J9: Japanese Random Event Table (2.) 

*01-02 Combat Engineer Platoon arrives! Three Assault Engineer (H1.22) 4-4-8 squads arrive equipped with SMC\SW as per standard DYO procedure (H1.8-83). On a subsequent dr of £3, each such squad may enter as a Passenger (use J7): otherwise the units enter as Infantry.

*03 Combat Engineer platoon flank attack! As above, except that the units must enter on either the north (or south, as per a Random dr) edge of any mapboard (player’s choice) provided that mapboard has >1 Japanese unit on it.

*04 Each ENEMY dr on the Fortification Generation Table {A5} has a +2 drm for the duration of the Mission.

05 Japanese Sappers arrive! A number {A6a} of 4-4-8 Sapper (H1.23) squads are received. Make a DR {J3} for leader possibility. Each Sapper squad each receives one DC.

*06 Ground support! Japanese Fighter Bombers arrive during the next ENEMY MPh. Make a dr {A6f} to determine the number available; all are automatically armed with bombs (ignore E7.1-.21). Reroll for another RE if conditions prohibit this RE.

*11 Recon section arrives! A number {A6g}of recon vehicles are received. Make a DR on table J6b for each such vehicle received.

12 Motorised Infantry reinforcements! As per Japanese RE 33-36, except that each such reinforcement unit must enter on a Transport vehicle {J7: all units received are the same type}. A cumulative -2 DRM applies to this RE {J2}.

13 Banzai attack! Make a DR for the number of squads received, and for the type {J2}. All squads are the same type. Determine SMC/SW using H1.8-.183. On a subsequent dr of £3 the Banzai charge enters on a north or south edge of the map (determined by random dr), provided there is at least one ENEMY unit/Suspect counter onboard.

14 Japanese scouts infiltrate! The player may immediately remove a number (as per a dr) of S? that are within the LOS of any one unbroken Japanese Infantry unit. No “free” LOS check(s) allowed before removal.

15 ENEMY resistance is fading. The player may immediately remove a number of S? (as per a DR). A S? in a VPO Location may only be removed if no other non-VPO-Location S? are present. If no S? are currently onboard, reroll for another RE.

16 SW section arrives. Make a dr for each SW listed below:

     Lt. Mtr:     number received per dr {A6d}
     MMG:     number received per dr {A6h}
     HMG:     one is received on a dr £3
     .50 cal.     one is received on a dr £2

Each Lt.Mtr comes with a HS {J2, with a -2 DRM; all are the same type}: each MMG/HMG/.50 cal comes with a 2-2-8 crew.

*21 Cavalry recce patrol arrives. Determine the number {A6a} of 4-4-8 squads received. If scenario is set in China 33-45, each squad comes with one squad-sized Horse counter: otherwise each comes with one squad-sized Bicycle counter. Make one dr for leader possibility {J3}. If 44-45, on a subsequent dr of £2, each squad arrives instead as a Passenger (as per DR on Table J7).

*22 Recce units arrive! Determine the number {A6f}, type {J6b} (make a separate DR for each), and armor leader {J3}. On a subsequent dr of £2 each vehicle of the RE may enter on the north (or south, as per a random dr) edge of any mapboard (player's choice) provided that mapboard has at least one Japanese unit on it.

23 Tanks! Determine the number {A6c}, type {J6} and armor leader {J3}; all are the same type.

*24 ENEMY ammunition supplies dwindling! The ENEMY suffers from the effects of Ammunition Shortage (A19.131) for the duration of the Mission.

*25 Gun section arrives! Determine the number {A6f}and type {J5} (use the "Outside" column; all are the same type). Each Gun is crewed by one 2-2-8. At the player's option each such reinforcement Gun may be Manhandled or Towed onboard. If Towed, make a DR {J7} to determine the Transport type (reroll, if necessary, until a vehicle is determined that is able to tow the Gun type).

26 DC Heroes! A number {A6d} of DC Heroes are created from any Japanese MMC with a LOS to any ENEMY unit or fortification within eight hexes. No more than 2 DC Heroes may be created per MMC. [EXC: if the year is 44-45 vs US, Chinese or Russians then the player may instead opt to receive a number {A6f} of Japanese SPG {J6a}. On a dr £2 each unit must enter anywhere along the north (or south, as per a Random dr) edge of the current mapboard configuration (all enter on the same edge)].

*31-32 Request for artillery support has been granted! Determine OBA type received by a DR on the Chapter H "Japanese OBA Availability Chart" (p. H71). Next make a dr {J8} to determine the ammunition supply. The player may immediately give one Japanese radio to any Japanese leader of this choice [EXC: if the ENEMY is in Advance Attitude the player may instead choose a Field Phone, recording a Security Area as necessary] or an 8-0 leader with a radio enters along the FBE mounted on a motorcycle, Horse or Type 95 Small-Personnel Vehicle: player's option.

33-36 Infantry reinforcements! Make two dr {A6b} to determine the number of squads received. Determine the squad type (all are the same) by a DR {J2}. Determine SMC/SW using H1.8-.183.

*41 ENEMY AFV is Recalled! Determine the AFV affected by a Random dr (for purposes of this RE an AFV platoon counts as a single AFV) and immediately mark such as Recalled (D5.341). If there is currently no Mobile ENEMY AFV onboard reroll for another RE.

*42 ENEMY AFV is Immobilized! Determine the AFV affected by a Random dr, and immediately mark such as Immobilized (D8.1). Immobilization TC is not required. If there is currently no Mobile ENEMY AFV onboard reroll for another RE.

