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Atoll Invasion

An Axis & Allies: Miniatures Scenario

Suggested Command & Control for Players:

For the Allied Team it is highly suggested that one player be in charge of all forces on the
island (Land Commander), a second player to be in charge of the Higgins Boats &
Amtracks (Boat Commander) while the third player handles the placement of Aircraft,
Naval Gun Fire, Marine Raiders and Resourceful Heroes (Invasion Commander). The
Axis Team can divide the map either on a north/south or east/west basis giving half the
island’s forces to each of two players. (Two SNLF Battalion Commanders) The third
player would be in control of the Japanese Infiltrators & Honor Bound Heroes. (Island
Commander)

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Campaign Name: Central Pacific Islands Campaign

Scenario Title: Atoll Invasion

Location & Date: Generic Pacific Theater island invasion set in the late 1943 - early 1944
time period.

Introductory paragraph: This scenario uses a custom map and uses AAM figures up to
set number 10. Several custom cards have been created to fill in for units not yet created
by Wizards of the Coast/AAM. It has been designed to be played with the expanded edition
of the AAM rules including Aircraft, Overwatch, Enfilade Fire, Grazing Fire and Deadly
Defensive Fire. But for the 2015 Historicon running of this scenario, only the Aircraft,
Overwatch and Enfilade rules will be used unless players wish to include the other ones.

Victory Conditions: The team having undisputed control at least three of the five
objectives at the end of turn 8 is the winner. If neither team achieves this condition, play
another turn and check for victory again. Repeat this process until the end of turn 10. At
that time, if the Japanese team has undisputed control of at least two objectives and disputes
at least one other objective, they win. Or if the American team has undisputed control of at
least three objectives, they win. Any other result is a tie.

Game length: Between eight and ten turns depending on the achievement of victory
conditions.

Game Start: Randomly determine who will be on the defending (Axis) team and the
attacking (Allied) team. First, the Axis side deploys their forces on the atoll’s islands.
While this is occurring, the Allied team will discuss strategy and preload their transport
boats. The Allied team automatically wins initiative for the first turn. Thereafter each team
will roll for initiative at the beginning of a new turn. Once the Axis team has finished set
up, play may begin.

Map Set-up: Arrange the custom map using the reference map as a guide.

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Axis Units and Deployment:

1. The Axis team must first place out five objective counters on the map. At least two
must be placed on the big island. No more than one may be placed on any of the
smaller islands. Objective counters must be spaced at least three hexes apart from
each other and must be placed on a hex that contains cover terrain.

2. The Axis team now deploys all of their soldier, vehicle, obstacle and supply units
onto the map. Japanese Infiltrators are placed off board in the Japanese Reserve
Box. Obstacles may not be placed on top of or adjacent to objectives, nor can they
be placed on any runway hexes.

Imperial Japanese Forces: (300 point total)

Tank Obstacles - 10 70mm Type 2 Artillery - 2


Pillboxes - 9 Arisaka Rifle - 9
Barbed Wire - 8 Type 92 Machinegun Team - 3
Headquarters - 1 Imperial Sergeant - 3
Ammo Dump - 1 SNLF Captain - 1
SNLF Fanatics - 2
Type 2 Ka-Mi Amphibious Tank - 2 Imperial Sniper - 3
47 mm Type 1 Antitank Gun - 4 Japanese Infiltrators - 4
Type 88 75mm AA Gun - 1 Type 99 LMG - 3
20mm Type 2 MG Cannon - 2 Jungle Spotter - 2

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Allied Units and Deployment:

1. Before the beginning of play, the Allied team may preload units onto any Higgins
Boats and DUKWs located in the Transport Area Able Box. Vehicles loaded during
that phase are eligible for placement immediately onto the battle board. Place them
out one at a time adjacent to any ocean hex along the map’s edge and begin their
movement. Check the special rules sections on Getting to the Island, Transport Area
Able, Invasion Assault Waves, etc.

2. To bring in more units after transporting one set of passengers to the island, Higgins
Boats and DUKWs must completely exit the board. They can exit the map during
either the movement or assault phase of the turn.

