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Plan Orange 1

Mark Herman’s
Nr 29
RULE BOOK

Pacific War, 1932-1935


Mark Herman / Studiolo Designs / RBM Studio / C3i Magazine
© 2015, Mark Herman/Studiolo Designs and RBM Studio/Rodger B. MacGowan

Table of Contents
1.0 Introduction.......................................................... 2 10.0 Reinforcements & Amphibious Shipping Points.. 17
2.0 Setting Up The Game........................................... 4 11.0 Replacements........................................................ 18
3.0 General Course Of Play........................................ 4 12.0 Strategic Warfare.................................................. 19
4.0 Sequence Of Play................................................. 5 13.0 National Status..................................................... 19
5.0 Strategy Cards...................................................... 5 14.0 Winning The Campaign Scenarios........................... 20
6.0 Zones of Influence, Supply, Activation, 15.0 Scenarios.............................................................. 20
and Hex Control................................................... 7 16.0 Designer/Player’s Notes....................................... 21
7.0 Offensives............................................................. 9 Credits............................................................................ 22
8.0 Movement and Stacking....................................... 11 Index .............................................................................. 23
9.0 Battle Resolution.................................................. 15 Charts and Tables........................................................... 24

C3i Magazine, Nr29 © 2015, Mark Herman/Studiolo Designs and RBM Studio Painting by Walter L. Greene, US Navy Art Collection
2 Plan Orange

1.0 Introduction 1.2 Components


Plan Orange: Pacific War 1930-1935 is a game focused on a hy- 1.21 Inventory
pothetical earlier start to what became the Pacific War during World A complete game of Plan Orange contains:
War II. One player takes the side of the Japanese and the other the 1 x 22” x 34” mapsheet
United States. 2 Decks of Strategy Cards (24 Japanese, 24 US)
1.1 Causes of the Hypothetical War 1 set of counters
After the 1931 Mukden crisis Japan moved to increase its influence 1 Rules Booklet
in Shanghai where they had extraterritorial interests. Toward this PLAY NOTE: In several places in the rules it will state that a particular
end the Japanese instigated a series of anti-Japanese confrontations section or step is ignored or left blank in Plan Orange. These are
that culminated on January 18th when Japanese monks from an sections that have rules in the parent design Empire of the Sun and I
extremist sect were beaten, resulting in one death. This contrived wanted to avoid creating a new numbering scheme that might confuse
crisis caused a Japanese military buildup with 30 ships and 7,000 players if and when they are playing the original design upon which
troops on the Yangtze River. A Japanese government ultimatum to this is based.
the Shanghai Municipal Council brought no relief. Outside the city
the Chinese 19th Route Army was massing – the last ingredient to 1.22 Die
the powder keg situation. Plan Orange uses a single ten sided die that you will have to supply
for all random number functions. The number 0 represents results
At midnight on January 28th Japanese carrier aircraft bombed Shang- equal to zero. A zero die roll does not represent 10, as in some games.
hai coordinated with Japanese troops attacking key infrastructure
targets in the city. This led to direct conflict with Chiang Kai Shek 1.23 Map
that resulted in tough fighting that forced the Japanese to bring in The single map sheet is an equal area projection of the Pacific
additional ground forces (11th Infantry Division). On March 4th the Ocean and portions of Asia that were involved in the war. Each hex
League of Nations passed a ceasefire resolution that was finalized is about 150 miles across. The map is focused on the area between
as the May 5th Shanghai Ceasefire Agreement. the Equator (runs approximately through Balikpapan and Tarawa)
and 35 degree north latitude (off the northern coast of Japan). For
That was what happened, but here is Plan Orange’s alternative
consistency all map spellings have been taken from a single period
narrative. During the most intense fighting in February, the USS
source, the September 1943, National Geographic Society map.
Panay, part of the US Yangtze Patrol, intervened to evacuate Chinese
non-combatants when it was sunk by Japanese carrier aircraft with The map contains five holding boxes for each
great loss of life. This is more or less what would happen 5 years side with corresponding markers for use on
in the future. In this re-telling the US froze Japanese assets, which the map. Players at any time may alleviate
causes the Japanese government to decide and assert its regional large stacks on the map by replacing the units
perogatives by initiating their extant war plans to eject the US from with a Force marker and placing the units in the corresponding
the Western Pacific. And so begins... Plan Orange. holding box. For all game purposes, the units associated with a Force

Sample Ground Unit Sample Carrier Unit


Front Back
Unit ID
Unit Size
Unit Type
Unit ID
Reduced Strength
stripe Range
Attack Defense Attack Defense

Sample Air Unit


Sample Naval Unit
Unit ID
Unit ID
Unit Type
Range
Attack Defense
Attack Defense
Sample HQ Unit
Front Back
Control Markers
Unit ID

Range Efficiency Japanese U.S.

C3i Magazine, Nr29 © 2015, Mark Herman/Studiolo Designs and RBM Studio
Plan Orange 3
marker have all of their capabilities and the contents of the holding 1.3 Glossary
box are not secret and viewable by either player. At any time a Aircraft Carrier: All CV and CVL type naval units are collectively
player may replace units from the holding box and replace them on known as aircraft carriers or carriers. When the rules reference
the map in part or entirety. There are no other rules or procedures aircraft carriers, they are referring to both types. When distinctions
required to use the holding boxes, they are just there to ease play. are required in the rules, they are cited by their particular naval unit
type letter designator.
1.24 Counters
The counters represent the units that the players maneuver and NOTE: There are some references to CVE naval units in some of
with which they conduct combat to gain their victory conditions. the charts. This is an Empire of the Sun reference as there are no
The Ground units (interchangeably referred to as land units in the CVEs in Plan Orange.
rules) represent a variety of different sized units from regiments up Aircraft Range: Air units (land based aircraft units) have one range
to armies. Air units represent multiple squadrons of air unit in the value on their counter. An aircraft unit’s range is the distance in
US parlance called Groups. Naval units represent a large mix of hexes that it can move from airfield to airfield, and the distance in
Capital ships, some of whose names are used for the unit designation, hexes it can be from a battle that it participates in.
and varying numbers of Cruisers, Light Cruisers, and Destroyers.
Counters in play on the map are always viewable by both players. Aircraft Carrier air range: Aircraft carrier naval units also possess
an aircraft range. It acts in a manner analogous to the range of air
Example Counters: All non aircraft carrier naval and land units units. In order to participate in a battle, this is the maximum distance
have two values, attack (left value) and defense (right value). Air in hexes that an aircraft carrier may be from a battle hex.
units and aircraft carriers have three values, attack (left), defense
(center), and range (right). All HQs have two values, range in hexes Aircraft Zone Of Influence (ZOI): (see 6.4) All in supply air and
(left value) and efficiency rating (right value). All other numbers are carrier units project a 1 hex zone of influence, which can only be
historical designations and generally have no effect on play, but are neutralized by the presence of an opposing, in supply air unit or carrier
used in setting up the scenario. projecting its Zone of Influence into the same hex. A Zone of Influ-
ence that is not neutralized impacts several game functions, such as
1.25 Strategy Cards blocking HQ ranges for unit activation and lines of communication
There are two decks of Strategy cards, one US and one Japanese. A for supply determination. Also, Zone of Influence impacts Special
card has five pieces of information: Card number, Card Type (Mili- Reaction (7.27) and intelligence die rolls whether neutralized or not
tary, Resource, Reaction), Operations Value, Intelligence Values, (Exception 8.43 B).
and Event. The card number is for reference and does not have play PLAY NOTE: This is an important concept in the game as you will
considerations. When a card is played for its Operations Value it is regularly find yourself thinking about your position in terms of
called an Operations card, hereafter called an OC in the rules. If it aircraft ZOI.
is used as an event, it is called an Event card, hereafter called an EC
in the rules. It should be noted that many events allow the player to Amphibious Assault Capable Units: All ground units except the US
conduct an offensive, but playing an event to conduct an offensive RR gun artillery ground unit are amphibious capable.
does not make that card an OC play, it remains an EC play.

Intelligence Card Card


Land Air Values Type Number

U.S.
Navy Operations Value
Black = Military
Yellow = Political
Green = Resource
Japanese Blue = Reaction
Navy

Event
U.S.
Army

Japanese
Army
Surprise Attack Interservice Rivalry War in Europe
Ambush Interservice Rivalry Weather
Chinese Intercept China Gandhi
Attack Response US Political Will Tojo
Note: Most of these symbols are only used on Empire of the Sun cards.
© 2015, Mark Herman/Studiolo Designs and RBM Studio C3i Magazine, Nr29
4 Plan Orange
Control: All hexes begin the game either under US, Japanese, or Supply Eligible Airfield: A friendly HQ whether it is in or out of
foreign control. All hexes within the Japanese Empire Boundary, all supply that can trace a legal supply path (6.21) of any length to a
hexes of Korea, Formosa and all hexes of China within two hexes of friendly controlled airfield makes that location supply eligible. Sup-
Harbin and Mukden begin the campaign game scenario under Japanese ply eligibility for airfields is exempt from overland logistical range
control. All hexes in the Philippines, Guam, Wake, Midway, and the considerations, but is held to the one supply eligible port limitation.
Hawaiian Islands begin the campaign game scenario under US control The term airfield and airbase is used interchangeably in the rules.
All other hexes on the map begin under foreign control and can never Supply Eligible Port: A friendly HQ whether it is in or out of sup-
change control during the game. Control of a hex can only change due ply that can trace a legal supply path (6.21) by sea of any length to a
to the actions of ground units. Air and/or naval units alone can never friendly controlled port makes that port supply eligible.
change the hex control. The side, whose ground units were last to
either pass through or solely occupy a hex, controls that hex. However, Unplayable Ground Hexside: A hexside where the land mass on one
if a ground unit enters an empty hex using amphibious assault (not of the adjacent hexes is marked as unplayable on map. No ground
ground movement), the hex changes control only at the conclusion movement, or supply can be traced across an unplayable ground
of battles. As hexes change from their original ownership, denote this hexside.
by placing either a Japanese flag to indicate Japanese control or a US Unplayable Ocean Hexside: A hexside where the sea area on one of
flag to indicate US control The use of flags to denote control is for the adjacent hexes is marked as unplayable on map. No naval move-
mnemonic purposes and the players may place and remove flags in ment, including Amphibious Assault, or supply can be traced across
any manner that they require so that they can remember who controls an unplayable Ocean hexside.
particular hexes. US: This term refers to all US units that are American.
Discard Pile: These are cards that have been played but will be avail- US Army: US Army units are Green with black type.
able to play again after a shuffling event
US Navy: US Navy units are blue with black type.
Empire of Japan: Empire of Japan boundary is indicated on the
map. All hexes within the boundary are Japanese controlled unless the
scenario defines a particular location as starting under US or foreign 2.0 Setting Up The Game
control. For more details, see Control above.
2.1 Scenarios
Island: Any hex containing land on the map that is not part of the Plan Orange has one scenario and one variant to play. See section
Asian mainland (containing China, etc.) is considered to be an island, 15.0. The 1932 scenario is 6 turns long; starting with Jan-Apr 1932.
including hexes classed as an atoll. If the land mass of an island has The game also comes with a variant scenario that begins in 1935.
passable area only in one hex, such as Leyte /Samar, that island is
considered a special class of island called a one hex island. Atolls are 2.2 Scenario Setup
also one hex islands. All units in the game that set up at the beginning of game turn 1
Japanese Held China: The Japanese control Manchuria, which is (Jan-Apr 1932) of the 1932 Scenario, see scenario set up 15.1. Both
defined as any hex within 2 hexes of Harbin (hex 3302) and Mukden sides have a number of markers, some of which are on the map tracks,
(hex 3303) and for game purposes Shanghai (actually an international and others that are not, but are used to denote changes of control.
enclave).
Japanese Army: Japanese army units are yellow with black type.
3.0 General Course Of Play
Japanese Navy: Japanese navy units are white with red type. Each turn begins with each player bringing in reinforcement units
Named Location: Cities, with or without intrinsic defense, Resource and repairing units with replacements. Both players are then dealt
hexes, and hexes with ports or airfields are named locations. five cards.
Offensive: The play of a strategy card for either as an Event Card The heart of the game is the Offensives Phase, where the two oppo-
(EC) or as an Operations Card (OC) to activate units for operations nents alternate playing a strategy card, thus conducting an offensive
on the map. or implementing an event. When the players have exhausted all of
Range: Range is the distance between two hexes. When counting the cards in their hand, the game turn enters the Political Phase.
range do not include the starting hex the HQ or combat unit occupies, During the Political Phase players determine the status of Japan and
but include the destination hex in the calculation. the Philippines to see if they surrender. The game turn ends with a
determination of the supply status of units on the board and whether
Rounding: Any time the players have to round a number or value
they will or will not feel the effects of attrition. At this time, if this
that is fractional, round it up, never down.
was not the last turn of a scenario, another game turn is begun, or if
Strategy Cards: The engine of the game is the play of the strategy it is the last turn of a scenario, victory is determined.
cards. A strategy card can be played as an Operations card (OC),
which uses the large numerical value at the top of the card(1, 2, or 3)
or as an Event card (EC), which uses the written event. If the text of
a card contradicts the rules, the event text supersedes the rules. Play-
ers in the game receive their own set of Strategy cards (one Japanese
and one US). The Japanese player is the only player that may use the
Japanese Strategy cards and the US player is the only player that may
use the US player cards.

