The Pacific War 1941-45: Empire of The Sun
The Pacific War 1941-45: Empire of The Sun
The Pacific War 1941-45: Empire of The Sun
Table of Contents
1.0 Introduction.......................................................... 2 12.0 Strategic Warfare.................................................. 26
2.0 Setting Up The Game........................................... 5 13.0 National Status..................................................... 27
3.0 General Course Of Play........................................ 5 14.0 Inter Service Rivalry............................................ 31
4.0 Sequence Of Play................................................. 6 15.0 War In Europe....................................................... 31
5.0 Strategy Cards...................................................... 6 16.0 Winning The Campaign Scenarios........................... 31
6.0 Zones of Influence, Supply, Activation, 17.0 Scenarios.............................................................. 33
and Hex Control................................................... 9 18.0 Master Scenario List............................................. 44
7.0 Offensives............................................................. 13 19.0 Comprehensive Example Of Play.......................... 47
8.0 Movement and Stacking....................................... 15 20.0 Designer’s Notes.................................................. 51
9.0 Battle Resolution.................................................. 19 Bibliography.................................................................. 53
10.0 Reinforcements & Amphibious Shipping Points.. 24 Index ............................................................................. 54
11.0 Replacements........................................................ 25 Credits............................................................................ 56
© 2021 GMT Games, LLC
P.O. Box 1308, Hanford, CA 93232-1308
www.GMTGames.com
© 2021 GMT Games, LLC
V3.2
2 Empire of the Sun
1.0 Introduction Continuous low-level offensives and the collapse of central authority
in China exploded in 1937 into the full scale invasion of Northern
Empire of the Sun is a game about the Pacific War during World War China. This invasion was marked by significant Japanese brutality
II. One player takes the side of the Japanese and the other the Western to the Chinese populace, as epitomized by the rape of Nanking.
Allies. The Japanese try to out perform their historical counterpart However, China was more than Japan could swallow and the Chinese
and force the Allies into a negotiated end to the war, while the Allies Nationalist government under Chiang Kai Shek refused to surrender,
try to destroy Japan’s military and place its industry within range of to the extreme frustration of the Japanese government.
Allied B29s and Naval forces. If the Allies cannot keep pace with
their historical counterpart, the only recourse is the invasion of the The German blitzkrieg of Europe in 1939-1941 defeated or laid
Japanese Home Islands themselves. low many of the Western colonial powers, whose far-flung empires
became vulnerable to military conquest. Operation Barbarossa and
1.1 Causes of the War the perceived imminent collapse of the Soviet Union, coupled with
The war in the Pacific during World War II had many underlying American economic sanctions, led the Japanese government to
causes, the most notable being the Japanese view that they had a determine that the moment to strike had arrived. The Japanese felt
manifest right to become the dominant force in Asia. The Japanese that they had to act now or forever forfeit their dream to become a
psyche correctly saw themselves as the equals of any Western world power. Although US cryptanalysts were reading many of the
nation. It was the view in Tokyo that the only barrier to becoming Japanese diplomatic and low level military codes, they were still
a world class power was their lack of natural resources, denied to caught off guard on December 7, 1941, when the Imperial Japanese
them by nature. Using the precedent of their Western mentors, they Navy attacked the US Pacific fleet in its Pearl Harbor anchorage.
embraced the colonial model of empire, which made them desirous The impact of this attack would see the United States wreck terrible
to dominate China and the Dutch East Indies. As a result of this vengeance upon the Japanese Empire for their ‘day of infamy’ and
viewpoint, the quasi-mutinous units of the Japanese Imperial Army their moment in the sun.
with Imperial instigation presented Tokyo with a fait accompli
when they attacked and conquered Manchuria in 1931. This foreign 1.2 Components
adventure, and attempts by succeeding Japanese governments to 1.21 Inventory
gain international recognition for their unique status on the Asian A complete game of Empire of the Sun contains:
mainland, continued to bring consternation and friction to Japan’s • 1 mounted map
relations with the Western powers. • 1 mapsheet (South Pacific)
More significantly, this philosophy ran afoul of long standing, and • 2 decks of Event cards (Japanese and Allied)
long un-enforced, US policies for an ‘open door’ in China. The US • 1 full-size and one half-size counter sheet
had maintained a romantic image of their extensive trade relationship • This Rule booklet
with China, which was not supported by economic reality. However, • 1 CDSS booklet
important families, such as the Roosevelt’s, had made their fortune • 1 Player Aid Card (11” x 17”)
in the China trade, and they fought diplomatically to maintain un- • 2 (identical) Combat Tables Cards
fettered US access to the Chinese market. • 2 Setup cards (1 Japanese and 1 Allied)
• 2 Erasmus Tri-folds (1 Japanese and 1 Allied)
• 1 die (10 sided)
U.S. U.S.
Navy Army Operations Value
Black = Military
Yellow = Political
Green = Resource
Japanese Japanese Blue = Reaction
Navy Army
Event
British New
Zealand
Australian Dutch
4.0 Sequence of Play Reaction player and may play Reaction cards and possibly activate
and move his units in reaction to the offensive. For full description
The following sequence represents all of the portions of a single and sequence of an offensive, see 7.0.
game turn. It is repeated in the indicated order for each game turn
until the game ends. If the offensives player plays a non-military EC, he implements the
effect of the event.
4.1 The Strategic Phase After the resolution has been completed, the players reverse roles
4.11 Reinforcement Segment and the new Offensives player starts with the next play. This seg-
Both players receiver their reinforcements and place them according ment ends when both players have played all strategy cards in their
to rules 10.1 (Reinforcements). hands for the turn.
The Allied player places his reinforcements first. He receives de- 4.3 The Political Phase
layed reinforcements from the previous game turn due to War In
Europe effects (WIE, see 15.0), and either receives the current turn’s 4.31 National Status Segment
reinforcements (in case of no delay) or places them in the delay box Any countries that fulfill the surrender criteria surrender according
due to the WIE or the effect of an event. If the WIE is at level 1 or to rules in 13.0.
greater, the Allied player rolls the die for certain classes of units that 4.32 US Political Will Segment
may be temporarily lost by being diverted to Europe. Adjust the US Political Will track for any conditions noted in rule
Japanese player places his reinforcements second. Japanese rein- 16.4.
forcements are never delayed or diverted.
4.4 The Attrition Phase
4.12 Replacement Segment All ground and air units determine their supply state (6.2). If they
Both players may receive replacements, with the Allied player using are out of supply, they are flipped from their full strength to their
his replacements first. Replacements are used to flip reduced units reduced strength side. Air and Ground units already on their reduced
that are in supply to their full strength side, or resurrect units from side may be eliminated. Naval units are unaffected by attrition.
those eliminated in combat. See Replacements (rule 11.0) for details.
4.5 The End of Turn Phase
4.13 Strategic Warfare Segment If the US Political Will marker is in the Zero (Negotiations) box
The Allied player conducts submarine warfare and Strategic Bombing. during this phase, the Japanese player wins the game. If the condi-
See Strategic Warfare (12.0). The effects of strategic warfare can tions for automatic Allied victory have occurred, the Allied player
reduce the number of cards that will be dealt to the Japanese player wins the game. If it is the last turn of the game, determine the winner
for the current turn. as per the campaign or scenario victory conditions for the game
4.14 Deal Strategy Cards Segment that was played. If none of these conditions are true, advance the
The Japanese player receives from 4 to 7 cards, depending on the game turn marker and conduct a new game turn. Flip or remove
outcome of Strategic warfare, from the top of the Japanese Card deck. various game markers as indicated by the rules (e.g., China Offen-
The Allied player receives from 4 to 7 cards, depending on the game sive conducted to its other side or remove Tokyo Express marker
turn, War in Europe (15.5), and whether certain Allied nations have respectively).
surrendered, from the top of the Allied Card deck. Note, however,
that the scenario being played may define different procedure for
the deal on the first turn of the scenario. 5.0 Strategy Cards
Each player has a deck of unique Strategy cards. A player can only
4.2 The Offensives Phase draw and play Strategy cards from their own deck, although some
4.21 Initiative Segment cards allow you to force the other player to discard from their hand.
The player with fewer Strategy cards may play his Future Offensives Each turn a player draws a hand of 4 to 7 Strategy cards. Players
card as EC Offensive (only) to go first. If he does not, the player alternate playing strategy cards during the Offensives segment of
with the most Strategy cards goes first (and may play any card). In the Offensives Phase. During their turn, they must play a Strategy
case of same number of cards, the Japanese player must go first for card, play one of a limited number of passes, or discard a Strategy
all game turns in 1941 and 1942, whereas the Allied player must go card. When both players have played all of the Strategy cards in their
first for all other game turns; in this case the opponent may NOT hand, the Offensives Phase of the game turn is concluded.
use Future Offensives card to go first. (See 7.29) DESIGN NOTE: Strategy cards are the heart of my card driven game
system as used in my earlier We The People and For The People
4.22 Offensives Segment
designs. The cards are the mechanism through which all movement,
Players alternate being the Offensives player, playing Strategy cards,
battle, and events are initiated during the game.
either as OCs or ECs to conduct Offensives (the moving of units
on the map and the resolution of resulting combats) or implement A Strategy card may be played as either an Operations Card (OC)
other game functions through events. The current offensives player or as an Event Card (EC), designated a Future Offensive card, or
must play a Strategy card as OC or EC, use a pass if he has any, discarded. When played as an OC card, the player may perform one
designate a card as a Future Offensive card, or discard a Strategy of the following actions:
card. If he has no strategy cards left, the role of Offensives player A. Conduct an OC Offensive (7.0).
just switches to his opponent.
B. Conduct a China OC Offensive (13.72).
If the offensives player plays an OC or EC with a logistics value, he C. Withdraw an HQ (6.13).
conducts an Offensive during which he may activate units to move
D. Bring a HQ into play from the game turn record track (6.15).
and attack opposing units. The opposing player is considered the
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Empire of the Sun 7
E. Construct a strategic transport route (13.77). be played only as an OC Offensive or discarded, but it may not be
used as an Event Card.
It should be noted that many Events enable Offensives, which are
called EC Offensives. OC and EC Offensives follow the same proce- Military events can be played as OC cards to initiate an OC Offensive
dures, though they have some differences in actions allowed during instead of Military event. In this case, rules for OC Offensives apply
the Offensive that are covered later in the rules (7.0). as normal and all card text is ignored.
Played and discarded strategy cards are placed in a separate Discard A. Activation Instructions
pile for later reuse unless the card text specifies otherwise. The Dis- Many military events have Offensive restrictions on which named
card piles are disclosed information and can be examined by either HQs can or cannot be used if the military event is to occur.
player. Some cards indicate that if played as an event (EC) they
are completely removed from play. Note that a card that is played B. Intelligence Conditions
for an OC whose event text indicates that it is removed after being If the Intelligence states ‘Surprise Attack’ the Reaction player cannot
played as an event is placed in the Discard pile for possible reuse. make an intelligence die roll to alter the intelligence condition (use
OC value for special reaction, 7.27), but may still play a Reaction
The number of cards in a player’s hand is public information, though card in order to alter the intelligence condition from Surprise Attack.
not the card themselves. The Discard piles and the cards removed
play are disclosed information and can be examined by either player. C. Reinforcement Units
Draw piles cannot be examined by either player. Certain military events come with a special unit (e.g.,
Slim’s Burma Offensive brings the British 7th Armor
5.1 Operations Value Brigade into play). Place the new unit according to the
Each card has an Operations value of 1, 2, or 3. If the card is played card text.
to conduct an OC Offensive, Operations value of the card affects the
allowed movement range of units (8.0) and the number of units that D. Special Conditions
can be activated (6.3). In case the card is played as an Event that Many military events have Offensive player special conditions that
allows an EC Offensive, the Operations value still affects the allowed pertain to the entire Offensive, but do not extend beyond the Of-
movement range of units, though not the number of units activated. fensive unless specifically stated as such. If a portion of an event is
mandatory for the event, the card will state it as such, using words
The Operations value of a card also affects how many units Reaction such as “only”, (example, “SW Pac HQ only”). Otherwise follow
player may activate in reaction to the Offensive (7.26) and how the card text as closely as possible to derive all of the event bene-
much they can move whether the card was played to conduct an fits. Note that a particular situation coupled with a card indication
OC Offensive or EC Offensive. of “no additional effect” still allows the card to be played if either
situation can be met.
5.2 Intelligence Values
All Strategy cards have an OC, and possibly an EC, intelligence value EXAMPLE: On Allied card 33, the text states, ...”this event ends a
on the card. All Offensives are by default a surprise attack unless US inter-service rivalry. Flip the US Inter-service rivalry marker to
the Reaction player alters this condition to an intercept or ambush its Strategic Agreement side. If the US Inter-Service Rivalry marker is
intelligence condition. The Intelligence value can be changed either already on Strategic Agreement side there is no additional effect.” In
by an applicable Intelligence Reaction event card or by intelligence this example, the event text has been followed since the inter-service
die roll (7.25). Reaction player uses the intelligence value of a card rivalry component can be met in either status (Inter-service rivalry
as the base target number for the intelligence die roll. If the card or Strategic Agreement). Another example is in Japanese Political
specifies both OC and EC intelligence numbers, the OC value is card 34, which states,”...no additional impact if Inter-Service rivalry
used if the card was played for OC Offensive and EC value if it was is already in effect, Draw one Strategy card.” Effectively, this card
played for EC Offensive. can be played to draw a card regardless of the US inter-service
rivalry status.