United States Marines: (400 point total)

Higgins Boats - 5 Gung Ho Marine Lt. - 1


LTV(A)1 - 3 Marine Forward Observer - 2
DUKW - 3 M8 75mm Pack Howitzer - 4
Lockheed P38G Lightning - 2 M1 81mm Mortar - 2
Marine Riflemen - 6 M1919 MG team - 3
Marines M2-2 Flamethrower - 3 Marine Raiders - 6
BAR Gunner - 3 US Naval Gun Fire - 2
Thompson Gunner - 3
“Red Devil” Captain - 1
Marine Sergeant - 2

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Special Rules and Options:

1. This scenario uses a custom cloth tarp covered with a 23 by 17 hex grid and 3D
pieces to depict islands and terrain features.

2. Victory Conditions – The team having undisputed control of three out of five
objectives after eight turns of play is the winner. An objective is defined as the
center hex the objective counter lays in and the six hexes surrounding the center
hex. To have undisputed control, there can be no enemy units in any of those
seven hexes and you must have at least one friendly unit present in any of the
seven hexes at the end of the turn in which victory conditions are checked.

3. Axis Units - The Axis team receives a 300 point army at the beginning of play. If
players opt to construct their own army (option not available for Historicon 2015),
they may select any Japanese AAM figures with a start year of 1943 or earlier.
They may also select from any of the three custom units detailed later in these
rules; 20mm Type 2 Anti-Air Machinegun Cannon, Japanese Sapper or the
Japanese Infiltrator. Any Soldiers or Vehicles selected must be deployed on any
of the islands’ land or beach hexes.

4. Japanese Reserve Box - This sheet of paper is a holding box for any Aircraft,
Japanese Infiltrators or Honor Bound Heroes selected by the Axis Team. They
remain here until deployed onto the map.

5. Well prepared defense - Historically the Japanese defenders took the time to
conceal and protect their artillery & machinegun emplacements. They were sited
inside bunkers constructed of palm tree logs & covered with mounds of sand.

Japanese pillboxes start the game with the Camouflage special ability. Place a
Camouflaged counter onto each pillbox to denote this. Any unit deployed inside a
pillbox at the start of a game can’t be attacked at long or medium range until that
unit either fires or moves. Once it does, remove the Camouflage counter. Once
lost, this special ability can’t be regained.

6. Entrenched Axis Vehicles - Any Japanese Vehicles that start play in a hex with
cover terrain receives the Entrenched special ability. Place an Entrenched counter
on each Vehicle that starts the game in cover terrain. Until the entrenched Vehicle
moves, it receives + 1/+1 defense. If it does move, the special ability is lost and
can’t be recovered. Vehicles are allowed to fire while entrenched. This special
ability doesn’t conceal their position, so any entrenched Vehicle can be targeted.

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7. Allied Units - The Allied team receives a 400 point army at the beginning of play.
If players opt to construct their own army (option not available for Historicon
2015), they may select any American AAM figures with a start year of 1943 or
earlier. They may also select from any of the four custom units detailed later in
these rules; Gung Ho Marine Lieutenant, Marine Forward Observer, Marine
Raiders or US Naval Gun Fire.

8. Allied Vehicles - For optional play only, the Allied team may select Jeeps, M3A1
Scout Cars, Higgins Boats, DUKWs, Amtracks, LTV(A)1s, M3 Light Tanks,
M4A1 Shermans or M4A3(105) Shermans.

9. US Marines Floating Reserve Box - All Allied figures, excluding Higgins Boats,
Amtracks, DUKWs & Aircraft, begin the game in this holding box. These sheets
of paper represent a Naval Task Force and all of its attack transports, cargo &
support ships.

10. US Air Support Box - Any Aircraft selected by the Allied Team starts the game
in this holding box. At the end of every turn, all Allied Aircraft must return to this
box. Any Aircraft starting a turn with a face up disruption counter on it must
remain in this box for that turn.

11. Naval Bombardment Box -This holding box represents any fire support selected
by the allied side. Any US Naval Gun Fire units and Marine Forward Observers
selected start the game in this box.