43 ENEMY resistance slackens! The ENEMY AC# decreases by one [EXC: if AC# is already 2 conduct Japanese RE 15 instead].

44 Make a subsequent dr and perform the indicated RE:

       dr £3:   ENEMY RE Numbers decrease by one (2.4) [EXC: if ENEMY RE Numbers are currently 2/3 conduct RE 43 instead].

       dr ³4:   Rumors of Japanese reinforcements on the way. Japanese RE Numbers increase by one (2.4) [EXC: if Japanese RE Numbers are currently 6/7 reroll for another RE].

45 Japanese leader turns heroic (A15.21)! Determine the affected leader by Random dr among all currently non-Captured, non-Disrupted, non-Heroic on-board non-armor Japanese leaders. If no Japanese leader is eligible reroll for a different RE.

46 Japanese sniper finds a target! Make a subsequent dr to determine the attack type; perform the attack as the first action of the upcoming PFPh:


       dr of <=3: conduct a "1" sniper attack (A14.3) 
       dr of =>4: conduct a "2" sniper attack (A14.3) 

*51 Japanese Infantry stage a flank attack! Determine the number of squads by a DR. Determine the squad type by a DR {J2}: all are the same type. Determine all SMC/SW using H1.8-.183. Then make a Random dr to determine the edge of entry (north or south). All must enter along the same edge.

*52 Tanks stage a flank attack! Determine the number {A6d}, type {J6} and armor leader {J3}. All are the same type. Then make a Random dr to determine the edge of entry (north or south). All must enter anywhere along the same edge.

*53 Japanese combined-arms flank attack! Conduct Japanese REs 51 and 52 [EXC: use Table A6e to determine the number of AFV received]. All units must enter along the same edge.

*54 Medium "tube" section arrives. Make a dr {A6d} to determine the number of dm medium MTRs received, and a DR {J5: reroll until a 70-90mm MTR is selected} for the type. All are the same type: each comes with a 2-2-8 crew. On a subsequent dr of £1 the mortar section is equipped with transport. If so, make a DR {J7} to determine the type. All are the same type; only enough vehicles are received to carry these RE units/weapons. Transport can be refused if desired.

*55 FRIENDLY airstrike! Determine the type, presence of bombs and numbering entering as per E7.21. Each aircraft is eligible to enter in the next ENEMY MPh. Reroll for another RE if current conditions prohibit air support.

*56 AT Gun section arrives! Determine the number {A6e} and type {J5a} (all are the same type). Each Gun is crewed by one 2-2-8. At the player's option each such reinforcing Gun may be Manhandled or Towed onboard. Determine the towing vehicle type {J7} (reroll, if necessary, until a vehicle is determined that is able to tow the Gun type; all such vehicles are the same type).

*61 Artillery support granted! Conduct Japanese RE 31-32 (even if it has previously occurred).

62 Fanatics! One Japanese SMC (determined by Random dr) immediately turns Fanatic (A10.8). Additionally, each eligible Japanese Infantry unit in his location that passes a NTC also turns Fanatic (leadership DRM applies as per A15.41). If no Japanese SMC is eligible reroll for a different RE.

63 Banzai! All non-Disrupted broken Japanese MMC in the same Location as an unbroken Japanese leader automatically rally. Reroll for a different RE if no MMC are eligible to thusly rally.

64 Tanks! Determine the number {A6d}, type(s) {J6} and armor leader {J3}. Perform a separate DR {J6} for each AFV received.

65-66 Hero! A Hero is immediately created from the Japanese MMC closest to an ENEMY unbroken/vehicular unit. If no such ENEMY unit is onboard reroll for a different RE.

*71 AT Gun section arrives. Conduct Japanese RE 56 [EXC: use Table A6f to determine the number of Guns received].

72 Tanks! Determine the number {A6d}, type {J6} and armour leader {J3}. All are the same type.

*73 Gun section arrives! Determine the number {A6d} and type {J5} (use the "Outside" column; all are the same type). Each Gun is crewed by one 2-2-8. At the player's option each such reinforcement Gun may be Manhandled or Towed onboard. If Towed, make a DR {J7} to determine the Transport type (reroll, if necessary, until a vehicle is determined that is able to tow the Gun type).

*74 ENEMY attack called off! The Attitude of all ENEMY units immediately changes to Hold [EXC: if Japanese RE 75-76 has already occurred conduct Japanese RE 46 instead]. All DR on Table A1 now have a +1 DRM; all previous negative DRM applicable on this table are cancelled. Additionally, decrease each ENEMY RE# by one.

*75-76 Evacuate!  Battalion HQ has ordered your command to evacuate their positions, pulling back toward Japanese lines [EXC: if Japanese RE 74 has already occurred reroll for a different RE]. Decrease each Japanese RE# by one. The Japanese side receives Exit VP for each unit exited off the FBE by Mission end. The ENEMY receives Casualty VP for each Encircled Japanese unit remaining onboard at Mission end; double Casualty VP if Japanese unit is Captured/Non-Mobile. Otherwise, the Mission-specific VP schedule still applies. The Mission ends automatically in five Game Turns (counting the current Game Turn as the first of those five turns), or when the last Mobile Japanese unit exits the board (whichever occurs first). Ignore the Mission End method given in the Mission being played.



NOTES: This was not as difficult to formulate as the Chinese table, but still required some tweaking to reflect Japanese characteristics in ASL. Thus we have the possibilities of Banzai charges, DC Heroes and cavalry, which was more widespread in China. SPGs are almost non-existent for the Japanese player, and other weapons have been substituted. Nevertheless the allocation of armour is if anything somewhat generous: a concession to the desire to use some of these anachronistic Japanese AFV.


Copyright: N R Smith 1999. SASL is a registered trademark of Avalon Hill/Hasbro Ltd.



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