5.3 Events
Each Strategy card has an event. When a player uses a Strategy card
5.32 Reaction Events
When a player is in the role of a Reaction
as an Event card, the player follows the text of the event. If a portion
player, the only strategy cards that may
of event text contradicts some rules then the text supercede those
be played are those that state in their
rules and no others. There are four classes of events: Military events,
title they are a Reaction event. Only the
Reaction events, Resource events, and Political events.
player currently cast in the role of Re-
5.31 Military Events action player may play Reaction cards.
Military events (also called EC Of- A Reaction event may be played in re-
fensives) allow the player to conduct sponse to an Offensive after the Offen-
multi-battle hex Offensives unlike the sives player has completed moving all
one battle hex allowed on an OC play. offensive units, provided there are one
All military events have a Logistic or more declared battle hexes or the text
value. The number of units that may be of the card indicates the card may be
activated by a military event is based on played otherwise. A Reaction player is
the Logistics (not the Operations value) limited to playing a maximum of three Reaction events in response
value of the event. Military event cards to a specific offensive, not per battle within that offensive. There
often have a variety of activation, intel- are five general categories of Reaction events: intelligence, attack
ligence, and condition text. If a player (submarine, kamikaze, and skip bombing), counteroffensive, weath-
cannot comply with all of an event’s er, and personage.
clauses, except bonuses, the card may
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8 Empire of the Sun
A. Intelligence all or some of the available replacements, unused replacements are
Intelligence reaction card may be used to change intelligence con- permanently lost.
dition as per 7.25. A player may play more than one Reaction event
during an Offensive. If both intercept and ambush intelligence con- 5.34 Political Events
ditions are possible as a result, the intelligence condition is ambush. Political events are those that move a
marker on one of the game tracks. There
B. Attack are five kinds of political events: China
Attack Reaction cards indicate the potential for some amount of OC Offensives, India Stability, War In
additional damage the Offensives player may take due to a subma- Europe, US Political Will changes, and
rine, kamikaze, or skip bombing attack. Follow the text instructions Inter-Service Rivalry. Each of these
on the individual card. More than one Attack Reaction cards can be types of events specifies which game
played during an offensive. track is affected and the direction and
distances the marker for that track is
C. Counteroffensive moved.
There are several general types of Reaction events that enable the
Reaction player to activate more units in reaction than would be nor-
mally possible and alter the intelligence condition like Intelligence
reaction cards. Counteroffensive cards have a logistics value, which
the Reaction player uses for the number of units that can be activated, 5.35 Drawing a Card
although the Reaction player still uses the Offensive card’s OC value Many events state that a player draws a strategy card if the event is
for determining unit movement points. Only one Counteroffensive played. A player never draws a card if the Strategy card played is
event may be played during an offensive. played as an OC. A draw may only occur if a Strategy card is played
as an Event. A player may not use a card just drawn during the cur-
D. Weather rent offensive. A player may never draw more than three cards as a
There are several weather Reaction events that cancel Offensives result of instructions on a card played as an Event to draw a Strategy
that activate units (with or without battle hexes), and which may be Card during any Offensives phase. Once a player has drawn three
played after Offensives player movement and before an intelligence cards, all additional events played for the remainder of the current
die roll. Canceling an Offensive due to weather causes the Offen- Offensive phase ignore further card draws.
sives player to place the moved units back at their starting locations,
PLAY NOTE: It is suggested that the players use the Card Max
ending the Offensive. The cancelation of the Offensive also prevents
counters on the Strategic Record Track as a reminder of how many
any event bonuses or reinforcement units from entering play. The
cards have been drawn during the turn.
cancelled Offensive card is considered discarded, not played, so it is
placed the discard pile and not removed from play even if its event 5.36 Removing a Card
calls for removal from play. The Reaction player may not play any A large number of the events in the game specify that they are
other events (such as Reaction cards or Attack cards) in conjunction removed from the game. A card that is used as an Event and that
with a Weather card. Any Amphibious Shipping Points that the Of- has this provision is removed from the game after its initial use
fensives player intended to use for the cancelled Offensive are not and cannot be used again during the remainder of the game for any
considered used and are still available for use during the current game purpose. If the card is played as an OC or a discard it is not removed
turn. All Weather cards are removed from play if played as an event. from the game.
E. Personage 5.37 Special Events Cards
There are a few events that focus on the impact of a famous person- Two cards, Tojo Resigns and Soviets Invade Manchuria, are Spe-
age (e.g., Gandhi, Wingate). Follow the text instructions to resolve cial Event cards and must be played during the Offensives phase of
these Reaction cards. the turn in which they are drawn as an OC or EC. Thus, they may
not be played as a Future Offensive or voluntarily discarded. If a
5.33 Resource Events
Special Event card is drawn on a game turn prior to when it must
Only the Offensives player may play
be played as EC (e.g., Tojo Resigns) or its precondition is not yet
Resource events. Resource events give
met (Manchuria), the card may be played as an OC and causes a
the player new units, capabilities, or
reshuffling of the deck at the end of the current game turn to re-in-
replacements. If a Resource event gives
clude the card and all of the other cards in the discard pile (not those
the player a reinforcement unit, it is
removed from play).
placed on the map using the same re-
strictions as for units arriving during the If a Special Event is discarded due to the play of another event and
Reinforcement phase. If the event states the criteria for the event are fulfilled, the Special Event occurs the
that the replacements must be used instant the card is discarded. If the criteria for the Special Event
immediately, then the player places the are not fulfilled, the discard pile is reshuffled just like the card had
replacements as if it were currently the been played as an OC.
replacement phase, with all the same
restrictions. Sometimes the card text
specifies a choice to either use the replacements immediately or save
them for future use. If the player chooses to save them, record the
amount on the strategic resource track with the appropriate marker.
If for any reason, the Offensives player cannot fulfill the conditions
under which the reinforcement unit is supplied, the unit is lost.
Similarly, if for any reason the Offensives player cannot use or save
© 2021 GMT Games, LLC
Empire of the Sun 9
6.0 Zones Of Influence, Supply, Stacking: HQs do not count toward stacking limits, but there may
never be more than one HQ (of either side) in a hex at a time. HQs
Activation, and Hex Control must always be located in a port hex.
Supply and activation are key concepts for units’ actions in EotS. To 6.12 HQ Nationality Restrictions
move or attack during an offensive or as a reaction to an offensive, All HQs are limited to which unit nationalities they can activate and
a unit needs to be activated by an in-supply HQ. Inactivated units supply. Japanese HQs can activate any Japanese unit. Allied HQs
defend in battle if attacked, but cannot initiate attacks or move during come in one of three types: US, Commonwealth, and Joint. The
an Offensive. One precondition (unless an EC specifies otherwise) Allied HQ National Command Chart denotes which units can be
for activation is that the unit is currently in supply. In addition to activated and supplied by a particular Allied National HQ.
preventing activation, lack of supply may also cause attrition (6.24),
prevents units from receiving replacements (11.0) and prevents air Allied HQ National Command Chart
and carrier units from exerting ZOIs (6.4). However, out-of-supply
units do retain their combat strength. Supply status is continuously HQ US Common- Chinese Dutch
evaluated, so units may fall in and out of supply as other units move Nationality Units wealth Units Units Units
and affect the supply lines. However, once a unit has been activated
for an Offensive, it automatically remains in supply until the end US Yes No Yes No
of the Offensive even if it moves to a location where it would not
Common- Air Units Yes Yes No
be in supply.
wealth Only
Both activation and supply are traced from an HQ, though they
can be traced from different HQs. The criteria for tracing activa- Joint Yes Yes Yes Yes
tion and supply are somewhat different with supply tracing being
more restrictive (see 6.2 and 6.3) with the range of HQ being the
maximum path length. In addition to these traces, intelligence and 6.13 Voluntary HQ Withdrawal Repositioning
reaction determination use direct hex distance from the HQ as criteria HQs cannot move per se, but they can be voluntarily withdrawn
regardless of blocking terrain or AZOIs. from the map as the complete play for any OC. Nothing can stop
the voluntary withdrawal of an HQ and the HQ does not need be in
Aircraft Zones of Influence have a major impact for tracing supply supply. The withdrawn HQ is placed on the game turn record track
and activation. They also affect reaction possibilities and amphibious for re-entry on the next game turn. An HQ on the game turn record
movement of ground units. track returns to play during the reinforcement phase of the next game
turn as a normal reinforcement and cannot be delayed.
6.1 Headquarter Units
Headquarters (HQs) represent command infrastructure 6.14 Involuntary HQ Repositioning
and are treated as ground units. Each side begins the If an HQ finds itself at the conclusion of an Offensive or national
game with a number of HQs in play and can receive surrender in an opposing controlled hex, the HQ is involuntarily
new HQs as reinforcements or through card events. Most removed from play. An HQ that does not have a dot on it is placed
HQs cannot be eliminated permanently, as they represent a ubiqui- on the game turn record track and returns to play during the rein-
tous command infrastructure. HQs do not move per se, but can be forcement phase of the next game turn as a normal reinforcement
repositioned voluntarily (by the play of an OC) or involuntarily due that cannot be delayed. If an HQ with a dot (ABDA or Malaya HQs)
to opposing actions. A few of the Allied HQs cannot be returned to is removed from play voluntarily or involuntarily it is permanently
play if voluntarily or involuntarily removed and are indicated by a removed from play.
dot (Allied ABDA and Malaya HQs). HQs have two values: Com-
mand Range and Efficiency Rating. 6.15 Early HQ Return
An HQ on the game turn record track normally returns during the
6.11 HQ Capabilities reinforcement phase of the next game turn. A player can bring HQs
Command Range: An HQ’s command range is used to determine on the game turn track into play earlier by playing an OC of any
the range at which it can supply units, trace activation for Offensives value and placing the HQ in any friendly controlled port where the
and Reaction moves, and where reinforcements and replacements HQ is in supply. The returning HQ is placed in the Japanese Home
can be placed. It is also used for determining whether the HQ can Islands for the Japanese, or in Australia, Oahu, or India for the Al-
react to an offensive and if units that are out of supply can sustain lies. The return of the HQ is the sole action for the play of that card.
themselves on the map if they are out of supply.
PLAY NOTE: An HQ that returns to play as a reinforcement can be
Efficiency Rating: An HQ’s efficiency rating is used in conjunction placed in any friendly controlled port where it would be in supply,
with an OC value or a Logistics value to determine the number of whereas a returning HQ is geographically restricted to where it can
units the HQ can activate during an Offensive or Reaction. HQ’s return. Consequently, to move an HQ into a more forward position
efficiency rating can be modified in three situations: US or Joint usually requires it to be brought back into play as a reinforcement
HQ that cannot trace a supply line, in the manner HQs usually trace vice the restrictions of a returning HQ.
supply lines, to the East map edge Ultimate Supply Source has -1
modifier to its efficiency rating (to a minimum of 0) (6.25). Simi-
larly, Japanese HQ that is used to activate units in Burma, Ceylon,
or Northern India when the Bridge over Kwai River has not been
built and the Japanese do not control Rangoon has –1 modifier to
its efficiency rating (13.79). Under certain circumstances the Bridge
over the River Kwai event can add +1 to a Japanese HQs efficiency
rating (13.79).
© 2021 GMT Games, LLC
10 Empire of the Sun
6.2 Supply and Attrition (c) A Supply Eligible port (6.0).
6.21 Supply Lines For purposes of this check only, a hexside with strategic transport
General concepts: Both HQs and units must trace supply lines to route (8.44) costs 1/2 MP if both of the hexes are unoccupied OR
be in supply. For HQs, a supply line of any length is traced from friendly occupied (with or without the presence of an enemy unit).
an Ultimate Supply Source (map edges for the Allies; Japanese A hex with a No Transport Route marker (see 13.77) is treated as if
controlled city hexes in the Home Islands for Japan (6.22); to the it had no transport route connections to any of the adjacent hexes.
port in which the HQ sits. A supply path that traces from an ultimate
supply source to an HQ can use multiple ports to enter, continue Port Limitation: A supply line may include no more than one supply
across land hexsides, and exit by port without overland or number eligible port where the supply line switches between sea and land
of ports used restrictions. or vice versa, not including (i) the port in the HQ’s hex; or (ii) any
port the unit occupies.
