TEXT: SPITFIRE THREE
  #r
  o J.+PANESE Sgts Up First
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  3',
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  7
  8 J
  i:,i tl.S.M.C. Move3 First
  Elements of 1st, 2nd and A-T Companles, 3rd Battalion, 2nd Infantry Regirirent, 14th IJA Division set up in any Hinterland
  her IF.XC: Tetrahedrons sef rrn in Reach/Ocean hexes on'lvl: 
  -'-Y'
  hex [EXC: Tetrahedrons set
  in Beach/Ocean hexes on
  GH, ^rtt
  #{'
  0IL AT
  ffiek;
  e4-4-8 ffiffi
  14-4-7
  tu*
  2-2-8
  a
  ffi--s-r
  ti'
  &r.o
  ,il(t
  a MMG
  I .,3PP
  \ Bll
  a4-1.]-
  a LMG
  rPP ,rt,
  m 2-!_
  a MTB
  $:
  4PP [t-16].
  E. 50.
  ?
  7 morale
  10
  IELR
  {sAN
  4l
  6)
  FDE
  oVB, 0BA: +4
  15 0th€r:+3
  nffi
  Sangar
  @
  1S or Gun
  oVR, 0BA: +3,
  0tfter: +1*
  \x-
  ->N.
  -_i_=
  Wire &
  Tetrahedron
  MPhIRtPh:
  dr=MF
  CC: +U-1
  Minetield
  f*.fri;-)
  l:q I
  @, AT
  .vad.|
  gt-'
  Mines
  24
  12
  Elements of Item and Kito Companies, 3rd Battalion, 1st Marine Regiment, 1st Marine Division enter on Turn 1 on/
  between hexesAl-A5:
  vffi
  *7-6-8
  €s;
  me'
  33-4-8 8*
  ,* 2-2-8 ft,,
  N'., W,., w^-'
  n dm ilMG
  i qzpp
  fil\
  DC
  RIPPA.
  6 rti
  rPP Ff
  @rfi,
  BNZ 44
  IPP
  xrr 8-4
  a -MTR
  r20 sPP
  sri I tt-sl
  m 50.
  2
  Reinforcing elements of Kilo Company enter on Tum 3 on-/between hexes A1-A5:
  [ELR:5]
  {SAN:4}
  2
  M
  75. -l-14
  GH . 
  12s
  oO(a r
  ' \v7\ 
  0
  tr r&2)-
  *39PP Y 6
  *lluc -/-/14*
  s7-6-8 #*
  a2-2-8 W, ff-'
  IdmMMG
  i 4zpp
  IA
  DC
  Af PPa,
  6,tl
  BNz 44
  IPP
  xrr 8-4
  a .MTR
  TA 
  sPP
  s16t'tt-s1
  m 60.
  GH - l?t
  61ffi r
  ;r'\6L
  *39PP v r
  *aaMc -/-/1{r M
  75- -l-14
  MAPI.AYOUT:
  ru S 
  ,,*r",*:T:':::r;i:ffi*i'"
  OBJECTMS: The Marines win at game end if they Control/eliminate > 7
  Japanese pillboxes/FDE.
  SCENARIORULES:
  1. Al1 PSR are in effect. EC are Moist with a Mild Breeze from the northeast
  at start. The Marines are conducting a SeaborneAssault (Gl4.) [EXC: G17.152
  isNAl.
  2. The Japanese receive one module of 80+mm battalion mortar OBA (HE
  only) with one Pre-Registered hex (C 1 .73) directed by an Offboard Observer
  VARIATIONS:
  S n"t"t" one MMG and crew from the Japanese oB.
  O Add one 4-4-7 squad to the Japanese OB.
  (C1.63) at level 5 in an east edge hex secretly recorded during Japanese setup.
  Mine exchange (828.5) is NA.
  3. The Marines may designate < 2 squad-equivalents as Sappers (828.8). The
  Marines receive a pre-game Naval Bombardment (G14.7).
  4. The Marines receive Random Air Support (87.; seeB7.2 for arrival) in the
  form of one '44 FB wA{apalm; it is automatically Recalled after two full game
  tums. The Marine FB receives a -2 Sighting TC DRM.
  5. The Japanese receive an Offboard High Caliber Mortar (PSR #4.6).
  6. The Japanese may exchange A-T Mine factors for A-T Set DC (Gl.6121)
  IEXC:25% limitation and date restriction are NA] at the rate of one DC for
  each 3 Mine factors exchanged. No pillboxes/FDE may be deducted from the
  Japanese OB.
  0825 hours, D+1, Friday, 15 September f 944 PELELIU ISLAND: Colonel Chesty Pullers l st Marine
  Regiment was designated "Spitfire." Moving out on to the beach Spitfire found the gun barrels of the
  Japanese Sticking out of their fortifications. The forces defending the beach around White One and Two
  were part bf 3rd Battalion, 2nd Infantry Regiment, 14th Division IJA, almost I 200 strong. The Japanese
  had not left the beaches undefended but they did keep the majority oftheir forces in the hinterland dug
  deep into the high ground and there they waited. Kilo company, 3rd Battalion was tasked with securing
  a l30 foot coral outcropping dominating the beaches represented the first manned enemy fortifications
  encountered on Peleliu. They were hit by a wave of Marine rockets just before the first wave hit the reef,
  it had little impact on the dug in Japanese, but it did keep their heads down. The first waves of LVT his
  the beaches two minutes after their scheduled time. The UDT teams had cleared lanes through the beach
  obstacles, but could do nothing about the stout Japanese base of fire at the point which soon started
  hitting the flanks of armored landing vehicles. The Japanese dug deep into the coral at the point hammered
  3rd Battalion ofthe Chesty Pullers first Marines. On the extreme 1eft of the Marine flank in the first wave
  Kilo company was detailed to take out the point. Moving onto the beach, under the gun barrels of the
  Japanese sticking out of the fortifications the individual Marines crawled their way up and around the
  point. Over 1 30 feet in height dominating the beaches the coral outcrop represented the first manned enemy fortification encountered on Peleliu. The Colonel
  had sent his second battalion in on the right, the first battalion was with him in reserve and the third battalion, assigned to left flank, was on the beach.
  Photo Credit: National Archives
  @ 2010 Critical Hit!, Inc.
  
  fi...GET OFF THE AIR!'
  ,_#2
  O rlp,lnEsE sets Up First
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  5
  6
  7 I I
  10
  ,$u.s.m.c"Moves Flrsl
  a
  Elements of 2rd Conpany, 3rd Battalion, 2nd Infantry Regirnent, t4th IJA Division set up in hexes numbered > 5 that are > 4 hexes
  fror,nhex F5:
  trffi
  e 4-4-8 ffffi
  r 4-4-7
  e"B
  2-2-8
  &io-,
  '{t
  ff"*
  r :llillG
  ,./ *?
  \8ll
  E {-rt
  r ltrlG
  -.-{-
  tP? sri
  m 2-5
  a MIR
  t:
  $P tr-r6l'
  tr-m.
  OG
  nlPa.
  6#1
  ?
  7 morale
  FEE
  OVB,0BA +4
  Tlench
  OVR,0BA: +4
  olher +2
  Saogar
  .G
  lS or Grm
  0Vi,OBA: +3*
  other: +t+
  Elements of Battalion Gun Company and A-T Cornpany, 3rd Battalion set up in either setup area:
  [ELR:4]
  {SAN: 7}
  EB
  2-2-A
  DC
  nlPPa,
  6 rti
  a iliiG
  ,./ *P
  \8!r
  E4-fl
  GH, ^mtl
  ;{"
  IIL AI
  gg. 
  ^ mt2
  \s'.
  [Il iu.-ror
  70' ltrF
  FDf
  OV8,0AA: +4
  19 olhc +3
  ffi
  6
  Set DC
  2
  2
  Elernents of lst Company, 3rd Battalion set up in hexes nurnbered < 4:
  2
  10
  ffffi
  E 4-4-B ffffi
  t 4-4-7 #,, ff"*,
  ffi
  ff","
  A LMG
  tPP sit
  tr 2-!-
  a lllTB
  *:
  .PP [1-r5l*
  tr. 5=o.
  DC
  6fPP6
  6 3t1i
  ?
  7 morale
  Treneh
  Sangar
  tS or Gun
  0V8, 08A: +3.
  otier: +1r
  MAP LAYOUT:
  r'i:ll
  ll
  ,A 
  {onlvhexesnumbered< ll in
  V 
  ir.*-*, F-N are playabte)
  OBJECTIVES: Prior to all setup the U.S. Marine player secretly selects one
  of three possible Victory Conditions:
  I ) The Marines win at game end ifthere are no Good Order Japanese MMC in/
  adjacent-to hex M7 or 12 provided the Japanese have accumulated < 1y2x the
  CVP of theMarines.
  2) The Marines win immediately upon accumulating ) 40 CVP.
  3) The Marines win immediatelyupon exiting > 10 EVP offthe north edge on/
  between hexes J0-N0.
  SCENARIORULES:
  1. A11 PSR are in effect. EC are Moist with a Mild Breeze from the west at
  start.
  2. The Marine player may design ateS27-6-8 squad-equivalents that enter on
  Tum 1 as Assault Engineers (Hl.22; Al1.5).
  3. At the start of each Marine PFPh in which the best friendly leader (EX: the
  9-2) in play is not (and has nqt yet become) Berserk or captured, make a dr. If
  VARIATIONS:
  -ft tn tt',e Objectives, change '< l'/z' to '< 2.'
  $;=
  I 
  Replace the Japanese 8+l leader with an 8-0.
  the dr < the current game turn number that lei.der immediately becomes Ber-
  serk (A15.4). The first time this leader becomes Berserk (for any reason; EX:
  Heat of Battle), all other fi:iendly Personnel in the same Location also become
  Berserk. Ignore this SR thereafter.
  4. Marine reinforcements enter along the west edge S 3 hexes from hex F6
  following a mandatory Reinforcement dr < the current game turn number
  5. The Marines receive RandomAir Support (E7.; see E7.2 for arrival) in the
  form of one'44 FB w,Napalm; it is automaticallyRecalled aftertwo full game
  turns. The Marine FB receives a -2 Sighting TC DRM.
  6. The Japanese receive an Offboard High Caliber Mortar (PSR #4.6).
  x
  1100 hours, Friday 15th September 1944, PELELIU ISLAND: The Marine 3rd Battalion was pinned
  down in front of the coral ridge, with the point on their immediate Ieft flank. The sun beat down on the
  Marines lying on the beach. The temperature was already over 100, and many soldiers were finishing off
  their canteens ofprecious water. Also beating down on the Marines was the Japanese fire; including small
  arms, automatic weapons, anti-tank, anti-boat and mortar of all calibers. The beach was akill zone and all
  along the beach individual leaders were pushing their men forward. In small groups utilizing their training
  the Marines moved forward, crawling and running offthe beach. One group was notably inspired by
  Lieutenant Bull Sellers, and they followed him forward in a frenzied attack to get off the beach. Marine
  units suffered from a number ofJapanese tactics which caused them casualties in some cases and in other
  were merely inconveniences. Two tactics were the radio jarnming and radio signal detection which there
  is anecdotal evidence that were eflective in impeding Marine communications during the initial phases of
  the battle. The radio jarnming limited the Marine's ability to communicate, and report to upper echelons. One particular example took place almost as soon
  as the landings. "...Lieutenant Bull Sellers, tried to contact him (Hunt), from further down the beach, a woman had broken in onthe radio, jabbering incessantly
  and drowning out the call. Frustrated, Sellers bellowed into the mouthpiece, 'F*ck you b$tch! Get off the air!
  Photo Credit: National Archives
  @ 2010 Critical Hit!, Inc.
  
  S.KNOGK OUT THI
  O faPaxfsE Sets Up First
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  5
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  7
  '8
  ,B.t U.s,u.C. M oves First
  :.H 
  ,:
  Elements of lst,Cornpanj,, 3rd Battalion, 2nd Infantrl' Regiment, l4th IJA Divisisn set up in any Hinterland hex:
  11
  o
  SanEar
  4sm.
  tS or Gun
  oVR. 0BA: +3*
  other: +1*
  Elements of Battalion Gun Company
  and MG company, 3rd Battalion set
  up in any pillbox(es):
  - I a MMG 1 gg..m12
  eE l#15s.
  z-?B I m+trlH_;?liH
  Elements of 45th Guard Forces, 30th Naval Base Force set up < 5 hexes from hex G15 (see SR #4):
  [ELR:4]
  {SAN:6}
  trffi
  14-4-7
  &'"r-,
  k'J
  .1
  ffi*
  ,fr,.,-
  E& 8-0
  t,l\
  E{
  a LMG
  -t
  rPP sr\
  tr2-!.
  a MTR
  s:
  .PP [1-161-
  tr. fo.
  DC
  JIrPP A
  6 rtt
  lPP FT
  ia
  @rli:,
  a Phone
  I,i
  ?
  I
  7 morale
  2
  6
  c3-3-6
  fuB
  2-2-8 #)*
  ,Y X+
  du
  a LMG
  -t
  tpp gir
  E2.!.
  CH r"- m*
  "Jry"
  t20[ AA ,#
  .12.7rulAA
  FDE
  oVR,084 +t
  1g Olter:+3
  ffi
  MAPI.AYOUT:
  F;[ri,------__-l
  lrr 
  I
  l.rltt
  (only hexes numbered > 5 and I 15
  in hexrows A-G are playable)
  YARIATIONS:
  ;h eaa the 10-3 Chesty Puller leader counter to any portion of the Marine OB.
  F
  I 
  Replace one Japanese 9-0 leader with a 10-0.
  OBJECTMS: The Mmines win immediately upon capturing/eliminating all
  Japanese AA Guns' 
  3. Marine reinforcements enter along the west edge on/north of hex Al0 on a
  mandatory Reinforcement dr ( the current game turn number. The Marine
  player may designate < 4 7-6-8 squad-equivalents asAssault Engineers (H1.22;
  Al 1.5) and Sappers (828.8). The Marines receive one module of 300+mm
  NOBA (HE and WP) in anywest map edge Ocean hex (including those outside
  the playable area) directed by the SFCP (G14.61) or a Shipboard Observer
  (GI4.68) at Level 4; radio contact/Battery Access is NA for more than one
  SCENARIORULES: 
  Observer at a time. The U-S. Marine 9-2 begins playHeroic (A15.2).
  1. All PSR are in effect. EC are Moist with no wind at start. 
  4. Japanese Naval Base Force units are the only units that may set up in caves.
  2. The Japanese player may designate < I Elite squad as Assault Engineers Japanese Naval Base Force Guns must set up in FDEs and may use HIP.
  (Ht.22;,{11.5).TheJapanesereceiveonemoduleofl50+mmbattalionmor- 
  5.TheMarinesreceiveRandomAirSupport(E7.; 
  seeET.2forarrival)inthe
  tar OBA (HE only) with one Pre-Registered hex (C1.73). The east edge is formofone'44FBw,O{apalm;itisautomaticallyRecalledaftertwofullgame
  considered the Friendly Board Edge for the Security Area of the Japanese field turns. The Marine FB receives a -2 Sighting TC DRM.
  phone (C1.23). 
  6. The Japanese receive an Offboard High Caliber Mortar (PSR #4.6).
  0900 hours, Friday 15th September 1944, PELELIU ISLAND: The Marine 3rd Battalion
  hit the right hand side of White One. Many of their transport had been destroyed and disabled
  by antitank fire from their left flank, and 15-20 vehicles sat immobile on the reef, many on fire.
  Marines were wading ashore in waist deep to knee deep water. Shells and shrapnel lapped the
  water all around them. Seemingly random mortar shells landed all across the beach cris-crossed
  by tracer fire from both sides. A 50 cal from an immobilized LVT-4 rattled over head until a
  mortar destroyed the vehicle in a direct hit. The men of Love moved faster to the beach up onto
  the sand and defilade position. The men of Love Company moved up onto the sand. On the
  beach they could hearthe pom-pom of a large caliber anti-aircraft gun. Mortars, at first, seemed
  random, but soon zeroed in on CP radio with the help of radio detection equipment. "We need
  to get off the beach" became the mantra of the leaders up and down the beach. Love Company
  supported by Able, moved into the hinterland and immediately ran into a deep sided trench.
  After moving inland the booming of the Japanese mortars lessened, muffled by the jungle.
  Conscious of the need to maintain air support, Captain Jennings of Love Company, moved
  from group to group directing them inland toward the sound of the anti-aircraft gun. "Men we
  need to knock out that big gun."
  Photo Credit: National Archives
  No
  @ 2010 Critical Hit!, Inc
  