12. Getting to the Island - US Marine (Soldier) units can only reach an island using
either a Higgins Boat, DUKW or Amtrack. Soldier units can start already loaded
on an Amtrack or DUKW. Soldiers and Vehicles such as jeeps and halftracks can
start already loaded in a Higgins Boat. Vehicles can only dismount from a
Higgins Boat onto a beach hex. Soldiers and Vehicles can’t wade through or
dismount into water hexes. Units on an Amtrack or DUKW can dismount from it
anywhere they can travel (but not into water hexes). Vehicle - Tanks can either
wade ashore or be transported by a Higgins Boat.

13. Transport Area Able Boxes (TAAB) – The movement of troops and supplies
from ship to shore was a carefully choreographed operation during any island
invasion. The large transports of a Task Force would anchor together in a
location close to the targeted island. On invasion day (D-Day) troops and their
supplies would be transferred onto smaller transports such as Higgins Boats,
Amtracks and DUKWs. Once fully loaded, the boats would maneuver to a
designated holding area. When everything was ready to go, the Flotilla
Commander would give the signal for all transports to line up and make the run
into shore.

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Any Higgins Boats, DUKWs or Amtracks selected by the Allied team start the
game in these holding boxes. There is one sheet for Amtracks, another for
DUKWs and a third for Higgins Boats. At the beginning of any Allied movement
or assault phase, units in the Floating Reserve Box may be placed into any
available water transports sitting in any of these TAABs. Each sheet has a series
of numbered sub-boxes. These are used to hold the water transport’s passengers
until that transport unloads them somewhere on the map. A numbered counter
corresponding to the sub-box holding its passengers is placed inside the Transport
as a reminder of which units it is carrying. This is done so that the Axis team
won’t know which units are on any particular Amtrack, DUKW or Higgins Boat.

At the beginning of play, the Allied team must designate three adjacent map edges
as their starting point. (Either North, West & East / East, North & South / South,
East & West or West, South & North.) Once the Allied team has selected, loaded
and marked the water transports they wish to use in this phase, they can place
them out along the map’s edge one at a time.

The placement and movement of one transport should be completed before


another one is placed out. Water transports count the first full sized hex they
move into as their first movement point used. Whenever a transport dismounts its
passengers, the Allied team flips over the numbered counter inside the transport to
reveal which units located in the TAAB are riding along. Remove those units
from their TAAB sub-box and place them into the water transport’s hex. If at any
time a transport is destroyed, any units currently being carried on it are also
destroyed.

Once a water transport’s passengers have dismounted the transport can attempt to
return to the TAAB for more units. They do this by completely exiting any edge
of the map during either the movement or assault phase of the turn. Once they
have exited the map, they are returned to the TAAB and eligible to transport units
on the following turn. Only Amtracks, DUKWs and Higgins Boats have the
ability to exit and re-enter the map. Water transports can be held in the TAAB for
as long as the Allied team wishes to. Transports that have entered and exited at
least once during the game may use any game board edge for a following
transport mission onto the map.

14. Higgins Boats - The transport capacity of a Higgins Boat is two Soldier units or
one jeep & one Soldier or one halftrack or one Vehicle / Tank. Note: In reality,
the AAM version of the Higgins Boat would not be able to transport a tank the
size of a Sherman. For ease of play simply assume this boat is a larger version
that can transport a tank. Higgins Boats can enter any water (ocean) or beach hex.
Transported Soldiers & Vehicles can only dismount onto a beach hex and only
during an Allied movement phase.

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15. DUKWs - The transport capacity of a DUKW is one Soldier unit. They can carry
one non-large artillery subtype Soldier. They can dismount them in any type of
terrain they can enter except ocean. Once they are on a land hex, DUKWs act just
like any other Vehicle. They can only dismount their passenger during an Allied
movement phase.

16. Amtracks - (Not used in the Historicon 2015 scenario) The transport capacity of
an Amtrack is one Soldier unit. They can only carry non-artillery subtype soldiers.
They can dismount them in any type of terrain they can enter except ocean. Once
they are on a land hex, Amtracks act just like any other Vehicle. They can only
dismount their passenger during an Allied movement phase.

