Deep Blue Deep Blue

Japanese Escape - January 01, 1944

Pacific Theater By: Zasdert Ultun - Last update: 09/16/2008
Axis Player: Allied Player:
x5 x5 x5 x5
first You play first    


There are problems with this scenario: it cannot be set-up using the standard terrain tiles of Memoir '44 and the selected extensions. There are too many terrains of one or more types. Please contact the author.

Historical Background:
NOTE: None of the Following is True.

As the Japanese and their German Reinforcements moved down the Japanese Nile towards the Tunnel Hub where all the Japanese tunnels came together and they could go anywhere they wanted, the encountered a Marine makeshift base near their primary escape tunnel.

Tank reinforcements were called in on both sides, and the battle began. The battle was short, won by the allies mostly because of the Artillery perched on top of Mt. Losblocker shooting down the tanks as they came in.

Briefing:
Both Players take 5 cards.

Japanese go First.

US Marines get 1 Air Sortie.

Conditions of Victory:
5 Medals. A Japanese or German unit that exits off the the other side of the board on an exit hex gains one medal. Place one piece from the unit on the medal stand.

The Japanese player gains one medal if the Allied HQ is captured. The medal remains even if the unit moves or is eliminated.

Special Rules:
For all purposes, the German units are Japanese except they don't use the the Imperial Japanese Army rules.

Engineers are explained in PT and TP.

The Ranger units are normal infantry except they can move 1 space and attack, 2 or 3 spaces and not attack, and can move 2 spaces and not attack in forests.

Big Guns are explained in PT and TP. In addition, it fires 3,3,2,2,2,1,1,1,1

Hills with Caves are explained in PT.

The tunnel represented by a ravine is only accessible through the hills with caves at either end. If either cave is collapsed, remove the exit markers.

Ravines are explained in AP.

Roads are explained in TP.

If the big gun is still on the top of the mountain, Japanese airplanes add 1 die to their Aircheck.

When a unit moves onto the rope bridge, roll 2 dice. For every star rolled, put a star on the bridge. When it reaches 4 stars, remove the bridge and any unit on it and under it.

There can be a unit on the rope bridge and under it at the same time.

Warning:
Please note that this scenario was not approved by Richard Borg or Days of Wonder, so you have to check yourself about playability, potential gaming issues, etc.

Set-up Order
2
1
1
8
2
1
1
1
1
1
1
2
17
3
5
2
2
10
2
12
1
4
1
1
2
1
1
3
1
2