Units, by contrast, trace supply lines from an in-supply HQ to the
hex they occupy, limited by the HQ’s range. Air or carrier unit ZOI PLAY NOTE: Note that the supply line itself may cross far more
are assumed to exist when checking if a unit is in supply (see 6.4). terrain overland than the 4 MP limitation and does not have to pass
As the rules below explain, the supply line may not traverse certain through the supply-eligible port required, there just has to be a valid
hexsides. Although there are a number of restrictions, in general port within the range. Also, note that if the last hexside crossed was
units may trace supply
(1) from the supplying HQ by sea to coastal hexes the units occupy;
(2) overland from the supplying HQ to the units; or
(3) through a combination of land and sea hexsides from the sup-
plying HQ to the units, provided that the sea component is traced
through only one supply eligible port other than the hex the HQ
occupies (which will always be another port hex) or potentially
the unit activating is located in.
In addition, there are further restrictions for units tracing the last
portion of their supply line overland (cited later in this section:
Overland Logistical Range).
Supply Eligible Port: A friendly HQ whether it is in or out of
supply that can trace a legal overland supply path (6.21) up to 4
movement points in length OR by sea of any length to a friendly
controlled port makes that port supply eligible.
A. Units
Supply Line: A unit is supplied if an unblocked hex path can be EXAMPLE: Japanese units B, C and D trace supply by land to the
traced from a supplied appropriate (6.12) acti- South HQ. All are within 12 hexes of the South HQ and 4 MPs of a
vating HQ to the unit and the path length does Supply Eligible Port. Since the Transportation hexes in Jarhat and
not exceed the HQ’s range. A supply line can be Ledo have not been constructed yet (13.77), unit A is out of supply
traced across any hexside except the following: since it is 5 MPs from Rangoon to its location.
A. An unplayable hexside (see map).
B. A water hexside of an un-neutralized enemy
ZOI hex.
C. Any land hexside of a non-port coastal hex
that the path has entered across a sea-hexside.
D. Any all sea hexside from a non-port coastal
hex that the path has entered across a land
hexside.
E. A land hexside of any hex occupied solely by
an enemy ground, HQ, or air unit.
F. Any sea hexside of an enemy controlled
port hex that the path has entered across a land
hexside.
G. Any land hexside of an enemy controlled port
hex that the path has entered across a sea-hexside. EXAMPLE: The five Japanese units marked A-E are tracing supply.
The shaded hexes indicate non-neutralized Allied Air ZOI, which
Overland Logistical Range: If the last hexside crossed when tracing blocks supply paths by sea. Unit A is out of supply since it is more
a supply line is a land hexside, the hex containing the unit drawing than 4 MPs from a Supply Eligible Port. All other units are in Supply.
supply must also be within 4 MPs of ground movement (8.42) of: Note that Allied Air ZOI does not block land supply paths which
(a) The supplying HQ or allows unit C to trace to the adjacent port hex.Units D and E are on
coastal hexes which can trace a supply path by sea back to the HQ.
(b) Kunming, if an active supply source (13.75) or
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Empire of the Sun 11
by sea, the overland limitation does not apply at all. This allows units In rare local situations where the ZOI of Japanese and Allied air
in a location that can be supplied by sea more freedom of operation units mutually render one another unsupplied (that is absent the ZOI
than units tied to overland supply network. projected by the Allied air unit, The Japanese player’s air unit would
be in supply and thus exert a ZOI; but that Japanese ZOI, if projected
DESIGN NOTE: The overland logistical range requires that units
would cut supply to the Allied air unit in question), only Allied air
operate relatively close to a logistical supply node represented by
units are considered to exert a ZOI for supply status determination.
a port. The difficult jungle and mountain terrain in the many of the
areas depicted in EotS severely limited the possibilities of overland PLAY NOTE: The best method to determine whether the situational
supply. The overland supply lines in EotS should not be considered placement of air ZOIs creates this situation is to do the following.
literal lines along which supply flows but rather as areas of HQ’s Assuming that all of the air units are in range of an appropriate HQ,
logistical ability and responsibility. In practical terms, units in such look at the situation with all of the air units in question projecting
a situation would receive their supplies from nearest port to which their ZOI. If any air units ZOI is contingent upon an enemy air
the supplies are shipped to. Thus, the 4 MP limitation is enforced unit not having a ZOI and vice versa then take away the offending
to nearest port and not to the HQ. Japanese air ZOI. If the Allied air unit is in supply then the Japanese
air unit is OOS. If not, then this situation does not apply.
Important: During an Offensive, any activated unit remains supplied
until the end of the Offensive. B. HQs
Kunming: In some cases, Allied units can trace supply directly from An HQ is in supply if an unblocked supply line of any length can
Kunming instead of an HQ (see 13.75). be traced from an appropriate Ultimate Supply Source (6.22) to
the HQ. The types of hexsides that a supply line cannot be traced
across (6.21A) apply to Ultimate supply sources tracing to an HQ,
however this supply path can use multiple ports to enter, continue
across land hexsides, and exit by port without overland or number
of ports used restrictions.
6.22 Ultimate Supply Sources
Ultimate Supply Source paths are used to determine the supply
status of HQs. Each hex on the East, South, and West map edges is
an Allied ultimate supply source. Each Japanese controlled city hex
in the Japanese Home Islands is a Japanese Ultimate Supply Source.
6.23. Emergency Supply Routes
The Hump
Play of the China Airlift (Allied #17) card establishes a supply
line between Kunming and any Allied controlled supply-eligible
Northern India airfield (Jarhat and Dacca). This supply line exists
as long as the Allies control a supply-eligible Northern India airfield
and need not be traced as specified in 6.21.
Tokyo Express
Play of the Big Tokyo Express Operation (Japanese
#28) or the Tokyo Express (Japanese #44) card allows
the Japanese player to place the Tokyo Express mark-
Take the situation where the Allies have the Malaya air unit in
er in play to create a temporary supply line between
Singapore and the Japanese have air units in Singora, Miri, and
any one in-supply Japanese HQ and any one hex
Tjilatjap. All of the Japanese air units are drawing their supply from
within range of that HQ for the rest of the turn. Air, ground, and
the South HQ in Saigon and the Malaya air unit is drawing its supply
naval units, not HQs, in the hex with the Tokyo Express marker are
from the Malaya HQ in Singapore. The Japanese Saigon HQ has
in supply for all game purposes to include re-establishing a ZOI.
an uninterrupted LOC to Japan. The Japanese air unit in Tjilatjap
Nothing can sever a Tokyo Express marker supply.
is OOS if the Malaya air unit has a ZOI. The Malaya HQ has an
LOC (putting the Malaya air unit in supply) if the Malaya air units The Tokyo Express marker remains in the hex it was placed into until
ZOI puts the Japanese Tjilatjap air unit OOS, but does not have a one of three events occurs: (1) the hex becomes Allied controlled;
LOC if the Japanese air unit in Tjilatjap has a ZOI. (2) another Japanese card is played that moves the Tokyo Express
marker to another location; or (3) the game turn ends. There can
The Malaya air unit and the Japanese Tjilatjap air units ZOI are never be more than one Tokyo Express marker in play at any time.
therefore mutually exclusive. Using the procedure above, if the Jap- Tokyo Express does not affect the prerequisites for activating units.
anese air units ZOI is removed, the Malaya HQ has an LOC that is
dependent on the Malaya air units ZOI and with the removal of the 6.24 Attrition
Japanese ZOI the Malaya HQ is in supply. Therefore the Malaya During the Attrition Segment, perform the following steps in order
air unit is in supply and the Japanese Tjilatjap air unit is OOS. for both sides air and ground units simultaneously. HQs and Naval
units are not affected by attrition:
Taking the same example and moving the Japanese air unit from
Tjilatjap to Batavia, changes the outcome. In this instance when 1) Eliminate all reduced or single step air or ground units that are
all the air units have a ZOI, Batavia is in supply (not dependent on unsupplied, are not in a hex affected by an Emergency Supply Route
whether the Malaya air unit does or does not have a ZOI), so Malaya (6.23), and are out of range of any friendly supplied or unsupplied
is OOS and the Malaya air unit then loses its air ZOI.
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12 Empire of the Sun
HQ. For this check, enemy units, opposing ZOI, and unplayable Out of supply air or aircraft carrier units do not have a ZOI and cannot
hexsides do not block the path between the HQ and the unit. neutralize enemy ZOIs. The supply status for determining whether a
2) Flip all full strength air and ground units that are both unsupplied unit is in supply is determined anew every time the ZOI might have
and are not in a hex affected by Emergency Supply Route (6.23), an effect (6.2). Thus, units may go out of supply and lose their ZOI
to their reduced side. (or vice versa) in middle of enemy’s move. Note, however, that once
a unit has been activated for an offensive, it will remain in supply
Attrition is calculated and applied simultaneously, so it is possible until the conclusion of the offensive regardless of any other factors.
that opposing units can mutually attrite each other. Note that units
with only one side (e.g., Dutch Regiments, US Marine Wake units, An Air ZOI from an in-supply unit is in effect at all times when the
CVL Hermes) are considered to be on their reduced side. unit is stationary and during non-strategic moves (thus moving air
units and carriers neutralize opposing ZOIs as they go). An air or
6.25 US Line of Communication carrier unit using strategic move loses its ZOI during the movement
Any in supply Joint or US HQ that cannot trace a valid supply line and regains it after it has completed the move.
from the East map edge Ultimate Supply Source (see 6.21; 6.22) A ZOI that is un-neutralized impacts several game functions:
has its efficiency rating reduced by 1 (a zero rating is possible).
• No unit may enter or exit a ZOI when conducting strategic move-
6.3 Unit Activation ment (8.23, 8.33).
A unit must be activated to move (exceptions: Emergency Naval • Ground units conducting amphibious assault may not enter or exit
Move, Emergency Air Move, Ground Disengagement, and Retreat) or a ZOI (8.44).
to initiate attack. For a unit to be activated it must have an activation • A ZOI blocks an HQ activation range path that enters or exits the
path from the HQ being used for offensive or reaction purposes, and ZOI across an all water hex side (6.3).
be in supply, possibly from Kunming or a different HQ than the one • A ZOI blocks a supply path that enters or exits the ZOI across an
used for the activations (see 6.2). all water hex side (6.21).
An activation path is traced from the activating HQ to the unit being
activated and can be traced across any hexside except the following: In addition a ZOI has two effects even when neutralized:
• Offensives unit entering, exiting or moving within reaction side
• A water hexside of an un-neutralized enemy ZOI hex.
ZOI gives a +2 modifier to intelligence roll (7.26)
• Any land hexside of a hex occupied solely by an enemy ground
• Offensives unit making an amphibious landing within a ZOI of
or air unit.
the Reaction player may allow special reaction (7.27).
Activation path length in hexes may not exceed the Command Range
A ZOI does not affect:
of HQ being used to activate units.
• Ground movement from a land hex to another land hex across a
Unlike a supply line (6.21), an activation path can be traced across land hex side (8.42).
unplayable hexsides and can switch from land to sea without the
• Naval or air unit movement other than strategic movement (8.21,
need for friendly ports.
8.31).
Only a single HQ per side can be used to activate units for one of- • An HQ activation range path that enters or exits a hex across a
fensive and the number of units that may be activated depends on land hex side (6.3).
the OC value or logistics value of the card used and the Efficiency
• A supply path that enters or exits a hex across a land hex side (6.21).
rating of the HQ (see 6.11).
• An HQ range when used to maintain reduced units during the
6.4 Aircraft Zone Of Influence Attrition phase (6.24).
All in supply air and carrier units project a 2 hex Zone Of Influence 6.5 Hex Control
(ZOI) The ZOI is neutralized if an opposing Zone Of Influence is The last player to have a ground unit enter or pass
projected by non-LRB unit into the same hex. LRB units project through a hex controls the hex. Ground units that enter
ZOI like other air and carrier units, but cannot be used to neutralize an unoccupied hex via ground movement gain control
enemy ZOI. Air or carrier unit ZOI is assumed to exist when checking immediately. Ground units that enter a hex via amphib-
if that unit is in supply. ious assault (using an ASP, organic naval, or barge transport) and
are not eliminated or forced to retreat in battle gain control of the
hex just prior to post battle movement.