  $r,.,GET OFF THE AIR!'' 
  conrinued
  TTKNOGK OUT THAT BIG GUN...!! 
  continued
  #3
  Elements ot{tem and Kilo Companies, 3rtl Battalion, lst Marine Regiment, lst Marine Division set up < 2 hexes from hex F6:
  {ffi
  1.7-6-8
  *rE
  '-E Sln
  r,,.3-4-8
  a@tr
  rh"ffi
  ,::;2-3-B 6*
  #2-2-8
  ^.B,-*
  W a-t
  Yr' rt
  1fi,;;
  n dmXtG
  f,fi"'
  BAZ44
  IPP
  xrr 8-4
  dmMTB
  Iu 3P
  [om
  dmMIB
  p f,lrm
  ,l'x'
  9:1A
  cH 
  15
  ffia
  15 21414
  [ELR:5]
  {SAN: 4}
  ts of Love Company, 3rd Battalion, lst Marine Reqiment, lst Marine Division set
  fftre
  F7-6-8
  e#
  2-2-7 ft,, ff., ffi.'
  N-^.,
  XdmilmG
  fifi*'
  rPP Ft
  @;1,
  DC
  ntlPP,A,
  6 161
  dEe*
  @
  W
  [ELR:5]
  {SAN: 4}
  up in any Ocean hex:
  2t
  3
  423
  Elements of Love Company and 2nd Platoon, Able Company, 1st Tank Battalion, lst Marine Regiment enter as per SR #3:
  ffffi
  *7-6-8
  ffie
  s2-3-8 6*
  s 2-2-8 fr,, ff., ffi.' lft'rr
  n dm ililc
  frfi*'
  dmMTR
  [r ir
  DC
  nlPPA.
  6,61
  cH 
  15
  ffia
  75 21414
  9-'l
  +.
  Photo Credit: National Archives
  @ 2010 Critical Hit!,Inc.
  
  LE MARINESFITL. H
  AB.ir"-'l .i' n' 
  "' '' #4
  |i$-r U.S.nf.C: Sets Up and Moves F-irst
  1
  2
  3
  4
  5
  6
  7
  8 M
  Elements of I st company, 3rd Battalion,, 2nd lnfantry Regimen! l4th IJA Division set
  > 2 hexes from the Marine
  10
  11
  IELR:41
  {SAN: 7}
  9
  area:
  #ffi
  14-4-7
  g*.H
  2-2-8
  n
  tlx.r ,-
  yil 10-1
  !il
  ff*
  ,fi"-
  'ffL eI
  lril
  .1
  #no
  f}}
  d(
  fft,
  ttt
  e
  ffi! 8+t
  l,u
  a HllG
  Q? a./ att
  #
  El6'U
  r lltG
  #a+t
  r lfllG
  rPP sti
  EI 2t-
  a lllB
  F:
  .rP It.16.
  El. 50.
  0c
  ,,.1FPA
  ..ll xro
  lBj 30-1
  IFP FT
  ia
  ,JIU,;.i
  a Phone
  Tfi,
  ?
  7 morale
  Sangar
  ^F.
  1S or Gun
  OV8. 0BA: +3.
  Otier: +1.
  MAP IAYOUT:
  l'-'l
  tl
  No
  VARIATIONS:
  * 
  Eactr trench = 4 VP and
  F'
  ! 
  Each trench = 3 VP (no
  each pillbox = 6 VP in the VC.
  change) and eaeh pillbox = 4 VP in the VC.
  (only hexes numbered <i0 in
  hexrows A-O are playable)
  OBJECTMS: The Marines win at game end by accumulating more Vp than
  the Japanese: In addition to CVB Control (and for the Marines, destruction)
  of Fortifications is worth the following: kench = 3 VP; pillbox = 5 VP; the
  Marines earn EVP for units exited off the east edge. No VP are awarded for
  ControVdestruction of printed A-T Ditch hexes.
  SCENARIORULES:
  1. Al1 PSR are in effect. EC are Moist with no wind at start.
  2. The Japanese player may designate < 2 Elite squads as Assault Engineers
  {Hl.22; A11.5). The Japanese receive one module of 15Grmm battalion mor-
  tar OBA (HE only) with one Pre-Registered hex (Cl.73) directed by an Oflboard
  Observer (C1 .63) in an east edge hex secretly recorded during Japanese setup.
  The Japanese also receive one module of 70+mm battalion mortar OBA (HE
  only) with one Pre-Registered hex directed by the Field phone. The east edge
  is considered the Friendly Board Edge for the Security Area of the Japanese
  Field Phone {Ct.23). No pillboxes,trDE may be deducted fiom the Japanese
  oB.
  3. Marine reinforcements enter along the west edge on a mandatoryReinforce-
  ment dr < the cufient game turn number. Make a separate dr for each of the two
  groups. The Marine player may designate < 4 '7-6-8 squad-equivalents as
  Assault Engineers (Hl .22; Al 1.5) and Sappers (828.8).
  4. The Marines receive one module of 300+mm Naval OBA (HE and Wp) in
  any west map edge Ocean hex directed by a Shipboard Observer (G14.68).
  The Marines also receive one module of 80+mm battalion mortar OBA (HE
  and WP) directed by the radio.
  5. Place shellhole counters in hexes G8, G9, 19, and H10.
  6. The Marines receive Random Air Support (E7.; see 87.2 for arrival) in the
  form of one '44 FB wA{apalm; it is automatically Recalled after two full game
  turns. The Marine FB receives a -2 Sighting TC DRM.
  7. The Japanese receive an Offboard High Caliber Mortar (pSR #4.6).
  1300 hours' Friday 15th September 1944, PELELIU ISLAND: Duringthe landing Kilo Companywas
  on the extreme left, detailed to take the point. Love Company was on the right. Love moved inland and
  encountered the coral ridge, not commanding the beach like the point but still just as difficult. As Love
  moved inland and Kilo moved to the left a gap grew between the two companies. Kilo secured the point
  by 1030 hours, but was unable to link up with Love. At approximately 1 100 hours, Item Company, the
  battalion reserve, was thrust forward between the two companies to fill the gap. The temperature had
  reached 1 15, the hazy heat simmered of the water and sand, when it was calm enough. Japanese mortars
  ofall calibers raked the beach and hinterland, green tracers arced out thejungle to search out the Marines.
  Over 60 vehicles lay inrmobilized, on the reef and beach of White Beach one and two, many of them
  burning. The murderous Japanese flanking fire from the point had been silenced by Kilo, commanded by
  Captain Polk. After an hour of battle Item had linked up with Love but was unable to reach Kilo and a gap
  remained. Puller pointed to his map and in his gruffvoice commanded Able Company Captain Jennings,
  "Captain, take your Able Marines into that gap."
  Photo Credit: National Archives
  @ 2010 Critical Hit!,Inc.
  
  .THERE COME THE JAP.T
  #5
  ifi u.s.rvr.c. sets Up First
  I
  , t;;...
  2
  "3
  4
  5
  ,lo
  ;t
  7 I
  O uPaxrsE, MovCs First ;*i'
  Elements of West Caroline Air Force and Construclion
  after Turn I along rhe east edge in hexes numbered > l'5:
  Battalion, 45th Guard Forces of 30th Base Force of IJN enter onl
  136
  345
  Elements of 4th Company, 3rd Battation, 2nd Infantry Regiment, 14th IJA Division enter on/after Tum 2 along the north edge east
  ofhBxrow M and/or along the east edge in hexes numbered <,1 5:
  ffffi
  14-4-7
  e"*
  2-2-8
  #i0.,
  vB'
  ffin, &u
  It
  I dn IllG
  lfi'-
  a LMG
  IPP Bti
  m2t
  DC
  nlPPA.
  6 rfli
  2
  [ELR:4]
  {SAN: 3}
  Elements of Lt. Tank Company and
  lst Company of lst Battalion, 2nd In-
  fantry Regiment enter as per SR #3:
  6
  10
  23-4-7 ffiflp
  c 3-3-6
  a
  ffiio.r
  i/ E'
  #,,,
  .1
  Wno
  !u
  ffa,
  ,fi""
  W 8+1
  It
  a LMG
  ^I
  IPP 8ri
  a2.!-
  DC
  AlPPA
  6#i
  "sH
  trffi
  e3-4-7
  ff",-,
  [['
  fu,-,
  ?r
  r l"ilG
  lPP grtt
  m 2-6
  10-2A
  9-l
  +.
  8-1A
  MAPI-AYOUT:
  lP"r"rir----l
  li-r I
  I L_: I
  OBJECTMS: After Marine setup the Japanese player secretly selects one
  of three possible Victory Conditions:
  1) The Japanese win immediately upon exiting > 10 EVP off the south edge on/
  adjacent to hex J25 provided they have accumulated more CVP than the Ma-
  rines.
  2) The Japanese win at game end by accumulating > 28 CVP and> the CYP
  accumulated by the U. S. Marines.
  3) The Japanese win immediately upon exiting > 8 EVP off the west edge on/
  adjacent to hex D19.
  N
  .A 
  (onlv hexes numbered 2 12 in
  (D 
  nexrows u-q are playaDle)
  V
  VARIATIONS:
  * 
  Remore ALL Armor kaders from the Japanese OB,
  Gr'
  J 
  Replace one 84 leader in the Japanese OB with a l0-2.
  SCENARIORT]LES:
  f . Al1 PSR are in effect. EC are Moderate with no wind at start. HeatHaze
  (Fl 1.62) is in effect.
  2. TheMmines receives one module of 80+mmbattalion mortar OBA (HE and
  WP). The Marines may use HIP for < 2 squad-equivalents and any SMC/SW
  stacked with them. The Marines receive Random Air Support (87 .; see E7 .2
  for anival) in the form of one '44 FB w/Napalm; it is automatically Recalled
  after two full game tums. The Marine FB receives a -2 Sighting TC DRM. The
  SR are continued...
  1625 hours, Friday 15th September 1944, PELELIU ISLAND: The temperature
  was beginning to drop although 1 15 down to I 05 was not much of an improvement.
  Many Marines had long ago run out of water in their canteens, The commander of
  2nd Battalion, Lt. Col. Russell E. Honsowetz, stood just inside the jungle scanning
  the airfield before him with his binoculars. An occasional mortar blast hit the airfield
  and tracers darted out from the wreckage and rubble that was once an air base, the
  enemy was still there. Honsowetz expected a counter attack and barked orders to
  his staff "Dig in here. This will give us a good field of fire," gesturing to the airfield.
  It was 300 to 500 yards across at that point, heat haze shimmered off the crushed
  coral taxiway, pot marked with shell holes and craters. There was a little kunai grass
  and some piles ofdestroyed aircraft in the foreground, beyond that the remnants of
  a large aircraft hanger and a two story reinforced concrete control tower building. Lt.
  John Decker crouched next to the colonel and said, "My scouts tell me the Japanese
  are massing infantry." He added urgently, "and tanks, sir," pointing to the Northeast where a large mass ofjungle rose behind the airfield. The tempo the
  mortars and small arms suddenly increased. The colonel started moving towards the left where he perceived the greatest intensity of enemy fire, shouting
  encouragingly to his men, "Okay men, here conre the Jap tanks!"
  Photo Credit: National Archives
  @ 2010 Critical Hit!,Inc.
  
  .NBLE MARINES FILL THE GAP,.,,'IH
  .continued
  #4
  st Marine Resiment. lst Marine Di
  vtu
  ,+7-6-8
  k;
  ftdE
  +!3-4-8
  R
  ffi'" ff;,
  ;.
  i& a-o
  HMG
  5PP I^
  E 6-t2
  MMG
  qn 
  3PP
  P_
  tr 4-10
  DC
  AIPPA
  6,[i
  .xffio..
  -,.48f.6ii
  f,6';t'- Jd
  Ltr;T
  W
  q{"il
  !,t t)
  p)d
  6+
  Elements of Item Comp*ny. 3rd Battalion. I st Marine
  vision set up < 3 hexes from hex F6:
  43
  Elements of AbIe Company enter as per SR #3:
  fffi
  ,>7-6-8
  tu;
  :I ::F
  .:'3-4-8
  fltu
  ,!,2-3-g
  ,ps
  &2-2-8
  e,
  ffiro-z
  EU
  @
  ,fug*
  .m s-1
  Yr' Ti
  ff-, ffi,
  h-;;
  Idrrrc
  [fi"'
  DC
  6lPP4
  6 rfli
  mMTR
  Io*
  [o ra
  ['^Ti?, =
  223
  Elements of Second Platoon, Able Company and Able Company, lst Tank Battalion, lst Marine Regiment, lst Marine Division
  enter as per SR #3:
  trffi
  *7-6-8 ft,,
  ff'., ff.,
  MMG
  >st
  tr 4-10
  rPP Ff
  @;1,
  DC
  nlPPa,
  6 iti
  . ,Radio
  \l 
  rPP
  1,il t
  9-2A
  cH 
  15
  ffia
  7S 21414 M
  75. -l-14 ;#h
  422
  23
  .THERE GOME THE JAP TANKS!"
  ...continued
  #5
  4h-ffi
  W
  w
  Elements of Easy, Fox, and George Companies, 2nd Battalion, lst Marine Regiment, lst Marine Division set up west ofhexrow
  K as per SR #2:
  ff-ffi
  ,s7-6-8
  ffs
  #3-4-8
  @;
  m,w
  ,12-3-8 e*
  s2-2-8 ft,,. W,, ff-, ff.,
  HMG
  9P ,/^
  tr 6-t2
  MMG
  P
  tr 4-10
  $2MTR
  H
  5PP F461
  Eil fll*
  a .MTB
  I2O 5PP
  sr6l'n-5t
  ilt 50.
  104
  22
  10
  IELR:31
  {SAN: 6}
  Btd.44
  ,P?
  xrr 8-4
  DC
  nlPPa,
  6,ti
  . r Radio
  \l 
  lPP
  lAt
  ?
  7 morale
  CH u r',r12
  ilw'
  37LL AT
  cH 19
  ;t*H
  75
  Reinforcing elements enter on Tum 2 along the north edge on/weslof hexrow K:
  ffr, ffi,
  MMG
  ra 
  3PP
  =tr 4-10
  xrr 8-4
  B';Z 44
  lW
  9-2
  -&'
  cH 
  15
  ffia
  75 21414
  cH 19
  "skH
  tr-9
  75
  32
  SCENARIO RULES contin u ed...
  Marines must set up with a maximum of one squad-equivalent or vehicle per
  hex, with no occupied hex adjacent to another occupied hex. All AFVs must
  set up in Motion and CE. The Marine player rnay designate < 2 7-6-8 squad-
  equivalents as Assault Engineers (H1 .22;Al L5). All Marine Persopnel suf-
  fer from Water Shortage (PSR #5. l6).
  3. Japanese reinforcements enter along the east edge in hexes numbered < 1 5
  on a mandatory Reinforcement dr < the current game turn number. Japanese
  vehicles receive only one-half of their normal MP allotment on their tum of
  entry.
  4. The Japanese receive one module of 150+mm battalion mortar OBA (HE
  and Smoke) directed by an Offboard Observer at Level 3 in an east edge hex
  Photo Credit: National Archives
  secretly recorded after Marine setup. Japanese 3-4-'713-3-6 squads and their
  HS have an ELR of2.
  5. The Japanese receive an Offboard High Caliber Mortar (PSR #4.6).Banzai
  Charge (G1.5) is NA [EXC: ]H/DC Heroes.l
  @ 2010 Critical Hit!,Inc.
  
