BANZAIBLITZ!

By Norman E. Beveridge

The campaign in the paciFic in World War II took on a very fluid nature not previously experienced in warfare. Land forces  depended  on  sea  forces  for supplies and protection from the enemy, the sea forces depended on air units for protection,  and  the  air  units  largely depended on the ground units for secure bases.  This  vicious  circle  led  to  the famous leapfrogging campaigns which the  Allied  forces  used  to  push  the Japanese back to their own islands. The object in the various campaigns was to eliminate one part of the enemy's circle. By knocking out a key airbase, the Allied  navy  could  land  ground  units under protection of friendly air cover, securing another land airbase   and extending the Allied influence one step farther.  At  the  same  time,  Japanese bases behind Allied "lines" of air and sea  power  would  lose  air  and  sea support, and thus become ineffective. By using this plan of attack the Allies needed fewer ground forces than the enemy, and did not have to attack and capture  every enemy stronghold. Key struggles on the land included landings, counterattacks   on   beachheads,   and struggles  over  physical  possession  of airfields.  Those  types  of  battles  are included  in  this  kit.  Most  situations come from key campaigns in the middle years of the war.
	Because of the non-mobile nature of the  forces  usually  involved  in  these battles, I hate to call this a variant of Panzerblitz.   Nonetheless,   Panzerblitz rules must apply to these games, except as I have modified herein. I have tried to recapture these battles at their most fluid moments, but I do not claim to recreate  the situation  exactly.  I hope these  situations have  enough accuracy and   yet   playability   to   provide entertainment for those people involved. But  some players  may  find various situations  imbalanced, and I hope  the optional  rules  provided  can  restore balance  in  these  cases.  Use  those optional rules as needed, or add your own. This is your game. Play it as you like it.

Reading the Situations:

	Each situation begins with the name of the campaign and the name of the battle (if they are distinct), followed by the date of the action simulated in this scenario.  Next comes an informational section.  I  provide  the  count  of  the number of enemy units in this scenario. The first number indicates the count for the  regular game,  and the number in parenthesis  is  the  number  in  the historical  game.  Then  is  the airpower indicator. This indicates which side, if any,  gets  to  exercist  the  airpower options. On the next line appears a time multiplier.  IF, and only if, you decide to use the historical OB's, this number indicates how many times you should go through the time line. If the multiplier is  two,  and  the  regular  game  has  ten moves, then for the historical game go through the time line twice, or twenty moves. If any reinforcements enter on a late move, bring them in the first time through the time line.
	Next comes a board configuration diagram.  The  numbers  indicate  the boards in this kit, unless the number is followed by an "E". If the number has an "E" in it, then that board is from Panzerblitz.  These  boards  should  fit together easily, and included in the set are  two conversion  pieces  for use  in connecting  the Pacific  boards to the European   boards   of  the   regular Panzerblitz game.
	After the board you should find a unit  diagram  indicating  which  units participate in this scenario. As with the unit count, the first number indicates the number of units necessary for the regular game. The number in parenthesis indicates how many units of that type appear in  the historical game. Under that you should find the conditions for setting up and who moves first.
	Following the units I have provided a very  brief  description  of  what  the opposing forces were fighting about in this battle. Given in what is the actual result of the battle assuming the victory conditions I have provided. These actual results describe only the portion of the battle covered in the situation, and do not   necessarily   reflect  the  overall outcome.
	Some games require special rules, and they come next.
	At  the  end  come  the  victory conditions   and   time  line.   Victory conditions may change with use of the historical OB, so check them carefully before setting up. I have tried to take into   account   both   objectives   and capabilities of the opposing forces when assigning these victory conditions. I have abstracted them a little to provide single conditions rather than marginal, tactical and strategic victories which caused so much confusion in the past. If neither side  fulfills the conditions given, then the game is a draw. If both succeed, it is also a draw.
	In   general   I   would   recomment playing the regular OB for ease of play. Some of the historical games tend to get a bit crowded with extra units, and that bogs the game down intolerably.

