Avalon Hill Empire of the Rising Sun

PassandReview

Junior Member
Joined
Mar 25, 2024
Messages
133
Reaction score
22
Country
llUnited States
There are a few misreads and mistakes in the Rule book and Appendices O B Scenarios,
ex: Rule 3.79 on Force Pools, and in the Campaign O B Dec 41 U S, O B, there is a 1-3
Army Air Unit not included in Deployments section.
There are approx 120 Counters for the Allies and approx 90 For Japan
CV U S are Yorktown-Lexington-Enterprise-Saratoga-Hornet- Wasp
Japan- Kaga-Akagi-Hiryu-Soryu-Zuikaku-Shokaku- CVL Ryujo-Shoho-Zuiho
Britain CVL Indomitable
The Campaign Game start Dec 1941 Turn- Japan Moves First with 2 Offensives
S E Asian Area and Pacific Area- The SE Asian Area includes India, Burma , Thailand
South to Australia, The Pacific Area includes N Guinea and Ocean Hexes to East


The U S - Great Britain- Dutch- Australia- India Setup first then
Japan Setup
China Setup
 

Attachments

PassandReview

Junior Member
Joined
Mar 25, 2024
Messages
133
Reaction score
22
Country
llUnited States
Correction: There was no mistake in O B for U S Army Air Unit, all Army Air Units were included, the mistake was
my misreading of the Rule and O B for U S Army Air Units for Dec 1941.
 

PassandReview

Junior Member
Joined
Mar 25, 2024
Messages
133
Reaction score
22
Country
llUnited States
Empire of the Rising Sun at Start Campaign Game Dec 1941 Winter
Allies start with 120 Counters Japan starts with approx 90 Counters
U S /Allies setup First, then Japan then China
Great Britain Set up first
Air base x 1 Bridgehead x 1
Ceylon: CVL 2 Indomitable with 2-3 Naval Air Factor
Singapore: 3-2 Inf / 9 Fleet Factor
India: 2-3 Armor / 2-3 Army Air Factor
Hong Kong: 1 Replacement Factor
Kuching : 1 Replacement Factor
_
India: 2-2 Ind Inf Unit x 2/ Remaining counters setup in India , Burma, Malaya, Singapore
----------------------------------------------------------------------------
Australia: 2-2 Aus Inf x 2/ 2-3 Army Air / 6 Fleet Factor counter
Remaining Australia Counters setup Australia or any British Position in Pacific
----------------------------------------------------------------------------------------
Dutch: 1-2 Dutch Inf x 3- Setup 1 each Batavia-Palembang-Balikpapan/ Remaining Dutch Units
setup in any DUTCH Port.
---------------------------------------------------------------------------
United States
Airbase x 3 may not be setup at start Bridgehead x 3
Pearl Harbor: 9 Fleet Factor counter x 3 total of 27 Factors/3-2 inf x 2/ 3-3 Army Air Factor
Dutch Harbor: 1 Replacement Factor
Tutuila Samoa: 1 Replacement Factor
Midway: 1-3 Naval Air Counter / 1 Replacement Factor
Wake Is: 1-2 Marine Counter
Philippines: 1-2 Philippine Inf x2/ 2-2 Inf / 1 Replacement Factor/
Philippines
Lingayen: 2-3 Army Air /
2-2 Inf x 2 in U S Box / The U S Box is considered W Coast of United States
U S Carriers / There are 6 U S Carriers .Each Carrier has the # 3 on the Counter
this # is a Fleet Factor and the # of Naval Air Factors on Each Carrier, also is 3.
For the Dec 1941 Campaign Game Start- By Rule U S Carriers are not at Pearl Harbor
2 Carriers each with a 3 Naval Air Counter are on Map at Sea on Mission and cannot Intercept
the Japanese during the Dec 1941 Turn. A 3rd CV with a 3 Naval Air Counter factor is in the U S
Box and may enter Play during the U S Turn. , the Start 3 CV may be Yorktown-Lexington- Hornet
The 4th CV with Naval Air Counter factor 3/ starts in the U S Box
The 5th and 6th CV each with one Naval Air 3 Factor counter may be placed in
U S Box Spring and Summer 1942 at no BRP Cost.
 