  L
  Y
  THE DEAD.
  #6
  U.S.M.C. Sets Up First
  1
  2
  3
  4
  5
  6
  7
  O .la,plxEsE MoYes First
  o
  Elements of 2nd Company', I st Battalion, 2nd Infantry Regiment, t 4th IJA Division enter on Turn I along the east edgc in- h.ctes
  numbered> I2and<16:
  ffitrs
  14-4-7
  ffi"{i
  2-2-8
  di
  ffiro,
  tiq-
  ,fr--
  'ffi 9-1
  ,t"J
  ,fiF--
  ffi. 8-0
  t-t-i
  ,s,-
  Ei. 8+1
  L!riir
  I dm MMG
  lil ",
  a LMG
  -1
  tPP sri
  m 2-6
  DC
  5lPP 1
  .A iii
  tF-, 30-1
  Elements of 2nd Cornpany, lst Battalion enter
  along the east edge as per SR #5:
  [ELR:4]
  {SAN:4}
  MAPI.AYOUT:
  VARTATIONS:
  Change '> 19 VP' to '> 24
  Change '> 19 VP' to '2 15
  VP' in the Objectives.
  VP' in the Objectives.
  *(E;'
  o
  (only hexes numbered ) 10 and < 18 in
  hexrows V-DD are playable)
  OBJECTMS: The Japanese win at game end by accumulating> 19 YP and
  > the VP of the Marines. In addition to CVP, the Japanese eam EVP for units
  exited offthe west edge on/adjacent to hex V I 5.
  SCENARIORULES:
  1. All PSR are in effect. EC are Moderate with no wind at start.
  2. A Dusk LV Hindrance, calculated as Mist (E3.32) and applying within
  buildings, is in eflect ftom the start ofTurn 4. At the start ofTum 6, the LV
  Hindrance is automatically increased per E3.51 (Rain is NA).
  3. The 10-3 Marine leader begins play Wounded and Heroic.
  4. The Marines may use HIP for ( I 7-6-8 squad-equivalent and any SMC/SW
  stacked with them. The Marine player may designate < 2 squad-equivalents as
  Assault Engineers (Hl.22;A1 1.5).
  5. Unless atum of entry is given Japanese and Marine reinforcements enter on
  a rnandatory Reinforcement dr < the current game tum number. All reinforce-
  ments receive only one-half of their normal MP or MP allotment on their turn
  of entry. A1l reinforcements that have not entered already enter automatically
  on Turn 6.
  SR are continued...
  1700 hours, Sunday lTth September 1944, PELELIU ISLAND: Day three saw the lst
  Marine Regiment move up into the hills behind the airfield. Now stripped of most of their
  vegetation, the volcanic and coral rock created a defensive killing zone unseen by the Marines
  in previous island battles. The temperature was in 1 15 during the day sucking the moisture out
  ofthe soldiers causing many casualties. The Japanese in their extensive underground fortifica-
  tions had ample supplies of water; the Marines did not as their supply system was lagging
  behind. Commander of the 2nd Battalion Lt. Col. Honsowetz, now wounded, pushed the
  remnants of his Easy, Fox and George companies uphill to secure the high ground. Battling all
  day, they took Hill 200 in the afternoon only to realize that there was another hill higher up
  150 yards to the west. The enemy wanted their hill back and he knew they would come soon.
  Unable to dig in, the Marines were experienced enough to pull together loose coral and build
  what was commonly known as a sangar, gather ammo and prepare for the expected counter
  attack . A*oss the little valley they could see the dead bodies of hundreds of fallen soldiers,
  some Marines, but mostly Japanese. Many soldiers had been sacrificed for the hill in this little
  'valley ofthe dead.'
  Photo Credit: National Archrves
  @ 2010 Critical Hit!, Inc
  
  VALLEY.OF THE DEAD
  .coilliiltrcd
  #6
  .rtt&u
  rrf=H'*
  E IE:=. i*
  r-.4>i.,/
  W
  (H\.)
  !.1 lt;
  t7H
  el 
  tr>
  Elements of Easy, Fox, and George ( om;ranies* 2nd Battalion, I st Marine Regiment, I st Marine Division set up < 3 hexes
  fromhexXl4:
  2
  Elements of Easy Company, 2nd Battalion, 7th Marine Regiment and Engineer Battalion,
  lst Marine Division enter along the west edge as per SR #5:
  IELR:51
  {SAN: 6}
  f,ffa
  ,,.t.4-5-8
  5,ir
  iLffi
  *2-3-8
  'rS/
  i;l 10-3
  IL
  ,.$i,'s-r
  .fi,,.-
  flu '''
  i& e-o
  :i ri
  S::o."
  HMG
  k
  E 6-12
  MMG
  >d!
  u4-t0
  t, 
  fT
  @s,
  OG
  AtDa
  6#'
  j{f.,- 
  -
  tr tt ,.',':
  :.7-6.8
  i8!;
  t ikr
  i. !'..tal
  ,.'t,.2-3-B
  -e*
  i:;2-2-B ff,, ff,,
  fl$milc
  $-T,*'
  DC
  A|PPA
  6#i
  onMTB
  [0,*
  [o rt
  gqr=gi:
  .tzpP\cry
  I'2 
  Y
  .AAF36 -/-/8*
  SCENARIO RULES co nti n u ed...
  6. Prior to all setup, the Marine player may secretly choose to receive Random
  Air Support (E7 .; seeET .2 for arrival) in the form of a single flight of two '44
  FB MNapalm; they are automatically Recalled after two full game turns.
  Marine FBs receive a -2 Sighting TC DRM. If this option is chosen the
  Japanese are awarded 4 VP. The Marine player does not have to announce his
  choice prior to making his first Air Support dr.
  7. Prior to all setup, the Japanese player may secretly choose to receive an
  Offboard High Caliber Mortar (PSR #4.6). If the Japanese player chooses this
  option the Marine player may make a secret pre-game 'purchase' of < 5 points
  from the Reinforcement Table (no group may be purchased more than once):
  Reinforcement Table
  HIP one MMC (and any SMC/SW stacked with it)
  Set DC
  SangarX2
  Wire X 2
  "?"x4
  Point-Cost
  I
  2
  2
  2
  I
  Photo Credit: National Archives
  @ 2010 Critical Hit!, Inc
  
  CAPTAIN HARA
  :s 8()
  DA
  T
  -ATTAGK *ffi
  :-.:',r:
  U.S.Nt.C. Sets'Up First
  .::
  1
  2
  6,
  : 1::"'
  -///1
  /////n
  .Zr/.{/i,
  t7a.'//////n
  ///////71////l
  O .laPaNssE Moves First
  o
  Elements of 2ncl Conipany, 3rO Battalion, 2nd Infantr-v Regiment, l4th tJA llivision ehter on/after'I'urn 1 Along the east edge:
  ffiffi
  23-4-7
  -l
  ffi* fft*
  U'S
  ,ftr'--
  ffi a+1
  9H,
  A LMG
  rPP sil
  a2.a
  DC
  LrJPP a.
  6,tl
  [ELR:4]
  {SAN: 4}
  ffi
  ff
  IELR:51
  {SAN:4}
  2
  (see SR #3)
  of Kilo Company, 3rd Battalion, lst Marine Regimenf, tst Marine Division set up < 3 hexes from hex 13:
  ffffi
  #7-6-8 trffi
  64-5-8
  *o&-
  ffi,tr
  #2-3-8
  .#*
  82-2-8 #**,
  trd 1o-3
  ff-,, N,., N.,.'
  HMG
  m ./-
  EI 6-t2
  MMG
  P
  tr 4-10
  M'MTR
  R<
  sPP I$G|
  E 00*
  a .MTR
  r20 5PP
  Bri t' It-sl
  m 6-0.
  DC
  APPA.
  6 rti
  BEI.14
  I?P
  xrr 8-{
  ?
  7 morale
  Trench
  OVB.08A: +4
  0tier: +2
  Sangar
  ^s.
  tS or Gun
  OVf,, OBA. +3*
  Odrcr: +1r
  MAP LAVour: 
  ru O 
  ,,iJ*T:,.,,f"Tii-'1"!
  OBJECTwES: The Japanese win at game end if there are no Good Order
  Marine MMC in/adjacent to hex 12.
  SCENARIORULES:
  1. All PSR are in effect. EC are Moist with a Mild Breeze from the west. Heat
  Haze (F I I .62) is in effect.
  2. Beginning on Tum 4, the ATTACKER makes a dr at the end of each Player
  Tum to determine if the scenario ends. On a dr of < I play ends immediately.
  Vi\RJATIONS:
  .&*
  eHr Change Obiectives to read, "...Marine MMC < 2 hexes from hex I2..."
  rE'
  I 
  Remove the Hero from the Marine OB.
  For each Player Turn after Tum 4, apply a -1 drm (EX: On Tum 5 the drm is
  -1 at the end of the Japanese Player Turn, md, -2 at the end of the American
  Player Turn; on Tum 7 the drm is -5 at the end of the Japanese Player Turn
  [i.e., play ends without a dr]).
  3. The U.S. Marine l0-3 leader begins play Heroic and Wounded. The trench
  rnust be set up in hex 12.
  4. The Marines receive Random Air Support (E7.; see E7 .2 for arrival) in the
  form of one '44 FB wArlapalm; it is automatically Recalled after two full game
  turns. The Marine FB receives a -2 Sighting TC DRM.
  ll00hours,Fridayl5thSeptemberl944,PELELIUISLAND: 
  Thepointwasl30feethighdominat-
  ing White Beach One with tunnel and pillboxes. Tunneled by the Japanese there were pillboxes at all
  levels the five largest were reinforced with concrete. Each pillbox had 6 to 12 men with heavy machine-
  guns or anti tank/anti-boat guns. The pre- landing bombardments had not impacted the defenses on the
  point, and the Infantry would have to dig the Japanese out oftheir pillboxes, caves and spider holes.
  Many of the pillboxes were pointed to cover most of White beach one and the reef approaches, allowing
  a side shot to vehicle and craft as they landed on the beach. Kilo was designated to take the point, under
  command of Captain George P. Hunt. His third platoon led the way and got within 50 yards of the point
  before getting pinned down. The second platoon moved directly inland creating a gap between the two.
  Hunt sent his reserve the first platoon through this gap, led by second Lieutenant William Willis they
  attempted to take the point from its flank. Within two hours the point was taken, but at a high cost Hunt's
  256 man company which was reduced to 34 men. Kilo Company, 3rd Battalion had secured it during a
  viscous assault that cost almost 90% of its strength. They consolidated their position using the existing
  fortifications to hold this key position. Japanese records indicate the IJA and IJN had different ideas about how to handle the Marine landings. The IJN
  commander insisted on banzai counter attacks. And the IJA commander favored digging in and making the Marines pay dearly for every yard gained. Japanese
  Captain Harada commanding 2nd Company, 3rd Battalion, 2nd Infantry Regiment, l4th Division IJAwas obviously ordered to follow the IJNs recommen-
  dation as his unit counter attacked Kilo company immediately after it had taken this position.
  Photo Credit: National Archives
  @ 2010 Critical Hit!,Inc
  
  WHITE BEAGH BLOOD RED
  #8
  1100 hours, Friday 15th September 1944,PELE,LIU ISLAND: Colonel Chesty Puller's lst Marine Regiment was assigned to thc White Beaches, u,ith
  waterproofed Shermans of CompanyA, 1st Tank Battalion in support. Marine 2nd Battalion was assigned to,the right, 3rd Battaiion the left and lst Battalion
  coming in on the next wave. On the Marine left the Japanese IJA defended "The Point" and "The Coral Ridge," on the Marine right the IJN defended the
  airfield. Japanese defenses from left to right stated with "the point" a 130 feet high and fonaed out ofcoral. Tun-neled by the Japanese there were pillboxes
  at all levels the five largest were reinforced with concrete. Each pitlbox had 6 to 1 2 men with heavy machine-guns or anti tank/anti-boat guns. The pre landing
  bombardments had not impacted the defenses on the point, and the Infantry would have to dig the Japanese out oftheir pillboxes, caves and spider holes.
  Many of the pillboxes were pointed to cover most of White beach one and the reef approaches, allowing a side shot to vehicle and craft as they landed onthe
  beach. Further down the beach and just inland was an anti-tank trench, which would prove more helpful than a hindrance to the Marines, as they used it for
  lateral movement of forces. The Japanese defenses further into the hinterland would prove more difficult; it did not appear on any maps and was dubbed "the
  coral ridge". Not as high as the point but it was also well fortified and tunneled by the Japanese. Further inland casuarinas forest represented by lightjungle
  and mangrove swamps representing dense jungle provided the Japanese further opportunities for defense with many hidden piiiboxes. The IJA commander
  Colonel Nakagawa choose to establish his main island defense in the hills and so only allocated one battalion to defend the White beach area. The IJN
  commander was very reluctant to abandon his airfield that he has spent years building and fight in the hills, and so concentrated his forces around the airfield.
  On Peleliu the Marines experienced two distinct rypes of tactics: The I.IN utilizing banzai. and a forward defense, and the IJA favoring digging extensive
  underground defenses in the hills and making the enemy pay in casualties. Among the most effective Japanese weapons was the 150mm mortar, encountered
  for the first time. This mortar had a six foot long tube and base plate so heavy it made the device a static weapon.
  Photo Credit: National Archives
  @ 2010 Critical Hit!,Inc
  