8.3 Air Movement and Stacking opposing Zones Of Influence. The unit regains is ZOI immediately
In the game air units can move through hexes occupied by enemy after it has ended its move.
units. In effect, the air movement rules represent a real-life situation A second form of strategic transport is available for air units. Any
where air units are in constant motion and occupy a common hex time the Offensives player activates an air unit; he may choose to
only as an artifact of the hexgrid system and the game sequence. remove the air unit to the game turn track. The removed air unit
returns to play from the game turn track during the next reinforce-
8.31 Air Movement
ment phase (it cannot be delayed), under the normal rules for the
An air unit moves in increments, or “legs,” each equal to or less
placement of reinforcements.
than its extended range (the larger range value), or normal range for
units that do not have an extended range or do not wish to use it. The 8.34 Air Unit Stacking
number of legs allowed depends on the OC-value of the Offensives During an offensive or battle, any number of air units may be stacked
card used. An air unit must land in a friendly controlled hex that has in a hex. Stacking is evaluated at the conclusion of any strategy card
an airfield at the end of each leg of movement. Air units may not end play whether it was played as an offensive or event. No more than
their movement in a hex with enemy ground unit even if the hex is three friendly air and/or ground units (of any size) may be stacked
still friendly controlled, but may use this friendly airfield in such a in a hex. If there are overstacked units, the owning player removes
hex between two legs. The player moves one unit or one stack of the excess units, air units first, from play until the hex is within the
units at a time, and must complete the movement of a stack or single stacking limits. If the units were in supply when so removed, they
unit before beginning the movement of another. are placed on the game turn record track to be returned to play the
Air unit may not enter a battle hex. However, an air unit that is turn after the next turn as reinforcements (which cannot be delayed).
in a hex at the moment it is declared a battle hex is not obliged to If the overstacked units were out of supply, they are eliminated.
move out prior to battle. To participate in a battle, an air unit must Note that several pairs of US air units and the
occupy a friendly hex with an airfield within range of the battle or Commonwealth SEAC air units have the same
be in the battle hex itself. An air unit with an extended range in pa- unit designations, but one of these air units
rentheses that uses its extended range at any point in its movement will always be a Long Range Bomber air unit
cannot participate in a battle. Consequently, Reaction air units with while the other is not. Two air units with the same designation count
a parenthetical extended range can only react with their normal as one unit for stacking purposes, but not for any other purpose (e.g.,
range. Air units that move out of a battle hex in a Reaction move there are two US 7th Air Force air units).
must participate in combat resolution in that battle hex, even though
they have left it. 8.35 Air Ferry in Hex 5408
The airfield in this hex represents the ability of Allied air units (only)
8.32 Emergency Air Move to use this location as an airfield for “landing leg” increment purposes
If, during an Offensive or during the Political phase (through Na- when moving on to another location. At no time may an air or ground
tional Surrender), a player gains control of a hex which contains unit end its move in this hex. Presence of a Japanese naval unit in
opposing air units that were not active, the air units must make an this hex during an Offensive temporarily neutralizes this ability.
emergency air move. If the change of control occurred during Of-
fensive, the move occurs after the conclusion of the offensive. If it 8.4 Ground Unit Movement and Stacking
occurs during Political phase, the move occurs at the end of the phase. Ground units have three ways of moving: ground movement, am-
If there is a friendly airfield within normal or extended range, the air phibious assault, and strategic movement (ground units may also
unit is placed, not moved, to that location. If more than one airfield disengage in response to movement by the other player). A ground
meets this condition, the owning player chooses the airfield to which unit may use only one type of movement (i.e., ground, amphibious,
the units are moved. If no friendly airfield is within range then the air strategic) during any given Offensive sequence. Mixing movement
units are eliminated. An air unit may use its parenthesized extended types during the same Offensive is not permitted. The player moves
range for Emergency Air Movement, even if it participated in a battle. one unit or one stack of units at a time, and must complete the
movement of a stack or single unit before beginning the movement
EXAMPLE: The Japanese attack, capture, and gain control over of another.
Wake Island, but the Marine air unit has not been eliminated. Since
there is no friendly airfield within 4 hexes of Wake Island, the air Ground units may use ground movement to move from a land hex to
unit is eliminated. If the air unit had been a US long range air unit another land hex across a land hex side expending a variable number
with a range of 6 hexes, then the air unit could have been placed of movement points for each hex entered. (8.42)
on Midway (assuming it was Allied controlled), which is within 6 Additionally, ground units have two ways to move across ocean
hexes of Wake. hex sides. The first is Strategic Ground Transport, which allows
amphibious assault capable ground units to move from a friendly
8.33 Strategic Air Transport coastal hex (with or without a port) to a friendly supply eligible
Offensive air units may conduct strategic transport during an Of- port (8.44). The second is actual amphibious assault, and allows
fensive by moving up to twice their normal number of legs from amphibious capable ground units to move from a friendly coastal
an airfield to another friendly airfield. As an example, a US air unit hex (with or without a port) to any other coastal hex, which can
with an extended range of four is activated on an Offensive with contain enemy ground units (8.45).
a 2 OC value. If the air unit were to use Air Strategic Transport it
could move up to 4 legs of 4 hexes each, but each leg must end in 8.41 Movement Restrictions
a friendly airfield. At no time during its movement can the air unit A. Japanese ground units may not enter non-coastal Chinese hexes
enter an un-neutralized opposing Aircraft Zone Of Influence. The (for example, Japanese land units in hex 2508 [Yungning] cannot
unit cannot participate in a battle during the offensive that it uses move directly to hexes 2408 or 2507 by normal ground movement).
strategic transport. An air unit using strategic air movement does Allied units in non-coastal China may not be attacked.
not exert a Zone Of Influence during its move, nor does it neutralize
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18 Empire of the Sun
DESIGN NOTE: Only Chinese CBI forces are in the game. port with other forms of movement in the same offensive. Note that
strategic ground transport does not require the use of amphibious
B. Japanese ground units may enter Northern India or Ceylon, but
shipping points (ASPs).
may move no further into India. See the National boundary defini-
tions. Japanese air and naval units may attack Allied units in any A port captured using ground movement during the Offensive counts
portion of India. as a friendly port and can be used during the offensive for Strategic
Ground Transport. However, a hex entered solely via Amphibious
C. No ground or air units may enter Soviet territory for any reason. If
Assault converts to friendly control just prior to post battle move-
there is no other choice the unit is permanently removed from play.
ment and is thus unavailable as a destination for Strategic Transport.
D. No Allied ground units, except Chinese ground units, may enter
DESIGN NOTE: This is an administrative naval movement using
non-coastal China hexes.
slow troop transports, which is why it does not use an ASP.
E. Chinese ground units can only operate in Burma, Northern India,
Kunming, and all hexes adjacent to Kunming. Chinese units that are 8.45 Amphibious Assault (Offensive and Reaction)
forced to move into any other land hex are eliminated. All Japanese, US, Commonwealth British (except Armor Brigade),
Australian, and New Zealand ground units are Amphibious Assault
8.42 Ground Movement capable. Dutch, Indian, and Chinese units are not and may not use
A ground unit spends a variable number of movement points to Amphibious Assault or strategic transport.
enter a land hex. The movement must be across ground hexsides.
A ground unit that moves in this manner may move from any coastal
A ground unit spends 1 movement point to enter an open terrain
hex (with or without a port) to any coastal hex (with or without a port)
hex, 3 movement points to enter a mountain hex, and 2 movement
a distance equal to the distance a naval unit in the current offensive
points to enter all other terrain types. A ground unit may not enter
may move. An Amphibious Assault never doubles the distance it may
a hex if it has insufficient movement points to do so. This means
move, even if it enters a friendly port at the conclusion of its move.
that during low value OC Offensives, ground units may be unable
to conduct ground movement. An amphibious assault may enter any non-mountain coastal hex (ex-
ception: Port Moresby, hex 3823, can be amphibiously assaulted even
A unit entering a hex that contains no enemy air or ground units
though it is a mountain hex) whether or not it contains enemy ground
via a transport route (see map key) spends half a movement point.
units. Note that Event cards that restrict the activation of naval units
A ground unit during reaction movement may move via a transport
do not prevent amphibious units from using amphibious assault,
route, but may not enter a hex using the transport route movement
and that Inter-service rivalry being in effect does not prevent Army
rate if an enemy ground unit is present. A hex with No Transport
units (Japanese or US) from using amphibious assault movement.
Route marker (see 13.77) cannot be moved to or from using the
transport route cost. A. Amphibious Assault ASP Requirements (Offensive and
A ground unit using ground movement must cease movement when Reaction)
it enters a hex containing opposing land or air units or an opposing One Amphibious Shipping Point (ASP) is used by each ground
HQ, but it is not inhibited by the presence of naval units. A ground unit of division size (XX) or smaller that conducts an Amphibious
unit may not exit a declared battle hex and must stop if entering one. Assault. Each Corps or Army sized unit (XXX or XXXX) uses one
ASP for each step (e.g., a reduced Corps or Army sized unit requires
8.43 Ground Disengagement one ASP and a full strength Corps or Army unit requires two ASP).
The Reaction player’s ground unit(s) may move from a hex con-
Exception: The Japanese Korean Army costs two ASP,
taining an opposing Offensives ground unit(s) that just entered the
not 1 ASP, per step (e.g., A full strength Korean Army
hex if all of the following conditions apply:
costs 4 ASP to move by Amphibious Assault).
• The unit(s) can move to a hex that is not the one from which the
An amphibious shipping point can be used only once per game turn.
opposing unit(s) entered the hex and that contains no opposing
Note its use by moving the Amphibious Shipping Used marker on
units.
the Strategic Record. If insufficient amphibious shipping points are
• The Reaction player’s attack strength in the hex is greater than available, the units for which there are insufficient ASPs cannot
(not equal to) that of the opposing unit(s) in the hex. conduct Amphibious Assault.
If a successful ground disengagement occurs, the disengaging unit(s) Important: During Reaction no more than one ASP may be used for
are moved into a valid adjacent hex (regardless of MP cost) and the Reaction movement. This has no effect on Japanese organic transport
moving unit may continue to move if it has remaining movement (8.46), as this type of movement does not use an ASP.
points.
B. Amphibious Assault Restrictions (Offensive and Reaction)
8.44 Strategic Ground Transport The path taken by the Amphibious Assault ground unit(s) may not
An Amphibious Assault Capable ground unit may move from a enter or exit a hex that currently contains an opposing naval unit
coastal hex (with or without a port) to a friendly port a distance (active or inactive), unless the assaulting unit moves with a friendly
equal to the distance a friendly naval unit in the current offensive naval unit escort for its entire length of its movement. An Amphibi-
may move. Since a naval unit can move twice its movement allow- ous Assault unit may not enter or exit a hex within an un-neutralized
ance if it moves from a friendly port to a friendly port, a ground opposing aircraft Zone Of Influence.
unit conducting Strategic Ground Transport that starts its move in a
Important: If Amphibious Assault ground unit(s) are without an
friendly port may also double its movement allowance.
accompanying friendly naval unit and opposing naval forces of
The path of the move may not enter an un-neutralized opposing Air- any type end their movement in the battle hex as part of reaction
craft Zone Of Influence and may not end the move in a hex with an movement, the amphibiously assaulting units are turned back. Each
enemy unit. The ground unit must finish its movement in a friendly ground unit takes a one step loss and does not take part in the battle
port. A given ground unit may not combine Strategic Ground Trans- in the hex. If there are no units taking part in the battle after this,
© 2021 GMT Games, LLC
Empire of the Sun 19
the battle is considered lost by the offensives player and cancelled. Aoba can enable the South Seas (SS Brigade) detachment to conduct
Any amphibiously attacking unit not eliminated must conduct post Amphibious Assault by moving as a stack from Truk to Rabaul, New
battle movement from the hex. Britain. Units transporting and units to be transported must start
PLAY NOTE: Moving an amphibious force with an aircraft carrier the move in the same location.
unit always neutralizes opposing Aircraft Zones of Influence PLAY NOTE: There are only a handful of naval and ground unit
throughout the move. Additionally, positioning a CV in a position combinations that can conduct this type of move, but it is a useful
that neutralizes an opposing air Zone Of influence prior to moving way to cheaply capture unoccupied opposing bases, especially
the amphibious assault unit allows the Amphibious Assault unit to early in the war.
move through the area.
8.47 Japanese Barges
DESIGN NOTE: Amphibious Assault is the use of specialized naval When the Japanese play the Japanese Barge event,
units to conduct the amphibious invasions that were the hallmark the Japanese flip their ASP marker onto its Barges
of the Pacific War. The movement through opposing units is very side and the Barges marker should be placed near the
restrictive on purpose. Invasions cannot bypass opposing locations Japanese player. During any Offensive (only, not for
that contain active naval and air forces. These forces would first a Reaction) that has a 3 OC value card (even if played
have to be neutralized before the precious combat troops would be as an Event), the Japanese can move 1 ground unit of any size as an
put in harm’s way. Although the Amphibious Assault forces enter amphibious assault at the cost of zero ASP, across one all sea hex
the battle hex, this is a mechanical convenience to speed play. In side as its entire move. This move can initiate a battle, and is treat-
actuality, if the air naval struggle for a hex were not successful, the ed like any other amphibious assault. If forced to retreat, the Offen-
troop transports would be turned around at sea beyond the range of sives unit uses barge movement to return to its original hex. The
the battle as the Japanese did at the Battle of the Coral Sea. Lightly Japanese lose this capability or have it superseded for the remainder
escorted offensives did occur, though very rarely, such as the capture of the game by the play of the Allied PT Boat event card.
of the Admiralty Islands, when the defenses were primarily garrison
troops and total surprise was achieved. 8.48 Ground Unit Stacking
During an offensive or battle, any number of ground units may be
C. Concluding Amphibious Assault (Offensive Only) stacked in a hex. Stacking is evaluated at the conclusion of any
If at the conclusion of battle resolution containing an amphibious strategy card play whether it was played as an offensive or event.
assault, the Offensive amphibious assaulting ground unit(s) are No more than three friendly air and/or ground units (of any size)
not in a friendly controlled hex (e.g., the assaulting forces lost the may be stacked in a hex. If there are overstacked units, the owning
air-naval or ground battle), the Offensive amphibious assaulting player removes the excess units from play, air units first, until the
unit(s) only may conduct post battle movement like a naval unit, hex is within the stacking limits. If the units were in supply when so
but must end their movement in a friendly port or coastal hex. If this removed, they are placed on the game turn record track to be returned
is not possible, the Amphibious Assaulting unit(s) are eliminated. to play two turns later as reinforcements (which cannot be delayed).