PassandReview

Junior Member
Joined
Mar 25, 2024
Messages
133
Reaction score
22
Country
llUnited States
BRP are Economic Resource Points for each side to produce War Material and carry out Operations.
Japan Dec 1941 Campaign Turn- with 2 Offensives , 1 in the Pacific and 1 in SE Asian area.
Offensive cost is 15 BRP each, by rule is N/A for Japan Dec 1941 Campaign Game. The U S and Allies have already moved, after the Dec 1941 Turn Japan moves First again
to start the Year 1942.
Prior to moving Japan may setup Units only in Areas Controlled by Japan.

Areas of control:
Japan
Manchuria
Korea
Taiwan
China area under Japans Control : Japan must have Inf Unit in each Hex in Japan area of Control in China.
French Indochina
Thailand- Place the 2 Thailand Inf Counters in Thailand
Hainan Island
Okinawa
Iwo Jima
Saipan
Marcus
Caroline Is
Marshall Is
Kuriles
After Setup Japan Top Priority is to take Control of Dutch Borneo Bruei Oil Hex to avoid crippling Oil Shortage Effects
and then the Philippines then Pearl Harbor etc, Philippines must be under Control for Supply Line purposes.
To Start Offensive, Japan will have to form Naval Task Forces, a Task Force Marker represents 9 or more Fleet Factors.
Naval Unit Movement: All Naval Units of all types, may move 20 Hexes during an Offensive and return to Base. There
must be a Friendly Port at 10 Hex intervals.
For Dec 1941 the U S and Allies may attempt to intercept Moving Japanese TF, except at Pearl Harbor.
Naval Transport: On the Countersheets, counters showing a Ship outline with # 1 thru 9 are Fleet Factors,
A CV counter has the # 3, that represents 3 Fleet Factors. Fleet Factors can be arranged in any # s,
ex: 9 Fleet factors can be rearranged in 4 counters with 2 Fleet Factors each, with 1 Fleet factor left over,
and can then be reformed back to one 9 Fleet Factor Counter.
 

PassandReview

Junior Member
Joined
Mar 25, 2024
Messages
133
Reaction score
22
Country
llUnited States
The Fleet counters are used in Naval Combat, and to Transport a Ground or Air Counter,
2 Fleet Counters can Transport 1 Ground or Air Unit from a Friendly Port to another.
3 Fleet Counters to carry 1 Ground Unit to invade enemy control Land Hex or Port.
Ground units for invasion should have at least 3 to 1 odds vs Defending Unit, in effect
9 Fleet counters to carry 3 Ground units in a Task Force, TF markers are used with 9 or more Fleet
Factors. During Naval Combat, a max of 36 Fleet factors per TF may be used to resolve Naval Combat
on the Naval Table, in general , the Table results are Incremental in Fleet Factors Eliminated or damaged,
and naval Combat may last more than one Round of Combat until one side withdraws or is eliminated.
Dice Rolls of 9 or Better eliminate Fleet Factors at a Rate of 4 Per Dice Roll for 36 Friendly Fleet Factors
attacking.
Naval Units start from a friendly port and after conducting Operation on Map, return to a Friendly Port.
During such Operations, Friendly Naval Units that are on an Offensive, and Moving can be intercepted
in any Ocean Hex it Enters that is within 15 Hexes of an Opposing Naval Unit that may attempt Interception.
For a successful Interception, that locates the opposing moving Naval Unit Task Force Marker, a search dr is
made to determine what ship types have been intercepted, before Naval Combat occurs , a dr is then made
by the TF marker units, compare the dr with the interception dr, to determine level of surprise, the level of
surprise decides if Naval Combat occurs or if the interception unit returns to base with no luck.
For the December 1941 Winter Turn the British 9 Fleet Factor at Singapore , and the Australian 6 Fleet
Factor in Australia, can be eliminated by Air Units, 9 Air Units, with Dice Roll of 10 or Better eliminate
5 Fleet Factors, therefore it would take another Formation of 9 Air Factors to make more than one
Air Attack to completely eliminate the British 9 Fleet Factor and Aus 6 Fleet Factor, that should be
eliminated to prevent those Fleet Factors from attempting Interception of Japanese Landings.
 