  , Elements of Kilo'Company, 3rd Battalion, lst Marine Regiment, I st Marine Division enter on/after Turn 1 along the rvqst pdgc in
  ' hexes numbered < 4:
  15
  2
  dmMTR
  Irx
  GH or^ lt r
  'ffiB
  75- 4-14 :trw*
  CH ,,725
  :,ffi
  .AAirG -/-/14.
  CH . l3r
  o<)Sa *
  ;.\s*
  r2lPP v l4l
  .AAiirc l-fl{-
  GH 12t
  o*Ana r
  js,)@h
  .AAMG -/-/14*
  Elements of Item and Love Companies,3rd Battalion, lSt Marine Regiment enter on/after Tum I along the westrbdge in Ocean hexes and/or on/after
  Turn 2 along the west edge in Beach/Hinterland hexes:
  F7-6-8 ffffs
  F4-5-8
  wD -f*-
  ffe
  F2-3-8 #*
  #2-2-8
  ft,0-, ft,-, ff'-, ff.'
  ff'.,
  lfiT;
  I dn tiilc
  fifi*'
  fE 5&trm
  ,lx*
  BAZ 4{
  IPP
  xrr 8-4
  DC
  nrPPa,
  6 itt
  14
  4
  Elements of Easy, Fox and George Companies, 2nd Battalion, lst Marine Regiment enter on/after Tum 3 atrong the west edge in hexes numbered
  > l3:
  17
  rPP rr I onMTB
  @,fi,| [s#
  2
  Elements of Able, Baker and Charlie Companies, lst Battalion, 1st Marine Regiment enter as per SR #10:
  fftre
  B7-6.8
  w;
  sltr
  #2-3-8 #*
  $2-2-8 ft,*, ft,-, ffi, M,-,
  h,,#
  I dm MMG
  ll-
  i q2PP
  IA
  dm ilTl
  rr2 6{hm
  ,lx"
  18
  4
  BAZ 44
  IPP
  xfl 8-4
  DC
  nrPPa,
  6 rtl
  rPP FT
  @,fi
  amMTR
  [r:r
  CH . 12t
  od\3a r
  ' \"/^ 
  o
  .13,'Va
  *aaMG -/-/14r
  Elements of Able Compnap lst Tank Battalion, lst
  Marine Regiment, lst Marine Division enter as per
  SR #1 O:
  10
  [ELR:5]
  {SAN: 5}
  y,rwk
  ,*7-6-8 #*
  "12-2-8
  '#lt*,*,
  Y[ 10-3 ft" W,., W,, ff-" t$#
  il 
  dm mMc
  []'"' j#
  BAZ 44
  IPP
  xrr 8-4
  BC
  trt{PP a
  z{:i xlo
  itr, 30-1
  lpp ..,, . FT ,
  ;-*^ .A
  4ar
  omMTR
  [r *'
  IPP FT
  @'11'
  2
  ff,ffi
  *7-6-8 fftre
  s4-5-8
  -"m
  82-3-8 s*
  *2-2-8
  fr,0-, ft,, ff'-, ff-, ff-, lfiTr
  I dm ililc
  I-
  [],*'
  lr2 60nm
  ,lx*
  SDiZ 44
  IP?
  xfl 8-4
  nrPPa.
  6 rtl
  DC
  cH 
  15
  ffia
  75 21414
  cH .,.123
  a'$Q--r
  \,X0,
  ,t2PPr48
  x12 V
  .AAF36 -/-E+
  10-2
  -&.
  9-1A
  8-'lA
  OBJECTMS: After all setup, the Marine player secretly selects one of two
  possible Victory Conditions:
  1) The Marines win at game end by Controling a1l four of the following
  provided that the Japanese have not accumulated more CVP than the Marines:
  hex 12 and buildings N8, Q 1 6 and R2 i .
  2) The Marines win immediately upon exiting > 6 squad-equivalents and > 1
  AFV (with functioning MA) off the east edge.
  @ 2010 Critical Hit!,Inc
  Photo Credit: National Archives
  
  : ii' ., ii "-#8 i
  o
  ffi
  Elements of 3rd Company,3r&Battalion;2fud lnfantry Regiment, l4th IJA Division set up < 3 lrcrcs from hex D12:
  2 
  s 
  .3 
  4
  3544
  ?
  7 morale
  Sangar'
  ^s.
  1S or Gun
  OVB. OBA: +3.
  0ther: +l*
  Trench'
  *k:?,1',"
  &
  N
  232
  Elemerits of West Caroline Air Force, 45th Guard Forces, 30th Base Force, IJN s9t up S 10 hexes from hex M20:
  44
  3 
  s=
  ffit
  I 1+5+7 I
  l-l
  Elements of AT Company and Gun Company, 2nd In-
  fantry Regiment, 14th IJA Division set up using HIP in
  Fortifications in any Japanese setup area:
  e.*
  GH. .u12 I Gll , .nrr
  hs" l*x.
  2-2-8
  lll irr..,or I gr
  70* lltlF I 47[ AT
  10fr
  Battalion Reserve elements of 4th Company,3rd Battalion, 2nd Infantry Regiment, 14th IJA Division enter along the east edge in hexes
  numbered < l6 with all Personnel as Riders as per SR #9:
  trffi
  E4-4-B ffff*
  14-4-7 frff*
  23-4-7 d,,,
  sI
  fr-n,
  YI
  #,, fft"
  tt
  a LMG
  rPP eit
  m2.!-
  dm IIn
  lsr
  fl) mm
  DC
  ntPPA.
  6 rt'i
  282
  Elements of lst Platoon of Machine Cannon Com-
  pan-v, ll4th LightAnti Aircraft Battalion, 45th Guard
  Forces,30th Base Force, IJN set up using HIP < l0
  hexes from hex M I 9:
  544
  2nd Platoon of Engineer Company, 14th
  IJA Division set up in any Japanese setup
  256r""'"'
  2
  Elements of I st Work Platoon, 2nd La-
  bor Company, 235th Construction
  Battalion and HQ Platoon, 45th
  Guard Forces,30th Base Force, IJN
  set up < 2 hexes from hex P 1 7:
  25
  23r=
  Elements of Light Tank Company and lst Com-
  pany, lst Battalion, 2nd Infantry Regiment, I4th
  IJA Division enter along the east edge in hexes num-
  bered >12 with all Personnel as Riders as per SR #9:
  10
  frffi
  e 4-4-8 ffie@
  14-4-7 ffiff#
  z3-4-l
  tu*
  2-2-8 #,*
  L"F
  Etr
  &"_
  '& 9-l
  l,ll
  ,+I',i
  mie-0
  rF
  s(
  .a
  ffi" a+t
  IA
  a HMG
  aPP | / arr
  E 6-t4
  a MMG
  l./ tPP
  \8rl
  Ef-11
  a LMG
  rPP. gr'1
  m2-E
  a MTB
  $:
  4PP n-16].
  tr. 5-0.
  DC
  AlPPA
  6 rtt
  ftffi
  z3-4-7 e*
  2-2-8 #,,
  f*-
  ffi-- a+t
  tf
  " HMG
  l?P I t stt
  #
  E 6-!!
  a litlG
  -gJTP
  \811
  a4-1,l
  8 LMG
  lPP sri
  tI] 2.q
  " MTB
  D:
  IPP [t-161.
  tr. 5-o;
  DC
  RTPPA.
  6 rtt
  ?
  a
  7 morale
  Sangar
  ^S.
  tS or Gun
  OVB,0BA: +3*
  0ther: +1,
  EE
  2-2-8
  CH >ut7
  H{4"
  .12Jltzl AA
  CH Mtl
  ;.k.
  201({) AA
  CH ^ 
  rrr.
  ;q.
  25LLIT'AA
  ew
  tr l\
  75 AA
  CH ,a- M*
  "J&"
  I2tlL AA
  frtre
  E4-4-8 #,,
  ft-,-,
  LA[[
  a LMG
  _1
  lPP Brr
  tr2t.
  rPP Ff
  IA@;l
  0c
  RIPPa.
  6 rtt
  ?
  7 morale
  Sangar
  ^&
  1S or Gun
  0V8,0BA: 13*
  other: +l*
  trffi
  23-4-7 trffi
  c3-3-6 #,,, #*o
  Yii
  X*-
  $L-a+t
  ks
  a LMG
  rPP sri
  a2.E
  DC
  NPPA.
  6 itt
  ?
  7 morale
  Sangar
  ^@_
  lS or Gun
  oVB, 0BA: +3*
  olher: +'l*
  'r&H
  fftre
  z3-4-7
  ,4$--
  Sl s-o
  i"S
  a LMG
  rPP sil
  a 2-!-
  10-2A
  9-1A
  8-1A
  10. Prior to all setup the Marine player must divide the reinforcements
  subject to this SR into two groups with at least 3 x AFVs + 4 x LVTs + 6
  x squad-equivalents in each. These reinforcements enter along the west
  edge in hexes numbered < 5 on a mandatory Reinforcement dr < the current
  game tum number. Make a separate dr for each group. Personnel must enter
  Photo Credit: National Archives
  as Passangers; vehicies receive only one-half of their normal MP allotment on
  their turn of entry.
  11. Beginning on Turn 9, Marines are subject to Water Shortage (PSR #5.16).
  12. The Japanese receive an Offboard High Caliber Mortar (PSR #4.6).
  @ 2010 Critical Hit!,Inc.
  
  WHITE BEAGH BL OD RED
  .cotxtinued
  #8
  O .laranrsE Sets Up Firsr
  1
  2
  3
  4
  5
  6
  7
  8
  END
  9
  10
  ;.. ; u.s.nr.c. Moves First
  I::;
  Elements of No.2 and No.3 Platoons,2nd Company 3rd Battalion,2nd Infantry Regiment, 14th IJADivision set up < 3 hexes
  from hex 12:
  16
  {#tffil'
  l{4+6
  ?
  -l-
  4
  Elements of No. I Platoon, 2nd Company, 3rd Battalion set up < 3 hexes from hex N8:
  ffir.'4.,fu
  l+3+5 11+517 It*+s
  ?l-
  Elements of lst Company, 3rd Battalion set up < 3 hexes from hex I7:
  19
  [ELR:4]
  {SAN: 7}
  Sangar
  1S or Gun
  0VR,0BA: +3r
  otter: +1)
  fttr*+
  E4-4-8 ffiffi
  14-4-7
  tos
  2-2-8 #,",
  E(
  #*
  EU
  dtb--
  tffi e-o
  iis
  ,fi.',-
  El 8+t
  vB,
  a MIIIG
  l,a tPP
  \ 8lr
  tr 4-U
  a LMG
  lPP gl't
  a2.!-
  e D-
  4PP [-16l*
  tr-m.
  MTR
  DC
  nlPPa,
  d rtl
  ?
  7 morale
  Trench
  "xi'l",Y
  's&
  ffffi*
  14-4-7 e€
  2-2-8
  ff,-,
  tt
  #0"
  TI
  a HMG
  %sl
  El6-U
  a MMG
  I/iPP
  \Blt
  a4-1,.
  a LMG
  rPP ,r"
  m2.!.
  a MTB
  D:
  4PP [1-16]'
  tr-m.
  DC
  nrrPP a.
  6 rtt
  ?
  7 morale
  Sangar
  r6GB-
  1S or Gun
  oVR,0BA: +3r
  olfier +1*
  frff*
  E 4-4-8 trffi
  r 4-4-7 trffi
  23-4-7 e*
  2-2-8 #),*
  I./F
  str
  ft-,-,
  It
  #n,
  {(
  ,f;-.-
  W 8+1
  H
  a MMG
  _*!3P!
  \Bfl
  tr 4{1
  a LMG
  r PP gttl
  tI] 2.q
  a MTR
  F_
  |PP [1-',r6]i
  tr-m.
  0c
  nrPPa.
  6,tt
  ?
  7 moralc
  MAPI.AYOUT:
  tltt
  SCENARIORULES:
  l. All PSR are in effect. EC are Moist with a Mild Breeze blowing from the
  west. Heat Haze (Fl 1.62) is in effect. The Marines are conducting a Seaborne
  Assault (G14.)
  2. Japanese MMC of2nd Platoon of EngineerCompanyareAssault Engineers
  (Hl.22; Al 1.5).
  3. The Marines receive one module of 200+mm NOBA (HE only) and one
  module of 300+mm NOBA (HE and WP) in two different west edge Ocean
  hexes; each module is directed by a Shipboard Observer (G14.68) at Level 4.
  4. Japanese Guns of > 75mm must setup in FDEs.
  5. The Marine player may designate < 3 7-6-8 squad-equivalents as Assault
  Engineers (FI 1 .22; Al1 .5).
  6. The Japanese receive one module of 150+mm battalion mortar OBA (HE
  only) and one module of 120+mm battalion mortar OBA module, (HE only).
  Each module has one Pre-Registered hex (Cl.73), Scarce Ammunition (Cl.21 l)
  Photo Credit: National Archives
  VARIATIONS:
  S1 D.l.t. the Japanese CVP portion of VC I
  $;-
  i 
  Ctung.'> 6'to'> 8'in VC 2.
  and is directed by an Offboard Observer (C1.63) at Level 5 rn an east edge
  hex(es) secretly recorded during Japanese setup. The frrst chit draw for each
  module is automatically black (remove one black chit from each draw pile).
  7. The Marine player receives a pre-game Naval Bombardment (G14.7) [EXC:
  The area to be affected by the Bombardment must be secretly designated
  before Japanese setup].
  8. The Marines receive Random Air Support (E7.; see E7 .2 for arrival) in the
  forrn of in the form of a single flight of three '44 FB wArlapalm; they are
  automatically Recalled after two full game turns. The Marine FBs recer've a -2
  Sighting TC DRM.
  9. Japanese reinforcements enter along the east edge on a mandatory Rein-
  forcement dr < the current game turn number. Make a separate dr for each
  group. Vehicles receive only one-half of their normal MP allotment on their
  turn of entry.
  SR are continued...
  @ 2010 Critical Hit!,Inc.
  No
  
  3+5+*
  1/zlre*cl
  Hex
  Conte.rts Steck
  Her
  Contertts Stack
  +lo*
  Csrttents Stack
  ll.r
  Cor-sents Stack
  010
  011
  'P11
  Qr0
  Hex
  CAltnfo
  TUNNE:L
  Contents Stack
  All
  (A10-B11)
  D8
  (c7-c8)
  EB
  (DB-E7)
  F15
  (E14-E15)
  G1
  (F1-r2)
  G2
  (F2-F3)
  G:2
  (F3-G3)
  G5
  Emplacem-
  ent
  G7
  (F7-F8)
  H1
  (Go-G1)
  H19
  (G18-G1e)
  H2
  Cave
  H2
  Cave
  H4
  (G3-G4)
  H5
  (G4-H4)
  Hex
  CAllnfo
  TUNi.tEL
  Contents Stack
  H6
  Cave
  H19
  (G18-G1e)
  t2
  Care
  W
  Cave
  15
  Cave
  t7
  (H7-H8)
  J1
  FDE
  J7
  (J6-K6)
  K4
  (J4-J5)
  113
  (K12-K13)
  M6
  (16-17)
  M10
  (111-M11)
  P8
  (Pe-o8)
  P13
  (o12-O13)
  P19
  (o18-O1s)
  tler
  CArlnfo
  TUNNEL
  Contents Stack
  Rt3
  (o13-R14)
  R19
  (o18-R18)
  R22
  (o21-0221
  T21
  (s20-s21)
  v20
  (u1e-v1e)
  v23
  (u22-V22)
  z8
  (Y8-ze)
  222
  (Y21-Y22)
  AA6
  (26-AA5)
  AA14
  (214-215)
  CC19
  (B820-CC20)
  DD6
  (cc5-DD5)
  DDlO
  (ccg-cc10)
  DD12
  (cc11€c12)
  DD16
  (cc15-cc16)
  
  .ry,.,.Y
  #'*
  *t
  :i:,{
  .@o
  w.ip
  'Vt:i*.
  otr'
  .:,,:.'l
  ;$i;
  :niqt1
  &*
  r
  *
  *-l
  aI
  I
  . *t
  *ia:l
  /W
  (tffi
  I
  trtr6
  r 813-8 a
  _+..r -t
  . 'A right-pointing arrow ('A and 'B'at left) signifies an'increase'in
  a numerical value; here it is used to denoteAssault Fire Bonus and
  Spray Fire when used as an underscore on lnfantry counters.
  . 'C' at left is morale underscorir-rg on MMC and uses the 'not' sign,
  "-" to representnormal underlined Morale (ELR: 5 and ElR-replace-
  ment deploys the unit). Also used to indicate a restricted version of
  underlined Morale which doesn't give the unit an ELR of 5.
  Assault
  Fire Bonus
  (A7.36)
  Spray Fire
  (Ae.s2)
  ELRReplacement
  
