Copyright © 1975, Simulations Publications, Inc., New York, N.Y.
Leyte is a simulation of the U.S. Army landings, and the subsequent campaign on Leyte Island in the Philippines during late 1944. Leyte's strategic importance was due to its central location within the Philippines Islands and its vital role in Japanese communications and their oil supply from Indonesia.
Both Players receive reinforcements. The number and type of reinforcement Units received is listed on the Turn Record/Reinforcement Track. These Units appear during the Owning Player's Movement Phase of the Game-Turn next to which they are listed:
Reinforcements arrive during the Movement Phase, after all units already on the map which are to move that Phase have been moved. Reinforcements may be moved normally during the Movement Phase in which they arrive. Reinforcements may be deliberately withheld, and brought into the game on some later Game-Turn.
The exact locations in which reinforcement units arrive is indicated on the Turn Record/Reinforcement Track by a code letter. For U.S. reinforcements: N = Northern Beach Area (hexes 2428, 2528, 2628), E = Eastern Beach Area (hexes 1332, 1232, 1132, 1032), S = Southern Beach Area (hexes 0610, 0511, 0512, 0513, 0514). For Japanese reinforcements: Or = Ormoc (hex 0808). Units arriving on map edges are followed by hex row numbers.
The Turn Record/Reinforcement Track will specify which beach area a unit must enter in. The unit may then be placed in any Beach Hex in the specified area not occupied by an Enemy unit. Each reinforcement unit expends two Movement Points to enter the hex. Any number of reinforcement units may enter through the same Beach Hex.
Reinforcements may arrive in an Enemy Zone of Control. However, if they do so they may move no farther that Movement Phase and must attack at least one Enemy unit to which they are then adjacent (see 6.0).
Units which are to enter at a particular map edge specified on the Turn Record/Reinforcement Track may be placed in any hex in the first row of hexes at that particular map edge. These units pay only the Movement Point cost for entering the hex at the map edge (and all other hexes which they enter that Phase). They need not pay any extra Movement Points to enter, regardless of the number of units entering through the same hex.
Reinforcements may engage in combat in the normal manner in the same Game-Turn that they arrive.
There is one Air Assault Battalion in the game: the Japanese 4th Air Assault Bn. This unit may arrive differently from other units.
During the Game-Turn on which it is to enter as a reinforcement, it may be placed in any hex on the map, chosen at the discretion of the Japanese Player. After its placement, it is treated, in all ways, as a normal combat unit. It may not be withheld
Due to the scale and doctrine of operations on Leyte, limitations are imposed on the use of U.S. and Japanese Final Protective Fire.
No more than one artillery unit may apply FPF to a hex under attack in an Enemy Combat Phase.
There is no limit to the number of artillery units which may use their Barrage Strength on any given attack; the limitation applies only to the use of FPF.
Ground Support Points may never be used for FPF; there is no special limitation on their use as Barrage Strength Points.
Throughout the campaign on Leyte, the Japanese revealed amazing tenacity as defenders in rough or mountainous terrain. To simulate this, the following rule is applied.
One hex is always subtracted from a Combat Result of 'retreat' assessed against a Japanese unit in Rough or Mountainous Terrain [only]. Thus, a Combat Result of 'D2' becomes 'D1', 'D1' becomes 'no effect'. The same applies to Attacker Retreat results assessed against Japanese units attacking from Rough or Mountainous Terrain hexes; 'A1' becomes 'no effect'. Attacker or Defender Eliminated results are treated normally. Note that only Japanese units receive these benefits. All Combat Results against U.S. units are treated normally.