PassandReview

Junior Member
Joined
Mar 25, 2024
Messages
133
Reaction score
22
Country
llUnited States
Correction: Interception Table for Defending Naval Units attempting to Intercept opposing Naval
Units that are within the 15 Hex interception Range
Table
0-3 Hexes away interception is automatic- Naval Combat automatically occurs
dr needed
4-5 1-5
6-7 1-4
8-9 1-3
10-11 1-2
12-13 1
14- 15 Hexes away 0
-----------------------------------------------------------------------------
The side that is carrying out an Offensive does not use the interception table
-----------------------------------------------------------------------------------
The side carrying out an Offensive, forms a Task Force of 9 or more Fleet Factors, then
moves that Task Force to the objective/target Hex - this Task Force is then subject to
interception
 

PassandReview

Junior Member
Joined
Mar 25, 2024
Messages
133
Reaction score
22
Country
llUnited States
Campaign Game Dec 1941 Start there is no Strategic Warfare, there are no Submarines or Heavy Bombers
Construction until Start of 1942.
Naval Operations in General:
When Naval Combat Happens, However it Happens, Combat continues until one side is eliminated or
withdraws.
The General idea of the game, is to take control of Ports on the Map, Ports are the hexes with a Circle inside a
Ring.
Each such Port can Base 36 Naval Fleet Factors, each side does not have to reveal , what is in each Port.
There can not be more than 36 Naval Fleet Factors , or the excess Factors are out of Supply, subject to
elimination for being out of Supply.
Each side Forms Task Forces up to 36 Fleet Factors in each Friendly Port, ONLY the TF markers appear on the
Map. The Contents of a Port or TF marker can be revealed by Naval Combat/Offensive Operation to attack
an Enemy Port.
Friendly TF can enter an Enemy Port if there less than 9 Fleet Factors in that Port, if there are more than 9
Fleet Factors in Enemy Port only 9 have to be shown to prevent Entry and Automatic Naval Combat result
if Friendly TF is able to Enter. If there are CV or CVL in Friendly TF, those Air Factors can Attack Enemy Naval
Fleet Factors that would have to revealed, because Air Factors automatically can see whats in the Enemy Port.
Air Units automatically can engage enemy Naval Fleet Factors as long as the Air Unit is within Range.
Air Units generally have 3 Hex Range not counting the Air Unit Hex.
-------------------------------
Naval Combat:
-------------------------
Both Sides can Form as Many TF as avail in each Friendly Port. When Naval Combat Occurs, only 36 Naval Factors
for each side conduct Combat, if there are several TF for each side with 36 Fleet Factors, one attack at a time is
resolved until one of the TF with 36 Fleet Factors is eliminated or withdraws, then the next TF and so on.
To begin Naval Offensive Operation, Form TF in a Friendly Port- / For Dec 1941 Turn Japan gets 2 Offensives that
would usually cost 15 Resource Points each.
The side that is on the Offensive now Moves Naval TF to attack enemy Port or Ports, that are up to 20 Hexes Away.
The Defender at any Time can Intercept that Opposing TF in any Hex it enters by claiming interception up to 15
Hexes away. At 0-3 Hexes interception is Automatic and both sides must show their .units . Automatic Naval Combat
happens until one side is eliminated or withdraws.
The Offensive Player should have several TF formed, to send advance "Patrols" to lure the enemy out of their Port
before the Main Offensive TF gets under way.
 

PassandReview

Junior Member
Joined
Mar 25, 2024
Messages
133
Reaction score
22
Country
llUnited States
Note: Once TF are Formed and leave Port, EACH TF, Friendly or Enemy operates separate from all other TF for
the entirety of Each Turn until EACH TF returns to Port. The Contents of TF cannot SWITCH to other TF, during that TURN. There can be any Number of TF in an Ocean Hex, each TF max of 36 Fleet Factors, for Naval Combat, that continues until one side is eliminated or Withdraws.
* Naval Combat happens Automatically if a Friendly TF attempts to enter an Enemy Port that has less than 9 Fleet Factors or is intercepted 0-3 Hexes from that Enemy Port, that Naval Combat is resolved immediately between Friendly and Enemy
Factors.
*** If the above conditions have not yet occurred, Naval Combat is determined to happen on the interception Table,
if interception is attempted beyond 0-3 Hex Range.
Example: a dr of 1-5 would result in Naval Combat at 4-5 Hex Range,
Interception can be attempted up to 15 Hexes away, a dr of 0 would be needed 14-15 Hex Range However.
the dr can be modified by a -1 per Friendly Air Factors that ARE WITHING RANGE of the Interception Hex.
Note: Interception and Patrol actions are more of a probing /skirmish action prior to a Landing or Invasion Main Force
TF Gets under way.
 