  PELELIU-WHITE BEACH ONE
  ORDEROFPRESENTATION:
  l. Introduction
  2. Historical Notes
  3. Peleliu Terrain Rules
  4. Japanese Combatants
  I.INTRODUCTION:
  5. US Marine Combatants
  6. Other Peleliu Rules
  7. Footnotes
  Welcome to PELELIU-WHITE BEACH ONETM, a historical module
  depicting the lst Marines landing at White Beach.One and the subse-
  quent battle inland. The following Peleliu Special Rules (PSR) apply to
  all scenarios unless stated otherwise via SSR.
  2. HISTORTCAL NOTES:
  The fall of Japan's first line of defense in New Guinea, the Mmshalls and
  the Marianas, allowed the Allies to rnove on to strongholds in Japan's
  second defensive line. The Palau Islands were stepping stones in Army
  General Douglas MacArthur's plan to invade the Philippines. While it is
  still debated whether the capture ofthe Palaus was necessary to protect
  MacArthur's flank, the battle of Peleliu was one of the toughest to be
  fought during the entire Pacific war.
  D-Day on Peleliu was set for 15 September 1944. On that day, the lst
  Marine Division planned to land on the westem beaches ofPeleliu three
  regiments abreast. The I st Marines were to assault the beaches on the
  left, which were designated White I and White 2, and push through the
  enemy toward the northwestem peninsula of the island. In the center,
  the 5th Marines were to land on Orange Beaches I and 2 and drive across
  to the island's eastern shore. Theywould be responsible for securing the
  island's airfield before moving to seize the northeastem part of the is-
  land. The 7th Marines on the right were to assault Orange Beach 3 and
  move to take the southern tip of the island.
  The U.S. Navy demonstrated the value of sea power by blocking the
  Japanese access to sea lanes that would have enabled them to reinforce
  and resupply their men on Peleliu. Three days ofnaval gunfire preceded
  the Marines' landing, but it proved inadequate against the type ofJapa-
  nese defenses created on the island. The Japanese took advantage ofthe
  rugged, ridged terrain around Umurbrogol Mountain (unreported by
  American reconnaissance units) to construct a series ofinterlocking un-
  dergtound shelters and well-concealed concrete bunkers. As U.S. troops
  came ashore, they faced enfilading fire from these bunkers and from the
  high ground above the beaches.
  The enemy fought tenaciously to prevent the Marines from securing a
  beachhead. The first night ashore was grueling; small infiltration parties
  hit the Marine lines repeatedly. The cruiser Honolulu and three destroy-
  ers provided star shell illumination to help the Marines tum the infiltra-
  tors back, but the rest of the fleet withdrew to avoid enemy submarines.
  The Marines fought throughout the night, well dug into their foxholes.
  Water was in short supply as there were no natural sources the Marines
  could tap. According to one observer, bythe moming of 16th September,
  the Marines were "mean and thirsty." That day, the 5th and 7th Marines
  advanced relentlessly; the 1st Marines more slowly, encountering fierce
  resistance from the northern ridges they were assigned to take.
  Temperatures on Peleliu rose as high as 1 I 5 degrees, and drinking water
  was scarce during the initial combat. Marines on the front lines were
  parched, pleading for water. Hearing this, the crews of some of the ships
  offshore, to the surprise and delight of many Marines, sent cases of fruit
  and tomato juices ashore for the front-line koops.
  Brigadier General Oliver P. Smith, assistant lst Marine Division com-
  mander, said of the first week of fighting, "Seven days after the landing,
  1
  all of the southern end of Peleliu was in our possession, as well as the
  high ground immediately dominating the airfield. All the beaches that
  were ever used were in use. There was room for the proper deployment .
  of all the artillery, including the Corps'artillery. Unloading was unham-
  pered excep by the weather and hydrographic ecjnditions. The airfield
  was available and essential base development work was underway."rt
  The battle for Peleliu provided an opportmity for the Marines to prac-
  tice and perfect their skills in close air support. Marine aviators demon-
  strated ingenuity and courage, but their efforts would have little effect on
  the underground forhesses built by the Japanese. Following the fighting,
  one report estimated the existence ofmore than 500 caves. Long-range
  flame-throwers mounted on amtracs, employed for the first time on
  Peleliu, proved to be the most effective weapon against these well-fortl-
  fied caves.
  3. PELELIU TERRAIN RULES:
  3.1 MAP CONFIGURATIONI: The map arearepresents the battlefield
  of White Beach One and the hinterland directly behind this beach on the
  island of Peleliu. The top of the map is north.
  3.2 PTO RULES: PTO terrain (Gl.) is in effect for all scenarios [EXC:
  roads exist]. Additional terrain rules are provided below for use with all
  scenarios set on the Peleliu map.
  3.3 CORAL SOIL: Coral Soil (GI3.82) is in effect, i.e., Entrenching
  Attempts receive a +2 DRM. See below for the results of successful
  Entrenching Attempts.
  3.4 ENTRENCIIINGRESULIS: Successful Entrenching results in cre-
  ation ofa lS capacity sangar (F8.). All other Entrenching rules apply
  normally.
  3.5 CORAL OUTCROPPING'z: Coral Outcropping
  (EX: K13) represents sharp-edged terrain created by
  ancient coral beds. It is treated in the same manner as
  Crag @17.) except asmodifiedbelow (see PSR#3.8.1
  for combination Coral Outcropping/Ocean hexes):
  o Air Bursts (813.3) are in effect.
  o Treat Coral Outcropping as woods for vehicular setup, en-
  try, movement and Bog Check DRM (D8.21) purposes [EXC:
  TB are NA; Riders are allowed].
  Legendary Marine Colonel Lewis "Chesty" Puller briefing one of his
  fficers during the battle.
  
  3.6 CASUARINA FOREST3: Casuarina Forest (EX:
  H9) is commonly found in nutrient-poor soils and sand
  in the south Pacific. It is treated in the same manner as
  Light Jungle (G2.) except as modified below:
  o It is a LOS Hindrance (instead of an obstacle)
  with a +2 DRM.
  e Infantry enter at a cost of lYrMF.
  . Vehicles rny enter at a cost of 2 MP and no Bog Check is
  required for tracked. Riders are allowed. Trail Breaks (813.421)
  are created normallY.
  3.ll MANGROVE SWAMPS: Due to the local ground conditions all
  swamp hexes (EX: Q4) are treated as dense jungle(G2,.2; including inher-
  ent terrain) and referred to as Mangrove Swamp.
  3.12 PONDS: All Ponds are treated as deep (B.ZI.l22) and are found
  across hexsides only. See P'21 -13 for the heatment ofpond hexsides'
  3.13 CAVES/CAVE COMPLEXES: CaveComplexes(G 1l') areNAin
  any hex on/west-of hexrow X. All other cave and cave complex rules
  apply normally.
  3.14 JAPANESE HEADQUARTERS6: The Japa-
  nese Headquarters building is located in hexes R20
  and R21. A1l Locations are Fortified (B23.9) and
  it has a-R.B Cellar Location (06.) in each of its two
  hexes. The Japanese player receives a tunnel (88.6)
  in each hex of the Headquarters' The following
  effects apply to Japanese units in the Headquar-
  ters Building:
  a
  Battle (A15.) DR.
  Encirclement (A7.7) is NA.
  A -4 DRM is applied to all Heat of
  . Japanese units are Fanatic (A10'8) while in this building'
  3.15 WATER CISTERN BUILDING: The Water Cistem Building in
  hexlJ22represents the only fresh water source on this part ofthe island
  and has speiial characteristics. It is fortified at ground level and has aR-B
  Cellar Location (06.). AX friendly units of the side that Controls U22 are
  immune to Water Shortage/Extreme Water Shortage effects while < 2
  hexes from the Water Cistem Building..
  3.16 FUEL BUNKERS: Hexes O10, 011, P11 and Ql0 contain Fuel
  Bunkers. Long since emptied of aircraft fuel, they were converted to
  pillboxes by the Japanese. These hexes each contain a 3+5+5 pillbox
  (B30.) that is treated normally except as modified below:
  . Fuel Bunker Pillboxes have a 360" CA. They provide no
  additional NCA protection. A +5 CA Defense Modification
  (830.1 12) is used for all attacks.
  . Each hex also contains ground level stone rubble that does
  not affect LOS to or from a Pillbox within but is otherwise
  treated normallY.
  o Instead ofthe pillbox tunnels normally received by the Japa-
  nese, a single tunnel, indicated on the map with a dashed iine,
  connects the four pillboxes to each other. Treat this as a normal
  tunnel, but with four entrances.
  Note: Place units inside a fuel bunker under a 3*5+7 counter'
  3.17 AIRFIELD: Airfield (EX: N16) hexes are treated as Runway(B7')
  2
  ::rlrDSil
  3.7 BEACHES: Hexes like D5 are Beach
  (G13.) terrain. Beach Slope is Steep (G13.23).
  3.8 OCEAN AND TIDE: Hexes like C6 are
  Ocean. Treat these hexes as ifthere were a reef
  just beyond the edge of the map (G13.43), i.e.,
  they are all shallow (G13.4), regardless ofprox-
  imity to a Beach hex, and Heavy Surf effects
  are NA. The map depicts the situation at High
  Tide. During Low Tide, the beach is one hex
  wider, i.e., treat all purely Ocean hexes adja-
  t,*,s *
  cent to Beach hexes as Beach.
  3.8.1 CORAL OUTCROPPING/OCEAN: There are fourhexes which
  contain a combination of Ocean and Coral Outcropping tenain (EX: F 1)'
  During High Tide, treat these hexes as shallow Ocean. During Low Tide,
  treat them instead as Level -l Coral Outcropping (PSR #3.5) hexes' Note
  that they do not become Beach terrain at Low Tide.
  3.9 COMBINATION TERRAIN: Some hexes combine different types
  of terrain. Movement costs are cumulative and road movement always
  negates the other terrain, including Airfield Debris'
  3.9.1 PALM TREE/CORAL OUTCROPPING: PalmTree and Coral
  Outcropping Terain are combined in some hexes (EX: Jl) The Hin-
  drance DRM of Coral Outcropping and Palm Tree terrain is not cumula-
  tive. The +l TEM of the coral ls applicable as are all other effects of
  Coral Outcropping.
  3.9.2 CORAL OUTCROPPING/CASUARINA FOREST: Casuarina
  Forest and Coral Outcropping terrain are combined in some hexes (EX:
  D22).Ttte Hindrance DRM of the Coral Outcropping and Casaurina
  Forest terrain is not cumulative. The +1 TEM of the coral is applicable
  as are all other effects of Coral Outcropping.
  3.10 PRINTED ANTI-TANK DITCHa: The red artwork extending from
  hex A10 to G4 represents an Anti-Tank Ditch (827.56) Treat the A-T
  Ditch normally except that a fully-tracked vehicle may enter a printed A-
  T:-Ditch at a cost of 3 MP +COT as if it were a normal trench if the hex
  contains a friendly Good Order MMC/SMC.
  Note: As per 827.55 fully-tracked veh:icles may enter a trench hex but are
  not considered beneath a trench counter and must chance a BOG DR when
  entering or changing VCA. It is recommended as a house rule that players
  recognize that any unit in a pririted A-T Ditch hex is considered to be
  UNDER an A-T Ditch counter. Any unit outside the A-T Ditch should be
  placed ON TOP of an A-T Ditch colrlrtel'.
  
  3.17.1 AIRFIELD DEBRIS: Airfield Debris (EX: Ol6) is depicted by
  Japanese aircraft 'wreck' symbols to represent destroyed aircraft and
  equipment. They are treated as RB Debris (Ol.) [EXC: Airfield Debris
  may be not be Cleared; roads still exist].
  3.18 PILLBOX TUNNELS: Atunnel is provided for each pillbox in the
  Japanese OB even ifits exit cannot be set up in Concealment terrain.
  *3.19 OPTIONAL PILLBOX RULES: APillbox Utilityplay aid pro-
  vides every historical pillbox hex (and CA) on the map. Players may
  wish to optionally restrict setup ofall 1+3+5 pillboxes provided in the
  Japanese OB to these hexes.
  3.20 ATRCRAFT HANGAR:
  Building hexes Rl5 and Q1 8, along
  with the adjacent stone rubble, rep-
  resent the partially destroyed main
  aircraft hangar. They are treated as
  a RB Factory (823.74; O5.) with
  interior walls (O5.3) which has
  been gutted (O5.5) [EXC: the build-
  ings and interior walls are only I
  level obstacles]. Hexes Q16, Q17,
  R16, Rl7 contain Factory rubble
  (823.743).
  Note: A gutted Aircraft Hangar hex
  (including rubbled hexes) is not Bum-
  able terrain and may never catch fire.
  3.21 PRINTED SHELLHOLES: Hexes like Dl4 contain Shellholes
  (B2.).
  3.22 HUTS: Hexes Rl4 and R25 contain Huts (G5.).
  3.23 FUELDRUM EMPLACEMENTS (FDE): AFuel
  Drum Emplacement is an entrenchement (B27.) that repre-
  sents makeshift fortifications using 55-gallon fuel drums,
  emptied and filled with sand or coral rock. New FDE For-
  tification counters are provided. A1l rules pertaining to
  trenches (827.5) apply to FDE except as modified below:
  . An FDE is a Yzlevel Hindrance and is Inherent Terrain.
  . An FDE provides a +3 TEM (instead of +2) against non-
  OVR/OBA attacks.
  o The stacking capacity ofa FDE is one squad plus up to four
  SMC.
  . An FDE grants the use of a tunnel as if it were a Japanese
  pillbox (G1.632).
  3.24 TRENCH ROUT/RALLY BONUS: Trenches (including A-T
  Ditches and FDE) are equivalent to woods for both rout and rally pur-
  poses (e.g., units in a trench receive a -1 DRM to Ral1y attempts).
  4. JAPANESE COMBATANTS?
  @@MM@
  4.1 INTRODUCTION: Japanese units depicted in this product include
  Imperial Japanese Army units of the l4th Infantry division and units of
  the Imperial Japanese Navy's Special Naval Base Force. They are treated
  as Japanese (Gl.) nationality units except as modified below:
  . Japanese Elite and First Line Infantry units have a -4 DRM
  to HOB and may not conduct Banzai Charges IEXC: 'FH/DC
  Heroes].
  o Japanese leaders from any scenario OB described as Impe-
  rial JapaneseArmy are treated as if leadingAllied Troops (i.e.,
  their leadership ratings are worsened by one) when exerting
  leadership over units identified as Imperial Japanese Naly
  (and vice versa).
  4.2 FANATIC: Japanese units are Fanatic (A10.8) while in cavelCave-
  Complex/pillbox/Japanese-Headquarters 
  Locations.
  4.3 BOOBY TRAPS8: The Japanese have Booby Tfap Level A capabil-
  ity (B28.9) in Hinterland hexes unless stated otherwise by SSR. When a
  Booby Trap attack is triggered, instead of causing Casualty Reduction,
  make a dr on the Peleliu Booby Tiap Activation Table to determine the
  result. The Japanese player immediately places the unit(s) listed on the
  table (if any) in the enemy Location unconcealed. The Japanese player
  may also immediately attempt the creation of a TH-Hero if a vehicle is
  present in the affected Location. Ifan enemy fortification is present a
  DC Hero (G1.424) may also be attempted. Treat these units as if they
  were hidden DEFENDER units revealed during the Mph to make an
  attack as per G.4, including placing a CC counter after any attacks have
  been resolved.
  Note: The newly-placed units may make an immediate attack against the
  Marines in their Location regardless of phase.
  4.4 SPIDER HOLES,: Japanese soldiers maypop out of ,spider holes'
  which are randomly activated during play by Sniper attacks. On a Japa-
  nese Sniper Attack dr of3 there is a possibility of spider-hole activation.
  Make a dr on the Spider Hole Activation Table and if any units are
  activated, then select a ta.rget hex and move the Sniper counter as for a
  normal effective Sniper attack (i.e., a dr of 1 or 2). Treat any activated
  units as if they were created by triggering a Booby Trap (pSR #4.3).
  A flamethrower-equipped LVT4-Fl in action during the Battle of peleliu
  
