code on their guerrilla unit side. Tis conversion may occurat two points in the Sequence o Play:

• During the Reinforcement Phase, if the received regular unit cannot bedeployed within the listed area because it would then be within enemyZOC or judged out of supply during the Supply Phase. Flip the unit toits guerrilla unit side and deploy it within the listed area. (Exception: Ia listed deployment hex contains a road, railroad, city, port, airbase, ornaval base, place the guerrilla unit in any eligible adjacent hex).

• At the start of the Movement Phase, when the regular unit is activatedby an HQ with ull command over it. Flip the unit to its guerrilla unitside.

Once converted to a guerrilla unit, a unit can be converted back to a regularunit through rule 16.4, Point 3.16.4 – CONVERTING GUERRILLAS TO REGULAR

UNITS

Guerrilla units may be converted to regular units in three ways:

1. At any time during the Guerrilla Phase, the KMT and CCP may con-

vert guerrilla units occupying the same hex into regular in antry unitsrom the Replacement Pool and/or regular units that are printed onthe back o the involved guerrilla units, i all the ollowing conditionsare met:

• e conversion does not result in any increase in total SP.

• e sum of the AS, DS, and MA of the regular unit(s) cannotexceed the sum o the AS, DS, and MA o the converting guerrillaunit(s) (each unit has combined ratings of 8).

• e conversion takes place in a hex in China (including foreigncolonies in China), and not within enemy ZOC.

Once on map, the regular unit is not activated for the remainder of theGuerrilla Phase.

2. During the Guerrilla Phase, the CCP may create, at no cost, anynumber of generic CCP 3-3-5 infantry divisions, 2-2-5 infantrybrigades, and 1-1-5 infantry regiments from guerrilla units in hexesnot within enemy ZOC, provided there is no CCP regular unit in theReplacement Pool and all the involved guerrilla units have no regularunit printed on their back. A division is created rom three CCP guer-rilla units stacked together, a brigade is created rom two units, and aregiment is created rom one unit. Remove the guerilla unit(s) rom themap and place the new regular unit in the same hex.

3. When a named guerrilla unit with a regular unit side on its back iseliminated, its owner may either:

• Place it in the NR Pool. It may be subsequently used as a newlyrecruited guerrilla unit.

• Flip it to its regular unit side and place it in the Replacement

Pool. It may be subsequently replaced like other regular units.16.5 – NON-CHINESE GUERRILLA UNITS

Non-Chinese guerrilla units can never be converted to regular units. Each othe ollowing guerrilla movements can have a maximum o two guerrilla unitson the map:

• Vietminh Guerrilla Units: Under CCP control, they are limited tooperations within Indochina.

• Kachin Guerrilla Units: Under WA control, they are limited to opera-tions within the Kachin state in Northern Burma and the YunnanProvince west o the Salween River.

HISTORICAL NOTE: e Kachin Rangers were under US com-mand, as part of OSS Detachment 101.

• Free Tai (Seri Tai) Guerrilla Units: Under WA control, they arelimited to operations within Siam.

16.6 – ANTI-GUERRILLA WARFARE

16.6.1 – Evading Guerrilla Units: A guerrilla unit may enter evasioat any time while it is activated to move and is within a riendlybase area in a hex containing no enemy unit (it can do so even inot move, or several times during the same activation). A generiits counter ipped to its evading side, while a named unit is maran “evading” marker. Evading guerrilla units have no ZOC and c participate in any combat or sabotage action, but they ignore en

An evading guerrilla unit is revealed (its counter is ipped bacrevealed side or its “evading” marker is removed) i :

• It participates in any combat or sabotage; or

• It enters a road or railroad hex; or

• It becomes unsupported during the Supply Phase (see b

• Its owner decides to do so at the moment an enemy unithex, or at any time while the unit is activated.

Example 1: An evading guerrilla unit is revealed to attack an eneits hex. Te guerrilla unit will not be able to revert to evasion modits next activation, and even so only i the enemy unit has retreaeliminated.

Example 2: A moving evading guerrilla unit enters a railroad hcausing it to be revealed. It spends an MP to sabotage the railroleaves the hex, at which point it reverts back to evasion mode.

Example 3: During the Movement Phase, a ground unit enters aoccupied by an evading enemy guerrilla unit. Te guerrilla unit’decides to reveal it, thus now exerting a ZOC in the hex. e mo will have to spend extra MPs to be able to exit the hex.

Guerrilla Support: Each guerrilla base area can support a total oing guerrilla units. I a guerrilla base area contains more than tduring the Supply Phase, the evading units in excess must be reall evading units are rom the same side, this side is ree to chunit(s) to reveal. I the evading units are rom different sides, agree upon which unit(s) to reveal; i they cannot, combat occside rolls a number o dice equal to the number o its guerrilla

(evading or not) in the area. Compare the highest roll o both sdi erence of 3 or more, the side with the lower roll must eliminits guerrilla units; on a di erence of 1 or 2, it must reveal one o-rilla units. Repeat this procedure until only two evading guerrillef in the area, or until guerrilla units rom only one side remai

Example: wo evading CCP guerrilla units, and one evading anrevealed KM guerrilla units are in the same guerrilla base areSupply Phase. Te area cannot support three evading guerrilla unthe sides fail to negotiate. e CCP rolls a ‘2’ and ‘6’, while thea ‘3’ and ‘4’. e di erence is 2 (6 – 4), and the KMT had the lo(‘4’ to ‘6’): it is thus forced to reveal its evading unit.16.6.2 – Anti-Guerrilla Sweeps: Revealed guerrilla units can be atlike regular units during the Combat Phase. Evading guerrilla uattacked during the Combat Phase, but only through anti-guerri

Follow the procedure below:1. Setting up the Sweep: e sweeping units must have sta

activation within, or in a hex adjacent to, the guerrilla bthey intend to sweep. Units in an anti-guerrilla sweep cmove or per orm regular combat during their activationguerrilla units targeted by the sweep need not be in the any sweeping units. Mechanized units, artillery units, uenemy ZOC, and ground support missions cannot be usanti-guerrilla sweeps.

2. Locating the Guerrillas: e Phasing Side splits its forceeach sweeping unit targets a specic guerrilla unit in thall guerrilla units in the area have to be targeted, and earilla unit can only be targeted once during each Comba(but it can be targeted by several sweeping units).

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A NTI -G UERRILLA S WEEP E XAMPLE

ree CCP guerrilla bases are taken into consideration: the base in western Hopeh (0925) with one guerrilla unit, the base in northeastern Shaone unit, and the one in Pinghsing Pass (1227) with two units. ( e guerrilla unit west of the Tatung-Taiyuan railroad belongs to another guerrshown here.) Japan activates the 10th Army HQ in Shihkiachwang, which in turn activates the 21 (Division) in Paoting and the 5-5-5 Brigade in Shihkiachto locate the guerrilla unit in Hopeh. Te other Japanese units are not bordering the western Hopeh guerrilla base area and so cannot be used iguerrilla sweep.

e 33 (Division) in Taiyuan is also activated to attempt to locate one of the guerrilla units south of the Pingshing Pass. e CnC unit in Tatungcommand, but if mustered, it could contribute its 1-SP vlocate the evading guerrilla unit in northeastern Shansi oone near Ningwu. Its AS of ‘0’ would prevent it from pa- pating in an attack though, and since there is no Japanes with an AS of 1 or more adjacent to these two guerrilla bareas, there would be no combat even i a guerrilla unitlocated.

Western Hopeh Guerrilla Base: e IJA has 5 SP perform

the anti-guerrilla sweep. Japan rolls a 2. Despite the +1 “Veil” DRM, the sweep is still successful (3 is less than ttotal value) and the guerrilla unit is ipped to its reveale

e 13–1 combat ratio is reduced to 11–1 due to Hill terrin the area, and resolved on the 9–1 column of the GrouCombat Results Table. e Japanese roll is a 1 and the CCroll is a 2, yielding a DR Di . of 1. e CCP guerrilla uneliminated. Note that the guerrilla base marker is not remby combat.

Pinghsing Pass Guerrilla Base: Japan has 3 SP performianti-guerrilla sweep. e Japanese roll is a 2, +1 for “GreVeil”. e guerrilla unit is not located (3 is not less than th3-SP total value). On a Fall turn, the sweep would have the guerrillas.

Let’s say the Japanese rolled a 1 instead: the guerrilla un-cated. Te CCP decides to add the non-targeted guerrilla to the defense. An ‘8’ AS against a ‘2’ DS results in a 4–reduced to 2–1 due to Level-2 terrain in the area. Both sroll one die, resulting in a 2 DR Di . An “Inc” result methat the CCP must lose hal its total combat strength; onguerrilla unit (‘1’ DS) is eliminated. Japan must lose at lAS point; the 33D is broken down into its 4-5-5 cadre sione 3-3-5 regiment, which is eliminated. e Japanese suheavy losses, but the remaining guerrilla unit is now revit would be easy to deal with in regular combat, i the Jcould activate again be ore it reverts to evasion mode...

HISTORICAL NOTE: is example is a reenactment ofthe Imperial Japanese Army “security operation” in NortChina during the Summer of 1941.

e Phasing Side rolls 1D6 for each targeted guerrilla unit inthe area to determine whether it locates it. A result less than thetotal SP value o all units targeting the guerrilla unit is a success;

ip the located guerrilla unit to its revealed side. Apply a -1DRM i the Japanese NCSDF unit (red unit designation on itscounter) is involved. Apply a +1 DRM for “Green Veil” e ectsduring Summer turns in affected territories (see erritories able).Regardless of DRMs, a ‘1’ roll is always a success, and a ‘6’ roll isalways a ailure.

Afer the Phasing Side has completed all its location rolls in agiven area, the guerrilla side may designate any non-targeted units(which remain in their hexes) in the area to assist in the de ense oany o the located units.

3. Fighting the Guerrillas: If the location roll is a success, comparethe total AS o the sweeping units targeting the guerrilla unit withthe total DS o the located guerrilla unit and the guerrilla unitsassisting in its de ense. Te guerrilla unit is considered to de endin the hex offering the best de ensive combat effects withinthe area (de ensive combat effects rom hexside eatures – e.g.,rivers – are ignored). Hill or Mountain hexes always provide a

2-column shi in favor of the guerrilla units. Apply any Dand consult the Ground Combat Results able as usual.

Ignore all AR results. For DR results, the located guerrillareverts back to evasion mode, then moves to any hex withadjacent existing or potential guerrilla base area (as dene16.1). is does not cost any MP. A guerrilla unit cannot retthrough a road or railroad hex in enemy ZOC, since it wouhave to reveal itsel . A guerrilla unit is eliminated i therearea it can retreat to. Whatever its results, an anti-guerrilla never triggers advance afer combat.

A retreated guerrilla unit cannot participate in the de ensethe area to which it retreats i that area is attacked in the SCombat Phase; any such urther combat has no effects on

DESIGN NOTE: Although represented by a 1-SP counter, guerrilunits were normally split into much smaller groups that operated wa broad area instead o staying in one particular spot. Tis rule reprthe sweeping units spending time searching or and attacking the guerrilla groups constituting the guerrilla unit.

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17.0 – AIR AND NAVAL OPERATIONS17.1 – BASES AND PORTS

Airbases and naval bases are the two types o bases ound in Waro the Suns.

Bases existing at the start of Turn 0 are printed on the map (theyare also listed in the Playbook). Bases built during the gameshould be denoted with airbase or naval base markers.