C3i Magazine, Nr29 © 2015, Mark Herman/Studiolo Designs and RBM Studio
Plan Orange 5

4.0 Sequence of Play 4.4 The Attrition Phase


All ground and air units determine their supply state (6.2). If they
The following sequence represents all of the portions of a single
are out of supply, they are flipped from their full strength to their
game turn. It is repeated in the indicated order for each game turn
reduced strength side. Air and Ground units already on their reduced
until the game ends.
side may be eliminated. Naval units are unaffected by attrition.
4.1 The Strategic Phase 4.5 The End of Turn Phase
4.11 Reinforcement Segment If the conditions for an automatic US or Japanese vic-
The Japanese player begins all scenarios with all of its forces on tory have occurred (14.1) that player wins and the game
the map (10.23). The US player receives additional reinforcements is concluded. If it is the last turn of the game, determine
through the mobilization procedure (10.24). Reinforcements (US the winner per the scenario victory conditions (14.2). If
units that have been mobilized) are placed on the map according to none of these conditions are true, advance the game turn marker and
the reinforcement rules (10.1). Both players receive as reinforce- conduct a new game turn.
ments air units that have used strategic transport (8.33) or units that
were removed due to overstacking.
4.12 Replacement Segment 5.0 Strategy Cards
Both players may receive replacements, with the US player using Each player has a unique deck of 24 cards (Plan Orange comes with
his replacements first. Replacements are used to flip reduced units two 24 card decks, one US and one Japanese). A player can only
that are in supply to their full strength side, or resurrect units from draw and play cards from his own deck of cards. Each turn a player
those eliminated in combat. See Replacements (rule 11.0) for details. draws a hand of 5 cards (see 15.11 for special first turn procedure).
Players alternate playing strategy cards during the Offensives seg-
4.13 Deal Strategy Cards Segment ment of the Offensives Phase. During their turn, they must play a
Both players are dealt 5 cards randomly. Note that the first turn of Strategy card or discard a Strategy card. When both players have
the scenarios follows a special procedure (15.11). played all of the Strategy cards in their hand, the Offensives Phase
of the game turn is concluded.
4.2 The Offensives Phase
DESIGN NOTE: Strategy cards are the heart of my card driven
4.21 Initiative Segment
game system as used in my earlier Empire of the Sun design that this
During Game Turn 1 the Japanese go first. Thereafter (game turns
game is based on. The cards are the mechanism through which all
2-6) the US goes first.
movement, battle, and events are initiated during the game.
4.22 Offensives Segment A Strategy card may be played as either an Operations card (OC) or
Players alternate being the Offensives player, playing Strategy cards, as an Event Card (EC). When played as an OC card, the layer may
either as OCs or ECs to conduct Offensives (the moving of units perform one of the following actions:
on the map and the resolution of resulting combats) or implement
other game functions through events. The current offensives player A. Conduct an OC Offensive (7.0).
must play a Strategy card as Operations Card (OC) or an Event Card B. Bring a HQ into play from the game turn record track (6.15).
(EC). If he has no strategy cards left, the role of Offensives player
just switches to his opponent.
If the offensives player plays an OC or EC with a logistics value, he
conducts an Offensive during which he may activate units to move
and attack opposing units. The opposing player is considered the
Reaction player and may play Reaction cards and possibly activate
and move his units in reaction to the offensive. For full description
and sequence of an offensive, see 7.0.
If the offensives player plays a non-military EC, he implements the
effect of the event.
After the resolution has been completed, the players reverse roles
and the new Offensives player starts with the next play. This seg-
ment ends when both players have played all strategy cards in their
hands for the turn.

4.3 The Political Phase


4.31 National Status Segment
If Japan or the Philippines fulfills it’s surrender criteria surrender
according to the rules in 13.0.
4.32 EotS only.

© 2015, Mark Herman/Studiolo Designs and RBM Studio C3i Magazine, Nr29
6 Plan Orange
It should be noted that many Events enable Offensives, which are A. Activation Instructions
called EC Offensives. OC and EC Offensives follow the same proce- Many military events have Offensive restrictions such as the types
dures, though they have some differences in actions allowed during of units that may be activated.
the Offensive that are covered later in the rules (7.0).
B. Intelligence Conditions
Played and discarded strategy cards are placed in a separate Discard If the Intelligence states ‘Surprise Attack’ the Reaction player cannot
pile for later reuse unless the card text specifies otherwise. The make an intelligence die roll to alter the intelligence condition (use
Discard piles are disclosed information and can be examined by OC value for special reaction, 7.27), but may still play a Reaction
either player. card in order to alter the intelligence condition from Surprise Attack.
The number of cards in a player’s hand is public information, though
C. Bonus
not the card themselves. The Discard piles and the cards removed
Certain military events give special bonuses that apply during the
play are disclosed information and can be examined by either player.
duration of the offensive.
The player’s card Draw piles cannot be examined by either player.
5.32 Reaction Events
5.1 Operations Value When a player is in the role of a Reaction player, the only strategy
Each card has an Operations value of 1, 2, or 3. If the card is played cards that may be played are those that state in their title they are a
to conduct an OC Offensive, Operations value of the card affects the Reaction event. Only the player currently cast in the role of Reaction
allowed movement range of units (8.0) and the number of units that player may play Reaction cards. A Reaction event may be played in
can be activated (6.3). In case the card is played as an Event that al- response to an Offensive after the Offensives player has completed
lows an EC Offensive, the Operations value still affects the allowed moving all offensive units, provided there are one or more declared
movement range of units, though not the number of units activated. battle hexes or the text of the card indicates the card may be played
The Operations value of a card also affects how many units the otherwise. A Reaction player is limited to playing a maximum of
Reaction player may activate in reaction to the Offensive (7.26) and three Reaction events in response to a specific offensive, not per
how much they can move whether the card was played to conduct battle within that offensive. There are three general categories of
an OC Offensive or EC Offensive. Reaction events: intelligence, attack, and counteroffensive.

5.2 Intelligence Values A. Intelligence


Intelligence reaction card may be used to change intelligence condi-
All Strategy cards have an OC, and possibly an EC, intelligence value
tion as per 7.25. A player may play more than one Reaction event
on the card. All Offensives are by default a surprise attack unless
during an Offensive.
the Reaction player alters this condition to an intercept intelligence
condition. The Intelligence value can be changed either by an ap- B. Attack
plicable Intelligence Reaction event card or by intelligence die roll Attack Reaction cards indicate the potential for some amount of addi-
(7.25). Reaction player uses the intelligence value of a card as the tional damage the Offensives players may take due to a submarine or
base target number for the intelligence die roll. If the card specifies naval attack. Follow the text instructions on the individual card. More
both OC and EC intelligence numbers, the OC value is used if the than one Attack Reaction cards can be played during an offensive.
card was played for OC Offensive and EC value if it was played
for EC Offensive. C. Counteroffensive
There are several general types of Reaction events that enable the
5.3 Events Reaction player to activate more units in reaction than would be nor-
Each Strategy card has an event. When a player uses a Strategy card mally possible and alter the intelligence condition like Intelligence
as an Event card, the player follows the text of the event. If the text reaction cards. Counteroffensive cards have a logistics value, which
of an event contradicts the rules, the card text supersedes the rules the Reaction player uses for the number of units that can be activated,
of the game and is used instead. There are three classes of events: although the Reaction player still uses the Offensive card’s OC value
Military events, Reaction events, and Resource events. for determining unit movement points. Only one Counteroffensive
event may be played during an offensive.
5.31 Military Events
Military events (also called EC Offensives) allow the player to 5.33 Resource Events
conduct multi-battle hex Offensives unlike the one battle hex al- Only the Offensives player may play Resource events. Resource
lowed on an OC play. All military events have a Logistic value. events give the player new units or replacements. If a Resource
The number of units that may be activated by a military event is event gives the player a reinforcement unit, it is placed on the map
based on the Logistics (not the Operations value) value of the event. using the same restrictions as for units arriving during the Rein-
Military event cards often have a variety of activation, intelligence, forcement phase. If the event states that the replacements must be
and condition text. If a player cannot comply with all of an event’s used immediately, then the player places the replacements as if it
clauses, except bonuses, the card may be played only as an OC were currently the replacement phase, with all the same restrictions.
Offensive or discarded, but it may not be used as an Event Card. Sometimes the card text specifies a choice to either use the replace-
ments immediately or save them for future use. If the player chooses
Military events can be played as OC cards to initiate an OC Offensive
to save them, record the amount on the strategic resource track with
instead of Military event. In this case, rules for OC Offensives apply
the appropriate marker. If for any reason, the Offensives player
as normal and all card text is ignored.
cannot fulfill the conditions under which the reinforcement unit is
supplied, the unit is lost. Similarly, if for any reason the Offensives

C3i Magazine, Nr29 © 2015, Mark Herman/Studiolo Designs and RBM Studio
Plan Orange 7
player cannot use or save all or some of the available replacements, 6.11 HQ Capabilities
unused replacements are permanently lost. Command Range: An HQ’s command range is used to determine
the range at which it can supply units, trace activation for Offensives
5.34 Drawing a Card
and Reaction moves, and where reinforcements and replacements
All reaction events state that a player draws a strategy card if the
can be placed. It is also used for determining whether the HQ can
event is played. A player never draws a card if the Strategy card
react to an offensive and if units that are out of supply can sustain
played is played as an OC. A draw may only occur if a Strategy
themselves on the map if they are out of supply.
card is played as an Event. A player may not use a card just drawn
during the current offensive. A player may never draw more than Efficiency Rating: An HQ’s efficiency rating is used in conjunction
one card as a result of instructions on a card played as an Event to with an OC value or a Logistics value to determine the number of
draw a Strategy Card during any Offensives phase. Once a player units the HQ can activate during an Offensive or Reaction.
has drawn one card, all additional events played for the remainder Stacking: HQs do not count toward stacking limits. HQs must
of the current Offensive phase ignore further card draws. always be located in a port hex.
6.12 HQ Nationality Restrictions
6.0 Zones Of Influence, Supply, All HQs are limited to which unit nationalities they can activate
Activation, and Hex Control and supply. Japanese HQ (Imperial Japanese HQ) can activate any
Japanese unit. US GHQ (US General HQ) can activate any US unit.
Supply and activation are key concepts for units’ actions in Plan
Orange. To move or attack during an offensive or as a reaction to an 6.13 Empire of the Sun specific
offensive, a unit needs to be activated by an HQ. Inactivated units 6.14 Involuntary HQ Repositioning
defend in battle if attacked, but cannot initiate attacks or move during If an HQ finds itself at the conclusion of an Offensive in an oppos-
an Offensive. One precondition (unless an EC specifies otherwise) ing controlled hex, the HQ is involuntarily removed from play (see
for activation is that the unit is currently in supply. In addition to 6.1 Special Situation).
preventing activation, lack of supply may also cause attrition (6.24),
prevents units from receiving replacements (11.0) and prevents air 6.15 Early HQ Return
and carrier units from exerting ZOIs (6.4). However, out-of-supply A player can bring an HQ on the game turn track that was removed
units do retain their combat strength. Supply status is continuously due to an enemy hex control change by playing a OC of any value
evaluated, so units may fall in and out of supply as other units move and placing the HQ in any friendly controlled port where the HQ is
and affect the supply lines. However, once a unit has been activated in supply. The returning HQ is placed in the Japanese Home Islands
for an Offensive, it automatically remains in supply until the end for the Japanese, or for the US in Oahu, Dutch Harbor, or Funafuti.
of the Offensive even if it moves to a location where it would not The return of the HQ is the sole action for the play of that card.
be in supply. If the HQ has no legal placement it triggers an automatic victory.
Both activation and supply are traced from an HQ, though they
6.2 Supply and Attrition
can be traced from different HQs. The criteria for tracing activa-
tion and supply are somewhat different with supply tracing being 6.21 Supply Lines
more restrictive (see 6.2 and 6.3) with the range of HQ being the General concepts: Both HQs and units must trace supply lines to
maximum path length. In addition to these traces, intelligence and be in supply. For HQs, a supply line of any length is traced from
reaction determination use direct hex distance from the HQ as criteria an Ultimate Supply Source (East and South map edges for the US;
regardless of blocking terrain or AZOIs. Japanese controlled city hexes in the Home Islands for Japan (6.22);
to the port in which the HQ sits. A supply path that traces from an
Aircraft Zones of Influence have a major impact for tracing supply ultimate supply source to an HQ can use multiple ports to enter,
and activation. They also affect reaction possibilities and amphibious continue across land hexsides, and exit by port without overland or
movement of ground units. number of ports used restrictions.
6.1 Headquarter Units Units, by contrast, trace supply lines from an in-supply HQ to the
Headquarters (HQs) represent command infrastructure. hex they occupy, limited by the HQ’s range. As the rules below
Each side has one HQ in play. The HQs (one per side) explain, the supply line may not traverse certain hexsides. Although
cannot be eliminated permanently, as they represent a there are a number of restrictions, in general units may trace supply
ubiquitous command infrastructure. HQs do not move (1) from the supplying HQ by sea to coastal hexes the units occupy;
and cannot be repositioned voluntarily. HQs that have been removed (2) overland from the supplying HQ to the units; or
from play due to having their hex change control can be brought
(3) through a combination of land and sea hexsides from the supply-
into play via the play of an OC card. HQs have two values: Com-
ing HQ to the units, provided that the sea component is traced
mand Range and Efficiency Rating.
through only one supply eligible port other than the hex the HQ
Special Situation: If for any reason a players one HQ is not in play occupies (which will always be another port hex) or potentially
at the end of the Offensives Phase, the player must bring his HQ the unit activating is located in.
onto the map per 6.15 and he only draws 4 cards during the next
Deal Strategy Card segment (4.13). In addition, there are further restrictions for units tracing the last
portion of their supply line overland (cited later in this section:
Overland Logistical Range).