17. Wading Tanks - (Not used in the Historicon 2015 scenario) During any Allied
movement phase, the Allied team can dismount a Vehicle-Tank from a Higgins
Boat onto any water or beach hex. Whenever it attempts to move into an ocean or
beach hex, it must make a successful movement roll +1. (3 or better) If the roll is
failed, the Vehicle-Tank can’t move that phase. This roll is made only once per
phase per Vehicle-Tank. If the roll is successful, the Vehicle-Tank may move
normally for the rest of this phase. An additional movement roll would have to be
made for any Anti-Tank or Mine obstacles encountered while moving through a
water or beach hex. Barb Wire obstacles don’t affect Vehicle-Tanks. Both water
and beach hexes are treated as double cost terrain by wading Tank-Vehicles. They
can’t conduct attacks while on water hexes.

18. US Engineers - (Not used in the Historicon 2015 scenario) This unit can clear
any obstacle or pillbox off the map even if it is located in a water hex. They must
be in the same hex as the obstacle or pillbox to remove it. In the case of barbed
wire, they have to be adjacent to it. Removal of an obstacle or pillbox can only be
attempted during the assault phase. On a roll of 4-6 on a d6, the obstacle or
pillbox is successfully removed from play. In addition to its regular obstacle
clearing ability, a US Engineer unit can also clear beach hexes so that Vehicles no
longer need to make a movement roll upon entering a beach hex. This beach
clearing action can only be attempted during an assault phase. On a roll of 4-6 on
a d6, place a “Beach hex cleared” counter onto that hex. For the rest of the game,
Vehicles entering that Beach hex move normally (no double cost) and no longer
need to make a movement roll.

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19. Commander’s initiative bonus while off map - If an allied commander is off the
map in the US Floating Reserve Box, its’ initiative bonus still applies. Imagine
that the commander is in a troop ship looking at the island through his binoculars
and giving commands via radio. The same is true for any Axis Japanese paratroop
commander selected. Even though they are off the map in the Japanese Reserve
Box, its’ initiative bonus still applies. The Axis commander is probably hiding
somewhere on the island and giving commands via runners & radio.

20. Terrain on the Atoll Islands - For the sake of playability, the terrain has been
generalized. U.S. Air and Naval forces were usually ordered to minimize
damaging runways with their pre-invasion bombardment as much as possible.
This would lessen the time it would take the Navy Seebees (Construction
Battalions) to repair them for use later by American aircraft.

21. Palm Trees - Treated the same as forest terrain in the AAM rules.

22. Buildings - There are 4 Buildings hexes on the game board. They are treated the
same as town terrain except that Vehicles must make a successful movement roll
to enter the hex. Most enemy held islands were subjected to a pre-invasion
bombardment. Any structures would naturally be targeted. As a result, most
would be in ruins by the time any allied units came ashore.

23. Beach Terrain - Any water hex located adjacent to a land hex is considered to be
Beach terrain. Soldiers treat Beach hexes as clear. Tanks, jeeps and halftracks
treat Beach hexes as double cost for movement. Unless a Beach hex has been
cleared by a US Engineer unit, a Wading Tank must make a successful movement
roll to exit a Beach hex. This reflects the many obstacles the Japanese defenders
placed on the shore line and underwater shell holes that made it difficult for
vehicles to move in land.

24. Runway Terrain - Runway hexes are treated just like road terrain. They do give
vehicles a road bonus.

25. Shell Hole Terrain - Any land hex subjected to a bombardment or blast attack
receives a shell holes counter. This supersedes any terrain that exists in that hex.

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26. Optional rule / Pre-invasion attack by Marine Raiders - During the movement
phase of the first turn, the Allied side has the option of placing any Marine
Raiders and one Soldier-Commander onto any single island. The Axis side may
conduct defensive fire if one of these units is placed in an Axis occupied hex. This
special placement is assumed to be happening under cover of darkness. Both
allied and axis units are entitled to a cover roll even if they are in open terrain.