  4.5 JAPANESE RADIO DETECTION EQUIPMENTTo: The Japa-
  nese utilized radio detection equipment to allow their artillery to target
  the source ofAmerican radio signals (and subsequently target the enemy
  radio operator). Marine radio operators:learned quickly that they were
  being targeted and limited their use of radios. No Marine unit that pos-
  sesses a radio may be concealed/hidden during any scenario set on I 5
  September. During all scenarios set on/after l6 September the Marines
  must apply a +l DRM to all Radio Contact (but not Maintenance)
  attempts. Any time (i.e., no date restrictions) the Marines gain Radio
  Contact and Battery Access in the same phase to an OBA module di-
  rected by a radio, the Japanese player may place a -l Area Acquisition
  counter in the radio's hex. This Acquisition may be assigned by the
  Japanese player to any ART/MTR with a LOS to the 'detected'radio's
  Location. Once assigned to a specific weapon, treat the acquisition as if
  it had been gained by that weapon' The Japanese player may also apply
  a -2 drm to any SR /FFE: 1 Accuracy dr in the acquired hex.
  4.6 OFFBOARD HIGH CALIBER MORIAR2S: An offboard 'High
  Caliber Mortar' may be provided to the Japanese by SSR. This is a
  special type of 200+mm OBA module. It is directed by an Offboard
  C)bserver located 3 levels above the base level ofa Hinterland hex on the
  north edge ofthe map (even ifthat hex is outside ofthe playable area)
  secretly recorded during Japanese setup. Add six hexes to any range
  measured from this Observer (creating additional blind hexes as appro-
  priate). Terrain outside ofthe playable area still exists for purposes of
  Offboard High Caliber Mortar Observer LOS. An Ofiboard High Caliber
  Mortar has rro draw pile; Battery Access is automatic.
  4.6.1 USAGE: At the start of each PFPh, the Japanese player may place
  an AR and FFE as for Rocket OBA (Enor is automatic, i.e., do not make
  an Accuracy dr). A -5 drm applies to the white (Extent of Error) dr, with
  an additional + I drm for every full increment of 6 hexes range from the
  Oflboard Observer's hex to hex DD0. (EX: if the Offboard Observer is in
  hex J0, the net wdrm is -2 [-5 {base wdrm} + I x 3 {20 hexes}]; the FFE
  lands on the SR on a wdr of 1-3, I hex away on a 4, etc.) Only HE
  Concentrations are available, but they are resolved as follows. The FFE
  attacks its hex at full strength (36+ FP) and the remaining six hexes of the
  blast area at one-fourth strength (8 FP)' Resolve the attack on the center
  hex first, even if there are no units in the hex. If the Original DR is 12, the
  round is a 'dud:' ignore the IFT result and immediately resolve an attack
  on the 20mm (1 FP) IFT column against that hex only; do not resolve any
  attacks in the rest ofthe blast area. Remove the FFE counter immediately
  after resolving these attacks. Critical Hits (C1.53) are possible only in
  the FFE's hex.
  5. U.S. MARTNE COMBATANTS
  @@@@@@
  5.1 INTRODUCTION: The Marine forces present are the 1st Marine
  Regiment of the 1st Marine Division and U.S. Navy seaborne landing
  support troops. Despite the differences in service all Marine and naval
  units are treated as U.S. Marine Corps (G17.) units except as modified
  below. New Marine Infantry units, rear echelon units, construction units,
  war dogs, and historical personnel counters are provided.
  5.2 FAMOUS COMMANDERS: New leader counters are provided to
  depict two top Marine officers.
  5.2.1 COLONEL CHESTY PULLERl'z: A I 0-3 SMC'Colo-
  nel Pulier' counter is provided. Pu1ler always begin play He-
  roic. Additionally, all Marine Personnel are Fanatic while in
  the same/adjacent Location as Puller.
  5.2.2 RAYMOND G DAVIS": Any l0-2 leader in the U.S.
  Marine OB may be replaced by the'Davis' SMC. Davis al-
  ways begins play Heroic. All Marine Personnel are Fanatic
  while in the same location as Davis and any Broken friendly
  unit is immune to the effects of DM in the same manner as a Commissar
  (A25 .222) [EXC: Failure to rally has no negative consequences].
  5.3 MARINE ELITE INFANTRY: The primary composition of l" Ma-
  rine units are Elite MMC and are represented by 7-6-813-4-8 squads/HS.
  They receive the following additional capabilities:
  . May Self Deploy and Recombine (PSR #5 '3. I ).
  o May utilize Fire Discipline (PSR #5.5) and create Runners
  (PSR #5.4).
  All other Marine MMC are treated normally as per Gl7 [EXC: Marine
  Replacement].
  53.f SELF DEPLOYT3: Marine 7-6-8 squads maydeploy during their
  RPh by passing a NTC (A1.31), regardless of the presence of a leader.
  Two 3-4-8 HS may Recombine freely. The Deployrnent limits of A2.9
  are increased to 25oh (FRU) for the Marines'
  *5.4 MARINE RLNNERS'a: Ifthis optional rule is used the
  Marine player's best Good Order leader stacked with a Good
  Order non-engineer 7-6-8 may call for a 'runner' (represented
  ' * 
  | by a new [l]-0-9 SMC counter) to establish 'communica-
  tions' with the 'rear area'. The player may make only one attempt per
  Friendly RPh. A Runner is treated in the same manner as a Hero with no
  FP and the ability to defend in CC with a value of ' 1 '. No more than one
  Runnermay be created for every 10 squad-equivalents (FRtJ) in the U.S.
  Marine OB. A Runner may never possess a SWGun nor serve as a
  Temporary Crew.
  5.4.1 MAP EXIT: A Runner may exit the west map edge (without bei4g
  counted as a casualty) nearest to a Beach hex. Starting on the turn after a
  Runner has exited, the Marine player may attempt to 'establish contact
  with the rear area' to call for OB-provided reinforcements early or create
  a new Of{board Observer for use with an existing (non-Naval) OBA
  module or a new 'company mortar' OBA module as determined by the
  Runner Table. During the RPh of the Game Turn after a Runner has
  exited the Marine player may make a secret dr on the Runner Table to
  determine the result of his 'mission.'
  5.4.2 REINFORCEMENTS: If 'reinforcement flexibility' is the result
  of a Runner Table dr the U.S. Marine player may choose one of the
  following once per scenario for each reinforcement group. One group
  may be affected per Runner exited from play.
  . The reinforcement group may enter play where stated on the
  scenario card immediately or after the turn(s) listed on the sce-
  nario card.
  . The reinforcement group may make a 'flanking attack' where-
  upon the entire reinforcement force enters along the left OR right
  ' fl ank'. Entry takes place > 1 0 hexes in either direction along the
  map edge where the units are stated as entering from two turns
  after the Runner's message is communicated. Flanking reinforce-
  ments have only one half of their normal MP/MF allotments on
  the tum ofentry.
  5.4.3 OFFBOARD OBSERVER: If a RunnerTable drresults in'Offboard
  Observer,' the U.S. Marine player may create a new Offboard Observer
  located I level above the base level of any map edge hex < 3 hexes fiom its
  exit hex. It may attempt to establish contact with any existing OBA
  4
  
  module. Only one Observer may have radio contact/Battery Access to a
  module at atime.
  5.4.4 COMPANY MORIAR: If a dr on the Runner Table results in
  'Company Mortar OBA a new 80+mm OBA module is immediately
  available to the U.S. Marines. It is directed by an Offboard Observer
  created as per PSR #5.4.3. Company Mortar OBA receives a Mainte-
  nance DRM of -3 instead of the -2 for battalion mortar OBA.
  *5.5 FIRE DISCPLINE (GRENADE ONLY AT-
  IACKS)15: Concealed,4ridden Mmine 7-6-813-4-8 MMC
  may use 'fire discipline' (i.e., holding their fire, using only
  grenades, to avoid giving their location away) to retain their
  concealed/hidden status while attacking enemy units.
  5.5.1 USAGE: Instead of using its inherent FP to make a normal Small
  Arms attack during its PFPh/DFPh, an eligible Marine MMC may at-
  tempt a Grenade OnlyAttack. Treat this as a normal Small Arms attack
  except as modified below:
  o A Grenade OnlyAttack may only be made into an adjacent hex
  that the unit could normally attack with PBF
  o Attack does not cause loss of concealment and if HIB the firing
  unit is placed under a '?" counter. Do not place a Prep/Final Fire/
  Gunflash counter on a concealedA{IP unit (or any unit during a
  night scenario) making a Grenade Only Attack; note the Fire
  counter in a side recsrd instead.
  r FG are NA except with other same-hex units also making a
  Grenade Only Attack.
  o A Grenade Only Attack cowers and leaves Residual FP nor-
  mally. During anight scenario, place a Gunflash in the final target
  hex; no Gunflash is placed on the attacking unit.
  5.5.2 RESOLUTION: Announce the initial target hex and make a secret
  dr to determine the final target hex. On a dr of 1-4, the initial target hex is
  attacked (and Marine player's choice of location in tmget hex if multi-
  Location); on a dr of 5, the hex to the 'left' (i.e., counterclockwise) is
  attacked instead; on a dr of 6, it is the hex to the 'right' (clockwise). On
  a 5-6 dr the Japanese player may select the Location attacked ifthe hex
  has target units in mutliple looations. If the final target hex,/Location has
  target units, it is attacked with halved FP (FRU; apply before any other
  FP modifiers).
  Note: Use the new Sniper-style counter as a handy reference.
  5.6 MARINE CAMOUFLAGE: Marine 7-6-8 squads, 3-4-8 HS and
  SMC are equipped with camouflaged uniforms that are heated in the
  same manner as Winter Camouflage (E3.712) [EXC: Concealment is lost
  when moving/advancing byAssault Move/Advance into Runway hexes
  without Airfi eld Debris.
  5.7 DEMOLITION CHARGE HERO (DCH)16: A Good
  Order Marine Engineer MMC Possessing a DC may attempt
  to create a DC Hero (DCH) as per G1.424. Use the provided
  ' - 
  | U]-0-9 MMC counters, also used for Runners, to represent
  Marine DC Heroes. All Japanese DC Hero rules apply to a Marine DCH
  [EXC: the Marine DCH makes a berserk charge (B15.43) against its
  target instead of a Banzai Charge; do not increase the DCH's Morale
  Level; the total number of DC Heroes allowed per scenario may never
  exceed l0% (FRtI) of the number of 7-6-8 squads intheOBl.
  5.8 MARINE WAR DOG HSIT: An MP section a.k.a. "War
  Dog" is represented by Marine 2-3-8 (wd) HS. War Dog HS
  have a "Rin Tin Tin" symbol on the counter. The War Dog is
  inherent; it will never be separate from its handler, and suf-
  fers the same fate as the infantry unit. War Dog HS must be Good Order
  to utilize their special capabilities.
  5.8.1 WAR DOG SEARCHING: When involved in a Search (A12.152)
  activity a War Dog HS receives a -3 DRM to the Search dr and a +3 DRM
  to any subsequent Casualty roll.
  5.8.2 WAR DOG CLOSE COMBAT: AWar Dog HS receives a -3 drm
  to its Ambush Status dr (A1 1.4).
  5.9 MARINE WALKING WOUNDED (WW) MMCr8: The
  Marine player may utilize MMC with Walking Wounded
  status. A WW MMC has 3 MF which cannot be increased
  for any reason [EXC; while being carried by any form of
  conveyancel , its IPC is reduced to 2, and it receives a + I DRM for all CC
  attacks while all CC made against it receive a -l DRM. A WW MMC
  may never become unwounded. Should it be subject to Battle Hardening,
  mark with a Fanatic counter. (4-5-8 'W' U.S. Marine MMC are provided
  for use as Walking WOunded). All other WW attributes are normal.
  5.10 MARINE REAR ECIIELONIe: Construc-
  l#ffi 
  | tion Battalion (or "Seabees" as Rear Echelon
  | 15ffi" I H"l; ffiS"#i*Ti:"ff ilJ"x#il:
  U. S. Marine infantry are represented by Marine 4-4-113-3-6 squad
  counters and 2-3-7/l-2-6HS counters. A4.4-712-3-7 whichstffers ELR
  failure is Repla ced by a 3 -3 -6 / I -2-6. A 3 -3 -6 I I -2-6 Battle Hardens to a 4-
  4-712-3-7 ,while the latter becomes Fanatic when Battle Hardening.
  Note: later scenarios to be published in Critical Hit Magazine will use these
  counters.
  5.11 MARINE IIQ: During any scenario in which he sets
  up first, the Marine player may secretly record one build-
  ing/pillbox/fortification-hex in his setup area as his 'HQ'.
  Ifa building is chosen, one ground level location may be
  Fortified. If no eligible hex exists within the Marine setup
  area add a sangar to any portion of the Marine OB and treat it as a HQ.
  Marine Personnel are Fanatic (A10.8) while in an HQ hex (i.e., while
  under or on top ofthe pillbox/fortification).
  5.12 MARINE BOMBARDMENTS: Marine Bombardments are al1
  treated as Naval Bombardments (Gl4.7) with the following exception:
  Each Naval Bornbardment potentially affects any playable squme area
  10 hexes x 10 hexes wide with immune areas running west to east along
  Alternate Hex Grains the entire width of that area.
  5.13 NAVAL SMOKE BARRAGE: lfthe Marines receive a 'Naval Smoke
  Barrage'via SSR it creates a LV Hindrance that is treated in the same
  manner as a Heavy Rain LV (E3.51) for the first game tum. It then
  becomes aRain LV(E3.51) forthe followingtwo game turns, and no LV
  Hindrance thereafter. This LV Hindrance is in addition to any other
  applicable LV Hindrances (EX: Heat Haze).
  5. 1 4 MARINE AIR SUPPORT : The Marines may receive Air Support
  (E7.) starting on AM 15s September. Air Support is treated normally
  with the following exceptions:
  5.14.1 NAVAL SMOKE BARRAGE BLINDNESS: Air Support is avail-
  able during Overcast, butnot when aNaval Smoke Banage (PSR#5.13)
  is in effect.
  5.14.2 NAPALM'za: Marine Air Support automatically receives Napalm
  (GI7.4) at the Marine player's option.
  