17.1.1 – Base/Port Capacity : Airbases in a city have an

unlimited air unit capacity. Airbases not in a city and cities without airbases have a capacity o one air unit. Carriergroups have a capacity o two (Japanese) or our (American)carrier-based air units. Naval bases have an unlimited eet capacity. Portshave a capacity o one eet.17.1.2 – Base Construction: A new airbase may be built in any riendly/allied city, road, or railroad hex, or the same cost as the construction oa road in the hex [8.3.1]. Japan or the WA may convert a friendly com-mercial port to a naval base by spending 2 RP. Naval bases cannot be builtin non-port hexes.

Bases may also be built by engineer units [24.10].17.1.3 – Base Damage: A base can be damaged (mark it with a “damaged airbase” or “damaged naval base” marker)until the ollowing Admin Phase by:

• Enemy air units or eets successfully bombing/bombarding it.

• Any ground unit spending 2 extra MPs in the hex.

• e Scorched Earth Policy random event happening in the hex.17.1.4 – Base/Port Capture: When the enemy captures a base, city, or port o a given side, this side must immediately relocate all the operativeair units and eets in it. Air units must relocate to other airbases or cities within the same air zone, while eets must relocate to other naval bases or ports within the same sea zone. Ready (only) air units/eets may spendone mission to redeploy to an adjacent air/sea zone instead. All inoperativeair units/eets, and any air units/eets that cannot relocate or redeploy toa riendly/allied base/city/port are eliminated.

PLAY NOTE: Remember that as soon as a ground unit exerting aStandard ZOC enters a hex adjacent to an enemy base, city, or port wherethere is no enemy ground unit, the base/city/port is captured!17.1.5 – Carrier Groups: Carrier groups are eets serving as airbases

or carrier-based air units. Carrier groups include the Japanese CarrierDivision — starting the campaign game in naval bases o the off-map WestPaci c sea zone — and the US 3rd and 7th Fleets — made available by theUS Amphibious Landings alternate history [25.9].

Land-based air units can never land on carrier groups, and carrier-based airunits can never land on land airbases.

When a carrier group is in an on-map sea zone [17.2], the owning sidemust speci y any one hex o the zone as being the hex in which the carriergroup is located when it launches its air units. When a carrier group is inan off-map sea zone, its air units are considered to be launching rom thecorresponding o -map air zone (West Paci c or Indian Ocean).

When launching its air units on an offensive mission (ghter escort,strategic bombing, or offensive ground support), a carrier group maymove within its sea zone or to an adjacent sea zone be ore launch. Airunits on a de ensive mission (interdiction or de ensive ground support)can be launched only rom a hex o the sea zone where the carrier group iscurrently situated.

DESIGN NOTE: Carrier groups e ectively extend the range of their airunits. A carrier group in the South Sea zone could indeed launch offensiveground support missions against any coastal areas o the map.

17.2 – ZONES AND DEPLOYMENT

Te War o the Suns map includes various air and sea zones, whoserelationships are depicted below:

NOTE: For game purpose, the Gulf of ailand (the sea hexes arouBangkok) is considered to be part o the Bay o Bengal.

During the Redeployment Phase, the Phasing Side may decide to rair units and eets in ready status. Air units can only be deployed allied airbases or cities, and eets can only be deployed to riendbases or ports. Redeployment within the same air/sea zone is reement rom an air/sea zone to an adjacent zone requires air units/spend one mission.

Te KM controls all non-Japanese air units in the CIC theater, wh WA controls all non-Japanese air units in the IBS theater. No unitsUS air units may be redeployed between the CIC and IBS theatersare controlled by the player that controls that theater.17.3 – STATUS

At any given time, an air unit or eet always has one o the ollow

• Ready: Te unit/eet is available to per orm a mission duringOnce its mission is over, whether successful or not, the unit unready status. During the Redeployment Phase, only readyeets may be redeployed by the Phasing Side.

• Unready: Te unit/eet has completed a mission during this tucounter is ipped to its unready side. Unready air units/eetready status during the Admin Phase o the ollowing turn.

Ready and unready air units/eets are operative units.

• Inoperative: Te unit/eet suffered damage in combatand is unavailable to per orm any mission until repairshave been completed. Place “inoperative” markers aboveaffected units/eets. Inoperative units/eets change tounready status during the Admin Phase o the ollowingturn. A side may choose to replace inoperative air unitsduring the Replacement and Construction Phase so that theyready on the ollowing turn. Tis is per ormed exactly the sreplacing units rom the replacement pool.

• Eliminated : Te unit/eet (including its pilots, or air units) ha wiped out in combat. It is removed rom play and placed inReplacement Pool ( or air units) or NR Pool ( or eets).

During the Admin Phase, unready air units/eets o all sides becothen inoperative air units/eets o all sides become unready.17.4 – REEQUIPPING AIR UNITS

On the turn when an OB lists the availability of a new aircra modaferwards, this side may decide to re-equip any o its air unit couneligible air orce with the new aircraf model. Air units can be ree whether they are on map (in ready or unready status) or in the RepPool. Tis takes place during the Admin Phase, afer the Air Unit anStatus Update. Replace all reequipping air unit counters with counnew model, in unready status or on-map units.

Indian Ocean Air Zone(off map)

India-Burma-Siam Air Zone

China-Indochina Air Zone

West Paci Air Zone(off map)

Indian OceanSea Zone(off map)

Bay o BengalSea Zone

South SeaSea Zone

Yellow SeaSea Zone

West PaciSea Zone(off map)

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Note that an air unit equipped with a given aircraf type may be changed to adifferent type (e.g., a unit equipped with heavy bombers may reequip to lightbombers, or ghters).

17.4.1 – Soviet Lefovers: On Turn 11, the two SVG air units in the game(equipped with I-16 ghters and SB light bombers) are relocated to theSoviet Union. Move their counters to the NR Pool i they are on map, orremove them rom the game i they are in the Replacement Pool.

From then on, Soviet planes are no longer available to the ROCAF, exceptfor the le over SVG counters in the NR Pool. Soviet-equipped ROCAFair units in the Replacement Pool can only be replaced i a lefover countero the same aircraf model is in the NR Pool. Such a replacement costs noFEP. Also, any ROCAF air unit can reequip with the aircra model of alefover counter in the NR Pool. Both o these actions cause the permanentremoval o the lefover counter rom the NR Pool.

Once no le over counter is in the NR Pool, any eliminated Soviet-equipped ROCAF air unit cannot be replaced; it must rst be reequippedin the Replacement Pool with another aircraf model.

Example 1: An I-15-equipped ROCAF air unit is eliminated during Turn12 and is placed in the Replacement Pool, while the SB-equipped SVGcounter is in the NR Pool. During the Admin Phase of Turn 13, the KMT player decides to reequip its I-15 ROCAF unit with the SBs of the le overcounter in the NR Pool and replaces the I-15 ROCAF counter with a SBROCAF counter. On a subsequent Replacement Phase, he places the SB-equipped ROCAF air unit back on the map, at no FEP cost, and removes

the SB SVG counter rom the NR Pool. A unit in the Replacement Poolcan be re-equipped and replaced to the map using a single lefover counterrom the NR Pool.

Example 2: A ROCAF air unit equipped with Hawk IIIs (a US aircramodel) is on the map. During the Admin Phase, the KM player decidesto reequip it with the I-16s of the le over counter is the NR Pool: hereplaces the Hawk III ROCAF counter with a I-16 ROCAF counter (inunready status) and removes the I-16 SVG counter from the NR Pool.

HISTORICAL NOTE: When the SVG le China in the Spring of 1940,all its aircra were le behind to serve as ROCAF replacements.

17.5 – MISSIONS

Each air unit/ eet may perform only ONE mission per turn (Exception: Anair unit can perform multiple air freight missions [17.5.2]).

• Air Missions: An air unit must be o the right aircraftype or the mission i one type is specied. Te rangean air unit can y over the course o a mission is doubleits operational range. Te operational range o any airunit may be doubled on any mission by adding extra ueltanks, but the Air AS, Sur ace AS, and payload capacityo the unit are halved or the duration o the mission. Place a “Droptank” marker on affected units as a reminder. Afer its mission, an airunit does not have to return to the airbase rom which it took off; itmay land on any riendly/allied airbase or city.

Air Mission Range Example: An I-16 ghter unit with a ‘7’ operationalrange may y six hexes to its target, then eight more hexes to anotherairbase or city where it lands (6 + 8 = 14, which is not more than itsrange of 14 — double its operational range).

Increased Air Mission Range Example: A Japanese Ki-21 heavybomber unit may double its operational range, increasing its range to46 but decreasing its Air AS to 3, its Surface AS to 5 and its payloadcapacity to 1.

• Naval Missions: A eet may per orm missions in the sea zone in whichit is located or in an adjacent sea zone. Afer completing its mission,the eet must return to a riendly/allied naval base or port in either itsoriginal sea zone or the sea zone in which it just operated.

Air units/eets may operate directly rom off-map zones. When in the WestPacic zone, they are considered to take off/operate rom any hex along theright map edge; when in the Indian Ocean zone, air units may take o fromany India or Bay o Bengal hex along the lef map edge, while eets may oper-ate rom any Bay o Bengal hex along the lef map edge.

Enemy missions during a riendly activation are announced by the enAF ER all air and sea missions o the Phasing Side are conrmed, aany mission is resolved. Exception: During the Movement Phase, theSide announces each of its air freight [17.5.2] and transport escort [1missions as it resolves it. Any air or sea interdiction missions [17.5.7such a mission must be declared right afer the Phasing Side announcemission.

Each o the ollowing mission descriptions indicates whether it can per ormed by air units (“AIR”) and/or eets (“NAVAL”).

17.5.1 – Redeployment (AIR / NAVAL): During the RedeploymentPhase, the Phasing Side may reely redeploy its ready air units beriendly/allied airbases or cities, or its ready eets between naval ports,within the same air or sea zone; this does NOT constitute a missioIt may also redeploy them between adjacent zones, but this constitmission.

Only US air units may be redeployed between the CIC and IBS thNo units other than US air units may be redeployed between the CIBS theaters.

When a carrier group redeploys, the air units it carries do not loseability to per orm their air mission or the turn.17.5.2 – Air Freight (AIR): Air reight missions may becarried out bytransport ( ) orheavy bomber (HB) air unitso the Phasing Side during the Movement Phase; they arenecessary to allow ground units to use air transport [11.3.5].Air units on an air reight mission use their Payload Capacityto either transport or supply ground units (Exception: Heavy bombunits can only supply ground units, NOT transport them). Payload-ity is the yellow circled number on transports or “2” on all heavy b

As a unit uses its Payload Capacity, track it with “Payload remainimarkers. A unit per orming air reight missions becomes unreadyit has spent its last Payload. However, even though it is not technicunready yet, a unit with a “Payload remaining” marker cannot permissions other than air reight. (It can redeploy within the same athough, as this does not constitute a mission.) AIR RANSPOR — 1 Payload allows an air unit to transport 1 SP

riendly/allied ground oot units rom a riendly/allied airbase ois in to a destination hex within operational radius o this airbase o[11.3.5]. Ground units transported by the same air unit do not needhave the same destination hex, as long as each destination hex is woperational radius o the airbase or city o origin. A side’s air uniused to transport allied ground units i both sides agree. AIR SUPPLY — 1 Payload allows an air unit to supply out of supplground units totaling an air supply value of 1. Ground units in dihexes can be supplied by a single air unit i each hex is within opradius o its airbase or city o origin.

A ground unit has an air supply value equal to its SP value (Excep0-SP unit has a value of 1), modi ed by the following, cumulative-tions:

• Double the value if the unit is a mechanized or artillery un

• Halve the value if the unit is in an airbase or city hex.