27. Optional rule / Placement of Allied Heroes & Infiltrators onto the island -
Until at least one allied soldier is placed onto an island land hex, the allied player
may not place any Resourceful Heroes or Marine Raiders onto the island. Heroes
would have to be placed the turn after a soldier enters an island hex since Hero
placement always occurs at the beginning of a movement phase. Marine Raiders
could be placed out the same turn as a soldier enters an island hex since infiltrator
placement occurs at the end of a movement phase.

28. Custom AAM Cards - This scenario uses seven custom cards designed
specifically for use with this scenario. Players can select from any of these when
designing their own armies.

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The Japanese Infiltrator custom card is a Soldier-Infiltrator with a start year of 1943, cost
of 5, speed of 1, defense 3/3 and attack stats of AI 8/5/- & AV 2/-/-. It has the following
AAM special ability: Hand to Hand 9. It also has a custom special ability called
Infiltrator. The text reads as “This unit doesn’t get placed on the map during
deployment. At the end of any of your movement phases, you can deploy this unit on the
map in any hex that has cover. Placement in an enemy soldier occupied hex can provoke
defensive fire in that hex.” It also has a second custom special ability called Suicidal
Tank Attack. The text reads as “Once per game, this unit gets an attack value of 9
against vehicles in its hex. This attack ignores cover. Remove this unit immediately after
use.” This unit can be deployed inside a pillbox if it is unoccupied. (Pillboxes are not
terrain, but do provide cover.)

Use the Japanese SNLF Paratrooper figure as a substitute for the Infiltrator. The flavor
text reads as “Suddenly appearing out of “spider holes” and other hiding places,
infiltrators kept allied soldiers on edge.”

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The Japanese Sapper custom card is a Soldier with a start year of 1939, cost of 4, speed
of 1, defense 4/4 and attack stats of AI 6/-/- & AV 2/-/-. It has the following AAM special
abilities:

Close Assault 7 - This unit has an attack value of 7 verses Vehicles in its hex. This attack
ignores cover.

Demolition - This unit may attempt to destroy a bridge or obstacle in its hex instead of
moving or attacking in your assault phase. Roll a die. If you roll a 4 or higher, destroy the
bridge or obstacle.

This unit was created by WotC as a replacement for the Japanese Engineer unit. Use that
figure to represent this unit.

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The 20mm Type 2 AA Machinegun Cannon custom card is a Soldier-Artillery with a
start year of 1942, cost of 7, speed of 0, defense 3/3 and attack stats of AI 9/8/7 & AV
4/4/3. It has the following AAM special abilities: Antiair, Quick Swivel and Relocate 1.

Use the German 20mm Flak 38 figure as a substitute for the 20mm Type 2 AA MG
Cannon. The flavor text reads as “Based on the German Flak 38, the Type 2 could be
elevated over 90 degrees. A central fire control system was developed for the Type 2
which could control and direct up to 6 of these guns at one time.

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The Gung Ho Marine Lieutenant custom card is a Soldier-Commander with a start year
of 1942, cost of 10, a speed of 1, defense 4/4 and attack stats of AI 8/7/2 & AV 2/-/-. It
has the following AAM special abilities: Close Assault 7 and Initiative +2. It also has a
custom special ability called Follow Me! The text reads as “In your movement phase,
friendly non-artillery soldiers that start their move adjacent to this unit get +1 speed.”
The Gung Ho Marine Lieutenant (as well as the British Inspiring Lieutenant & British
Inspiring Hero) can only use his Follow Me! (or Tally Ho!) special ability to give soldiers
extra movement on land. They can’t inspire soldiers to swim two ocean hexes per phase.

Use the British Inspiring Lieutenant figure as a substitute for the Gung Ho Marine
Lieutenant. Its flavor text reads as “Time after time, it was Marine junior officers and
NCOs who led the way forward during some of the most grueling island fights of the
Pacific War.”