Changes to the Regular Panzerblitz Rules:

	The regular rules apply in all cases except as specifically modified herein. Stacking:  Units for both sides are platoons and stack 3 to a square.
	Rivers: Notice that rivers cover whole hex sides. These impede movement. A river hex  side  includes only those hex sides   completely  covered  by  water. Partial  coverage  negates  the  effect  of rivers. Some hex sides include bridges or fords. Only pure infantry and engineers may cross river hex sides without delay. All other units may cross only at fords or  bridges.  Bridges  work  as  in  the regular game, except that a ford does not  exist  at  that  point  unless  so indicated.  For  non-infantry  units  to cross at a ford, the unit must stop on both  banks  of  the  river  before proceeding. For example, in one turn a truck may end its turn adjacent to a ford, on the next it may move to the opposite bank but no farther, and on the third turn it may proceed normally. Being  adjacent  to  the  ford  at  the beginning of the turn in no way impedes a unit's ability to move on that side of the river. No unit may cross a bridge into a block hex, but they may leave a block hex to cross a bridge. CAT attacks not allowed across rivers even at fords or bridges. Vehicles cannot overrun a defending unit if the entry or exit hex side is a bridge or ford.
	Pontoon  Bridges:  As described in Panzerblitz  campaign  booklet,  except placed on the river hex side and counts as a ford.

	
	Airpower: The side indicated in the scenario  (if any)  gains  the  following advantages through use of airpower: on five of the turns in the game that player may call for airstrikes (this would apply each time through the time line for the historical  game).  During  an  airstrike turn, no enemy vehicle may move at all. Also,  at  the proper time in the play procedure (see the modified procedure given later) the side with airpower may make  a  3-1  attack  on  any  two
individual units of his choice, provided the enemy units are not in forest or fort (does not include foxholes) squares, and that the unit is the weakest in the stack. These two units need not, but may, be in the same square.
	Foxholes: Any unit that does not move for 6 consecutive turns may place a   foxhole  counter  in   its  square. Vehicular units (units with MF greater than one) may not dig in, nor may they move into foxholes built by other units. The unit trying to dig in may not fire or attack  in  those  6  turns, but it  may suffer  an  enemy  attack.  Dispersement does not prevent the unit from digging in.  Use  these  foxhole counters just like the forts in the regular Panzerblitz game, except  that  they  count  as  infantry targets (not armor) and do not leave a block counter when destroyed. Vehicles may overrun foxholes. In some scenarios units may begin in foxholes.
	AFV Transports: Non-C class units (i.e. tanks) may not transport units. This applies to both sides.
	Modified  Play  Procedure:  Use  the following play procedure rather than the regular Panzerblitz  procedure.  If  any step  does not  apply,  skip it.  At the beginning of the game, both sides go through steps H and I if needed. Do this before either side sets up. The side that invades (if any) should do it first.
	A) Naval  Support  Phase:  Any naval support artillery factors committed to rire  on  this  turn  do  so  at  this  time. Treat as regular attack under non-sighted firing rules, except no CP is needed, nor is air support.
	B) Invasion   Defense   Phase:   Any defensive units (i.e. units belonging to the side not moving) committed to fire as invasion defense may do so at this time. Any units committed but not in range do not fire. Firing units are not inverted  after  firing.  Do not use  the regular combat  table.  Use  the  charts enclosed to resolve this fire.
	C) Non-sighted  Fir Phase:  Any units committed to fire this phase may do so, using the non-sighted rules and regular combat table. Invert units after firing.