© 2015, Mark Herman/Studiolo Designs and RBM Studio C3i Magazine, Nr29
8 Plan Orange
Supply Eligible Port: A friendly HQ whether it is in or out of 6.22 Ultimate Supply Sources
supply that can trace a legal supply path (6.21) by sea of any length Ultimate Supply Source paths are used to determine the supply status
to a friendly controlled port makes that port supply eligible. of HQs. Each hex on the East and South map edges is a US ultimate
A. Units supply source. Each Japanese controlled city hex in the Japanese
Supply Line: A unit is supplied if an unblocked hex path can be Home Islands is a Japanese Ultimate Supply Source.
traced from a supplied appropriate (6.12) activating HQ to the unit 6.23. Empire of the Sun reference
and the path length does not exceed the HQ’s range. A supply line
can be traced across any hexside except the following: 6.24 Attrition
A. An unplayable hexside (see map). During the Attrition Segment, perform the following steps in order
for both sides air and ground units simultaneously. HQs and Naval
B. A water hexside of an un-neutralized enemy units are not affected by attrition:
ZOI hex.
1) Eliminate all reduced or single step air or ground units that are
C. Any land hexside of a non-port coastal hex unsupplied and are out of range of any friendly supplied or unsup-
that the path has entered across a sea-hexside. plied HQ. For this check, enemy units, opposing ZOI, and unplay-
D. Any all sea hexside from a non-port coastal able hexsides do not block the path between the HQ and the unit.
hex that the path has entered across a land 2) Flip all full strength air and ground units that are unsupplied to
hexside. their reduced side.
E. A land hexside of any hex occupied solely by Attrition is calculated and applied simultaneously, so it is possible
an enemy ground, HQ, or air unit. that opposing units can mutually attrite each other. Note that units
F. Any sea hexside of an enemy controlled with only one side (e.g., Japanese Brigades) are considered to be
port hex that the path has entered across a land on their reduced side.
hexside.
6.25 US Port Restrictions
G. Any land hexside of an enemy controlled The US may end naval movement in ANY strategic display space
port hex that the path has entered across a sea- and in a limited number of port hexes on the map. The US can use
hexside. Oahu, Dutch Harbor, Funafuti, Port Arthur, Seoul, Manila, Leyte,
Mindanao, any captured Japanese Home Islands port, and any hex
NOTE: The illustrations are from Empire of the Sun and demonstrate that contains one of the two US Fleet Train markers on their port
the rule referenced. side (8.43C). US naval units can also use any captured Japanese
port where they are stacked with the US Fleet naval unit (8.43C).
Overland Logistical Range: If the last hexside crossed when trac-
The Japanese can use any port they control.
ing a supply line is a land hexside, the hex containing the unit draw-
ing supply must also be within 4 MPs of ground movement (8.42) of: 6.3 Unit Activation
(a) The supplying HQ or A unit must be activated to move (exceptions: Emergency Naval
(b) A Supply Eligible port (6.0). Move, Emergency Air Move, Ground Disengagement, and Retreat)
or to initiate attack. For a unit to be activated it must have an activa-
Port Limitation: A supply line may include no more than one supply tion path from the HQ being used for offensive or reaction purposes,
eligible port where the supply line switches between sea and land and be in supply (see 6.2).
or vice versa, not including (i) the port in the HQ’s hex; or (ii) any An activation path is traced from the activating HQ to the unit being
port the unit occupies. activated and can be traced across any hexside except the following:
PLAY NOTE: Note that the supply line itself may cross far more • A water hexside of an un-neutralized enemy ZOI hex.
terrain overland than the 4 MP limitation and does not have to pass
• Any land hexside of a hex occupied solely by an enemy ground
through the supply-eligible port required, there just has to be a valid
or air unit.
port within the range. Also, note that if the last hexside crossed was
by sea, the overland limitation does not apply at all. This allows units Activation path length in hexes may not exceed the Command Range
in location that can be supplied by sea more freedom of operation of HQ being used to activate units.
than units tied to overland supply network.
Unlike a supply line (6.21), an activation path can be traced across
Important: During an Offensive, any activated unit remains supplied unplayable hexsides and can switch from land to sea without the
until the end of the Offensive. need for friendly ports.
B. HQs Only a single HQ per side can be used to activate units for one of-
An HQ is in supply if an unblocked supply line of any fensive and the number of units that may be activated depends on
length can be traced from an appropriate Ultimate Sup- the OC value or logistics value of the card used and the Efficiency
ply Source (6.22) to the HQ. The types of hexsides that rating of the HQ (see 6.11).
a supply line cannot be traced across (6.21A) apply to
Ultimate supply sources tracing to an HQ, however this supply path
can use multiple ports to enter, continue across land hexsides, and
exit by port without overland or number of ports used restrictions.

C3i Magazine, Nr29 © 2015, Mark Herman/Studiolo Designs and RBM Studio
Plan Orange 9

6.4 Aircraft Zone Of Influence 6.5 Hex Control


All in supply air and carrier units project a 1 hex Zone Of Influence The last player to have a ground unit enter or pass through a hex
(ZOI) The ZOI is neutralized if an opposing Zone Of Influence is controls the hex. Ground units that enter an unoccupied hex via
projected into the same hex. Air or carrier unit ZOI is assumed to ground movement gain control immediately. Ground units that
exist when checking if that unit is in supply. enter a hex via amphibious assault (using an ASP or organic naval
transport) and are not eliminated or forced to retreat in battle gain
control of the hex just prior to post battle movement.

J a p a n ese
A i r ZO I
Allied
A i r ZOI
7.0 Offensives
7.1 Offensives Overview
Offensives are the core of the game. An Offensive starts with the
current Offensives player playing a Strategy card as either an Opera-
tions Card or an Event Card with logistics value. Offensives allow
Neutral i zed
Ai r ZOI a player to move a variable number of units that begin within range
of one HQ and to declare battle for particular hexes at the conclu-
sion of movement.
Out of supply air or aircraft carrier units do not have a ZOI and cannot
neutralize enemy ZOIs. The supply status for determining whether a 7.2 Offensives Sequence
unit is in supply is determined anew every time the ZOI might have When an Offensive is declared, players conduct the following steps
an effect (6.2). Thus, units may go out of supply and lose their ZOI in sequence.
(or vice versa) in middle of enemy’s move. Note, however, that once Step 1. The Offensives player activates supplied units within activa-
a unit has been activated for an offensive, it will remain in supply tion range of an eligible HQ (7.21). Any Offensives bonuses from
until the conclusion of the offensive regardless of any other factors. the EC card that apply prior to movement are implemented.
An Air ZOI from an in-supply unit is in effect at all times when the Step 2. The Offensives player moves activated units (7.22, 7.23).
unit is stationary and during non-strategic moves (thus moving air
Step 3. The Offensives player declares battle hexes (7.24).
units and carriers neutralize opposing ZOIs as they go). An air or
carrier unit using strategic move loses its ZOI during the movement Step 4. This step is ignored in Plan Orange.
and regains it after it has completed the move. Step 5. Implement possible event bonuses from Offensive player’s
A ZOI that is un-neutralized impacts several game functions: EC card that apply prior to reaction.
• No unit may enter or exit a ZOI when conducting strategic move- Step 6. If Special Reaction is possible; Reaction player may roll to
ment (8.23, 8.33). attempt creating additional battle hexes via Special Reaction (7.27).
• Ground units conducting amphibious assault may not enter or exit If, after this, no battle hexes were declared nor created due to Special
a ZOI (8.44). Reaction, Reaction player may play any applicable Attack Reaction
• A ZOI blocks an HQ activation range path that enters or exits the cards, then skip to Step 13, Post Battle Movement. Play note: Post
ZOI across an all water hex side (6.3). Battle Movement occurs whether a battle was or was not conducted.
• A ZOI blocks a supply path that enters or exits the ZOI across an Step 7. The Reaction player attempts to change the Offensive’s
all water hex side (6.21). Intelligence Condition by playing an appropriate Reaction card or,
as an alternative, making an intelligence die roll (7.25). If, at the
In addition a ZOI has two effects even when neutralized: conclusion of this Step, the Offensive’s Intelligence Condition is
• Offensives unit entering, exiting or moving within reaction side Surprise Attack, skip to Step 9.
ZOI gives a +2 modifier to intelligence roll (7.26)
Step 8. The Reaction player activates and moves units to participate
• Offensives unit making an amphibious landing within a ZOI of in battle hexes either declared by Offensives player or created by
the Reaction player may allow special reaction (7.27). Special Reaction (7.26).
A ZOI does not affect: Step 9. Reaction player may play any Attack Reaction cards.
• Ground movement from a land hex to another land hex across a Step 10 Implement any offensive bonuses that apply after reaction.
land hex side (8.42). Implement any Attack Reaction cards that apply prior to battles.
• Naval or air unit movement other than strategic movement (8.21,
Step 11. Players resolve all battles (7.28).
8.31).
• An HQ activation range path that enters or exits a hex across a Step 12. Implement any Attack Reaction cards that apply after
land hex side (6.3). battles.
• A supply path that enters or exits a hex across a land hex side (6.21). Step 13. Players conduct post battle movement (9.6). Reaction player
• An HQ range when used to maintain reduced units during the first, followed by the Offensive player.
Attrition phase (6.24). Step 14. Conduct all necessary emergency naval movement (8.22)
and emergency air movement (8.32).

© 2015, Mark Herman/Studiolo Designs and RBM Studio C3i Magazine, Nr29
10 Plan Orange
7.21 Offensives Player Unit Activation a battle hex via Special Reaction, the carrier must take part in that
The Offensives player selects one HQ used for the offensive. A battle. Any carriers that ended their move in a friendly port hex and
player may activate a number of units equal to the efficiency rating any activated air units that are not participating in a declared battle
of the HQ being used to conduct the offensive PLUS either the OC hex may (but are not required to) be assigned to cover a battle hex
value or the Event logistic value. The units to be activated must be within their range the same way.
in supply. In order to be activated, an activation path has to exist
7.25 Offensive Intelligence Condition Determination
from the HQ used to the unit being activated (6.3).
The intelligence condition for an Offensive is the same for all battle
A. US General HQ (GHQ) can activate any US units. hexes during that Offensive. This procedure is not conducted indi-
B. Japanese Imperial Japanese HQ (IJHQ) can activate any Japa- vidually for each battle hex. Consequently, if the reaction player
nese unit. is successful in changing the intelligence condition, this affects all
declared battle hexes for the offensive.
7.22 Unit Movement Allowances
A. The intelligence condition of the Offensive is by default Surprise
The distance Offensive or Reaction units may move is equal to the
Attack.
OC value of the Offensive card being played times the unit type’s
base movement allowance (naval = 5, ground = 1, air = range). B. The Reaction player may attempt to change the intelligence
Exception: if the card is played as an EC, the event may allow condition by doing one of two things. First, the Reaction player
unit movement greater than the OC value of the card and takes could choose to play a Reaction card that specifies the intelligence
precedence. condition as Intercept. The play of a Reaction card supersedes the
intelligence condition specified by a Strategy card.
Air units are further restricted in movement as they must end every
“leg” of their movement in a friendly airbase (8.31). Naval units C. Second, if (but only if) the Reaction player did not play a card
are limited in what hexes they can end their movement in (8.21). and the Offensive card did not specifically call for surprise attack,
the Reaction player can opt to make an intelligence die roll. An intel-
7.23 Sequencing of Moves During an Offensive ligence die roll can change the intelligence condition from Surprise
When moving units during an Offensive, each stack of units should Attack to Intercept. Once the Reaction player makes an intelligence
be moved to completion before another unit or stack is moved. die roll, it precludes the ability to play a Reaction card to change
Units may not be picked up or dropped off during movement. The the intelligence condition. The Reaction player may only make one
major impediment to movement during an Offensive is the location intelligence die roll per Offensive.
of un-neutralized opposing air Zones Of Influence (ZOI). Rule 6.4
describes the ZOIs in detail and should be carefully considered when D. The Intelligence die roll procedure is as follows. The card used
planning the move sequences during Offensives. to initiate the Offensive has an OC and possibly an EC intelligence
value. If the Offense was initiated by the OC value of the card, then
PLAY NOTE: Moving air and aircraft carrier units first to locations use the OC intelligence value. If the Offensive was initiated by an
where they neutralize opposing air ZOI enables ground units to move EC Offensive, then use the EC intelligence value. If the die roll is
with less restriction. Moving ground units with an aircraft carrier equal to or less than the appropriate Offensive card intelligence
neutralizes opposing ZOI as the carrier is moved. Following the value (modified, if applicable per 7.25.E below), then the die roll is
opposite sequence could prevent amphibious assaults or strategic successful and the intelligence condition for the Offensive is inter-
movement from occurring because they could not move into un- cept. If the die roll is greater than the specified value, then the roll
neutralized opposing ZOI. is not successful, and the intelligence condition for the Offensive
7.24 Declaring Battle Hexes is surprise attack.
After all Offensive unit movement, the Offensives player declares E. There is one way in which the intelligence die roll may be modi-
which hex(s) are battle hexes. Any hex that contains Offensive and fied. If at any time during the movement of any of the Offensives
Reaction units (including HQs) must be declared a battle hex. Hexes player’s units, those units move into, through, or exit an opposing
that contain Reaction units only, but are in range of activated Of- air ZOI (whether neutralized or not), the reaction player subtracts 2
fensives player air and carrier units that are not taking part in other from their intelligence die roll. However, an unmodified die roll of
battles may be declared battle hexes. 9 is always considered a failed die roll and a surprise attack result,
On the play of an OC a player can declare one battle hex. Note that regardless of any die roll modifier.
more than one battle may occur on the play of an OC due to possible PLAY NOTE: Air/Carrier units that are activated within an enemy
Special Reactions (7.27) by the Reaction player. On the play of an ZOI that do not move and declare a battle hex from that location do
EC a player can declare as many battle hexes as desired. For each not trigger the intelligence die roll modifier. It is only triggered if a
declared battle hex, the Offensives player must state which units ZOI has been entered, moved into, through or exited.
will participate in the battle for that hex. No unit may participate
in more than one battle per Offensive (however, as noted below, a 7.26 Reaction Move
unit may be required to switch battle hexes in certain circumstances If the intelligence condition is Surprise Attack there is no Reaction
as a result of Special Reaction). All units in a battle hex must take move and the Offensives player immediately resolves all battles
part in that battle. initiated by the Offensive after the Reaction player has had an op-
portunity to play attack reaction cards. If the intelligence condition
Every carrier unit that did not end its move in a friendly port must is Intercept, the reaction player may designate one (and only one)
be either declared to participate in a battle hex within its range or in-supply HQ as the reacting HQ, which may activate units to react
to cover a friendly ground unit making an amphibious assault on an to battles. There must be at least one declared battle hex within range
empty enemy controlled hex. If the assigned covered hex becomes of this HQ (this range cannot be blocked by any means); if there
C3i Magazine, Nr29 © 2015, Mark Herman/Studiolo Designs and RBM Studio
Plan Orange 11
are no such HQ, no reaction is possible. Any units the reacting HQ EXAMPLE: The Japanese move land /carrier units into unoccupied
activates may join any declared battle that they can reach, including Kauai, which is within range of the US JT HQ and within the ZOI of
those that are out of range of the reacting HQ. the US 18th Pursuit air unit on Oahu. Ordinarily, since the Japanese
The Reaction player may activate a number of units equal to the HQ’s did not declare any battle hexes, the US player would be unable to
efficiency rating plus the defender’s logistics value. If a Counterof- react. However, due to the 18th Pursuit air unit ZOI, the US player
fensive Reaction card was played, the defender’s logistics value is can roll for a Special Reaction and, if successful, Kauai would be
the Counteroffensive’s logistics value. Else, it is the OC value of declared a battle hex and the US player could conduct a normal
the Offensives player’s Strategy card (regardless of whether it was reaction move. If the Japanese in this example had declared one or
played as an OC or an EC). The Reaction HQ may only activate more battle hexes and the Reaction player had made a successful
units that are in supply and have an activation path from the HQ. Special Reaction die roll, the Reaction player would declare Kauai
The activation path for reaction can be traced into (and through) a a battle hex and include it within its Reaction move. In effect, this
declared battle hex even if it contains enemy units. rule allows a Reaction player with air superiority to respond to an
amphibious assault at a city, port, or airfield location that did not
All units that the Reaction player activates must participate in a involve a normally declared battle.
declared battle. Any unit that cannot be moved such that it can
participate in a battle may not be activated. Reaction units that are 7.28 Battle and Concluding the Offensive
in a battle hex may be activated. Reaction player is not obligated to Each battle is resolved as per the requirements of rule 9.0. After
activate any units just because the intelligence condition is Intercept. this, all activated units, Reaction player first, conduct post battle
All restrictions that govern Offensive activation apply to Reaction movement (9.6). At this time the offensive is concluded and the other
activation. player plays a Strategy card or the Offensives phase is concluded if
both players are out of cards.
No more than one ASP may be used during Reaction movement.
The use of Organic Naval Unit Transport (8.46) is not constrained PLAY NOTE: Remember, even units that do not participate in battles
during Reaction movement. The Reaction player may not use stra- can conduct post battle movement.
tegic movement. Activated air and carrier units may use Reaction
movement to leave a battle hex before combat is resolved, but if
they do so, they must still participate in the battle in the hex they 8.0 Movement and Stacking
departed from. Other units that start in battle hex must remain in Units move on either the map or the Strategic Display. The following
the battle hex even if activated. rules cover movement on the map. The Strategic Display is covered
in the Reinforcement section of the rules.
7.27 Special Reaction (SR) Move
If an opposing ground unit ends its Offensive move in an unoccupied 8.1 Base Movement Allowance
Reaction player controlled city, Resource hex, port, or airfield hex The distance a unit may move during an Offensive or Reaction is
that is within range of a Reaction HQ and in a Reaction aircraft Zone based on the unit type’s base movement allowance times the OC
Of Influence (whether neutralized or not), the Reaction player may value of the Offensive card or an EC text that supersedes the OC
attempt a Special Reaction on such hex(es). To make this Special value. All units have a base movement allowance. This Base Move-
Reaction the Reaction player must make a successful intelligence ment Allowance is:
die roll (play of a Reaction card cannot be used; however the –2
GROUND: 1 movement point.
ZOI modifier applies). If the roll is successful, the hex is declared
a battle hex. This can occur whether the Offensives player declared NAVAL: 5 movement points.
a battle hex (or hexes) or not. If more than one hex is eligible for AIR: Equal to the unit’s range in movement points.
Special Reaction, separate roll must be done for each hex.
8.11 Movement through Enemy-Occupied Hexes
Any air and carrier units assigned to cover the landing in the hex During movement, air and naval units can move through hexes oc-
where the new battle hex was created will take part in the battle in cupied by enemy units. Ground units conducting Strategic Ground
that hex. If the newly created battle hex contains an air or carrier unit Transport or Amphibious Assault are treated as naval units for
that was declared to take part in another battle, the unit will switch to purposes of this rule except that to enter or move through a hex
the battle in the hex it is in if any Reaction units react to that battle. with an enemy naval unit, they must be moving as part of a stack
EXAMPLE A carrier escorts a ground unit using amphibious assault with a naval unit.
to a vacant Maleolap. The CV then declares it will attack enemy A ground unit moving by ground movement can move through hexes
units in Kwajalein, one hex away. The opponent successfully rolls occupied solely by enemy naval units, provided they are not already
for Special Reaction (SR) in Maleolap and reacts with air/naval declared battle hexes. Ground unit must end its move if entering hex
units to the battle in Maleolap. In this case, the carrier takes part in containing enemy air, ground, or HQ unit, or a declared battle hex.
the battle in Maleolap and not in Kwajalein. If the Reaction player
rolled successfully for SR, but did not react to Maleolap with any PLAY NOTE: The time scale in Plan Orange is very large and
forces, the carrier would take part in the Kwajalein battle. units moving through enemy occupied hexes during an offensive is
intended and a common occurrence. This is very different from most
Hexes entered solely via ground movement alone are not eligible wargames and is often questioned during the initial playthrough.
for Special Reaction. If a Special Reaction possibility occurs on a The movement of naval and air forces is temporal as they move to a
surprise attack EC event, use the OC intelligence value. Special fight whereas ground units entering a space with an enemy ground
Reaction by itself does not change the intelligence condition. unit cease movement as this represents two ground units with spatial
presence running into each other. Air and HQ units are considered