D. US Army Amphibious Assault Special Restrictions If the overstacked units were out of supply, they are eliminated.
There is a special restriction for US Army ground units. They may 8.49 British Armor Brigade
only conduct amphibious assault movement into a Japanese con- The Allied player can receive the 7th Armor Brigade
trolled and occupied one hex island if they end their movement in a through the play of an event card. The 7th Armor Bri-
hex containing a US Marine unit that also just completed amphibi- gade may not use Amphibious Assault, but may use
ous assault movement into that hex. In all other circumstances, the Strategic Ground transport. The 7th Armor Brigade may
presence of a US Marine unit is not required for a US Army unit to not enter Mountain Hexes except via a transportation route or Stra-
conduct Amphibious Assault. Nor are there any restrictions on US tegic Ground transport.
Army ground units for amphibious assaults on multi-hex islands or
during Reaction.
DESIGN NOTE: Besides Marine units whose raison d’etre is 9.0 Battle Resolution
amphibious assault, many Allied army units were trained in this Each battle is conducted in two steps: first Air & Naval combat is
operational art during the war. The US Army restriction maintains resolved, and then Ground combat is resolved. There are two separate
the role the US Marines had in late war amphibious invasions, combat results tables, air/naval and ground. Although both types of
although there were some solely Army invasions during the New combat use similar procedures, they use different die roll modifiers.
Guinea and Philippines campaigns.
9.1 Who Participates in Battle
8.46 Japanese Organic Naval Unit Transport Capability All units in the battle hex must participate in that battle. No unit of
The Japanese have five brigade sized land units (1st, 2nd, either player can participate in more than one battle per Offensive.
3rd , and 4th SN and the SS). These units can conduct
amphibious assault by either using one amphibious 9.11 Air and Aircraft Carrier Units in Battle
shipping point per unit, or they can conduct amphibious Activated air and aircraft carrier units can participate in a battle
assault by beginning the offensive stacked with and moving their if they are within their air range of the battle hex. An air/carrier
entire move with a CA, CL, or APD naval unit at no cost in amphib- unit that is in a battle hex must participate in that battle and cannot
ious shipping points. Each naval unit of these types, at either reduced participate in another battle that is within its range. If a Reaction
or full strength, can move one of these five brigade sized units. If the player air/carrier unit starts its Reaction in a battle hex and reacts
naval unit is eliminated prior to Ground Combat resolution, the out of the hex, it must still participate in that battle even though it
ground unit it was transporting is also eliminated and does not land. is now not in the battle hex.
If the naval unit loses a step there is no effect on the transported unit.
EXAMPLE: On the December ’41 game turn, the Japanese CA
© 2021 GMT Games, LLC
20 Empire of the Sun
Carrier units that did not end their movement in a friendly port hex 9.2 The Air Naval Combat Procedure
must either take part in a battle or be assigned to cover an amphibious A. Both sides add up their activated air and naval attack strength
landing on an empty enemy-controlled hex. in the battle hex and add any activated air, CV, CVL, CVE units
that are taking part in the battle from outside the hex. The Reaction
9.12 Naval Units in Battle
player also adds in the strengths of any inactive naval and air units
Activated non-aircraft carrier naval units that enter the battle hex
that are in the battle hex, even if they remained inactive after re-
add their naval strengths into the total air-naval combat value.
action activation. In air naval combat, air units that are using their
Non-aircraft carrier naval units that are not in a battle hex, but in a
non-parenthetical extended range in battle halve their attack strengths
hex with an aircraft carrier naval unit participating in a battle hex,
(round up) in combat (at normal range they are full strength, even if
do not use their combat value in battle resolution, but their presence
they used extended range to move during the offensive). Air units
with the aircraft carriers makes them part of the losses procedure.
with parenthetical extended range cannot use extended range either
Aircraft carrier units that are within their air range of the battle hex,
to join the battle or to move during an offensive where they take
including actually residing in the battle hex, always add their combat
part in battle.
value to the air-naval combat.
This sum of attack strength is the total attack strength that is modified
9.13 Ground Units in Battle in the following steps.
All ground units in a declared battle hex must participate in the
ground combat portion of the battle. Offensive ground units that DESIGN NOTE: Land based air units that are operating at extended
enter a battle hex through amphibious assault only participate in the range are using their two engine aircraft only. This reduces their
ground portion of the battle if their side wins the air-naval battle. combat potential due to the lack of their shorter ranged fighters and
If the Offensives player loses the air-naval battle (does not affect the fact that bomb loads are reduced at longer ranges. LRB units
Reaction ground units) and there is a mix of units that entered the hex have factored into their combat ratings their basic ineffectiveness
through ground movement and amphibious assault, only the ground against naval units and the fact that the Pacific theater for the most
units that entered by ground movement participate in the ground part had sparse infrastructure targets that were not easy to damage
battle. Reaction ground units that enter a battle hex via amphibious with high altitude bombing. The Strategic bombing campaign against
assault participate in the ground portion of the battle regardless of Japan is handled as a separate procedure.
the air-naval battle outcome. Player Note on calculating combat strength: In order to avoid
players counting factors, the game system gives equal weight to all
9.14 Supply in Battle
factors brought into a battle. The flip side of this is that there are
Supply has no effect on battle resolution. Its effects are accounted
times that you must sum a string of small numbers that add up to a
for in the Attrition Phase of the turn and in activation limitations.
large value, occasionally in excess of one hundred. To avoid the need
DESIGN NOTE: Combat in Empire of the Sun is not intended to for having a calculator handy we have created a graphical abacus.
be an operational or tactical analysis of air, naval, and ground There are two US Stars (dark blue and a lighter blue) that can be used
interactions in the Pacific. The goal is to reward the player for in conjunction with the Strategic record track. To use this, designate
bringing a balanced mix of forces, which, in combination with good one counter as a 1s (lighter blue) and another as a 10s (darker
intelligence, bring superior firepower to bear, while achieving an blue). Physically move the ones counter one box for each available
historical loss rate. Surface naval units that are stacked with aircraft combat factor, moving the 10 counter one space forward each time
carriers, but not physically located in the battle hex, reflect escorts, ten combat factors have been counted. When you are finished you
whose defense values protect the carriers, but do not contribute to will have a direct read out of the total number of combat factors.
surface combat, which is why their combat values are not applied We have also supplied a number matrix to handle the CRT combat
offensively. Also, the fact that surface ships in the battle hex can multiplier calculation. Between these two techniques a player can
apply their hits to units that are within range of, but not in the battle make the occasional larger calculation without a calculator. Also
hex, is an abstraction that reflects a surface action that occurs in feel free to do these mathematical operations in your head, or, should
the vicinity of the battle hex between those forces. However, as you desire, use a calculator.
long as carriers are not in the battle hex, it requires the presence of
B. Roll a die (modifying as appropriate) for each player to determine
opposing air or carrier units (on a one for one basis) in order for
the combat effectiveness rating. Each player’s total attack strength
them to take battle damage.
times effectiveness rating results in the total hits made by the player.
The system will recreate the outcomes from the campaigns fought
during the war, but due to the strategic level of play, will give little Die Roll Modifiers
insight, except at that macro level, into why the outcomes were • Ambush: Allies +4
achieved. Combat tends to be bloody, given the time scale and the • Surprise Attack: +3
attritional nature of much of the conflict that is below the scale of the • 1943 game turn: +1 for the Allied player if any US air or aircraft
game, but must be accounted for through this mechanism. It should carrier units are present.
also be noted that some battles actually represent a series of battles. • 1944 or 1945 game turn: +3 for the Allied player if any US air or
For example a large naval battle in the Guadalcanal hex could aircraft carrier units are present.
represent all of the losses taken in the Battles of Eastern Solomon,
• Event Modifier: + any battle modifiers specified by an EC. Note:
Santa Cruz, and Guadalcanal. A game with more granularity and
Some event cards have special battle modifiers.
detail than Empire of the Sun is required for a more cause and effect
view of Pacific War combat resolution. DESIGN NOTE: Modifiers 3 and 4 reflect the growing technological
superiority of US aircraft and improved combat doctrine.
Air Naval Combat Results Table 3. If there are excess hits and no further units can be hit due to re-
Modified 1D10 Die Roll = Combat Effectiveness Rating strictions for applying hits, the remaining hits are lost. Continuing
the example from case C above, the 47 attack strength Allied force
0,1,2 = One Quarter (.25) (round up if required) gets a 6 or greater die roll and applies 47 hits to the Japanese air
3,4,5 = One Half (.5) (round up if required) and naval units. Using the hits available, the Allied player reduces
6,7,8 = One (1) all of the Japanese units except for one full strength unit, which
remains with a defense of 18, and the Allied player only has 10
9 = One* (1*) unapplied hits. The Allied player could not eliminate one of the
9 or greater = One (1) reduced Japanese units because there remains a full strength unit,
so the remaining 10 hits are lost.
* = If the die roll was a 9 before any required modification, then
that side has achieved a critical hit in addition to receiving a one 4. To allocate hits to Air, CV, CVL, and CVE unit that are not in the
result. See 9.2.F.6. battle hex containing opposing naval units (they are either outside
the battle hex or the battle hex contains no opposing naval units),
C. If the intelligence condition was Intercept, both players simulta- there must be one friendly Air, CV, CVL, and CVE unit in the battle
neously apply a number of hits equal to their combat effectiveness for each such unit that has hits applied on it. For example, if one
rating times their total air-naval strength. side had one air and one CV unit and the opposition had three CV,
CVL, or CVE units, and no units are in the battle hex, hits could be
EXAMPLE: The Allied player has a 12 attack strength CV unit, a
applied to only two of the three units. In all cases the side applying
4 attack strength LRB unit, a 10 attack strength air unit at normal
the hits chooses which aircraft carrier or air units take the hits. Non-
range, a 10 attack strength air unit at extended range, and a 16 attack
air capable naval units can always be the target of hits generated
strength BB unit in the battle hex. The Allied strength total would
during an air naval battle.
be 47 (12+4+10+5+16). The intelligence condition is intercept, so
there is no die roll modifier. On a roll of 2 or less, 12 hits would be EXAMPLE: If the Japanese side had one carrier and achieved 45 hits
assessed against Japanese units, on a die roll of 3-5, 24 hits would versus an Allied force with two full strength carriers, it is possible
be assessed, and on a roll of 6 or greater, 47 hits would be assessed. that a large number of hits could go unapplied because the inability
to reduce one of the two Allied carriers would prevent any reduced
D. If the intelligence condition was surprise attack, the Offensives strength unit from being eliminated, since there would still be a full
player applies all hits first. Surviving Reaction player units in the strength Allied naval unit present.
battle hex then calculate their combat strength, make a die roll on
the CRT, and apply any hits to the Offensives player’s units. The corollary of this condition is if one side has no air or carrier
units present and the other does have one or more present, none of
E. If the intelligence condition was ambush (only possible on the
the air or carrier units can be damaged if they are not actually in the
play of a reaction card), the Reaction player applies all hits first.
battle hex with opposing naval units.
Only surviving Offensives player units then calculate a result and
apply hits to the Reaction player’s units. 5. If a player was the only side with air and/or naval units in the
air naval battle, then hits may be applied to any opposing ground
F. How to Apply Hits. The player who rolled the die applies all hits
units in the hex. If opposing air or naval units were present in the
against opposing units. Hits can be applied to units participating
battle, hits can only be applied to air and/or naval units. The last
in the battle and non-aircraft carrier naval units that are not in a
ground step in a hex cannot be eliminated due to air and naval hits;
battle hex, but stacked with an aircraft carrier unit that participates
when sufficient hits are generated to eliminate the ground units in
in the battle. Hits may be applied in any manner desired within the
a hex, the Reaction player chooses which reduced unit will be the
following restrictions.
last ground step. However, a hex with intrinsic defense strength is
PLAY NOTE: The combat system generates hits. The nuances of the always the last step remaining in a hex. Additional hits that cannot
combat system are within the conditions for how those hits can be be used are lost.
applied. The skill is understanding how to compose your offensives
6. Critical Hit. If a critical hit is achieved (by an unmodified nine
so important elements such as carriers are properly escorted.
die roll or due to an event), the player may circumvent the restriction
HISTORICAL NOTE: The common perception is that the Pacific War of case number 2 above, eliminating units while other full strength
was dominated by carrier warfare. At the macro level this is a true units remain. Continuing the example above, the Allied player has
statement, but in fact by late 1942 the pre-war carrier forces had played the Rochefort card making the intelligence condition an
hunted each other into virtual extinction. This is why the signature Ambush with a special condition that allows any modified die roll
surface battles of the Solomons campaign became the dominant form that is nine or greater to be considered a critical hit. The Allied player
of naval combat until US shipyards began to turn out an unending could apply the 10 unapplied hits to eliminate one of the reduced
stream of Essex class carriers. Players will often see a similar ebb Japanese units, even though a full strength naval unit remained.
and flow pattern develop regarding their available carrier forces.