• Double the value if the unit is in a Hill or Mountain hex wairbase and city.

• Double the value if the unit is in an enemy ZOC.

Example: A C-47 air unit can use 5 of its 6 Payload Capacity to su3-SP BC infantry division in an open hex (air supply value of 3) a1-SP tank brigades in an airbase hex (air supply value of 2 x (1 x 2) if all are within its range.

I the in antry division had been in a Hill hex, it would have requ whole Payload of the C-47 unit to supply it (air supply value of 3 If it had also been in an enemy ZOC, it would have required the wPayload of two C-47 units to supply it (air supply value of 3 x 2 x

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17.5.3 – ransport Escort (NAVAL): Sea and river transport escort mis-sions are necessary to allow ground units to use sea transport [11.3.4] andescorted river transport [11.3.3], respectively; they can be freely performedand do not count as a eet’s one allowed mission per turn. Te escortingeet counters move to the landing hex where enemy air units on seainterdiction mission [17.5.7] may attack them. e escorting eets mustreturn to their original ports or naval bases afer their mission.SEA RANSPOR ESCOR — For a ground unit in a naval base or portto initiate sea transport [11.3.4], at least one friendly eet must performa sea transport escort mission. Te side must speci y which o its eets areescorting the transport. Both the initial and destination sea zones o thesea-transported units must be either the sea zone in which the escortingeet(s) is located, or sea zone(s) adjacent to the sea zone in which theescorting eet(s) is located.

Example: A Japanese eet located in Canton (South Sea) would allow seatransport rom the West Pacic zone to the Bay o Bengal zone.

RIVER RANSPOR ESCOR — Japanese ground units may use rivertransport along an uncontrolled river route [11.3.3] if at least one of the Japanese 3rd, 4th and 5th eets performs a river transport escort mission.Te eet must start the Movement Phase in the sea zone the river routeows into.17.5.4 – Fighter Escort (AIR): Fighter escort missions may be carriedout by ghter air units. Teir role is to protect rom enemy interdiction

riendly air units carrying out their missions, and to engage escaping enemy

air units when enemy airbases are bombed.17.5.5 – Strategic Bombing (AIR) / Bombardment (NAVAL): Strategicbombing and bombardment aim to undermine another side’s ability to wage war. Tese missions may be carried out during the Strategic War arePhase by air units with a Surface AS higher than 0 and by eets. A strategicbombing/bombardment mission attacks a specied hex, which must bea coastal hex or bombardment missions. For each attacking unit/eet,designate a strategic target in the hex, roll 1D6, apply any appropriateDRMs, and cross-re erence on the Strategic Bombing/Bombardmentable the modied roll with the Sur ace AS o the unit/eet to get the

result. I a Hit is scored, the unit/eet may attack another target in thehex; it may continue to attack in this way until it ails to get a hit or thereare no targets le . A -1 DRM applies when the target type is di erent fromthe type o the previous target in the same mission.

Te ve types o strategic targets, as well as the effects o hits against them,are as ollows:

• City/Oileld/Supply Center : Tese are considered as a singletarget. A city/oileld/supply center that gets hit is marked with a“damaged” marker and generates no CP, FEP, or RP or the sidecontrolling it in the ollowing Admin Phase. Also, a “damaged”supply center ceases to be a valid supply source [10.2.1].

• Airbase: Ready and unready enemy air units on the attackedbase may redeploy. Redeployment is not automatic i the baseis attacked by a strategic bombing mission with a ghter escortmission. In this case, resolve air-to-air combat [17.6] between theescorting ghter units and the de ending (redeploying) air units;unready units cannot re back. On a “–” result, the defending airunit may redeploy to another airbase or city in the same air zone

(or to an adjacent air zone, i the unit was ready and decides to be-come unready to do so). On an “R” result, the unit must redeploy.On an “I” result, the unit becomes inoperative on the targetedbase. Once the air-to-air combat is over, any surviving eligible airunits o the strategic bombing mission may bomb the airbase. Anairbase that gets hit is marked with an “airbase damaged” marker;its capacity is reduced to one air unit and all inoperative air unitsat the airbase are eliminated. Ten, air units that did not redeployand now exceed the reduced capacity are eliminated.

• Naval Base: Te air units/eets o the strategic bombing/bombardment mission may attack ready and unready enemyeets in the targeted base. Use the Air and Sea Attack able toresolve the air-to-sea/naval combat [17.6]; unready eets cannotre back. A de ending eet is considered to have a Speed o zero

and can only re at bomber air units targeting it when aair-to-sea combat. On an “R” result, redeploy the defento another naval base in the same sea zone (or to an adjzone, i the eet was ready and decides to become unrso). On an “I” result, the eet becomes inoperative in thbase. Fleets in the attacked base can only redeploy i a“R” result. Once the air-to-sea/naval combat is over, suunits/eets o the strategic bombing/bombardment misbomb the naval base. A naval base that gets hit is mark“damaged naval base” marker; its capacity is reduced toand all inoperative eets at the naval base are eliminate

eets that did not redeploy and now exceed the reducedare eliminated.

• Road/Railroad/Bridge: Te road/railroad in the target hex abridge hexsides o the target hex are considered as twotargets. I hit, mark the hex with appropriate “damaged“damaged railroad”, and/or “damaged bridge” markers.bombing/bombardment missions cannot target roads/rain city hexes nor bridge hexsides of such hexes. See [8[8.4.2] for damage e ects on road, railroad, and bridge

• Factories: Factories on their inoperative side cannot be taby strategic bombing/bombardment missions. Each DEoperative actories (whatever the combination o countargeted hex is a single target. A DEP that gets hit is deand removed rom play. Immediately record any DEP l

Record rack.Example: A Japanese G4M heavy bomber air unit performsbombing mission against the city of Chungking (4127). It hAS of 10, unmodi ed by weather, and ground anti-aircra fective. e Strategic Bombing/Bombardment Table “9–12” cshows that a die roll of 4-6 will hit. Japan decides to target tin the hex, represented by a single 2-DEP factory counter. H6, scoring an automatic hit and eliminating 1 DEP, then targeremaining DEP and rolls a 4, eliminating it as well. He nowcity/supply center and again rolls a 4, but the -1 DRM resulTe strategic bombing mission is over.

17.5.6 – Ground Support (AIR / NAVAL): Ground support missionmay be carried out during the Combat Phase by air units with agreater than 0 and eets. Before a combat is resolved, a side ma ground support mission comprising any number o air units wrange o a ground combat involving its units, and/or any numbi any enemy unit involved in the combat occupies a coastal heground units are attacking, its eets per orming ground suppor

rom the sea zone containing the coastal hex or rom an adjaci they are de ending, its eets must be located in the same secoastal hex. O ensive ground support assists the Phasing Side’attack, while de ensive ground support assists the side targetedground attack.

A er any potential air and sea combat has been resolved [17.6]the total Sur ace AS o all remaining air units and eets that bhave in ground support. Subtract the smaller total rom the largget the net ground support value; for every 5 full points of this not apply the rounding rules), the side with the higher total Surgets to add a +1 DRM to its roll on theGround Combat Results able.

Example: A side assigns two air units and a eet to offensive gsupport; all three each have a Surface AS of 6. e opposing sidone 4-Surface AS air unit to defensive ground support. If no wrandom event effects apply and all survive air and sea combat, ground support value is (6x3)-4 = 14, which results in a +2 DRGround Combat Results able or the attacking side.

Units belonging to different air orces on the same side (e.g., IIJNAF) cannot participate in the same ground support mission.restriction does not apply to other air missions.

A eet on a ground support mission is considered to be in any containing an enemy unit involved in the ground combat; enemon sea interdiction missions [17.5.7] may attack the eet in this

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C OMPREHENSIVE A IR-S EA -G ROUND C OMBAT E XAMPLE

Te KM has just activated the Chen C. HQ in Nanking (not pictured), and decides to gather units rom around the Kiangsu province to attac Japan responds by moving the SNLF unit rom the West Pacic Holding Box to Shanghai as a de ensive reserve movement.

e KMT declares his air missions and sends the entire ROCAF into the combat, the Gamma 2E bomber air unit performing an o ensive gromission while the Hawk II and III ghter air units escort it. Japan decides to engage its air units in the West Pacic Holding Box, launching tmap edge and having them y 5 hexes to Shanghai. e A5M ghter air unit and the A2N ghter air unit from the Carrier Division will perfo-tion mission, while the D1A, B4Y, and G3M bomber air units are on a defensive ground support mission. Finally, the IJN 3rd Fleet deployed per orm a de ensive ground support mission.

In Fighters vs. Fighters combat, the A5M air unit res rst (due to its higher Speed of 8) and targets the Hawk III air unit. On the ‘+2’ (6 - 4

column of the Air and Sea Attack Table, a dice roll of ‘8’ (‘4’ and ‘4’) gives an ‘E’ result. e Hawk III air unit is eliminated and placed in th without a chance to re back. Next to re is the Hawk II air unit (Speed of 7); it can only target the slower A2N. e dice roll results in a ‘6’ -ed to ‘5’ for ring ROCAF units. e ‘0’ (3 - 3) column shows ‘–’, no e ect. e A2N air unit may now re at the Hawk II air unit (only pos

Hawk unit targeted it rst). e strength di erence is ‘0’, while the dice roll is a ‘7’ (‘5’ and ‘2’), giving an ‘I’ result: the Hawk II air unit becmust return to base.

e surviving ghter air units may now attack the bomber air unit. e A5M air unit res at the Gamma 2E air unit. is is a +3 strength di ere with a dice roll of ‘3’ (‘1’ and ‘2’), for no e ect. e lucky Gamma air unit gets through on its ground support mission, but as this is a Summe ects of Typhoon have to be checked: a roll of ‘2’ halves the Surface AS of the Gamma air unit, which can only provide 2 points of groundif the Gamma air unit had been on a sea interdiction mission instead of a ground support mission, it would have attacked the IJN 3rd Fleet in

Japan now computes its total Surface AS on defensive ground support. Japan rolls a ‘6’, ‘3’, and ‘2’ to determine the e ects of Typhoon on iG3M air units respectively. e B4Y air unit is una ected, but the D1A air unit has its Surface AS halved to 4 and the G3M air unit has its owrounded up to 1. e 3rd Fleet also has its Surface AS halved to 2 due to a ‘3’ Typhoon roll. Japan thus has a ground support strength of 15 (8Shanghai. e ground support di erence is 13 (15 - 2), or a +2 DRM for Japan in the upcoming ground combat.

e total AS of the KMT ground units is 12 (4 + 4 + 2 + 1 + 1; the 10 (Artillery) unit uses its Special Attack AS because it is attacking a citytank unit provides its antipersonnel strength of ‘1’ because the defenders include no tank or mechanized infantry units). Note that, had the Chbeen stacked with the Chiang K.S. GHQ, the Ho clique units would have had their AS halved due to the Chen-Ho rivalry [9.5.4]. e two IJNtotal DS of 3 (2 + 1). e initial combat ratio is 12:3, or 4–1. However, the Japanese units are defending in Major City terrain, and thus beneshi (see Terrain E ects Chart) on the Ground Combat Results Table: the nal ratio is 2–1.

e KMT rolls a ‘4’, modi ed to a ‘5’ because the German military advisor Falkenhausen is stacked with the Chen C. HQ in Nanking. Japan to a ‘7’ by ground support. e DR Di . is ‘-2’ (5 – 7), giving an “Inc” result on the 2–1 column. Japan must eliminate ground units whose cuat least half its total DS for the combat, or 2 (3 / 2, rounded up); it removes the ShSNLF unit from the map and places it in the Replacement also has to eliminate ground units whose cumulated AS equals at least 2. e 20i brigade unit must be eliminated rst, since it is in the same units; in addition, the KM decides to eliminate the AM tank regiment unit (artillery units can only take losses i all riendly/allied units stahave been eliminated).

e surviving bomber air units return to their respective airbases or cities, while the 3rd Fleet remains in its naval base in Shanghai. e factornow alone in a Japanese ZOC and is thus eliminated.