© 2015, Mark Herman/Studiolo Designs and RBM Studio C3i Magazine, Nr29
12 Plan Orange
to include base security units that force a ground unit entering their 8.23 Strategic Naval Movement
hex to stop the advance to secure the area, though they are not strong An Offensives naval unit only may move twice the movement point
enough to warrant combat resolution effect. value allowed by an Offensive if it moves from a friendly port to
another friendly port. A naval unit that uses strategic naval movement
8.2 Naval Unit Movement and Stacking cannot enter a battle or enter an un-neutralized opposing air Zone
In the game naval units can move through hexes occupied by enemy Of Influence, nor can it use post battle movement. A Carrier unit
units. In effect, the naval movement rules represent a real-life situa- using strategic naval movement does not exert a Zone Of Influence
tion where naval units are in constant motion and occupy a common during its move, nor does it neutralize opposing Zones Of Influence.
hex only as an artifact of the hexgrid system and the game sequence. The unit regains is ZOI immediately after it has ended its move.
8.21 Naval Movement 8.24 Naval Unit Stacking
A naval unit expends one movement point for each hex entered. During an Offensive or battle, any number of naval units may be
The player moves one unit or one stack of units at a time, and must stacked in a hex. When not conducting an Offensive or battle, no
complete the movement of a stack or single unit before beginning more than 12 naval units of one player of any type may be in the
the movement of another. Naval units may enter any hex via a water same hex. If there are overstacked units, the owning player removes
hexside so long as it is not via an unplayable ocean hex. Naval units the excess naval units from play until the hex is within the stacking
may never cross an all land hex side. Certain land hexes in the game limits. If the naval units were in supply when so removed, they are
have two hex sides of coastline separated by an un-crossable land placed on the game turn record track to be returned to play during
mass. In these cases one of these coastlines has graphically been the next turn as reinforcements (which cannot be delayed). If the
shown to be unplayable ocean. Naval units may not enter a hex overstacked naval units were out of supply, they are eliminated.
through an unplayable ocean hexside.
There are no stacking limits on the Strategic Display.
Naval units can normally enter and move through un-neutralized
opposing ZOI, but may not do so if they are moving with a ground 8.3 Air Movement and Stacking
unit conducting amphibious assault or are conducting strategic na- In the game air units can move through hexes occupied by enemy
val movement. Carriers at sea neutralize enemy Zones of Influence units. In effect, the air movement rules represent a real-life situation
during normal movement, but do not do so while using Strategic where air units are in constant motion and occupy a common hex
Naval Movement. only as an artifact of the hexgrid system and the game sequence.
Naval units must end their movement either in a hex with enemy 8.31 Air Movement
units, or in a hex from which friendly carrier naval units and non- An air unit moves in increments, or “legs,” each equal to or less than
carrier units they are stacked with may participate in a battle, or in a its range. The number of legs allowed depends on the OC-value of the
hex containing a friendly port, or in (or in range of) enemy controlled Offensives card used. An air unit must land in a friendly controlled
hex that contains a friendly ground unit that entered via amphibious hex that has an airfield at the end of each leg of movement. Air
assault. The last option is valid only if the ground unit is in the hex units may not end their movement in a hex with enemy ground unit
at the moment the naval unit ends its move; naval unit may not end even if the hex is still friendly controlled, but may use this friendly
its move in or in range of hex where a ground unit makes a landing airfield in such a hex between two legs. The player moves one unit
later in the move sequence unless the hex is a valid destination for or one stack of units at a time, and must complete the movement
other reason (for example, being in range of a battle). of a stack or single unit before beginning the movement of another.
Naval units must end post battle movement (9.6) in a friendly port.
Air unit may not enter a battle hex. However, an air unit that is in a
If a naval unit, after post battle movement cannot end an Offensive
hex at the moment it is declared a battle hex is not obliged to move
in a friendly controlled port hex for any reason, it is eliminated. Note
out prior to battle. To participate in a battle, an air unit must occupy
that Offensive and Reaction units are subject to different restrictions
a friendly hex with an airfield within range of the battle or be in the
as to whether they must end post battle movement in supply or not.
battle hex itself. Air units that move out of a battle hex in a Reaction
8.22 Emergency Naval Move move must participate in combat resolution in that battle hex, even
If, during an offensive or during the Political phase (through National though they have left it.
Surrender), a player gains control of a hex which contains oppos-
8.32 Emergency Air Move
ing naval units that were not active, the naval units must make an
If, during an Offensive or during the Political phase (through Na-
emergency naval move. If the change of control occurred during
tional Surrender), a player gains control of a hex which contains
offensive, the move occurs after the conclusion of the offensive. If it
opposing air units that were not active, the air units must make an
occurs during Political phase, the move occurs at the end of the phase.
emergency air move. If the change of control occurred during Of-
In an emergency naval move, the Naval units are placed (not moved) fensive, the move occurs after the conclusion of the offensive. If it
to a friendly port within 10 hexes (in hex distance without regard to occurs during Political phase, the move occurs at the end of the phase.
terrain). If more than one friendly port is within range, the owning If there is a friendly airfield within range, the air unit is placed, not
player chooses the port to which the units are moved. Opposing air moved, to that location. If more than one airfield meets this condition,
Zones Of Influence have no effect on an emergency naval move. If no the owning player chooses the airfield to which the units are moved.
friendly port is within ten hexes, then the naval units are eliminated. If no friendly airfield is within range then the air units are eliminated.
EXAMPLE: When the Philippines surrenders, a US CA naval unit
is in the Leyte hex. The CA is placed in any friendly port within 10
hexes, such as hex Hong Kong.

C3i Magazine, Nr29 © 2015, Mark Herman/Studiolo Designs and RBM Studio
Plan Orange 13

EXAMPLE: The Japanese attack, capture, and gain control over points to enter all other terrain types. A ground unit may not enter
Wake Island, but the US air unit has not been eliminated. Since a hex if it has insufficient movement points to do so. This means
there is no friendly airfield within 2 hexes of Wake Island, the air that during low value OC Offensives, ground units may be unable
unit is eliminated. to conduct ground movement.
8.33 Strategic Air Transport A ground unit using ground movement must cease movement when
Any time the Offensives player activates an air unit; he may choose it enters a hex containing opposing land or air units or an opposing
to remove the air unit to the game turn track. The removed air unit re- HQ, but it is not inhibited by the presence of naval units. A ground
turns to play from the game turn track during the next reinforcement unit may not exit a declared battle hex and must stop if entering one.
phase, under the normal rules for the placement of reinforcements. 8.43 Special Units
8.34 Air Unit Stacking A. RR Gun
During an offensive or battle, any number of air units may be stacked The US RR gun can move and occupy only two hexes
in a hex. Stacking is evaluated at the conclusion of any strategy card (2812 and 2813). At any time that the Japanese control
play whether it was played as an offensive or event. No more than both of these hexes the RR gun is permanently removed
six friendly air and/or ground units (of any size) may be stacked from play.
in a hex. If there are overstacked units, the owning player removes
B. Macon/Akron
the excess units, air units first, from play until the hex is within the
The US has a special dirigible air unit. It is treated in
stacking limits. If the units were in supply when so removed, they
all ways like a normal air unit, but it has an AZOI of 3
are placed on the game turn record track to be returned to play the
hexes for the intelligence die roll modifier only, other-
turn after the next turn as reinforcements (which cannot be delayed).
wise it has a normal 1 hex range for all other purposes.
If the overstacked units were out of supply, they are eliminated.
8.35 Air Ferry C. Fleet Train
If an air unit, any size or strength is activated for an offensive (not The US has a Fleet Train unit that acts like a normal
reaction) simultaneously with a co-located CV, not CVL naval unit naval unit in every way with he following extra
then the air unit can be declared being carried by the carrier naval capabilities.
unit. While the air unit is embarked the carrier cannot participate 1. The fleet train unit may end its movement or post battle move-
in a battle. During Post Battle Movement the air unit deactivates in ment in any one hex island that contains an airbase without the
the friendly port/airbase. presence of a port. When the fleet train ends its move in such a
PLAY NOTE: This is a good method for moving land based air location one US DD naval unit may accompany the Fleet Train
forward to protect recently captured bases. and end its movement in that location also.
2. If a fleet train (full or reduced side) begins a game
8.4 Ground Unit Movement and Stacking
turn in a port hex or in a one hex island airbase hex
Ground units have three ways of moving: ground movement, am-
(see 1 above) the fleet train may place the Fleet Train
phibious assault, and strategic movement. The player moves one unit
marker at that location on the Fleet Train port (with-
or one stack of units at a time, and must complete the movement
out the anchor symbol side). If the Fleet Train does not move or
of a stack or single unit before beginning the movement of another.
is damaged/eliminated during the Offensives Phase then the Fleet
Ground units may use ground movement to move from a land hex to Train marker is flipped to its anchor side.
another land hex across a land hex side expending a variable number
3. A Fleet Train marker on its anchor port symbol side turns that
of movement points for each hex entered. (8.42)
hex into a port for all game functions and allows US naval units
Additionally, ground units have two ways to move across ocean hex to base there. If the Japanese ever control a hex with a US fleet
sides. The first is Strategic Ground Transport, which allows amphibi- train port it is eliminated and cannot be rebuilt.
ous assault capable ground units to move from a friendly coastal
4. The US has two Fleet Train markers for the entire game. Once
hex (with or without a port) to a friendly supply eligible port (8.44).
deployed on the map on its anchor symbol side they may not
The second is actual amphibious assault, and allows amphibious
be rebuilt or moved. A Fleet Train marker that is begun and not
capable ground units to move from a friendly coastal hex (with or
completed is still available for placement, only those completed
without a port) to any other coastal hex, which can contain enemy
are lost if occupied by the Japanese player.
ground units (8.45).
5. If the Fleet Train marker is ever eliminated in combat, it can be
8.41 Movement Restrictions mobilized beginning two turns after it was eliminated. Example
A. No ground or air units may enter Soviet territory for any reason. if removed in the January-April 1933 turn, it can be mobilized
If there is no other choice the unit is permanently removed from play. beginning with the September-November 1933 turn.
B. US and Japanese units are restricted in where they can move in
8.44 Strategic Ground Transport
China (13.31).
An Amphibious Assault Capable ground unit may move from a
8.42 Ground Movement coastal hex (with or without a port) to a friendly port a distance
A ground unit spends a variable number of movement points to equal to the distance a friendly naval unit in the current offensive
enter a land hex. The movement must be across ground hexsides. may move. Since a naval unit can move twice its movement allow-
A ground unit spends 1 movement point to enter an open terrain ance if it moves from a friendly port to a friendly port, a ground
hex, 3 movement points to enter a mountain hex, and 2 movement