Additionally, any time a player achieves a critical hit, and is math-
1. If a number of hits equal to an opposing unit’s defense strength ematically unable to achieve at least a one step loss, then one step
are applied, the unit is flipped to its reduced side or eliminated if loss is assessed to the opposing unit with the lowest defense strength
already on its reduced side. that can receive the hits (in case of ties, Reaction players choice).
2. All full strength units must be reduced before any units can be DESIGN NOTE: This simulates the ability of the Ambushing force,
eliminated. Units that have only one side are considered to be re- or a fortuitous opportunity during a battle, to pick off a portion
duced units. Non-aircraft carrier naval units that are not in a battle of the opposing force. This is how a Midway like outcome would
hex, but stacked with an aircraft carrier naval unit that participates occur in the game. There are only two Allied cards that enable the
in the battle, must also be reduced before any reduced strength unit Ambush condition, so it is not the normal state of affairs unless you
can be eliminated. can roll a lot of 9s.
© 2021 GMT Games, LLC
22 Empire of the Sun
7. Japanese Naval Aircraft Range Advantage. In an air naval 9.3 Determining The Winner Of The Air Naval
battle where the Allied player has not achieved a critical hit and Combat
the Japanese player has more than one aircraft carrier unit present, Both sides add up the attack strengths of the surviving air and naval
Japanese may transfer one received step loss between carrier units. units which contributed attack strength in the battle, active or in-
After all hits have been applied, the Japanese player can reduce one active. Air units that had their attack strengths halved for the battle
Japanese aircraft carrier or eliminate a reduced Japanese aircraft due to range continue to do so for this calculation. Non-carrier naval
carrier to recover one step lost by another aircraft carrier (either from units are considered for this calculation only if in the battle hex (for
reduced to full strength or from eliminated to reduced strength). The example, a BB naval unit in the battle hex counts, but a BB naval
number of hits represented by this is irrelevant; this is a one step unit that is escorting the distant carriers which also participated in
for one step transfer. the battle does not, since it did not contribute its attack values for the
EXAMPLE: Assuming the Allied player had not achieved a critical battle). The side with the higher total is the winner of the air-naval
hit, and the Japanese player had a CV and a CVL naval unit amongst combat. In case of ties the Reaction player wins, except if there are
the units that the Allied player had reduced from full to reduced no surviving air or naval units at all.
strength, the Japanese player could shift one step lost by the CV onto Special exception: If the Reaction player has one or more surviving
the CVL, eliminating it and bringing the CV back to full strength. air or carrier units present, and the Offensives player has no surviving
DESIGN NOTE: This rule is intended to capture two effects. First air or carrier units present, the Reaction player automatically wins
the Japanese naval aircraft for much of the war out ranged the the battle, regardless of the attack strengths involved.
better armed US naval aircraft. Second Japanese doctrine often DESIGN NOTE: Air power was the critical variable in World War II
had any light carriers in their formation forward of the larger fleet naval combat. The special exception covers the potential situations,
carriers. What is being simulated here are the US pilots hitting the such as Guadalcanal, where even small numbers of air units could
isolated CVL and expending their ordnance without finding the prevent powerful surface units from sustained operations in the area.
larger fleet carriers.
9.31 No Surviving Air or Naval Units
If no air or naval units survive the battle, then the result is considered
an Offensives player victory.
move the 38th army into Kuantan and declare a battle hex. The
22nd air moves from Saigon to Kota Bharu to be within 3 hexes of
Singapore and the BB Kongo/CA Mogami naval units move into
the Singapore hex and declare another battle hex. The Japanese
can declare two battle hexes because card 23 was played as an
EC whereas if it was played as an OC only one battle hex could
have been declared.
The Allied player now determines what if any reaction will be
made. The Japanese Military strategy card did not specify the Intel-
ligence condition as surprise attack, so the Allied player can either
make an intelligence die roll to alter the intelligence condition or
play a reaction card. Luckily the Allied player is holding Allied
card 5: Operation Matador, which is a Reaction counteroffensive
card. The Allies play this card and alters the Intelligence condition
to intercept. Since this is a counteroffensive card, the Allies can
use its logistic value of 3 instead of the Japanese OC value of 2.
Comprehensive Offensive Example: This allows the Allies to use the Malaya HQ to activate land, air,
At the beginning of the 1942 scenario the Malaya Peninsula has and naval units.
the Japanse 38th Army in Kuala Lumpur (1913) and the 25th Army
The Allies activate the 3rd Indian Corps, the 8th Australian Divi-
(reduced) in Kota Bharu (2112). In support are air and naval forces
sion and the Malaya air unit. The Allies are entitled to activate 4
in French Indo-China (22nd Air Flotilla in Saigon hex 2212 and
units also, but there are no other Commonwealth air, naval, or land
the BB Kongo and CA Mogami naval units in Cam Ranh (2311)..
units within range of the Malaya HQ and so this last activation is
The Allied player has the 3rd Indian Corps in Kuantan (2014) and
lost. The British cannot move the 8th Australian division into the
the 8th Australian Division, Malaya Air unit and Malaya HQ in
Kuantan hex, because Singapore has already been declared a battle
Singapore (2015).
hex. The British Malaya air unit if it had been attacked solely by
The Japanese player opens the 1942 game turn with Japanese card the BB naval unit could have flown off to strike from afar, but the
23: Operation RE, which is played as an EC. The Japanese player presence of the Japanese air unit in the battle makes this a moot
can use any HQ to activate units with a logistics value of 3. The maneuver, so it stays put. The text condition on Japanese card 23,
Japanese player designates the South HQ in Saigon (2212) as the cannot be fulfilled, so it is ignored, but the Japanese will subtract
HQ for the Offensive, so 4 units (log value of 3 + South efficiency two from their ground combat die roll due to terrain. The event
rating of 1). The Japanese player activates the 38th army, the 22nd text on Allied card 5, allow the Allies to add +2 to MA air strength
air flotilla, BB Kongo, and CA Mogami naval units. The Japanese due to the card bonus.
16.2 Allied Victory Hawaii is considered occupied if a Japanese unit has continuously
occupied any hex in the major Hawaiian Islands (Hexes 5708, 5808,
The Allied player wins if, during the game turn 12 End Of Turn
5908) or Midway (5108) at the end of second consecutive US Polit-
Phase, Japan has been successfully strategically bombed on four
ical Will Segments: Reduce US Political Will by 1. This result also
consecutive turns, has 1 or zero resource hexes, and a B29 is in
can be earned only one time per game.
range of Tokyo, or Japan has surrendered.
DESIGN NOTE: The most difficult part of this design was how to 16.43 Strategic Warfare
determine Allied victory, while still making the game interesting A. If the Japanese control 3 or less Resource hexes during any game
for the Japanese player. There was never a chance that Japan turn between turn 5 and 12, increase US Political Will by 3. This
could “win” the war. Their strategy, and the best they could have can occur only once per game.
hoped for, was that the US would negotiate a settlement of less B. If US Strategic Bombing roll result indicates reduction of the
than unconditional surrender. In addition, I needed to force the Japanese card draw by one or more cards, shift the US Political
historical mindset on the Allied player that an invasion of Japan had Will marker 1 to the Right, even if the Japanese card draw cannot
to be contemplated and planned for, especially since most wartime be reduced further due to already being at minimum. This can occur
personages were unaware of the Manhattan project until the A-bomb no more than once per game turn.
was ready for operational use. Consequently, to make a contest of
it, the Allied player must perform a bit better than was achieved 16.44 Events
historically by the conclusion of the war or the Allies must carry A. Operation Z: Pearl Harbor Attack Event: The play of this card
out the invasion of the home islands. The notion here is that, if a increases US Political Will by 8.
variety of factors associated with the Japanese decision to surrender B. Other Event cards increase or decrease US Political Will as per
were delayed, other paths may have been chosen. So, if the Allies the event text.
have to invade Japan to win the game, it is because the Manhattan
project was delayed, the Soviets failed to invade Manchuria, or 16.45 US Casualties
the Allies were unable to destroy Japanese industry due to a later If, as a result of a combat when the Allies are the Offensives player,
starting B29 campaign. If the Allies do not complete the surrender the entire attacking force in a ground battle is eliminated and at
of Japan through invasion, it is assumed that the high casualty least one of the ground units was a US land unit of division or corps
cost causes a move to negotiate an end to hostilities, resulting in a size (XX or XXX) that can receive replacements, the Allied player
pyrrhic Japanese victory. automatically loses 1 Political Will point, moving the marker one
box to the left. No PW losses are taken for Allied units other than
16.3 Japanese Victory US units. The Allies cannot lose more than one Political Will point
If the Allied player does not win by the conclusion of game turn 12, per game turn due to this condition.
the Japanese player wins.
16.46 Strategic Naval Situation
16.4 US Political Will If at the end of any game turn there are no US carrier units on the
The US Political Will marker moves due to the play of map, the Allied player loses 1 US political will point, moving the
an event or during the National Status Segment when marker one box to the left. The Allied player loses an additional
the following conditions occur. US political will point if there are no US naval units of any type
on the map.
16.41 Allied Surrenders 16.47 Progress of the War
• Australia: Reduce US Political Will by 2.* From game turn 4 until the end of the game, the Allies
• Burma: Reduce US Political Will by 1.* have a requirement for capturing and holding until the
Political Will segment of the turn a certain number of
• China: Reduce US Political Will by 2.
hexes that began the turn under Japanese control. The
• Dutch East Indies: Reduce US Political Will by 1.* required number of hexes is 4 or the number of ASPs available at
• India: Reduce US Political Will by 2. the conclusion of the reinforcement phase, whichever is smaller.
• Malaya: Reduce US Political Will by 1.* To count as a required hex for this purpose, the hex has to contain a
• Philippines: Reduce US Political Will by 1.* named location, Resource, port, or airfield. If Allies fail to capture
All Allied nations on this list have surrendered: Reduce US Political the required number of hexes during the turn, they lose 1 political
Will by 2.* = If this Allied Nation has surrendered to the Japanese will point. The capture of Allied controlled hexes has no impact on
and is subsequently recaptured by the Allies, US Political Will is this calculation, except the re-capture of hexes that began the turn
increased by the value lost when this Nation originally surrendered. as Japanese controlled hexes. One hex islands that do not contain a
For example if the Allies recapture Malaya the US Political Will is resource, port, or airfield do not count for progress of the war pur-
increased by 1. poses (e.g., Attu/Kiska). Hexes captured due to National Surrender
do count for calculating the Allied total of captured hexes.
Any other locations that are not mentioned above have no impact
on US Political Will when they surrender. EXAMPLE: On game turn 4 the Allies have 3 ASPs at the conclusion
of the Reinforcement phase. Therefore 3 is the number of Japanese
16.42 Occupation of Alaska or Hawaii hexes that must be captured. During the turn the Allies capture 5
Alaska is considered occupied if a Japanese unit has continuously Japanese controlled hexes and the Japanese re-capture 3 of those
occupied any single hex in Aleutian Islands (Hexes 4600–5100) hexes for a net difference of 2 hexes captured and retained, which
at the end of any third consecutive US Political Will Segment: is less than the required 3 so US Political Will is reduced by one.
© 2021 GMT Games, LLC
Empire of the Sun 33
Changes in national status that alter the control of a group of hexes 1. If both players pick the same side, the player who bid more US
count for the Allies toward achieving their goal. Political Will boxes gets to play that side. If the winning player is
playing the Japanese side, the US Political Will bid is added to the
16.48 Tournament Play US Political Will total at the conclusion of Operation Z when the US
Although the full campaign scenario is designed for the ultimate Political Will is normally set at +8. If the winning player is playing
EOTS playing experience, it will often be a bit lengthy for the time the Allied side, the bid amount is subtracted from the US Political
constraints of a tournament situation. The yearly scenarios (1942, Will total at the conclusion of Operation Z.
1943, and 1944) were designed with tournament play in mind. It
should take two players well versed in the rules approximately 3 2. If both players pick different sides, the net difference of US Po-
hours to play a year scenario, although it will take longer when you litical Will bids are added or subtracted from the initial US Political
are learning the system. Will total of +8 at the conclusion of Operation Z.
The year scenarios were designed to be as balanced as possible, DESIGN NOTE: The 1942 campaign scenario and the yearly
but play style is a hard thing to define and it is often the case that scenarios were intended as the main format for tournament play.
a player favors one side or another in a tournament situation. It is
suggested that players use the bidding system to determine sides in
a tournament situation. 17.0 Scenarios
The counters are geared for the start of the full campaign scenario.
