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An Empire of the Sun SneakPeek

Example of Play

This example details the Japanese moves on the December, 1941 turn. Online readers are encouraged to download and refer to the sample game map as you read through this example.

Game Turn 1: December 1941

Card 1: Operation Z
CVs Akagi, Soryu, Shokaku, Kongo move from Ominato (hex 3705) to hex 5506 and attack Oahu (hex 5808). There is no US response to the attack. The Japanese die roll is a 8, so 36 hits are apportioned to the US forces in the hex which defend at half strength. Historical result: Eliminate BB MD/CA (10 hits), eliminate both 7th AF unit (20 hits), reduce CA New Orleans (4 hits) for a total of 34 hits, 2 are unused. Japanese naval units return to Tokyo (hex 3706).

Card 2: IAI: Operation No. 1 Conquest of SE Asia
Designers Note: IAI was one of the key historical examples of economy of force. The Japanese gained the majority of their objectives within one month of Pearl Harbor. EOTS allows you to see the broad outlines of this conquest and much of the initial order of battle is designed to give some insight into the complexity of this multi-dimensional plan. Due to the small scale nature of some of these operations that are below the granularity of EOTS, although all key features are accounted for, some of the smaller detachments are subsumed into the broader tapestry of the game design.

The Japanese player has 26 activations for this Offensive. Each group of coordinated activations will be described below in a roughly West to East direction. Battle resolution occurs after all Offensive and Reaction movement has been completed. Since the Allies have no reaction movement during the 1st game turn (except for Force Z mandated movement), the battle resolution description is included in each Offensive axis of advance.


  1. 2509: 25th Army reduced (represents elements of the 5th and 18th divisions) uses Amphibious Assault movement (1 Amphibious Shipping Point= ASP) to move to Kota Bharu: 2112; this causes Force Z in hex 2015 to be moved to hex 2112.
  2. In support of the 25th Army, BB Kongo 2 in hex 2909 moves to hex 2112 (it was actually in distant support).
  3. 22nd Air Flotilla in hex 2212 is activated and is within range of Malaya peninsula.
  4. 2211: 15th Army (includes the Imperial Guard division) moves to Singora hex 2012 via 2110 and 2011.
  5. 2211: 38th Army moves to 2109 via 2110.
  6. Battle is declared for hex 2112, where the Japanese during the Air Naval combat eliminate Force Z and take no losses in return.
  7. Post Battle movement: Kongo 2 moves to Cam Ranh hex 2311.


  1. 2311: Activate 2 SNLF battalion move it using Amphibious Assault to Miri hex 2415.
  2. 2311: Activate CA Mogami which moves with 2 SNLF to Miri and supplies the Amphibious transport negating the need for the use of an ASP.
  3. There is no battle since the hex is unoccupied, place a Japanese control marker in the hex and increase Japanese resources by one by moving the Japanese resource marker from the 3 to the 4 box of the Strategic Record Track.
  4. Post Battle movement: CA Mogami returns to Cam Ranh hex 2311.

Hong Kong

  1. 2708: Activate the 17th Army reduced and move to Hong Kong hex 2709; declare a battle hex.
  2. Battle Resolution: The Japanese 17th Army has no modifiers and achieves a one times result scoring 9 hits. This is sufficient to eliminate the British Hong Kong Brigade. The British Hong Kong Brigade has insufficient strength to damage the Japanese 17th Army, which captures Hong Kong.