© 2015, Mark Herman/Studiolo Designs and RBM Studio C3i Magazine, Nr29
14 Plan Orange
unit conducting Strategic Ground Transport that starts its move in a in the hex. If there are no units taking part in the battle after this,
friendly port may also double its movement allowance. the battle is considered lost by the offensives player and cancelled.
The path of the move may not enter an un-neutralized opposing Air- Any amphibiously attacking unit not eliminated must conduct post
craft Zone Of Influence and may not end the move in a hex with an battle movement from the hex.
enemy unit. The ground unit must finish its movement in a friendly PLAY NOTE: Moving an amphibious force with an aircraft carrier
port. A given ground unit may not combine Strategic Ground Trans- unit always neutralizes opposing Aircraft Zones of Influence
port with other forms of movement in the same offensive. Note that throughout the move. Additionally, positioning a CV in a position
strategic ground transport does not require the use of amphibious that neutralizes an opposing air Zone Of influence prior to moving
shipping points (ASPs). the amphibious assault unit allows the Amphibious Assault unit to
A port captured using ground movement during the Offensive counts move through the area.
as a friendly port and can be used during the offensive for Strategic C. Concluding Amphibious Assault (Offensive Only)
Ground Transport. However, a hex entered solely via Amphibious If at the conclusion of battle resolution containing an amphibious
Assault converts to friendly control just prior to post battle move- assault, the Offensive amphibious assaulting ground unit(s) are not
ment and is thus unavailable as a destination for Strategic Transport. in a friendly controlled hex (e.g., the assaulting forces lost the air-
DESIGN NOTE: This is an administrative naval movement using naval or ground battle), the Offensive amphibious assaulting unit(s)
slow troop transports, which is why it does not use an ASP. only may conduct post battle movement like a naval unit, but must
end their movement in a friendly port or coastal hex. If this is not
8.45 Amphibious Assault (Offensive and Reaction) possible, the Amphibious Assaulting unit(s) are eliminated.
All Japanese and US units (except RR Gun) are Amphibious As-
sault capable. 8.46 Organic Naval Unit Transport Capability
Each side has regimental and brigade sized land units. These units
A ground unit that moves in this manner may move from any coastal can conduct amphibious assault by either using one amphibious
hex (with or without a port) to any coastal hex (with or without a port) shipping point per unit, or they can conduct amphibious assault by
a distance equal to the distance a naval unit in the current offensive beginning the offensive stacked with and moving their entire move
may move. An Amphibious Assault never doubles the distance it may with a DD naval unit at no cost in amphibious shipping points.
move, even if it enters a friendly port at the conclusion of its move. Each naval unit of these types, at either reduced or full strength, can
An amphibious assault may enter any non-mountain coastal hex move one of these regimental/brigade sized units. If the naval unit is
whether or not it contains enemy ground units. Note that Event cards eliminated during an Offensive, the ground unit it was transporting
that restrict the activation of naval units do not prevent amphibious is also eliminated and does not land. If the naval unit loses a step
units from using amphibious assault. there is no effect on the transported unit.
A. Amphibious Assault ASP Requirements (Offensive and EXAMPLE: On the Japanese Jan-Apr 1932 game turn, the Japanese
Reaction) CA Aoba can enable the Shanghai Brigade to conduct Amphibi-
One Amphibious Shipping Point (ASP) is used by each ground ous Assault by moving as a stack from Shanghai to Guam. Units
unit of division size (XX) or smaller that conducts an Amphibious transporting and units to be transported must start the move in the
Assault. Each Corps or Army sized unit (XXX or XXXX) uses one same location.
ASP for each step (e.g., a reduced Corps or Army sized unit requires PLAY NOTE: There are only a handful of naval and ground unit
one ASP and a full strength Corps or Army unit requires two ASP). combinations that can conduct this type of move, but it is a useful
An amphibious shipping point can be used only once per game turn. way to cheaply capture unoccupied opposing bases, especially
Note its use by moving the Amphibious Shipping Used marker on early in the war.
the Strategic Record. If insufficient amphibious shipping points are
8.47 Ground Unit Stacking
available, the units for which there are insufficient ASPs cannot
During an offensive or battle, any number of ground units may be
conduct Amphibious Assault.
stacked in a hex. Stacking is evaluated at the conclusion of any strat-
Important: During Reaction no more than one ASP may be used for egy card play whether it was played as an offensive or event. No more
Reaction movement. This has no effect on organic transport (8.46), than six friendly air and/or ground units (of any size) may be stacked
as this type of movement does not use an ASP. in a hex. If there are overstacked units, the owning player removes
the excess units from play, air units first, until the hex is within the
B. Amphibious Assault Restrictions (Offensive and Reaction)
stacking limits. If the units were in supply when so removed, they
The path taken by the Amphibious Assault ground unit(s) may not
are placed on the game turn record track to be returned to play the
enter or exit a hex that currently contains an opposing naval unit
turn after the next turn as reinforcements (which cannot be delayed).
(active or inactive), unless the assaulting unit moves with a friendly
If the overstacked units were out of supply, they are eliminated.
naval unit for the entire length of its movement. An Amphibious
Assault unit may not enter or exit a hex within an un-neutralized
opposing aircraft Zone Of Influence.
Important: If Amphibious Assault ground unit(s) are without an
accompanying friendly naval unit and opposing naval forces of
any type end their movement in the battle hex as part of reaction
movement, the amphibiously assaulting units are turned back. Each
ground unit takes a one step loss and does not take part in the battle

C3i Magazine, Nr29 © 2015, Mark Herman/Studiolo Designs and RBM Studio
Plan Orange 15

9.0 Battle Resolution B. Roll a die (modifying as appropriate) for each player to determine
the combat effectiveness rating. Each player’s total attack strength
Each battle is conducted in two steps: first Air & Naval combat is times effectiveness rating results in the total hits made by the player.
resolved, and then Ground combat is resolved. There are two separate
combat results tables, air/naval and ground. Although both types of Die Roll Modifiers
combat use similar procedures, they use different die roll modifiers. • Surprise Attack: +3
• Event Modifier: + any battle modifiers specified by an EC. Note:
9.1 Who Participates in Battle Some event cards have special battle modifiers.
All units in the battle hex must participate in that battle. No unit of
either player can participate in more than one battle per Offensive. NOTE: There are mentions on the Combat results tables for Ambush.
These are not used in Plan Orange, but are only used in Empire of
9.11 Air and Aircraft Carrier Units in Battle the Sun.
Activated air and aircraft carrier units can participate in a battle
if they are within their air range of the battle hex. An air/carrier C. If the intelligence condition was Intercept, both players simulta-
unit that is in a battle hex must participate in that battle and cannot neously apply a number of hits equal to their combat effectiveness
participate in another battle that is within its range. If a Reaction rating times their total air-naval strength.
player air/carrier unit starts its Reaction in a battle hex and reacts D. If the intelligence condition was surprise attack, the Offensives
out of the hex, it must still participate in that battle even though it player applies all hits first. Surviving Reaction player units in the
is now not in the battle hex. battle hex then calculate their combat strength, make a die roll on
Carrier units that did not end their movement in a friendly port hex the CRT, and apply any hits to the Offensives player’s units.
must either take part in a battle or be assigned to cover an amphibi- E. Empire of the Sun reference.
ous landing on an empty enemy-controlled hex. F. How to Apply Hits. The player who rolled the die applies all
9.12 Naval Units in Battle hits against opposing units. Hits can be applied to units participat-
Activated non-aircraft carrier naval units that enter the battle hex ing in the battle and non-aircraft carrier naval units that are not in a
add their naval strengths into the total air-naval combat value. Non- battle hex, but stacked with an aircraft carrier unit that participates
aircraft carrier naval units that are not in a battle hex, but in a hex in the battle. Hits may be applied in any manner desired within the
with an aircraft carrier naval unit participating in a battle hex, do following restrictions.
not use their combat value in battle resolution, but their presence PLAY NOTE: The combat system generates hits. The nuances of the
with the aircraft carriers makes them part of the losses procedure. combat system are within the conditions for how those hits can be
Aircraft carrier units that are within their air range of the battle hex, applied. The skill is understanding how to compose your offensives
including actually residing in the battle hex, always add their combat so important elements such as carriers are properly escorted.
value to the air-naval combat.
1. If a number of hits equal to an opposing unit’s defense strength
9.13 Ground Units in Battle are applied, the unit is flipped to its reduced side or eliminated if
All ground units in a declared battle hex must participate in the already on its reduced side.
ground combat portion of the battle. Offensive ground units that
2. All full strength units must be reduced before any units can be
enter a battle hex through amphibious assault only participate in the
eliminated. Units that have only one side are considered to be re-
ground portion of the battle if their side wins the air-naval battle.
duced units. Non-aircraft carrier naval units that are not in a battle
If the Offensives player loses the air-naval battle (does not affect
hex, but stacked with an aircraft carrier naval unit that participates
Reaction ground units) and there is a mix of units that entered the hex
in the battle, must also be reduced before any reduced strength unit
through ground movement and amphibious assault, only the ground
can be eliminated.
units that entered by ground movement participate in the ground
battle. Reaction ground units that enter a battle hex via amphibious 3. If there are excess hits and no further units can be hit due to
assault participate in the ground portion of the battle regardless of restrictions for applying hits, the remaining hits are lost.
the air-naval battle outcome. 4. To allocate hits to Air, CV, and CVL unit that are not in the battle
9.14 Supply in Battle hex containing opposing naval units (they are either outside the battle
Supply has no effect on battle resolution. Its effects are accounted hex or the battle hex contains no opposing naval units), there must
for in the Attrition Phase of the turn and in activation limitations. be one friendly Air, CV, and CVL unit in the battle for each such unit
that has hits applied on it. For example, if one side had one air and
9.2 The Air Naval Combat Procedure one CV unit and the opposition had three CV and CVL units, and
A. Both sides add up their activated air and naval attack strength in no units are in the battle hex, hits could be applied to only two of
the battle hex and add any activated air, CV, CVL units that are tak- the three units. In all cases the side applying the hits chooses which
ing part in the battle from outside the hex. The Reaction player also aircraft carrier or air units take the hits. Non-air capable naval units
adds in the strengths of any inactive naval and air units that are in the can always be the target of hits generated during an air naval battle.
battle hex, even if they remained inactive after reaction activation. EXAMPLE: If the Japanese side had one carrier and achieved 45
This sum of attack strength is the total attack strength that is modi- hits versus an US force with two full strength carriers, it is possible
fied in the following steps. that a large number of hits could go unapplied because the inability
to reduce one of the two US carriers would prevent any reduced
strength unit from being eliminated, since there would still be a full
strength US naval unit present.

© 2015, Mark Herman/Studiolo Designs and RBM Studio C3i Magazine, Nr29
16 Plan Orange
The corollary of this condition is if one side has no air or carrier 9.33 Offensives Player Victory
units present and the other does have one or more present, none of If the Offensives player wins and any Offensive ground units remain
the air or carrier units can be damaged if they are not actually in the in the battle hex with Reaction ground units (active or inactive), a
battle hex with opposing naval units. ground combat is conducted. If there are ground units from only one
5. If a player was the only side with air and/or naval units in the side in the hex, that side gains (or maintains) control of the hex and
air naval battle, then hits may be applied to any opposing ground the battle is concluded. If there are no ground units in the hex at all,
units in the hex. If opposing air or naval units were present in the Reaction player maintains control of the hex and battle is concluded.
battle, hits can only be applied to air and/or naval units. The last DESIGN NOTE: If a side gains air naval supremacy over the battle
ground step in a hex cannot be eliminated due to air and naval hits; hex, the amphibious ground forces can engage.
when sufficient hits are generated to eliminate the ground units in
a hex, the Reaction player chooses which reduced unit will be the 9.34 No Air-Naval Combat Was Conducted
last ground step. However, a hex with intrinsic defense strength is If neither player had any air or naval units present, then the Ground
always the last step remaining in a hex. Additional hits that cannot combat occurs, just as if it had been an offensives player air-naval
be used are lost. victory.
6. Critical Hit. If a critical hit is achieved (by an unmodified nine 9.4 Ground Combat Procedure
die roll or due to an event), the player may circumvent the restriction A. Ground combat is always simultaneous, regardless of the intel-
of case number 2 above, eliminating units while other full strength ligence condition. Both sides add up their activated ground unit
units remain. attack values plus the attack strengths of any inactive ground units
Additionally, any time a player achieves a critical hit, and is math- that are in the battle hex and then conduct a combat effectiveness
ematically unable to achieve at least a one step loss, then one step die roll. The basic procedure is similar to Air-Naval combat, but
loss is assessed to the opposing unit with the lowest defense strength Ground combat uses a different Combat Results Table and has dif-
that can receive the hits (in case of ties, Reaction players choice). ferent die roll modifiers.
DESIGN NOTE: This simulates a fortuitous opportunity during a The player who rolled the die applies all hits against opposing units
battle, to pick off a portion of the opposing force. in any manner within the restrictions on how hits may be applied.