PassandReview

Junior Member
Joined
Mar 25, 2024
Messages
133
Reaction score
22
Country
llUnited States
When the Interception Table is used- Naval Combat does then not happen automatically and
A Naval Search must then be conducted- even if the dr on the interception Table is successful.
Naval Combat is then determined by the Naval Search Table and the Results on the Search
Table are then compared to the Naval Surprise Table to determine what Happens and which
TF may Attack.
 

PassandReview

Junior Member
Joined
Mar 25, 2024
Messages
133
Reaction score
22
Country
llUnited States
Recap Naval Offensive Movement and Combat procedure:
After cost of 15 Basic Resource Points
Ex: In a Fully Supplied Port there are 4 Task Force Markers 1-4 each with 9 or More Fleet Factors
The Objective of this Turn is an Enemy Port , up to 20 Hexes Away, there must be a Friendly Controlled
Port or 1 Hex Island in Supply at 10 Hex Interval if a Landing of Ground Troops is the objective.
The enemy Port does not have to show if there is a TF in Port or Not.
TF 1 From Fully Supplied Friendly Port gets Under way to the Enemy Port , up to 20 Hexes away
as a "Patrol", 1 Hex somewhere along that 20 Hexes is picked as the Patrol Hex,
a Patrol Hex 0-3 Hexes from the enemy Port is selected, TF 1 must Stop in the Patrol Hex,
If Enemy Fleet Exits Port Hex, Naval Combat is AUTOMATIC and there is no Need to make dr
on the Interception Table.
If no enemy Fleet Units attempt to Intercept the Patrol, the Patrol TF 1 stops in the selected Patrol
Hex-
Because of Enemy inaction- The Main TF -4 gets underway to the Enemy Port- TF 4 has 1 CVL with 2
Naval Air Factors- that WILL attack whence the TF 4 is up to 3 Hexes away Air Range.
Regardless of TF 4 actions- The Patrol TF 1 MAY NOT combine with TF 4 to help Attack
TF 1 can only COUNTER INTERCEPT opposing Naval Fleet factors. Each TF assigned to a specific
mission, must attack Separately and cannot combine at the Objective Hex or Port.
----------------------------------------------------------------------------------------------------
SUPPLY Rule Technicality :
For Dec 1941 Campaign Game START,
The U S and Allies have already moved
Per Rule 29.14, Supply Determination was not made in the Appendices Campaign Scenario Setup
For U S Allied Units that are not setup in a FULLY SUPPLIED Port or Hex.
Manila the Philippines for example U S Army Air Factor placed at Lingayen , is not in supply Per
Rule that states a Supply Line must be established to an UNLIMITED SUPPLY Port or Hex, in this
Case Pearl Harbor for the United States, or a Supply Line to West or South Map Edge, or From
the U S Box , etc- there was no determination of Supply in the Campaign Game Setup,
Technically no Supply Line was ever established during the U S Allied Turn prior to the Japanese
Turn
The U S Army Air Unit would have to trace a sea supply line of any distance to an Allied
Unlimited Supply Point to be in supply.
Dec 1941 Turn.
Per Rules Supply Must be established during the Moving side Turn after Air and Naval Moves , but
before Ground Move Phase.
----------------------------------------------------------------------------------------------------------
Strategic Concerns: 10 Hex Rule for Offensive Operations Landings/
Must be able to Trace Supply to Unlimited Point first
There must be a Friendly Port or 1 Hex Island at 10 Hex Intervals (Fully Supplied) before
an Offensive Landing can be made with Ground Troops to take control or an enemy Port or Hex.
Wake and Midway Island for example- it the U S does not maintain Control or either Wake
or Midway, there can be no Offensive Landings with Ground Troops to attack Japanese
Controlled Islands beyond Wake or Midway.
 

PassandReview

Junior Member
Joined
Mar 25, 2024
Messages
133
Reaction score
22
Country
llUnited States
The case for U S and Allied Units not setup in Unlimited Supply Hex , with no supply determination
being out of Supply: For supply Determination as set by The Rule, Initial Scenario conditions for
supply Determination for Wake Island as example, there being a Supply Line of Hexes to Pearl Harbor,
Unlimited Supply Point. A line of Hexes for example R19 to R 8 to P7 Pearl Harbor, would have to have
been established during the U S /Allied Move Phase? According to the RULE.
In any event, Wake can Trace only 1 Sea Supply Line to each Unlimited Supply Point on the Map for
the U S and Allies.
The 10 Rule that there must be a Friendly Base at 10 Hex Intervals effects the ability for Strategic
Redeployment. The Small Islands , Wake , Guam, Midway, etc have Strategic Import , if the U S Plans
to launch Offensives From Pearl Harbor, those Islands must be in U S Control , to move across the Map
with Ground Forces Operations. If Japan moves first to get control, the U S cannot move past Pearl
Harbor to Land Ground Forces Island to Island , , and would have to switch Operations to Alaska?
Nullifying the U S War Power to some degree. The U S could still launch Carrier Strikes up to 20
Hexes from Pearl Harbor however.