	D) Normal  Fire Phase:  Same  as in regular Panzerblitz.  No  units firing in previous phase C or in the phase B of the   enemy's   previous   turn   may participate in this combat. Invert units after firing.
	E) Invasion Phase: Any units scheduled to land must do so now.
	F) Movement Phase: As in regular game. Units which participated in any previous phase this turn may not move. Units which participated in the B phase of the enemy's previous turn may not move. Units may make overrun attacks and defensive  units  may  make  layed  fire attacks.   Move   each   unit   separately during this phase, except when one unit transports another.
	G) CAT Phase: As in regular game.
	H)Fire Allocation Phase: At this time the attacker chooses which units if any will participate in the following B phase of  the  enemy's  turn.  Record  these secretly. Also, allocate naval fire secretly and non-sighted fire. No unit may fire in more than one phase, so choose wisely!
	I) Landing Commitment Phase:  Choose units to land on the following invasion phase, and place them in the "Ready Area". Do not place them in the landing area until  the  next  friendly B phase. Secretly record which area the units will land in. Do not let the enemy view the
chosen units.
	J)Air Attack Phase: Make all air attacks at this time. Air strike restrictions will apply  to  the  following enemy  turn.
	NOTE: Obviously steps H and I are not necessary on the last turn. After step J, turn all friendly units right side up as usual and begin the enemy's turn.
	Invasion Rules: The side possessing the landing units should keep his units hidden from the enemy at all times. In phase  I  of the  friendly  move,  the landing units should be chosen.  Move these units to a given area in view of the enemy, but keep them upside down. This  is  the  ready  area.  The  enemy knows units will land but not what units will land. When the next friendly phase B comes, move these units to the board edge  opposite the beaches where the
units will land. On any given turn units may invade only one board. Once committed to land in a phase I the units must do so in the next move or are lost. Units .may land on any beach square on
the chosen board, and may land up to three  units per square.  Units (except amphibious units) must stop on  the beach square and proceed no farther. Units may not land on enemy occupied
hexes.  (Because  of  this,  in  scenarios where one side sets up and then the other  invades,  the defender may not begin on actual beach squares, but may move there in his turn.) Units without
movement factors must land in a C class unit. The invader may attempt to land as many units as the beaches will hold.
	Invasion Defense Fire: Units committed to  fire  in  this  mode  (H, M  and  A weapons only) may do so only if they have enough range to Fire on squares of the board edge where the invaders will land.  They  need  not  shoot  into  the enemy unit's squares in particilar, but just  the  board  edge  half  squares  in general.  Total  up  all  firing  units and compare to the enclosed chart. This combat does not depend on factors firing.
	Naval  Support Fire:  Side with naval support may use it as indicated in the scenario. In most cases this fire comes under  non-sighted  rules.  The  naval support has no range limit, and is not subject to CP and air strike limitations of non-sighted fire.
	Non-sighted Fire: Often artillery fired on suspected enemy units. On phase C artillery may choose th fire in this mode if   they  were   so   committed   in   the previous  H  phase.  In that phase  the square of attack must also be chosen. Units may choose not to fire, but may
not participate  in  anything else that turn. Units may fire in this mode only if a friendly CP unit is on the board, or if an air strike is called for the following phase J (use of air strike to permit this
fire   does   commit   the   player  to  an airstrike). The CP unit must be within 6 squares of the Firing unit(s), but need not have  the  enemy in  sight. When resolving  this  fire,  roll  the  following chart:

1 or 2 hit, treat as normal Fire.
3,   4,   5   miss,   check  Fire  zone displacement chart and resolve. 
6 miss, shot wasted.

	If the result is a 3, 4, or 5, roll again to determine which square the Fire lands in.  Use  the  chart  for  that  particular board  in  which  the  target  square is located. All Fire for that attack lands in the  adjacent  square  indicated  by  the second roll. Then treat it as a normal Fire  attack.  It  does  not  matter  if  the indicated square is out of range.
	EXAMPLE:  Suppose  I  Fire  a non-sighted attack at square 1-15. If I roll a  I  or  2  the  First  time,  I hit that square. If I roll a 6 I miss altogether. A 3, 4, or 5 means I roll again. If I roll a I on the second roll I hit the forest. 2 or 3 hits the main airfield (IH6 or 1-1-6), while 4 hits  1-J-6 and 5 hits I J-5.  A  6  for  the  second  rull would  hit  the  clear  square.  For European boards use the displacement chart of the adjacent conversion boards (8 and 9).

OPTIONAL RULES

	Random Landings: Land each unit separately. When the unit lands, place it on the particular square you want it to land on. Then roll a die. If the roll is a 2, 3, 4, or 5, the unit lands there. If it is  a  I,  the  unit lands  to  the  left,  a  6 lands  to  the  right.  Roll  again  to determine how many squares down the beach  the  unit  lands.  If  the  unit randomly  lands  on  a  slope  square, enemy occupied square, or a square already containing three friendly units, that unit  is  destroyed  instead. If the unit is a class C unit and it does not land on a beach square, it is destroyed instead. If it is any other kind of unit and lands on a clear non-beach square, the  unit  is dispersed immediately and does not recover until the next friendly turn (i.e. do not turn it upright until the end of the next enemy J phase). Units landing  in  Jungle  squares  are  also dispersed  in  the  same manner.  Units landing in a city square are destroyed, unless that city square is also a beach square.
	AA Defense: Units within 3 squares of a flak weapon (units with arrow symbols) are immune to air attack, but still subject to movement restrictions.
	Layed Weapons: All A weapons and flak weapons ( excluding those mounted on vehicles) may be "layed in", or sighted on a line and range fixed. This is indicated  by  placing  the  top of thp counter  in  one  of  the  six possible directions  indicated  by  the  fire zone displacement  chart  (do  not  roll  to determine this; this is your option). The line of layed fire must be a straight line of hexes: no crooked lines. Anytime a unit is layed  in,  and  an enemy unit
moves through that line of fire, the moving unit must stop and the defender may Fire. A weapons may fire only at vehicles,  and  flak  may  fire  only  at non-armored units. The layed weapon
may fire anytime a unit enters its line of fire.  If no  result  comes of the combat, the unit may move on. A unit moving down the line of fire can get shot at everytime it moves to a new hex. Layed units are not limited in the number of times they may shoot, and are (along with  the  B  phase  firing)  the  only exception to enemy units not allowed to attack on a friendly move turn. The layed fire may take place in half range only. The line of fire is blocked by any terrain in a square (blocking side or not) or by any unit in the line, friendly or not.   Block   counters   and   wrecks interrupt the line of fire. Firing in this mode has no effect on what the unit is programmed to do, or what it can do, in the following phases. A unit which fired in   the   previous   B   phase   cannot participate   in   this   mode   of  fire, however.
	Amphibian  Units:  Normally  units must stop on the beach squares when they  land.  Buffalo tanks and DUKW transports,  however,  were  amphibious units.  These  units may proceed inland up to the limit of their MF. Count the beach square against MF of these units. These units may also move freely over water anytime during the game as long as they end the move on land squares. Company Units: Provided with the kit  are  special  company  size  units for infantry units on both sides. Either side may form these units at will according to  the requirements below. Transports may not carry company units. No unit may stack or move through a company unit,  except  in  an  overrun  attack. COmpany units may not land in an
invasion. To form a company unit, move these  units  to  a  mutual  square  in violation  of  the  stacking  rules  and replace them with the proper company unit. This unit may not form after an
invasion,  and  may  not participate  in CAT that turn. Japs move four infantry and any one mortar unit together. U.S. Marines move three infantry and any one mortar unit, and Army units do the
same. All infantry must be the same, and must be the pure infantry units for that side or service. Mortar units may be any kind of mortar. Units may break down at will, but the parent unit may
not move that turn and the units must end  the  move  in  compliance  with stacking rules.
	Pioneers: Marine Pioneer units count as engineers and infantry units at the same time and thereby gain the column advantage on CAT attacks any time they participate in such a battle.
	Cities  and  Towns:  City  and  town squares do not count as armored targets (count them as whatever the target unit is)  and do  not  add  a  die  point  to  the attacker's roll. They still hide and block just as regular cities and towns.
	Dense Jungles: In most of the island campaigns,   the   forests   were exceptionally dense jungle. To simulate this:  cover  all  units  in  forest  squares with blank countersthe  enemy may not  inspect  them  except in  a CAT attack (and then only after committing himself to that attack). Also, add two to the  die  roll  instead of the usual one point for forests. And do not permit normal fire across jungle hex sides.
	Amphibious Transfer: This capability belongs  to  the side which may land units during the game, but only if the enemy does not have airpower. The side which may land units may at any time evacuate units from beach squares back to  the  floating reserve  at sea.  These evacuated  units  may  land  in  the following turn under the invasion rules. Dispersed units may not evacuate.
	Banzai Tactics: Jap units may decide to use this kind of attack instead of a regular CAT  attack.  To simulate this, change DD to X, change D to --, change  -- to AX (attacker elim), and add one to the  die  roll.  Japs  may  not  use  this during an airstrike.
	Invasion Defense Firing Table: Count the number of units landing (the enemy may not do this until the phase in which he chooses to fire) and the number of units firing (not factors, and the enemy need not reveal the number to the player attempting to land until the  firing phase) and cross index on the following chart. The number indicates  how  many  units die  before reaching   the   beaches.  The  enemy chooses which units, but may not look before or after choosing the dead units. For 37+ results, kill a number of units  equal  to  the  number  of  units firing.