9.3 Determining The Winner Of The Air Naval Ground Combat Die Roll Modifiers
Combat All modifiers are cumulative.
Both sides add up the attack strengths of the surviving air and naval Offensives Player Modifiers
units which contributed attack strength in the battle, active or inac- 1. If only the Offensives player has naval units in the battle hex after
tive. Air units that had their attack strengths halved for the battle air-naval combat, then the Offensives player adds +2 to the die roll
due to range continue to do so for this calculation. Non-carrier naval for shore bombardment.
units are considered for this calculation only if in the battle hex (for
example, a BB naval unit in the battle hex counts, but a BB naval 2. If after air naval combat the Offensives player is the only player
unit that is escorting the distant carriers which also participated in with active air and/or carrier units participating in the ground battle
the battle does not, since it did not contribute its attack values for the (there are no surviving active or inactive Reaction player air or
battle). The side with the higher total is the winner of the air-naval carrier units) then the Offensives player adds +2 to the die roll for
combat. In case of ties the Reaction player wins, except if there are air superiority.
no surviving air or naval units at all. PLAY NOTE: An unopposed offensive carrier unit in the battle
Special exception: If the Reaction player has one or more surviving hex (e.g., CVL) generates both the shore bombardment and air
air or carrier units present, and the Offensives player has no surviving superiority die roll modifiers for a +4.
air or carrier units present, the Reaction player automatically wins 3. Certain terrain types modify the Offensive player’s die roll:
the battle, regardless of the attack strengths involved.
• JUNGLE: subtract one from the die roll (–1).
9.31 No Surviving Air or Naval Units • MIXED: subtract two from the die roll (–2).
If no air or naval units survive the battle, then the result is considered • MOUNTAINS: subtract three from the die roll (–3).
an Offensives player victory.
Note: There is no modifier for City type terrain.
9.32 Reaction Player Victory
If the Reaction player is the winner, Offensives ground units that Reaction Player Modifiers
entered the hex by Amphibious Assault do not take part in the If the Reaction player had any land or HQ units in a hex prior to the
ground battle and must later conduct post-battle movement out of Offensives player conducting an Amphibious assault into that hex,
the hex. Amphibious Assaulting units do not capture the hex in this the Reaction player adds +3 to the die roll.
case even if there are no reaction ground units in the hex. If the hex Both Players
contains Offensive ground units that entered the hex via ground, not Any Event Modifiers from the ECs played as the current Event for
amphibious assault movement, then immediately conduct a ground the Offensive and in Reaction to the Offensive and modifiers from
battle if there are ground units from both sides in the hex. Otherwise the previous play of an Event are added to any other battle modifiers
there is no ground battle. that are in effect as indicated from above.

C3i Magazine, Nr29 © 2015, Mark Herman/Studiolo Designs and RBM Studio
Plan Orange 17
B. How to Apply Hits. Each player applies to the opposing units battle movement first, followed by the Offensives player. No form
a number of hits equal to their combat effectiveness rating times of strategic movement is allowed during post battle movement.
their ground strength. PLAY NOTE: All activated units that did not use strategic transport
1. Only ground units can be hit. Non-activated ground units in the conduct post battle movement, whether they participated in a battle
battle hex can be hit. or not.
2. If a number of hits equal to an opposing unit’s defense strength 9.61 Reaction Post Battle Movement
are applied, the unit is flipped to its reduced side or eliminated if Active Reaction player units move and must end their movement in
already on its reduced side. a Reaction player controlled hex (e.g., air units on airfields, naval
3. Full strength units must be reduced before reduced units can be units in port). The unit must be in supply in the hex and within
eliminated. range of a friendly HQ if possible, but if this is not possible, then
any controlled hex is allowed. If no such locations are available the
4. If there are excess hits that cannot be allocated without breaking unit(s) are eliminated.
other criteria they are lost.
Inactive Reaction player air or naval units that are in enemy-
5. Offensive ground units that conducted amphibious assault to controlled hex after battles conduct emergency movement after
enter the battle hex have their defense strength halved (rounding Offensives Post Battle Movement (See 8.22, 8.32).
up if required) for calculating hits.
9.62 Offensives Post Battle Movement
C. Concluding Ground Combat. After Reaction Post Battle Movement, all active Offensives air and
1. If, after all hits are applied, only one side has ground units in the naval units may conduct Post Battle Movement.
hex, that side is the winner. Otherwise, the side that took the most step
losses during ground combat retreats during post battle movement. After losing a battle Offensives ground units that used amphibious
Flipping a ground unit from its full strength to its reduced strength assault also conduct post battle movement like a naval unit but may
side or the elimination of a reduced unit counts as one step lost. If it not move into or through opposing occupied hexes or opposing non-
is a tie, the Reaction player wins and the Offensives player retreats. neutralized air zones of influence. Exception: Due to losses from air
naval combat a ground unit that used amphibious assault can find
2. It is possible for both sides to be eliminated in a ground combat. themselves during post battle movement in an unneutralized enemy
If this happens, the Reaction player maintains control of the hex, air ZOI. In this circumstance the ground unit may enter enemy air
but all forces are still eliminated. ZOIs until it enters a hex free of enemy air ZOIs when the normal
DESIGN NOTE: What is being simulated here is that both sides’ restriction is once again in effect.
units are no longer combat effective and a remnant force remains Naval units must end their move in a friendly controlled hex that
in the defender’s hex. contains a port. Air units must end their move in a friendly controlled
3. If the Offensives player is the only one with surviving ground hex that contains an airfield. Any unit that is unable to end its move-
units in the battle hex, the hex is now controlled by that player. If ment in a legal location is eliminated.
the Reaction player is the only one with surviving ground units in
the battle hex, the Reaction player maintains control of the hex.
10.0 Reinforcements, Amphibious Ship-
9.5 Retreat
A retreating Offensive ground unit that entered a hex by ground ping Points, and the Strategic Display
movement must retreat into the hex from which it entered the 10.1 Receiving Reinforcements
battle. A retreating Offensive ground unit that has entered a hex by
10.l1 Reinforcement Placement
amphibious assault movement conducts post battle movement like
Reinforcements arrive according to the reinforcement schedule or
a naval unit.
due to strategic movement in the off map display. Ground or naval
A retreating Reaction ground unit is moved by the Offensives player unit reinforcement must be placed in a friendly port hex in Japan
into an adjacent hex that does not contain Offensives unit, that was (Japanese) or on the East or West Coast box on the Strategic Dis-
not a hex from where an Offensives ground unit entered the battle play (US) where the unit is in supply and which is within activation
and where retreating to does not cause an overstack. If possible, range of an HQ that can activate the unit (6.12). Place an air unit
the hex has to be a legal named location friendly to the retreating reinforcement in a friendly airfield hex where the unit is in supply
unit; if this is not possible, any legal hex may be selected. If these and which is within activation range of an HQ that can activate the
conditions cannot be met or if the battle-hex is a one-hex island, the unit. An HQ arriving as a reinforcement must be placed in a friendly
Reaction ground unit is eliminated. port on the map, not strategic display, where it is in supply.

9.6 Post Battle Movement DESIGN NOTE: Air reinforcements showing up are based on the
Post battle movement is conducted after all battles are concluded. air unit arriving crated on a merchant ship and then being uncrated
Only activated units that have conducted no form of strategic move- and deployed at that location.
ment can conduct post battle movement. Movement allowances for All US reinforcements due to mobilization or returning units are
air and naval units in post battle movement are equal to those allow- placed, see mobilization procedure (10.34).
ances used for the Offensive. Ground units do not conduct post battle The US Fleet train if eliminated returns to the game on the 2nd turn
movement except to retreat (9.5). The Reaction player conducts post after it was eliminated through this mobilization procedure.

© 2015, Mark Herman/Studiolo Designs and RBM Studio C3i Magazine, Nr29
18 Plan Orange
Reinforcement unit may never be placed in an un-neutralized enemy Ground unit Brigade/Regiment: 1 Mobilization point per full
ZOI. HQs arriving as reinforcement on the current turn fulfill the strength unit.
supply and activation requirements for reinforcement placement Air unit: 1 Mobilization point per full strength unit.
only in the hex they occupy. To place reinforcements in other hexes,
the supply and activation must be traced from an HQ that begun 10.25 Eliminated units
the turn on the map. Naval units that are eliminated cannot be replaced or mobilized;
they are permanently removed from play. Ground units that are
US player places all reinforcements first, and then the Japanese
eliminated cannot be replaced or mobilized; they are permanently
player does so. Placement of reinforcements cannot alter enemy
removed from play. Air units that are eliminated can be replaced,
ZOI to allow other placements in the same segment; however, they
but not mobilized.
may generate new ZOI to restrict enemy placement of units. When
placing reinforcements, stacking and placement restrictions may 10.26 Strategic Display
not be violated. Only US units can move on the Strategic Display. All movement
on the Strategic Display is considered naval movement. Remember
10.12 Entry Problems With Reinforcements
that air units when mobilized show up on the map and never on the
If for any reason a reinforcement unit does not have a usable point
Strategic Display. Once a US unit moves from the Strategic Display
of entry, the owning player may voluntarily delay the entry of that
onto the map, it cannot later on re-enter the Strategic Display. Units
reinforcement. The unit remains off map until it can correctly enter
on the Strategic Display are automatically in range of the GHQ
play during a subsequent reinforcement phase.
whether it is on the map or on the game turn track and therefore
10.2 Amphibious Shipping Points (ASPs) can always be activated if the unit is on the Strategic Display. Units
At the start of each scenario both sides begin with a number of activated on the Strategic display can move one box per OC value
Amphibious Shipping Points (ASPs) as indicated by the scenario. of the card used to activate them. For example on a 2OC card a
Each ASP can only be used once per turn. Each time an ASP is used, naval or ground unit can move through two connected boxes. The
move the owner’s ASP Used marker on the Strategic Record track Panama Canal is either open or closed. It begins every game open
as a way of recording how many of the available ASPs were used and once closed remains closed for the remainder of the game and
during the current turn. At the start of a new turn, reset the markers units may not enter that space. Any units in Panama canal when it
to indicate the full level. closes may remain or exit in either direction, but may not re-enter.

10.21 US ASPs
The US player receives 1ASP reinforcement per game 11.0 Replacements
turn beginning with game turn 4. These reinforcement
ASPs permanently increase the level available for sub- 11.0 Replacement Basics
sequent turns. There is no way to reduce the US ASP Purpose: Each side receives replacements per game turn or due to
level. The Allies can gain further permanent or temporary ASP an event card. Replacements can be used to bring reduced strength
additions due to certain event cards. units to full strength; eliminated units cannot be brought back into
play. One replacement point can bring one eligible reduced unit to
10.22 Japanese ASPs full strength. An eliminated unit can be brought back into play at
The Japanese begin each scenario with 2 ASPs. The full strength for two replacement points.
Japanese do not receive any permanent reinforcement
Procedure: To receive replacements, reduced units already on the
ASPs during the game. The Japanese can gain addi-
map must be supplied and not in an un-neutralized enemy ZOI.
tional temporary ASPs through certain card events. The
Eliminated units returning to the map are treated identically to
Japanese permanently lose one ASP each time the US makes an
reinforcements. Thus, HQs that arrived as reinforcement during
attack (declared battle hex) on its HQ with air-naval units, in addi-
the reinforcement segment can be used to place units only in their
tion to other effects that may occur due to the attack. The Japanese
hex. Air arriving during the replacement segment cannot neutralize
can never lose their last ASP for any reason, so once reduced to 1
enemy ZOIs to allow other placements during the same segment.
ASP; they can be reduced no further.
However, air units that arrived during the Reinforcement segment
10.23 Japanese Reinforcements do neutralize enemy ZOIs during the Replacement segment, possibly
The Japanese begin each scenario with all of their units in play, they allowing placement in additional hexes.
do not receive any reinforcements. Sequence: The US player places all replacements first, and then the
10.24 US Mobilization Japanese player does so.
At the beginning of the scenario all US units that do not
begin the game in a starting location, see scenario, it
11.1 Replacement Restrictions
Only units on the strategic display or the map can receive replace-
can only be brought in as reinforcement through Mobi-
ments. All eliminated ground and naval units are permanently re-
lization. Starting with turn 3 the US gets 4 Mobilization
moved from the game and cannot receive replacements. Eliminated
points per turn, a Mobilization point can be converted into reinforce-
air units can receive replacements and placed on the map.
ments. Mobilization points cannot be saved.
Naval Unit: Any type, 2 Mobilization points per step.
Ground unit division: 1 Mobilization point per step.

C3i Magazine, Nr29 © 2015, Mark Herman/Studiolo Designs and RBM Studio
Plan Orange 19