HISTORICAL NOTE: is example is a

reenactment o the KM attack on ShanghAugust 1937.

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River Naval Ground Support: e Japanese 3rd, 4th and 5th Fleets canalso per orm ground support against enemy units in a hex bordering ariver route, provided that there is an uninterrupted river route betweentheir deployment hex and the enemy unit, even an uncontrolled one, notbordered by any hex containing an enemy-controlled KM stronghold.I the Japanese ground units are attacking, the eets may come rom thesea zone the river route ows into or rom an adjacent sea zone; i they arede ending, the eets must be located in the sea zone the river route owsinto. When per orming ground support along a river route, these Japaneseeets use their Sur ace AS on river routes.17.5.7 – Interdiction (AIR):Interdiction missions are announced aferan opposing side has announced its missions. Tere are two kinds ointerdiction:

• Air Interdiction: Air interdiction missions may be carried outduring any phase by ready ghter air units whose ranges allowthem to reach the hex targeted by an enemy air mission. Air-transported ground units are eliminated i the air units transport-ing them are eliminated; they are returned to their airbases orcities o origin, with at least hal their total DS eliminated, i thetransporting air units suffer a “I” result; and they are returned totheir airbases or cities o origin i the transporting air units suffera “R” combat result. Redeploying air units cannot be the target oair interdiction missions.

• Sea Interdiction: Sea interdiction missions may be carried out dur-ing any phase by ready bomber air units whose ranges allow themto reach the hex targeted by an enemy naval mission (or the hexin which the eet is deployed, or sea blockade missions). Sea- orriver-transported ground units are eliminated i the eets escort-ing them are eliminated; they are returned to their naval bases or ports o origin, with at least hal their total DS eliminated, i theescorting eets suffer a “I” combat result; and they are returnedto their naval bases or ports o origin i the escorting eets suffer a“R” combat result. Redeploying eets cannot be the target o seainterdiction missions.

PLAY NOTE: Ground units on unescorted river transport cannot beinterdicted; it is assumed that without an escorting eet, the small civilian vessels doing most o the transport are less conspicuous.17.5.8 – Sea Blockade (NAVAL): During the Strategic War are Phase, each Japanese eet may blockade all portsin China within 6 hexes of the hex where it is deployed toreduce the RP and FEP contributed to the KM . Placea “sea blockade” marker on every affected port. See theReplacement Aids or details.

17.6 – AIR/NAVAL COMBAT SEQUENCE

A combat involving air units and/or eets is resolved by ollowing step-by-stepthe sequence below. Only perform the steps relevant to the mix of involvedunits.

Each air unit or eet can only re once in each step. When units are allowedto target enemy units during a step, all attacks must be declared be ore the rstis resolved. Several units can target the same enemy unit, but a unit targetingan enemy unit which is destroyed be ore it attacks cannot change its target.

Disengaging rom Air-to-Air Combat: An air unit may attempt to disengagerom air-to-air combat at any time i it has a higher speed than all the enemy

air units targeting it. Each unit may attempt this only once per air-to-aircombat.

e disengaging air unit rolls 1D6. On a result lower than or equal to thespeed difference between the disengaging air unit and the astest enemy airunit targeting it, disengagement is success ul. Enemy air units cannot reat the disengaged unit, which must return to base at once. A unit ailing todisengage remains in the air-to-air combat.

DESIGN NOTE: is rule allows faster aircra to use “hit and run” tactics,like the Flying igers which were initially outnumbered but still had greatsuccess against the Japanese.

17.6.1 – Fighters vs. Fighters: Fighter air units target and re at eachother. Tey re in order o decreasing speed; in case o ties, the unit with

the higher Air AS res rst (roll a die or ties). An air unit mayan enemy ghter air unit whose speed is not higher than its owthat red at it during this combat. Consult the Air and Sea Attacdetermine the results o each shot. Eliminated ghter air units immediately and cannot re back. Fighter air units suffering “Iand “Retreat” results cannot re back and return to their airbaseonce Fighters vs. Fighters combat is over.

Fighter air units on bombing missions are considered as bombenot participate in this step, unless they abort their bombing miscase, they engage in air-to-air combat with their normal Air AS

17.6.2 – Fighters vs. Non-Fighters: Surviving ghter air units rom previous step now target any enemy non-ghter air units whosenot higher than their own (ghters on bombing missions are connon-ghter units). Te ghter air units o one side are all lined unon-ghter air units o the other side. Conduct air combat as in step.

ransport air units have no combat strength and are automaticalnated i targeted.

All surviving ghter air units, except those on bombing missioreturned to their airbases or cities at the end o this step.17.6.3 – Bombers vs. Fleets: Surviving bomber air units on sea intmissions now target enemy eets. Bomber air units targeting a may also engage enemy eets in the base at this point. A eet ito have a Speed o zero and can only re at bomber air units taConsult the Air and Sea Attack able to determine the results.17.6.4 – Air Freight and Strategic Bombing Missions: Air transport, supply, and strategic bombing missions are now executed. Retuto their respective airbases or cities once they have completed t17.6.5 – Fleets vs. Fleets: All surviving eets can now target and each other. Sea-to-sea combat is resolved like air-to-air combatdisengagement is not allowed. Fleets re in order o decreasinCarrier-based air units are eliminated i their carrier group is elthe end o the combat sequence.17.6.6 – Bombardment Missions: All surviving eets on bombardmissions now execute them. Return the eets to their naval basonce they have completed their mission.

17.6.7 – Ground Support Missions: All surviving air units and eeground support missions remain in their hex until the resolutionground combat they are supporting. Each side will contribute thAS o all its surviving air units and eets on offensive or de esupport missions when ground combat is resolved. Artillery uncontribute to ground support [24.3].

18.0 – POLITICAL NEGOTIATIONS

Tree kinds o political negotiation are possible during the Negotia peace talks, handling relations with major powers, and inuencingaffiliation o KM cliques and minor countries. Political negotiatthe various sides to pursue their objectives via political means in amilitary operations. Te Negotiation Matrix (see Political Display) the negotiation options available to the various sides.

Tere is no Negotiation Phase during Mini Scenarios.DESIGN NOTE: Any Command Points (CP) used or lost during tNegotiation Phase represent the repercussions o political dealingaffairs.18.1 – PEACE TALKS

Peace talks can occur between Japan and the KM , or Japan and th

A side may initiate peace talks with an enemy side during the Nego any turn. I the enemy side re uses to negotiate, the game procthe enemy side agrees to negotiate, the side initiating the peace talApply a +1 DRM if peace talks were in progress between the twothe previous turn, and a -1 DRM for every peace talk attempt betwsides that previously ailed (either on the die roll or because the ere used to negotiate) in the game. Tese modiers are cumulative.

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Use the “KM -Japan ailed peace talks” or “CCP-Japan ailed peace talks” markers on the Record rack to record the numbero previously ailed peace talk attempts.

• On a result of 6 or more, peace talks are in progressbetween the two sides. For the current turn, they cannotattack each other or per orm any sabotage action against each other. Japan does not lose any VPs for capturing no Objective and losing nonei peace talks are in progress with the KM and it is not at war withthe WA [2.1.1].

• On a result of 4 or 5, the enemy side has used the peace talks as a decep-tion. Te side initiating the peace talks loses hal its CP remaining atthe end o the Negotiation Phase.

• On a result of 3 or less, the secret dealings with the enemy are leaked tothe public, demoralizing the country. Besides losing CP or the turn asfor a result of 4 or 5 (above), the side initiating the peace talks su ersa -1 DRM on all its attack and defense rolls on the Ground CombatResults able or the turn.

18.2 – RELATIONS WITH MAJOR POWERS

Te attitudes o three major powers — Germany, the Soviet Union, and the Western Allies — toward the KM and Japan are recorded on the ForeignRelations Status rack, using their respective control markers (Neutral at-titude is shown by the absence o any marker). At any given time, each major power has one o the ollowing attitudes:

• Supporting KMT• Sympathetic to KMT

• Neutral

• Appeasing Japan

• Supporting Japan

PLAY NOTE: If the Stalin’s Choice alternate history [25.2] is in e ect, theSoviet Union might be Supporting or Sympathetic to the CCP instead o theKM .

During the Negotiation Phase, both the KMT and Japan may give up 3 CPor each attempt to inuence their relations with a specic major power. First,

each side must secretly select how many attempts it will make on each power(either by writing on a piece o paper or through a third player). Each sidethen rolls 1D6 for each attempt; on a ‘5’ or ‘6’ result, the major power’s atti-tude is shifed one step in avor o that side. In a given Phase, a side can benet

rom only one shif per specic major power; i a side success ully inuences a particular major power on its rst attempt, any CP spent on extra attempts toinuence that power are wasted.

At the end o the Negotiation Phase, the KM receives loans, represented asa number o RP, rom each major power that supports it. Te amount o eachsupporting power’s loan is determined by rolling 2D6.

18.2.1 – Germany : Germany starts Turn 0 as Neutral. Remove any markerrom the German section o the Foreign Relations Status rack at the

start of Turn 9, as war breaks out in Europe; German loans are no longeravailable rom then on.18.2.2 – Soviet Union: e Soviet Union starts Turn 0 as Sympathetic

to KM . Remove any marker rom the Soviet section o the ForeignRelations Status Track at the start of Turn 16, as Germany invades theUSSR; Soviet loans are no longer available rom then on. I the SovietUnion is Appeasing or Supporting Japan:

• e CCP and Japan cannot attack each other during the turn.

• e Border Closure random event may cause Japan to force theSoviet Union to close its FEP source to China.

18.2.3 – Western Allies: e Western Allies start Turn 0 as Neutral. eycan no longer be Appeasing Japan or Supporting Japan from Turn 18 on,as Japan attacks Pearl Harbor (Exception: I the Japan’s China First Policyalternate history [25.6] is in e ect) — if they were, they immediatelybecome Neutral. From Turn 12 on, on each turn that the Western Alliesare Appeasing or Supporting Japan:

• Japan receives 1 extra RP and 1 extra CP if it has not invaIndochina.

• e Border Closure random event may cause Japan to forceBritain to close its FEP source to China.

18.3 – KMT CLIQUE AND MINOR COUNTRYPOLITICAL AFFILIATION

18.3.1 – Home erritories: Te territories over which a KM clique oa minor country has inuence are called its home territories. Te PoInclination able details such territories. An unassimilated clique whome territory is called an independent clique. Only independent and minor countries may see their political affiliation change.18.3.2 – Factions and Cliques: War o the Suns uses actions and clito depict the political divisions plaguing the KM . Factions affect[4.2.2] and are subdivided into cliques. e game includes 10 indepKMT cliques (and two more, when some optional rules are used).the KM , the CCP, and Japan are allowed to negotiate with a KMclique, and such negotiations are only allowed when a clique is thr[19.0].