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The Marine Raiders custom card is a Soldier-Infiltrator with a start year of 1942, cost of
6, speed of 1, defense 4/4 and attack stats of AI 9/7/- & AV 2/-/-. It has the following
AAM special abilities: Close Assault 7 and Gung Ho. It also has a custom special ability
called Infiltrator. The text reads as “This unit doesn’t get placed on the map during
deployment. At the end of any of your movement phases, you can deploy this unit on the
map in any hex that has cover. Placement in an enemy soldier occupied hex can provoke
defensive fire in that hex.” This unit can be deployed inside a pillbox if it is unoccupied. .
(Pillboxes are not terrain, but do provide cover.)

Use the American “Screaming Eagle” Paratrooper figure as a substitute for the Marine
Raiders. Its flavor text reads as “Lt. Cols Evans Carlson & Merritt Edson jointly created
the concept of a Marine Raider Regiment. After two years they were disbanded, but their
innovative tactics are still used to this day by regular Marines.”

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The Marine Forward Observer custom card is a Soldier-Spotter with a start year of 1942,
cost of 6, a speed of 1, defense 3/3 and attack stats of AI 6/-/- & AV 2/-/-. It has the
following AAM special abilities: Spotter, Chatting on the Radio and Camouflaged. It
also has a custom special ability called Naval Gun Fire. The text reads as “When
spotting for Naval Bombardment, this unit gives that attack +1 on each attack die.” The
Marine FO can’t spot while wading through ocean hexes, but can spot while a passenger
in any Vehicle with the Transport special ability.

Use the British Concealed Forward Observer figure as a substitute for the Marine
Forward Observer. The flavor text reads as “It was probably Naval Gun Fire called in by
a Marine Observer that killed the commander of the Japanese held island of Betio and
his staff during the Tarawa operation of Nov. 1943.”

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The US Naval Gun Fire custom card is a Vehicle-Ship with a start year of 1942, cost of
30, speed of S, defense of 5/5 and attack stats of AI -/-/10 & AV -/-/7. It has the
following AAM special abilities: Improved Indirect Fire, Inaccurate 1, Shrapnel 2
and Blast. It also has a custom special ability called Distant Target. The text reads as
“This unit can only be targeted by units with a long range of at least 16. Aircraft are not
affected.” This unit’s speed of S (Ship) means that, like aircraft, the Naval Gun Fire
counter is placed out each turn during its phase and then removed at the end of the turn.

When this card is used, add an extra phase to the turn called Naval Bombardment (1st &
2nd player) and place it between the 2nd player movement phase and the 1st player airstrike
phase. During that phase of a turn, the Allied player can place a Naval Gun Fire counter
anywhere along the edge of the map with ocean hexes. This represents the supporting
ship conducting the gun fire. Using a second gun fire counter, the Allied player marks his
intended target. It can be anywhere on the map. This counter must either have Line of
Sight directly to the second counter on the map or indirectly from a Marine Forward
Observer / Commander on the island. Marine FOs must be within eight hexes of the
target, Commanders within four. A Marine FO will give the naval bombardment +1 on
each of their attack dice. Targets are entitled to a cover roll.

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All Naval Gun Fire counters must be placed on the edge of the map and targets selected
before any attacks are resolved. Any hits achieved are considered to be simultaneous with
any hits achieved in later phases of the turn. In other words, Naval Gun Fire hits “stack”
or accumulate with hits achieved in later phases.

If the Japanese team selects any aircraft, they may use them to attack the US Naval Gun
Fire unit. They do this by targeting the counter on the edge of the board.

The Axis player’s 75mm gun can attack the Naval Gun fire counter. As long as it has line
of sight from its hex to the Naval Gun Fire counter, it can be targeted. No need to count
hexes. The Allied player doesn’t get any cover roll. If the Naval Fire Card receives a face
up disruption counter, it can’t be placed out on the board during the next turn. If it
receives a face up damaged counter, it suffers -1 to its defense and -1 to all attack dice for
the rest of the game. If it receives a face up destroyed counter, it is removed from play. If
it receives a second face up damaged counter, it is destroyed and removed from play.

No figures are used to depict this unit. Instead a Naval Gun Fire counter is used. The
flavor text reads as “US Marines invaded dozens of Japanese held islands backed up by
gun fire from US Navy destroyers, cruisers and battleships.”

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