Invasion Defense Firing Table

Notes On Unit Factors

	Much information exists on the arms and organizations of the forces involved in   the   campaigns   I   have   shown. Unfortunately,  while  I  can  estimate pretty closely how many of each type of unit was involved, I have to use units standardized with factors taken on the average performance of a unit. So when a battle involves units with low morale, I have to cut the number of units. This does not exactly recreate the problem, but it does come close.
	I will provide a brief explanation of how I arrived at the factors for each of the units involved in this game.
	U.S. Units: The 60mm mortars were little  more  than  a  section  and  hardly constituted a platoon strength unit, but nevertheless were  a separate maneuver element in company structure. For that reason they have low combat strength. They  did  have  good  effect against trucks, and serve that purpose well in the game.
	Our 81mm mortars were equivalent to everyone else's weapons, but I feel they had more vulnerability to attack than others.
	Our 37mm weapon possessed a bit more power than most other nations' models  in  this  size.  This happened because  other nations went to larger weapons  before  we  did,  and  we
continued to develop ours. The weapon served  well  as  the  main protector of infantry units, throughout the war, even though it was phased out in favor of 57mm and 75mm (and later 90mm)
models in the AT units. We stole the 57mm design from the British 61br, and added better sights and carriage to it. The weapon gave up a slight amount of f [repower to the 37mm gun, but more
than made up for it in range.
	Our 30cal. weapons were standard for all  nations  (MG's  all  have  about  the same effect, since they were perfrcted in WWI and few improvements have come around since then). They could produce the  firepower of an infantry platoon with fewer weapons, but the number of
weapons helps on defense, so the low defense factor.
	Our 50cal. MG was mainly an AA weapon, and in practical use was a bit too large  for defensive work in close quarters. Oddly enough, at one time this weapon showed possibilities as an AT gun, but increasing armor thickness soon removed that possibility.
	The infantry took with it some real artillery    in    the    form    of   pack howitzers75 and 105 mm guns. The other nations also had these weapons, but the Germans used 150mm guns and
the  French and Japs relied on heavy mortars more than us. Our weapons fell behind  a  bit  on  accuracy  (due  to inexperienced  gunners,  not  failure  of equipment) but more than made up for
that on  firepower.  Our artillery units usually had more ammo to fire off than the   enemy.   Our  gunners   had   an unfortunate habit of staying with the guns even when the enemy was only
yards away, the guns blazing at point blank range. For that reason, I give our guns only a I factor defense.
	Our engineers were among the best in the world, and certainly ranked with the Germans.  I rated them equals. But our army infantry usually had more men per platoon,  and  our  MI  put  out more firepower  than  the  German weapons. Also, our BAR weapons in each platoon somewhat  outclassed  the  comparable German burp gun in range, so I rated our infantry a bit better. Marines had even more men and better spirit than the regular infantry, so they rate even
better.
	I have explained the Pioneers in that rule.
	Our trucks were better 'than the German trucks in some respects, but I feel  this  is  marginal, and that German experience makes up for the difference. A truck is a truck, in general.
	DUKW was another thing altogether. These were amphibious trucks designed to help get the infantry inland more quickly. They provided both speed and protection, and quite often helped save the lives of the men wading ashore as well as those it carried, not only by carrying out wounded, but by advancing faster   and   helping   to   remove   the pressure  on  the  men  pinned  at  thebeaches. They even participated in the DDay invasion!
	The Buffalo amphibious tanks were also a direct result of vehicles needed for amphibious landings. The army and Marines had experimented with flotation collars  on  Sherman  tanks,  but  these usually  foundered  in  waves  of  any height. A tank was needed that could float across the coral reefs on the islands (where  the  LOT'S  couldn't  go)  to provide  the  firepower  and protection needed by the infantry. They carried light armament.
	Heavy artillery reached up to 200mm models, but these rarely had time to set up on islands before the fighting was over.  More  often,  heavy  105mm  and 155mm weapons got into action since these  guns  were  also  excellent  for protecting the coast from enemy ships
and not too difficult to set up. They compared favorably to enemy weapons of similar types.
	Japanese Units: While I based the U.S. unit strengths on German units, I based Jap units on U.S. units and then compared them to the Germans.
	The 50mm mortar provided in the game is the famous Japanese "knee mortar" which were even less effective than  our  60mm.  The  70mm model appeared a little later in an effort to add
firepower and range, but it still was not a good weapon. Later in the war they introduced a 90mm model which about equaled the standard 81mm mortars of other nations. Throughout the war they used very heavy mortars, up to 6 inch or better, but I have provided only the
120mm mortar, the most numerous weapon of this sort, and quite similar to ours.
	As I mentioned before, the Japs depended on their 37mm AT gun almost entirely during the war (later developed a 47mm gun) and it was very good.
	Their  30cal.  MG units had a few more men than ours, and so a better defense value. They did not have 50cal. MG's that I know of, but like the Germans loved to haul around 20mm
for AA protection.  They had organic horse carts for their weapons, so I let them have a movement capability.
	The mainstay field gun of the Jap army was a trusty little 70mm gun, similar to our 75mm pack howitzer. But for   long   range   duels   their   most numerous  gun  was  a  light  75mm
howitzer of good quality.
	Wagons  are  wagons.  Trucks  are trucks. Recons are Recons. Jap infantry was not quite as good as ours  due  to  their  fanatical  style  of defense (and suicidal  tendencies). But that very  fanaticism,  I  believe, places them just a bit better on the attack than German troops. Their engineers were good but ill-equipped.  As with  our forces,   the   Jap   units   trained   for amphibious assault were much better than  the  regulars.  Their  Sea Raiders (marked S.R.) were elite army units, well equipped and trained. Their marines were also special units.
	The Japs had a medium tank that carried MG's and a 37mm gun, and a light tank equipped only with MG's and intended for infantry combat. Late in the war the Japs got out some heavier
tanks  with  47mm guns, but only in small numbers. The Jap tanks were good infantry support vehicles, and compared favorably to our Stuart models.