HISTORICAL NOTE: Divisions between factions and cliques wenever clear-cut in reality. Te loyalties o many commanders ollotheir personal interests. Re er to the KM Faction and Clique Carbrie history o all the actions and cliques.18.3.3 – Minor Countries: Te game includes two minor countries: S

and French Indochina. No side may negotiate with (or invade) FrenIndochina before Turn 12, or Siam before Turn 18. Only the WA an Japan are allowed to negotiate with minor countries.18.3.4 – Political Inclination: Each independent clique / minor counthas a leader and a political inclination value (see Political Inclinatable). Political inclination reects the belie s and leanings o th

towards the KM , CCP, and Japan; the higher the value, the closerleader shares the values o the side. Political inclination never chaand is unaffected by the current political affiliation o the clique ocountry.18.3.5 – Political Affiliation Effects: A KM clique may be unaffiliat

avoring a side (e.g., “pro-Japan”), or assimilated by a side. A minmay only be unaffiliated or avoring a side — never assimilated. affiliation changes may occur as ollows (note the directions):

Unaffiliated↔ Pro-side A→ Assimilated by side APolitical affiliation affects KM cliques as described below:

• Pro-KM : Te clique’s units and units activated by its HQ canot attack CCP units.

• Assimilated by KM : See Note 2., below.

• Pro-Japan: Te clique’s units may only attack CCP units. Iduring a Japanese activation, a Japanese unit spends an extall the units of the clique currently in its ZOC must performcombat retreat until they are no longer in an enemy ZOC (combat occurs) (Exception: I there is no eligible retreat hretreat happens). Japan may still attack the clique’s units.

• Assimilated by Japan: Te clique is dissolved. Permanently remits HQ and replace all its regular units within its home terrand not stacked with units o other KM cliques by CnC uthe same total SP value (any combination o the player’s cTe replaced units are removed rom the map as i they haeliminated.

• Pro-CCP : Te clique’s units may only attack Japanese units atheir ZOC have no e ect on movement or supply of CCP uCCP HQ have partial command over the clique’s units. Te may still attack the clique’s units.

• Assimilated by CCP : Te clique is dissolved. Permanently remits HQ and replace all its regular units within its home terrand not stacked with units o other KM cliques by CCP units o the same total SP value (any combination o the p

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choice). Te replaced units are removed rom the map as i theyhad been eliminated.

• Unaffiliated : e clique’s units can be activated ONLY if theterritory in which they are located becomes threatened.

Political affiliation affects minor countries as described below:

• Pro-WA : Te WA control all the country’s HQ and units.

• Pro-Japan : Japan controls all the country’s HQ and units. TeHanoi FEP source is closed or as long as French Indochina is pro-Japan.

• Unaffiliated : Units available to an unaffiliated country aredeployed according to its OB, but are controlled by no side andcannot be activated.

Notes:

1. Even if a unit belongs to a KMT clique that is una liated, oravoring a side other than the KM , it is still under KM control

and thus controls hexes or the KM .

2. e various a liations a ect which HQ may command whichunits, and whether it has full or partial control over them [9.5.3].

3. When the leader of a clique is permanently removed (for whatever reason), the clique is immediately assimilated by the sideit was currently avoring, or it is assimilated by the KM i it was

unaffiliated.4. Una liated independent cliques may undergo a liation change

under certain circumstances (see Conditional Events Chart).

Record the political affiliation o each clique and minor country withthe appropriate control markers on the Political Affiliation rack o thePolitical Display. Leave a box empty to show unaffiliated status.18.3.6 – Negotiation Process: During a Negotiation Phase, each eligibleside may give up a number o CP to attempt to inuence its relations with a selected minor country or threatened KM clique. Te number oCP required or each attempt depends on the Political Inclination o theclique or country toward the side:

• 1 CP for a Political Inclination of 2;

• 2 CP for a Political Inclination of 1;• 3 CP for a Political Inclination of 0.

e process is identical to attempts on major powers [18.2]. e sides rstsecretly select how many attempts they will make on each clique or coun-try, then they each roll 1D6 per attempt. On a ‘5’ or ‘6’ result, the clique’sor country’s relations are shifed one step in avor o that side.

Apply the ollowing DRMs to negotiation attempts on minor countriesonly:

• On Turns 18 and 19, +1 for Japanese attempts

• From Turn 30 on, +1 for WA attempts

A side may benet rom only one shif per clique or country in a givenNegotiation Phase; i it success ully inuences a particular clique or minorcountry on an attempt, any CP spent on extra attempts to inuence that power are wasted.

Relation shifs with KM cliques take place in the ollowing order: Japanese, KM , CCP.

Example: e Yen clique is pro-CCP on Turn 0. During the NegotiationPhase, both the KM and Japan success ully attempt to inuence thisclique. Te Japanese success rst causes the Yen clique to become unaffili-ated, then the KM success causes it to become pro-KM .

19.0 – THREATENED CLIQUES

An independent clique not pro-Japan may nd itsel under one o two differ-ent threat levels:

• Potential Treat : A clique is under potential threat i any Japahas invaded a neighboring territory o its home territory. A with multiple territories is threatened as soon as one o its tthreatened. Example: Te Yan, Fu, and Han cliques are underthreat at the start of Turn 0.

• Imminent Treat : A clique is under imminent threat i any Japunit has invaded any o its home territories. Example: Te Suis under imminent threat at the start of Turn 0.

o quickly assess whether and how much a clique is threatened, clmay be placed in the corresponding boxes o the mini-map on theterritories o independent cliques, and Japanese control markers oneighboring territories containing Japanese units.

A threatened clique is affected as ollows:

• If its HQ is not in its home territory, it must be redeployed tthe Redeployment Phase of the next friendly activation [9.2redeployment is in addition to the redeployment o the activHQ. I it is impossible or the HQ to redeploy to its home tit is temporarily removed rom the map until the soonest suRedeployment Phase where it can be deployed there. I its hterritory ceases to be threatened while it is off map, the HQ redeployed anywhere during the next Redeployment Phase.

• Units of other cliques controlled by the KMT or CCP may eindependent clique’s home territory only while it is threaten

• A supply center controlled by a threatened pro-KMT clique-utes 1 more RP than if it is not threatened (see Replacement

• A factory counter inside a clique’s home territory may only this clique is under imminent threat and Pro-KM .

As soon as no Japanese units are in its home territory or any neighritory, a clique is no longer threatened. Units o other cliques insidterritory do not have to leave, but i they do, they can only return is threatened again.

Example: Japan has invaded Burma, a neighboring territory o the province. Te HQ o the Yunnan clique must return to Yunnan duriRedeployment Phase o the next KM activation. All KM and Cmay now enter the province until there are no Japanese units in anying territories o Yunnan.

20.0 – INFLATION

China’s connection status affects ination, and thus the numbero CP and RP available to the KM on a given turn.

HISTORICAL NOTE: e economy of the KMT governmentdepended very much on foreign trade. By 1944, even paper hadto be imported through the Hump, and this cost more than the value o money subsequently printed on it. Te oreign trade cut-oination in the KM -controlled areas. Commanders were soon unto eed their men; many o them resorted to illegal dealings (opiuing, arms smuggling, extortion, etc.). Desertion became very com20.1 – ISOLATING CHINA

China is isolated when the KM controls no transport route

rom a riendly/allied, unblockaded supply center to an openFEP source during the China Isolation Phase. Conversely, Chinais connected when the KM controls at least one such transportroute.

China’s connection is checked during the China Isolation Phase oturn, and remains set or the whole turn duration (even i on-mapchange). Move the “China isolated” marker along the Record racrecord the number o consecutive turns that China has been isolatHyperination, or the proper “Ination” marker to record the numbconsecutive turns that China has been connected under a given incondition.20.2 – INFLATION EFFECTS

Tere are three levels o ination: mild, rampant, and hyperinatio

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If due to in ation, the KMT ends up with a negative number of CP, it loses 3RP per negative CP, then sets its CP marker to zero.

20.2.1 – Mild Ination: Mild ination starts on the second consecutiveChina Isolation Phase that China is isolated. Ination is over on thesecond consecutive China Isolation Phase that China is connected undermild ination. When mild ination is in effect:

• e KMT loses 3 CP during the China Isolation Phase.20.2.2 – Rampant Ination: Rampant ination starts on the fhconsecutive China Isolation Phase that China is isolated. Ination alls

back to mild on the third consecutive China Isolation Phase that China isconnected under rampant ination. When rampant ination is in effect:

• e KMT loses 6 CP during the China Isolation Phase.

• e KMT loses 30% of its total RP during the China IsolationPhase, due to desertions and corruption.

20.2.3 – Hyperination: Hyperination starts on the eighth consecutiveChina Isolation Phase that China is isolated. Once it has reached hyperin-ation, ination never alls back. When hyperination is in effect:

• e KMT loses 9 CP during the China Isolation Phase.

• e KMT loses 60% of its total RP during the China IsolationPhase, due to desertions and corruption.

• KMT units pay 1 MP instead of 1/2 MP when using road or

railroad movement due to gasoline shortages.• Roll 1D6 for each non-US trained KMT unit attacked by a

Japanese unit. On a ‘1’ result, the unit deserts and is eliminated.On a ‘2-3’ result, the unit retreats before combat is resolved. A‘4-6’ result has no e ect.

Hyperination never happens (ination remains rampant even i Chinais isolated or eight or more consecutive China Isolation Phases) i theStilwell’s Dream alternate history is in e ect [25.8].

20.3 – CONTROLLING INFLATION

Te KM has two ways o preventing ination rom deteriorating duringthe China Isolation Phase (i.e., preventing the “China isolated” marker romadvancing on the track):

• Monetary Policy

: e KMT may spend 5 RP to prevent in ation fromdeteriorating on this turn.

• Peace alks: I peace talks are in progress between the KM and Japan,ination does not deteriorate due to trade with Japanese-occupiedareas.

Example: Historically, China was isolated from Turns 19 to 30 and was con-nected from Turn 31 on. us, China entered mild in ation at the beginningof Turn 20 (Summer 1942), rampant in ation on Turn 23 (Spring 1943), andhyperin ation on Turn 26 (Winter 1943-44).

If the KMT had spent 5 RP to control the economy on Turn 20, or if peacetalks had been in progress with Japan on that turn, mild ination would havebeen postponed to Turn 21.

21.0 – GROUND UNIT IMPROVEMENT

During the raining Phase, the KM and CCP may have their ground unitsin eligible hexes enter the training process to improve their AS and DS.21.1 – SOURCES OF IMPROVEMENT

KM and CCP ground units may be improved in three ways:21.1.1 – Factories: Unused DEP may be used to have eligible units starttraining during the raining Phase, at the rate o one DEP per StackingPoint o unit.

• Eligible Units: All unimproved units o Local Replacement ype[13.3.1].

• Eligible raining Hexes: Any riendly/allied supply center noin enemy ZOC that can be linked via a friendly/allied transroute to a riendly/allied operative actory.

• Impro ement Limits: Te maximum number o SP o unitsthat can start training in a given supply center on a given tuis limited to the combined DEP values o all the riendlyoperative actories that are linked to the center via riendltransport routes.

21.1.2 – Open FEP Sources: Unused FEP may be used to have eligibunits start training during the raining Phase, at the rate o one FEStacking Point.

• Eligible Units: All unimproved units o Local or StandardReplacement Types [13.3.1].

• Eligible raining Hexes: Any riendly/allied supply center noin enemy ZOC that can be linked via a friendly/allied transroute to an open FEP source or an unblockaded riendly/a port.

21.1.3 – US raining : Unless otherwise specied, eligible units maybe improved with US equipment and instructors own in above thHimalayas (the “Hump”) from Turn 22 to Turn 30. e WA must keeone US ghter air unit in Ledo (6041) during the whole turn (to prthe air bridge) to be able to use this improvement source. Tis air uonly per orm interdiction missions, and only in Ledo.