11.2 Japanese Replacements 13.2 Philippines


11.21 Japanese Naval Unit Replacements 13.21 Philippines Definition
The Japanese player receives one naval replacement per The Philippines are defined as all hexes that are contiguous land
game turn that can be reserved for future use, but the hexes with Manila (2813) or Davao (2915) or an island hex within
maximum that can be saved can never exceed one. 2 hexes of Manila/Corregidor, plus Jolo Island (2715). The key
Japanese naval units must be located in a Japanese home Philippines bases are hexes: 2715, 2812, 2813, 2911, 2915, 3014.
island port to receive naval replacements.
13.22 Philippine Surrender
11.22 Japanese Air Unit Replacements The Philippines surrender when the Japanese player controls Manila
The Japanese player may receive air replacements through the (2813), Leyte (3014), and Davao (2915). Remove all US ground units
play of certain events plus one air replacement per turn, which in Philippine hexes from play during the National Status Segment.
may be used immediately or reserved for future use. Once removed these units may never re-enter play.
11.23 Japanese Ground Unit Replacements 13.3 China
There are no scheduled replacements for Japanese ground units. China is in one of two political modes: Crisis
and Armistice. China begins the scenario in
11.3 US Replacements Crisis mode. The Japanese can move and
11.31 Ground Replacements attack only Shanghai. Shanghai begins the
The US player receives one ground replacements per game turn, scenario with the Japanese Shanghai SNLF unit stacked with the
starting with game turn 2. All replacements that cannot be used are one step Chinese defense strength of 4-10 (19th Route Army). In
lost. US ground replacement may be used for reduced ground units order to end the Crisis the Japanese need to eliminate this Chinese
only. Eliminated ground units may not be brought back into play unit. In order to initiate a battle hex in Shanghai, the Japanese have
with replacements. to have active ground units in the Shanghai hex. An inactive unit in
11.32 Air Replacements the Shanghai hex cannot participate in a battle there. Once the Chi-
The US player receives two air replacements per game turn. These nese unit is eliminated the Japanese have captured Shanghai.
can be used for any reduced or eliminated US air units that can take Once the Japanese capture Shanghai the China Crisis is concluded
replacements. If these replacements are not used during the turn, and the China Crisis marker is flipped to its Armistice side. If at any
they are lost. time, even in the middle of a card play if Shanghai does not have a
Japanese ground unit (any strength or size) and at least one naval unit
11.33 Naval Replacements
(any strength or type), the Chinese 4-10 ground unit is immediately
The US player receives one naval replacement per game turn that can
resurrected in the Shanghai hex and the China crisis begins again,
be reserved for future use, but the maximum that can be saved can
flip the China Armistice marker to its Crisis side.
never exceed two. US naval units must be on the Strategic display
or Oahu in order to receive naval replacements. 13.31 Moving in China
PLAY NOTE: Card text supersedes the normal rules for any Japanese and US units may enter and attack in Shanghai, Korea, and
reinforcement, mobilization, or replacement options available to Manchuria (13.41). The intrinsic defense of Chinese hexes is zero.
the player. Hong Kong, hex 2709 is foreign territory. The island of Formosa is
Japanese territory. For other locations see 13.6.
13.32 Chinese Armistice
12.0 Strategic Warfare Any time the Japanese control Shanghai China declares an armistice
If the US player can attack the hex that contains the Japanese HQ and the marker is flipped from its crisis to its armistice side. Once
and wins the air/naval battle or gains control of the hex, the Japanese an armistice is declared there can be no further crisis situations.
player loses one ASP, but never its last ASP. Once an armistice is declared, no US units may enter Shanghai, the
Japanese must keep one ground unit and one naval unit in Shanghai
as a garrison for the remainder of the game.
13.0 National Status
13.4 Japan
13.1 National Surrender Japan consists of six parts: Honshu, Hokkaido, Kyushu, Shikoku,
A nation surrenders if the opposing player controls certain hexes of
Manchuko (hexes 3302 and 3303 plus all adjacent hexes except
that nation during the National Status Segment. If Japan surrenders
3304), Korea (3305 and adjacent hexes), and the Mandates (Formosa,
the game is over and the US player wins the game. If the Philippines
Sakhalin Is, the Kuriles, Okinawa, Iwo Jima, Marcus, the Marianas
surrender, the Japanese player automatically gains control of all of
minus Guam, the Caroline Islands, and the Marshall Islands); see the
its on map airfields and ports that are not occupied by US units. The
map boundary. The Japanese Home Islands consist of only Honshu,
Philippines can only surrender once per game. The US can retake
Hokkaido, Kyushu, and Shikoku. Note: Card text references to
the Philippines by recapturing the locations that the Japanese player
Japanese islands means Japanese Home Islands.
had to capture to make the Philippines surrender. If they do, they
regain control of all of that nation’s airfields and ports except for
those that have a Japanese unit (of any type) in the hex.

© 2015, Mark Herman/Studiolo Designs and RBM Studio C3i Magazine, Nr29
20 Plan Orange
13.41 Manchuria and Korea 4. If an HQ is involuntarily repositioned (6.14) and cannot be brought
Manchuria is Japanese not Chinese. Manchuria consists of all hexes back into play at the end of the Offensives segment, then that
within 2 hexes of Harbin and Mukden that are not in Korea (see player loses the game.
border on map) or USSR. Korea consists of all mainland hexes that 5. If none of these conditions occur, then there is no automatic vic-
reside within the Korean border. tory, and the winner is determined at the conclusion of game turn
6 by the following conditions.
13.42 Marshall Islands
The Marshall Islands are defined as all islands that are within 2 hexes 14.11 Capital Ship Ratio Calculation
of 4415 Eniwetok and 4715 Kwajalein. If the Allies control these Conditions 1 and 2 are evaluating a ratio of BB/BC naval steps. Each
two hexes during the National Surrender phase, then all islands in BB/BC begins the game with two steps. The strength of the BB/
the Marshall Islands that do not contain Japanese land units become BC naval step has no impact on this calculation, only the number
US controlled. Any Japanese air or naval units in hexes that change of steps. Naval units on their reduced side can be repaired through
control must immediately use emergency air-naval movement to exit. replacements, but this occurs at the beginning of a turn and this
13.43 Japanese Surrender evaluation occurs at the end of the turn, so it is the ratio on them
Japan surrenders if either of two conditions exists at the end of any map (not strategic display) at the end of the turn that matters. For
game turn. both sides every two non-capital ship (CA, CL, DD) and carrier (CV
and CVL) count as one BB step.
1. Occupation: Japan surrenders when all hexes on Honshu are US
controlled. PLAY NOTE: Conditions 1 and 2 represent the Mahanian doctrine
of naval superiority. If in the second year of the war one side or the
2. Blockade: No Japanese home island port hex can trace a path to
other has gained a significant Capital Ship advantage it is presumed
Seoul or via Port Arthur to Harbin or Mukden.
that the other would initiate negotiations. Only naval units on the
13.44 Invading Japan map are used to evaluate the Capital ship ratio to prevent clever
Each city hex in the Japanese Home Islands, that is Honshu, Hok- gamers from avoiding defeat by hiding a fleet in US ports.
kaido, Kyushu, and Shikoku, is considered to contain an intrinsic Based on these conditions you should be circumspect about when you
3-12, one step ground unit with no stacking affect. This step is always are going to fight a Jutland sized battle where the dice could decide
the last one eliminated in the hex. Once an US control marker is the game. Players should have the appropriate circumspection or
placed in a Japanese hex, this intrinsic ground step is permanently desperation when embarking on fighting the ‘decisive battle.’ Also
eliminated, even if the Japanese later regain control of the hex. remember that you have to have a balanced fleet as captured by non-
capital ships and carriers counting as capital ship equivalents. If
13.5 Hong Kong
you find that these conditions are too restrictive try playing a game
Hex 2709 is Hong Kong. Any unit that enters Hong Kong is interned
or two without them and see how play changes.
and removed for the remainder of the game.

13.6 Foreign Territory 14.2 Victory


If an automatic victory has not occurred then the side that achieves
Any hexes that are not within Japanese territory (see 13.4), US
the highest priority victory, wins the game.
territory Hawaiian Islands, Dutch Harbor and the Aleutians, Wake,
Guam, Funafuti, and the Philippines are considered Foreign Terri- 1. Automatic victory, see 14.1.
tory. No units may end movement in Foreign Territory. 2. Either side controls all three Philippine surrender hexes (see
13.22) wins.

14.0 Winning The Game 3. If the US player does not win by the conclusion of game turn 6,
the Japanese player wins.
These victory conditions apply to the 1932 and 1935 scenarios.

14.1 Automatic Victory 15.0 Scenarios


1. Capital Ship Ratio: If at the end of a turn 4 or later, the US has The counters are geared for the start of the Shanghai Incident sce-
2 times or more BB naval steps on the map (naval units on the nario. In order to set up the game, set up all of the counters with
strategic display do not count) than the Japanese has BB/BC naval hex setup locations in those hexes. All other units enter the game
steps on the map then the US wins an automatic victory. Every on their indicated game turn of entry.
two steps of non-Capital naval units (CA, CL, DD) and carriers
(CV and CVL) equal one BB naval step. 15.1 Shanghai Incident January 28, 1932,
2. Capital Ship Ratio: If at the end of a turn 4 or later, the Japanese 15.11
have 1.5 or more BB/BC naval steps on the map than the US has Game Length: Jan-Apr 1932 to Sep-Dec 1933 (6 turns)
BB steps on the map (naval units on the strategic display do not
count) the Japanese wins an automatic victory. Every two steps Card 1: Philippine Offensive and Card 2: Guam Offensive
of non-Capital naval units (CA, CL, DD) and carriers (CV and The Japanese player automatically receives Cards 1 and 2, which
CVL) equal one BB naval step. are then played by the Japanese player in either order desired. After
3. If Japan surrenders due to conquest of Honshu or blockade of the Japanese have resolved cards 1 and 2, the Japanese player draws
Home Islands (13.43) the game immediately ends and the US one additional card. The US player now draws 2 cards and then
player wins. plays one of them, followed by the normal strategy phase sequence
with the Japanese going next followed by the US player.

C3i Magazine, Nr29 © 2015, Mark Herman/Studiolo Designs and RBM Studio
Plan Orange 21

15.12 Game Turns 2 to 6 Hex 5808 (Oahu): GHQ, 18th PG, 7th BG, 24th Division, CA Port-
For turns 2 through 6 both sides draw 5 cards per turn as stipulated land, 5th Marine Regt.
in the sequence of play.
Strategic Display
Follow the rules normally. Randomly remove two BB naval units and DD Farragut, these are
set aside for Refit units and can be mobilized. Place three naval
15.13 Winning the Game
units, US players choice in the East US box and place one naval
See 14.0.
unit in the Caribbean Sea. The remaining naval units are placed in
15.14 Track Marker Starting Locations the West US box.
Here are the starting locations for the game markers: Available Air units: Makin Navy Dirigible, the remaining Army
A. China Crisis Box: China marker on Crisis side air is mobilized: 8th PG, 16th PG, 19th PG, 12th OB
B. Record Track Marine Regts: One regiment in East US box and One regt. In
1. Japanese ASP marker in the 2 box Caribbean Sea box, remainder West US box.: 1st, 2nd, 7th, 10th Regts.
2. US ASP marker in the 3 box Army: 1st Infantry Division US East box, 3rd Infantry Division in US
3. Japanese air and naval markers in the zero box West box, Panama Division is in Panama Canal box. 2nd Infantry Di-
4. US air and naval markers in the zero box vision is unavailable due to Mexican border mission. All other Army
5. US Mobilization marker in the zero box. Bdes (5 x 4-10 and 1x 4-4) become available through mobilization.
C. Strategic Display, Panama Canal Space: Panama Canal marker Units Not Available in 1932 Scenario: Set aside the CVL Langley,
on Open side CV Ranger, and CVL Ryujo as these units are not used in the 1932
D. Game turn marker on the Turn track in the 1: Jan-Apr 1932 box scenario, they are included in the 1935 scenario.
15.15 Japanese Set Up 15.2 1935
Hex 2009 (Tainan): BC Haruna, BC Hiei, CA Takao, CA Nachi, This scenario begins with a later starting date to bring in some ad-
DD Akitsuki, DD Mutsuki, Ominato Air, S. Exp Army ditional units.
Hex 3007 (Shanghai): CL Sendai, Shanghai SNLF (Chinese 19th
RA 4-10) 15.21 US Setup: The CVL Langley and the CV Ranger begin the
scenario on the US East Coast. Other than this change all else is
Hex 3009 (Taihoku): Formosa Army
the same.
Hex 3209 (Okinawa): 8th Division
Hex 3302 (Harbin): Kw Army 15.22 Japanese Setup: The Japanese receive the CVL Ryujo in
Kure. All else the same.
Hex 3303 (Mukden): 2nd AD air, N. China Army
Hex 3305 (Seoul): Korea Army 15.23 Game turns: The game turn track is the same, but mentally
Hex 3407: IGHQ, CVL Hosho, BB Ise, BB Fuso, BB Nagato, CA replace 1932 with 1935 and 1933 with 1936.
Kako, DD Fubuki, Kure Air, 9th Division
Hex 3416 (Palau): Sakai Air, Army Bde 1 16.0 Designer/ Player’s Notes
Hex 3607 (Nagoya): 3rd AD Air
Hex 3709 (Iwo Jima): Army Bde 2
16.1 Player’s Notes
If you have played Empire of the Sun the first thing you will no-
Hex 3813 (Saipan): Yokohoma (Yok) Air, Army Bde 3 tice is air units are helpful, but not the driver’s of strategy that they
Hex 4017 (Truk): Omura Air, Army Bde 4 become in only a decade. Almost all of the air units in this game are
Hex 4415 (Eniwetok): Army Bde 5 equipped with biplanes with monoplanes just entering production.
Hex 4715 (Kwajalein) Army Bde 6 Biplanes of this era do not have the range, endurance, or hitting
power associated with the models that fought in World War II. This
Hex 3506 (Kyoto) WD Army is still the era of the battleship. Jutland was the battle of record and
deeply studied in this period. So, while planes had firmly gained
Hex 3705 (Ominato) CV Akagi, CV Kaga, ND Army
a role as long range reconnaissance and raiding elements in naval
Hex 3706 (Tokyo) 1st AD, ED Army warfare, the arbiter of decision was still the large caliber rifled guns
carried by the battleships. What you will notice is the smaller air
15.16 US Set Up zones of influence (AZOI) and combat power of the land based air
Hex 2812 (Clarke): 17th PG, Philippine Scouts Regt. (Ph Scout) reduces them to a supporting role in the war. This one factor makes
Hex 2813 (Manila) Philippine Bde (Phil), RR Gun, CL Marblehead Plan Orange a very different experience than Empire of the Sun.
Hex 2913: Philippine Constabulary Regt. (Phil Const) The game begins with a surprise Japanese attack to eject the US
Hex 2915 (Davao): Davao Regt. from the western Pacific. This entails the conquest of the Philippines
Hex 3014 (Leyte): Leyte Regt. followed by the neutralization of the US bases that connect the US
West coast via Oahu with the region. The Japanese need to close
Hex 3814 (Guam): 20th PG, Guam Regt.
out the US western bases by mid 1932 (turn 2) to allow them to set
Hex 4612 (Wake): Marine Wake Bde. up defenses against the US offensive that follows. The Japanese
Hex 5100 (Dutch Harbor): Dutch Harbor Regt. (DutchH) need to delay the US advance to allow sufficient time for the US to
Hex 5108 (Midway): Marine Midway Regt. tire of the effort and negotiate a peace. The Japanese have various
© 2015, Mark Herman/Studiolo Designs and RBM Studio C3i Magazine, Nr29
22 Plan Orange
paths to victory, but the surest is holding onto the Philippines. The some nicely detailed descriptions of tactical engagements backed by
USN’s Achilles heel is its fleet train and its need to construct bases solid technology insights. This book inspired me to develop a variant
to support its advance. Knocking out the fleet train is a key element scenario for my Empire of the Sun design. Much of the strategic
in any Fabian strategy. An exciting alternate is to execute an attrition context is based on Miller’s, Plan Orange: The US Strategy to
strategy against the US fleet with your reaction cards and bring on defeat Japan 1897-1945 that covers in detail the evolution of US
a big naval battle where you achieve naval parity and victory. That thinking on this topic.
said, remember that the dice love no one, so this is also the quickest The early 1930’s are of particular interest as the fleets portrayed in
way to lose the game if you misjudge the situation. this game are a result of the Washington Naval treaties that defined
the size and character of ships for the US and the Japanese amongst
The US is cast in the role of the attacker. The US is on a two year
others, for the period of 1922 until 1936 when the Japanese did not
timeline so failure to be aggressive will see the permanent loss of the
renew their participation. These are the treaty fleets that initially
Philippines and its influence in the region. To support this offensive
limited battleship construction and caused the conversion of some
the US has various War Plan cards that have large logistic values
hulls into the first large aircraft carriers. It also expanded construction
that allow for large fleet moves as envisioned in the historical Plan in cruisers and submarines that were not covered in the treaty until
Oranges. The different cards reflect different views as captured by 1930 when these categories became restricted. After 1936 begins
their bonuses or conditions. The US has several paths to victory, the a new period of construction and modernization that is distinct
main one is to emulate Nimitz’s Central Pacific advance and capture from this period and results in the forces that engaged in World
a series of bases resulting in the landing of significant Army forces War II. As a consequence this scenario lets you examine how these
to recapture the Philippines. One of the War Plans cards (card 9) structured treaty fleets might have fared if they were used in actual
even allows for an immediate advance across the Pacific that carries combat, something that I might add I have always wanted to do in
great risk if you have to fight your way into a port. If successful a game design.
this strategic option puts the US fleet into the Western Pacific. The
One of the things that owners of Empire of the Sun will notice is I
challenge for the US is how to maintain its now tenuous line of treated the naval order of battle differently. In Empire of the Sun the
communication to Oahu if the Japanese are successful in capturing naval units reflect a task force oriented organization whereby capital
Guam and other locations to block the HQs activation range. ship units in almost all cases include a contingent of light screening
forces. As this was the era of the big gun battleship, I chose to isolate
Another potential path is to ignore the Philippines and play to
the Capital ships and the light forces from each other. A battleship
blockade Japan from the Asian mainland or conquer Honshu. These
counter represents one or two battleships. The carrier units represent
strategies are usually plans B and C. They are best threatened to one ship with its reduced side reflecting damage. In this way you
keep your Japanese opponent from sending too many ground forces can visually see an earlier perspective of naval warfare. The main
to the Philippines and the Central Pacific. If you see the Japanese impact of this on the design was it created some large stacks where
sending a massive ground force to the Philippines consider your the main fleets are concentrated, so I have added some holding boxes
options by attacking from Dutch Harbor. One last option is to sink to alleviate large stacks.
the Japanese battle line in a large naval battle akin to Jutland. This
Down the road I intend to expand the Empire of the Sun franchise
option tends to occur as a riposte to an unsuccessful Japanese attempt
by looking at other US inter-war plans against such potential op-
along the same lines.
ponents as the British and the Germans. Now that I have a new base
For both sides remember that you can use light forces to tie up map by my good friend Mark Simonitch to work with I intend to
enemy reactions. The other side of this coin is neither side has an look at some of the earlier Plan Orange periods, particularly when
navies relied on coal not oil. Then I intend to look at some interest-
infinite number of these light forces, so each use of this tactic leads
ing Caribbean scenarios and so forth. Rodger seems interested in
to permanent losses of irreplaceable assets. The rest I will leave
this journey; so let him know if you find this approach interesting.
for you to discover. I hope you have as much fun experiencing this
alternate narrative as I did designing it. If you play a game of Plan Orange you will also find yourself fully
qualified to play Empire of the Sun as the game systems are identi-
16.2 Designer’s Notes cal with most of the differences around the political conditions that
For a time I was an adjunct professor for the Naval War College prevailed in World War II. Even if you never play Empire of the
located in Newport, R.I. In one of the older buildings there is a Sun I hope you enjoy this walk down an alternate path not taken.
vending machine room with a second floor gallery and interesting Mark Herman
floor tiles. Like much in life this room has seen better days. In the NYC, Baxter Building
1920’s and 1930’s this room was the place where the USN, often September, 2015
with Army participation, worked out a series of naval wargames that Game Credits
supported Plan Orange. Plan Orange was the US war plan for how GAME DESIGNER: Mark Herman
it intended to fight a war with Japan for dominance in the Western PLAY TESTERS: Gary Gonzalez, Scott Muldoon, Rory Aylward,
Pacific. During the late 1920s and early 1930’s in both Japan and Grant Herman
the US there was a cottage industry around publishing novels of GAME MAP: Mark Simonitch
a hypothetical Pacific war. The most famous one in English was CARDS: Mark Simonitch and Francisco Colmenares
The Great Pacific War authored by a British naval expert Hector COUNTERS: Mark Simonitch and Dave Lawrence
Bywater. This book due to its interesting overlay of strategy and ART DIRECTOR & COVER ART: Rodger B. MacGowan
plausible tactics fascinates me. He does a fairly good job of predict-
PUBLISHER: Rodger B. MacGowan, RBM STUDIO, ©2015
ing a surprise attack on Pearl Harbor albeit with submarines, with
C3i Magazine, Nr29 © 2015, Mark Herman/Studiolo Designs and RBM Studio
Plan Orange 23

