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[16.0] Scenarios
General Rule:
The instructions for each Scenario include each Player's Initial Deployment, Special
Rules in effect or each particular Scenario, the length in Game- Turns of the Scenario,
and the special Victory Conditions of that Scenario.
Procedure:
Place a unit of the specified type on each of the hexes listed for that type. Hex
numbers are shown in parentheses following each unit's designation.
Cases:
[16.4] The Campaign
[16.41] U.S. initial Deployment
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Unit Type: 5-5-5. flexes: 127 (2402), 7 (2504), 26 (2405), 112 (2307), 7(2208), 12
(2110), 5 (2111), 8 (2011), 34(1913). 19(1914). 21(1814), 382 (1716), 383 (1320), 381
(1022), 17 (0315), 32 (0415), 184 (0316).
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Unit Type: 3-2-5. Hexes: 127 (2201), 7 (2505), 26 (2406), 382 (1518), 383 (1222), 381
(0821), 17 (0516), 32 (0517), 184 (0417).
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Unit Type: 2-3-5/1-4. Hexes: 921 (2502), 271 (2503), 902 (2604), 14 (2507), 52 (2408),
61(2410), 13 (211). 11(2115), 465 (2116), 947 (2016), 361 (1718). 363 (1522), 198
(1124), 31(0216), 49(0317), 57 (0318).
[16.42] Japanese initial Deployment
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Unit Type: 4-6-5. Hexes: 41(2303), 49 (2204), 57 (2107).
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Unit Type: 2-5-6. Hex: 13 (0515).
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Unit Type: 2-3-6. Hexes: 1 (2101), 49 (2102), 169 (2105). 171 (2106), 57 (0616), 2/33
(1120), 1/20 (1318). Temp (1910), 3/77 (1611).
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Unit Type: 2-2-8. Hexes: 1 (2203), 26 (0921).
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Unit Type: 1-2-6. Hexes: 12 (0720), 3/11 (0614), 364 (0808).
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Unit Type: 1-2-8. Hexes: 1 (2103), 26 (0817).
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Unit Type: 1-3-3/2-5. Hexes: 1/22 (1902), 26 (2104), 1/1 (1905), 2/1 (1808), 3/1 (0713).
[16.43] Special Rules
1. The U.S. Player is the First Player.
2. This Scenario begins on Game-Turn 1 and continues through Game-Turn 26.
3. Any U.S. unit which exits from hex 2925 between game turns one and four may re-enter the game as a reinforcement
four Game-Turns later. These units may enter on any Northern map edge hexes within
normal reinforcement restrictions.
4. The U.S. Player must exit any one (3-2-5) infantry unit off the Southern map edge
from hex 0531 on or before Game-Turn Three. If he fails to do so, at the end of
Game-Turn Three, the Japanese Player removes, and receives Victory Points for any U.S.
(3-2-5) of his choice as if it were a destroyed unit.
[16.44] Victory Conditions
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In addition to Points received for Japanese units destroyed, the U.S. Player receives
full Point value for all Japanese units unable to trace a Line of Communications off the
western map edge.
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In addition to Points received for U.S. units destroyed, the Japanese Player receives
full Point value for all Japanese units able to trace a Line of Communications off the
Western map edge.
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He also receives Points for U.S. units unable to trace a Line of Communications to
Beach hexes.
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The Japanese Player receives 10 Victory Points for occupying Ormoc at the end of the
game.