• Eligible Units: All unimproved units which do not have ‘UStheir counter.

• Eligible raining Hexes: raining must take place in the supplycenter of Kunming (5627). CCP units may similarly be train Yenan (2230) if the CCP controls the city and the CCP, Kand WA all agree.

• Impro ement Limits:

1. Deployment : Te KM must maintain a portion o itsUS-trained improved units in Yunnan (see GarrisonRequirements able or details).

HISTORICAL NOTE: ese units helped defend Yunnaagainst the Japanese and cooperated with Stilwell’s coutacks in northern Burma.

2. Factions: Of every four US-trained improved units, at leaone must belong to a non-CA clique (including CCP un

3. Combat : US-trained units and air units equipped with U planes can only be used against Japanese units. Tey canbe involved in any hostile action against another side.

4. Stacking Points: A maximum of 30 SP of ground units canreceive US improvement markers over the course o tgame. Record the SP trained with the “Alpha

orce” marker on the Record rack.

5. KM -CCP Conict : I any unit is eliminatedas a result o KM -CCP combat on a giventurn, the Hump improvement source cannotbe used during the raining Phase o this turn.Moreover, any unit with ongoing US training that shoulhave been completed on this phase instead suffers mantraining interruption [21.3].

HISTORICAL NOTE: ese units, part of a planned36-division Chinese Army, were known as the Alpha FVictories in the Pacic and the Soviet guarantee to inva Japan afer de eating Germany made it no longer necesequip and train KM units to de eat Japan on the maina er Winter 1944-45.

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21.2 – IMPROVEMENT PROCEDURE

Mark units entering the training process with an improved “AS,DS +1” (for units with a printed AS of 4 or less) or “+2” (forunits with a printed AS of 5 or more) marker, with a trainingmarker on top o it. Use US (“US-trained”) improvementmarkers or units improving with US training. Note that:

• An improved unit cannot be further improved.

• An improved unit loses its improved marker if it is subsequentlyeliminated or expanded ( it may later go through the improvement

procedure again). Example: A unit with 3-4-4 original ratings is improved to 4-5-4 rat-

ings. If eliminated, its “improved AS, DS +1” marker is removed beforethe unit is placed in the Replacement Pool.

• A reduced-strength unit that undergoes improvement does notimprove; instead, it loses its reduced marker once training is complete.It may then undergo another improvement process to gain improvedstatus.

• An improved marker cannot be removed by itself to satisfy combatlosses (i.e., a defending unit with 3-4-4 original ratings and an “im- proved AS, DS +1” marker could be eliminated to satisfy a combat lossof up to 5 combat strength points, but could not choose to only lose itsmarker to satisfy a 1-combat strength point loss).

• When an improved unit is broken down, its improved strength shouldbe shared as much as possible among the component units, odd pointsgoing to the ones with the highest AS+DS totals.

Example: A unit with an “improved AS, DS +1” marker is brokendown into its cadre unit and component unit; the cadre unit gets themarker. If this unit was marked with an “improved AS, DS +2” marker,the cadre unit and component unit would both receive an “improvedAS, DS +1” marker. A unit with an “improved AS, DS +2” marker isbroken down into three component units; the two o them with thehighest AS+DS totals each receive an “improved AS, DS +1” marker.

21.3 – TRAINING

During the Replacement and Construction Phase, trainingmarkers must be placed on newly-replaced Chinese elite units[13.3.1]. During the Training Phase, remove training markers

rom all ground units (except Chinese elite units replaced in theimmediately preceding Replacement and Construction Phase), which then change to their improved statuses. Ten place train-ing markers on ground units entering the improvement process [21.0] and BCunits receiving Chindit training [24.1].

A unit with a training marker cannot move or attack. Other than during theraining Phase, training markers can be removed (thus interrupting training)

under two circumstances:

• At any time, to allow a training unit to move or attack; this is voluntaryinterruption.

• When a training unit is attacked (it may then defend and retreatnormally); this is mandatory interruption.

When training is interrupted:

• An elite unit with only a training marker has it replaced with a reducedmarker of the correct value [13.3.1].

• Any unit with a training marker on top of an improved marker hasboth markers removed.

• Any unit with a training marker on top of a reduced marker has itstraining marker removed.

• A Chindit unit has its training marker removed and is ipped back toits non-Chindit side.

On a voluntary interruption, any DEP and/or FEP spent to replace/improvethese units are credited back to their side, and the SP value o units improvedthrough US training [21.1.3] does not count toward the total allowed over thecourse o the game (adjust the “Alpha orce” marker accordingly); on a manda-

tory interruption, DEP/FEP are NOT credited back, and the SP vaunits DOES count (do NOT adjust the “Alpha force” marker).

22.0 – FACTORIES

China had a limited military industry, with actories locatedmostly along the coast; their subsequent relocation to westernChina was vital to sustaining the Chinese war effort. Factorylocations on Turn 0 are shown in the KMT OB. During thegame, actories generate DEP or the side controlling them. A

actory is always controlled by the KM , unless it is in a hex

controlled by the CCP.Each actory counter has two ratings: DEP value (lef) and MA(right).22.1 – MOVEMENT

Except on Turn 0 when they cannot move, factories may move durFactory Phase only; to do so, they can use either regular movemenor river transport (each DEP of a transported factory spends 2 TranPoints). Factories cannot use movement mode and do not require cor supply.

Factory movement within a clique’s home territory is limited [19.0

As soon as a factory counter nds itself in the ZOC of an enemy udestroyed, unless a riendly/allied unit is stacked with it. Destroycannot be replaced.22.2 – PRODUCTIVITY

Factory counters moving during the Factory Phase are placed inopup on the map. Inoperative actory counters are ipped back to thside during the Factory Phase when they are in a transport route henot move. Only operative factories generate DEP.22.3 – STACKING LIMIT

Each hex may hold up to 5 DEP of operating factories, regardless units. Inoperative actories do not count towards stacking.

Te controlling side may break a actory counter down into severalcounters whose total DEP value is equal to the DEP value o the iter; conversely, it can combine several actory counters into a sing whose DEP value is equal to the total DEP value o the initial co

23.0 – KMT ADVISORS AND JAPANESECOLLABORATORS

KM military advisors must always stack and move with a CA HQcollaborators must always stack and move with an IJA HQ. Militaand collaborators are removed rom the map when the HQ they ar with is removed, and they share the permanent or temporary naturHQ’s removal [9.3]. ey may be reassigned to another HQ if they play.

Each military advisor and collaborator contributes his unique abiliside.23.1 – KMT MILITARY ADVISORS

A military advisor increases the Command uality o the HQ witis stacked by one: when placing the HQ chit on the Activation rait one row higher than normal (e.g., a 1-Command uality HQ has placed in the ‘2 Activations Le ’ row). 3-Command uality HQs benet rom this increase.

HISTORICAL NOTE: Foreign military advisors played a signi calmost every war o the KM . Soviet advisors were active since tExpedition in the 20s. ey were later replaced by German advisorinitial cooperation between the KM and CCP broke up. Late in thAmerican advisors stepped in. Ironically, ex-IJA officers were alsoKM advisors during the Chinese Civil War and aferward.

23.1.1 – Alexander von Falkenhausen: Nazi military advi-sor von Falkenhausen is in China from Turn 0 to the end ofTurn 4.

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KMT units bene t from a +1 DRM when attacking in ground combat ifthey have been activated by the HQ Falkenhausen is stacked with.

DESIGN NOTE: is simulates Falkenhausen’s expertise in blitzkriegattack and modern war are.23.1.2 – Vasily Chuikov : Soviet military advisor Chuikov isin China from Turn 14 to the end of Turn 18.

e KMT bene ts from a +1 DRM against any Japaneseattack in ground combat i the de ender’s hex is a city withinthe Command Radius [9.5.1] of the HQ Chuikov is stacked

with. Also, no hostile action between the KM and CCP is allowed whilethe HQ Chuikov is stacked with is activated.

DESIGN NOTE: is simulates Chuikov’s expertise in urban defense, asshown later in Stalingrad where he led the legendary 62nd Army, as well asthe act that he oversaw cooperation between the KM and CCP.23.1.3 – Albert Wedemeyer: American military advisor Wedemeyer is in China from Turn 29 on.

Te supply radius o all KM units within the CommandRadius [9.5.1] of the HQ Wedemeyer is stacked with isincreased to 6 hexes.

DESIGN NOTE: is simulates the revolution Wedemeyer brought tothe KM supply system, whose effects can still be seen in aiwan today.

HISTORICAL NOTE: Albert Wedemeyer was appointed as Chief ofStaff to Chiang afer Stilwell was recalled. He also served as commander oUS orces in China. For game purpose, Wedemeyer is considered a KMmilitary advisor.

23.2 – JAPANESE COLLABORATORS

HISTORICAL NOTE: To promote the “Greater East Asia Co-ProsperitySphere,” Japan established and supported various puppet regimes ruled bycollaborators. Tese would help maintain order in China, and assist Japan’sswif advance in Burma.

23.2.1 – Wang Ching-Wei: All Chinese collaborationist(CnC) units within the Command Radius o the HQ Wang is stacked with do not surrender on contact or duringretreat [12.5]; instead, they apply the results called for by theGround Combat Results able.

DESIGN NOTE: is simulates the charismatic nature of Wang, even inthe eyes o his opponents, which allowed him to boost the morale o the

orces in his presence.

HISTORICAL NOTE: Wang Ching-Wei changed from revolutionaryto opportunist afer losing the power struggle with Chiang. Ten, seeingthe carnage of war turned him into a defeatist. In late 1938, Wang edChungking to collaborate with Japan, becoming the head o the Re ormedGovernment in Japan-controlled Nanking.23.2.2 – Aung San: All Japanese ground units activated bythe HQ Aung San is stacked with are always considered insupply and may ignore the movement effects o orest terrain when operating in Burma outside the Kachin state.

DESIGN NOTE: is simulates the valuable guidance that

the BIA provided to Japanese units through the difficult Burmese terrain.Aung San is removed rom play in the Events Phase when Japan controls allthe cities in Burma, or in the Events Phase of Turn 20, whichever is earlier.

HISTORICAL NOTE: Aung San (father of human rights activist andNobel Peace Prize laureate Aung San Suu Kyi) organized the small BurmaIndependence Army (BIA) be ore Japan invaded Burma. Te BIA grewquickly as Burma was overrun, and was later reorganized as the BurmaDe ense Army (BDA) or garrison duties in the country. Later in the warand still under Aung San, it turned against Japan as the Burma NationalArmy.

24.0 – SPECIAL UNITS24.1 – CHINDIT UNITS

e In 77B unit directly enters play as a Chindit glider unit. eBr 14B, Br 16B, Br 23B, In 111B, and WAf 3B units enter playas normal in antry units (most o them become available onlythrough the breakdown o their parent division, see BreakdownChart). Tey may be converted to Chindit glider units byundergoing training in any WA supply center or in the Indian Ocean HBox; ip the units over to their glider side and mark them with a trainmarker [21.3].

Chindit units:

• may perform glider landings [11.3.5].

• may be activated during the Guerrilla Phase (whether they are icommand or not), in addition to operating as regular units durinOperation Segment.

• do not su er the column shi for attacking enemy units in fore-rain.

Afer any o its component units has become a Chindit unit, a parent can never be reassembled.24.2 – BRITISH 3RD COMMANDO BRIGADE

e 3CdoB unit may move into an enemy-occupied hex duringthe Movement Phase. I it enters a hex containing enemy unitsand attacks these units during the same Operation Segment, useits red-boxed AS.24.3 – ARTILLERY UNITS

Artillery units can only attack in conjunction with at least onenon-artillery riendly unit (which may or may not be in the samehex). Artillery units use their special AS when attacking a cityhex, or a hex across a river, lake, or strait hexside i the de endingunits receive a de ense bonus.