INDEX
1932 Scenario . . . . . . . . . . . . . . . . . . . . . 15.1 Ground Combat Procedure . . . . . . . . . . . . 9.4 Operations Value . . . . . . . . . . . . . . . . . . . . 5.1
1935 Scenario . . . . . . . . . . . . . . . . . . . . . 15.2 Ground Movement . . . . . . . . . . . . . . . . . 8.42 Organic Naval Unit Transport Capability, . .
Air and Aircraft Carrier Units In Battle . . . 9.11 Ground Unit Movement & Stacking . . . . . 8.4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.46
Air Ferry . . . . . . . . . . . . . . . . . . . . . . . . . 8.35 Ground Unit Stacking . . . . . . . . . . . . . . . 8.47 Overview Of An Offensive . . . . . . . . . . . . 7.1
Air Movement & Stacking . . . . . . . . . . . . 8.3 Ground Units In Battle . . . . . . . . . . . . . . 9.13 Philippine Surrender . . . . . . . . . . . . . . . 13.22
Air Movement . . . . . . . . . . . . . . . . . . . . . 8.31 Headquarters Units . . . . . . . . . . . . . . . . . . 6.1 Philippines Definition . . . . . . . . . . . . . . 13.21
Air Naval Combat Applying Hits . . . . . . 9.2F Hex Control . . . . . . . . . . . . . . . . . . . . . . . . 6.5 Philippines . . . . . . . . . . . . . . . . . . . . . . . 13.2
Air Naval Combat If Intercept . . . . . . . 9.2C HQ Capabilities . . . . . . . . . . . . . . . . . . . . 6.11 Placement Reinforcement . . . . . . . . . . . 10.11
Air Naval Combat If Surprise Attack . . 9.2D HQ Return . . . . . . . . . . . . . . . . . . . . . . . . 6.15 Player’s Notes . . . . . . . . . . . . . . . . . . . . . 16.1
Air Unit Stacking . . . . . . . . . . . . . . . . . . 8.34 Initiative Segment . . . . . . . . . . . . . . . . . . 4.21 Post Battle Movement . . . . . . . . . . . . . . . . 9.6
Aircraft Zone Of Influence . . . . . . . . . . . . 6.4 Intelligence Values . . . . . . . . . . . . . . . . . . 5.2 Reaction Events . . . . . . . . . . . . . . . . . . . 5.32
Amphibious Assault . . . . . . . . . . . . . . . . 8.45 Introduction . . . . . . . . . . . . . . . . . . . . . . . . 1.0 Reaction Move . . . . . . . . . . . . . . . . . . . . 7.26
Amphibious Assault ASP Requirements . 8.45A Involuntary HQ Repositioning . . . . . . . . 6.14 Reaction Player Victory . . . . . . . . . . . . . 9.32
Amphibious Assault Conclusion . . . . . 8.45C Japan . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13.4 Reaction Post Battle Movement . . . . . . . 9.61
Amphibious Assault Restrictions . . . . 8.45B Japanese Air Unit Replacements . . . . . . 11.22 Receiving Reinforcements . . . . . . . . . . . 10.1
Amphibious Shipping Points . . . . . . . . . 10.2 Japanese ASPs . . . . . . . . . . . . . . . . . . . . 10.32 Reinforcement Segment . . . . . . . . . . . . . 4.11
Attrition Phase . . . . . . . . . . . . . . . . . . . . . 4.4 Japanese Victory . . . . . . . . . . . . . . . . . 14.2.3 Reinforcements . . . . . . . . . . . . . . . . . . . . 10.0
Attrition . . . . . . . . . . . . . . . . . . . . . . . . . . 6.24 Japanese Ground Unit Replacements . . . 11.23 Replacement Segment . . . . . . . . . . . . . . . 4.12
Automatic Victory . . . . . . . . . . . . . . . . . . 14.1 Japanese Naval Unit Replacements . . . 11.21 Replacements . . . . . . . . . . . . . . . . . . . . . 11.0
Base Movement Allowance . . . . . . . . . . . 8.1 Japanese Replacements . . . . . . . . . . . . . . 11.2 Resource Events . . . . . . . . . . . . . . . . . . . 5.33
Battle and Concluding the Offensive . . . 7.28 Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.23 Retreat . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.5
Battle Resolution . . . . . . . . . . . . . . . . . . . . 9.0 Military Events . . . . . . . . . . . . . . . . . . . . 5.31 Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . 15.0
Causes Of The Hypothetical War . . . . . . . 1.1 Movement & Stacking . . . . . . . . . . . . . . . 8.0 Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . 2.1
Changing Intelligence Condition With A Reac- Movement Restrictions . . . . . . . . . . . . . . 8.41 Scenario Set Up . . . . . . . . . . . . . . . . . . . . . 2.2
tion Card . . . . . . . . . . . . . . . . . . . 5.32A Moving In China . . . . . . . . . . . . . . . . . . 13.31 Sequence Of Play . . . . . . . . . . . . . . . . . . . 4.0
Changing Intelligence Condition With An Intel- National Status Segment . . . . . . . . . . . . . 4.31 Sequencing of Moves During an Offensive .
ligence Die Roll . . . . . . . . . . . . . 7.25C . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.23
National Status . . . . . . . . . . . . . . . . . . . . 13.0
China . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13.3 Setting Up the Game . . . . . . . . . . . . . . . . . 2.0
National Surrender . . . . . . . . . . . . . . . . . 13.1
China, moving in . . . . . . . . . . . . . . . . . . 13.31 Special Event Cards . . . . . . . . . . . . . . . . 5.37
Naval Movement . . . . . . . . . . . . . . . . . . . 8.21
Chinese Armistice . . . . . . . . . . . . . . . . . 13.32 Stacking . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.0
Naval Unit Movement & Stacking . . . . . . 8.2
Components . . . . . . . . . . . . . . . . . . . . . . . 1.2 Strategic Air Transport . . . . . . . . . . . . . . 8.33
Naval Unit Stacking . . . . . . . . . . . . . . . . 8.24
Counters . . . . . . . . . . . . . . . . . . . . . . . . . 1.24 Strategic Ground Transport . . . . . . . . . . . 8.44
Naval Units In Battle . . . . . . . . . . . . . . . 9.12
Deal Strategy Cards Segment . . . . . . . . . 4.13 Strategic Naval Movement . . . . . . . . . . . 8.23
No Air Naval Combat Was Conducted . . . 9.34
Declaring Battle Hexes . . . . . . . . . . . . . . 7.24 Strategic Phase . . . . . . . . . . . . . . . . . . . . . 4.1
No Surviving Air or Naval Units . . . . . . 9.31
Designer’s Notes . . . . . . . . . . . . . . . . . . . 16.2 Strategy Cards . . . . . . . . . . . . . . . . . . . . . 1.25
Offensive Intelligence Determination . . . 7.25
Determining The Winner Of The Air Naval Strategy Cards . . . . . . . . . . . . . . . . . . . . . . 5.0
Offensives Player Unit Activation . . . . . 7.21
Combat . . . . . . . . . . . . . . . . . . . . . . . 9.3 Supply & Attrition . . . . . . . . . . . . . . . . . . 6.0
Offensives Player Victory . . . . . . . . . . . . 9.33
Die . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.22 Supply Lines . . . . . . . . . . . . . . . . . . . . . . 6.21
Offensives Post Battle Movement . . . . . 9.62
Drawing A Card . . . . . . . . . . . . . . . . . . . 5.34 The Air Naval Combat Procedure . . . . . . . 9.2
Offensives Phase . . . . . . . . . . . . . . . . . . . . 4.2
Emergency Air Movement . . . . . . . . . . . 8.32 Ultimate Supply Sources . . . . . . . . . . . . . 6.22
Offensives Sequence . . . . . . . . . . . . . . . . . 7.2
Emergency Naval Movement . . . . . . . . . 8.22 Unit Movement Allowance . . . . . . . . . . . . 8.1
Offensives Segment . . . . . . . . . . . . . . . . 4.22
End Of Turn Phase . . . . . . . . . . . . . . . . . . 4.5 US ASPs . . . . . . . . . . . . . . . . . . . . . . . . 10.31
Offensives . . . . . . . . . . . . . . . . . . . . . . . . . 7.0
Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.3 US Replacements . . . . . . . . . . . . . . . . . . 11.3
Operations Value and Movement . . . . . 5.1, 7.21
General Course Of Play . . . . . . . . . . . . . . 3.0 Victory . . . . . . . . . . . . . . . . . . . . . . . . . . . 14.2
Operations Value and Offensives Player Activa-
Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . 1.3 Who Participates In Battle . . . . . . . . . . . . 9.1
tion . . . . . . . . . . . . . . . . . . . . . . . . . 7.21
Ground Combat Applying Hits . . . . . . . 9.4B
Operations Value and Reaction Player Activa-
Ground Combat Concluding . . . . . . . . . 9.4C tion . . . . . . . . . . . . . . . . . . . . . . . . . 7.26

© 2015, Mark Herman/Studiolo Designs and RBM Studio C3i Magazine, Nr29
24 Plan Orange Charts and Tables
Plan Orange

Note: there are no air units with extended range nor is there
an Ambush intelligence condition in Plan Orange, these are
only in Empire of the Sun.

All air units expend 1 MP per hex entered.

A Mark Herman/
Studiolo Designs
© 2015, Mark Herman/Studiolo Designs
and RBM Studio

Note: There are no LRB (Long Range Bombers) in Plan Orange, they are only in
Empire of the Sun. Air units with range 3 have the following values: 1OC 3*, 2OC
6*, 3OC 9*. The Macon/Akron values are 1OC 10*, 2OC
© 2015, 20*,
Mark 3OC 30*. Designs and RBM Studio
Herman/Studiolo

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