Designer's Notes

	I can hardly begin to explain all the things I have considered in putting this game together. But I do think I should explain a few things. Airpower is merely a simplifying abstract rule designed to create  the  results  of  air  superiority without complicating  the  game. The foxhole  rule  is  just  common  sense, coupled with the realization that as unit density increases, earthen forts decrease in  value  (how  good  are  three  U.S. marine   platoons   crowded   into foxholes?).  The  AFV  transport  rule stems from the lack of hand rails or anything else to hang onto on those vehicles. Sure we have all seen films of it, but in  a practical sense U.S. and Jap
tanks of the times could not physically transport  an  entire  platoon  on  five tanks.  The  sequence  of events in the Play Procedure follow a comoon sense order.
	The invasion rules involved a bit more study to come up with a practical system. By checking on the intensity of fire  in  the  various  invasions,  I  found that casualties went up in proportion to the number of guns firing, and varied little  with the caliber of the gun. While on land a shell explodes and kicks rocks and limbs all around (and into) infantry men, at sea most shells fall harmlessly into the water and spray the men with H20. Some damage to the landing craft does result from near misses, but I have found that the higher rate of fire of smaller weapons makes up for the edge in  explosive  power  in  higher  caliber guns.  Also  the  density  of  fire  and density  of  invading  forces  directly affected  casualties.  I tried to take all these things into account in these rules.
	Several phases exist for firing in the "normal" manner, but I allow each unit to   fire   in   only   one   (they   can concentrate on finding range and bearing for only one target at a time). Layed fire  seems  to  be  an exception to this, but the guns are preset to targets on this line. The time required to zero in on a vehicle or mass of men falls off greatly when the gun is layed in, so I allow unlimited fire despite the gun's activity during the rest of the move, except for B phase activity. Invasion defense fire commitment effectively lays in those guns  to  fire  at  invading units,  and therefore these units could not be layed in for targets on land also.
	Non-sighted fire and layed weapons I believe  make  sense  and  I  feel  they should be added to the regular game. Otherwise those weapons have nowhere near the effect they had in real combat (layed fire is what made the battle of Kursk so bad for the Germans).
	Company units rules stem from a desire on my part to give the infantry units  the  staying  power  inherent  in company size units. This comes from better    control   of   the   unit   in
coordinating attack and defense which would not happen with the platoons acting  individually.  These  units  could easily  become confused if packed too densely, hence the stacking limit of one,
and the units did not land from one landing craft, and thus cannot land as a company unit. I tried to reflect the actual  company  organizaiton  of  the forces  involved,  but Allied  companies
should actually include a 30 cal. MG unit as well. Quite often, however, these units were not present in a company, being  detached  to  guard bridges and OP's and CP's, etc., and did not follow the infantry into attack. The company units   provided   are   essentially quasi-company "battle groups".
	The Pioneers and Ranger units which fought  in  WWII  were  equipped  as infantry and engineer units, having both capabilities.  The  Rangers  have  better training and more men, however, and so I rated them higher in factors than the Pioneers.  The Pioneers still have great
value in CAT.
	The villages (cities and towns) in the jungle regions were quite often straw huts, bamboo shanties, or wood frame houses, and hardly provide armor for occupying units.
	I  hope  everything  else  is  self explanatory. If not, write me, Norman Beveridge,   Jr   4822   Kingfisher, Houston, Texas 77035.