Artillery units may also be used in ground support. In this case, they ute their special AS to their side’s total ground support value, but theinot added to their side’s total AS during the subsequent combat.

Artillery units can take combat losses only i all riendly/allied units with them have been eliminated.24.4 – ARMOR AND MECHANIZED INFANTRY UNITS

Tese units do not have AS and DS like other ground units:instead, the lefmost rating on their counter is the antipersonnelstrength, while the middle rating is the antitank strength. Incombat, use the antitank strength in attack and de ense i theenemy units include armor or mechanized in antry units; usethe antipersonnel strength otherwise.

PLAY NOTE: e game includes alternate counters for theseunits, showing the silhouette o their main ghting vehicle type.

Armor and mechanized in antry units may per orm overruns[11.2.3].

24.5 – JAPANESE NAVY GROUND FORCESTe IJN ShSNLF (Shanghai Special Navy Landing Force) has alimited operation area: the Shanghai hex.

Te generic IJN SNLF counter represents the many SNLF units(each one a ew hundred men strong) ormed at different timeso the war.

Te IJN BF (Naval Base Force) units represent various units(each comprising a ew hundred men) garrisoning the occupiednaval bases. Tey have a limited operation area: all the Japanesenaval bases.

Sea-transported IJN ground units do not use up Japanese sea ranspoPoints.

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24.6 – JAPANESE PUPPET FORCES

To prevent them from defecting to the Allies [12.5], Japan may disband anyMck, Mk, CnC, BDA, INA, pro-Japan Siamese, or pro-Japan French unitsby having an IJA or IJN ground unit spend one extra MP while in their hex atany point o the Movement Phase.

24.6.1 – Chinese Collaborationist Units: In addition to theCnC units listed in the Japanese OB, the following sourcescan provide generic Chinese Collaborationist (CnC) unitsas conditional rein orcements:

• Bandit Units: Successfully recruited bandit units[24.9] are converted to 0-1-0-1 or 1-0-4-1 CnC units.

• Surrendering KMT and CCP Units: Each KMT and CCPground unit (including guerrillas) that surrenders causes a CnCunit o equivalent SP value to be placed in the Rein orcementPool [12.5].

0-1-0-1 CnC units can be freely converted to 1-0-4-1 CnC units, or vice versa, during the Rein orcement Phase. A stack o generic CnC unitscan combine into a generic CnC unit with an SP value equal to theircombined SP values, as per [15.2]. A CnC unit cannot be broken downinto smaller SP-value units.24.6.2 – Indian National Army : Te Indian National Army(INA) was organized rom Indian prisoners taken during theMalaya campaign. Japanese HQs only have partial commandover INA units. INA units use their red-boxed AS whenattacking enemy units located in a hex within India.

Te Subhas Chandra Bose HQ becomes available only i the IndianUprising alternate history is in e ect [25.7)

24.7 – CHINESE ARMY IN INDIA

e Chinese Army in India (CAI) units appear in the WA OB.Initially, they are controlled by the WA and can be activatedonly by US HQs.

CAI units (and all US ground units) cannot leave the IBStheater, except when mandated by the Conditional Events Chart. When aCAI unit orced to leave the IBS theater rst enters a hex, or lands in a hex,in China, it immediately ends its Movement Phase there. From then on, it iscontrolled by the KM or all purposes, including replacements.

Once they have entered China, CAI units can no longer enter the IBS theater.24.8 – 20TH AIR FORCE B-29S

e B-29 heavy bomber air unit arriving as KMT reinforce-ments in Chengtu on Turn 28 was used for OperationMatterhorn (the strategic bombing o targets outside China)and was not part of Chennault’s 14th Air Force. Its name is printed in red to distinguish it rom other air units.

Tis unit places two obligations on the KM :

• e KMT is required to expand the existing airbase at Chengtu onTurn 27 or before, to accommodate the B-29s, at a cost of 4 RP.

• At least one US-equipped ghter air unit must remain at Chengtu

airbase on every turn that the B-29 air unit is in China. is ghterunit can only per orm interdiction missions in Chengtu. Should theghter not be present, the B-29 is instantly removed from play and may

reenter when a ghter returns to Chengtu as a rein orcement.

Te KM might choose to not expand the airbase, re using the deployment othe B-29s; or Japan might control Chengtu on Turn 28. In these cases:

• From Turn 28 on, the KMT can no longer improve KMT units withUS equipment;

• On Turn 28, the KMT cannot receive a loan from a US source;

• On Turns 28 and 29, Japan receives +1 RP and +1 CP.

Normally, no side controls this unit. But i a Japanese unit is in SzKweichow province during the Admin Phase while the B-29 unit ithe B-29 unit becomes controlled by the KMT.

DESIGN NOTE: From Turn 30, the B-29s were based on Paci c ithus making the base in China unnecessary 24.9 – BANDIT UNITS

Bandit units appear on the map due to the Peasant uprisingrandom event.

Supply cannot be traced through any hex adjacent to a banditunit.During the Operation Segment, the Phasing Side may attack or atterecruit each bandit unit (but not both against a given unit):

• Regular units may attack bandit units only by using the antisweep rules [16.6.2].

• If a bandit unit is within the Command Radius of the activatthe Phasing Side (not the WA) may roll 1D6 to attempt to recat the start of the Movement Phase. On a ‘1-3’ result, the recfails and the bandit unit remains in the hex. On a ‘4-6’ resulthe bandit unit with a 1-0-4 or 0-1-0 CnC unit ( Japan); eithethe bandit unit with a generic guerrilla unit, or remove the band add an extra RP to the side (KM or CCP).

24.10 – ENGINEER UNITS

Instead o spending RP, a side may use a riendly engineer unit totransport routes, airbases, and naval bases. During a Movement Phis activated, an engineer unit may spend extra MPs in a hex to:

• Construct a road in a trail hex; or

• Construct a railroad in a road hex; or

• Construct a bridge across a regular river hexside of a hex; o

• Repair a bridge across a river hexside of a hex; or

• Construct an airbase in a city, road, or railroad hex; or

• Construct a naval base in a port hex.

Te number o extra MPs needed is equal to the number o RP no

required or the construction. Te number o MP o an engineer uonly limit to the number o constructions it can per orm on a giv

25.0 – ALTERNATE HISTORIES (OPTIONAL)

Te alternate histories attempt to provide answers to “what i ?” quethe campaign game. Note that some o them may greatly affect ga

During the Events Phase o a turn with an alternate history listed oGeneral Events Chart, the players decide whether this event occurthey cannot all agree, each side rolls 1D6 and applies any speci eside with the highest result determines whether the alternate historor not. Alternate history units are listed at the end of the OBs and hentry turn preceded by an ‘A’ on their counters.25.1 – FURTHER CONCESSIONS (TURN 0, KMT DRM

+1)

Chiang’s response to the Japanese aggression greatly affected the the war. He could have made urther concessions to Japan afer thePolo Bridge Incident to strengthen his army be ore the nal con rUnder this alternate history, Chiang concludes that delaying the wabest interests.

• e game starts on Turn 4.

• Perform all OB instructions for Turns 1-3.

• e Stalin’s Choice [25.2], Sian Forgiven [25.3], and Wang MOusts Mao [25.4] alternate histories may happen.

• e CCP deploys four additional 1-1-5 generic regiments wiSKN Border Area.

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• e KMT may improve seven standard units [13.3.1] with Germantraining and equipment. Mark them with the appropriate “improved”marker [21.2].

• Change the political a liation of the Sung, Han, Yen, and Fu cliquesto pro-Japan.

• KMT CA units defending in the Kiangyin stronghold (1808) bene tfrom a 2-column shi on the Ground Combat Results Table until the Japanese capture the stronghold.

• e players perform the following redeployments in the listed se-

quence. Tese must not violate any operational or action limits (e.g., aunit cannot be repositioned to the home territory o a non-threatenedclique) or pass through non- riendly hexes.

(1) All Chinese units in Hopeh, Chahar, Shantung, Suiyuan, andShansi (except units in the home territory o their clique) must beremoved and redeployed to other riendly hexes.

(2) Two new demilitarized zones are established: (1) All hexes northof the Yungting River (running along the Peiping (0724) andTientsin (0722) hexes) in Hopeh; (2) All hexes within 2 hexesof Shanghai (1806). Chinese units originally deployed in thesezones must be relocated elsewhere within the same province, and

urther units cannot be deployed within these areas.

(3) e KMT and CCP may redeploy all their on-map units andactories originally deployed in non-home territories o Pro-Japan

or unaffiliated cliques to other riendly hexes.(4) Japan may redeploy one of its on-map 0- or 1-SP units to each

of the cities of Nanking (1910), Hankow (2816), and Canton(4507) for the protection of Japanese civilians.

25.2 – STALIN’S CHOICE (TURN 0, CCP DRM +1)

During the War o Resistance, Stalin chose to support the KM instead ohis comrades o the CCP. For some, this decision was one o the reasons orthe feud between the two communist nations in the 50s. Under this alternatehistory, Stalin places his bet on Mao.

• e Soviet Union starts Turn 0 as Sympathetic to CCP. Negotiationsattempts on the Soviet Union can be made only by the CCP and Japan.Te CCP, not the KM , can benet rom Soviet loans (use normalrules).

• e Soviet SVG air units and military advisor Chuikov are receivedand controlled by the CCP instead o the KM . All the rules pertain-ing to them apply normally.

25.3 – SIAN FORGIVEN (TURNS 1 AND 3, KMT DRM +1)

Afer staging the Sian Incident, Chang Hsueh-Liang (the YoungMarshal) o the Northeastern Army was imprisoned and YangHu-Cheng o the Shensi Army was sent abroad. Under thisalternate history, Chiang Kai-Shek orgives them their involve-ment in the coup and restores them to their ormer power.

• e Chang Hsueh-Liang HQ arrives as a reinforcementon Turn 1. e Yang Hu-Cheng HQ is received as areinforcement on Turn 3 (on Yang’s return to China)only i all sides agree or, i they don’t, i the side with thehighest event roll [25.0] decides so.

• e Northeastern Army becomes a pro-KMT clique with its hometerritory in either Honan or Anhwei (KM choice).

• If the Yang Hu-Cheng HQ is received as a reinforcement, the ShensiArmy becomes a pro-KM clique with its home territory in Shensi.

• Units of the Northeastern Army and Shensi Army cliques have theirAS and DS increased by one when they are within the CommandRadius o their respective HQ.

• e Chiang Kai-Shek GHQ must be stacked with at least one CA unitat all times.

• When/if they become cliques, the Northeastern Army and ShenArmy may see their political affiliation change like the other Kcliques.

25.4 – WANG MING OUSTS MAO (TURN 3, CCP DRM+1)

Afer returning rom Moscow, the Soviet-groomed Wang Minggained unanimous support o the Politburo. He could havetaken the chance to oust Mao but didn’t. Under this alternatehistory, Wang Ming replaces Mao as head o the ChineseCommunist Party.

• Replace the Mao Tse-Tung GHQ with the Wang Ming GHQ.• e CCP and all pro-CCP KMT cliques become pro-KMT cliqu

• Treat the Recti cation Movement random event as No event froon.

• e CCP and KMT victory conditions remain unchanged. In a thor our-player game, the CCP player stays in the game as a paro the KM player: he still controls the CCP units and tries to the CCP victory conditions. Te CCP and KM can no longer tahostile actions against each other.

