Code of BushidoCode of Bushido

Code of Bushido

$72.00

  • Shipping Weight: 4lbs
  • Manufactured by: Multi-Man Publishing
  • This product was added to our catalog on Friday 17 April, 2020.
Code of Bushido is permanently Out of Print and is replaced by Rising Sun. July 5th, 1939 ... Since May the desert wasteland of western Manchukuo has been the scene of escalating conflict between Soviet and Japanese forces along the Mongolian border.  Two days ago the Japanese launched a...
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Description

Code of Bushido is permanently Out of Print and is replaced by Rising Sun.

July 5th, 1939 ... Since May the desert wasteland of western Manchukuo has been the scene of escalating conflict between Soviet and Japanese forces along the Mongolian border.  Two days ago the Japanese launched a full-scale offensive to evict the intruders.  Participating in the attack is the first-rate but untested 2/28th Infantry Battalion.  Resistance, light at first, has stiffened considerably and the battalion's advance has bogged down.  Under relentless Soviet artillery and tank fire, the Japanese dig in along the numerous sand dunes as ranks of Russian infantry approach behind the billowing explosions of a rolling barrage.  In the burning heat and swirling dust, the true test of the 2/28th's mettle is about to begin...

February 7th, 1944 ... The 7th Indian Division, finding itself cut off and split up by Japanese forces moving rapidly through the Arakan jungle, has ordered defensive "boxes" to be formed.  As two depleted companies of the 4/8th Ghurkas reach the "Admin Box" they are sent to hold an unmanned sector of the perimeter including Point 315.  However, this dominating height has not gone unnoticed by the Japanese, who have ordered several of their infantry columns to make for the hill.  A vicious meeting engagement is about to occur as the two forces unwittingly collide...

May 24th, 1944 ... The U.S. 158th Regimental Combat Team landed on the north coast of New Guinea three days ago.  Its mission: to take and hold the important airfields around Sarmi.  Yesterday's progress was satisfactory, but resistance was surprisingly stiff.  Today the 3rd Battalion, supported by tanks, artillery and combat engineers, is to capture a small village and seize a bridgehead over the narrow Tirfoam River.  Little do the Americans know that the Japanese defenders number almost twice what intelligence has estimated - and that they too have a plan: a massive banzai counterattack...

Yes, here it is at last: CODE OF BUSHIDO, the Japanese ASL module.  Eagerly anticipated for years, the Japanese finally make their debut in wargaming's premier system of WWII tactical ground combat.  Inside you will find the complete ASL order of battle for the Japanese:  all the significant vehicles, guns and troop types they employed from the 1930s through 1945.  Eight scenarios, whose settings range from the barren plains of Manchuria to the steaming jungles of New Guinea, pit the Japanese against a wide variety of Allied nationalities.   Also included are four new mapboards (#s 34-37), fully compatible with the other SL/ASL boards, which depict the dense vegetation so common in tropical areas.  Four sheets of overlays (village, stream, wooded hill, rice paddies, etc.) provide the means to create an almost endless variety of new terrain configurations.  Chapter G of the ASL rules covers the many unique characteristics of the Japanese as well as new terrain types like jungle, bamboo, huts, swamp and kunai grass, among others.  Fanatical soldiers who will die rather than break and run - unwavering, seemingly unstoppable banzai charges - individual tank-hunter infantrymen willing to blow themselves up along with an enemy AFV - these are but a hint of what is offered in this most unique addition to the ASL system.  Your first CODE OF BUSHIDO scenario will be an ASL experience like none before - and one you'll likely never forget.

Contents:

  • Boards 34, 35, 36, 37
  • PTO Terrain Overlays Chapter G (1-10)
  • Chapter G Divider
  • 1st Edition Chapter H Japanese
  • Scenarios 59 - 66
  • 3 Counter Sheets

Time Scale:     2 minutes per Game Turn

Unit Scale:     5 to 10 men, plus individual leaders, vehicles, guns

Map Scale     40 meters per hex

Players:     2 (also suitable for solitaire or team play)

Playing Time:     Varies with scenario played; on average, three hours

Complexity:     High

Solitaire Suitability:     Low 

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