  1. 2909: Activate 1st SNLF battalion and use Amphibious Assault (1 ASP) to move to hex 2911.
  2. 2909: Activate 14th Army and use Amphibious Assault (2 ASP) to move to hex 2812; declare battle hex.
  3. 2909: Activate CA Takao and move to hex 2812.
  4. 2909 and 3009: Activate 5th Air Division, 21st Air Flotilla and 23rd Air Flotilla.
  5. 3209: Activate 19th Army reduced and use Amphibious Assault (1 ASP) to move to hex 2913; declare battle hex.
  6. 3407: Activate CVL Zuiho and move it to hex 2913.
  7. 3416: Activate 16th Army reduced and use Amphibious Assault (1 ASP) to move to Davao hex 2915; declare battle hex.
  8. 3416: Activate CA Nachi and move it to Davao hex 2915.
  9. 3416: Activate CVL Ryuho and move to within 3 hexes of 3014 Samar/Leyte; declare battle hex.
  10. Battle Resolution: Hex 2812, Japanese air units on Formosa (hexes 2909 and 3009) in conjunction with CA Takao attack US FE and 19th Air Units (famous B-17 19th Bomber Squadron). Since this is a Surprise attack all Japanese attacks are resolved first with surviving US units then responding in kind. Japanese strength is 54 Air strength points reduced to 27 due to use of extended range plus 12 for CA Takao, the die roll has 3 added to it for Surprise Attack and achieves a one times result for a total of 39 hits. This eliminates both US air units (FE takes 20 hits and 19th takes 18 for a total of 38). Since there are no surviving US air units, air naval combat is concluded and because the Japanese have more surviving air naval factors ground combat is conducted. The 14th Army attacks the NL Corps. The Japanese get +4 for having naval support in the hex and no US air units within range of the battle. Historically the Japanese 14th Army gets two hits on the NL Corps that will destroy it, but first it responds, but first it responds with a +3 amphibious defense modifier to reduce the 14th Army.
  11. Battle Resolution: Hex 2913, Japanese Zuiho conducts air naval combat against SL Corps but has insufficient hits to reduce the ground unit. The 19th Army adds four to its die roll and gets a result sufficient to reduce the SL Corps, which then retreats into Manila hex 2912.
  12. Battle Resolution: Samar/Leyte hex 3014, the Japanese CVL Ryuho attacks at 3 hex range, so only the Japanese player can cause damage in this battle since the US Asia naval unit is a surface unit. The Japanese player adds 3 to the die roll for Surprise Attack and achieves a one times result that causes 6 hits, which reduces the US Asia naval unit.
  13. Battle Resolution: Hex 2915, the Japanese conduct air naval combat using the Nachi to fire at the Mindanao Corps. This can be done because there are no US air or naval units present in the battle. The Nachi achieves a one times result causing 10 hits. This is sufficient to reduce the Mindanao Corps. The ensuing ground combat sees the 16th Army achieve a result scoring 13 hits, which is sufficient to eliminate the Mindanao Corps and win the battle.
  14. Post Battle Movement: The CVL Ryuho, CVL Zuhio, and CA Nachi end their movement in Davao hex 2915. CA Takao returns to Tainan hex 2909. The 5th Air Division moves to hex 2812. The 21st Air Flotilla moves to hex 2909.

South Pacific

  1. 4017: Activate the 3rd SNLF and APD Kamikaze (supplies amphibious transport) which conduct an Amphibious Assault to Guam hex 3814. The move is unopposed and Guam becomes Japanese controlled. The APD Kamikaze returns to Truk hex 4017.
  2. 4017: Activate the South Seas Detachment and the CA Aoba (supplies Amphibious transport) which conduct an Amphibious Assault of Rabaul hex 4021. The move is unopposed and Rabaul becomes Japanese controlled. The CA Aoba remains at Rabaul.


  1. 4715: Activate the 4th SNLF, CA Tenyru (supplies amphibious transport) and the 24th Air Flotilla. The 4th SNLF uses Amphibious Assault movement to move to Wake hex 4612; declares a battle hex.
  2. Battle Resolution: Hex 4612: Due to VMF 211, the Japanese cannot directly attack the Wake Marine battalion in air naval combat. The Japanese have an attack strength of 9 (Air units 10 attack strength is halved due to extended range plus 4 for the CL Tenyru). The Japanese add 3 to their die roll for Surprise attack but roll low and get a half result achieving 5 hits (round up). This is insufficient to eliminate VMF 211. Due to the fact that the Japanese have 19 factors (5 air times 3, plus 4 for the CL Tenyru) versus 1 for the US, they have sufficient air and naval control to conduct ground combat. The Japanese 4th SNLF adds 2 to its die roll because it is the only side with naval units in the hex, but does not get the additional air modifier because of the presence of VMF 211. The Japanese achieve a one times their strength outcome which results in 4 hits, which is insufficient to damage the Marine battalion. Since the Marines remain on Wake, the 4th SNLF conducts post battle movement with the CL Tenyru back to Kwajalein hex 4715.

This concludes the Japanese move of 26 activations for Game Turn 1.