25.5 – PEACE MISSION OF WANG CHING-WEI (TURN6, KMT DRM +1)

Close condant o Sun Yat-Sen, and one o the most important mem

the early Kuomintang, Wang Ching-Wei could have won over more su when he de ected to the Japanese, had he used his inuence wisely. alternate history, Wang is more success ul in neutralizing the Chineseduring his collaboration with Japan.

• Japan may immediately make a free negotiation attempt (no CPspent) on any three KM cliques whose home territories have nexperienced the Massacre random event up to this point in the In addition, i any o these ree attempts succeeds, Japan enjo+1 DRM on all negotiation attempts with KMT cliques during Negotiation Phase of Turn 6.

25.6 – JAPAN’S CHINA FIRST POLICY (TURN 17)

Tis alternate history will preclude the Indian Uprising alternate histor[25.7] from occurring.

Under this alternate history, the Imperial Japanese Army and Navy agnish off China be ore taking on the Western Allies or the Soviet Un Japan has to nish the war quickly, be ore its oil reserves are depleteeconomy risks collapsing.

• Japan does not go to war against the Western Allies and does nin the Pacic and Southeast Asia. Japan may not invade Siam oBritish colonies. French colonies can still be invaded.

• e campaign game ends on completion of Turn 24. e KMT anCCP calculate their Victory Points per the normal procedure [22.1.3]. Japan cannot win if it does not control Chungking (4127game end.

• From Turn 18 to Turn 24 inclusive, Japan receives 12 RP and 1 per turn.

• All ground units, air units, and eets that should per OB instrube relocated to the Paci c or IBS theater from Turn 17 on remathe CIC theater instead.

• All US units listed in the KMT OB and all units in the WA OBnever enter play. Exception: e Flying Tigers P-40 air unit arrivreinforcements to China on Turn 19.

• e Western Allies may be Appeasing Japan or Supporting JapaTurn 17 [18.2.3].

25.7 – INDIAN UPRISING (TURN 24, WA DRM +1)

Tis alternate history will not occur i the Japan’s China First Policy alhistory [25.6] took place, or if the Massacre random event happened or India since game start.

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Subhas Chandra Bose (aka Nataji), leader o the Indian National Army, is stilla olk legend among many Indians. He and his orces might have changed thehistory o Southeast Asia. Under this alternate history, the “ uit India” move-ment ignites armed revolution in India and leads to Gandhi’s arrest. Japan jumps at the chance and provides ull support to Bose and his INA.

For the remainder o the game:

• Defending BC Indian units not stacked with a British unit surrenderon a Retreat combat result suffered in an attack including any INAunit [12.5].

• INA units no longer surrender when su ering a Retreat combat resultas per [12.5].

• e Br 2D originally available as a conditional reinforcement remainsin India to suppress the revolution and does not appear in the game.

• As long as any INA unit is within the Indian borders during the SupplyPhase, all supply centers in India cease to be valid supply sources or thenon-Japanese sides.

25.8 – STILWELL’S DREAM (TURN 28, WA AND KMTDRM +1)

Te USA repeatedly tried to get a tighter control on KM units in orderto make them a more effective ghting orce. But the Generalissimo and hisloyalists would have none o it. Under this alternate history, Chiang Kai-Shekis removed in a coup organized by the OSS in Summer 1944, and his successoragrees to Roosevelt’s suggestion o appointing Stilwell as supreme commandero the Chinese orces. However, Stilwell would quickly experience difficultiesin controlling units still loyal to Chiang (just as Li sung-Jen ound out in1949 when he became acting president of China).

• Remove the Chiang Kai-Shek GHQ from play, as well as the HQso the Chen, ang, and Hu cliques o the Central Army. Te JosephStilwell HQ is now controlled by the KM and will serve as KMGHQ or the remainder o the game (it is not removed rom play onTurn 29). e Daniel Sultan HQ enters the game on Turn 29 with nolimited operation area.

• US HQs may now activate Chinese units in China, with full commandover US units and partial command over non-US units.

• If on map, the 20th Air Force B-29 heavy bomber air unit [24.8] is re-leased for combat as part of the 14th Air Force during its stay in China(Turns 28 to 30). It is now controlled by the KMT and can performmissions as per the normal rules.

• US nancial help stabilizes the Chinese economy. Hyperin ation neversets in (or, i it already is in effect, it alls back to rampant ination inthe next China Isolation Phase).

• CCP units in Yenan (2230) can be improved with US training if theCCP decides so. A maximum o one in our US-trained improvedunits [21.1.3] can belong to the CCP. In circumstances where it mat-ters (e.g., the 30-SP limit is almost reached), CCP units must be given priority over KM units or US training.

• e KMT cannot attack CCP units from then on. is restrictionis lifed i the CCP attacks the KM ; in this case, the CCP cannotreceive US training or the remainder o the game.

25.9 – US AMPHIBIOUS LANDINGS (TURN 30, WADRM +1 IF STILWELL’S DREAM ALTERNATEHISTORY OCCURRED)

Te USA had made plans to conduct amphibious landingsin China. Tey might have concretized, had the KM notcrumbled during the Japanese Ichi-Go O ensive. Under thisalternate history, the KM holds its own under the Japaneseattacks, and the US plans are implemented.

• Eliminate any Japanese units in the West Paci c Holding Box. Fromnow on, the holding box is controlled by the KM .

• On Turn 30, the conditional US units listed in the KMT OB enter play in the West Pacic Holding Box under KM control. Tese mayonly operate in the CIC theater and the West Pacic Holding Box.

• e KMT receives 10 extra RPs and CPs per turn. ese pointbe kept distinct rom the others available to the KM per thrules (use the “KM RPs” and “KM CP” markers with an “upper lef to track them) and may only be used to replace conunits provided by this alternate history. In addition to its one per-turn limit [13.5.2], the KMT may replace one of this althistory’s conditional air units per turn.

DESIGN NOTE: ese US units are not controlled by the WA becaobjectives (and thus, their impact on victory conditions) are more lated to those o the KM than those o the WA in Burma and Indthem under KM control also avoids violating the unit command rCIC and IBS theaters.25.10 – NO ATOMIC BOMBS (TURN 32, OCCURS ONLY

IF AGREED BY ALL PLAYERS)

Under this alternate history, no atomic bombs are dropped on JapaSoviet Union does not attack the Kwantung Army in Manchukuo uOperation Coronet — the invasion of the Kanto plain near Tokyo — place in Spring 1946.

• e game continues until the end of Turn 34 (Winter 1945-46

• e nal Victory Points of Japan and the WA are calculated aof Turn 32.

26.0 – VARIANT RULES (OPTIONAL)

26.1 – SIMPLIFIED RULESTe players may agree to use any o the ollowing be ore game st

26.1.1 – Simplied Limited Operation Areas: Units with limited option areas simply cannot leave the region (see erritories able)are initially deployed, unless subsequently required by an OB.26.1.2 – Simplied Deployment: Units with a specic entry hex liin the OBs can be deployed freely in friendly hexes of the terri

erritories able) in which they are originally destined to be de26.2 – LIMITED INTELLIGENCE

Players can check the counters in any stack o another side at anyground units.

Due to better intelligence, Japan may always examine ground unitKM and WA (but not CCP) sides. Also, ground units in a hex whof another side exerts a ZOC must be revealed to this other side. Oa side cannot check the units under the top unit in a ground unit staother side (even an allied side), but can enquire about the SP, sizeso ground units in the hex, which the player must honestly answeinstance “ ere are 5 SP of units, one cavalry brigade, one armoredand one in antry division”.

DESIGN NOTE: e Allied sides cannot check each other’s units,historically, there was some level o mistrust among them. Even tnever let the Chinese know o their battle plans and deployments.guerrilla bases, and bandit counters do not represent the precise lothe groups they represent, but rather an indication o their existensurrounding area. As such, it is logical to let all the players know ware.

26.3 – HISTORICAL GAMEPlayers pre erring a more historical game might want to use the variants.

26.3.1 – No Political Negotiations: Political negotiations rules [18not used, but oreign loans are still received. Te consequencescal political activities are implemented during the Negotiation P

• urn 0 : Sung clique pro-KM .

• urn 2: Soviet Union supporting KM — Sung clique alated by KM — Han clique pro-Japan.

• urn 3: Germany appeasing Japan — Han clique assimiKM — Szechwan (Sc) clique assimilated by KM —unaffiliated.

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36 W AR OF THE S UNS

• urn 5: Germany supporting Japan.

• urn 6 : Western Allies sympathetic to KM — Yen clique pro- Japan.

• urn 7 : Western Allies neutral.

• urn 12: Peace talks between KM and Japan — Western Alliesappeasing Japan (Burma Road closure).

• urn 13: Western Allies neutral — French Indochina pro-Japan.

• urn 14 : Western Allies sympathetic to KM .

• urn 15: Western Allies supporting KM (Lend-lease agreement with China, trade embargo against Japan).

• urn 18 : Siam pro-Japan.

• urn 24 : Western Allies sympathetic to KM (Start o DixieMission).

• urn 27 : Yu clique unaffiliated.

• urn 29 : Western Allies neutral (Stilwell recalled rom China).26.3.2 – No Random Events: Do not roll or random events. Instead,events occur ollowing the historical schedule below. In ormation [inbrackets] is given or historical interest only; players should ollow theevents’ instructions to determine their effects in the game.

• urn 2: Massacre [in Nanking (1911)].• urn 3: KM Death (Liu Hsiang).

• urn 4 : Opium [ Japan, in Inner Mongolia].

• urn 5: Bio-Chemical Attack [in Hankow (2816)].

• urn 6 : Scorched Earth Policy [in Changsha (3515)] — PeasantUprising [Hex 1318, Shantung province].

• urn 9 : Oil eld (Yumen).

• urn 11: KM Death (Sung Che-Yuan).

• urn 12: Border Closure [Western Allies].

• urn 14 : Opium [CCP, in Shensi province].

• urn 19 : Peasant Uprising [Hex 4723, Kweichow province].• urn 20 : Tree-Alls Policy [in Hopeh province].

• urn 21: Natural Catastrophe [Drought/Locusts, in Honan province].

• urn 22: Famine [in Honan province].

• urn 23: Improved KM Recruitment — Peasant Uprising 3720, Hunan province].

• urn 24 : Famine [in Northeastern India] — Peasant Uprisin[Hex 3237, Kansu province].

• urn 25: Rectication Movement.

• urn 27 : Peasant Uprising [Hex 2519, Honan province].

• urn 30 : Famine [in Indochina].

• urn 31: Mutiny [in Shantung province].HISTORICAL NOTE: O en signi cantly due to human causes, the gfamines of the war—like the Bengal famine of 1943 which took morethree million lives or the 1945 famine that caused over one million dnorthern Indochina—are an ignored part in a conict ignored by muc Western world.

CREDITSResearch and Design: Leonard oDevelopment: Adam StarkweatherMap and Box Art: Mark Mahaffey Counter Art : Bruce YearianRules Editing : Vincent Le avraisRules Formatting : Nick Richardson VASSAL Support: Kevin GravesSpecial Tanks : Akira akizawa, or his help with research on Japanes Alpha Playtest: Leonard o, Lawrence Hung, Edwin Siu, Laikay, AnthoLee, Wong Yat Fung.Proo reading : Aaron Silverman, John CliffordOriginal Design: < > Long Live the Sacred War — Summer1983 (winner of the First Hong Kong Wargame Design Competition)First Redesign: < > Eight Years’ War o Resistance — Summe

1991Second Redesign: < > War of the Suns — September 2004- Sp2013