Tournament Bidding In order to set up the campaign game, set up all of the counters with
A. Non-Campaign Scenario Bidding hex setup locations in those hexes. All other units enter the game on
Players bid victory points to determine which side they will play. their indicated game turn of entry.
After the pieces are set up, both players write down on a piece of
paper a number of victory points that they are bidding to play a 17.1 The Full Campaign, Dec ’41-Aug ’45
particular side. A player can choose either side and can bid any 17.11 December 1941 Special Turn
number of victory points they desire. A player must pick a side, but is This is a mini-turn consisting of the Japanese player only playing
allowed to bid zero victory points. There are two possible outcomes: two specific Strategy cards as Event cards in the following order:
both players pick the same side or each player picks a different side.
Card 1: Operation Z- Attack on Pearl Harbor.
1. If both players pick the same side, the player who bid more points
All Japanese naval units must remain together. Allied units at sea
gets to play that side. If the winning player is playing the Japanese
(e.g., US CVs) may not be attacked. Follow all event text.
side, the bid number of victory points is subtracted from the Japanese
total at the end of the scenario. If the winning player is playing the Card 2: IAI-Operation No. 1- Conquest of SE Asia
Allied side, the bid amount is added to the total of Japanese victory The Allied player may not react to any Japanese moves that are
points at the end of the scenario. not specified in the event descriptions. No Allied air units project
EXAMPLE: If Mark bids 1 VP to play the Japanese and Grant bids Zones of Influence during IAI, but all Allied air units that are not
0 VPs to play the Japanese, Mark gets the Japanese and subtracts in a battle hex can automatically participate in a battle hex that is
1VP from his VP total at the end of the scenario. If, on the other within range of its location. For the duration of the IAI card only,
hand, both Mark and Grant bid for the Allied side, and the winning Manila (hex 2813) and Singapore (hex 2015) prevent Japanese am-
bid was 2 VPs, then the player with the Japanese would have 2 VPs phibious assault unless the ground units are escorted by a Japanese
added to his total at the end of the scenario. naval unit (adhering to all restrictions in 8.45 B) and the Japanese
cannot use the Shore Bombardment die roll modifier in the ensuing
2. If both players pick different sides, the net difference is added or
Ground combat. Any escorting Japanese naval unit in the Manila
subtracted from the Japanese total.
or Singapore hex automatically loses one step prior to battle due to
EXAMPLE: If Mark bids 2 VPs to play the Japanese and Grant coastal artillery and mines. The Japanese may only use Amphibi-
bids 3 VPs to play the Allies, each player gets the side they bid, but ous Assault to hexes that are within 5 contiguous water hexes of a
Mark (the Japanese player) adds 1VP to his total at the end of the Japanese controlled port.
scenario, however, if Mark had bid 3 VPs to play the Japanese and
At the conclusion of IAI the Allies get a one time Emergency Naval
Grant bid 2 VPs to play the Allies, then Mark (still as the Japanese
Move for all of their naval units. After this Allied action finish out
player) would subtract 1VP from his total at the end of the scenario.
the remaining phases of the turn, except the Attrition Phase, and
3. In cases of ties, a high die roll determines the winning bid. In case then start normal play.
of tie die rolls, re-roll until someone wins. The Allies choose Arcadia card 4: Arcadia Conference as one of
PLAYER NOTE: Playtesting results indicate that a bid of higher their cards for game turn 2 and optionally play Arcadia prior to the
than 3 victory points for any side is probably excessive. first Japanese card play.
B. Campaign Game Bidding DESIGN NOTE: The Japanese went into the war without
Players bid US Political Will boxes to determine which side they foreknowledge of how successful they would be in catching the
will play. After the pieces are set up, both players write down on Allies unprepared for war. Consequently, they went into this initial
a piece of paper a number of US Political Will boxes that they are operation with some critical assumptions that need to be accounted
bidding to play a particular side. A player can choose either side and for in order to give you the opportunity to write your own history of
can bid any number of US Political Will boxes they desire. A player this event within a reasonable set of historical restrictions.
must pick a side, but is allowed to bid zero US Political Will boxes. 17.12 Game Turns 2 to 12
There are two possible outcomes: both players pick the same side Follow the rules normally.
or each player picks a different side.
If at the end of game turn 6 neither side has achieved an automatic I. For JP Control of any Australian mainland port hex, +1 VP
victory, then either the Port Control Victory Condition or the Victory Victory Point Levels:
Point Schedule determines the winner as decided by the players at • Allied Decisive Victory: Japanese have 2 or less victory points.
game start. For beginning players, it is recommended to use the Port
• Allied Tactical Victory: Japanese have 3 to 5 victory points.
Control Victory Condition.
• Japanese Tactical Victory: Japanese have 6 to 9 victory points.
Port Control Victory Condition • Japanese Decisive Victory: Japanese have 10 or more victory
At the beginning of the scenario the Japanese control 11 ports and Points.
1 Resource hex for a total of 12 and the Allies control 9 ports (Note
that Oahu is an Allied port). The Allies win if they control 5 or more
ports/resource hexes than the
Japanese at the end of the game if
the Allied turn 6 reinforcements
are delayed else its 6 or more
controlled ports/resource hexes..
All other results are a Japanese
victory. In order for a port/re-
source hex to count for victory it
must be controlled and in supply
at the end of the game else it
is not controlled and counts as
controlled by its original owner
at the beginning of the scenario
for this calculation.
South Pacific
setup
© 2021 GMT Games, LLC
44 Empire of the Sun
18.0 Master Scenario Setup List Ground SL Corps 2913 [2912] Elim Elim
This extensive chart shows the setup location for every counter at the Ground 11 Division 8 8 8 3626
beginning of the four yearly starts. Numbers in brackets [ ] indicate Ground I Corps [3] [3] 4024 3922
that a unit sets up on its reduced side. Ground IX Corps 8 8 8 4828
DESIGN NOTE: The Designer and Developer of this game have over Ground X Corps 5808 5808 5808 5808
fifty years of experience designing and publishing games. We have
Ground XI Corps 2 Delay 3922 3822
learned that no matter how many times you check this quantity of
numbers, it is possible that some unintended mistakes are made. In Ground XIV Corps [3] [3] 4423 4222
any situation where there is ambiguity, the hierarchy of correctness Ground XXIV Corps 5 5 Delay 5808
is the counters are always correct, followed by the master scenario
HQ C Pac 5808 5808 5808 5808
list, and last the scenario listings.
HQ S Pac Gho 3 3 Elim Elim
US HQ S Pac Hal Event Event 4828 4828
Scenario Hex Setup/Game Turn of Entry
HQ SW Pac 2813 2813 3727 3727
Numbers in brackets [ ] set up at reduced strength
Naval BB Mass 5 5 Delay 5808
Type Designation 1941 1942 1943 1944 Naval BB MD/CA 5808 Elim Elim Elim
Air 5AF 2 Delay 3626 3823 Naval BB Miss 2 Delay 5808 5808
Air 5AF LRB 2 Delay 3626 3823 Naval BB Missouri 9 9 9 9
Air 7AF 5808 5108 5808 5018 Naval BB N Carolina 3 3 4828 4828
Air 7AF LRB 5808 5808 5108 5018 Naval BB New Jersey 7 7 7 4826
Air 10AF LRB 2 Delay 1905 1905 Naval BB New York 9 9 9 9
Air 11AF 3 3 5100 5100 Naval BB Washington 4 4 4828 4828
Air 11AF LRB 3 3 5100 5100 Naval BC Alaska 10 10 10 10
Air 13AF 3 3 4825 4322 Naval CA Balitmore 11 11 11 11
Air 13AF LRB 3 3 4825 4322 Naval CA N. Orleans 5808 [5808] Elim Elim
Air 14AF Event Event 2104 2104 Naval CA Northamp- 2 Delay Elim Elim
Air 14AF LRB 4 4 China China ton
Box Box Naval CA US Asia 3014 [3014] Elim Elim
Air 19 LRB 2812 [2917] Elim Elim Naval CV B. H. 10 10 10 10
Air 20BC 9 9 9 9 Richard
Air AVG 2008 2008 Elim Elim Naval CV Enterprise [5609] 5808 [4828] 4828
Air Marine 211 4612 4612 Elim Elim Naval CV Franklin 7 7 7 5808
Wake the Marines, the Marines win the battle and retain control Wake. The
1. 4715: Activate the 4th SN, CL Tenyru (supplies organic naval 4th SN conducts post battle movement with the CL Tenyru back to
transport) and the 24th Air Flotilla. The 4th SNLF uses Amphibious Kwajalein hex 4715.
Assault movement to move to Wake hex 4612; declares a battle hex. It should be noted, that the Japanese were able to conduct this attack
on Wake because the IAI event card neutralizes Allied air ZOI for
the duration of the Offensive. If the Japanese decide to attack Wake
later in the game, they will need to bring an aircraft carrier to bear
to neutralize the Marine 211 air units air ZOI, which the Japanese
24th Air Flotilla cannot do from Kwajalein due to range. Historically,
the Japanese brought the CV Soryu naval unit to bear to complete
the conquest of Wake.
This concludes the Japanese move of 26 activations for Game Turn 1.
Political Phase
During the Political phase the players would determine if any coun-
tries surrender and if there are any changes to US Political Will. No
countries meet their surrender criteria and no other US Political Will
criteria is met, so the US Political Will remains at +8, concluding
the political phase.
Attrition Phase
There is no Attrition Phase for game turn 1 (see 17.11).
Game Turn 2
At the beginning of game turn 2; the Allies receive a number of
reinforcements during the Reinforcement phase. Since the War in
Europe (WIE) marker is in the zero box, the level is 1, which means
that Allied reinforcements are delayed, place all Allied game turn
2 reinforcements in the delay box except for the SEAC HQ which
cannot be delayed. The SEAC HQ is placed in Calcutta, India. In
addition one US Army and three US Army air units are in the delay
2. Battle Resolution: Hex 4612: Due to Marine 211 air unit, air box, which due to the WIE level of 1 means that a divert to Europe
naval combat is conducted. The Japanese have an attack strength of roll is made for these units. Each unit makes a die roll and on a zero
9 (Air units 10 attack strength is halved due to extended range plus 4 or one the unit is removed from play for 3 game turns. The Allies lose
for the CL Tenyru). The Japanese add 3 to their die roll for Surprise one of their Army air units in this manner. The Japanese place their
attack but roll low and get a half result achieving 5 hits (round up). reinforcements on the map (this portion of the example was included
This is insufficient to eliminate VMF 211. Due to the fact that the to show where it would occur, but in the actual 1942 scenario the
Japanese have 9 factors (5 air plus 4 for the CL Tenyru) versus 1 Allies were luckier and did not lose any units).
for the US, they have sufficient air and naval superiority to conduct
ground combat. The Japanese 4th SN adds 2 to its die roll because Replacement Phase
it is the only side with naval units in the hex, but does not get the During the replacement phase of game turn 2, the Japanese receive
additional air modifier because of the presence of Marine 211 air no replacements per se, but they choose to take one China Division
unit. The Japanese achieve a one times their strength outcome which replacement. They move the China Division marker from 12 to 11
results in 4 hits, which is insufficient to damage the Wake Marine and increase one in supply Japanese army ground unit from reduced
Brigade. The Marine die roll is a 9 (Semper Fi) and achieves 4 hits. to full strength. The Allies receive 2 ground, 5 air, and two US na-
Since the Japanese 4th SN moved to Wake via amphibious assault val replacements (one plus the standard one US naval if they hold
its defense strength is halved from 6 to 3, so the Marines cause the Oahu). The Allied player brings the two 7th AF air units back into
4th SN to take a step loss. Since the Japanese took more losses than play at full strength for the cost of 4 air replacements, losing one
unused replacement. The 7th non-LRB and LRB AF air units are
placed in Midway (5108) and Oahu (5808) respectively. The two
US CV naval units are brought up to full strength and there are no
Allied ground units available to receive the ground replacements.
This ends the replacement phase.
Strategic Warfare Segment
During the Strategic warfare segment, the Allies conduct submarine
warfare. The die roll result is 2, which has 1 added to it for defective
torpedoes. This total (3) has the current game turn number subtracted
from this total for a result of 1. Since 1 is greater than zero, there is no
effect for submarine warfare. If there had been no torpedo modifier
the submarine warfare result would have seen the Japanese lose one
strategy card. As it is, the Japanese will now have 7 cards dealt to
them. The Allies have 5 cards dealt to them and receive 2 passes.
21.0 Bibliography
I have literally read hundreds of books on the Pacific War and a The map projection is drawn from an equal area projection taken
bibliography of my entire collection would take more space here from a U.S. Army Engineering section map from 1942. Apparently
than it is worth. I offer a few works that I feel I used more than there are a lot of ways to spell the place names on the EOTS map
others for this game and that you may want to consult if you are when they are translated into English. I have chosen to use this
interested in reading up on this topic. period source for all spellings in the game, most of which are now
out of vogue.
Madej, W. Victor, The Japanese Armed Forces Order of Battle,
1937-1945 (volumes I and II) and U.S. Army and Marine Corps
Order of Battle: Pacific Theater of Operations 1941-1945 (vol-
umes I and II)
A series of historical reprints that extensively covers Japanese and
Allied ground orders of battle.