  5.14.3 MARINEAIRCRAFT: Urilize'44FB for Marine aircraft (with
  Napalm as per PSR #5.14.2).
  5.1 5 LVT4-FI FLAMETHROWERS20: Flame-throwers
  replaced the main armament in ahandful of LVT(A)4 used
  on Peleliu. Treat these new AFV counters as per U.S. Ve-
  hicle Note 51 except as modified below. They have a PP
  capacity of l2PP. The AFV's armament consists of a MA
  36FP AAFT with X12, and two 4 FP secondary AAMG with covered
  arcs restricted as shown in the diagram below [EXC: during CC].
  5.16 WATER SHORTAGE'zT: Beginning on 15 September PM (D+1)
  Turn I of any scenario occurring orVafter 1300 hours Marine Personnel
  suffer from Water Shortage. Beginning on 16 September PM (D+2) Tum
  1 ofany scenario occurring on/after 1 300 hours, Marine Personnel suffer
  from Extreme Water Shortage instead. [EXC: Units ( 2 hexes from hex
  tJ22 (Water Cistern building) are immune to Water Shortage/Extreme
  Water shortage effects if the building is Controlled by the Marines.]
  5.16.1 WATER SHORTAGE EFFECTS: Marine units suffering from
  Water Shortage have their ELR reduced to 3 (unless already lower).
  5.16.2 EXTREME WATER SHORTAGE EFFECTS: Marine units
  suffering from Extreme Water Shortage have their ELR reduced to 2
  (unless already lower), may not do anything that would cause them to
  become CX, receive a +l DRM to Hand-to-Hand CC attacks they make
  and a -1 DRM to Handto-Hand CC attacks made against them.
  Note: Use the Water Shortage marker provided for Extreme Water Short-
  age. The ru'les have been edited since the counters were printed.
  [.--:::-l|--_-_-l 5.17 T2O SHOULDER FIRED MORTAR SW":
  I "i.T$ ll *l 
  lNew counters for the T20 shoulder-fired Light
  I ffi;l ll X, 
  I Monu. *. provided. rreat the r20 as a light mor-
  | - -- ll 
  I tar except as modified below:
  . Spotters (C9.3) and Spotted Fire (C9.31) are NA.
  o No form ofAcquisition maybe used.
  . A T20 is Portaged at the cost of 5PP.
  o Maybe Dismantled (A9.8) andPortaged for 3PP (newdmT20
  counters are provided). (EX: AT20 being fired by a Japanese HS
  is subject to normal-not doubled-Captured-use penalties.)
  r AT20 being fired by a squad/HS has its B# and ROF reduced
  by one (A.11 applies). However, the T20 is not considered a
  crewed weapon for Captured-use purposes (A21.13).
  6. OTIIER PELELIU RULES:
  6.1 KINDLING: Kindling is NA.
  6.2 BORE SIGHTING: Bore sighting is NA.
  6.3 SNIPERS: One sniper per player placed normally.
  6.4 NO QUARTER: Per Gl .621, No Quarter (A20.3) is in effect for both
  sides.
  6.5 CONCEALMENT: Regardless of LOS, units ofboth sides setting up in
  Concealment Terrain may always set up concealed (before the other player
  may look at the map). OB-provided concealment counters are to be used as
  dummies (A12.11).
  6.6 HAND-TO-IIAND CC: Both sides may initiate H-to-H CC (J2'31).
  6.7 PRISONBRSAND INTERROGATION: Civilian Interrogationis NA.
  Prisoners/Captured weapons do not count double for exit victory condi-
  tions.
  7. F'OOTNOTES:
  l. THE MAP: The garne map has been oriented so north is 'up' for ease of
  reference (actually it is more towards the one o'clock direction). The loca-
  tions of some of the fortifications noted on the map and pillbox play aid are
  based upon a US National Park service survey conducted to prepare the
  island of Peleliu for certification as a National Park.
  2. CORAT OUTCROPPING: Coral and volcanic rock is evident through-
  out the island. The soil is very poor and ofa limited depth. Coral 'shrapnel'
  wounded many Marines. Vehicle movement was limited due to the rough
  ground. "The sharp-edged coral slashed at their clothes and flesh every time
  they hit the deck. It was impossible to get under ground, away from the
  Japanese mortars, and each blast threw chunks of coral in a1l directions,
  multiplying the effect of every shell." The Devil's Anvil Hallas P 1 I 8. "The
  blasts sent shards of shrapnel ricocheting among the rocks. . .to Hunt's left,
  spralng himwith coral chips..." Brotherhood of Heroes Sloan PI38. "Eroded
  by wind and water, the coralline-limestone has produced a spongeJike rock
  formation andjagged crags...." Peleliu 1944 Gailey P43. "Pillboxes, case-
  mates, rifle pits and trenches had been blasted out of the coral, while the
  attacking }zlarines had only what cover they could find behind natural ter-
  rain features or by building improvised breastworks ofloose rocks and shell
  blasted tree trucks." The Devil's Anvil Hallas PI06.
  3. CASUARINAFOREST: Casuarina forest terrain represents a number of
  different tropical tree species that grow in the poor soil of islands in the
  South Pacific. These trees were usually small in diameter, but grew tall, and
  many had small leaves that Marines reported seeing, 'fall like confetti.' The
  limited undergrowth made for ease of movement similar to the pine forests
  of northern Europe.
  4. ANTI TANK TRENCH: An anti-tank trench was dug by the Japanese to
  contain enemy vehicles to the beach. In many places sand had already filled
  in the trench before the invasion. After elimination of the pillboxes that
  enfiladed the beach, the Marines found the trench could be utilized very
  effectively as a lateral lane for safe movement of troops.
  5. MAI\GROVE SWAMP: The inherent swampy nature of the terrain was
  reduced significantly by a scarcity ofrainfall prior to the landing. The peak
  of the dry season left many lowJying areas passable to infantry, although
  protruding roots of mangrove trees were a barrier to vehicle movement
  (and is reflected in game terms by limiting the stacking in a mangrove hex.)
  A choice ofdensejungle for this terrain is warranted.
  LVT4-F| covered arc diagrant.
  6
  
  6. JAPA|IESE HEADQUARTERS BUILDING: This building was a heavily
  fortified two-story structure that still stands today. It was constructed of
  metal reinforced concrete with steel shutters on its doors and windows,
  ". . .many of the defenses in the area were constructed of coral chunks, but
  there was nothing makeshift about the blockhouse...reinforced concrete
  wal1s more than five feet thick. ..both underground enfances and gun ports
  were protected by one inch armor plate to foil flame{hrower attacks..."
  The Devil's Anvil Hallas P105. Although a couple of direct hits by naval
  heary guns did eliminate its occupants and post-war scrounging saw the
  removal of much of the steel for scrap, it proved to be a formidable fortress
  and held up the Marines. "The large two-story concrete airfield headquar-
  ters building..." The Devil's Anvil Hallas P104. "...the Marines came up
  short before an obstacle...an enemy blockhouse the size of a small office
  building, with reinforced concrete walls four feet thick. The massive forti-
  fication was further protected by 12 pillboxes, all connected by a network
  of tunnels." The Devil's Anvil Hallas P117.
  7. JAPAI{ESE COMBATANTS: The Japanese forces on Peleliu were com-
  posed ofUA and IIN soldiers, including non-Japanese construction workers.
  Japanese Army forces were ordered to avoid Banzai tactics, whereas the
  Navy units and support units -were directed by their commander to do just
  the opposite. Additionally, the overall Army infantry commander exerted
  stronger control over his units and those within communication camled out
  his orders. Since most ofthe Na'"y soldiers lacked detailed infantry training,
  using Conscript and Second Line MMCs in game play makes record keeping
  simpler. Thus Elite and First Line MMCs not make Banzai Charges, and a *4
  DRM was added to the Heat Of Battle DR. There is a marked difference
  between IJA infantry tactics and those ofIJN infantry units. Records indi-
  cate that there were Banzai attacks across the entire battlefield, but attacks
  in the IJA area were small, one or two-man attacks. Larger squad, platoon or
  company-sized Banzai charges took place where the IJN was the dominant
  combat entity. "...D+2 certain characteristics of the Peleliu
  fighting...demonstrated that the Japanese had learned from previous
  battles...and there were no wild Banzai charges.. .counter-attacks were well
  planned-if sometimes lacking in good timing-with limited well defined ob-
  jectives. The troops...the finest Japan had ever put into the field, under
  officers who had leamed the futility of pitting Bushido against firepower.. .a
  carefully integrated defense in depth.. .great strength and flexibility, manned
  by stubborn enemy determined to survive as long as possible, if only to
  exact the greatest possible toll ofAmerican lives." The Devil's Anvil Hallas
  PI13. IJA tactics clearly stated that they wanted to fight the enemy on the
  beaches and a key to the northern beaches was 'the point' a large coral
  outcropping that dominated the White One and White Two beaches. Hav-
  ing lost 'the point' to the Americans on day one, the Japanese throughout
  the night of day one and into day two tried to take back this redoubt, by
  using strong infantry tactics. Not wasteful Banzai charges.
  TIIE IMPERIAL JAPANE SE ARMY
  Colonel Nakagawa commanded all of the IJA Forces on Peleliu. His com-
  mander in name only was General Inoue, who had sent to the island to
  match the rank of Vice Admiral Ito Yoshioka, and keep him from interfer-
  ing with Colonel Nakagawa. the island defense expe4. Nakagpwa's lorces in
  rhe immediate map area were: The IJA Inlantry 3'q Bn/2noRegimenr. In-
  fantry Battalion tlpe 'a' was composed of four Rifle Company, a HMG
  Company and a Battalion Gun company. At full strength a Major com-
  manded the Battalion HQ, with,an adjulant of a rank of lieutenant and one
  squad of men. On Peleliu the 3to Br,/2no infantry regiment was commanded
  by Captain Harada, and had four rifle companies spread over an area larger
  than the our map, but not including the airbase area which was under the
  command of the IJN.
  A typical IJA Infantry Rifle Company: commanded by a Captain or first Lt.
  with three platoons named One, Two and Three. Each Platoon had four
  sections (squads) one with a grenade discharger (447, Lt. Mtr) and three
  with (447 , LMG) or (447 x4, LMG x3, Lt. Mfi). To reflect battle casualties
  the company might be commanded by a non commissioned officer, ser-
  geant major and the Platoon would certainly be commanded by a non
  commissioned officer a sergeant or corporal. Japanese infantry rank and
  numbering system "... (POW) Superror Private Takeo Sugrmara member of
  a,g1'enade launcher squad of ti.,. 2hd platoon, 2nd co*pai'y I st Battalion ol
  2"t Regiment..." The Devil's Anvil Hallas P252. Each UA Infantry Com-
  pany was assigned heavy weapons Platoon divided into two sections of
  HMG and crew and two sections of 20mm AT, and ammunition carriers.
  Each IJA Infantry Battalion was assigned a Gun company which consisted of
  a HQ section lead by the company commander a Captain or first Lt., 32
  men, two 70* INF Gun Platoon of two gun sections each, and 4 20mm type
  97 AI guns Platoon for a total of 4 and 8 guns respectively. Additionally
  there was ammunition Platoon of 39 men.
  To reflect battle casualties the company might be commanded by a non
  commissioned officer, sergeant major and the Platoon or section would
  certainly be commanded by a non commissioned officer a sergeant or cor-
  poral, in game terms represented by the more self reliant crew status. In
  game terms we have 70* INF Gun X 4, crew X 4, ATR X 8, crew X 8, and
  support troops signified by 347 x 5. Support troops were usually oflesser
  performing soldiers and had lesser leader types. Each IJA Infantry Battalion
  was assigned a Machine Gun company of the more cofllmon 8 gttn t]pe,
  which consisted of a HQ section lead by the company commander a Captain
  or first Lt., 32 men, and four Platoon numbered on to four each with two
  MG sections of Heavy machine guns and crews. Additionally there was
  ammunition Platoon of 22 men. To reflect battle casualties the company
  might be commanded by a non commissioned officer, sergeant major and
  the Platoon or section would certainly be commanded by a non commis-
  sioned officer a sergeant or corporal, in game terms represented by the
  more self reliant crew status. Thus for our purposes we have HMG X 8, crew
  X 8, and support troops sign:ihed by 341 x 2. Support troops were usually of
  lesqer perlorming soldiers and had lesser leader types. The lsr Battalion.
  2no lnfantry UA units were mostly well rested elite troops led by disciplined
  and experienced officers. They demonstrated their Elite training and expe-
  rience in many ways, one of which was fire discipline. "...a Marine noted
  that the Japanese exercised superb fire discipline. Enemy fire ceased when
  the Marines stopped moving, but if the men started to group together or
  anyone started moving, Japanese mortar fire was not far behind. Ifa general
  movement began to get underway, Japanese artillery fire opened up. The
  firing was timed to inflict the maximum number of casualties, and when the
  opportunity passed so did the firing," The Devil's Anvil. }Jallas, P127.
  Further training of special tactics is also an indicator of a unit's Elite status.
  While evidence of specific training for units is not clearly in evidence we
  can interpret that these kinds oftraining were given to units and to individu-
  als. The training include how to attack vehicles, how to spot communica-
  tion and leadership centers and attack them, how to handle improvised
  explosive devices and use them to eliminate lucrative targets. A11 of these
  tactics were develop into a strategy to cause maximum Marine casualties.
  "...Second class Private Tokusaburo Uyhara drafted into army told interro-
  Marines on the beach at Peleliuwith a .i0 caliber machine-gun
  