Naval Combat Table: Dice Roll and Fleet Factors
Fleet Factors Dice Roll
--------------------------------------------------------------------------------------------------------------------------------------------
2 3 4 5 6 7 8 9 10 11 12
--------------------------------------------------------------------------------------------------------------------------------------------
1-3 1 1 1 1 1 1 1 1 1 1 1
4-6 1 1 1 1 1 1 1 1 1 1 2
7-9 1 1 1 1 1 2 2 2 2 2 2
10-12 1 1 1 1 2 2 2 2 2 3 3
13-15 1 1 1 1 2 2 3 3 3 3 3
16-18 1 1 2 2 3 3 3 3 3 3 4
19-21 1 1 2 2 3 3 4 4 4 4 5
22-24 1 2 2 3 4 4 4 4 4 5 5
25-27 1 2 3 3 4 4 4 4 5 5 6
28-30+ 2 2 3 3 4 4 4 5 5 5 6
The #s in Column are Fleet Factors Eliminated
Per Dice Roll # 2 thru 12
This is the Naval Combat Table Only used during Naval Combat that occurs Automatically or by Interception Table/Search then
Surprise Table determination of Unit Actions
 

PassandReview

Junior Member
Joined
Mar 25, 2024
Messages
133
Reaction score
22
Country
llUnited States
Order of Battle Australia and India:
Australia and India Infantry Unit Counter Factors
Australia and India Infantry Counters are numbered in Factors : 3-2 / 2-2/ 1-2
The First # is the Infantry Factor, ex: 3-2, the # 3 is the Factor or Combat Strength
Australia and India Start the Dec 1941 Campaign Game with 10 Infantry Factors Each.
Ex: Australia could have three 2-2 Infantry Counters with four 1-2 Infantry Counters
thus 7 Counters that add up to 10 Total Factors.
Australia also starts with 6 Fleet Factors and 2 Factor of Army Air Counter
India also starts with 10 Infantry Factors.
----------------------------------------------------------------------------------------------------------------------------
NOTE: Empire of the Rising Sun, is an extension of the Advanced Third Reich Game and Cannot be played
without first playing Advanced Third Reich. Anyone considering getting Empire of the Rising Sun will have a
difficult time trying to figure it out until they first graduate from the Advanced Third Reich Module.
 

PassandReview

Junior Member
Joined
Mar 25, 2024
Messages
133
Reaction score
22
Country
llUnited States
After reading the Designer comments in the ULTRA section of Game effects, I am now stuck with an unplayable game.
 

PassandReview

Junior Member
Joined
Mar 25, 2024
Messages
133
Reaction score
22
Country
llUnited States
Note: Naval Combat Ship vs Ship Gun Battery Fire Table / does not apply to CV vs CV Air Combat
Naval Combat is a 5 Step Process during an;y Movement Offensive Phase - Naval Movement of
all Ship Types that all have the same movement restriction of 20 Hexes, and there must be
a Friendly Port or 1 Hex Island at 10 Hex Interval:
Step 0: After a Friendly TF Leaves Port and in Subject to interception in each hex it enters if
that hex is within 15 Hexes of opposing Naval Unit Port with Naval Factors to Intercept
Naval Combat occurs during Interception
Step 1: Interception at 0-3 Hex Range Combat is Automatic
Step 2: At more than 3 Hexes up to 15 Hexes the interception table is used to
decide if Naval Combat Occurs
Step3: If the Interception Table result is Naval Combat occurs at 4-15 Hex Range then
go to Step 4 Naval Search Table, both sides Make a dr to determine which TF
Group may attack then go to Step 4 Surprise Table
Step 4 : Surprise Table- Compare dr made by each side on the interception table- subtract
the high dr from the low dr including any dr modifiers.
Step 5: The result of subtracting the high dr from the low dr including modifiers is then
applied on the Surprise table . the surprise table determines what tactical advantage
then applies to one side or the other in the form of dr modifiers.
The surprise table advantage goes to whichever side had the higher dr on the
interception table.
 
Top