Morrison, Samuel Eliot, History of the U.S. Naval Operations in
World War II
Allen, Louis, Burma: The Longest War 1941-45
A multi-volume set of books that are the official U.S. navy account
Perhaps this should be called the longest read. Allen’s book is a of its operations during World War II. These books are a great
very slow but detailed account of military operations in the Chi- reference source for order of battle information and narratives of
na-Burma-India Theater of operations during the war. It is men- the major military operations.
tioned above other works on this theater, because it consistently
appears as the primary source cited by other works on this topic. Okumiya, Masatake and Horikoshi, Jiro, Zero: The Story of Japan’s
Air War in the Pacific 1941-1945
Bergerud, Eric, Touched With Fire and Fire in the Sky
An excellent Japanese account on air operations during the war,
Two very well written and researched books on ground and air based on the personal experience of the authors. Although it was
combat (respectively) during the Solomons campaign. Gives not a source for the game per se, a must read is Samurai which is
excellent insight into operational factors that dominated combat a riveting personal account from Japan’s highest surviving ace.
in the Pacific.
Prados, John, Combined Fleet Decoded
Comptroller of Her Majesty’s Stationary Office, The Japanese Air
Forces in World War II John and I go back to our SPI days. In my opinion this is John’s
best work over a long and distinguished career. A must read with
I have no clue why a British finance office would be in charge of cogent analysis, based on impeccable research, on how U.S. intel-
this kind of material. In any event this is a great reference book on ligence successes and failures impacted Pacific military operations.
Japanese air organization and command structure during the war.
Pu-Yu, Hu, A Brief History of Sino-Japanese War (1937-1945)
Costello, John, The Pacific War 1941-1945
A little known book out of Taiwan that is translated from the Chi-
There are numerous one volume general histories that were used nese. A tough read grammatically with a heavy Chiang Kai-shek
at one time or another in researching this game and my earlier bias. Its main value is it details many military operations in China
Pacific War game. This one is a good start if you haven’t read that are close to impossible to find in any Western texts.
much on this topic before.
Tuchman, Barbara, Stilwell and the American Experience in China
Dorn, Frank, The Sino-Japanese War 1937-41
A great read with a heavy anti-Chiang Kai-shek flavor. Details
Dorn’s book is a good background reference on the origins of the many of the personalities that drove much of the inactivity in this
Sino-Japanese conflict prior to U.S. entry into the war. Theater during the war.
Dull, Paul S., A Battle History of the Imperial Japanese Navy Williams, Mary H. (compiled for the Center of Military History
(1941-1945) U.S. Army), U.S. Army In World War II: Chronology 1941-45
Dull’s work is the original English source book that views the The entire Green Book series are useful reference books that cover
naval war in the Pacific from the Japanese perspective. The book World War II from a U.S. Army perspective. This volume covers
is based on original Japanese documents and gives interesting the key events of every day of World War II from 1941 until its
perspective and detail on Japanese naval operations. conclusion. In addition I used most of the other volumes in this
Frank, Richard B., Guadalcanal: The Definitive Account of this series at one time or another to check information.
Landmark Battle & Tower of Skulls: A History of the Asia-Pacific Willmott, H.P., Empires in the Balance and The Barrier and the
War (July 1937-May 1942) Javelin
Among the best books to come out on the Pacific War. Tower of Two excellent books on the development of Pacific War strategies
Skulls is the first book with a detailed military narrative in English up to Guadalcanal. Unfortunately the author has yet to finish the
on the early war in China. series, which is a shame because he is perhaps the best living World
Grosvenor, Gilbert (editor); Pacific Ocean and the Bay of Bengal War II historian out there.
map, compiled and drawn in the cartographic section of the Na-
tional Geographic Society, September 1943.
21.0 Index
1942 Scenario, 17.2 Battle and Concluding the Offensive, 7.28 Entry Problem Reinforcements, 10.12
1942-1943 Scenario, 17.5 Battle Resolution. 9.0 Even Shorter Campaign Scenario (1943-
1942-1944 Scenario, 17.7 Bibliography, 21.0 1945), 17.9
1943 Scenario, 17.3 Bridge over the River Kwai 13.79 Events & US Political Will, 16.44
Air and Aircraft Carrier Units In Battle, Burma Road, 13.78 General Course Of Play, 3.0
9.11 Burma Surrender, 13.52 Glossary, 1.3
Air Ferry in Gardner Hex, 8.35 Burma, 13.5 Ground Combat Applying Hits, 9.4B
Air Movement & Stacking, 8.3 Campaign Game Set Up, 2.2 Ground Combat Concluding, 9.4C
Air Movement, 8.31 Campaign Scenario (Dec ’41 - Aug ’45), 17.1 Ground Combat Procedure, 9.4
Air Naval Combat If Ambush, 9.2E Campaign Track Marker Starting Locations, Ground Disengagement, 8.43
Air Naval Combat Applying Hits, 9.2F 17.14 Ground Movement, 8.42
Air Naval Combat If Intercept, 9.2C Causes Of The War, 1.1 Ground Unit Movement & Stacking, 8.4
Air Naval Combat If Surprise Attack, 9.2D CBI Infrastructure 13.77 Ground Unit Stacking, 8.48
Air Unit Stacking, 8.34 Changing Intelligence Condition With A Ground Units In Battle, 9.13
Aircraft Zone Of Influence, 6.4 Reaction Card, 5.32A Headquarters Units, 6.1
Alaska And Hawaii, 16.42 Changing Intelligence Condition With An Hex Control, 6.5
Intelligence Die Roll, 7.25C
Allied ASPs, 10.31 HQ Capabilities, 6.11
China Offensives, 13.72
Allied Campaign Victory, 16.2 HQ National Restrictions, 6.12
China Surrenders, 13.73
Allied Draw Limitations, 12.52 HQ Return, 6.15
China, 13.7
Allied Draw, 12.51 Implications Of India Surrendering, 13.63
Chinese Army Units, 13.75
Allied Replacements. 11.3 Index, 21.0
Chinese Replacements, 11.34
Allied Strategy Cards, 12.5 India Surrender, 13.62
Components, 1.2
Allied Surrenders, 16.41 India, 13.6
Comprehensive Example Of Play, 18.0
Amphibious Assault, 8.45 Initiative Segment, 4.21
Counters, 1.23
Amphibious Assault ASP Requirements, Intelligence Values, 5.2
8.45A Deal Strategy Cards Segment, 4.14
Inter Service Rivalry, 14.0
Amphibious Assault Conclusion, 8.45C December 1941 Special Turn, 17.11
Introduction, 1.0
Amphibious Assault Restrictions, 8.45B Declaring Battle Hexes, 7.24
Invading Japan, 13.94
Amphibious Assault Special US Restric- Delayed Reinforcements, 10.2
Involuntary HQ Repositioning, 6.14
tions, 8.45D Designer’s Notes, 20.0
Japan, 12.9
Amphibious Shipping Points, 10.3 Determining The Winner Of The Air Naval
Combat, 9.3 Japanese (only) Organic Naval Unit Trans-
Attrition Phase, 4.4 port Capability, 8.46
Attrition, 6.24 Die, 1.21
Japanese Air Unit Replacements, 11.22
Australia, 13.8 Drawing A Card, 5.35
Japanese ASPs, 10.32
Australian Surrenders, 13.82 Dutch East Indies Definition, 13.41
Japanese Barges and Allied PT Boats,
Australian Territory, 13.81 Dutch East Indies Surrender, 13.42 10.33
Automatic Campaign Victory, 16.1 Dutch East Indies, 13.4 Japanese Barges, 8.47
B29 Availability, 12.31 Dutch. 11.35 Japanese Campaign Victory, 16.3
B29 Event Cards, 13.33 Emergency Air Movement, 8.32 Japanese Ground Unit Replacements,
B29s and Allied Air Units In China, 13.74 Emergency Naval Movement, 8.22 11.23
Base Movement Allowance, 8.1 Emergency Supply Routes, 6.23 Japanese Inter Service Rivalry, 14.2
End Of Turn Phase, 4.5 Japanese Intrinsic Strength In China, 13.76
© 2021 GMT Games, LLC
Empire of the Sun 55
Index
Japanese Naval Scheduled Replacements, Operations Value and Reaction Player Ac- Strategic Bombing Procedure, 12.32
11.21 tivation, 7.26 Strategic Bombing, 12.3
Japanese Passing, 12.4 Operations Value, 5.1 Strategic Ground Transport, 8.44
Japanese Reinforcements, 10.11 Overview Of An Offensive, 7.1 Strategic Naval Movement, 8.23
Japanese Replacements, 11.2 Philippine Surrender, 13.22 Strategic Naval Situation & US Political
Japanese Strategic Reserves, 11.12 Philippines Definition, 13.21 Will, 16.46
Japanese Strategy Cards, 12.1 Philippines, 13.2 Strategic Phase, 4.1
Japanese Surrender, 13.93 Placement Reinforcement, 10.11 Strategic Warfare & US Political Will,
Kunming, Allied Supply, and Chinese Political Events, 5.34 16.43
Army units, 13.75 Post Battle Movement, 9.6 Strategic Warfare Segment, 4.13
Malaya and Siam, 13.3 Pre-War Unit Restrictions, 11.1 Strategic Warfare, 12.0
Malaya Definition, 13.31 Procedure, Submarine Warfare Procedure, Strategy Cards, 1.24
Malaya Surrender, 13.32 12.21 Strategy Cards, 5.0
Manchukuo, 13.91 Progress of the War & US Political Will, Submarine Warfare Modifiers, 12.22
Mandate Control, 13.84 16.47 Submarine Warfare, 12.2
Map, 1.22 Reaction Events, 5.32 Supply & Attrition, 6.0
Marshall Islands, 13.92 Reaction Move, 7.26 Supply Lines, 6.21
Military Events, 5.31 Reaction Player Victory, 9.32 Terms of Australian Surrender, 13.83
Movement & Stacking, 8.0 Reaction Post Battle Movement, 9.61 The Air Naval Combat Procedure, 9.2
Movement In India, 13.61 Receiving Reinforcements, 10.1 The Hump, 6.23
Movement Restrictions, 8.41 Reinforcement Segment, 4.11 The Political Phase, 4.3
Moving In China, 13.71 Reinforcements, 10.0 The War In Europe, 10.21
National Status Segment, 4.31 Removing A Card, 5.36 Tokyo Express, 6.23
National Status, 13.0 Replacement Segment, 4.12 Tournament Bidding, 16.48
National Surrender, 13.1 Replacements, 11.0 Tournament Play, 16.48
Naval Movement, 8.21 Resource Events, 5.33 Ultimate Supply Sources, 6.22
Naval Unit Movement & Stacking, 8.2 Resource Hexes, 12.11 Unit Movement Allowance, 8.1
Naval Unit Stacking, 8.24 Retreat, 9.5 Unit Types That Cannot Be Delayed, 10.23
Naval Units In Battle, 9.12 Scenarios, 17.0 US Casualties & US Political Will, 16.45
New Guinea, 13.85 Scenarios, 2.1 US Inter Service Rivalry, 14.1
No Air Naval Combat Was Conducted, Sent To Europe Die Roll, 10.24 US Political Will Segment, 4.32
9.34 Sent To Europe Eligible Units, 10.22 US Political Will, 16.4
No Surviving Air or Naval Units, 9.31 Sequence Of Play, 4.0 Voluntary HQ Withdrawal Repositioning,
Offensive Intelligence Determination, 7.25 Sequencing of Moves During an Offensive, 6.13
Offensives Player Unit Activation, 7.21 7.23 War In Europe, 15.0
Offensives Player Victory, 9.33 Setting Up, 2.0 Who Participates In Battle, 9.1
Offensives Post Battle Movement, 9.62 Shortened Campaign Scenario (1942-1945), WIE Level 1, 15.2
17.8
Offensives Phase, 4.2 WIE Level 2, 15.3
Siam Definition and Surrender, 13.33
Offensives Procedure, 7.2 WIE Level 3, 15.4
South Pacific Scenario, 17.10
Offensives Segment, 4.22 WIE Level 4, 15.5
Special Event Cards, 5.37
Offensives, 7.0 WIE Modified Die Rolls, 15.6
Special Reaction Move, 7.27
Operations Value and Movement, 5.1, 7.21 WIE No Effect, 15.1
Stacking, 8.0
Operations Value and Offensives Player Winning The Campaign Scenarios, 16.0
Activation, 7.21 Strategic Air Transport, 8.33
© 2021 GMT Games, LLC
56 Empire of the Sun
4.4 The Attrition Phase PRODUCERS: Tony Curtis, Rodger MacGowan, Andy Lewis, Gene
All ground and air units determine their supply state (6.2). If Billingsley and Mark Simonitch
they are out of supply, they are flipped from their full strength
to their reduced strength side. Air and Ground units already on
their reduced side may be eliminated. Naval units are unaffected
by attrition.