  gators he and 500 others had undergone special counter-landing naining..."
  The Devil's Anvil Hallas P108. Infantry Regiment was held in reserve and
  would not be availEble until laterparts ofbattle up in the hills, D+3 and later.
  Same notes as 3tt Battalion, but commanded by Captain Ichioka. The
  sector reserve commander was Captain Sakamoto. One company of infan-
  try participated in the Tank atlack on 1650 hours on D-Day. The l4rn
  Divisional tank unit consisted of a light tank company and two medium
  tank companies and a combat train, all commanded by Captain Amano. The
  light Tank Company consisted of l0 Light tanks and the combat train
  contained 5 light tanks, for game purposes we will assume there were 15
  light tanks available. Since the division spread their resources throughout
  the island chain and only I 2 to I 5 light tanks were identified on Peleliu it is
  concluded that one light Tank Company and parts of the corubat train were
  assigned to our battle area. The Records indicate that the 14"' Division was
  assigned Type 95 HA-GO light tanks, vehicle list no. 5. Under the command
  of Captain Ichioka, the company consisted of three Platoon of four tanks
  with rhree tanks in the HQ section. The 14th Division Tank Unit did not
  become available until the tank attack on the air field, I 650 hours Dr I , all
  were destroyed on that day and no evidence ofdug in tanks was recorded. An
  Engineer Company under Captain Isohata consisted of an HQ Platoon,
  manned with three platoons of4 squads each. The Engineer Company was
  spread over three areas, so one platoon is assume( to be assigned to each
  combat area $rith the HQ section near the main 2"t regimental HQ, just to
  the east off map. 7
  TTIE IMPERIAL JAPAIIESE NAVY
  The IJN had established a base on Peleliu for years, and spent considerable
  time in building defenses, but their underground fortifications tended to be
  used for storage and not fighting fortifications. "...A survey later located
  500 caves in the hills-200 artificial and 300 natural, but virtually all
  lending to the defense. One huge cave punched into the ridge back ofthe
  airfield, had been finished off with cement walls, floor, and ceiling and
  boasted entrance portals carved into rock ten feet thick. Horse drawn cais-
  sons were able to roll in and out with loads of shells, their way illuminated by
  a system of (electric) dome lighs." The Devil's Anvil Hallas Pl15. The IJN
  did develop some fighting fortifications, but they tended to be for larger
  guns to be used in an anti aircraft role, defending the airfield. Or for anti-
  ship, again to defend the base from offshore enemy naval action. These
  fortifications and their guns were pressed into service to frght in actions
  much closer that the IJN anticipated. "...Lieutenant Lee Stack (tanker)
  ...did not know where the fire came from, but his gunner had spotted the
  enemy artillery piece moving in and out of a tunnel..." The Devil's Anvil
  Hallas Pl 14. While the IJA fought for the beaches the IJN units having built
  the airfield and assigaed to the island much longer that the IJA controlled
  the airfield area. In and around the airfield where the IJN was predominat-
  ing, they did not demonstrate the elite fire discipline and were not as well
  coordinated as their IJA counterparts. The IJN units react normally to Heat
  ofBattle effects, going berserk more often and have Banzai attack options
  available to them. ". . .(Japanese Naval personal area)...General Smith in his
  CP back ofOrange Beach 2...'everything was quiet,' he recalled, 'and sud-
  denlv we heard this.Banzai, the Japanese shoutine.'..." The Devil's Anvil
  Hallas P95. The 30th Base Force with 45th Cuurjpor..r. Co*r*ra.a ty
  Vice Admiral Ito Yoshioka The guard force or (Keibitai) is used for defense
  of installations. It was composed of naval personal which had light and
  medium antiaircraft and heavy infantry weapons and was supported by a
  company of infantry soldiers, a company of artillery, and a company of
  coastal AA units. A Field AA Battalion normally had light AA of 20 or 25
  mm gms, Medium guns would be 75mm AA, and an AA company with
  120mmAA carmons. [As an example; Yokosuka 7"'Special landing force
  contained, six companies; Infantry fufle Coy, Two AA Coastal defense Gun
  Companies named No. I and No. 2, and a third Company named No. 3, was
  armed with Mortars, Mobile AA Cun company, AA MG Cogrpany and a HQ
  Platoon. Available for the Peleliu base force was 33to , 35tn, 38m Machine
  Cannon Units armed with,20mm Automatic carmon, 81mm Mortars, and
  150 mm Mortars. The 235th Construction Battalion, Pioneers (or Setsueitai)
  the function of this unit is the construction of the airfield, fortifications,
  and barracks. Commanded by a naval officer of the rank of captain, has
  attached civilian with engineering experience and is semi military in charac-
  ter. Usually 800 to 1300 men with only 25 to 30% being Japanese, these are
  represented by 336. West Caroline Air Force personal and support troops
  for 30 destroyed aircraft represented by 336. Many of the navel forces did
  not survive the initial battle; there were still army units and individual
  soldiers surrendering ten years after the war was officially over. While the
  UA fought for the beaches the IJN units having built the airfield and assigned
  to the island much longer that the UA controlled the airfield area. In and
  around the airfield where the IIN was dominating; they did not demonstrate
  the elite fire discipline and were not as well coordinated as their IJA counter-
  parts. The IJN uniS react normally to Heat of Battle effects, going berserk
  more often and have Banzai attack options available to them. The UA units
  compared to the IJN units demonstrate their use of infantry tactics and
  their skill level with supporting arms, "...the Japanese were always danger-
  ous. Enemy small-arms fire was particularly accurate, indicating Nakagawa's
  men hadbeenwell drilled inriflemarksmanship..." The Devil's Anvil Hallas
  P227
  8. BOOBY TRAP LEYELA: The Japanese developed a doctrine of Passive
  Infiltration, where soldiers would wait in small caves and spider holes, allow
  the enerny to pass and emerge to attack rear area units. The Japanese forces
  on Peleliu did not have access to standard mines; therefore minefields are
  not available in Peleliu scenarios. Although they did have improvised explo-
  sive devices, which are more reflective of a set demolition device, as they
  were command, detonated. Some of the aircraft bombs were improvised to
  be used as mines. ". . .Japanese had rigged 50 kilogram bombs with blasting
  caps and a pressure type detonators...apparently placed hurriedly...still had
  their safety pins in place. . .possibly some Naval officer did not carr), out his
  assignment (to remove the pins) and arm the mines," Peleliu 1944. Gailey,
  P46. As well they used their under utilized ammunition, but not as mines or
  booby traps. The IJN did have a battery of 200-mm guns that were not put
  into action. The reason for their lack of utilization is unknown, later they
  were found destroyed, but clearly having not been emplaced or readied for
  battle. Although, there is evidence that 200mm shells were pressed into
  service as makeshift artillery used to attack advancing Marines. "...a crude
  rocket. Made by attaching a propellant charge to the base of a 200mm
  naval shell, this contraption detonated with a terrific concussion-ifit deto-
  nated at all. No launching devices were ever found for the rocket, nor were
  any enemy personal captured who would admit to knowing anything about
  it. Lacking stabilizing fins, the rockets were apparently aimed in the general
  direction of the American lines to descend...'end over end, like a badly
  punted football,'recalled one eyewitness," The Devil's Anvil, Hallas, Pl37-
  8. The Japanese infiltrating back into a previously secured areas were docu-
  mented in many sources which was a tactic and indicative of the new Japa-
  nese strategy. Representing this as a random event aids in speeding up play
  as the Japanese player need not spend time developing elaborate defensive
  plans, and secretly noting all of the HIP fortifications. The Marine player
  traversing an area with a high density ofcaves will have a higher frequancy
  of interaction with 'spider traps' which reflects the UA tactics of 'passive
  infiltration'. "...they [the Japanese] had these spider holes on the beach and
  my adjutant fell. ..this Jap .. .in one of these holes, had shot him...they had
  these holes everywhere..." Peleliu 1944. Gailey, P 73. The DC hero given
  to the Japanese Player is clearly used on Peleliu, although the process of
  creating them out of a MMC, and including pre game creation and then
  placing them on map using HIP is somewhat unrealistic because it gives the
  player too much control over these tactics in addition to complicating set-
  up. Having it more random captures the battle flow of events on Peleliu.
  "Out on the point, Captain Hunt's Marines were consolidating their line
  when a Japanese infantryman approached as ifhe wanted to surrender. The
  man still wore his pack and was carrying his rifle. Suspicious, the Marines
  shot him. The enemy soldier blew up before their eyes. He had been loaded
  with explosives." The Devil's Anvil Hallas P74.
  The increased frequency of THH, and booby ffap attacks all designed to
  cause Marine losses that were directly contributing to the Japanese strategic
  goals. The Marines were following their orders, leaving the enemy strong
  8
  
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  tions that took place during the lengthy battle for Peleliu. "...within the
  pocket...Colonel Nakagawa resorted to infiltration and small-scale
  counterattacks. 
  . .'we are attempting to defeat the enemy by using our close.
  quarter combat tactics to the utmost'he informed General Inoue..." The
  Marines quickly learned to change their tacdcs so as to not give their
  locations away. "...(said) Hanson, 'You could hear movements going
  about...so I start throwing hand grenades out there in front...'..." The
  Devil's Anvil. Hallas P 94.
  Their leaders encouraged the Marines. "...keep throwing grenades, and don't
  opfi up with your guns till you can see' ern', Hunt told them." Brotherhood
  ofHeroes Sloan P159, and "...'Lets gather up plenty ofrocks,' Pope told
  his noncoms....he explained wasn't to hit the Japanese soldiers with rocks
  as to confuse them and slow them down. 'You throw three or four rocks
  over the side ofthe cliffbefore each grenade. In the dark, they don't know
  which is which; and they will stop to take cover just as fast for a rock as they
  will for a grenade'..." Brotherhood of Heroes Sloan P185
  16. MARJNE ENGINEER DCHr While the DC hero is eliminated after
  placing the DC, it is more an artificial was of assuming the SMC was ab-
  sorbed back into the larger unit. It is meant to represent a grcup of men that
  specialize in using and placing Dernolitions, not a heroic individual born out
  of the crucible ofbattle.
  17. WAR DOGS: These animals were specifically trained to complete a
  number of different dangerous jobs in the military. For game purposes these
  dogs are used to find the enemy using their acute hearing and sarse ofsmell.
  Sergeant Thomas Beverly Price (then PFC), was with the 5th War Dog
  Platoon attached K-3-5, he was the handler of Chips #309. He and chips
  were credited for participation in operations on Peleliu and Negesebus.
  Chips was wounded by a shell fragment and died in 1949. Another example;
  "[Sergeant McEnery]. . .set out on a prolonged foray through hcavy under-
  growth. . . (with) a Doberman pinscher war dog to help sniff out the enemy.
  Sergeant Jim McEnery was glad to have the Doberman along. 'They say
  these mutts can smell a damn Jap fifty yards away'..." Brotherhood of
  Heroes Slcan Pl9l-2.
  18, WALKING WOIINDED: Many Marines chose to not leave the battle-
  field but rather stay and aid their comrades. The changes in performance of
  units could be due to a number ofdifferent types ofwounds. "...Puller's
  regiment had suffered 33 percent casualties in [the] 48 hours...these figures
  did not include many men in the line companies who ignored wounds to
  remain in their outfits... The Devil's Anvil Hallas P109. By the forth day of
  the battle the entire 1s-Mu.irr"3..gir*rrt was pulled out of the line and
  replaced with elements of the Tttr Marine. The First.Regiment battalions;
  thl I st Ba4alion had incurred 7 I % casualties. the 2nd Baualio n, had 56 %o
  and the 3ro Battalion had 55 o/o casualties, and Puller was sent to hospital
  ship for an operation on his leg.
  19. RLAR ECHELON TROOPS: In most situations the rear echelon units
  have 1itt1e or not impact on the battle. ln the case of Peleliu due to the
  proximity of the front line to the beach and point of supply the use of these
  troops in the battle were greatly increased. ". . .Puller's first Marines were in
  rough shape by the moming of 18 Septernber. The regiment had lost nearly
  1,236 men, almost half its strength ...reports indicated that the frontline
  units were decimated...regimental HQs were cutto thebone...pioneer (units)
  were split up and used as replacements..." The Devil's Anvil Hallas P128.
  The Japanese soldiers passive infiltration tactic thrived in the environment
  populated with rear area soldiers. "...inexperienced replacements were
  particularly vulnerable to infiltrators...four pioneers apparently fell asleep
  during the night...a Japanese infiltrator crawled in with a bayonet (kilied
  three) before the fourth (Marine) shot him dead..." The Devil's Anvil
  Hallas P233.
  20. LVT-4FL: The LVT4-Fl represents a field-modified vehicle available
  only for the battle of Peleliu. The LVT stands for Landing Vehicle Tank.
  The "Fl" stands for flame-thrower. A Mark i infantry hand-held flame-
  thrower was added into one of the standard anti-aircraft machine gun mounts
  on the upper deck of the vehicle. Larger tanks for storing the 'jellied' gas
  (flame-thrower fuel) where secured into the passenger compartment, while
  reducing storage capacity it did provide a significant increase in operation
  tirne for this SW. The flame{hrower vehictes, an experiment were actually
  naval assets field modified, by Navy and Marine engineers were put into
  service to help the Marines ashore in dealing with the numerous Japanese
  fortifications. "...the U.S. Navy Mark I Flamethrower, capable of shoot-
  ing a jet of napalm I 50 yards for 80 seconds. Three of these were mounted
  on LVT(a)4s, with a fourth detailed as a supply carrier..." The Devil's Anvil
  Hallas P24.
  21. IYATER SHORTAGE: The temperatures of the tropical environment
  were well over l00-degrees every day and peaked at 1 1 50 during the hottest
  part of the day. This condition alone caused many Marines to consume vast
  amounts of water. "...by the fourth day, there were as many casualties from
  heat prostration as from wounds, reported Time Magazine correspondent
  Robert Martin..." The Devil's Anvil Hallas P126. Add to this situation the
  lack of water on the island (other than sea water), which the Marine could
  not purifr or sanitize during the battle, led to a shortage ofwater, moreover
  the supplies ofwatff initially brought to shore were improperly prepared
  making the whole shipment of water not potable. When preparing water for
  the battle weeks before; 5 gallon'jerry. can' fuel containers were used that
  were not sufficiently cleaned leaving a residue of fuel contaminating the
  water which when consumed did make many Marines sick, ". . .PFC Vincent
  Santos...about the high octane water...back on Pawr,,u Santos had been
  among the small group of men assigned to the chore of filling barrels, and he
  clearly remembered how lax the detail had been in rinsing them out. . .nobody
  told us what the water was to be used for...if we'd known that we'd end up
  drinking the stuff...we would havebeen a whole lot more careful...", Broth-
  erhood ofHeroes Sloan P126.
  Despite all their firepower the Marines suffered from a very simple issue;
  the shortage of water. The heat caused many soldiers to consume massive
  quantities of water and within hours after the landing water was running
  short. There were very limited amounts of fresh water on the island, al-
  though on D+5 the engineers did discover that wells drilled almost anywhere
  on the island would hit fresh water. "'Despite the strictest water discipline,
  many men had emptied their canteens by the end of the first day, and there
  was not a ready supply to replenish them.'A tank officer reported that
  infantrymen in the front lines on D-Day were begging for water like dying
  men," The Devil's Anvil, Hallas, P98.
  22.T-20 SHOULDER-FIRED 60MM MORTAR SW: The T20 was an
  experimental weapon tested at Peleliu. It was a hand-held 60mm mortar
  fired in a direct fire mode and designed to knock out Japanese pillboxes.
  While its use did have limited documented success, it was found to be too
  difficult to portage and ungainly to get into position, and had a shoulder-
  Tlte look known as a ' I ,000 yard stare' on the face of this Marine
  10
  
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  PELETIU TERRAIN NOTES
  Hex(es)
  Descrifrion
  Notes
  R20/R2l
  Japanese HQ
  Fortified, Celhrs, Fanaticism
  ANY
  Marine HQ
  Fortified (ifbuilding), or Sangar provided, Fanatie
  ALL
  CarreVCave
  Conplexes
  NA ory'west of lrexrow X
  ALL
  Mangrove Swanps
  Tieat as Dense Jmgle
  Al0-G4
  A-TDitch
  Fully tracked MAY enter if friendty MMC/SMC at
  3 + CoT WBog check
  ALL
  Casuarina Forest
  Tieat as Liglrt Jmgle; +2 DRM Hirdrance
  ALL
  Sard
  Soft
  ALL
  Ocean
  Shallow [EXC: Extend Beach one hex if low tiJe]
  ALL
  Beach
  Steep Slope; Lrvel - l; treated as Crest Line
  ALL
  Coral Outcropping
  Tieat as Crag; Air Btrsts; Vehicles rray enter as if
  woods
  ALL
  Enfenching
  +2 DRM and resulh in lS Sangar
  SPIDER HOLE T]NIT
  ACTIVAIION TABLE
  dr
  Unit(s) Activated
  s1
  2-3-7 + DC
  2-3
  t-2-6
  4-5
  l-2-6
  >6
  No Efect
  drm
  -l
  Errmy AFV
  iry'adjacent to hex
  -1
  If eremy not ir
  Good Order
  +x
  Per enemy squad-
  equiralent in hex
  If brc errmy SMC
  This work of tactical-level gaming owes a huge debt of grati-
  tude and salutes "The Devil's Anvil" by James H. Hallas. His
  book can be found on Amazon.com and is highly
  reccommended. Here are some reviews wo found that might
  be of interest:
  "Hallas does a good job telling the complete story and not
  pulling any punches. There as several notes and he frequently
  quotes other books on my list. There are some photos and
  maps to aid the reader in understanding the battle. He used
  many firsthand interviews that provide character to a story
  with many dates and numbers. There is also good informa-
  tion on the Army's Wildcat Division."
  "James Hallas has written an insightful and informative book
  on one of .the Second World War's most costly battles. The
  U.S. invasion of Peleliu, 500 km south of the Phillipines, in
  1994, was a conflict that chewed through an irnmense amount
  of ordnance and men. It is mostly a one sided account, told from the invading Marine
  perspective. Indeed it would be hard to gather much from the Japanese viewpoint as most on
  that side were killed in their courageous but ultimately suicidal defense of the island. I was
  often left astounded by the tales of individual heroism on both sides and the magnitude of
  the Japanese defenses. The Americans took on a tough nut and cracked it. Hallas gives their
  story in an entirely readable and well researched book. If you like military history then
  you'll like this book."
  B(X)BYTRAP
  ACTIVATION TABLE
  dr
  Japanese Unit(s)
  sl
  4-4-7+DC+8-0
  2-3
  4-4-7 + 8-O
  4-5
  3-4-7 + DC
  >6
  No Effect
  Modiliers
  drm
  Cause
  +1
  Marirr unit passes TC
  Original tl rc DR
  a
  Original 12 TC DR
  GRENADE ATTACKTABLE
  dr
  Result
  <4
  Target hex
  5
  I-eft lrex
  6
  Rigfrt Hex
  PFIEITU WHITE BEACH ONE CREDruS
  Ori ginal Design: Larry Winslow
  Development: Dave Larnb, Andy Daniels, Raymond J. Tapio, Team Michigan, and the
  Original Bunker Gang
  MapDesign: LarryWinslow 
  y17WW.CfitiCalhit.com
  Map Art: Raymond J. Tapio
  Research and Proofing: Dave Lamb, P- J. Norton, Fred Schwarz, Eli Schwarz, Bob Davis,
  Will Willow, Ross Tweten, Jan Rychetnik
  @2010 Critical Hit, [nc.ALLRIGHTS RESf,R]'EI)
  t2
  OPT. RI]NNER TABLE
  dr
  Effect
  t-z
  Reinforcenpnt
  Flexbility
  3-4
  Offboard Observer
  5-6
  Conpany OBA
  
SOURCE: textdata/thevault/Advanced Squad Leader/Critical Hit/Critical Hit ASL Scenarios/ASL Scenarios - CH - Peleliu.pdf